Gaylar
Aug 15, 2017, 06:27 AM
So I've been thinking lately about how PSO2 still has little to no truly difficult content you need to go all out on, outside of soloing raids and competing for TA rankings, and with Hero here now and SEGA's thoughts on balance I get the funny feeling that they're going to raise the skill floor for every other class rather than lower it for Hr.
Great for pugs, but I'm willing to bet such a change (if that ends up being the case) would make the game even more braindead than it already is. One thing that always stood out to me when it came to content that was supposed to be "difficult" was Ultimates, and how disregarded they've been.
And that brings us to the topic. A big what-if scenario but its something I felt would maybe add some actual difficulty in with incentives for running it for longer than just a month or two.
Essentially the idea would be to simply give UQs something similar to Risk in AQs. With a cap of maybe +100.
Revamp all 3 of the current quests to something akin to what Amduscia is right now and maybe throw in UQ Seabed or something on top of it. Why the hell not.
Every individual point of risk affects RDR (+2% per point maybe?), every 10 risk alters the drop pool slightly, every 5 risk increases the level of enemies by 1.
Effectively, +0 would be slightly easier than what we have now, something like +25 would be similar. +50 would be the cut-off point for it being "manageable" and +100 would be a nightmare of Lv.100 enemies running rampant, but with a much better chance of good drops.
Every successful clear at or above your current Risk level would increase your overall Risk level, starting at rather large increases early on and lowering down to just +1~+2 per run towards much higher Risk stages, and lowering if you fail to clear. Effectively getting the "easy, eh drops" part out of the way faster but requiring you to really put effort in to clear the higher stages of difficulty for the good drops.
Throw in some title rewards for reaching +10, +20, ..., +50 risk. +51 and up would start being ranked rather than rewarding titles. Lower UQ Risk monthly in a fashion akin to Battle Arena, rather than completely resetting it. Managing to hit +100 would then begin to rank you based on # of consecutive clears at +100, much like BA does with Legend. Your ranking for the month would reflect the highest risk you achieved, so even if you managed to hit something like +51 but lost it and dropped back down to +50, the rankings would still rank you at +51.
Obviously you would receive greater Risk increases for clearing runs that are far over your current Risk level (IE Joining a run at +0 Risk, but the run is set to +70 or something due to another player, would reward you a substantial increase if you clear). This would taper off a bit at higher difficulties but still be a factor.
Adjust enemy spawns in a fashion that things aren't a complete clusterfuck (maybe make it an 8-player quest instead? Or 4?).
Now it's not a perfect idea and there are plenty of holes in it, but I honestly didn't really care to fill in many gaps because something like this would never happen anyway. It was just fun to brainstorm something for once. Thoughts?
Great for pugs, but I'm willing to bet such a change (if that ends up being the case) would make the game even more braindead than it already is. One thing that always stood out to me when it came to content that was supposed to be "difficult" was Ultimates, and how disregarded they've been.
And that brings us to the topic. A big what-if scenario but its something I felt would maybe add some actual difficulty in with incentives for running it for longer than just a month or two.
Essentially the idea would be to simply give UQs something similar to Risk in AQs. With a cap of maybe +100.
Revamp all 3 of the current quests to something akin to what Amduscia is right now and maybe throw in UQ Seabed or something on top of it. Why the hell not.
Every individual point of risk affects RDR (+2% per point maybe?), every 10 risk alters the drop pool slightly, every 5 risk increases the level of enemies by 1.
Effectively, +0 would be slightly easier than what we have now, something like +25 would be similar. +50 would be the cut-off point for it being "manageable" and +100 would be a nightmare of Lv.100 enemies running rampant, but with a much better chance of good drops.
Every successful clear at or above your current Risk level would increase your overall Risk level, starting at rather large increases early on and lowering down to just +1~+2 per run towards much higher Risk stages, and lowering if you fail to clear. Effectively getting the "easy, eh drops" part out of the way faster but requiring you to really put effort in to clear the higher stages of difficulty for the good drops.
Throw in some title rewards for reaching +10, +20, ..., +50 risk. +51 and up would start being ranked rather than rewarding titles. Lower UQ Risk monthly in a fashion akin to Battle Arena, rather than completely resetting it. Managing to hit +100 would then begin to rank you based on # of consecutive clears at +100, much like BA does with Legend. Your ranking for the month would reflect the highest risk you achieved, so even if you managed to hit something like +51 but lost it and dropped back down to +50, the rankings would still rank you at +51.
Obviously you would receive greater Risk increases for clearing runs that are far over your current Risk level (IE Joining a run at +0 Risk, but the run is set to +70 or something due to another player, would reward you a substantial increase if you clear). This would taper off a bit at higher difficulties but still be a factor.
Adjust enemy spawns in a fashion that things aren't a complete clusterfuck (maybe make it an 8-player quest instead? Or 4?).
Now it's not a perfect idea and there are plenty of holes in it, but I honestly didn't really care to fill in many gaps because something like this would never happen anyway. It was just fun to brainstorm something for once. Thoughts?