Friday September 14, 2012 11:22

PSO2 JP: Regarding the New Update

Posted by Ricardo

On September 12th we had our first large scale update that was about 4.3GBs, but as you can see here and elsewhere, many were unable to complete the download. The staff is sorry for the inconvenience, the current delivery system doesn’t spread out data very well and so it can take a long time to finish downloading.

Even so, many have suggested to Sakai to implement some sort of pre-download system or split it up into parts, but the current system cannot support these methods for now.

In the future, they will examine some measures on what they can do to support such high scale updates.

Some have said that the explanations to some of the changes in this update were insufficient, so we will now go through what has changed since the last update.

Photon Blasts:

Due to a bug, some photon blasts would use your S-ATK to influence its power. This has now changed so that the correct power will be used instead. R-ATK will now apply to アイアス Ajax Proi/Imera/Nifta photon blasts. T-ATK will apply to ケートス Cetus Imera/Nifta. As a result, some of the photon blasts have been nerfed.

Client Orders

When you received some high level client orders, you could switch classes and use them on lower levels for some quick leveling. It wasn’t intended to be used like this. In PSO2 you don’t have an overall character level, your character level depends on what class you are. If you are a high level player and switch classes, you would return to level one. It was to suggest that beginners and advanced players could play together and interact with one another while progressing through the game.

Through the course of leveling up each class, the game balancing is adjusted on the assumption that your play skills would have naturally improved. Despite having not grown accustomed to that class, as they see more players who are high only in their levels, it becomes harder for them to deliver difficult quests and powerful enemies intended for advanced players. As of result, it shortens the game’s length.

As a countermeasure they made it so that if you switched to a different class, the high level client orders would scale down to your level, but it looks like this plan is not enough. Based on future trends, there’s a possibility that they may take a gradual approach in changing the way it works. They want to examine not only what should be nerfed, but what they can also increase as a result.

(Comment: It appears that they don’t want people to switch classes and power level their way through. Before this update, people would gather all of Franka and Clessida’s client orders and not turn them in. They would then change classes and level up without lifting a finger. In the future they MAY decide on changing it so that by switching classes you induce a much larger reward penalty. I think their intent is to provide a generous incentive for those who stay in the class, and penalize those who switch classes. Also it appears they want to avoid a situation where people complain about future high level quests being too hard/too easy due to the way they thought the game should have been balanced. Makes you wonder who the Story Quests were truly aimed for before the nerf.)

As an aside from Sakai’s blog the following things have changed:

  • For Clessida’s and Franka’s item collecting client orders, they have changed the time you can redo them from 24 hours to 168 hours.
  • They have eased some conditions for some of Franka’s client order to unlock.

Emergency Quests

They’ve shortened the interval of time for emergency quests and interrupt ranking to occur, so now there’s a chance you may see an emergency quest happen within 30 minutes. One of the new quests, “Huge Mech Awakening” happens for 15 minutes. In the future, based on each emergency quest, they will plan to set what intervals of time they can occur.

These are just some of the things they decided that needed improvement based on everyone’s feedback. They plan to make more changes and improvements to the game in some future update.

 

What’s Coming Up Next (Porori)

Late September is our next update, let’s see a preview of some of the new costumes.

Shrine Maiden inspired Costumes

 

And the Medical Center Nurse Outfit!

See you next post which will talk about TGS later today.

 

48 Responses to PSO2 JP: Regarding the New Update

Ren

September 14th, 2012 at 6:40 am

We're in outer space…why are there Japanese outfits? Not being racist or hating but it seems to be a trend in games lately. Why not design something original pertaining to the world like the original Phantasy Star games had.

Zynetic

September 14th, 2012 at 7:06 am

The reason I levelled the other classes using COs from Franka and Cressida is simply because I would only get -one- mag unless I paid for more; I wouldn't be surprised if this is why some others did it too. What's the point of starting again if your character is just going to be nerfed the entire time?

Sure you can make a "balanced" mag (aka don't bother using a mag at all), but that's not exactly much fun.

With this F2P model, older players aren't going to be levelling up with new players because they wouldn't want to level their other classes using their Hunter or Ranger mag. Even with this CO nerf, I highly doubt people are going to be doing it unless it turns out they need another class for efficient sub-classing.

They really should've gave the character up to 3 mags or something in some way, just to make the game last longer. Many people capped and quit at 40 simply because they couldn't level up another character without being nerfed, but I guess this doesn't bother SEGA as said person wouldn't have paid for anything anyway.

raiden55

September 14th, 2012 at 7:06 am

if they change the things with power levelling using different classes, they will see way less people playing, serisously, is ridiculous how this game is made to farm farm farm, it's a pain.

want to try new classes ? go lv30. hey ?

now do this quest who takes hours. hey ?

them kill 5 times each boss, cause i'm sure you have lots of free time. heyyyyyyy ?

what you want to gain time now because you consider a bother to be lv1 with no photon blast except one ? haha die guy, we'll nerf you.

oh man, I don't understand these guys…

Plant

September 14th, 2012 at 7:30 am

The reason why I power-leveled other classes using Franka and Clessida's COs is because most high reward client orders from other NPCs that helped me level up with my main class can only be completed once.

Now everyone's stuck doing multiparties for hours and completing low-reward client orders from Hans (5 snow banshees for 7k XP and a grinder… sure) and that dark-skinned, white haired Newman woman for 6 days of the week until the high reward, repeatable COs become available again.

