Wednesday October 31, 2012 10:08

PSO2JP: Balance changes and new features planned for November and December

Posted by Keiician

A lenghty post containing planned balance changes appeared on the PSO2 Players Site. The complaints of more casual players, who feel that the game is to “heavy user oriented” are the reason of the changes listed below, together with the planned implementation time frames:

  • Request: Lower the experience requirements for levels 41+
  • Staff’s comment: Requirements will be lowered. Measures for the experience points to not go to waste in case of already high level characters will be necessary.
  • Implementation date: Beginning of November
  • Request: Lower the number of items required for unlocking the level cap
  • Staff’s comment: Number of required items will be lowered.
  • Implementation date: Beginning of November
  • Request: Increase the appearance rate of Rare Monsters
  • Staff’s comment: The appearance rate of Rare Bosses and Monsters will be increased.
  • Implementation date: Beginning of November
  • Request: Increase the drop rate of Rare Items in Very Hard Quests
  • Staff’s comment: Drop rate of 7-9 star items will be increased. Additionally, since the appearance rate of Rare Enemies will be increased, the drop rate of 10 star items will be automatically increased as well.
  • Implementation date: Beginning of November
  • Request: Increase the drop rate of Matter Board items
  • Staff’s comment: A change making the drop rate certain about killing a set number of enemies will be introduced.
  • Implementation date: Middle of December
  • Request: Make Techers stronger
  • Staff’s comment: Performance of Wands and Techer specific skills will be increased.
  • Implementation date: Beginning of November
  • Request: Fix the strength of some of the 10 star weapons
  • Staff’s comment: The strength of the following weapons will be fixed: ベルクヴェルカー Berkverger, ノイズブローヴァ Noise Blover, ヴァーダーカノン Vardha Canon, アンブラステッキ Umbra Stick, ヴァーダービット Vardha Beat, マジカルウォンド Magical Wand
  • Implementation date: Beginning of November
  • Request: Increase the value of the Premium Set
  • Staff’s comment: The following additions are planned for the Premium Set: Increase of the amount of FUN gained, Client Order limit raised to 40, increase of the number of the saved Symbol Arts, Premium Set exclusive Drinks at the Medical Center
  • Implementation date: FUN amount and CO limit increase are planned for the middle of December, but the other changes are planned for a later date
  • Request: Introduce a system allowing to block NPC summoning
  • Staff’s comment: An new option allowing to block NPC summoning will be added to quest select options. All parties joining a room with the option set to ON will have it set automatically to ON as well (joining such rooms won’t be possible while using the default random game option).
  • Implementation date: Middle of December
  • Request: Allow searching for parties doing the same quest on other blocks
  • Staff’s comment: An option allowing to search for parties in other blocks will be introduced. After joining a party which is already doing a quest it will be possible to teleport immediately to the quest counter in that party’s block.
  • Implementation date: Middle of December
  • Request: Allow turning off the display of team chat bubbles
  • Staff’s comment: A display setting for chat bubbles will be added to options, allowing user to switch between “Show all chat bubbles”, “Show only the chat bubbles of players in the same area” or “Don’t show any chat bubbles”
  • Implementation date: Beginning of November
  • Request: Prevent players removed from the friend list from calling my friend partner
  • Staff’s comment: Friend partners will not be showing on the list after a player is removed from the friend list.
  • Implementation date: Middle of December
  • Request: I want to be able to make a player stop auto following me
  • Staff’s comment: Auto following system will be changed so that players will only be able to follow party members. An option to make other player stop following you will also be added.
  • Implementation date: Middle of December
  • Request: Make Time Attack Quests soloable
  • Staff’s comment: A way to solo the Time Attack Quests will be introduced along with Client Orders for doing them alone.
  • Implementation date: Middle of December
  • Request: Allow us to download big game updates in parts beforehand
  • Staff’s comment: It will be possible to optionally download the updates beforehand. A system allowing to play while downloading an update will also be introduced.
  • Implementation date: Middle of December

There’s also one request that won’t be fulfilled anytime soon, although a small change will be introduced:

  • Request: Introduce partial match search to My Shops
  • Staff’s comment: Sadly, because of the burden that such search would have on the servers it’s not possible to implement at the current time. Reducing the server load created by My Shop searches has the priority. To achieve that, a few new options will be introduced, starting with ability to check the market price of the item upon selecting it (change planned for the middle of December) which should reduce the number of search queries.

106 Responses to PSO2JP: Balance changes and new features planned for November and December


October 31st, 2012 at 5:22 am

so where is that difficulty fix? As in actual differences between the difficulty modes. That would be an awesome fix ya know :)


October 31st, 2012 at 6:06 am

I predict there will possibly be "Nightmare" and "Ultimate" difficultly modes in the future.


October 31st, 2012 at 6:38 am

We've been waiting a long time for some of these fixes!


October 31st, 2012 at 6:54 am

Request: Make Techers stronger

Staff’s comment: Performance of Wands and Techer specific skills will be increased.

Implementation date: Beginning of November

Why does this make me laugh so much?


October 31st, 2012 at 7:00 am

"All parties joining a room with the option set to ON will have it set automatically to ON as well"

this will be a nuisance. people shouldn't have to block themselves from being put in rooms with other people just to be able to not have to check their party settings every time they go through the spacegate to be sure they haven't been stuck in a room where people allergic to NPCs are, and thus end up unable to summon up NPCs even if they switch rooms straightaway.

a much better method would be to make it so that only people with the switch set would be put into rooms created by someone with the switch set.


October 31st, 2012 at 7:02 am

freu> dunno. seems like they're trying to do something so that people will shut up about how nobody should play techter because force is stronger. (and BAH to them, I say!)


October 31st, 2012 at 7:23 am

Still no fix to the damn compass-radar auto-unzooming each time an emergency trial starts?

I rely on the radar to maneuver and attack enemies, can't see sh*t on it when it unzooms.

If anything, it should only unzoom if E-trials such as Rescue happen, when a player is taken to completely different coords. Why does it unzoom when enemies spawn right next to you? That's not helpful at all.


October 31st, 2012 at 7:56 am

How could they find so much to fix, yet actually fix so little…we're getting weapon and class buffs while the enemies in VHard mode are easier than they were in Normal.

Techer is one of the only classes in the game that holds onto all of their strengths through class change due to techniques…how could they be complaining about weaknesses? My Techer damn near 1-hit every enemy before skyland.

