ZkDash
Apr 30, 2012, 08:19 PM
Before we, the people of PSO-World, start, I would like to put to attention that the purpose of this thread is to inspire intellectual discussions about what has been discovered, not to create controversy about what may be deemed as broken and game-breaking 'Tech'.
Here we go:
http://www.youtube.com/watch?v=W_fIoABC9KQ
Disclaimer:
I do not claim to know anything concrete about these mechanics. I am simply stating my theory and analysis of them.
Explanation:
If you haven't yet figured out what has happened after a few watches of the clip, we'll break it down here.
First, the action palette is shown with what looks to be 6 different PAs completely housed into 6 identical weapons. This is the case here. Next, the character is shown stringing together a series of attacks, a combination if you will, but Isn't it strange how the character is able to string together that 'combo' with 4 different PAs when each weapon clearly only houses 1 PA in its entirety? Normally, that would be strange, but that is not what is happening here. Closer inspection of the footage will reveal that the character is actually switching weapons to another identical weapon mid-combo, but with the 'new' weapon housing a completely different PA in its entirety. Since technically, no 'new' weapon has been switched to, no weapon loading animation is enacted upon. This allows the character to follow through with the rest of the 'combo' streaming 'different' weapons housing different PAs along the way without interruption. Simple, no?
I hope you'll have a clearer understanding of what has taken place here now, but lets dig a bit deeper into the mechanics and possibilities, shall we?
Diving Deeper:
As explained earlier, switching to the same weapon will not interrupt you mid-attack to load the 'new' weapon, but what happens when you switch to a different weapon of the same weapon class under the same circumstances? For example, switching from a basic Sword to a Claymore mid-combo. Surprisingly, not a whole lot is different. Switching to another weapon of the same weapon class mid-combo will allow you to continue your combo uninterrupted, yet anyways. Interestingly, switching to the same weapon class mid-combo will allow you to follow through the your attacks until you've stopped and reset to the neutral state, it is at this time where your character will stop to load the models for the new weapon which you have swapped to. To add to that, the game will load up whichever weapon you have switched to last in your combo before you have stopped and returned to neutral. I have not tested any stat changes that may have occurred from switching weapons mid-combo. I will leave that up to those that are interested. I have also not tested the effects of jump/guard cancelling your attacks after switching weapons, but I am sure the game will force you to load the model for your most recently switch weapon at some point where your character is allowed to load up weapon models.
Diving even Deeper:
We now know that switching to the same weapon mid-combo will not interrupt you and will allow for some creative gameplay. We also know that switching to weapons of the same weapon class mid-combo will allow you to continue your combos uninterrupted to a certain degree (when your offence halts, you will be put into the weapon-switching animation). I'm sure some of you may be interested in the possibilities of cross-weapon combos at this point, but alas, it does not work so well. Switching to a new weapon class mid-combo will immediately halt the rest of your combo to load up the model for the new weapon. To illustrate the point, switching to a Sword while performing Slide Shaker with a Partisan will disallow you from performing further actions with the Partisan and commence to load up the weapon model for the Sword.
My Thoughts:
It is unknown to me at this point whether or not SEGA has intended for any of this to be possible, but I feel this would be a great 'technique' for Hunters looking to play a bit less effectively and a bit more creatively varied. As ineffective as combos may be in PSO2, I think that playing with a combo-ing style of gameplay is fun and exciting. Hunters in their current developmental state already hold a lot of potential for this style of gameplay. I think extra value may be added to PSO2 if SEGA chooses to further embrace this style of gameplay. For one, re-adding the passive skill for increased PP-Regen on attacks will benefit this style of gameplay if not only by a bit compared to the boost it would offer to the 'average' style of Hunter gameplay.
While the pacing of the game will remain unchanged from the discovery of this 'technology', I am looking forward to the all the creative and visually stimulating combos that may stem from this. Ultimately, it is up to SEGA what they wish to do with PSO2. I'm am just glad that PSO2 has offered to me an outlet to flex my creative muscles, even if it may just be for a short while longer.
