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  1. #41

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    Short story is WB in its current form is cancer to the game, being so strong on its own, enemies must be built around it above all else.

    Quote Originally Posted by Bellion View Post
    Some of the new 13*s are 6% damage increase and reduced PP consumption, and some of them will have 3% damage increase and presumably even further reduced PP consumption.
    They will be the weakest 13* weapons yet from the stream.
    I just hope they're easy to farm. My ares blades need to feed, and slave was all sorts of fail. There are people who still prefer to anga farm in nab, and if I cared enough at this point, I'd do that instead.

    Shigure ship 2. Credit to agarwood for the picture!

  2. #42
    Team: Outsourced Mutiny lostinseganet's Avatar
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    Quote Originally Posted by Sanguine2009 View Post
    12 players on the field is already too many balance wise. the limit really should be closer to 4 and even that is pushing it with how overpowered players can get.
    The game needs stronger smarter enemies like in ninja gaiden.
    You need good D...!? Well so do I!
    PSO 2 + D.D.R.♪, Playable Instruments, AND karaoke! Think of the Competitive Anime Conventions!Dreamcast was art, and like art it was not appreciated until it was DEAD
    I like teh magics in my melee. Not teh melee in ma magics (^_0),
    Lostinseganet: Self proclaimed Melee FOrce!

  3. #43

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    It's been pretty obvious to me from the beginning that PSO2 was designed with the intent of fitting on both PC and Vita. It's very "in-between".
    Stuff like the texture quality, low poly models, lack of hand animation (less bones = less processing).
    They could have swapped hand meshes or used hand morphs like other games (eg. Resident Evil 4, and if I recall correctly, Vindictus), but they didn't even bother doing that.

    Maybe SEGA is just really shit at making game engines (which shouldn't be the case because Yakuza/Ryu ga Gotoku looks amazing), or PSO2 had almost no budget.
    Or they wanted PSO2 to work on PCs from 10+ years ago, which is possible because I hear a lot of JP people don't upgrade for a long time.

    Visually, PSO2 is way behind games that were developed around the same time, such as TERA and Blade and Soul.
    But those use Cryengine and Unreal Engine, they aren't in-house engines like PSO2 seems to be.
    Mabinogi Heroes (Vindictus) also looks better, but that's on Source Engine.
    For all we know, PSO2 could have been built on top of PSU.

    Whatever the case, SOMETHING resulted in PSO2 being held back, and I'm absolutely certain it could have been a much better game in many ways.
    They did say that they can focus more on PSO2 now that it's proven to be a reliable source of income.
    Had that been the case from the beginning, things would likely have been very different.
    Last edited by TaigaUC; Jun 3, 2015 at 10:40 PM.

  4. #44

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    Quote Originally Posted by TaigaUC View Post
    Visually, PSO2 is way behind games that were developed around the same time, such as TERA and Blade and Soul.
    But those use Cryengine and Unreal Engine, they aren't in-house engines like PSO2 seems to be.
    Mabinogi Heroes (Vindictus) also looks better, but that's on Source Engine.
    For all we know, PSO2 could have been built on top of PSU.
    I remember a video of a very VERY early build of PSO2. It was using the same sound effects as PSU, and the HUD looked like an evolved version of PSU/PSPo stuff. The city stage was vibrant and clean looking, Dark Ragne had these weird fucking legs that were too small for its body, and Rangers could strafe and do dodges using a fucking jet pack. They fucking hovered. I wish we had that for Rangers.
    Ship 02 - Ur, Player ID: Niare Sky
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  5. #45

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    Quote Originally Posted by TaigaUC View Post
    It's been pretty obvious to me from the beginning that PSO2 was designed with the intent of fitting on both PC and Vita. It's very "in-between".
    Stuff like the texture quality, low poly models, lack of hand animation (less bones = less processing).
    They could have swapped hand meshes or used hand morphs like other games (eg. Resident Evil 4, and if I recall correctly, Vindictus), but they didn't even bother doing that.