These are all trivial little nitpicks. With the exception of the No NPC button, TA Solo and cross-block party searching, these issues feel like a waste of time compared to the current content shortcomings…


October 31st, 2012 at 8:21 am

need more weapon categories

Rappy Supremacy

October 31st, 2012 at 8:22 am

Another good idea would be to make the completion of Koffee specific client orders account wide rather than per character to make leveling alts more appealing and less time consuming.

Left Handed Hero

October 31st, 2012 at 9:28 am

Ricardo, thank you once again for letting us know of news such as this. I decided to indefinitely stop playing about a week ago, because as fun as the game can be, I felt there was far too much grinding for the amount of content available. These changes have been a long time coming and should make it more enjoyable.


October 31st, 2012 at 9:41 am

Left Handed, it wasn't Ricardo but me, who has translated/posted this, but you're welcome anyway!


October 31st, 2012 at 9:43 am


If you make a random game, you will not be placed into these No NPC rooms unless you tick the box. It specifically says that on the news page.


October 31st, 2012 at 10:02 am

I've added that to the end of the comment to avoid confusion, thanks Zynetic for pointing that out.

Left Handed Hero

October 31st, 2012 at 10:33 am

Keiician, oops! My bad. Well, Bumped has always been a good source of info for PSO2, so thank y'all ^_^


October 31st, 2012 at 12:04 pm

Hrm….no "Here's a free Yasminokov 9000M because you've been such a good boy" fix?? I'm appalled D:

In all seriousness; while I do think some of these changes are a step in the right direction, I also feel that there are a few other things that should be addressed first. One would be limiting "x" code to "x" form of map, that way I don't have to worry about failing my Vol Capture because some idiot wants to spam War Cry on a rock.

Though not having to worry about random user #1357890574 following me because they're too lazy to use a pipe when they plan on afking for 20+ mins is nice. Now if only we could get rid of afk in the MPA.


October 31st, 2012 at 12:42 pm



It's F-R-E-A-K-I-N-G annoying to have to pull the keyboard to press M every time a E-trial begins. I don't know how they don't notice that wth


October 31st, 2012 at 12:49 pm


You saying that means you use a gamepad, no?

Why don't you just map that one function into your gamepad?

I've done that and everything's just dandy. (Clicking the left thumbstick)


October 31st, 2012 at 1:03 pm

@Aquila: You should be able to turn the auto-unzooming off, instead of having to fiddle around with key mappings and press a key to revert it back into radar mode.

It's a useless feature no matter how you look at it. The radar is immensely useful for telling where the enemies spawn during E-trials, yet the game decides it's appropriate to unzoom it specifically when E-trials occur and show me the unreadable, microscopic area map. It's absurd.


October 31st, 2012 at 1:05 pm

Too much mapping already. Left thumbstick is the only one free, but I like to put nothing on it because sometimes I press it by mistake.

I wish I could map the Xbox button :3


October 31st, 2012 at 1:09 pm

I always hate when a player AFK without telling you then set to follow you. Then stands around getting free EXP for not helping the party. Sometimes you defend the AFK player with out knowing their status because you think they are have lag or computer issues that understandable. But, you find out they a leeching off of you.


October 31st, 2012 at 1:32 pm

TYBG for the no NPC in multiparty fix, it will be standard that MPAs are 12/12 of actual people now. I hope that rare weapon drop rate increase for VH is actually relevant and not like a 2% increase or some shit


October 31st, 2012 at 1:54 pm

I don't set to auto follow to AFK, I like to set to autofollow to make sure I stay with the group while I sort through my menus (check a weapon I just picked up or use a disk I got) or to keep with the group cause sometimes I get turned around in MPAs. This was a nice feature for those of us who didn;t abuse it. Too bad they didn't think to have it cancel autofollow after a certain period of idling.

This is the one change I saw that I was bummed out about.


October 31st, 2012 at 4:13 pm

yeah i agree with Nilok

autofollow is always better than leaving someone behind and then he messed the mob spawning

and, more people walking together = more spawn rate

even if that person is leeching off the EXP, you still get more EXP yourself…. just pray that he doesn't notice the rare drop sfx :)


October 31st, 2012 at 5:37 pm

"Request: Make Time Attack Quests soloable

Staff’s comment: A way to solo the Time Attack Quests will be introduced along with Client Orders for doing them alone."

are they going to revised the map? as far as I know, there was one map (snow area) where you actually need 2 players to finish that area because of the Colored gates


October 31st, 2012 at 5:40 pm

oh, and its already november, does that mean, some of the fixes are already implemented? @.@


October 31st, 2012 at 6:42 pm

The ability to make someone stop autofollowing you…

…who the hell even cares? Is there any way you can possibly determent from this at all? Worst Case Scenario is you get free cannon fodder to follow you around…even though the enemies are too retarded to hit them.


October 31st, 2012 at 7:04 pm

I'm enjoying the rage on 'that' sight right now over this.


October 31st, 2012 at 10:10 pm

Looking at the actual site, the final section about partial searches is exactly the phrase I submitted. Coincidence probably, but still, it's nice that one of my suggestions was also a popular submission among others.


October 31st, 2012 at 10:31 pm

withdrawing grump; the remark about how you wouldn't end up in there by default-random wasn't there when I posted before. it nullifies my complaint.


October 31st, 2012 at 10:56 pm

@Fatalis – I think by "early November" they've meant the big next week's update.


November 1st, 2012 at 1:08 am

I think those update are actually pretty good. Especially ability to make room with no AI, sp when i found 7/12 room i'll know there's no AI on it.


November 1st, 2012 at 9:40 am

I love how sega makes it so that being within a given range of sometihng dying pays out for the sake of preventing whining about KSing and we get OMG THEY'RE LEECHING FROM MEEEEEEE whine instead.

does it seriously impact you that someone is getting EXP while afk? it's not like the game splits the EXP between people or anything, you can't even go "OMG THEY'RE STEALING MY EXP!" like many a anti-EXPshare complainer in many a game does. :/


November 1st, 2012 at 10:15 am

@Z: Man, exp splitting always bothered me so much in MMOs… become enemies with the wrong player and he'll tell his high-level buddies about you. They'll sit on your ass all day long and KS until you get fed up and leave the game…

Anyway, I don't mind leechers. Who cares. MPAs are boring, can't blame anyone for going afk and doing something interesting/productive while the character's slowly getting exp.


November 1st, 2012 at 12:03 pm

When they're taking up space for other people who would actually contribute is the problem though. The "No AI" rule is a step in the right direction, being that it keeps someone from just creating a full AI party and afking in the middle of the map with the AIs to protect them.