Sega's just trying to artificially extend the game's length by making leveling up a massive chore. So what if they gave us new normal difficulty areas if there's no client orders to motivate you to run around and kill stuff?

schlagwerk

September 14th, 2012 at 7:33 am

And here I thought the quests rewards were meant to work like that as an anti-grind measure for experienced players. Kinda like how some MMOs let you make a max or near-max character once you have one high enough.

Their argument is a bit moot. If someone has a high enough character to farm repeatable quests, then they should already know how to play the game regardless of what class they play.

Gokuroro

September 14th, 2012 at 7:37 am

@Plant

Well, with that new update, we did get the 3 last areas for normal mode. But I do think there should be more areas and more client orders for those new areas.

Ricardo

September 14th, 2012 at 8:11 am

I think really need to look at how a typical person plays MMOs. People generally will rush to the higher levels because it gives you more interesting stuff, more money, and parties.

There needs to be an incentive for lower level quests or if you play with lower level players you could receive some kind of bonus that you can't get at higher levels.

Nilok

September 14th, 2012 at 8:14 am

This has been my biggest issue with this game and the major complaint I hear from friends who play a bit more casually than I do.

I've logged several hundred hours so far and have two characters who've capped at least once class each. I have friends however that play maybe once or twice a week for a few hours at a time at most and for them to get "good" exp they just keep running the same quest over and over. The orders available dont really help much and for then, especially in that lvl 20-30 range they've felt really put upon, especially seeing the other people they play with capped at lvl 40 and tearing through these lower level missions. Sure you could tell them to play more but that's really only telling them to run the same thing more frequently. When you look at the repetition they feel they go through with no feeling of progress, you have to imagine what people who play regularly and have multiple characters with multiple classes go through.

The game makes you run the same quests so many times just to advance. I understand a time trial or something to move on to the next area, but the game begins to feel stagnant doing the same things so many times just to get something new. The saving grace here was that you could take client orders for the area you were going through and essentially run an area for the available client orders and help grab some good exp to move you further along.

When I think about how many Vol Dragons, Rockbears, etc that I've killed up til now. When I saw that I had to run around and kill darkers ad nauseum only to have to run around and kill 4 rock bears and 5 vol dragons and that I would have to do this for each new class that each of my characters was going to use, I nearly said forget it.

I understand the principles: mastery through repetition, learn more doing things the hard way, etc. but after several hundred rockbears and spending so much time in the caves you can't see the color red anymore, you want something different. Why not a new mission that you have to complete under certain conditions? why TWO client orders for ONE new thing?

Really this change in client order cooldown time is penalizing people who play often – the people more likely to be spending money. My friends who play once or twice a week aren't impacted by this. I'm level 16 as a Techer now and my other character I was planning on checking out Fighter and Gunner. But the immense amount of repetition with these new restrictions on client orders just means I'll be playing the same areas over and over again with no challenge at all. Hearing the same music over and over and killing the same monsters over and over just for that fateful ding that lets me move on to the next field.

We already have the fundamentals, the rest is easy. grinding it out from 1 with little to nothing to move us along isn't going to make us better players, it's going to make us move on to something less repetitive..

Arika

September 14th, 2012 at 8:27 am

cool, I would like to know how is TGS this time for PSO2 other than just playing it on 3x versions.

-Z-

September 14th, 2012 at 8:36 am

I wonder how much of the intended community (jp folk) are as lazy/whiney as the western community.

I keep seeing people coming up with excuses to NOT play. between the "desperate to have a giant e-peen" twinkers who can't be assed to do anything that's not "optimal" and the ones who can't look at anything in the game as anything but "work"… you lot should find something to do other than play MMOs if you have that many problems with continuing to play them.

and yeah they slammed the brakes on cressida and franka's orders… but they added that daily order thing. try figuring it out and determining if it's a good substitute.

Plant

September 14th, 2012 at 8:56 am

@-Z-: Thing is, when you play MMOs, you expect it to keep you occupied no matter how often you play it.

I mean, shit, look at Guild Wars, that game is over 7 years old and people still play it even though the levels are capped at 20 and all the campaigns can be completed in less than 3 days. That's because there's ALWAYS something to do and, even if you completely exhaust the non-PVP content, PVP pretty much never gets boring.

Compare that to PSO2 where you run out of things to do after a month of playtime and have to wait until the next update.

Gokuroro

September 14th, 2012 at 9:21 am

@Plant

I think it is all about how you approach the problem. Sure, constructive critic is always good, together with an action plan (though it will probably not be heard while it is only on JP), but if you approach it like "this breaks the game and I won't play it because of that", well, maybe you should simply not play it, as it is probably not your slice of bread, anyway.

My view is that, if you get to the point of something this small (a F2P game allowing you to optimize only one/two of your possible 6 classes/playstyles) make you not want to play the game, you were probably on the brink of not playing anyway, so find something better where you actually get more value for the time invested (and this is a generic "go play something else", not directed to you).

Nilok

September 14th, 2012 at 10:00 am

What you say about being on the brink of not playing it is true. The issue here is that they try to encourage you to switch classes and try different things but they limit what you're allowed to do at low levels to the point that once you've spent so much time doing them already, you still feel like you've run out of stuff to do. The new classes only seem to highlight that problem rather than help alleviate it.

