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  1. #61

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    I wanted something like ARKS bases, or exploratory ships for a while to revive the old idea that most of ARKS are actually not photon capable and are very vulnerable. Remember the ARKS planes and all those destroyed tanks and corrupted turrets in the city em?

    Basically, as you run around the map, you see a small field tent with ARKs npc that can give you a CO, or activates an EM for you, like the old mining/gathering/capturing/beize/darkchime, or whatever new codes they can think of,
    Or you see an ARKS post, or a damaged spaceship that needs you to escort a plane/tank somewhere with your darkblast, or defend them like a mini TD. But for bigger codes, it might be better to make them like the rainbow teleports that led to a code in a separate space.

  2. #62

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    Quote Originally Posted by Kilich View Post
    For old players, yes, if there was a skip battle button, many would use it and find myself wanting that too, sometimes, because of how boring ep5 enemies are. Flame demon is kinda okay, with its attack variery, but its rare and most of other comparable enemies aren't even on his level.
    But, I was talking more about newer players and those that solo, or play with a couple of friends, instead of rolling through the map with an mpa.
    For newer players its already like that, except for the part where pso2 enforces skipping all the stuff through bonus keys.
    Theres no rebirth or any other recycling mechanic, people are encouraged to just leap to the level cap, to congregate all players together, because only the new stuff is updated anyway.

    Which is probably source of the whole bunch of other issues. For example I started playing in ep1, and by now Im forgetting the order of things that you tend to unlock, either because it was so long ago and due to devs rabidly lifting all requirements so not to hinder players from hitting that 80 and "getting to the cool stuff".
    Why update old quests if you can make players skip them.

    So the good move to tone down the power creep would be having a different progression around more characters or releveling often?
    Something like macro challenge mode, longer period over which players relevel from the start and get back gear, which might be spiced up by some special twist in fields. Its probably too cumbersome to perform at this rate, but topic wise its something I'd like to see - reason to replay the game and experience new things instead of waiting for a new 20 minute emergency and running ep4 quest with a rdr boost.

  3. #63

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    I would love it if they start spreading out the drops more over the quests. Not always EQ or boosted events so players just grind the same thing for 2 weeks. Would be nice if most of the quests become relevant again. I think they are somewhat trying to do that now with adding XH difficulties but that should have happened right when XH mode was released, just give every quest the option for that
    More map patterns are needed too. Every map has the same 4 or 5 pieces so i hope they add more variety to the stages as well.

  4. #64
    Hardcore Casual Dark Mits's Avatar
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    Quote Originally Posted by Enforcer MKV View Post
    Not being able to sell items and being forced to resort to TACOs and dailies for all my income is ultimately what killed my interest more than any gripe I had with the settings.
    I disagree with this. While TACOs and dailies are the "fixed 100% no-risk" way to have income, a lot of meseta can be made by either drawing AC scratch items and selling them to other players, as well as selling weapons and units with desirable abilities that drop from EQs. Plus, what are we doing with all these meseta? Just spending them on Dudu and other players.
    Quote Originally Posted by NightlightPro View Post
    new difficulty mode because lv 90 cap soon (req. lv 90 ofc)
    recycle/trade unwanted 14*s for other 14*s
    Starting 7th November, Free Fields will get XH difficulty. I think they confirmed that they will be similar to Enchanted Forest (lvl80 mobs with lvl85 EC), but I'd prefer if they were lvl85 mobs with lvl90 EC.
    At some point we will be able to convert 14*s to other items, just like we couldn't initially trade 13*s but we can now.
    Quote Originally Posted by Kilich View Post
    Now, even at this level of powercreep most enemies became diablo3 mobs. They come in just drop the loot in 3 seconds, so their complexity doesn't seem to go beyond ' a weak point somewhere obvious, a leap attack, a ranged attack, an aoe and spam all three' and while this might be the most competitive design for mpas, its rather boring for solo, or small teams.
    You forgot the other "amazing" feature that this "go go go" mentality brought: Enemies in certain areas do not drop items at all so that players are not "forced" to have their gameplay "ruined" by the "horrible" mechanic of collecting items in an RPG.
    Quote Originally Posted by GHNeko View Post
    oh right speaking of power creep, either throw 75% resist on to all the enemies or cut player damage by like 60%. As much as i love hitting 1mil vintos we're entirely too strong now.
    Or stop having everything increase damage multiplicatively. This scaling method does not help decrease the gap between your average casual and the hardcorest hardcore. If anything, it works against game design because a lvl85 mob is both a hard hp sponge (for the lower equipped) and an easy pushover (for the better equipped).

