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  1. #41

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    Quote Originally Posted by Dark Mits View Post
    We don't run BQ because it doesn't give anything worthwhile.
    sq is worth for it

  2. #42

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    Quote Originally Posted by Kril View Post
    wow its like, I've only been complaining about anything UH that isn't Armada

    you guys still love YSOK? more boss reskins, couple of new attacks, mobs get bloated HP and nothing unique added to them making them a waste of time along with OT bosses clogging up the NT boss spawns, 15* camo drops (unless they're gimmick is along the lines of Orgei and its actually good) to avoid power creep on Atra Ex/Lightstream users because of the grind you have to put in to get them, tiny balance updates considered "content" month by month, same campaigns/LQ's for Atra/Lightstream over and over this year, Quest Campaign boosts that give a nice boost but the drops that are supposed to featured are compensated with extremely low rates for those drops to bait people into getting on, new "PAs" every few weeks or monthly.

    I can only hope TGS announcement updates are actually good
    I mean objectively speaking, EP6 start didn't introduce less content than other episodes. In fact it does a lot more than previous ones. I'd say as Mitts said, it's just that before, EXP was actually relevant. levelling a new class used to take at least a few days of hard grind, but now you can just literally gulp keys for 2 hours top and reach lv95. Story updates also helped giving the illusion the episode was actually progressing.

    I didn't honestly expect any insane flood of content until the first "major" EQ and SEGA didn't so anything that surprising. I'd argue UH fields are only held back by the cycle format and weapon stalling, as the quest themselves are fairly enjoyable (I'd like for ultralized bosses trials to be a bit more common but hey) but Blizzard duo is insane fun, Meduna and Blan finally do relevant things instead of being massive beatsticks, which is real nice

  3. #43

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    Quote Originally Posted by Kril View Post
    ya because Ep6 has been such a fantastic adventure so far right?
    It's great.
    I no longer feel the pressure of having to play the game literally every day for multiple hours or else I miss out like it did before and scheduling my life around EQ schedules in order to get another shot at a weapon drop that wont drop anyway. Weekly meseta income is no longer a pain where I have to complete them on the same day exactly a week later or else I'll be lagging behind. And there are a lot of QoL improvement that just make everything better in general,

    Quote Originally Posted by Dark Mits View Post
    1) Ultra Hard Free Fields are basically Free Fields without exploration. In fact, this has the case since Kuron was released. I guess people hated Sanctum and the concept of "Damn this is a dead end, I need to go the other way". There was (and still is for the old maps pre-UH) variety in map layout, and it felt great to find the exit in many maps.
    Maybe it feels great when you don't realize that 95% of the time the exit is just pointing north and then you can just guess with a 50/50 chance of where to go. After that it just feels jarring if you guess incorrectly.

    Arks Quests are just FF but smaller. They always felt redundant. Instead of making those I always wanted them to just put more effort into Free fields and EQ's which is what they finally started doing mid EP4
    RQ are just Las Vegas exploration but with one exclusive E-Trial
    UQ were just FF before they were changed to loop around, but now FF are looped around too so they're still the same
    XQ are just fighting the same mobs you fought so far in a cramped space
    AQ are just FF but with a entering fee that is so stupid it might as well not exist (even before ABC capsules were reduced to 1)
    Each map is basically the same building blocks with a different coat of paint, otherwise the random map generator this game works with will have trouble making good maps (which already can be observed with Sanctum, sometimes the Exist spawns literally 1 block next to the entrance).

    We never had this amazing content variety you speak off we always ran the same shit over and over. Being forced to do a Ultimate Free Fields over Regular Free fields isn't variety. It's doing the same thing with a different coat of paint. XQ would be great if they featured all new mobs like Solo UQ does. AQ's would be great if they weren't just Free Fields with a entrance fee (and wouldn't be split between two difficulties for some reason). At most you could argue that the content offers the most shallow amount of variety. but if we're gonna disregard Seasonal EQ as not real content since its the same as last year with minor differences then nothing I said so far proves Variety either.

