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  1. #231

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    man I wish they had it so you could still find rare weapons and armor from enemy dops instead of synth only

  2. #232

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    On 2007-05-22 18:20, Miyoko wrote:
    If you time it right, you can pull off the combo faster than if you just mashed it. Button mashing gives you a slower, less consistent string of attacks.
    being able to push a button faster for the same result doewn't make it a system. mashing = faster.

  3. #233

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    On 2007-05-22 17:57, 60Hz wrote:
    "

    High ranking misssions have monsters that move way too fast, as a result, your only option is to get into a slugfest, where you just trade hits. Enemy movement should be slowed down.
    -The speeds are going to be adjusted later down the road.

    "
    This sounds bad...I disagree about it turning into a slugfest... against fast moving enemies I traps: freeze traps, shock traps, any knockdown trap... they shuold re-introduce a SLOW TRAP tho... but dont slow down the enemies... geesh...



    Being the only class with the right to complain about enemy speed, Fortetecher, I don't have much problem hitting anything in S2 missions.

    Too fast? Hardly. Too slow? No. The speed in S2 is funner because everything is right in your face when you blink. I'm one of the few fT's who likes to point-blank everything(Vets like me who hit the Gi-spells head on when they launched usually are), so I say bring it. I like being up close and personal to everything i'm getting killing-strike XP off of.

    PSO2-JP: Ship 2; Bouncer/Braver, Tiana Cross.

  4. #234
    Douche of Tears Ffuzzy-Logik's Avatar
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    You all need to shut up and listen to Shim. There is more to playing hunter than LOL DAGGAS DAGGAS DAGGAS.

    For example, what would you do to one of those nasty buffed Go Vahras in Crimson Beast S2? I mean, those things are really nasty, and can easily kill players. But seriously, what would most of you do? Spam Daggas or Renkai or some other fool PA with high DPS, right? No, that's stupid, because then they'll walk right past you and go up to the Fortecher and kill him in one hit. Probably the best thing to do is use something like the first hit of Shunbu or Rising Strike. And use it over and over again to keep them on their back. Sure, you won't be getting OMG UBAR DPS FINISH MISSION IN 15 MINUTES LOLOLOL SO FUN, but I'm sure the Fortecher will be thankful he didn't get one-hit-killed by an errant Vahra jump.


    I have to agree that the game is overly easy with a party of 6 players that are over the level requirement. If you want the game to be more challenging, go do more challenging missions and with a smaller party, don't complain that we need some asinine timing system on our combos.


    I originally was thinking that they need to considerably nerf the effect of percent on armors. I then realized that armor percent is the only thing that keeps Fortechers alive, even when they are over the level requirement and in a large party. Without perecnts, they'd die in one hit right and left. So yes, while I still think armor percent needs to be reworked (I'm rather fond of the earlier idea bout the percent range being based upon the armor rank), the real issue is that DFP and MST need to play a far bigger role than the one they play currently. As it is, both stats are entirely outshadowed by armor percent and player HP, of all things. Take Beast versus Newman as Fortecher for example. While the Beast has horrible MST compared to the Newman, he's still better at withstanding tech attacks, because he has more HP. As long as the tech doesn't kill him in one hit (read: Megid), it really doesn't matter what his MST is. Similar things can be said for DFP.




    Anyway, I could sit here and bullshit all day about what I want to see and what I think sucks, but in the long run, I honestly don't give a shit. I'll take whatever comes, and, assuming it doesn't change the game drastically, I'll like it (or at least get used to it).

  5. #235
    Death to Voloyal!! Miyoko's Avatar
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    On 2007-05-22 21:39, fumatanera wrote:

    being able to push a button faster for the same result doewn't make it a system. mashing = faster.
    Go try this with a rifle, then try with well timed pushes. It's nowhere near the same.

    Making a Mega Man clone! Check it out! http://gigaguygame.blogspot.com/

  6. #236
    Rock & Rawr Criss's Avatar
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    About that timing-hits part... that would personally give me more incentive to play my fF. As much as I like the challenge of staying in the fray and constantly moving to evade hits instead of shooting from afar (I just love xbow point-blanking on my GT in a pack of enemies), tapping the button brainlessly bores me to no end. Besides, it's not as if you'd need timing as tight as frame-precise roman-canceling combos in Guilty Gear.

    Also, I'm all for toning down elements on armors and giving more importance to DFP/MST. And even though I'm against slowing down monster movement, I agree that having some monster attacks impossible to dodge isn't too fun. Hard to dodge, sure. But not impossible.

    As a Beast GT that constantly keeps itself buffed, I find it a pain to have to rebuff after a nanoblast. I agree that getting buffs during nano or SUV would be abusive, but buffs could at least come back on with the remaining time once it's over. Or make Nano/SUV damage calculations not take buffs into consideration.