  5. #65

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    Quote Originally Posted by Dark Mits View Post
    Or stop having everything increase damage multiplicatively. This scaling method does not help decrease the gap between your average casual and the hardcorest hardcore. If anything, it works against game design because a lvl85 mob is both a hard hp sponge (for the lower equipped) and an easy pushover (for the better equipped).
    If anything, multiplicatively increasing/decreasing damage just boosts/nerfs everyone the same. Completely different thing with defense or attack stacking. The only way to decrease the gap between casual and hardcore is to actually aim for the gap. Like the affixing system you can't even work with without using outside resources when you want to affix something serious. Then we get small things like all class capping bonus to stats, retarded drink system that requires you to reroll/pay2win for weak/PA damage or lose a big chunk of damage and without giving clueless players the idea that the attack themed drink is actually poor damage, timed abilities that are once again a bothersome system only boosting hardcore players who bother preparing them for specific quest, or S-abilities that now lock even potential behind tens of millions in affixes at least.

  6. #66

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    i want get rid the main class only abilities on all skill trees and let people be creative whit the combination of their man and subclasses

  7. #67
    Hardcore Casual Dark Mits's Avatar
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    Quote Originally Posted by vantpers View Post
    If anything, multiplicatively increasing/decreasing damage just boosts/nerfs everyone the same. Completely different thing with defense or attack stacking. The only way to decrease the gap between casual and hardcore is to actually aim for the gap. Like the affixing system you can't even work with without using outside resources when you want to affix something serious. Then we get small things like all class capping bonus to stats, retarded drink system that requires you to reroll/pay2win for weak/PA damage or lose a big chunk of damage and without giving clueless players the idea that the attack themed drink is actually poor damage, timed abilities that are once again a bothersome system only boosting hardcore players who bother preparing them for specific quest, or S-abilities that now lock even potential behind tens of millions in affixes at least.
    The convolutedness of this system is actually a great part of the meta-game of PSO2. Non-combat parts should be as important as combat parts (which is why I believe that exploring should also be made rewarding). The problem for me is that the benefit of doing all those you mentioned is too large. Hardcore people will always aim for the absolute best they can get. Making this "absolute best" however something like 5x or 10x better than the average is what breaks the game into these discussions of "omg enemies die too easily / omg enemies are hp sponges" and "omg enemies pose no threat at all / omg enemies instakill you without warning". If these bonuses worked additively instead of multiplicatively, players who follow those would still be above the rest in performance, and they should; just not at such large difference which makes 95% of the game irrelevant and a chore for them.

  8. #68

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    the option to join both expert and expert off rooms without having to change the setting. this is mainly for triggers though.
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  9. #69
    Are you the sickest dude? Lumpen Thingy's Avatar
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    Subclass only skills, new ult quest, more weapons to be not just % damage but actually have other functions like the spread needle's spread shot, make old EQs daily raids with drops people will give a shit about,more weapons to have S4 affixes,actual race differences like SUVs or the lame rainbow hamster mode(beast mode), make collection files stuff we can do all the time instead of EQ only and make the weapons not be WORTHLESS when the CFs are up........ummm add beast race for PSU dank memes.

  10. #70

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    Quote Originally Posted by Enforcer MKV View Post
    It's been a while since I played but.....honestly, if they allowed players to sell a limited number of items per week/day and the shop pass instead removed any limit, I might come back.

    Not being able to sell items and being forced to resort to TACOs and dailies for all my income is ultimately what killed my interest more than any gripe I had with the settings.
    If you have a good amount of excubes stocked and don't need to get more, there's a nice way to make meseta overtime without having to resort to TACOs. Exchanging 10* weapons from EQs for regular grinders and selling them on an NPC shop, you can make a few hundred thousands meseta from that per EQ session (around 200k~400k or so).

    For me that was enough to get by, just playing the occasional EQ once in a while and selling grinders... until I got low on excubes and spent alot of meseta on equipment. xD
    Now I'm recovering excubes until I have at least close to a full stack before I start recovering meseta again.
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