November 1st, 2012 at 1:48 pm

I think the AI leeching problem would be automatically fixed if the enemies didn't seemingly ignore you for doing nothing.

The reason I can AFK, follow people, go to the bathroom, wash my hands make a sandwich and be untouched is because the enemies are so passive, the chance of them actually getting to you over the guy you're following is so low that there's no threat for doing it.


November 1st, 2012 at 6:20 pm

I've yet to see anyone do that sort of "let the AIs do all the work" thing, myself. seems like they're just too dumb to be all that good at it. not to mention, if they're using normal NPCs, they're horribly underpowered for their levels. :/


November 1st, 2012 at 7:09 pm

I haven't either, because im almost 100% positive it flat-out wouldn't work.

The only reason the NPCs on this game aren't dead 24/7 is because they SEEM to have a formidable amount of HP compared to regular players.


November 1st, 2012 at 10:32 pm

no NPC option + searching parties on every block = BRING ON THE MPA GRINDING!

also those new premium services (more symbol arts and increased # of acceptable COs to 40) are making me wanna buy premium even more!

…so I guess this means i'm staying away from PSO2 until January? since that's when most (if not all) of these fixes are implemented?


November 1st, 2012 at 10:33 pm

NPCs are there just so you don't get OWNED by every enemy in an area when you can't find a party (or wanna be alone for whatever reasons).

they're meatshields, just like they were in PSU.

if anything my NPCs are healers so they have SOME use


November 1st, 2012 at 10:37 pm

see now, they're fixing the premium features to have more use, but I can't buy any of them due to my credit card being blocked…


November 2nd, 2012 at 1:33 am

these are actually really cool changes. hopefully with this more people will be able to afford the new photon arts.


November 2nd, 2012 at 9:41 am

Hopefully the changes can make the game more user friendly when it comes out to the western audience.


November 2nd, 2012 at 11:39 am

@impactiko I'm almost certain you'll see a fresh reset from SoA, meaning that when this game hits the western market it will be the SoJ Alpha Test all over again. There's a nasty trend with this series in that we end up ~6 months behind on everything, despite the fact that we could start where the SoJ copy leaves off.


November 2nd, 2012 at 1:05 pm

the demo build for the english version was not the alpha test. It was recent.


November 3rd, 2012 at 2:17 am

wow, I cant believe that fixing multiparty areas' trash difficulty scaling which is one of the most,if not THE most important core feature, isn't on their top priority list. I guess the japanese don't mind zerking their way through brainless, unoffensive packs of monsters that don't pose a challenge at all. I fear for this game's future


November 3rd, 2012 at 8:07 am


i actually don't care much for regular mob difficulty. i do believe they should do something about current boss difficulty though (increase it, like increase their attackspeed animation or something), and increase boss kill rewards.


November 3rd, 2012 at 9:16 am

The regular mobs most definitely need to change too…afterall they're the main content of the missions.

Drifting Fable

November 3rd, 2012 at 11:09 am

Keep in mind that SEGA is not only on a time table to rush out enough content for the Vita release but these complaints are from the more casual fanbase who really don't care about the difficulty. And unfortunately those are the people SEGA has to pander to in time for their Vita release. Hence, expecting a difficulty buff this year is setting yourself up for disappointment.


November 3rd, 2012 at 12:57 pm

Edward@SEGA tells us that they are working hard to bring the version that WE want here to the west. They probably won't tell us how far they are keeping up in a news article… We will most likely find out on day one of the official release. As much as I want to keep spamming other blogs and news outlets about this game, SoA has now taken this upon themselves, giving us a release date of early 2013, thinking the western fanbase would just shut up about it. So, we are left with a half-ass website, and currently left in the dark about the other versions for release in the west (Vita, PSO2 ES). I for one would love to see the full version of PSO2 on the OUYA… or Possibly a Dreamcast 2 (Yuji Naka isn't giving up). An update from SoA would be nice.


November 3rd, 2012 at 1:34 pm

@pso2love It's SoA. Expecting anything productive from them = lawl


November 3rd, 2012 at 2:27 pm


the current pso2 english website is the exact same website the JP version had before it was playable….


November 3rd, 2012 at 4:53 pm

"Edward@SEGA tells us that they are working hard to bring the version that WE want here to the west."



November 3rd, 2012 at 7:55 pm

if somehow, someway, Sega of Japan actually devised a system where the english version of this game gets feedback, followed by the japanese who then alter the game to our liking….

I know it's highly unlikely due to SoA having zero actual developers, but if it somehow happened…



November 4th, 2012 at 12:11 am

# do-doo, do-doo, do-doo, doo-wah-ah-ahahhh # – i want a patch to change the annoying Halloween lobby music.


November 4th, 2012 at 1:02 am

WTF that's the best lobby song so far D=


November 4th, 2012 at 3:45 am

These Halloween theme sounds like theme song from Persona 3 somehow…


November 4th, 2012 at 7:14 am

Please change Gi-Grants' skill animation already. It makes my screen goes completely white every time I'm near its target D:


November 4th, 2012 at 8:04 am

that hit effect is pretty overdone, yeah. >.o they should change it to use like… the effect you get with wand gear and a light element wand. gets the point across but won't likely set off epileptics.


November 4th, 2012 at 9:29 am

Yeah, it's a real good song…

#do-doo, do-doo, do-doo, doo-wah-ah-ahahhh#

#do-doo, do-doo, do-doo, doo-wah-ah-ahahhh#

#do-doo, do-doo, do-doo, doo-wah-ah-ahahhh#

#do-doo, do-doo, do-doo, doo-wah-ah-ahahhh#

…. multiplied by Infinity

It's not annoying and doesn't sound like a Cat being reiped at all…


November 4th, 2012 at 10:18 am

Who never played PSO1 will not understand. Nostalgia is like a philosopher's stone. It turns even the worst most useless things into gold.


November 4th, 2012 at 10:43 am

It also blinds you and prevents you from enjoying anything new.


November 4th, 2012 at 11:03 am

@-V- There's a solution to that…turn the music off.

That's the original PSO Halloween Lobby music. Ofc they're going to go with it. It's cheaper and easier to just shove it right back in there as opposed to paying someone to do something completely different.

As far as GiGrants goes….try being in a party where someone has Shifta Crit, Deband Cut, and Resta Advance…and constantly spams them -,-;


November 4th, 2012 at 12:52 pm

I have to say that on Ship 8, some Lv.40+ players are even worse than Lv. 25 Friend Partner NPCs. . . . . . This is why sometimes I choose NPC over real players.