I have a lvl 150 mag that put my T atk high enough to be able to learn lvl 9 techs by lvl 8, but if I switch back to Force, I can learn the level 10s. So you can imagine everything dies incredibly fast. but the drops are horrible so I'm not getting anything new or interesting or fun. I'm just running around killing stuff til I can get back to a place where I'm getting stuff that's worth having. To make matters worse, the class just doesn't feel that different. Wands are much better for melee, but I already had no problem whacking stuff around to refill my PP and get back to casting so what I'm really doing now is working to complete the other half of my skill tree (for sub classes) while playing only slightly different with techs I could use as a force anyway while stuck doing the missions I already did more times than I care to admit.

if that last part was directed at me though, you misunderstood. the game doesn't limit you on how many classes you can "optimize". It forces you to spend way too much time doing the same repeated tasks to make those classes available and then once available, they cut you off from over half the game making you crawl your way back to where you already were and seemingly slower than you did the last time due to the lack of available orders. it's almost like they're punishing you for playing more than one class.

Gokuroro

September 14th, 2012 at 10:33 am

Actually, it really wasn't for anyone, just a generic stuff really. I'm not so long into the game (85h) that I can say about having capped a class and working on another. My 2 non-main classes are half the level of the main one (11, 11, 23).

It does seem that redoing everything as a Force->Techer may really be a pain, I'll be able to tell in a week or so. :)

Shinmarizu

September 14th, 2012 at 11:18 am

If Sega allows us to be able to change class and subclass without needing to play as multiple characters, then they should put more variety and incentive into these COs. I understand that repeating things over and over is boring, but IMO the dreaded dead zone between levels 25 and 34 is a major reason why everyone stockpiles and retakes Clessida's and Franka's COs.

When I found out that the new classes were coming out, in addition to the subclassing, I decided that the best way to maximize my enjoyment of this game would be to spend time playing all the classes. I did things like challenge myself to clear as many COs with overlapping requirements as possible, so I wouldn't have to deal with wasted experience rewards. I hope that this would help me with the massive power gap that will arise later on, with everyone subclassing and such.

That said, I think the best way to get around the scaling-back of EXP rewards is to level all 3 new classes at the same pace, instead of powerfeeding one class while I play as a different one. It will be slower, but I need a way of keeping things fresh.

weeaboo

September 14th, 2012 at 12:04 pm

the client order exp scaling is a load of bull. if they want to pull that garbage, they need to make it so it's fucking faster to level when you actually play the class.

PEOPLE LEVEL THEIR CHARACTER AS FAST AS POSSIBLE SO THEY CAN USE ALL SKILLS AS FAST AS POSSIBLE. To use all fighter gears you have to be LEVEL 27. That's like 20+ hours of gameplay to achieve.

This game already provides little challenge as is; the arguably hardest bosses, the snow panther bros, got nerfed, and are actually slower. At most, a regular gamer would need to practice and play for maybe 2-3 hours to play proficiently at end game bosses.

Ultimately, the client order exp scaling was just a stunt to make gameplay last longer, and what sakai is saying is pr. The longer you keep playing, the more likely people are to buy cash.

Not to mention double sabers rips holes through everything at the speed of light using the stupid boomerang PA.

A step in the right direction to making leveling less of a chore is how they made emergency quests 30 minutes, but made them much more frequent. This allows the time savvy to just afk and check every 25 and 55 if there's an emergency mission going on.

But seriously, saying they needed to do this to ensure players would get the practice they need to play properly? DO YOU NEED TO PRACTICE -ANY- GAME OTHER THAN HIGHLY COMPETITIVE PVP GAMES LIKE SC2/SOUL CALIBUR/ETC. FOR 10+ HOURS TO GET GOOD? no. just no.

this is pve. and it's simple pve. the game system allows the potential for it to get much more intense, but as it stands, it seems like it wont for a long time.

If they truly want to "make it so people get good," and stick to one class leveling all the way through they'd provide things like:

1. boss rush mode (since those are the only times being good matters, boss fights)

2. allow all SIGNIFICANT active skills to be unlocked at a MUCH EARLIER FUCKING LEVEL instead of requiring 24 hours+ of work. yes, for gunner and techter it wasn't a big deal, but lvl 27 for fighter to get all gears?

3. Increase the amount of code attack/elimination/protect/duel, decrease collect and avoid (we all know these are OBVIOUS time wasters)

4. INCREASE MOB SPAWNS INSTEAD OF MAKING IT A DESERT IF YOU PLAY SOLO, SERIOUSLY. make a fucking "hell" mode or something. if you play solo, or even in a 4/12 with your party the only one there, mob spawns are nothing! you spend more time running around then fighting IN AN INSTANCE BASED GAME.

5. make a system that encourages following one person in 12/12 parties, so people don't waste time running around, canceling out spawns in other locations, etc.

If they implemented the above, I would gladly oblige in sakai's PR talk. But they won't, because I see straight through it; it's just PR to cover business desires, nothing of actual substance.

Pabs

September 14th, 2012 at 1:38 pm

they want you to regrind those 150hs it took you to reach max lvl on your first class because they are too incompetent to add REAL content.

why don't they expand the area maps at least on hard? make em five times larger and add a whole bunch of new enemies in addition to the ones already on the area so the player feels he's experiencing something new, why don't they add more rares, I'm not talking about 1 rare per item class, im talking 50 rares per item class or something. instead they release some stupid costumes and a fat npc

the new classes and weapons are cool, but then they screw it up with all the restrictions for changing classes.

in the end the players who reached max lvl are just gonna wait for the new lvl cap and when they reach it after 10 hours or something they are gonna stop playing till the next one. what's the point of all this "new content" if it can't be of any use to me?

