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A Final Stand?

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sosickwitdit
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Post  Aleron Ives Fri Oct 17, 2008 12:27 am

In the past years, those of us who enjoy Ver.2 have seen the game wither and die as people move on to Blue Burst, PSU, and MMORPGs. I know that there is no way to restore Ver.2's former glory, but I believe we can go one of two ways:


  1. Continue down the current path of leaving the game the way it is, and just surviving with the few people who wander in and decide to play the game because their PC sucks too much to play BB, or because they want a little nostalgia. On this path, it's only a matter of time before the game is totally dead.
  2. Start modifying the game to try to improve it and fix some of its flaws. Purists will say that doing this kind of thing (such as the Resist Mod) is just plain cheating, but as I see it the game is now in our hands. If we are defining how the game works, then we cannot be cheating. I believe this is our only option if we want to stimulate any interest in the game- we must fix some of the problems while maintaining the integrity of what makes Ver.2 different from Ver.3.


As such, I want to do various things, including the following:


  • Fix droprates, particularly in Ultimate mode, so that items are findable
  • Make Ultimate mode, particularly in Forest and Cave, more difficult so that when your stats are maxed the game isn't boring
  • Change the stats and requirements of certain weapons so that more characters can equip things, and so that some of the useless weapons are useful in Ultimate mode


If people are behind this, I can go into further detail on my various plans, but if nobody really cares because Ver.2 truly is dead, then I won't bother. Either way, I believe I will end up doing this, if nothing else, for myself because I'm not ready to give up on PSO and go play something else. I would certainly be happy if others shared and would enjoy my vision, but if they don't, then I'll just do it for me since I'm the only one who cares. Post your opinion, if you have one.

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Post  Caboose Fri Oct 17, 2008 12:54 pm

Maybe we should consider making v2 only events that people want might to play as well to try to attract them to ver2. Also it might help asking other people who don't play this version what it would take to make them play.
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Post  Wing Fri Oct 17, 2008 1:06 pm

Caboose wrote:Maybe we should consider making v2 only events that people want might to play as well to try to attract them to ver2. Also it might help asking other people who don't play this version what it would take to make them play.

BBer's: Moar stuff n' ep fore Very Happy

Us: Suspect

There is only so much we can do.
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Post  Caboose Fri Oct 17, 2008 3:55 pm

I don't think that "fixing" droprates or changing weapon stats etc. is going to attract many people, if anyone.

Call me pessimistic, but I don't think we can realistically do anything to attract new players to v2. Content-wise, it's a serious step back from the other versions. Graphically it's also inferior. Nobody who is new will want to play an older, harder version of a game that almost nobody plays. The only people who are interested are the ones who are die hards from the beginning, ones who are looking to fulfill a bout of nostalgia, or people like me who never had the chance to experience the first time around and are playing now that they can.

I don't want this to die any less than the next guy, and I'll keep playing for a long time to come. We need to be realistic though and look at things from an outside perspective.

Maybe I'm wrong. Maybe all it would take would be fr drop rates to be made easier. The thing is, you get to a point when you change so many things that it's just not the same anymore, and you aren't playing it for the same reasons you used to.
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Post  Wing Fri Oct 17, 2008 4:32 pm

I like version 2 the way it is to be honest. Attracting new players won't work. The vets need to be brought back. But they're mostly all moved onto other things.
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Post  Aleron Ives Fri Oct 17, 2008 6:33 pm

Caboose wrote:Maybe I'm wrong. Maybe all it would take would be fr drop rates to be made easier. The thing is, you get to a point when you change so many things that it's just not the same anymore, and you aren't playing it for the same reasons you used to.
If the thing that makes Ver.2 Ver.2 to you is that 95% of the rares might as well not exist because they are statistically impossible to find or useless, then yes I suppose changing weapon stats would make the game no longer the same. To me, it's things like a more difficult Ultimate mode, HU/RA with all Techniques, good support range, infinite Material usage, and so forth that make the game what it is. I firmly believe that the drop system in Ver.2 is fatally broken, and to me the game would be far more enjoyable if the rares that Sega added to distinguish Ver.2 from Ver.1 could actually be obtained. I find it really hard to believe people think the statistical impossibility of Ver.2 drops is truly fair or enjoyable. affraid

I am also firmly aware that nothing we do will make a significant number of extra people play this game than those that already do. This is not my main goal. My main goal is to make the game more enjoyable for the people who do play it, and if that happens to attract some extra players, then that's a nice bonus. Quite simply, I get tired of using a Red Handgun and Imperial Pick to kill everything, and when my ATP is maxed I get bored with the fact that I can kill Bartles with my eyes closed. There are steps that can be taken, in my opinion, to improve the gameplay of Ver.2 without changing its core gameplay values.