November 4th, 2012 at 6:35 pm

I absolutely refuse to believe any NPC can be better than even the worst actual player. If THATS the reason people are clogging up MPAs with those dipshit NPCs, then i am glad the button is inconveniencing to them. X_X

And i absolutely positively so very much enjoy how mere mention of PSO, regardless of context, is followed by the word "Nostalgia". There are tons of annoying PSU songs that could have happened to end up there

but even if it spammed PSU's disease-spawning themesong nobody would mention nostalgia lololol


November 4th, 2012 at 7:52 pm

Maybe because I never played PSU huh? Not even the portables. And I'd probably not play PSO2 if it wasn't for PC because the last console I had was the Dreamcast.


November 4th, 2012 at 10:01 pm

Why are you complaining about the music? Your oppinion counts as much as anybody else's, and in my playgroup not a single one of us dislikes it. Nostalgia talk? Get over it: People, albeit not always, don't like stuff ONLY because of nostalgia. There's always something to draw them in, that might have been nostalgia, but if that's all there is to it they won't stay.

I have never understood so much hate for PSU. It was a great game on its starts… In fact it beared something pso2 is lacking on great extent: CONTENT. We're stuck repeating the same missoon for the same xp or that one rare item we cannot find. THAT is exactly what in my oppinion made PSU bad, how everybody disregarded any non-"optimal" missions and the bulk of players ended at the same place, that white dragon one. Anything else was EMPTY. THAT is what was bad about PSU, on its own. Music? Loved it, well designed albeit the english was a bit bad. Mechanics? I liked the style, and the addition of "upgraded" mobs was very fresh although it got repeated if you once again only did that one mission over and over again. People refer to it as horrible yet the game as a standalone was great, at least before massification.


November 4th, 2012 at 10:57 pm

boy, never underestimate the stupidity of (some)players, especially non-Japanese players. I have an american player in my friend list, his character is lv45 Force now but he's still a fu*king noob who can't even solo a RockBear on hard mode.


November 5th, 2012 at 12:59 am

Nami, PSU in its early days had way less content then PSO2…


November 5th, 2012 at 1:43 am

I am certain PSU had double the weaPon categories we have right now on launch. I started playing a couple months after release and it is uncomparable…


November 5th, 2012 at 5:41 am

weapon categories =/= more content. just cause there were more weapon types doesn't mean there was more going on with the game. the content during the early days of PSU was abysmal. Furthermore the "upgraded" mobs you're referring to I assume are the way many monsters changed at lvl 50? PSO did the same thing only PSO didn't have the enemy level listed so the change happened on ultimate mode..

PSU was a fun game and all, but you're not doing it any favors by white knighting it with false info.


November 5th, 2012 at 5:43 am

Now I understant why SoJ think the western players are shit … XDDDDDDDDDDDDDDDDD


November 5th, 2012 at 5:43 am



November 5th, 2012 at 5:52 am



November 5th, 2012 at 6:22 am

nami> there's tons of hate for PSU because it isn't PSO1. you'll see the same effect if you prowl places related to say, sonic the hedgehog or transformers. the early stuff has an army of nostalgia-goggled fans spewing hatred for everything that came after.

nibel> the buff effects are also rather overblown, even before the techter-granted upgrades. I've lost count of how many times I load into an area blinded by three mags worth of partybuffs.

rem> waah waah waah. no game's soundtrack is perfect. :P I mean c'mon, half of PSO2's isn't even worth trying to hear because of Sympathy mangling it to hell. PSO1 ep1, nothing I heard (up to the start of ruins) really stuck in my head… come to think of it, nothing in zero really stuck either.

speaking of that "halloween" lobby music, I actually had someone I just got started on the game look at me incredulously when I stated it was supposed to be halloween music. /swt


November 5th, 2012 at 7:02 am

Sadly, more weapons does mean more content, since from what i see content is everything that can open up possibilities for the player to delve and inmerse on. New weapons to find, other skills, elements actually making a difference are a few examples of it. And by upgraded monsters, no I don't mean those. I mean how some spawns had upgraded attack or defense, and sometimes the version with the crown made an appearance with the model actually changing. If you really think I am white knighting the game you must mot have read my comment well since it started with the question of why.


November 5th, 2012 at 7:03 am

talk about music… actually exposed to cave music more than 30 mins giving me ill effect…it even started around 15 mins of hearing… dunno why…

reason why i cant do cave alot…


November 5th, 2012 at 7:59 am

Problem 1: No PA in PSU was "findable" you just bought them.

Problem 2: Bullet PAs were not different they just had different elements making for 6 PAs for one gun that all had to be leveled individually for proper damage

Problem 3: no matter how many PAs/Weapon types there are they are not going to add to the life of a game where there are only 3-4 missions and only one of them has anything resembling a real boss. PSO2's alpha 2 had more content than PSU at launch. Anyone who is "inmersed" in a a game by the fact that they can use an extra weapon type or two and is perfectly content to run two missions only for a month straight with little to no variation is either 4 years old, or suffering from severe brain damage.

PSU after AoI was decent and I'm one of the few people who played the game from near the beginning til the day they shut the servers down, but i still wouldn't say there was anything special about that game. Worst part about that game was how you could play offline and get all sorts of shiny stuff, level up without restrictions, fight bosses, get special PAs. By the time the content was released online it was already old. That game suffered greatly from poor execution and the indifference of SoA/SoJ.

Anyway, I dont care how much you kick and scream, one or two extra weapons types does not extend the life of a game. At best it gives the illusion of content because no matter how many weapons you have if you're only able to run a handful of missions, no number of weapons will take away from the feeling of beating your head against a wall just so you can buy a shop for your room.


November 5th, 2012 at 8:48 am

the amount of content has little to do with the fact PSO2 is boring right now.

It's all about quality of the content, and the emergent factors that the content brings. (Google the term, dont feel like explaining.)

This is why the weapons, enemies, missions, everything feels bland in PSO2. Everything is to be played and enjoyed at FACE VALUE. Nothing deeper comes from it the longer you play, because it doesn't build upon itself.

Say what you want about PSU, but even PSU handled its own content better than this game. None of them do it to the extent PSOEp1&2 did, seeing as it managed to take 8 stages and turn it into years worth of enjoyment for players.