    Maybe SEGA is just really shit at making game engines (which shouldn't be the case because Yakuza/Ryu ga Gotoku looks amazing), or PSO2 had almost no budget.
    Or they wanted PSO2 to work on PCs from 10+ years ago, which is possible because I hear a lot of JP people don't upgrade for a long time.

    Visually, PSO2 is way behind games that were developed around the same time, such as TERA and Blade and Soul.
    But those use Cryengine and Unreal Engine, they aren't in-house engines like PSO2 seems to be.
    Mabinogi Heroes (Vindictus) also looks better, but that's on Source Engine.
    For all we know, PSO2 could have been built on top of PSU.

    Whatever the case, SOMETHING resulted in PSO2 being held back, and I'm absolutely certain it could have been a much better game in many ways.
    They did say that they can focus more on PSO2 now that it's proven to be a reliable source of income.
    Had that been the case from the beginning, things would likely have been very different.
    ...and yet the game runs pretty bad on a lot of pc's. During magatsu's there's always lag, then there's the "good vs bad client" thing, weapon switching lag shall I keep going?

    I don't mind the poor graphics for this game that much, but with it's ps2 graphics the game should be running perfectly.

  6. #46

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    I'll just have the prepatch run while I sleep this weekend.

    To the rest of the conversation, yes, PSO2 is designed as a game that can work on both PC and the PlayStation Vita for most aspects of the game. But it is heavily downscaled on the Vita compared to a high-end gaming PC running the game on max settings. If you don't see the differences, I honestly feel bad for you as it likely means your PC needs an upgrade badly. xD

    I don't agree PSO2 is a handheld game, though. PSO2 is downscaled from PC to run on Vita. Monster Hunter 3 Ultimate certainly wasn't a native 3DS game; it was a downscaled Wii game that was practically the PSOBB of the 3DS. MH3U on the Wii U WAS a 3DS game because it was nothing more than an upscaled port, of a downscaled port. So what? If Diablo 3 can run on consoles, is the game itself limited in scope on the PC because it is a console game? No. It isn't. Diablo 3 was built as a PC game from the ground-up. The same goes for PSO2.

    PSO2 is held back in design because of the faults that lie at its very core of game design, and there are many (like the earlier suggestion of removing 12P MPAs) that can't be fixed as it is just simply too late to do something like that. I'm sure players would agree it's an issue of enemies not being scaled like they were in PSO that is the issue at hand here. The Vita certainly did not keep it back from being a more quality PSO experience.

    I still think PSO2 needs to just have a complete overhaul to many areas of it: EQs, Free Fields, extremely generic randomization, classes, scaling for the number of players, a refined E-Trial system, etc. I agree with the notion that 12P is too much in the current state of the game. 8P would have been easier for SEGA to balance. It's just too late for them to change that at this state of the game, really.

    That all being said, Episode 3 did spice up the game a bit from what was going on in Episode 2, and it made each class viable. Efficiency is what you see people talk about nowadays more than whether or not a class is viable now. I do think SEGA is planning on revamping the game, but as it is an F2P game, I'm not surprised those changes are coming in installments, really. I'm just hoping that they'll manage to make the game more like PSO and less like a Fashion and EQ Simulator one day.
    Last edited by Korazenn; Jun 4, 2015 at 12:33 AM.

  7. #47

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    Quote Originally Posted by Korazenn View Post
    I'm just hoping that they'll manage to make the game more like PSO and less like a Fashion and EQ Simulator one day.
    well gal gryphons a start

  8. #48

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    Quote Originally Posted by Agent Falco View Post
    well gal gryphons a start
    I'm looking forward to Gal Gryphon here. The launch of Episode 3 was the start, in my honest opinion. :P

    Class changes that made every class viable (even if not the most efficient), the addition of the Bouncer class, Challenge Quest and the Casino Area, altering the thought that goes into level design for Episode 3 Free Fields to be more unique and feel vastly different from all of the rest, balance tweaks that fixed broken game mechanics, and now we're getting homage to PSOBB with Gal Gryphon. All of those are changes that set a good path back to the core of what the game was all about back then.