Anonymous

September 14th, 2012 at 3:22 pm

Pabs more rares per item class means less chance of getting the rare you want and also more *weak rares* as most tend to use the best rares. You can't have 50 rares per item class and expect all 50 of them to be actually decent, only like 2-3 will be decent but not the *best* and if grinding for levels is enough to bother players, item hunting will be even more work, or to buy it at high prices like 20 mil+ due to large range of weak rare items when compared to the best or the top 3. Also its not hard to reach from level 30-40, it took me about 3 days of grinding with no client quests, I >ONLY< did the darka invasion emergency events, gained like 1-2+ levels per event.

Anon

September 14th, 2012 at 4:21 pm

Did any of you saying it's a pain to level to 40 play the first PSO? 200 levels remember? (or 100 if you just played v1)

THAT was a pain to lvl. Playing casually it could take around 1000 (THOUSAND) hours to reach lvl 200. And there was really no big reason to reach 200 because you'd never find the rare lvl 180 requirement frames and most stats were already capped at lvl ~120.

There is no way to say the first PSO was better than this. I liked it a lot, but this is better in almost every aspect. We just need to wait for Ultimate mode. If that difficulty level is still not hard enough, then you can lose hope.

Oh and I don't think competitive PvP would work well here. A fast paced game like this with 300+ (maybe 400~500) latency? No, thanks. That would just make me smash my controller to the wall so many times.

-Z-

September 14th, 2012 at 4:56 pm

plant> the game has also been out for what, two, three months? it's not finished. shut up, slow down, get a grip. and if you powered through everything already then it's your own damn fault for expecting a new and incomplete game to have the same content as that seven year old game that probably got updates and more content through most of it.

actually this goes to all of you bitching moaning and groaning.

grow the hell up. shut the hell up about "endgame" because right now THERE IS NONE because the game hasn't reached the point of having it. if you're playing it solely to be THEBESTTHEBESTTHEBEST then you're not the focus of sega's time right now anyway. first comes making the game then comes making room for all you obnoxious little twinks to inflate your e-peens and wish it made your real junk bigger too.

I'm getting the idea on why sega keeps treating the western community like dirt. it's because of miserable ungrateful babies like you who can't appreciate ANYTHING and having to bitch about it instead for not fitting your personal vision, that we can't have nice things. after all, why should they bother trying to be nice to you if you're just going to throw dung in their faces for it?

I don't expect everybody to love everything but goddamn, you lot make ME look like a ray of sunshine and most people who know me tell me I complain to much. post after post ricardo makes and post after post I see streams of whining. all the same dried up "HAY SEGA = DUMB THE GAME SHOULD BE MADE MY WAY!" crap. give it a bloody rest.

sure. it's imperfect. we ALL know it. we don't need posts full of BAWWW and egotistical crap to hammer it home. the game will change, the game will be expanded, it's still young. not every change will be to everyone's liking, but that's life. if you hate the game that much go back to one you do like, even if it's your vaunted horribly dated and honestly rather poor PSO1.

honestly I doubt ricardo is any more thrilled than I am with this crap, but honor-bound to not go ballistic.

TaigaUC

September 14th, 2012 at 9:31 pm

-Z-

Or you could read the Japanese reviews and see that they're making same complaints and more.
http://www.4gamer.net/games/120/G012075/index_use
Are they whining Westerners too? Do they need to grow up as well?

PSO2 isn't "finished" because it's an online game that relies heavily on progression. It will never be "finished". Your argument is invalid.

It's also not "2-3 months old". That's a very poor justification. It's been in development for many years, and has undergone many testing phases. The game you know has already been reworked several times due to user complaints, because the original game design was even worse.

This shows that they are terrible at game design and don't see any problems until people complain. Does this still make you feel confident that SEGA knows what they're doing and is capable of fixing their game? The choices I'm seeing with the latest update convince me otherwise.

One of the fundamental problems with PSO2's gameplay is that virtually every gameplay system in the game relies on layers upon layers of random number generated systems.

For example, what does a PSE Burst consist of? In order to achieve it, you have to rely on random chance of enemy spawns, which relies on random chance of ending up in a good multi-party, which usually involves a random chance for a good attack event, and relies on random chance for good Emergency Codes to spawn enemies, and the random chance they'll release PSE, with a random chance that it's for the type of PSE type that you need, as well as the random chance of doing enough damage to kill enemies quickly, which relies on the random chance of having decent gear drop, which relies on the random chance of grinding succeeding, as well as the random chance of affixing, and obtaining fodder for those relies on random chance of drops or meseta.

How much of the above is player control? Players quickly get to a point where they're already playing to the best of their ability, and the rest relies heavily on random chance. Where's the satisfaction and gameplay depth in that?

The game needs to do away with the random number generators and replace them with systems where the player has control, room to experiment, and skills to master. As it is now, several systems conflict each other, frustrating the player and discouraging experimentation with alternate playstyles. Progression also causes more issues than it solves, often preventing people from playing together and making the game much more repetitive.

These issues are fundamental problems that should have been ironed out during the design process, if not the testing phases. They can throw as much content on top as they want, it'll only drag things out. The game won't truly improve unless they go back to the drawing board and rework all the systems.

Even if everyone goes into denial, and whether or not you dismiss everyone as being immature whiners, the fact is the game has so many issues that it's turning away potential customers right now. They launched the game in an incomplete state, and people keep arguing that we should all be faithful and wait for them to finish their game. Not everyone has the patience to wait around while SEGA experiments with bad game design choices and ideas.