If PSO2 followed the same design principles that PSO did, there is no way in hell we'd be bored with all the maps, weapons, armors, enemies ect ect that PSO2 brings to the table. But alas they do not, and nobody pushes for them to. We're (apparently) only concerned with outfits, the AMOUNT of content we receive, and other trivial things that only entertain us for as long as it takes for us to fiddle with it. So we're stuck with dripfed content that's absorbed and destroyed just as fast as it takes for them to squeeze another drop into our mouths.

Legos are such a long-lasting toy for kids because you can do more with them than just build what they were designed for. You can take parts from different lego sets and combine them with others to make even more shit. The more unique lego sets you have, the more you can squeeze content out of older ones.

PSO2's content is more like action figures. But not the action figures with the movable limbs or interchangable parts — just regular action figures that sit on your desk. They're awesome for the first few days you have it…and then it just collects dust on your table for the rest of its life.


November 5th, 2012 at 9:52 am

I don't know how someone pass through PSO1's forest and don't get the song stuck in the head. Well, maybe because the forest doesn't seem as "stunning" as it seemed 11 years ago.

@Remius Can you explain how PSO1 managed to keep people playing for all that time? IMO, I think it's just because there was nothing better to play.

What kept me playing was the same thing that is keeping me now on PSO2: find dat rare and level up.

Sincerely, after some levels over lvl 100 the thing was getting boring as hell. Took too long to level up, the (good) rares were almost nonexistent and the requirements to equip armors were like lvl 120 then 150 then 180. I didn't play Ep.2 so much because it wasn't for Dreamcast, but I played BB on PC a lil' bit and it was the same with more items and areas. At that time the gameplay was a lil' outdated though (I was expecting more action, that PSU delivered later).

All this is coming from dat Halloween song nostalgia guy. Nostalgia doesn't make me stupid and hypnotized, sorry.

I think we all expect more from a game when we get older, that's it. I want those unique abilities rares, difficulty scalling with more than only numbers too (don't know how they made this big mistake even on VH, but w/e…). But this is the gaming model that works today.

Don't complain about the outfits and BS, that's their main income source. If you can make sure at least 1mil people would buy PSO2 for at least 40 bucks then yeah…

I'm sure they are doing their best to deliver gameplay for die-hard PSO1 fans, while not making it so harsh for new people, and still having time to create all the glitter and "BS". Oh yeah and they still have to make some smart changes to force us to buy new skill trees, generating more money in the process.

It's not easy folks. Give them a break. At least they are really listening to a lot of the feedback and making corrections regularly (e.g. exp table again).


November 5th, 2012 at 10:05 am

Personally I think it's the fact people start hunting for days for a specific item that causes the boredom. Nostalgia-goggled people, sorry to burst your bubble but this was also a complaint for the original PSO, Hunters looking for Red Sword or Chain Sawd could tell you their frustration with running Endless Nightmare #2 for days on end.

When you get right down to it, PSO and subsequent games are just an MMO variation of those Capcom Dungeons & Dragons games, you have to go into it with the knowledge that it's more of a beat em brawler type of RPG (less emphasis on the RPG, more on the beat em up) like Sega's Beyond Oasis, the repetition to me though is more reminiscent of the Streets of Rage series, which is still enjoyable to this day because even though you're doing the same shit over and over again, you find it hard to put the game down.

My issue with the game is that the Arks Quests don't really matter much after you beat them the first time, there's nothing in that quest category that stands out to me which is something PSO did better with Retrieval quests and the Endless Nightmares (TTF was a mistake through and through, ugh). Even the gimmicky quests from PSO were more enjoyable to run through than the Arks Quests, like The Lost Bride and stuff.

For the map stuff… how is the little map hard to see? I have the unzoomed map by default and can see enemies just fine, their dots aren't hard to see >.>


November 5th, 2012 at 11:18 am

I hardly ever wind up seriously needing the radar map. most of the time it's fine as a minimap so I can keep track of where I'm going and where I've been without bringing up the full thing. maybe if you're using a lowres window or something…

speaking of lowres, I think they need to go back over the fonts and try to make them a bit clearer in lowres. cut down some of the smoothing attempts, especially on numbers. that's got to be what, a ten minute job at most?


November 5th, 2012 at 11:21 am

It is really hard to see unless u put ur UI at a zoomed config, which is bad because it makes all elements occupy too much screen space. Also, the unzoomed version doesn't rotate and it's worse to situate yourself.


November 5th, 2012 at 11:34 am


@Remius Can you explain how PSO1 managed to keep people playing for all that time? IMO, I think it’s just because there was nothing better to play.

What kept me playing was the same thing that is keeping me now on PSO2: find dat rare and level up."

PSO was released in 2000-2001. "nothing else to play" was SOOOOOOOOOOOOOOOOOO not the case, as im sure every gamer here can most definitely agree.

My only point is that "finding dat rare" was far more interesting in PSO1, and is damn near pointless in PSO2 because you aren't rewarded with ANYTHING new. Shrugging off what PSO1 did better just because it had its own endgame flaws makes no sense. In fact, it only makes it more pathetic that PSU and PSO2 not only suffered the same issue. (Worse, in most cases.)

PSO most DEFINITELY got boring with grinding and rare hunting. The difference for me is the feeling you get before it gets boring. In PSO it was a slow and steady decrease, which sped up the moment i got a new good item, and slowed down in the moments inbetween. A good map run through a difficult map was always rewarding though.

In PSO2 it starts off the same way, with the same feeling as i had in PSO from levels about 1-19. But my expectations slapped me in the face the moment i started picking up 5/6/7/ star weapons, looking in the shop for new weapons to find just to see that they're all just remodels of the same weapon. The "loot" aspect is trash in this game, and is worse than it has ever been in any other PS game. The fact that the combat is great only hid this fact, but the longer people play the more apparent it becomes. IT has nothing to do with PSO, PSU or any other PS game. It also has nothing to do with the model — they can easily provide good gameplay content while getting paid at the same time. The issue is that they just dont put forward the effort to because they are drawing in a crowd where they don't HAVE to. Anyone can discern the difference between Nostalgia and the simple fact that some things REALLY ARE just not as good as they were before.

Spamming "ITS JUST NOSTALGIA GET OVER IT is has ZERO difference from being mindlessly shackled to nostalgia in the first place; it's just another excuse you use to shield your eyes. pso2 doesn't have to COPY pso1, but ignoring the integral features is ALWAYS the difference between a good sequel and a shitty one. Always always always always. In PSU/PSP2/PSO2's case, it's not that they ignore integral features, it's just that they take ONE ASPECT and focus 100% of development on it, while kicking everything else to the side.

