Page 4 of 19 FirstFirst 123456714 ... LastLast
Results 31 to 40 of 186
  1. #31
    "Of their own accord" Enforcer MKV's Avatar
    Join Date
    Jul 2009
    Location
    Somewhere, being an old man again, apparently.
    Posts
    5,425

    Default

    Quote Originally Posted by strikerhunter View Post
    EDIT: I literally want SOA go out there and say it directly to the fans (those who waited for some apparent reason) rather than tell a third party or it being rumored. Man up SoA.
    Except SoA's hands are tied because SoJ makes all the decisions in regards to what can be announced by SoA in regards to the games. SoJ made this game, they make the decisions in terms of what happens; that includes whether it's localized or not.

    This isn't SoA's fault; it's SoJ's. And as much as I'd like something, anything concrete...Well, I've accepted the fact that we just aren't important enough in their eyes to warrant an explanation.
    Enforcer MkX [TE/RA]: Critically injured
    Violet MkV [BR/HU]: On active duty



  2. #32

    Default

    Quote Originally Posted by Shadowth117 View Post
    Certain exploits that disrupt the otherwise easy to jump into nature of the game such as the various dash exploits contribute to that issue no matter who is playing. It doesn't really matter if they "won't put the effort in to learn it" or whatever other excuse you might throw out for people not using it. The learning curve or arguably innate skill in certain areas required to perform such techniques is a massive deterrent for getting the average player's feet wet. Not to mention the toll the technique places on one's PC to the point where its required to make the game look arguably worse than PSU, due to reliance on shaders to look good, to manage generally running TA's while performing such techniques optimally.

    There's also a desire for a full team of players who can perform that particular technique at that level because there are no true options for anything less than 4 player competitive missions. This makes it further problematic to jump into and hence amass groups of people.

    Overall, the bar appears very high for a casual player to even look toward which prevents potential players with interest from even trying.
    you're really invalidating any type of speed runner who put time into learning any sort of high level technique. dashing is nowhere near as difficult as some of the shit people do elsewhere.

    i'm not sure what your view on these exploits are, but i personally find it interesting to see how creative people can be with using the tools that exist in the game, "exploit" or not

    and i really like the skill gap that separates the casual from competitive. if the person really wanted to compete, why not put in a few hours to learn some things? competing at the highest level never was easy. pso2 is no exception.

    on that note, it'd really suck if this rumor of PSO2 west was true. i don't know how you guys put up with the obvious amount of connection problems we have as foreigners.

  3. #33

    Default

    the NA/EU english version should still happen because latency and people speaking english
    P S O W
    (´_ゝ`) current chars: ジョゼフィン / ジョゼフ / リノ | playerid: ponponparapara
    died to SEGAC corporate robots on 05/01/2016, never forget

  4. #34

    Default

    Good riddance. It would be nice if they openly admitted it though. One thing seems really stupid in general, "we've already spent all of the money to localize the game, and we're not going to release it just because".

    The problem with a Western release isn't a technical problem, it's the service. They have too many anime tie-ups to be able to get all of the rights in other regions, which basically means they need to make another client. And at this point I think we all have a good idea of how Sega does on their non-Japanese service...

  5. #35

    Default

    I don't mind particular exploits, I just don't care for movement ones that necessitate constant input. I'd rather do complex inputs for more significant actions like in combat instead of movement which is like a majority of what you do in a TA.

    Like in Street Fighter, you're required to know inputs as well as timings to do specials and link strings, but you don't need complex inputs just to do universal things like move. If there were more complexities on the melee side of the game, then I'd be much more willing to dive into that considering the effect it has on playing a melee class.

  6. #36

    Default

    Regardless of the source credibility, it's still very sad that SEGA has been silently sitting on the international version for over a year now.
    They exude a strong impression of disorganization, incompetence and inconsideration.

    I don't even care about the English version, but the least they could do is give everyone some kind of update on the situation.

  7. #37
    Rappy Hugger :3 Gama's Avatar
    Join Date
    Jun 2005
    Location
    Portugal
    Posts
    2,100

    Default

    Quote Originally Posted by TaigaUC View Post
    Regardless of the source credibility, it's still very sad that SEGA has been silently sitting on the international version for over a year now.
    They exude a strong impression of disorganization, incompetence and inconsideration.

    I don't even care about the English version, but the least they could do is give everyone some kind of update on the situation.
    company thinking.

    they wont announce if they'll do it or not until they are sure its viable or not.


