Tycho
Jul 30, 2006, 11:28 AM
The speculation in this thread is hypothetical, and is mostly based on the assumption that game accounts will be limited to a single Partner Machinery (confirmation from the beta? proof of the opposite?), and on a quote from this guide (http://pso-world.com/sections.php?op=viewarticle&artid=2444) (Ctrl-F 'give an item'); namely that a PM's stats (the equivalents of the old Def, Pow, Dex and Mind) will be able to influence its proficiency (success rate? required time?) in synthesizing certain items. It has not been stated wether this effect works directly, or indirectly through the current evolutionary species of the PM in question, but for the sake of this argument this is not much of an issue.
If so-called 'uber-rare' items will be available through synthesis, then people might prefer having the crafting process done by a PM with the highest possible proficiency in it that they have access to. This could result in players wanting to raise their PM to specialize in one direction (ignoring the case of players planning to raise their PM with optimum battle support as a primary goal), so as to split up crafting tasks among friends they confide in to achieve a higher level of efficiency and to reduce synthesis failure risks, at the cost of a higher interpersonal dependence.
Of course, in the case PMs are only limited to one per character, the above speculation would be pretty much voided. But if it really will be anything like that, it would seem that Sega found a more flexible alternative to the Section IDs from PSO, with as a primary difference that (in the case stats rather than evolution affect synthesis capacities) specialization will be possible in different degrees (perhaps by raising a PM so that its stats would be more all-round for example), and secondly, that this branch and level of specialization will be bound to game accounts, rather than to characters, which in PSO:BB allowed for four out of ten possible IDs to be chosen per account, at the cost of having to level up more than a single character.
What do you people think about this? Would you regard this as a positive development compared to the old system? Would you prefer for all characters and accounts to have identical chances of obtaining certain items regardless of choices such as these? Maybe something totally different? Opinions appreciated.
If so-called 'uber-rare' items will be available through synthesis, then people might prefer having the crafting process done by a PM with the highest possible proficiency in it that they have access to. This could result in players wanting to raise their PM to specialize in one direction (ignoring the case of players planning to raise their PM with optimum battle support as a primary goal), so as to split up crafting tasks among friends they confide in to achieve a higher level of efficiency and to reduce synthesis failure risks, at the cost of a higher interpersonal dependence.
Of course, in the case PMs are only limited to one per character, the above speculation would be pretty much voided. But if it really will be anything like that, it would seem that Sega found a more flexible alternative to the Section IDs from PSO, with as a primary difference that (in the case stats rather than evolution affect synthesis capacities) specialization will be possible in different degrees (perhaps by raising a PM so that its stats would be more all-round for example), and secondly, that this branch and level of specialization will be bound to game accounts, rather than to characters, which in PSO:BB allowed for four out of ten possible IDs to be chosen per account, at the cost of having to level up more than a single character.
What do you people think about this? Would you regard this as a positive development compared to the old system? Would you prefer for all characters and accounts to have identical chances of obtaining certain items regardless of choices such as these? Maybe something totally different? Opinions appreciated.