Also for those people who have only registered on SCHTServ, you might want to register here as well to give your opinions, as I'm getting people saying "YUS!" via PM but not here. Razz It will be a major pain to PM a ton of people repeatedly.

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Post  Caboose Fri Oct 17, 2008 8:18 pm

Ah, I see what you mean Ives (I had read the post and then returned a few hours later to make my reply, my mistake).

You are right, it would be nice if we could actually get rares other than the Red Handgun, Red Sword, and Imperial Prick. I agree with you on that, but I also think we need to keep it hard enough to find that when you do it's not like BB where rares drop like monomates.

I'm not sure about changing the difficulty for forest and cave in ultimate. Level 80 characters already struggle like mad, and even at 111 my HUmar has enough trouble killing stuff in forest and caves without buffs and a Red Handgun. If anything, because I do see your point, maybe the difficulty should be more drastic between levels in Ultimate. It would be a compromise, but I think that's better than having people being forced to do VH until at least level 100.

As for the equips, I guess it depends on the weapons but as long as the advantages between characters in terms of usable weapons doesn't diminish, I don't have a problem with it.

Don't take me the wrong way, I was all for the TTF modifications and I do agree that the game could be even more enjoyable with some adjustments. The only thing I'm worried about is it becoming like one of those private WoW servers where it's the same game, but it's not, if that makes any sense.

Post the rest of your ideas Ives, I'd like to hear them and I'm sure the others would too.
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Post  Wing Sat Oct 18, 2008 1:20 am

Caboose wrote:Imperial Prick.

lol!
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Post  Flash T.H. Sat Oct 18, 2008 7:16 am

I logged in just yesterday for a little bit. (Had a time slot to play) I looked at the Cephei server, and people I knew were actually still online, playing. I couldn't believe it. 4 people. We need this mod. We need more customization. We need longer text bubbles. AND WE NEED THE PURPOSEFUL GLITCH, like being able to PK others, being able to summon monsters to fight along you in battle mode, being able to see a part of episode 2, maybe even if just the first level, and we need to find a way to make PSO more exciting. We need PSO 1&2 for Wii. We need PSO 1&2 for PC. We need PSO for every system we can think of. If PSO dies, where will online gaming be? Phantasy Star Universe?
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Post  Darian Braver Sat Oct 18, 2008 7:47 am

I'm all for changing the way drops work. Activate Falz and quests, make certain drops easier, and maybe change around who drops what.

An add-on that would change Ult. difficulty would be good too. Would it be possible to make it like your resistance mod? That way, if someone wanted to added it after those levels became too easy, they could, but early Ult levels wouldn't be affected.

Changing weapon stats around, I'm not too sure about.

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Post  Bob Dobbs Sat Oct 18, 2008 12:53 pm

The real question is, will the Dreamcast be supported by Schthack or "other"? The support "connection" forums are all out-of-date. There seems to be no real "revised" plan to make it easy for Dreamcast users to get online currently. All past efforts are appreciated by myself as well as the Dreamcast community.

I'm sorry to state that I am one of those who donates $$$ on Schthack because I want to play on the Dreamcast. I haven't played or donated lately because I haven't been able to get the DNS server software and the PSOv2 PAL I recently bought to work with my BBA connection (due to the death of the HL). My goal is to keep playing and donate - if I ever get back in. I do not have PSO BB nor will I ever because I am gonna play Dreamcast until PSO is 100% offline.
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Post  Aleron Ives Sat Oct 18, 2008 4:27 pm

Caboose wrote:You are right, it would be nice if we could actually get rares other than the Red Handgun, Red Sword, and Imperial Prick. I agree with you on that, but I also think we need to keep it hard enough to find that when you do it's not like BB where rares drop like monomates.
Darian Braver wrote:I'm all for changing the way drops work. Activate Falz and quests, make certain drops easier, and maybe change around who drops what.
I figured I would group these two replies since they are similar. First, I don't really see why people say rares drop like hotcakes on Blue Burst, seeing as I generally get shit when I play. Razz Second, I wish it was as easy as that to balance the drops, but unfortunately Sega made the drop system ridiculously complicated so there is no way to just set a rate for rares to drop and have it work. It will require a lot of guesswork and finger crossing, unfortunately.

