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  1. #81
    Hardcore Casual Dark Mits's Avatar
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    Quote Originally Posted by XrosBlader821 View Post
    We got the most used ones as skills because they hogged ring slots too much, on any class. The compound Skill Rings are supposed to make 1 ring out of multiple, usually weapon specific ones so that you don't have to switch Weapon specific rings via chat commands or hog all 4 Ring slots anymore, making room for Utility Rings again. Getting rid of L/Ring Slots on Units would make players not bother with the new and shiny gear.
    I don't disagree with that. What I'm saying that all these rings that are "mandatory" right now may become either passive skills in the class trees (just as they did with Step Jump, Air Reversal, etc), or they will become super mega combined L-rings (for example an L ring that combines all of Tech C Parrying, Short Mirage, RR Field, Wand E Change and Peace Zondeel). The end result would be that when 13* units are implemented, players would at most need to switch their L-ring slot for different builds, and not their units as well, which will all be ring-independent. This would actually be a massive step forward in QoL.

  2. #82
    エターナルブレイバー milranduil's Avatar
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    Quote Originally Posted by Dark Mits View Post
    I don't disagree with that. What I'm saying that all these rings that are "mandatory" right now may become either passive skills in the class trees (just as they did with Step Jump, Air Reversal, etc), or they will become super mega combined L-rings (for example an L ring that combines all of Tech C Parrying, Short Mirage, RR Field, Wand E Change and Peace Zondeel). The end result would be that when 13* units are implemented, players would at most need to switch their L-ring slot for different builds, and not their units as well, which will all be ring-independent. This would actually be a massive step forward in QoL.
    no it wouldn't. there are numerous situations where you do not want to use a given ring for a weapon/utility, one big example being wand element change. having it equipped let's you change element based on what tech you charged, a ring swap command off of it automatically restores its element to it's original. another example is the zondeel ring which is great for te main but is only situational for fo. i could go on, but the point of rings is to allow user customization, not just throw them all at the player forcing them to use all of the relevant ones for your class when many of them change how the class is played.

  3. #83

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    Quote Originally Posted by Kril View Post
    add a Crit ring with all attacks thanks
    Yes please

    Quote Originally Posted by milranduil View Post
    no it wouldn't. there are numerous situations where you do not want to use a given ring for a weapon/utility, one big example being wand element change. having it equipped let's you change element based on what tech you charged, a ring swap command off of it automatically restores its element to it's original. another example is the zondeel ring which is great for te main but is only situational for fo. i could go on, but the point of rings is to allow user customization, not just throw them all at the player forcing them to use all of the relevant ones for your class when many of them change how the class is played.
    As a Te main I can confirmed everything that s said here. Stuff like Tech C Parry are mandatory while Wand E Change is situational. In a Raid with the enemy being weak to light you don't want Wand E Change as charging Ramegid Type-0 or Zanverse fucks that up. Similarly you actually want to have that ring for Omega Luther since your Wand bonks will starts dealing Poison after using Ramegid Type-0. Not only that but having to +20 a bunch of Rings, even the ones that gain no benefit from leveling other than 19 stats, isn't a QoL improvement.
    Last edited by XrosBlader821; Dec 17, 2018 at 06:06 PM.

  4. #84

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    I mean the obvious solution for the whole "not having to grind rings again when changing units" is a simple thing SEGA never gave us, which is the ability to separate a ring from its *12 unit. Heck I wouldn't mind paying a 1.9M meseta fee or whatever just to do this in peace and not having to literally prepare and farm materials all over again while the ring I need is sitting nice and comfy on an outdated unit. But oh well

  5. #85

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    Quote Originally Posted by Zephyrion View Post
    I mean the obvious solution for the whole "not having to grind rings again when changing units" is a simple thing SEGA never gave us, which is the ability to separate a ring from its *12 unit. Heck I wouldn't mind paying a 1.9M meseta fee or whatever just to do this in peace and not having to literally prepare and farm materials all over again while the ring I need is sitting nice and comfy on an outdated unit. But oh well
    if having 4 accessories on breaks the game, what makes you think we'll get this nice QoL change? sarcasm
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    Quote Originally Posted by the_importer_ View Post
    Tell you what mate, I'll decide when my topic goes into the QQ post or when it needs to be it's own thing, and you can do the same for yours. Alright, cool. Cheers