It is the biggest problem I have with JP games these days. It's always "CINEMATICS" or "COMBAT" or "FANSERVICE" or "STORYLINE", but never a good mix of them.


November 5th, 2012 at 11:52 am

The question, Remius, is why was PSO1's decay so much slower than PSO2's? And the only answer I can come up with is heightened expectations.

If that's wrong, then please illuminate this for me, because I'm trying to look back and figure out how I stayed with that game for 3+ years and I have to say if it weren't for the friends I made I dont see myself playing that game for even 6 months.


November 5th, 2012 at 11:59 am

Trash loot was ridiculously abundant in PSO1, that one of the first things I loved when playing PSO2 alpha was the ability to send all that shite to your warehouse while in the field (I think PSU had that feature too, but since I never played it was new to me).

Well say whatever you want, my memories from PSO1 are all that endless ruins (or mines for red partisan, which I never found) grind after around lvl 120. Yeah there were some cool and funny quests, but they were funny only the first couple of times.

It seems to me you suffer from nostalgia. Sorry, it's my opinion, and since you didn't say what PSO1 had that was so special and better than PSU/PSO2 I'll stick with it.


November 5th, 2012 at 12:07 pm

@Tenshu – That's a nice argument right there, "I have the unzoomed map by default and can see the enemies just fine"

Ugh… you find it easy to see stuff on it, I don't. I almost never use the mini area map, I couldn't care less about it – my point was that the game forces the minimap on you when e-trials start – usually, e-trial enemies will spawn close to your location and will appear right on the radar, so what's the point?

I'm just so used to the compass in Guild Wars that I can't effectively deal with enemies around me without the radar, in addition to the minimap being unreadable with my UI settings, which I won't bother changing.

Those who use the minimap all the time don't care, because for them, it doesn't switch to radar mode when they trigger e-trials.


November 5th, 2012 at 12:37 pm

Point is what you're asking for doesn't hurt anyone and it seems you're not the only one that wants it. There's no reason to argue against it and taht does seem like some kinda of issue in the scrept that was overlooked, though I can see them forcing that perspective for destructions, rescues and avoids so you can see locations on the map.

In any case, I wouldn't argue about it, "Works for me" runs rampant around here.


November 5th, 2012 at 2:33 pm

@Anon "It seems to me you suffer from nostalgia. Sorry, it’s my opinion, and since you didn’t say what PSO1 had that was so special and better than PSU/PSO2 I’ll stick with it."

It's as if "Nostalgia" is some kind of brain disorder, like Alzheimers or something? lolok

You know what i don't get?

People are so quick to defend Sega's current decisions when anyone brings up PSO, but if you word it ever-so-slightly different and omit a reference to the older games, people almost 80% of the time tend to agree. It's like a conditioned response, and I dont understand why. And people did the same thing to PSU, except now that it's gone, it's like everyone's "nostalgia goggles" have been replaced with "hindsight goggles" and they were right all along. And now we're just switching to the next title.

It's like some of us are going "Hey, here's this thing that you guys did in the past and it worked really well, why don't you ju-",–"OMFG get out the past stop being so nostalgic you're just nostalgic nostalgia nostalgia!!!!!!!! There's NOTHING we can get from that old OUTDATED RELIC NOSTALGIA CRAP, stop talking about it so i can be bored in peace and nostalgia". I just…i don't get it.

Funniest part is, the only reason i bring up PSO is because the core concepts of the 3 games are so god damn identical that it would be asinine for any developer to overlook the shit that they did, but they do it anyway. People would chat all day about shit that "would be cool" in PSO2, but only if it didn't come from the original.

It blows my mind, i tell you!


November 5th, 2012 at 3:37 pm

I'm hoping that I'm not being included in that, because I agree that not looking at PSO when looking at this game is just plain silly. My issue with people bringing up PSO is when you apply their same argument to other games they don't want to hear it.

In any case I genuinely would like to know what it was about PSO that (to you) made it so much more playable/less susceptible to burn out than PSO2. If I sound like I'm just saying it to mock you/bait you it's really not the case. I'm trying to see what you see because I really dont get what it is/was about PSO that you and others feel makes the original seem more…complete.

Roast Beef

November 5th, 2012 at 5:59 pm

So they fix Techer power and do nothing with Hunters being crap because they move as fast as everyone else and sustained damage not viable in this style of game?



November 5th, 2012 at 7:24 pm

Whenever i hear 'content' and 'psu' in the same sentence i can only sigh. Having played it from launch and watching all the nonsense and finally quitting (i think i quit around the rank C 'Her Secret Mission' pigeonhole of a quest) and came back to an empty game where people kept grinding 1 mission only, i think i'd rather take random spawning content over everyone doing the same 1 or 2 missions for hours on end.


November 6th, 2012 at 12:06 am

@Nilok – That's fighter you're thinking about, not hunter. If I'm wrong, then I'd like to see that video…


November 6th, 2012 at 12:44 am

0:45 vid Hard Quartz was for Fighter, there is a vid for Hu/Fi killing VH quartz within 3 min too

Can't quite agree with Hunter being crap, they are just fine.


November 6th, 2012 at 1:42 am

But HU/FI damage are still pretty crap in general compared to RA/GU and TE/FO IMO.


November 6th, 2012 at 2:14 am

Nah, Fighter damage is on par with Gunner damage, disregarding things like subclassing. The difference is that Gunner is a lot more button-mashy.


November 6th, 2012 at 2:25 am

If you don't bring Weak bullet to the table, i don't really see how Hu/FI dmg is crap compare to RA/GU. If you mean it's silly to not bring weak bullet in, then i guess.


November 6th, 2012 at 3:55 am

@Roast Beef – there’s a vid of a HU killing a Quartz dragon in under a minute before subs…seems like they do just fine if you ask me.


November 6th, 2012 at 7:31 am

@ Nilok

the "more complete" comment is about the best way i can put it. We quit PSO and got bored just like any other game, but the reasons why were entirely different from PSU and PSO2. "Complete" really is the best term for me to use, and this is why. Bare with me, because it's gonna sound like a gush. It really isn't.