Secondly, the most significant problem we are working with is that it is probably impossible to make rares drop in quests. The Dreamcast and PC executables not only disable the actual rare drops such as Red Handgun, but they also disable normal drops that qualify as rares, such as Club of Laconium, Varista, and Devil/Battle. The only way to make rares drop in quests is to do significant exe modifications, and since we don't have the source or anyone who knows a shitload about assembly, this will most likely never happen. As such, improved droprates would only apply to freeplay.

Now your response to this might be something on the order of, "Wait, if rares only drop in freeplay, then why would anyone ever play quests? Quests would only be good for EXP, and the only reason I play quests now is because I know that even though rares don't drop in quests, I know they won't drop in freeplay, either, because the rates suck so much." Yes, this is true. To combat this problem, I have another idea to implement. Every quest would give out "Photon Points", and the number of points would be scaled by area and quest difficulty, as well as the difficulty level you play. Now, what would these points do, you ask? You probably know that Gamecube and Blue Burst have a shop quest, so I would make one for Ver.2. You could trade these points to buy services in the quest, such as, but not limited to:


  • Changing weapon percentages
  • Giving slots to armour
  • Maxing DFP/EVP bonuses in armour
  • Adding + to units
  • Trading Materials of one type for Materials of another type


As such, you would have to play freeplay to find rares, but the odds of getting the percents you want or the slots you want will still suck. You will then have to play quests if you want to upgrade the equipment you find. It's also important to note that since rares won't drop in quests, certain enemies will have to have very easy droprates to accomodate their spawn frequency. Since enemies like Hildelt, Baranz, and Canune only spawn, at best, five times per run, they would need to have very easy rates. The low number of times you can kill them would compensate for the low rate and even out to a decent chance of getting a rare.





Caboose wrote:I'm not sure about changing the difficulty for forest and cave in ultimate. Level 80 characters already struggle like mad, and even at 111 my HUmar has enough trouble killing stuff in forest and caves without buffs and a Red Handgun. If anything, because I do see your point, maybe the difficulty should be more drastic between levels in Ultimate. It would be a compromise, but I think that's better than having people being forced to do VH until at least level 100.
Let's first consider the ideal versus the real. Ideally, I would like to add a fifth difficulty level, and make Ultimate mode easier because Forest and Cave are too hard for level 80 characters, and Mine and Ruins are impossible without a Force. Ult would be made easier and designed for level 80 - 119, and then the fifth difficulty would be for 120 - 200. Let's face it, there is no way to make a single difficulty balanced for characters that are 100 levels apart. Either you're going to be bored spitless at level 180, or you're going to be frustrated out of your mind at level 80 after constantly getting your ass handed to you.

Now, we must look at things realistically. This is impossible. PSO supports four difficulty modes, and only four. The only way to make a new difficulty is to replace one that already exists. This would, unfortunately, mean that low level characters would have an even harder time in Ultimate than they do now. Of course if you're playing online, you ought to be having help from teammates, and particularly Forces. This would make Forces far more useful than they are now, as having a Force around would be highly appreciated. I think though that I should explain more directly what I want to do. I do not want to make things ridiculously more difficult than they already are.

