Firstly, nearly 14 years with the same account! That's pretty neat, kudos to this website.
I played PSO 2 a bit in the beta, left it, and recently came back. Now that's it has been fleshed out more, and I'm playing more, I feel like having a little whine about things I miss from PSO 1. This post is no big deal really; I'm not majorly bothered, just feel like sharing my thoughts.
I'll try to prevent this from being a post of "It would be better if they did X", and will aim to stick to only pointing out differences that are simple and clear (to me).
Total wall of text by the way. Sorry about that.
1. Not dropping items.
Obviously if we could put items on the ground the game would be better. And obviously that would damage their freemium business model. So the reasons are understandable, but it's still a huge shame that it's gone. It's not the trading aspect that I miss; it's the tangible nature of stuff that it brought to the game. While this list isn't meant to be in any sort of order this would definitely be my number 1 thing that was lost in PSO 2.
2. Balance in fields
Wow. I'm sure some might say this is subjective, but to me it doesn't feel that way. In balancing the combat and enemies, PSO 1 was done very well. I don't say that in hindsight either; back in the day I would remark on how well PSO 1's basic game plays out from Normal to V Hard.
But PSO 2 just blows my mind. A RA with a launcher just deals so much damage from the first step on Naberius. Right from level 1 the RA can pull off multiple one-hit KOs with a crit, and this just carries on for I don't know how long. Now think of a level 1 HUcast with his strongest attack in PSO 1. The difference is huge, and remember that's the HUcast using melee, single-target combat. In PSO 1, when you get to the point of one-hitting things, you feel good. In PSO 2, that's level 1.
On top of that, your mobility is so high and the fields so large that nothing threatens you at all. It's common to go into a quest or EQ much higher than your character and just never die. Now think of the same thing in PSO 1. Or of getting past the last Hildebears in early forest runs, or trying to deal with the swarms in Ruins. Sinows... remember the Sinows.
3. Balance in bosses
The bosses go completely the other way and arrive as literal HP sinks. As a result, the jump from enemies to bosses is just hard to understand. If I was at a more appropriate strength for the normal enemies, the boss would take even longer. If my strength was more appropriate for the boss, the level itself would just be an even greater number of 1 hit KOs.
Just to clarify, I'm not saying the bosses are too hard. Actually they're not threatening enough. The problem is that they're too slow a battle. If 5 minutes of fighting have passed and neither side is on the brink of death and no players are feeling threatened, things turn dull. The same fight could be had in a less repetitive way. Several times in PSO 2 I've arrived at a boss for the first time, and killed it after a very long period of feeling not much of anything at all. Compare that to the first time you reach the Dragon at level 3 or 4, or De Rol, or basically any boss in PSO 1. If you would need 15 minutes to kill a boss in PSO 1, the fight will definitely be over in less time than that because you'd be dead.
So in short:
PSO 1: If it's hard for you to kill the boss, it's easy for the boss to kill you.
PSO 2: If it's hard for you to kill the boss, it's still hard for the boss to kill you.
This could just be a RA issue in PSO 2. Half of the problem is the freedom to totally run away from danger. Again, something PSO 1 handled well with its arenas.
And perhaps the bosses are simply designed for multiple players to be fighting them, reducing the HP issue at least. But still, no-one's worrying about dying. Moon Atomizers are so rarely necessary that I honestly wonder if people carry them.
[ All these comments about balance are referring to a RAcaseal with nothing special. I'm about to equip the standard gun that my R-ATK will allow, my mag supplies only about 7 R-ATK, and I wear whatever armour looks the coolest because defense seems to not really be a thing. ]
4. Detached reality looting.
[edit] Please repliers, stop telling me how PSO 1's looting would mean unfair rare distribution. I know. I talked about this a few lines down starting with "Admittedly...". I personally miss that looting but in this OP I did not wish it back, I said something else. [/edit]
Similar to number 1 up above, I'm a little saddened to know that we aren't all sharing the same bits of loot all over the ground. Yeah there are arguments that support it, such as focussed attacking and fairer looting, but for me the pros don't outweigh the cons (and I was even a RA). Basically, it removes a line of interaction between players... less that says we are sharing the same world.
Admittedly when it comes to rares, for most people PSO 1's approach simply will not fly. I totally understand that. But certainly a hybrid model could have been devised also that maintained the shared world nature of PSO 1, with the fairer rares distribution of PSO 2. That would have been much better, imo.
5. Party chat in lobbies.
Simply the way the Arks ship is almost always completely silent, a problem PSO 1 didn't have. I am guessing this is because everyone is talking in their party channels. I'd simply prefer it if Party chat was actually disabled on the main ship; which admittedly would mean having to find a way to explain that to the players.
I think there are more things but I'll leave it there for now, for fear that I'll get too detailed and lose track of the aim of this post, which is to only point out the large things I feel PSO 1 definitely and simply did better.
Connect With Us