    I mentioned it, so I might as well also detail what I'd like to see for the game to prevent confusion:

    1. By being more like PSO's level of design, I mean that each area felt unique and different in a variety of ways. You don't see that here until Episode 3 areas, arguably.
    - In PSOBB: For instance, Forest was always the same map layout. Each area afterwards introduced a variety of different gimmicks in how you approached them based on the enemies you encountered and level layouts that were very memorable.
    - In PSO2: You can get maps generated in PSO2 that have the same room repeated 10 times on one map, no matter the level. This happens even in Episode 3. It is highly noticeable in Episode 1 areas (excluding Tundra, Skyscape, and Ruins) just by pulling up your map during the Free Field quest. Every area has a bunch of carbon copy enemies that don't do anything much different to the last until an uncommon enemy spawns or Emergency Trial starts.
    -- Solution: To fix this in PSO2, fix the level generation first. Forest doesn't need to have different level generation, and it's good to always have certain rooms that always appear in each type of layout, or else the whole experience can feel too generic because there is too much of the same that you trek through constantly. I'd like to see these changes implemented in Episode 4 for existing areas from Episode 1 first.

    2. Refine content in the game with scaling enemies properly by the amount of players in an area so they don't all get cut down like butter.
    - In PSOBB: Enemies scaled by HP modifiers depending on the number of players in your party. They gave more EXP as well.
    - In PSO2: Enemies don't scale by HP or the amount of EXP they give you other than by what level you and the specific enemy is as well as the EXP they give you based on all of that. Instead, content scales by the number of enemies generated in a room when an E-Trial starts. This is useless because it just adds more weak enemies into the line of sight, especially for builds focused on mobbing. It's not harder at all doing that.
    -- Solution 1: Refine E-Trials, at the very least, so HP modifiers do exist for enemies that spawn based on the number of players in the area and that you get more chances of running into infected enemies in runs with a party (more players, better chances), which in turn give you more EXP.
    -- Solution 2: For all exploration MPAs (EQs included), no matter the amount of players in a low-man run (1-4), content can be scaled to 4/12+. Each player that joins raises that scale upwards, up to 12/12 at 8P. Playing in a full 12/12 MPA will grant you more chances of infected enemies and each player after 8 will get more enemies spawned as well. Thusly, it will be much more challenging than it usually is, but the payout will be far greater than otherwise (more drops because you get more enemies spawning, too), which encourages people to play in them more.

    3. Fix Daily Orders that don't make any sense (i.e. kill 99 Garongos) and make more interesting types of DOs to do for good Meseta payout.
    -- Such as XH/UQ Daily Orders.

    4. Faster enemies on each difficulty increase (Normal > Hard > Very Hard > etc.) would be appreciated. Maybe not for bosses like Elder, Loser, or Magatsu, though.
    - In PSOBB: This was a thing and genuinely made for interesting strategies. It was actually dangerous getting surrounded by enemies back then.
    - In PSO2: Enemies "react" faster, but there is no noticeable difference until XH and UQ.
    -- Solution: Obvious.

    Now, if only we could get that Football (Soccer in 'Murica) Lobby back. ;o

    Edit: Wow. Could these last two posts be any longer? I need sleep.
    Last edited by Korazenn; Jun 4, 2015 at 03:32 AM.

  9. #49
    The James Franco of PSO2 NoiseHERO's Avatar
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    Quote Originally Posted by Stealthcmc1974 View Post
    I remember a video of a very VERY early build of PSO2. It was using the same sound effects as PSU, and the HUD looked like an evolved version of PSU/PSPo stuff. The city stage was vibrant and clean looking, Dark Ragne had these weird fucking legs that were too small for its body, and Rangers could strafe and do dodges using a fucking jet pack. They fucking hovered. I wish we had that for Rangers.
    Yeah I remember it basically looked like a super enhanced phantasy star portable series game.

    I forget if actually said this but I think vita was originally the plan. Possibly not even called PSO2 from way it looked. <_<

    But nothings set in stone when game development starts, so we got a f2p cash shop game instead that ironically looks less solid.

    AYY. All you nillas days is numbered.

  10. #50

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    DX11 when


    also remove gameguard

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