First, I would not be changing EVP on any enemy, so the amounts of ATA you would need to hit stuff would be unchanged. Second, my goal is to make things closer to the way Ruins is, since Ruins is mostly fine on difficulty. Ruins enemies would not get any extra DFP. I'll give you some comparisons. First, Bartles have 1,176 DFP right now. Vulmers have 1,479, Gillchichs have 2,174, and Arlans have 2,550. You can see clearly how quickly DFP rises. Once your stats are maxed, you can very easily cut through the low DFP in Forest, which makes Bartles very easy to kill. As such, I want to increase DFP so that in Forest, enemies have around 1,900. In Cave, enemies would have around 2,100. In Mine, enemies would have around 2,300. In Ruins, the DFP would stay the same since Arlans already have 2,500. In this way, Bartles would become significantly more resilient without being harder than Arlans or anything like that. Forest, Cave, and Mine enemies would also be receiving extra ATP and ATA, since they can't hit you very often and when they do, they do pitiful damage when you have maxed DFP and good armour. All enemies would receive 25% more HP than they have now, including Ruins, which is where Ruins enemies would receive their extra resilience. All enemies would also give + 30 EXP. LCK is sort of up for grabs, I don't know if it really needs changing. Would this make Ultimate significantly more difficult for low level players? Well, yes. Would it be impossible? No, not if you use teamwork. Also remember that this would coincide with increasing the power of some of the Ver.1 rares in both ATP and ATA. I will give players access to some weapons in Very Hard that they will be able to take into Ultimate mode and use more effectively than the crap weapons that they have access to now.

Darian Braver wrote:An add-on that would change Ult. difficulty would be good too. Would it be possible to make it like your resistance mod? That way, if someone wanted to added it after those levels became too easy, they could, but early Ult levels wouldn't be affected.
Yes, this would be a mod, and players would have the option to use it. The main problem with this, is that players who use the mod and players who don't would not be able to play with each other properly. Because enemies would have different HP values, there might be some desync and other unforseen problems like those that occur when you play between PC and GC. I really don't know what would happen exactly. It's possible the only negative effect would be that the person without the mod would be wondering why the person with the mod was getting his ass handed to him by a Bartle. Razz For PC users, to switch between modes you would have to be doing file replacement. For Dreamcast users, you would have to switch discs. I realize that this is not ideal, but unfortunately the ideal scenario is impossible, so I'm trying to compensate as best I can. Level 80 people may be hard-pressed to survive in Ultimate, but once you get to higher levels you find that Forest and Cave will bore you spitless because your stats increase so hugely during your stay in Ultimate mode.

@ Bob Dobbs

I plan to do everything I can to both PC as well as Dreamcast, and these mods will be applied to EUv2 so users can still connect online. Once I find out how to use sort files with mkisofs I can release an EUv2 disc so Dreamcast users can start playing again... :/

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Post  Treamcaster Sun Oct 19, 2008 3:07 pm

Oh well, what I've been missing... anyways, this topic is sure interesting.

My oppinions for what should be done:

In game:
-Drop rate reajustment, but not like BB (as everyone says, and sorry Aleron, but you got bad luck when playing, BB really drops rares like monoshits)
-The side shop quest + points obtained while doing quests really sounds neat!
-Difficulty should be more balanced, or harder depending on droprate changes.

To call the outsiders:
-Make a good tutorial on how to access online mode on the Dreamcast.
-Have an independant SHIP for DC/ PC and not PC/DC/GC, or garantee the following ideia I next suggest.
-Tell people that they can (do they, really?!) still play PSO when sctserv ends and explain how.
(I know this may sound stupid, but I would feel more relieved to play more PSO, if I knew that when Crono decided to abandon the project, we had the chance to get our hands on the server software so we would still be able to play it online)
-Advertise everywhere, make banners, renew PSO Palace homepage, etc.

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Post  Darian Braver Mon Oct 20, 2008 9:24 am


Now your response to this might be something on the order of, "Wait, if rares only drop in freeplay, then why would anyone ever play quests? Quests would only be good for EXP, and the only reason I play quests now is because I know that even though rares don't drop in quests, I know they won't drop in freeplay, either, because the rates suck so much." Yes, this is true. To combat this problem, I have another idea to implement. Every quest would give out "Photon Points", and the number of points would be scaled by area and quest difficulty, as well as the difficulty level you play. Now, what would these points do, you ask? You probably know that Gamecube and Blue Burst have a shop quest, so I would make one for Ver.2. You could trade these points to buy services in the quest, such as, but not limited to:


  • Changing weapon percentages
  • Giving slots to armour
  • Maxing DFP/EVP bonuses in armour
  • Adding + to units
  • Trading Materials of one type for Materials of another type


As such, you would have to play freeplay to find rares, but the odds of getting the percents you want or the slots you want will still suck. You will then have to play quests if you want to upgrade the equipment you find. It's also important to note that since rares won't drop in quests, certain enemies will have to have very easy droprates to accomodate their spawn frequency. Since enemies like Hildelt, Baranz, and Canune only spawn, at best, five times per run, they would need to have very easy rates. The low number of times you can kill them would compensate for the low rate and even out to a decent chance of getting a rare.