Being supportive doesn't mean agreeing with everything and letting them continue to make mistakes. By the time SEGA gets their act together, most people will be bored to bits and have a negative impression of the game, and they'll be sharing that negative impression with their friends. This is not good business practice.

weeaboo

September 14th, 2012 at 9:36 pm

@ z we complain because we care. i can't be the only one frustrated that a game with so much potential is being handled in this manner. since we're playing, it already goes without saying we think it's worth our time.

pso2 has the best gameplay i've ever played for an instance based MMO. it's incredibly fluid and the capability for an exciting, challenging game that is skill based, not grinding to get to content/fun stuff based (like all other mmos), is there.

i bitch about how it's being handled, but i still love the game and wish the very best for it.

Plant

September 14th, 2012 at 10:22 pm

@-Z-: I stopped reading your comment after the 2nd paragraph.

You put everyone who complains into the same box. On top of that, you seem to think that PSO2's 150 hours worth of content is satistying, and anyone who has higher expectations for a franchise as big as Phantasy Star, coming from a studio as big and experienced as Sega, is a complete idiot that needs to shut up.

Also, Guild Wars had more content on the day it was released than PSO2 has NOW. So did many other F2P MMOs.

Sega is feeding us breadcrumbs (because they know Phantasy Star fans are gonna keep playing regardless) and you defend them for it.

Anon

September 14th, 2012 at 10:36 pm

I can't see many problems with the game right now. You beat the content. What else you want? The gameplay is fun as weeaboo said above. If that's not enough to hold you into the game you simply don't like it. If plain and simple progression is what you like, any MMO can satisfy you.

With no random stuff, once you beat the content or achieve whatever goal you stipulated, you'll be left with a half-dozen maps that NEVER change. Always the same order of mobs etc.

The randomness is needed here to make stuff not completely predictable, which helps to extend the time needed for one to get bored with the game.

randompasserby

September 15th, 2012 at 12:56 am

better start saving some meseta for the miko costume :3

randompasserby

September 15th, 2012 at 1:23 am

oh wow, those are some long winded arguments i read XD

can't you guys see the positive side of this game and enjoy it like i (or those guys at my team) do?

randomness is nice, if everything is predictable (maybe not immediately, but after hours of experiments, it will) the game would lose it's best aspect, the surprise

i often held my breath when encountering lol-worthy events like, "lol it's quartz vs ragne", or "lol that pilot fail so much he crashed the plane 5 times in a row", then joking it with fellow players on the same map

and if you do care for this game, stop bashing it

you will scare the the potential new players who read reviews before actually trying the game

you sure don't want this game to end prematurely because it's lacking new player, right?

no, i'm not saying that you should write all-positive reviews, but bashing every aspect of this game without also giving out the good aspect can't be called a review.at.all (and neither is reviewing only the good parts without giving out the deserved bad ones)

and sorry for my bad english, i just need to write this even though i'm not really good at english :3

*end note : a boss rush mode would be nice though, as it's the most enjoyable moment in games like this XD

ShadowDragon

September 15th, 2012 at 1:30 am

100% Concur with the post by -Z- in this case. The negative criticisms have really gotten a bit overboard IMO.

weeaboo

September 15th, 2012 at 4:48 am

most of the criticisms are syncing with the link taigaUC showed. and he's right, the japanese complain about what we complain about and more.

almost every single review complains about a lack of content btw.

if you control f コンテンツ, it's almost always followed by 不足 or 少ない or something that says it's not enough.

try it.

weeaboo

September 15th, 2012 at 4:49 am

my bad. コンテンツ means contents, 不足 = not sufficient, 不満 = not satisfying, 少ない = little.

DriftingFable

September 15th, 2012 at 7:38 am

Good, I have little to sink my mesta in this month and I can continue to save. I'll be waiting for winter when the getomaru coat and the male cloaks come out.

kacta

September 15th, 2012 at 9:53 am

lol reading some of those jpn comments and oh good, im not the only one dissatisfied/confused by the hastily thrown together story. anyways, the jpn players don't seem to have very many good things to say about pso2. glad i'm not alone there either.

Pabs

September 15th, 2012 at 10:08 am

@Anon who replied to my post

Yeah, I know there can only be one best weapon, but finding rares when you're low lvl is cool, and if there are more rares you can keep changing your equipment as you level up. I'm thinking about Diablo 2 here.

I found my Zakks sword from Vol Dragon while I was lvl 17 or something and that was my sword till I found something better around lvl 30+ so I spent 75% of my entire 150hs of gameplay with the same sword. That's crap and it's stupid in a game were finding items is supposed to be one of the points of playing.

And to the other Anon talking about PSO, I have to disagree, PSO can't possibly be compared to this mess of game.

BTW I'm still not able to patch the fucking game, it seems everytime there's an update there's a problem with it, don't those guys know how to properly program a damn patch? All this crap's starting to piss me off, I was looking forward to the new lvl cap but I'm getting tired of these ordeals every time there's new content.

Blaze

September 15th, 2012 at 9:10 pm

ITT: western players upset over the change when they should be grateful at the fact they aren't banned.

ShadowDragon

September 16th, 2012 at 12:02 am

A handfull of Japanese complainers does not always equate to some kind of "majority" or consensus that PSO 2 has "too little content". IMO the game only seems to have little content to those that play for 8-10 hours a day. If a player only plays for 2-3 hrs a day. There's plenty of content. I still have half a dozen Client orders and only on Matter Board 3, I've got 580 play time. play 90% of the time solo, and 10% of the time in teams/MPA and ive got plenty of Client Orders to do and Matter Board 4 and up to still do. I have to still unlock Mining Tunnel and Floating Continent. So From my perspective I've got enough content to last me until the next "big update".