Episode 1 of PSO was pretty linear. It had unique random areas but for the most part was pretty flat for majority of Forest > Ruins. Episode 2 came out and from the beginning was no longer as linear as Ep1. VR stages had off-map areas and tons of switches. The Control Area was COMPLETLEY unlike anything seen in Episode 1. It didn't adhere to boxed rooms, it had elevation, water, hidden passages, breakable elements, almost every section unique, and added area minibosses. Seabed had the neat water effects and dangerous enemies. Episode 4 comes along and builds even farther off Episode 2. Wasn't NEARLY as long as episode 2 and only had 2 maps but it built off Ep2 the same way 2 built off 1. The enemies were more dynamic. the first stage was about as open as most stages in PSO2 right now. Subt. Desert had sandtraps (that teleport you) and level hazards, constantly changing scenery, (fireball, water, moving sand rooms), just to mix up the gameplay and feeling a bit. And the boss was a son of a bitch.

PSU arrives. Better enemy AI, graphics, more solid everything, combos. Starts off great, you're finding new stuff, PAs/techs are evolving, ect. Then PA spam gets boring. PSP2 comes along and attempts to fix the monotony brought along by the PA system by forcing the player to DO SOMETHING ELSE other than spam PAs all day. Chain + Blocking. Has great effect on the gameplay, especially for rangers, COMPLETELY wrecked forces until infinity.

And then PSO2. It fixes what PSP2 couldn't fix, adds jumping, even better AI and combat, more solid everything. Accuracy is removed (although i can't really see how this is a good thing right now), weapons are built around themselves instead of others. Feels like an action game. VHard mode is released….and the starts to get boring.

….and I notice something funny. All that dumb shit i said happened in PSO Episode 1, 2, and 4 does not EVER happen in PSU, PSP2 or PSO2, despite PSU's lifetime being greater in length. PSU RELEASES with varying stage elevation, open maps, but the game never evolves past this. The biggest difference between Raffion Meadows and Ryukros were megid spitting turrets for christs sake. They even release the PSO Stages, yet they were just flat battlefields with shitty DC textures and the forest music. Nothing special or dynamic at all.

PSO2 doesn't really have environment issues….aside from Desert which i thought was pretty boring, and Skyland which i feel kind of squandered the jumping aspect of PSO2. But these are all trifles, they don't really HARM the game any.


November 6th, 2012 at 7:50 am

@Plant – There's one for each. The HU one the guy uses a sword, so there's no confusion. I'll see if I can find it on niconico and give a link. once again, this is before subs


November 6th, 2012 at 7:57 am

@ Nilok

God i didn't notice how long these posts were.


The weapons also did an evolution from Ep1 to 2. The most unique weapons in Ep1 were probably the infamous Lavis series, Tsumikiri, Heavens Punisher ect, but there were a shitton of weapons to find in PSO Ep1&2 and they all brought something to the table. But with Episode 4, the weapons did had an even GREATER jump from the Rare Affixes and Unique Abilities that the Ep1&2 weapons had. Some mix-matched weapon look and type, some had increased battle speeds, some rifles pierced, some had stat effects (like LCK), some debuffed, HP Power, ect ect ect. Same weapons since DC/GC, but still brought something new to the table. They got creative with the effects to give you a REASON to hunt them. (Note, same thing with armors and units. You can look them and their effects up.)

PSU did not do this. The most powerful weapon for most of PSU was the Agito Repca, and despite its ridiculous power, it did have ONE unique ability…which was an extra target. That is equivalent of a LOW-TIER rare ability in PSO. PSP2, to credit, DOES add weapons with unique traits, like the pumpkin rod's PP reduction or the HP Power feature that exists in PSU. But these weapons were minority, and never really went past simple number effects into real physical effects. PSO2 however completely ignores this, and is the worst offender of all. Not only does it include PSO knockoff weapons AND the Tekker/Affix system from PSO, but it DELETES the rare traits that came with the weapon. It's like a sick joke almost.

Take PSO2's Photon Launcher for example. (which is when i really started to question PSO2.) Launchers in PSO2 are grenade shooters, but in PSO they were piercing energy cannons. This is a FAIR CHANGE, nobody cares, it's a different game.

But the difference (just like in everything else) is in the evolution of gameplay — the rare weapons, or higher-tier Gear. In PSO1, You had your Photon Launcher/Guilty Light that shot piercing/Splash damage rounds, and then you had your NUG Bazooka and other weapons that shot ACTUAL grenades, just like PSO2 launchers. So why in PSO2, when you find the original Photon Launcher, is it just a reskin with no new function?

Last Survivor, another PSO weapon, also exists in PSO2…however it has a Defense Requirement to equip. This is fine, i actually thought this was a neat touch…until i realize, it doesn't have its HP Leech special! Why not? Last Survivor, the Sword with a DEF requirement in PSO2, the somewhat low-tier sword that leached HP in PSO1 (wasnt too many that did), doesn't have its HP leech in PSO2? Wouldn't that make it a much COOLER weapon for a PSO2 Tank, to have a weapon that helps keep them alive like the title/description suggests?

I could go on and on, but the only reason I have a gripe with this is because i played PSO1 and EXPECTED something cool like this. I expected Volcan Scale to transform (or have a fire attack) like Vol Dragon or Dragon Slayer from PSO. I expected Ragne Whisperer to shoot those red Wave attacks Ragne does, like the Gal Wind did in PSO1. I expected the PSO weapons to have their original abilities. But they dont. So why should i search for them? What's the point of anyone even buying them? The moment you find one with higher Attack, the old is FOREVER useless.

I remember getting my ass kicked in PSO1's harder modes, then going back into my inventory at all my stockpiled shitty rares and rumbling through ones that would actually make my job easier. That Shitty Varista, its paralyze suddenly was useful for a change! Guilty Light's Freeze too. All those slicers i never used that spread Confusion too. You know, like that old RPG boss that bodies you until you find that one trinket you overlooked the whole game, and suddenly it's a bit easier.

These are gameplay elements that don't exist in PSO2 or PSU, and the reason i say PSO1 was simply designed better, because PSO2 does not REPLACE THEM WITH ANYTHING ELSE. So i can't just shrug off the change. It just shovels in more of the same. PSO2 is getting boring because it doesn't evolve, it just tries to maintain. Lazy Hard/VHard is only half the problem. Imagine if the enemies were harder now? What if they actually got faster, stronger, more defense and flinch? What would we combat them with? More of the same old shit.

Because of this, I just don't see anything long-lasting in PSO2's lifetime. In a nutshell, that's the difference that PSO had on the other ones. At any point, i could look forward and see something to look forward to. Even NOW i could turn on the game and discover something i didn't know existed. I could play a new class and see a different animation i didn't notice before, or something. But that is an impossibility on PSO2, because nothing changes.