    CM were just a EP3 endgame thing that never caught on. I think people only run it nowadays for SG, just like BQ.
    BQ were just spamable Mining Base defenses that got old very fast (despite being a great EXP source on Grade 3) Honestly they should've just made them EQ-only from the start.
    PVP is great but the lag non JP players have to deal with completely ruins it.
    Casino's odds are too skewed against the player so most people don't bother. There should be weekly Arks Missions to incentivise playing the Casino and the minigames should honestly be replaced with something more skill based rather than luck based. Pokemon Diamond and Pearl had a Casino one armed bandit version where the Clefairy next to the slots told you in what rythm you have to push the "stop" button to win. Basically you have a lose state but if you paid attention you'd always get a win state and depending on luck a huge success state. With the current Casino games you can't influence that at all. Personally I'd love if Casino had a TCG area.
    Fashion Catalogue is huge and ultimately offers the most Variety in this game (which is something that went up and not down). In all honesty Sega should expand on those features. Weapon Transmog was a step in the right direction, now do the same for Units.

    Quote Originally Posted by Dark Mits View Post
    5) Before EP6 and the implementation of daily keys, Client Orders were a great way to make meseta and earn exp, enough that we had an incentive to remain and kill extra targets in a map before heading to the boss area. Nowadays it's not even worth taking the boss COs for 30k exp. In fact it is less exp/min and meseta/min to try and do any CO that isn't Daily Triboost or map clear for 100k+ meseta.
    Client Orders were never a efficient way of leveling up your character or earn Meseta. It was always "Just do TACO lmao" and you only bothered with the CO to SLIGHTLY speed up the leveling process while doing something else. Even as early as EP2 you'd either spam Level Up quests which were only around temporarily and EQ's that gave really good EXP (for that time anyway). Keep in mind that back in the day the EXP curve for lower levels wasn't the same 1~75 curve we have today. It was relaxed at some point, cant remember exactly when,

    Most important rewards are [Currently highest Difficulty]-only so that's why, just like with any other themepark MMO, eventually the EXP gain philosophy changed from "something that takes a while" to "get to endgame asap 'cuz that's where all the fun is". It is inevitable.

  4. #44
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    Quote Originally Posted by XrosBlader821 View Post
    Maybe it feels great when you don't realize that 95% of the time the exit is just pointing north and then you can just guess with a 50/50 chance of where to go. After that it just feels jarring if you guess incorrectly.
    This is where I disagree. Granted, I am a fan of video games that promote exploration. I considered Sanctum maps to be the best both because of their maze-like design, as well as for the fact that at least 1 out 6 maps would have the exit at a point that was not North, which for me is a welcome surprise.

    Quote Originally Posted by XrosBlader821 View Post
    Arks Quests are just FF but smaller. They always felt redundant. Instead of making those I always wanted them to just put more effort into Free fields and EQ's which is what they finally started doing mid EP4
    Agreed. In fact I'd prefer if ARKS Quests shared areas and were just different objectives for Free Fields
    Quote Originally Posted by XrosBlader821 View Post
    RQ are just Las Vegas exploration but with one exclusive E-Trial
    Agreed. Not a fan of Tokyo or Las Vegas design though, even as a Free Field.
    Quote Originally Posted by XrosBlader821 View Post
    UQ were just FF before they were changed to loop around, but now FF are looped around too so they're still the same
    A design sacrifice if you ask me in the name of faster rewards per minute online.
    Quote Originally Posted by XrosBlader821 View Post
    XQ are just fighting the same mobs you fought so far in a cramped space
    This would have been great if they were expanded with more floors as level caps were increased, and relevant rewards.
    Quote Originally Posted by XrosBlader821 View Post
    AQ are just FF but with a entering fee that is so stupid it might as well not exist (even before ABC capsules were reduced to 1)
    In my eyes the main difference between AQ and FF is that AQ does not have respawns, and has a time limit. Now if, again, risk could increase the enemy levels to 96, and rewards were again relevant, it would provide nice and interesting content since we would love to see how much of the map we can clear before running out of time.
    Quote Originally Posted by XrosBlader821 View Post
    Each map is basically the same building blocks with a different coat of paint, otherwise the random map generator this game works with will have trouble making good maps (which already can be observed with Sanctum, sometimes the Exist spawns literally 1 block next to the entrance).
    I'll nitpick a bit here (or a lot actually); Maps up to at least Seabed are indeed randomly generated. I have been playing since 2015, and I can say with near certainty that I have never run 2 Forests, 2 Caves, 2 Deserts etc. that had the absolute exact same layout. From Kuron onwards, it felt more that there are 10-12 different maps, and you get 1 of those randomly. Las Vegas has just 2. Enchanted Forest has definitely less than 10 variations. Ultra Free Fields share map designs with UQ and Enchanted Forest.