Clotho Buer

September 16th, 2012 at 12:56 am

If there's anything I've learned in the past years of gaming, it's that forum-goers are always the ones who bitch about the state of the game, while the real players are still playing the game. Seems a few people here need to take that into consideration.

And before someone tries, I'm still playing the game, and still loving every bit.

kiddo

September 16th, 2012 at 7:00 am

seems like some of you never played an mmo before they are all about farming

Shoryu

September 16th, 2012 at 5:26 pm

Can't help but agree with everything that TaigaUC said.

Nilok

September 17th, 2012 at 10:01 am

comparing the grind to lvl 40 to the grind to 200 assumes that current level cap will never be lifted. By the time this game is done, we'll likely see the cap increase to 200. Getting to level 40 this first time is not bad. it's fun and the content is still being seen through "fresh eyes". The issue most people have is that playing multiple classes means going through all of the same content again, with the same restrictions as if you never played the first class and fewer client orders since many orders are one time only.

Now I dont care that Fighter gets access to 3 new weapon classes while the other 2 only get 1, but as a side effect of this, fighter gets access to 3x the number of weapon orders giving them better exp prospects too. still look at what they force you to do.. As a fighter you have to kill 9 Vol dragons to do all 3 weapon training IIs. 3 Each.

That means either running free field 9 times and rushing to the end, or hanging out in the field area and relying on RNGs to favor you as you stalk these guys. There's nothing creative or interesting about this and if you've been playing this game since the Alpha 2 like me, you've seen way too many Vol Dragons as it is, especially since we had to remake our character for the Alpha 2, the POBT and the OBT.

That dragon is on the endangered species list now. There are commercials with Susan Sarandon asking for donations and sending out plushies. Why of all bosses to make you do this with would they pick him? at least Rockbears you can reliably fight in 2s and 3s. Vol dragon you pray gets a changeover into a second one just to speed things up. While I did these orders I fought more Ragnes (supposedly rare) than Vols. They's trying the lengthen the game's play time through repetition rather than giving you creative new things to do. Why not Make weapon trials with Daggers like hang time? Trials for Knuckles like weaving through attacks X times without getting hit? Stuff that actually makes you learn to use the weapon and rewards you for it? fighting the same boss you've been fighting since April 9 times over just to satisfy a quota doesn't have anything to do with "weapons training" and makes things drag on needlessly.

Anyway I enjoy the new classes and still enjoy the game, but not nearly as much as I used to. They game should be getting MORE fun as new classes and new weapons come out. But I mean the orders while optional are there to give you incentive to completely them with rewards and add to the replay value of certain areas of the game. But so much of it is just "run around til you kill 60 of a certain monster" ,"Kill boss A X times" and "Pick up 20 uncommon drops from a certain monster that only appear while you have this order active" that they too are completely mindless and it becomes "play this area til you satisfy our conditions" with the incentive of getting you out of that area faster or gaining access to higher level monsters.

I realize other MMOs suffer from this same problem, but I played vindictus for about 6 maybe 8 months til most people I played with quit because they moved onto something else. I never felt like gaining levels to move onto the next area was a grind. They gave you ample exp through the story quests and made up for the rest by giving you lots of side quests that were sometimes based on RNGs, but most of these were for drops you could easily buy off of other people, but you probably had plenty of yourself through normal play if you hadn't sold them all. Alternatively, if you were given a kill order, it was often one kill and even the rare monsters were not hard to find.

There were some things that were annoying and they did make you repeat quests some, but it wasn't mind-numbingly repetitive. iirc the worst offenders were quests that required you to get certain titles which usually meant killing a certain monster a certain way. if the monster was a trash mob it would have to be done a certain number of times. The thing is if you could get the title well before they asked you to get it and many of these titles you got by accident. These quests usually though were worth while as they gave you access to a new set of sub weapons, a new skill or a new weapon type, meaning through some repetition your character became more versatile.

Dont get me wrong, I actually enjoy PSO2's gameplay far more than I did Vindictus, but I think Vin was handled better in terms of content and progression.

Point is, the game has a lot going for it, but they're covering for the lack on content by limiting your access to it and slowing progression to a crawl at times. As someone who played through PSU's Desert Goliath 8-12 hours a day for a month straight to get 2 Rattlesnake boards (one for me and one for a friend) AFTER the drop rate boost patch, And someone who won/earned one of the Spread Needle/Gs from MAG while still boosting two other characters by 20-40 levels to the level cap and capping all of the classes I would ever have planned on using on each character, AND making a new character intending to make her a MasterForce, getting her to lvl 120 from 1 and getting all relevant classes to a minimum of 10, I still feel this game is too repetitive.

weeaboo

September 17th, 2012 at 10:26 am

"Why not Make weapon trials with Daggers like hang time? Trials for Knuckles like weaving through attacks X times without getting hit? Stuff that actually makes you learn to use the weapon and rewards you for it? fighting the same boss you’ve been fighting since April 9 times over just to satisfy a quota doesn’t have anything to do with “weapons training” and makes things drag on needlessly"

go away with your sensible ideas, that "just takes more programming/manpower away from developing actual content derrrprrrprrderr"

"stop complaining its f2p omg nilok u can just play whenever u want jeeze"

Nilok

September 17th, 2012 at 10:54 am

My bad, dude. I'll start kissing Sega's ass and insult anyone who doesn't do the same like a good gaijin.