I really like that idea. Being able to improve items, especially armor, would almost be enough of a change for me to be happy for quite some time.

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Post  stasher Mon Oct 20, 2008 11:28 am

Ditto to above reply.

I think the easy way to make harder/altered versions of ultimate forest et al would be to put them off to the side and keep them separated in a quest. For those that want to play the harder version of ult forest, just go to the hunters guild and request the quest.

One thing that I would absolutely love in order to continue playing this game is if the unreleased weapons were released. And I would definitely play online more often if I knew I had a chance to earn a red ring from Falz.
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Post  Aleron Ives Mon Oct 20, 2008 1:38 pm

Changing stats in quests is a major pain unfortunately, especially for PC. Besides, if you could only access more difficult monsters in quests, then you wouldn't be able to fight enjoyable monsters while also having the ability to find rares. It would also not solve the problem of Ultimate being even more boring offline.

The main problem with Ultimate is that it is two difficulties in one. Forest and Cave are separated from Mine and Ruins by many different stats. While Forest and Cave are difficult at low levels, this is mostly because the game does not give you any useful Ultimate weapons while in Very Hard. By changing weapon stats and giving players a few more weapons to work with via quests in Very Hard mode, I can make the transition to Ultimate far less painful. I am not suggesting raising the bar for the entire difficulty, but rather making Forest and Cave closer to being on-par with Mine and Ruins. It might cause players some extra grief in the beginning, but if they use teamwork and the extra weaponry, armour, and shields provided, they would have the ability to level up quickly and gain the strength needed to progress on their own.

The main benefit will be felt at the end of the leveling road, as in the current stat system Forest and Cave are just plain boring and unenjoyable because they are so easy. People do not seem to realize that this happens when they don't have any high level characters, but it does happen. Your stats change phenomenally over the course of 80 - 150, and by the time you reach 150 all your stats should be maxed, or at least very close to it. Once that happens, you're stuck with playing only half of Ultimate, because Forest and Cave is so easy that it is no longer even fun.

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Post  Treamcaster Mon Oct 20, 2008 3:46 pm

I agree with you Aleron.
To my way of thinking, ya should go on with your project, making the changes about the difficulty/ side quest/ drops you think are necessary, and which don't mess with the games integrity.

If the gameplay remains the same with just a few "tweaks", but still very legit, everythings allright.
Just please, don't make easy drops like BB. If there is anything we can do to contribute, just tell us. I may be talking by myself but I am almost sure that everyone who's reading this topic, sure wants to help.

Side note here... there are crappy ship names around, like "dont panic" etc... and maybe to many ships for just BB... This is just a suggestion dude.. If you got time, try to run your own dedicated ship server. Be ready to make OUR revolution... be ready to fight for our dreams... "it's thinking".. don't let it die, cause you know it will if we're not strong enough.

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Post  Aleron Ives Mon Oct 20, 2008 4:26 pm

Seeing as there is no DC/PC only software, there's no way to host a Ver.2 only ship. Even if there was such software, I do not have Internet access capable of hosting a PSO server.

Drops are a major pain, seeing as they can't really be tested in a timely fashion. If drops were being made fair, then it would still take a while to find various things. Unfortunately, that would mean it would take several months to test new droprates even once the modifications were complete. Mad I'm certainly not planning to make everything drop like Red Handgun and Imperial Pick in terms of frequency, but considering how few people play the game now, we don't have a huge playerbase to have people combatting difficult rates with high playtime. I don't think it should take more than a month or two of constant playing to find really good items; we've waited long enough for things to be obtainable.