    Quote Originally Posted by XrosBlader821 View Post
    We never had this amazing content variety you speak off we always ran the same shit over and over. Being forced to do a Ultimate Free Fields over Regular Free fields isn't variety. It's doing the same thing with a different coat of paint. XQ would be great if they featured all new mobs like Solo UQ does. AQ's would be great if they weren't just Free Fields with a entrance fee (and wouldn't be split between two difficulties for some reason). At most you could argue that the content offers the most shallow amount of variety. but if we're gonna disregard Seasonal EQ as not real content since its the same as last year with minor differences then nothing I said so far proves Variety either.
    Yes, we have been doing the same stuff in just different colored areas, but our course of action would sometimes break the mold. Back when bosses would take 10mins to solo, Capture ECs were a blessing. Judgement, Collect, that EC with the door keys in caves, Gesture were fun minigames which were also at a point viable as rewards, since they were giving the exp of about 20-25 enemies, for the effort and time investment of killing just 5. None of these ECs have been upgraded for UH content, and even the usual ones (Duel, Attack etc) have their reward be too low to even care about participating. Hell, it's not even worth trying to compete for 1st or 3rd position on the new ranking trials for the excubes.


    I also entirely agree with the in-between paragraph


    Quote Originally Posted by XrosBlader821 View Post
    Client Orders were never a efficient way of leveling up your character or earn Meseta. It was always "Just do TACO lmao" and you only bothered with the CO to SLIGHTLY speed up the leveling process while doing something else. Even as early as EP2 you'd either spam Level Up quests which were only around temporarily and EQ's that gave really good EXP (for that time anyway). Keep in mind that back in the day the EXP curve for lower levels wasn't the same 1~75 curve we have today. It was relaxed at some point, cant remember exactly when,
    Disagree.
    Back when the level cap was still 75 or 80, doing a daily FQ even at 50% daily triboost would net about 20-25k exp from all enemies killed. Handing the COs for 60 enemies, 70 enemies and bosses alone was an extra 75k-90k, which was more than 3 times as much exp as the quest itself.
    Yes, you could just run 4th daily FQ until you got bored, but before that COs were a major non-EQ and non-AQ source of exp.
    Klotho was indeed the go-to option for meseta, and low-floor XQ after that.
    As with the rest of the content, COs were left behind because they were not allowed to scale to higher levels, but instead they cap their rewards at around lvl60 if I remember correctly. Imagine if all COs had their rewards increased just 5-fold; it would become near mandatory to take as many as possible when doing anything, and it would encourage staying around in Fields to kill more stuff.
    Meanwhile the absence of new repeatable COs is also evident that the devs have given up on them. The last CO I remember implemented was 500 enemies in EF. We only get COs from temporary NPCs or the latest "Get this new Hunter PA".

    Quote Originally Posted by XrosBlader821 View Post
    Most important rewards are [Currently highest Difficulty]-only so that's why, just like with any other themepark MMO, eventually the EXP gain philosophy changed from "something that takes a while" to "get to endgame asap 'cuz that's where all the fun is". It is inevitable.
    100% agreed. But we have to live with it even though we don't like it.