Anon

September 17th, 2012 at 12:52 pm

I agree sometimes you stay leveling in the same area for too long, but you know… the game only has 6 areas right now… (7 if you consider the city)

The fact that they are randomly generated (supposedly) makes it "shine" in the long term.

But actually I'm enjoying to level up my Fighter. These new weapons require more skill to play correctly than Hu's (twin daggers at least). The Force class is leveled up to 30 too and I never played with it, only used CO's while playing as a Hu. The Ra is the only one still at lvl 1.

Your idea of "swinging X times" would be even worse IMO. "Face an Oodan and swing out of his kick 7x in a row" really? I think it's more exciting to kill Vol's (it takes ~10 mins to solo kill a Vol rushing directly to him).

Maybe they could make special areas (training room) for these "weapon training" CO's where you're SOLO and face only the enemies required.

Also, remember as they raise the level cap they will keep introducing new areas (this time they gave us the opportunity to play the latest areas on normal mode) and emergency quests. Unfortunately the "daily orders" are a complete fail before the mid 20's. (8 exp for each Agnis wtf?)

One thing that annoys me is that you can only carry 20 CO's. That makes me go back and forth to choose the ones I'll keep based on the area i'll farm next. And it F-I-L-L-S my storage with stacks of half dozen CO items that weren't enough to complete an order I dropped. BTW, most CO's items you can buy from the player's shop (but I think you know that, despite your Vindictus comment).

Unfortunately I never played Vindictus because nexon blocks anything outside NA, but I tried C9, which I think(more like guess) is pretty similar, and I couldn't bear much more than 14 lvls. The gameplay is the most important thing in a game to me.

I'm aware the game has some dozens of dungeons (not randomly generated), but it had an overall unpolished style I can't exactly explain that doesn't feel right.

In the end you're right to say PSO2's progression is kinda lost right now. Feels more like a sandbox or something. Go to a designated area and farm it until you can access the next, which will give more exp.

But wasn't PSO kinda like that too? It had only 4 areas. So you were going to farm the first until you were ready for the next and so on. Through the 4 difficulty levels. (sorry if I always compare it with PSO, but I never played any portable or PSU version)

Altough PSO was like that, I'm not saying this one needs to have the same flaws. I think it needs a better progression feeling too. (as long as they don't borrow other MMO's boring as f*ck models *cough* Blizzard's *cough*)

Maybe they will actually do that, but remember they are already with a pretty tight schedule until the beggining of 2013. If they don't find time (that means not prioritize these player's concerns) to fix this now, they will probably do it after the Vita and Android releases, since they seem to be listening to the player's feedback so far.

Anon

September 17th, 2012 at 12:58 pm

P.S.: I'm playing since the α2 too.

Nilok

September 17th, 2012 at 3:49 pm

If you're faking a oodan into attacking and using the shift key evade to dodge, you're still learning the invincibility frames and timing even if it is technically cheating. The point i was trying to make was that the weapon training orders are less about learning to use the weapons and instead are "complete mission X under simple conditions"(rappy mission in under 15 with even basic weapon is easy unless you goof around killing things for too long. easy to solo in 7 mins though and still get an S) with the alternative being "kill boss X Y number of times" These don't teach you to use the weapon and instead just make you run the same quest so many times until you've completed them all. I was just throwing out some basic ideas but you could easily do other things. complete the quest only using the weapon's special evasive maneuver (as opposed to step dash) or complete the entire mission without PAs. These actually force you to start to actually learn the finer points of the weapon. Sure some of the can be "complete only using said weapon" but it should be areas that they know will be difficult to complete using that weapon or on bosses where the weapon isn't going to be as effective.

Another good one for daggers is to use the built in parry X times. In case you didn't know there are certain frames in the dagger's attack that actually negate enemy attack on hit. Things like this make you learn to use the weapon and see everything it offers and also allows the developers to create newer more complicated bosses that force you to learn these things if you expect to do well

The new weapons are indeed fun and they're also way too easy to beat bosses with. Daggers are especially overpowered on large bosses. Lock in on a body parts and if you've spent more than 5 minutes with it, you just sink your teeth in and don't let go.

You're right you can buy a lot of the quest items in player shops, which is nice, but the real point here was you dont have to have the orders to get these items either. the alternative is to stockpile these mission items while the order is active which just means farming those items for exp. there are too many of these quests to begin with and they're artificially trying to lengthen game time by making you run around in these areas fighting the same group of enemies.

These procedurally generated maps are ok, but tbh once you see that they basically just take maybe 10-15 pieces and arrange them in different ways, the "omg never the same map" thing isn't much more interesting than pregenerated maps; especially when you're just boxed into the same areas with the same enemies coming at you in small numbers. very quickly the walls all become one color 3with a few objects that can be used in various ways.

Also, I appreciate what you're saying about PSO; but, with respect, that game is over 10 years old now and it was one of the game's glaring flaws even back then. Comparing this to a game from nearly 3 gaming generations past, you may as well compare Madden 2013 to Football on the Atari 2600(reaching a bit, I know, but you get my point).