Something else that must be considered is enemy frequency. Consider Red Handgun and Red Saber. They both have the same rate more or less, but which one do you find more? Red Handgun. Why? There are more Barbles in Forest 1/2 than Gulguses. Consider if Hildelt had an identical droprate to Barble. You would get the Hildelt rare far less frequently than the Barble rare simply because there are maybe 1/5 as many Hildelts in a run of Forest as there are Barbles. As such, the same droprate on a Hildelt is five times harder than the same rate on a Barble.

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Post  Treamcaster Mon Oct 20, 2008 4:33 pm

How longer do you think it will take you to finish this project?
It seems that this is originating some controversy at dreamcasttalk forums.
I guess you should also post this on Schthacks boards to grab more peoples attention?

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Post  Aleron Ives Mon Oct 20, 2008 5:32 pm

I wasn't aware of those forums, but a quick search brought them up. People are free to love or hate this as much as they want. I do not care. If people really think that modifying Ver.2 in any way suddenly makes the game completely different, they are free to have such a view, though I don't believe the holier-than-thou legits have the answer to the game's problems. (If they did, then Ver.2 wouldn't be a ghost town. It's obvious that the game, as is, does not appeal to many people because of its flaws. I merely want to fix them.) People claim that modifying the game makes you illegit, which is true according to Sega's standards. The thing is, according to Sega, playing online at all is cheating. Nobody is legit anymore unless they only play offline, and PSO sucks that way. Sega's standards do not really apply anymore if you intend to play online, so it is up to the players and server owners to define what they consider acceptable on their servers. The term "legitimate" now equates to "acceptable", nothing more when applied to online gameplay. People can flame me on Dreamcast Talk, Azure, and whatever other forums they like, and it will not change my stance. I hope that the people here will share my vision, but now I must stop writing as class is starting. Surprised

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Post  startrekfan39 Tue Oct 21, 2008 4:33 pm

too bad you can't get rares to drop in quests, as its about the only thing i'd want to change (that and activating falz drops).

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Post  aaron_yume Wed Oct 22, 2008 1:56 pm

I think a major problem is the lack of Dreamcast Broadband Adapters and the sheer expense of them when the odd one finally finds its way onto the market. I'd be playing the Dreamcast versions of PSO a lot more if I had a BBA at hand but as it stands I'm not willing to set up a separate dial up ISP account just to play PSO.

That aside I'm not so sure that the difficulty of v2 needs to be altered much and always found it acceptable enough as it is. Things I'd like to be altered/fixed though would be:

01: Increase the ATA values on the High v1 Rare items so that they are actually still useful in Ultimate.
02: Decrease the the drop % of the rares that drop so often that they are no longer "rares".
03: Give minor increases on rare items that have insanely stupid drop rates to something more credible.
04: Increase the rarity value of certain items like "State/Maintenance".
05: Release all unreleased items either has quest rewards or by altering monster drops.
06: Allow % on weapons to go above 60% but perhaps still cap it at 75-90%.
07: Re-balance the experience required to level up at the higher levels (160-200 perhaps).
08: Re-introduce the penalty for death = drop equipped weapon/meseta (This helps build trust!).
09: See about the possibility of using the VR Temple/Spaceship maps for proper monster populated quests.
10: Fixing some of the exploits in the games code.
11: Perhaps slightly increase drop rate of rare items dropped by rare enemies.
12: Importing as many quests as possible into the actual offline game as possible.
13: Porting of quests from other versions of PSO to v2 (I believe a lot of these have been done).
14: Translation of any remaining JP only quests (I could help with this but I'm lazy).
15: Re-open Psoquest so we have a good and accurate resource for DC v2 Razz (Sorry about that one)

I could think of a few other things to add but in the end it comes down to the feasibility of how much v2 could be modified. It's not like we are really going to see additional content being injected into the game so we have to make full use of everything that wasn't used and perhaps exploiting certain coding quirks to our advantage to help balance the game more.

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Post  Flash T.H. Wed Oct 22, 2008 2:15 pm

@ Bob Dobbs

Don't you play Roblox? Your name is familiar to one in my friends list. Just curious, so off-topic I know.