November 6th, 2012 at 8:05 am

I guess i do agree about the weapon bit that has no special traits about them and just reskins + different stats. I admit i came into the game expecting those but oh well.


November 6th, 2012 at 9:45 am

Request: Allow us to download big game updates in parts beforehand

Staff’s comment: It will be possible to optionally download the updates beforehand. A system allowing to play while downloading an update will also be introduced.

Implementation date: Middle of December

hope this one will become saviour to those with internet connection download problem ~_~


November 6th, 2012 at 10:07 am

@Remius – I really think that the combat in this game is Ironically what's making it so monotonous. The combat is so fluid and the characters have so much flexibility that the enemies as they are can't compensate for the freedom we're given. if we were more restricted wouldn't feel like the enemies are just standing still for us to hit them.

And with that, our expectations are much higher now than they were then. for PSO, we really hadn't seen anything like it before so it was amazing to us just for the fact that it existed. Now with so many online games, MMOs, etc., we expect more from our games and Sega isn't up to the challenge of meeting that demand


November 6th, 2012 at 10:42 am

@ Nilok

Honestly, that may be more the case than i've been stressing. It's true that the difficulty is really bad, but that's mostly because PSO2's combat system encourages Action Game gameplay, but refuses to actually expand on that out of fear of actually becoming an action game. The enemies in PSO2 aren't really all that stiff. They can move, dodge and attack just the same as we can, they just aren't programmed to compensate for us.

It's simple things like the speed of their attacks and the frequency that make the difference. If Vol Dragon didn't telegraph his fireballs anymore, or if he shot more than just one, or if his tail sweeps were alot faster, or his Fire Breath tracking was quicker, he would just be a terribly vicious enemy to fight. That's the same with Rockbear too. Give Ragne better movement and attack speed, and his Boss Form would wreck parties left and right. Something to take what we've learned about them, turn it against us, and make us learn new stuff.

I dont think I expect so much from PSO2. I've never really looked towards WoW, Guild Wars or any other really popular MMO for PSU or PSO2 inspiration. My expectations were all formed from simply playing the Original game. I've never been a "You did X in this game, so do X in this game too" kind of person. Im more a "X was really neat in this game, so why dont you create Y which is an innovation of X".

When you look backwards, all the best sequels do stuff like this. Resident Evil 4, Halo 3 / Reach, Grand Theft Auto 3 and 4, Metal Gear Solid 3 and 4, Smash Brothers Melee, Super Metroid > Metroid Prime, Mario 64 > Galaxy, ect? All took elements from the previous games and kept them, yet added new stuff that BUILT off the older stuff. But what they DONT do is create new stuff, then just throw the older stuff away and just create some half-ass filler to compensate for it.

that's just what i feel like PSU and PSO2 have been constantly doing to the original. Each one has its own charm, but none of them really build off anything significant of the other, so in the end you're still just left with hollow spots if by chance you played the other ones.


November 6th, 2012 at 12:42 pm

I would never suggest that this game borrow from WoW. What I'm saying though is a lot of people HAVE played these games and when they see similarities or discrepancies, they're easier to focus on, because other companies HAVE addressed these sorts of issues so it seems odd that they(long standing issues) would persist in a game that's in reality over 10 years old. as far as affixes go, I'm not TOO worried about them because as bosses/enemies come out new affixes follow and we may very well see a "vampire" affix eventually…at least that's my hope.

as far as other abilities on weapons go…some of these abilities can be be affixed to weapons, like freeze and bind. and others have been integrated into skill trees like certain debuffs. some of these may also come out down the road as affixes and some may not, but I agree the uniqueness of weapons seems to be nonexistent with this new system which…tbh I both love and hate. it's nice to be able to take your favorite weapon for looks and set it up the way you like so that just because you found something new and shiny you aren't stuck picking a weapon based on the ability it has and lose out on your sexy MKB or w/e. That part is nice, but at the same time, it really does turn every weapon into a reskin which makes the game a hunt for the strongest gear with no attention given to the practical applications. It's a mixed bag and I'm not sure which direction I feel more comfortable with.

On a related note, you're right – it's absolute BS that set affixes on weapons are lost the second you try to customize it. if anything I think weapons with preset abilities should have their red expansion slot always filled with that affix at 100% so you are guaranteed to always have that one affix at the cost of a reduce affix rate for everything else. This seems like a fair trade imo, but I'm sure someone will find a reason to complain about it just the same.

Lastly I realize this is of little comfort but I still see this game as being in its infant stages as far as content. I know this is a topic of some dispute, but I feel that the really unique stuff is still to come. If we need to take breaks and come back as the content trickles in, then that's what we have to do. They'll either wise up, or the game will have a short life.

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(04/19/2014 @ 5:37 am)
For DREDD – I’ve been offline so I didn’t respond.It’s not rare for someone to be a Tank.Human+Hunter+w/e melee class=Tank.If you mean you can do lots of damage on a “single” target with Hunter with a Hunter weapon:congrats.
(04/19/2014 @ 4:24 am)
For KWT – My computer does the same thing. If you don’t want to wait for the download to finish (or are dcing while waiting like I was): go to the configuration settings and turn off the big screen videos all together. Sega is investigating the issue (
[no sender]
(04/19/2014 @ 1:32 am)
Hey everyone check this out! This is something I have been working on in my spare time: Come check it out! Also @Ricardo I made a dedicated forum for you and your site. Please feel free to link/add where ever on here! :) Also sent you a mail MSG on PSO. Thanks everyone!
(04/18/2014 @ 11:03 pm)
For Kenneth – I know about the 2 Daily Rappy medals, but I mean the Daily Mission that gives you 1 Rappy medal for Area Clear.
[no sender]
(04/18/2014 @ 1:04 pm)
For KWT – 2nd by terminating the download directly, its possible to terminate the download because the game and the download IP are 2 different IP, the game IP usually are 210.129.209.*:* where the * is random number, but note that the game will try to re-download again if u do this if u re-enter the lobby by any way, including from Campship
(04/18/2014 @ 1:00 pm)
For KWT – 1st depend on ur connection wait for the download to get finish and do not changing block u can check the bandwith usage of ur connection to determine it finish or not, normally PSO use 0,13kb/s with no people around up to 5-8kb/s with people around
(04/18/2014 @ 12:59 pm)
For KWT – i had the same problem, its downloading Promotional movie to show on the widescreen
there is 2 way to solve the problem

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