    I always thought that people sticking to one or two classes shouldn't need more than 36 PAs so the limit never really bothered me. But I think regaining levels of deleted PAs at least would save people a lot of PA-leveling time if they decide to try another class and come back to their original choice, without allowing everyone to multiclass 3/4 of jobs.

    I don't really care much about trivial things like Madoog placement, but hey, that's always a bonus. Also, if a certain character in-game (player or not) got to buy or get a certain piece of clothing somewhere, other people also should. So Gib Casino and Maiden outfits. I personally don't care much about adding skin/face modifications... I admit it'll be useful for some people who messed up on character creation. But again, why don't people make sure their character is looking perfect before starting to play it? It also makes characters feel more like a package of interchangeable variables instead of a unique person.

    Then erm... ah, interface changes. Mailing directly from card list is a much welcome addition, and I guess other tweaks like default No Quote and number of cards aren't too much.

    About synthing and grinding, I already love the fact of seeing weapons NOT disappear, so whatever disadvantage they add to balance it out, I don't really mind. They still need to give boards a decent synth success chance. The success % on armor synths is disheartening. Also, yes to seeing synth result of other people's synths.

    The death penalty changes are also a must, glad they're finally adding that, though a bit late. Especially on things as stupid and uncontrollable as NPCs.

    Anyhow... overall, I think SonicTeam is actually doing a pretty good job for once. Though it's nothing to make PSU an absolute gaming classic, it's finally fixing some big mistakes and shaping PSU into what it should have been from the start, and then improving some.

    [Sryche - Female Beast - Guntechslinger]
    [Liva Verendrye - Female CAST - Heavy Weapons Specialist]

  7. #237

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    How about fixing the HORRIBLE, HORRIBLE lag that UK and other EU-based players get?

    Yeah, thought not.
    Phantasy Star Zero; bringing my favourite game to my favourite console.

  8. #238

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    On 2007-05-22 07:46, Niered wrote:
    PSO on the other hand actually required a brain behind those controls, for each weapon you had to time it just right to keep your character from lowering their weapon before attacking again. It was an extremely simple combat system, but actually made it engaging. I would like nothing more than for that system to be overhauled and brought here.
    Timing in PSO became automated for a player after enough experience which dulled it down again. in PSU you don't have to time your hits to successfully combo, but you can delay your hits to make sure all hits get in, which is important on PAs that send lighter enemies flying.

    If you don't know how to do that or don't do that, you're missing out on one of the more engaging features of being a hunter, just like being able to finesse a skill(control the direction you attack in, mid move) It's a fabulous way to make the most of a skill by using it for defensive and offensive purposes at the same time.


    Personally I think the only thing hunters need is for defense to be fixed to mean something. aside from that, I very much like the idea of taking two handed melee weapons and giving them the rod treatment.

    I wouldn't mind a one time "import" option for our current characters...basically retro fit them for the new game. but only offer it the first time you choose them in AoI...after that they're set.

    -Casts definately need to be able to alternate between faces and masks and non casts need to be able to chaneg their underwear >< ...I swear my characters have been wearing the same underwear since i joined in january...xD

    Auto away messages ftw.

  9. #239
    The Magnanimous Guardian Magician's Avatar
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    It all sounds good, but there doesn't need to be any penalty for failed grind.

    Synthing is difficult enough, when we get to 12* items the success rate will probably dip back down from the mid-70's to the mid-50's again. That's penalty enough.

    If you've got the loot bring those weapons to a 10 grind whenever possible, I say.

  10. #240

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    the whole monsters need to be slower thing is bullshite, thats just people wnating an easier game. The reason that fighting just seems like a take and recieve hit thing is because if you have resta and whatnot that s easiest, and probably most efficient, sure you can use a spears distance with regular attack to hit some big monsters outside hit range, but thats going to slow you down. The only way people will fight less wild is if they have no choice, a la challenge mode, or to a lesser degree bruce.

    The npc death doesnt count thing is ehhh i think the use of moons was good enough, now they are just free attackers, i mean ill use em, but i think it was a better idea to make it so you can moon them instead of use them as infinite soldiers.

    the hybrid timing system will be ok, if it increases dmg rather than nerfs it. As far as armor % i dont know, not that i have any but really the way they built the game, % is teh only way not to get your ass handed to you, unless they add some type of other buff, nerfing armor will only make it totally gay to fight monsters. If they decide to nerf weapon % forget about hunters, because they are already behind the endgame curve, you need like 25% + weapons to have a chance of matching a ft or FGs damage, nerf % and FF becomes even weaker. 50% weapons may seem hax, till you a see a beat fortegunner doing 300-420 per xbow shot in like .5 secs x 3 while you run after ollaka and get hit in the head and get up and attack.

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