    NA servers = completely different business model due to law, since rng is seen as gambling. it is anyway "you casino addicts"

    add the issue that the game's overall appearance was designed to apeal to the japanese gamer base, it wont succeed outside of japan, wich will lead to another psu servers going ded drama.

    you could say "everyone in this site loves the game"

    everyone in this site is a small number compared to the numbers on a na release or the numbers providing high profit to sega. we are a niche outside of japan that enjoy this title, and we are already paying for it, so sega dosent even have a good reason to invest in something that will most likely be a utter failure.


    you will probbly see pso nova being ported though. since its not online. will not require servers, bla bla bla.
    Last edited by Gama; Sep 24, 2013 at 03:32 AM. Reason: errors
    Graphics Designer/Product Designer/Illustrator/General handy guy/not taking any requests right now.

  8. #38
    Using the Force Shadowth117's Avatar
    Join Date
    Jul 2011
    Location
    USA or something
    Posts
    2,046

    Default

    Quote Originally Posted by Esofor View Post
    you're really invalidating any type of speed runner who put time into learning any sort of high level technique. dashing is nowhere near as difficult as some of the shit people do elsewhere.

    i'm not sure what your view on these exploits are, but i personally find it interesting to see how creative people can be with using the tools that exist in the game, "exploit" or not

    and i really like the skill gap that separates the casual from competitive. if the person really wanted to compete, why not put in a few hours to learn some things? competing at the highest level never was easy. pso2 is no exception.

    on that note, it'd really suck if this rumor of PSO2 west was true. i don't know how you guys put up with the obvious amount of connection problems we have as foreigners.
    I'm not arguing that. What I am arguing is that it is one of the most difficult techniques for almost anyone to get down and the type of skill required to make it work is completely different from anything in the rest of time attacking as far as PSO2 goes. I'm aware there are harder things, but this is also an mmo with officially supported time attacking. What this means is that its the developer's job to pick and choose what techniques the player should be allowed to use and how they can use them. And if they're intelligent and want to interest as many people as possible, clearly they'd like this to be accessible as possible. I'm sorry, but quad dashing is not "accessible" or even triple dashing is not accessible for an average player. Certainly not for someone using a controller who is literally forced to resort to macros or using the keyboard unnaturally to be able to achieve it.

    Before you argue "lol kb/m master race....etc.", think about this game's audience. While not everyone is a longtime fan, this series has always, always been on consoles up to this point. And with the vita, it still is really. The point of this is that most players playing the game are probably more comfortable playing it with a controller since they're likely used to that playstyle. And overall SEGA has done well to accommodate this.

    Remember, this isn't a fighting game which is based around blisteringly fast pattern button manipulation. This is a hack and slash style game with elements of TPSers added in. The controls in general likewise follow this and have the player master learning what a good way to confront whatever is. Its not a gameplay based around performing extremely precise combos to do anything at all. In addition, as I said, this is a game that unlike most that are speedrun/time attacked is actually supported in this way by its developers AND has the ability to be changed to reflect how the developers want the players to play. While its easy to argue that the developers are very out of touch given things they commented on during the Arks GP and current class balance, its not as if they can't and don't fix things all of the time.

    Yeah, a bunch of games have things more difficult to pull off. But it doesn't really matter because those games aren't this game. And this game overall is played with very simplistic controls in mind. Not to mention the number of games with the difficult things done for speed runs/time attacks being exploits and the fact that they're done in offline games that don't get updated constantly. I can fully appreciate and understand the time people put in to learning things like that. But... at the same time for reasons I've already said I feel like its the wrong type of skill to see here and I actually know a number of people who are really discouraged from even trying TA on this because they can't see themselves doing that type of thing.


    Onto your next point, I love exploits. I think they're cool for the same reason. But in a game that's able to be updated all of the time, there are things that belong and things that don't. For example, in my eyes, a photon art that lets you maybe jump over a part that normally one would have to fight through, as long as it doesn't skip too much, is neat and doesn't really disrupt how the player plays the game. However something like the dash exploits, which radically alter the style of input the player uses, particularly for something trivial like movement, are wrong and should be removed. I know I always cite PSU for many of my points, but again, I find myself bringing in something useful from there; there existed travel techniques in this game as well. However, they involved simply spamming a photon art to move forward. While that may be a bit oversimplified in terms of any kind of technique, they were also clearly simple enough that you found casual players using them because they were so natural. The same can clearly not be said of our all too familiar dash exploits here.

    Of course, these opinions are my own and not what the developers think clearly. Although whether they support the dash techniques, have had difficulty figuring out a reasonable way to remove them as far as programming goes, or even are just plain unaware of what they are how they work is unknown as far as we know.