  5. #45

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    There's an easy way to make seasonnal EQs run like crazy, relevant and rewarding without power creep.
    Revive a scratch from long ago with items and LA you can't find anymore and allow players to scratch in it only with special tickets that drop in the corresponding seasonal EQ.
    You'll see.

    And if anyone wants to suggest that in the next player survey, be my guest.
    Arada - PSO2: Ship 10 - Techer - Team master of Odyssey

  6. #46

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    Quote Originally Posted by XrosBlader821 View Post
    It's great.
    I no longer feel the pressure of having to play the game literally every day for multiple hours or else I miss out like it did before and scheduling my life around EQ schedules in order to get another shot at a weapon drop that wont drop anyway. Weekly meseta income is no longer a pain where I have to complete them on the same day exactly a week later or else I'll be lagging behind. And there are a lot of QoL improvement that just make everything better in general,
    QoL changes are always nice but its not core content, if anything it should come along with said core content which outside Armada EQ, its lacking.

    BUT THE LUMINMECH ULTIMATE QUEST IS ON THE WAY!! and look how long its taken to get here for rewards of unknown worth and probably the least effort put into one mission to spam over and over
    Cast - Gt 50, Fg 20, Gm 25
    PSO2 NGS
    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

  7. #47

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    Quote Originally Posted by Kril View Post
    QoL changes are always nice but its not core content, if anything it should come along with said core content which outside Armada EQ, its lacking.
    I mean, UH Free Fields are core content. Just because you don't like it doesn't mean it doesn't exist.

  8. #48

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    Quote Originally Posted by XrosBlader821 View Post
    I mean, UH Free Fields are core content. Just because you don't like it doesn't mean it doesn't exist.
    how is adding reskinned bosses with 1-3 new moves with bad drops (well maybe not the Resonance series) considered content? I already pointed out the bad flaws in UH fields especially when that content releases its DoA by stream reveal or if its lucky dies during week 2. UH Nab is the biggest example of this by dying off first week.

    another example being are new or returning players, how are they suppose to farm any of those drops from UH fields when that content is dead? TMPA? well thats if you can gather 11 other people who care enough to do it, can't exactly use boss Trigs from the prize shop unless 11 other people are willing to spend their medals on boss trigs and that you're also limited to one trig a week with. Not to mention Armada isn't scheduled as much anymore making Prize Medals more scarce.

    Literally the only good things that have come out of Ep6 are the QoL changes like unlimited team tree use, auto loot and Phantom. Armada EQ, 1 variant from each sector is significantly worse than the other and Anges drops significantly less than Dominus for no good reason
    Cast - Gt 50, Fg 20, Gm 25
    PSO2 NGS
    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

  9. #49

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    I do hope at some point SEGA does add some kind of enemy scaling system to the UH quests depending on the amount of players there are so that their HP is reduced. Going in solo is a miserable experience as every enemy is a HP sponge, and bosses take ages to take down.

  10. #50

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    Quote Originally Posted by Kril View Post
    how is adding reskinned bosses with 1-3 new moves with bad drops (well maybe not the Resonance series) considered content?
    That's literally how the game worked since it's inception or what do you think people been doing during the 5 month long periods between a episode launch and the first Raid EQ being released? Again, just because you don't like it doesn't mean its not new content.

    Quote Originally Posted by Sonickyle27 View Post
    I do hope at some point SEGA does add some kind of enemy scaling system to the UH quests depending on the amount of players there are so that their HP is reduced. Going in solo is a miserable experience as every enemy is a HP sponge, and bosses take ages to take down.
    I guess they can't do that currently since people can drop in and out from Free Fields at any time. They implemented a HP scaling system but that was in the 4-man Phantom XQ I assume they're unable to make a HP scaling system unless you have a Player amount check at the beginning of the quest.

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