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  1. #1

    Default PSO2 New Genesis on Tokyo Game Show 2020 Online





    Where to watch




    Hosts
    • Nasu Nakanishi, duo of comedians (Nakanishi Shigeki and Nasu Akiyuki)




    Topics
    • New informations and gameplay of Phantasy Star Online 2: New Genesis
    Last edited by Maulcun; Sep 25, 2020 at 06:54 AM.

  2. #2

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    Oh yes! finally some more info with New Genesis

  3. #3

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    Please introduce race change. Fingers crossed. I don't care if i have to pay (most likely would be paid service anyway) It's one thing i have wanted for years. I think there would a lot more race variety if it did exist.

  4. #4

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    Quote Originally Posted by Saryn_storm View Post
    Please introduce race change. Fingers crossed. I don't care if i have to pay (most likely would be paid service anyway) It's one thing i have wanted for years. I think there would a lot more race variety if it did exist.
    and i want PSO2NG character appearance in diferent files , for example , i have a character who is an ice boy in PSO2 vanilla , but in NG i want him to be grow up

  5. #5

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    Things I like about the new gameplay:

    - No more Perfect Attacks

    - The Lobby is now on the planet instead of in the Ships

    - Seamless transition between the Lobby and world i.e. Warframe Plains of Eidolon, Xenoblade X, etc.

    - NO MORE LOADING SCREENS between sections of the map i.e. Monster Hunter World. Good riddance to that.

    - No more Monomates to buy in the shop, replaced by "Resta Signs" that can only be picked up while exploring which I think is a design choice for the raids. Also, healing yourself will NOT STOP YOUR MOVEMENT!

    - Max player count in an instance is reduced to 8-man

    - Damage numbers have a more simple-looking font.

    EDIT: Also, I dig the Elemental Damage Reaction mechanic where enemies could be immobilized or have certain attacks disabled after hitting them with their elemental weakness.
    Last edited by loafhero; Sep 25, 2020 at 10:03 AM.

  6. #6

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    Quote Originally Posted by loafhero View Post
    EDIT: Also, I dig the Elemental Damage Reaction mechanic where enemies could be immobilized or have certain attacks disabled after hitting them with their elemental weakness.
    This is not a new mechanic, PSO2 already has this for enemies and bosses. Fire for the banthers, ice for meduna, and such.

  7. #7

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    Quote Originally Posted by otakun View Post
    This is not a new mechanic, PSO2 already has this for enemies and bosses. Fire for the banthers, ice for meduna, and such.
    I think they mean it's built into the weapon's damage type now, instead of a status effect affix. So we won't just be having Light weapons for days.

  8. #8

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    Quote Originally Posted by Aurorra View Post
    I think they mean it's built into the weapon's damage type now, instead of a status effect affix. So we won't just be having Light weapons for days.
    Yeah, exactly. Looks like they're trying to make other elements actually viable.

  9. #9

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    M'kay.
    So, opinions:

    - Open world:
    Looked neat, ngl I spent a lot of time looking at the previous trailers so things felt... familiar. Monster Hunter style gathering is a bit meh, but then again gathering in PSO2 didn't exactly kill the game. I think it's fine.
    Otherwise, seems like we'll be running around a lot, maybe too much actually. We can wall jump, though! That's cool.

    - Just attacks are gone:
    I think this was a mistake. Timing has always been a huge part of PSO, it keeps your brain active in combat and is inherently satisfying to master. I really, really hope there's a replacement.

    - Five steps combo for melee, no combo for ranger and force:

    Similarly, I've played too many games where you constantly have to go through the same basic attacks in the same order for several seconds to reach the one you wanted in the first place, and it just sucks every time. It's just repetitive and boring, and this plus the disappearance of JAs makes me genuinely question if I'll enjoy melee this time around. Honestly, three steps was the perfect sweetspot imo.
    At least we can still use PAs at any point, thankfully.
    The other two not having combos I think is fine. Rifle was already that way, and rod normals have always been for PP as far as I can remember.

    "Just distance" for Ranger:
    Not the official name. An interesting concept? Hopefully enemies will be a bit more mobile than in the showcase to keep things interesting, because you're very safe at that distance. Giving them a good weapon action was nice, dive roll always sucked.

    Technic charging now completely modifies the tech:
    So I've been a bit negative thus far, but I'm really psyched about this; it's straight up the system from PSZero, which I've been saying for years that they should go back to. Uncharged techs were just a waste of space in PSO2 outside of very specific builds, and that was a complete shame, on top of making Force gameplay a bit too slow paced and repetitive for my liking(until Phantom happened).
    Even though Sword Hu had sleek new animations, Fo might be my go-to this time around, just because of this.

    Overall, horrid translation aside(and I'm not blaming the translators, it's a very tough job and the hosts kept talking over each other), we were ultimately shown a lot of gameplay, so that's a win for me. While I don't agree with all the changes, at the very least they've clearly shown us that New Genesis is a new game, I don't think there's any doubt anymore.
    Last edited by Cyclon; Sep 25, 2020 at 09:16 AM.

  10. #10

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    Quote Originally Posted by Cyclon View Post
    "Just distance" for Ranger:
    Not the official name. An interesting concept? Hopefully enemies will be a bit more mobile than in the showcase to keep things interesting, because you're very safe at that distance. Giving them a good weapon action was nice, dive roll always sucked
    it's called optimal range in DeamonxMakina

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