    The thing is, there's a skill gap regardless. If one plays outside his circle of badass friends with random JP's or what have you, its quite easy to see the differences in the players. Suddenly you have players that are more focused on playing safe and staying alive when you're just used to dodging appropriately or attacking through something. You have players that really just don't have a clue how to kill things efficiently. You even have people who have a semblance of an idea, but just don't care enough to go all the way and be truly efficient.

    Part of the problem here is without challenging normal missions or set missions where learning the good ways to play the maps matters, there's less of a visible skill gap period. And honestly, it begs the question of how much it even means in a game where this "skill" only means something in a minute category of missions that offer little reward in comparison to the endlessly more bountiful set of generic MPA's and AQ's. Of course, I'm digressing somewhat into whether one sees enjoyment/reason in TAing, but I think its somewhat relevant in this game right now.

    I'm going to go back and bring up PSU to point out the fact that in that game, running fast mattered a lot. You were going to get more drops and money going fast. It was as simple as that. Whether drops were good or not was another thing, as we're clearly both aware of how RNG goes. However, the fact that you were in any way rewarded for going fast in this game meant something and gave more meaning to the concept of time attacking in this series. While I myself still enjoy Time Attack in what it is and fancy the idea of tackling other games with that in mind, I must say that I find myself really missing the worth in PSU's time attacking to the actual game.


    As far as connection problems go, I'd imagine most people hardly notice them. Numbers pop up extremely fast given where the servers are and the fact that the majority of things related to core gameplay such as moving, attacking, jumping, hit reaction/order etc. are all client side really helps this game compared to the domestic point and click games we all know and lovehate. If you're not considering time attacking, people might notice on occasion their hits don't always come up in large mpa's of Japanese players, 2 monsters that spawn consecutively during a burst might die from a Japanese player's attacks but not theirs later on in a similar situation with all English players and uh... really as far as casual stuff goes, its pretty easy to miss the whole ping issue.

    There's a lot it effects in TA and there's reason to think it even affects loading times a smidgen (though personally most JP players actually seem to load a bit slower or at the same time as me with the few surpassing my load times being kept up with by some of my other friends), but overall it doesn't affect the game as much as you may like to believe. In fact, I'd honestly say this game has the best netcode of almost any game I've played for the pings that it deals with. The fact it even comes close to any American games in that regard while I'm connecting to Japan confounds me, but eh.

    Edit: Apologies in advance for hilariously strange sounding sentences or typos; its 5 AM as of this writing... Hopefully my points come across alright.

  9. #39

    Default

    You realize Z-0 was talking about being able to compete with his peers on a level playing field with the same connection fidelity, right?

    It's no lie that players in Japan have a slight advantage on account of their lower network latency due to their physical proximity to the servers.

    Information is returned and displayed faster, causing mobs to spawn earlier, which can mean the player can react quicker, and most importantly a single attack has more opportunity to hit multiple times per swing.

    Also you can reliably land on the mammoth in Nab 2 TA without falling through him. Yeah, that's lag.

  10. #40
    Are you the sickest dude? Lumpen Thingy's Avatar
    Join Date
    Dec 2009
    Location
    cali
    Posts
    1,162

    Default

    Quote Originally Posted by UnLucky View Post
    You realize Z-0 was talking about being able to compete with his peers on a level playing field with the same connection fidelity, right?

    It's no lie that players in Japan have a slight advantage on account of their lower network latency due to their physical proximity to the servers.

    Information is returned and displayed faster, causing mobs to spawn earlier, which can mean the player can react quicker, and most importantly a single attack has more opportunity to hit multiple times per swing.

    Also you can reliably land on the mammoth in Nab 2 TA without falling through him. Yeah, that's lag.
    I can land on him most of the time...I guess my net is just that sexy

Similar Threads

  1. Im sure youve all seen a post like this but is duping that b
    By Blade107 in forum Cheaters (Closed)
    Replies: 13
    Last Post: Nov 19, 2003, 02:40 PM
  2. Attn: All Viridias, please come answer this. ;-;
    By 10 in forum PSO: Mag, Quest, Item and Section ID
    Replies: 8
    Last Post: Jul 29, 2003, 05:14 PM
  3. I'm pretty sure enemies can't do this.....
    By Cannibal-Snowman in forum PSO General
    Replies: 19
    Last Post: Jun 12, 2003, 02:46 PM
  4. pretty sure i can ask this here
    By Rylios in forum Off-topic
    Replies: 7
    Last Post: Aug 31, 2002, 01:24 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •