Hmmmmm, what can I say about this EQ?
Well, not really what I have in mind, but it's okay........ish.
- First phase is.....well, exist. EXP rate is sweet though.
- AIS phase is mixed bag. Yamato can actually punish players, but no direct repercussions......unless waiting for 5 seconds. Map is actually smaller than expected.
- That booster dash hopefully become permanent addition.
- Soundtrack is good
- The lag is not good
I guess......I kind of agree that this EQ is not the 'killer EQ' of EP4. It's more like a warm-up phase for EP4. And with that in mind.......eh, it's good enough. Still think that this is going to be the 'Magatsu' of EP4. And stop with Wild Easter loot methods!
*editing post intensifies. Please wait around 5 to 10 minutes before quot-actually, just be wary that I edit my post often.
.......Mostly because minor things like grammar and mis-spellings*
Originally Posted by Kenichiro Takaki
how the fuck does something like this get past testing
did they test this at all
do they even have testers
what the shit do they do in their office all day. spin in their office chairs? throw darts at a class dartboard to see what should get the next unneeded damage boost? jack it to female costume concept art?
how do you fuck up this badly on something you've been hyping up for months
100% certified quality post
the pso-world forums are a pvp-enabled zone
all that hype has led to nothing.
Mission is as boring, trivial and unchallenging as any emergency.
The Collection File for Yamato kills goes up way too slowly. SEGA may not even be aware that we need SIX weapons to max them out. I'm not sure how I'll get six SCN dual blades before this Collection File is removed from the game...
It will have taken SEGA two weeks to ruin one of the best ideas they have ever had by adding yet more RNG and emergency-only access to it. Kudos.
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