@ Everyone else

Now hold on. About the PK'ing thing... if we did that, we would have to remove all HUD's except when you're in battle mode, and place other players HP below their names. Then, we would need to make a special map where we can travel around with multiple teleporters, specifically made for PKers and PKKers and players who want some new stuff. Then, we would need to extend the party limit to about... I dunno, about 500 each PK server. Might cause lag, but that's the case for most MMORPG servers. Plus, it's not much. The battle mode should be at least 8 players, and there should be more items. There should also be the occasional monster. If we made the ability to go into Normal mode stages, then it would be sort of cooler.
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Post  Aleron Ives Wed Oct 22, 2008 4:28 pm

affraid It's Yume! Long time no see. Are you bored of PSU now? xD

aaron_yume wrote:I think a major problem is the lack of Dreamcast Broadband Adapters and the sheer expense of them when the odd one finally finds its way onto the market. I'd be playing the Dreamcast versions of PSO a lot more if I had a BBA at hand but as it stands I'm not willing to set up a separate dial up ISP account just to play PSO.
Yes, it is a problem. DC-PC connections are the only way to get the Dreamcast online for a lot of people, but most people no longer have voice modems and the connection is tricky to set up and to operate. If I had no other choice I'd gladly keep paying for a dial-up ISP to play online, but that's just me.

aaron_yume wrote:That aside I'm not so sure that the difficulty of v2 needs to be altered much and always found it acceptable enough as it is.
...You never found Forest boring after maxing your stats and getting weapons with high percentages? You can cut through Bartles like Jell-o.


aaron_yume wrote:01: Increase the ATA values on the High v1 Rare items so that they are actually still useful in Ultimate.
I'm planning to do this, and ATP will probably be increased as well, depending on the weapon.

aaron_yume wrote:02: Decrease the the drop % of the rares that drop so often that they are no longer "rares".
You mean stuff like Club of Laconium and Varista? Those weapons drop frequently in Ultimate, and once they are no longer so sucky they would actually be usable there. If only normal weapons drop you won't be able to use any of them. xD

aaron_yume wrote:03: Give minor increases on rare items that have insanely stupid drop rates to something more credible.
Minor increases would not make much difference. Razz Major increases are needed on a lot of items.

aaron_yume wrote:04: Increase the rarity value of certain items like "State/Maintenance".
While I would agree here, I'm not sure it would make much difference. People would just get States with the old drops then transfer them so they didn't need to find them with the new rates. :/

aaron_yume wrote:05: Release all unreleased items either has quest rewards or by altering monster drops.
Yup.

aaron_yume wrote:06: Allow % on weapons to go above 60% but perhaps still cap it at 75-90%.
Hell no. Have you ever used a 60% weapon? It's so absurdly powerful it isn't even funny (well actually, it's quite funny...). Having a 1.6x multiplier on your ATP makes a huge difference, and there is no way that the percentage system should be changed to allow 60% or more to be obtained easily.

aaron_yume wrote:07: Re-balance the experience required to level up at the higher levels (160-200 perhaps).
We have no idea where the EXP tables are, and it's too easy to level up in Episode I&II. The new EXP table is a joke.

aaron_yume wrote:08: Re-introduce the penalty for death = drop equipped weapon/meseta (This helps build trust!).
We're still talking about Ver.2, Yume. It was never removed. Razz (Though IMO it should be, at least the weapon part.)

aaron_yume wrote:09: See about the possibility of using the VR Temple/Spaceship maps for proper monster populated quests.
Palace and Spaceship are not full areas, unfortunately...

aaron_yume wrote:11: Perhaps slightly increase drop rate of rare items dropped by rare enemies.
Considering the ridiculous infrequency of rare monster spawns and the fact that having them spawn in quests is useless, they should drop rares like 90% of the time.

aaron_yume wrote:12: Importing as many quests as possible into the actual offline game as possible.
You mean the online quests?

aaron_yume wrote:13: Porting of quests from other versions of PSO to v2 (I believe a lot of these have been done).
More are also on the way. Smile

aaron_yume wrote:15: Re-open Psoquest so we have a good and accurate resource for DC v2 Razz (Sorry about that one)
R.I.P. PSOQ. Sad

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Post  Flash T.H. Wed Oct 22, 2008 5:10 pm

o_O

I'm starting to get worried that no one's gonna make a reply on my idea...

Be nice. PK'ing would be pretty cool if you weren't banned every time and it was a rule to play on.
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