Even still, as dated as PSO is and as hard as it is to look at this game and PSO and do a real apples to apples comparison when you have the technology of today to account for, PSO may have lacked in content, but I never felt back then like I was grinding for levels. Limited as the game was, the only things in place to stop your progression were minimum levels for difficulty. that's it. Hard was minimum level 20 for all of hard mode, 40 for all of Very Hard and 80 of Ultimate. Monsters also became faster and more difficult to stagger, so having good weapons with good abilities and a real understanding of your weapons was fairly important.

in PSO2 trash mobs are all trash mobs with the only difference between difficulties being stats. Aside from making a mistake, there's really not much reason for someone to have any difficulty in any area or with any boss when transitioning from normal to hard. We've yet to see very hard mode, but it's useless to speculate on that for now. Ultimately, you could go wherever you wanted on the difficulty you chose. If you wanted to deal with hard mode delsabers and their ilk at lvl 20, you could. May not be the best plan if you were soloing or inexperienced, but it wasn't like you were stuck doing forest for the next 10 levels. Furthermore, it was much easier to level up in that game early on. If I transferred a mag over to a new character on v1, you could get to lvl 100 inside of a week. Two if you had a life.

Bottom line is in PSO, the only content you were restricted from at level 1 was actual gear and techs. In this game, even though there's more content than there was in PSO and the gameplay is generations better, the game restricts your every move, making you earn your way to new content through repetition rather than actual achievements.

Regardless, PSO is otherwise an inferior game in most every way(no offense to the diehards) and it's hard to look back and say "I still wanna play that". This has really been my only complaint this time around and it wasn't even a big issue with my first character. Additional characters though – something only paying customers can have draw a big red circle around this point and it seems that SEGA didn't give much thought to what is essentially replay value hoping that the class variety would be enough to stuff any complaints about tedious progression. Maybe this actually works on some people, but I've been playing video games for 28 years and so a lot of these games end up being so similar there's very little learning curve outside of the class' fine points which aren't even important at this stage in the game.

I guess I just don't know how they plan on drawing this game out for 5+ years and keeping a playerbase for that long when their only trick is to make you spend 10-15 hours in one area before you can move onto the next without seeing anything new. whole games take less time to complete, and they actually want to slow people DOWN.

Lyrica

September 17th, 2012 at 6:01 pm

Does anyone know how to solve the issue of GG (GameGuard) not updating itself? It's keeping me from getting into the game! :"(

Anon

September 17th, 2012 at 7:32 pm

I aggree with almost everything you say. I think I'm just more patient and believe they'll work things out soon, because I still didn't find a game that can hold you for too much time playing since launch. No game at all. Maybe if I was younger, but not now.

"I guess I just don’t know how they plan on drawing this game out for 5+ years and keeping a playerbase for that long when their only trick is to make you spend 10-15 hours in one area before you can move onto the next without seeing anything new."

I'm still not sure what's exactly these "new" things you wanna see. More challenge? Or is it different ways to progress through said area in the course of these 10-15 hours you stay on it?

In fact I think their updates are pretty good compared to other games. It's usually more of the same and that's it. C9, for example, updated September 12th too. The update was a handful of maps, drops and enemies for the new maps (and that was a major update). Here they at least added something that actually changes the way you play the game. Next month they will do it again with sub-classes and MPA boss (which they introduced the idea with the Big V emergency?).

I also noticed they added some new "sectors" to the Lilipa areas and those little turrets. While they are not necessary at all (unless you're lvl 1), the idea of machinegunning everything around is pretty fun :3

For a moment I thought they had enhanced some enemies AI, removing the possibility to interrupt certain attacks' (kaltagoth's laser and spargun's shot), but it was me using daggers and those lack any kind of hit stun with basic attacks xD

Now one thing that will actually make me lose a lot of the hope I still have in the game is if they make Very Hard just another stat increase. Hell, that's Blizzard's concept of "difficulty". Even with PSO they made it better.

Since I still have hope, I believe they will change some stuff for the VH and hopefully will make Ultimate really challenging.

Dnd

September 17th, 2012 at 9:08 pm

So I heard they introduced some more team features, like a team room, does anyone actually know anything about how its unlocked or what team points are and how they are obtained.

As a team we have pretty much done everything to try and get them, but it still says 0…..

Anon

September 18th, 2012 at 5:55 am

@Dnd these stuff are being shown on the interface already, but they will be implemented in a future update (soon).

Nilok

September 18th, 2012 at 6:24 am

I said teh same thing about very hard. I'm also really concerned that Stats will be the only buff to the enemies.

Anyway by "new" I mean once you hit lvl 15 you're pretty much stuck in the same three places until you hit level 30. I haven't checked what the level requirements are for the other areas' normal modes, but 15 to 25 with the only hard mode mission you have access to outside of forest being a single area point oriented mission is nuts. aside from that you just grind and grind with nothing new in front of you as a new player. meanwhile the new areas you had access to when you were level 40 you'e cut off from until you get your level up again, forcing you to go back to the places you have been playing since the alpha like you've been looking for a good excuse to spend a week or two there.

It's like they're discouraging people from multiclassing.

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-Z-
(05/22/2013 @ 5:16 pm)
…I had forgotten they put in that FUN shop. wow, they really missed the point with it didn’t they. there’s like… absolutely nothing in there that’d motivate me to trade in weeks of the remote chance of getting a shop pass so I can de-bankrupt slightly.
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fixed the patch prob. now i got the gameguard issues need help here pls!!
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Is there a way to search multiple abilities at auction? For example shock and power
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i just got failed to patch the PSO any help?
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Support list updated in newest post.
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@ Aerith – Cirno’s words: “Welp, it’s dead. It might take a while since I apparently don’t know how to fix it. I might have to resort to removing the sample images or finding a better host, which I don’t have spare cash to throw into.”

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