Closing Comments:
While I may assume that most people would either skip or skim though all this text, I must thank you if you have enjoyed reading through whatever amount you have. As stated earlier, my purpose in posting all this is to stimulate discussion about what has been discovered. I hope you will keep that in mind when posting your opinions, theories, or general inquiries on the subject. Thank you, now enjoy some dancing Rappies.
http://db.tt/jUlPsqSk
Here we go:
http://www.youtube.com/watch?v=W_fIoABC9KQ
Disclaimer:
I do not claim to know anything concrete about these mechanics. I am simply stating my theory and analysis of them.
Explanation:
If you haven't yet figured out what has happened after a few watches of the clip, we'll break it down here.
First, the action palette is shown with what looks to be 6 different PAs completely housed into 6 identical weapons. This is the case here. Next, the character is shown stringing together a series of attacks, a combination if you will, but Isn't it strange how the character is able to string together that 'combo' with 4 different PAs when each weapon clearly only houses 1 PA in its entirety? Normally, that would be strange, but that is not what is happening here. Closer inspection of the footage will reveal that the character is actually switching weapons to another identical weapon mid-combo, but with the 'new' weapon housing a completely different PA in its entirety. Since technically, no 'new' weapon has been switched to, no weapon loading animation is enacted upon. This allows the character to follow through with the rest of the 'combo' streaming 'different' weapons housing different PAs along the way without interruption. Simple, no?
I hope you'll have a clearer understanding of what has taken place here now, but lets dig a bit deeper into the mechanics and possibilities, shall we?
Diving Deeper:
As explained earlier, switching to the same weapon will not interrupt you mid-attack to load the 'new' weapon, but what happens when you switch to a different weapon of the same weapon class under the same circumstances? For example, switching from a basic Sword to a Claymore mid-combo. Surprisingly, not a whole lot is different. Switching to another weapon of the same weapon class mid-combo will allow you to continue your combo uninterrupted, yet anyways. Interestingly, switching to the same weapon class mid-combo will allow you to follow through the your attacks until you've stopped and reset to the neutral state, it is at this time where your character will stop to load the models for the new weapon which you have swapped to. To add to that, the game will load up whichever weapon you have switched to last in your combo before you have stopped and returned to neutral. I have not tested any stat changes that may have occurred from switching weapons mid-combo. I will leave that up to those that are interested. I have also not tested the effects of jump/guard cancelling your attacks after switching weapons, but I am sure the game will force you to load the model for your most recently switch weapon at some point where your character is allowed to load up weapon models.
Diving even Deeper:
We now know that switching to the same weapon mid-combo will not interrupt you and will allow for some creative gameplay. We also know that switching to weapons of the same weapon class mid-combo will allow you to continue your combos uninterrupted to a certain degree (when your offence halts, you will be put into the weapon-switching animation). I'm sure some of you may be interested in the possibilities of cross-weapon combos at this point, but alas, it does not work so well. Switching to a new weapon class mid-combo will immediately halt the rest of your combo to load up the model for the new weapon. To illustrate the point, switching to a Sword while performing Slide Shaker with a Partisan will disallow you from performing further actions with the Partisan and commence to load up the weapon model for the Sword.
My Thoughts:
It is unknown to me at this point whether or not SEGA has intended for any of this to be possible, but I feel this would be a great 'technique' for Hunters looking to play a bit less effectively and a bit more creatively varied. As ineffective as combos may be in PSO2, I think that playing with a combo-ing style of gameplay is fun and exciting. Hunters in their current developmental state already hold a lot of potential for this style of gameplay. I think extra value may be added to PSO2 if SEGA chooses to further embrace this style of gameplay. For one, re-adding the passive skill for increased PP-Regen on attacks will benefit this style of gameplay if not only by a bit compared to the boost it would offer to the 'average' style of Hunter gameplay.
While the pacing of the game will remain unchanged from the discovery of this 'technology', I am looking forward to the all the creative and visually stimulating combos that may stem from this. Ultimately, it is up to SEGA what they wish to do with PSO2. I'm am just glad that PSO2 has offered to me an outlet to flex my creative muscles, even if it may just be for a short while longer.
Closing Comments:
While I may assume that most people would either skip or skim though all this text, I must thank you if you have enjoyed reading through whatever amount you have. As stated earlier, my purpose in posting all this is to stimulate discussion about what has been discovered. I hope you will keep that in mind when posting your opinions, theories, or general inquiries on the subject. Thank you, now enjoy some dancing Rappies.
http://db.tt/jUlPsqSk