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  1. #1541

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    At this rate, there isnt even a reason to bring over PSP2i when PSO2 is about to take the spotlight. Especially when PSO2 was announced with global support, and we STILL havent heard anything about infinity. Something just tells me we'll hear about PSO2 officially before PSP2i.

    Honestly, i dont care for it much anyway.

  2. #1542

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    10 player areas would be a nice feature that I think could really work for PSO's design.

  3. #1543
    Douche of Tears Ffuzzy-Logik's Avatar
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    10 is probably too many.

    6 was too many most of the time.

  4. #1544

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    6 was always too many. 4 is a great for difficulty, and is a perfect size for team management during puzzle missions, and is much easier to fill for event / challenge missions than 6.

  5. #1545
    Douche of Tears Ffuzzy-Logik's Avatar
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    The problem arises when you have 5 friends on and you all want to play together but the mission is limited to 4 people.

    At least PSOBB had team chat.

  6. #1546

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    Of course, that arguement could be extended infineitely.

  7. #1547
    Douche of Tears Ffuzzy-Logik's Avatar
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    Yup .

  8. #1548

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    Essentially the only way to keep make that arguement completely null would be to have a truely absurd max party size. Which I would not like, personally.

  9. #1549
    Space Hobobo Bo Bobo yoshiblue's Avatar
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    Why not just have a...

    1) A large map with teams of four that can't meet with each other yet still affect one another.

    Large scale buffs. triggers, one team flys choppers, one team give turret support from afar, ect.

    2) Teams of 4 on two diffrent rendered maps that somehow affect another team of four.

  10. #1550
    Douche of Tears Ffuzzy-Logik's Avatar
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    Because those solutions range from not a solution to the actual problem at all to completely pointless.

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