  6. #86

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    Quote Originally Posted by Zephyrion View Post
    I mean the obvious solution for the whole "not having to grind rings again when changing units" is a simple thing SEGA never gave us, which is the ability to separate a ring from its *12 unit. Heck I wouldn't mind paying a 1.9M meseta fee or whatever just to do this in peace and not having to literally prepare and farm materials all over again while the ring I need is sitting nice and comfy on an outdated unit. But oh well
    Indeed, or just the possibility to transfer a skill ring to another unit, like what they did with SSA. But i guess Sega want keep alive the gathering game so no
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  7. #87
    Hardcore Casual Dark Mits's Avatar
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    @milranduil, @XrosBlader21: The ring I presented was purely an example. They can have 200+ different L-comborings to include all possible useful combinations. From there on, the player would have to purchase and level each L-comboring once, and use it for different purposes/builds. This would be a massive QoL compared to now, where we have to relevel all rings from scratch when we upgrade our units, or where we have to keep different unit sets with different L-rings attached (for example switching unit set when going to AIS phase of Yamato)

    @TheFanaticViper: I wonder why they created nearly 100 different foods that simply change what we may harvest/fish, and just left us with 4 useful green buffs (Jerky, Meat Stir Fry, the DEF one and Karaage). Why didn't they create more specialized foods (S-atk/R-atk/T-atk) or even entirely new non-OP ones, for example:
    +10% movement speed (on foot, not PA/Tech/Skill movement)
    EXP equivalent of Karaage
    Meseta equivalent of Karaage
    Another equivalent of Karaage that increases Casino Coin earnings
    Enemy attraction (increases chances of enemy spawns, or number of enemy spawns per map quadrant [like +1 enemy per wave])
    Enemy repellant (for those annoying Zubats)
    the ability to craft Rare Enemy Triggers for Free Exploration maps
    ...and lots of other ideas that could be used to drain these endless stocks of materials and fish that can't be handed for a daily reward.

  8. #88
    エターナルブレイバー milranduil's Avatar
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    so you're saying it would be a QoL buff to force players to have different combo rings for different situations instead of... just leaving units they way they are with L slots? what a waste of time

  9. #89
    Hardcore Casual Dark Mits's Avatar
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    Quote Originally Posted by milranduil View Post
    so you're saying it would be a QoL buff to force players to have different combo rings for different situations instead of... just leaving units they way they are with L slots? what a waste of time
    Yes. I think that having a L-combo-ring with all desired current L-ring effects, which I can equip/unequip on the fly while having to level it only once, is QoL over having to level the same rings over and over for newer/different unit sets.

    Honestly, I fear that I somehow do not translate my idea properly in English. An equivalent of what I suggest is to have Timed Abilities (that last permanently, not just 7/14 days) as a unique equippable slot, instead of consumables that you apply on a unit. So you do not need to recraft them when you switch units, and you can switch between different Timed Abilities on the fly (Merry Xmas coming up? Equip the Tundra Timed Ability. Apprezina coming up? Switch to the Omega Timed Ability)

  10. #90

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    Quote Originally Posted by Dark Mits View Post
    @milranduil, @XrosBlader21: The ring I presented was purely an example. They can have 200+ different L-comborings to include all possible useful combinations. From there on, the player would have to purchase and level each L-comboring once, and use it for different purposes/builds. This would be a massive QoL compared to now, where we have to relevel all rings from scratch when we upgrade our units, or where we have to keep different unit sets with different L-rings attached (for example switching unit set when going to AIS phase of Yamato)
    I dunno if you've noticed this but we're not supposed to update our Units at the same rate we update our Weapons.

    Affixing Weapons is quick, easy and cheap thanks to SAF and SSA. Affixing units is still the most costly process of min-maxing your stats and Unit affixes usually go for much higher prices in the player market than their weapon counterparts. There are also fewer Units released by Sega and fewer Units dropped by Mobs, compared to Weapons.

    I also don' get your Yamato point. Unit stats don't matter for AIS and AIS Rings don't benefit from Level ups. How is having to sink 2,4m+ Meseta into AIS Compound Ring better than just using 300k by slapping 3 Rings on some jank units you don't care about and just make a chat command to switch between them on a button press? Skill Rings that mind you have a very insignificant impact on the Yamato fight anyway. Also what? You think that keeping track of 200+ Compound Ring combinations is a QoL improvement? Even if we reduce it to just a few per class that would still be ridiculous and would unnecessarily eat up inventory space.

    I think you misinterpret what Skill Rings are. They're not here to allow different "builds", they're band-aids that need to be able to be toggled on and off without eating up the subpallete.

    Quote Originally Posted by Dark Mits View Post
    Honestly, I fear that I somehow do not translate my idea properly in English. An equivalent of what I suggest is to have Timed Abilities (that last permanently, not just 7/14 days) as a unique equippable slot, instead of consumables that you apply on a unit. So you do not need to recraft them when you switch units, and you can switch between different Timed Abilities on the fly (Merry Xmas coming up? Equip the Tundra Timed Ability. Apprezina coming up? Switch to the Omega Timed Ability)
    They're timed to keep crafting relevant over the course of the game. It's minor annoyance at best and your solution to this is to make a system, that's working just fine, broken for no reason.
    Last edited by XrosBlader821; Dec 18, 2018 at 10:43 AM.

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