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  1. #1

    Default Re-implementation of the "Extra Attack". *Adding depth to PSU*

    A few days ago, i was staying over a friends house for a few weeks. I had let him borrow my Gamecube months prior, so i havent played it for a while. For some reason i had brought my GCN Memorycards in my bag, so i just decided to pop it and and play with my PSO character to remember how PSO felt compared to PSU.

    I have to say that even though i defend PSU in every "PSO VS PSU" topic...PSO and all its flaws is still a far superior gaming experience than PSU is by a long shot. However, im not going to get into the reasons why ive concluded that. Im just going to go into one of the reasons PSO's battle system is still far deeper than PSUs. And one of these reasons lie in customization of weapons.

    So, me being an aspiring future Game Designer, i thought i'd just share some applications and how some of PSO's features would GREATLY enhance the feel of PSU. This AINT a "REVIVE PSO PLZ THREAD", please dont make it one.

    ------The "Extra Attack" of PSO-------

    This is just covering the expanded depth of the PSO battle system, in comparison to PSU's battle system. You need to know how it worked at least slightly to get the rest.BTW, this section is mostly for those who have NOT played PSO. If you are a PSO vet, skip to the next section. If you're a PSO newbie, or simply want to keep reading my awesome text, continue reading ;D



    With that out of the way, ill get on with the topic. For those who DONT know, PSU's attack system follows a modified version of PSO. In PSU we have Attack, Just Attack, and Photon arts for all striking weapons, and simply Technics and Bullets for Force weapons / ranged weapons respectively, but we all know that. In PSO, however, EVERY weapon had 3 modes of attack -- Normal, Heavy, and Extra. Normal attacks were done by pressing the button at the correct time -- same as doing a Just Attack in PSU, except far easier to accomplish. Heavy Atttacks were (more or less) the equilivent of Just Attack in PSU, except they could be executed at the press of a button with the sacrifice of a longer startup delay and a sufficient dip in accuracy. (WHAT PSU FORGOT TO IMPLEMENT, MIGHT I ADD.) Yes, you could attack with Wands and Rods. (In fact, Rods were generally "melee force weapons". Nobody used them that way, though it was neat that you could.) Be aware Technics could be casted barehanded in PSO, and that there were no Bullets in PSO's ranged weapons.

    Now, In PSO, when weapons dropped, some of them were [????] class weapons that needed to be appraised (Examined by a shop for a laughably small fee) before you could use their "secret" abilities. All dropped weapons could have one of these features, including Non-rares. Some of these abilities were passive (always worked), like extra % damage to specific classes of enemies (Native, Altered Beast, Machine, Dark). This feature has been (more or less) replaced and expanded upon in PSU by the Elements System.However, there were other special abilities that sometimes came with the weapon. These were utulized in the form of an Extra Attack.

    Like i said, This is mostly for the ones who skipped PSO. You can go to the next section if you already know how Extra Attack Worked. Otherwise, Clicky Clicky! vvv
    Spoiler!

    ------Wow, Sounds Great. So, how did it work out?-------

    Well, anyone who's played PSO knows that for the most part, it didn't. Although the attacks visually looked alot cooler, and the name of the weapons became FAR more appealing, the [????] Aspect of weapons became completely useless once you gained access to Hard mode and began aquiring Rare Weapons, which almost always had their own built-in Extra Attack, and the raw power of their Normal/Heavy attack almost always made the Extra Attack, regardless of its class, completely useless, unless it was a Status Inflicting class, like Confusion or Freeze, or HP Halving or Death. Even still, in the higher difficulties, these worked so rarely we just never used them. However, PSU (believe it or not kiddies) is FAR more balanced than PSO ever hoped to be. Its mechanics (DEF stat aside) all work pretty damn well, and elemental % weight is pretty heavy on this game. The Extra attacks did something in PSO that PSU has utterly and completely failed to accomplish: giving rare weapons their own identities. Not only did all the rare weapons in PSO have their own kickass look to them, almost each one did something that the other could not.

    Which brings me to my most important aspect of this entire topic
    ******---------- Rare Special Abilities----------*****

    Tsumikiri J-Sword, Lavis Cannon, Dark Flow, Orotiagito, Elysion, Hildebears Cane, Heavens Punisher.

    Anyone who's played PSO would know that either one of these weapons, regardless of its strength or level, are all 10x cooler than the coolest weapon on PSU. No, its not because of their looks, or their stats (save for Tsumikiri), but becuse of its Rare Special Ability, specific to that one weapon. You see, the Super Uber Rare weapons in PSO actually FELT like Super Uber rare weapons, because they did Super Uber WTF Rare things.

    Take the Tsumikiri J-Sword for example. (the PSO version of the Agito Replica, which is a HORRIBLE knockoff of this kickawesome weapon.)
    Spoiler!

    Instead of having its "Attack" renamed to "Slash" (wtf segac?) and hitting one extra target (seriously?), This beautiful weapon has the ability to sacrifice your Photon Blast Guage to execute an amazingly sexy ability that hits every enemy and target in range. Multi-hitbox bosses, run for cover. Broken? Yeah, very much so, but who the hell cares? If you knew what it took to get this baby (no hacking), you'd know its more than justified.

    More examples? Clicky Clicky! (otherwise continue)

    Spoiler!


    -------Yeah okay alright, thats nice and all. Whats the Point?--------

    PSU WEAPONS ARE B O R I N G, THATS THE POINT! Yeah, we got the Psycho Wand, Agito Replica, Elysion, Edel Fusil, Rattlesnake, Sweet Death, Kan Yu, De-Ragan Slayer, Carriguine Ructar, Double Agito, Tiga de Ragan, Cubo whatever, Ragan-Ragan, Aghedea Cannon, Love Heart, Blah blah blah blah blah, they are all BORING AS HELL. The thing is, PSU thought that by implementing the ability to change Photon Arts, fighting would instantly become deep and fun, choosing which art to use in battle. That obviously didn't work, since people have been complaining about repetitive boring ass combat since PSU v1, and they had to re-implement Heavy Attacks (Just Attack) to break the monotony.

    What PSU needs is the ability to make you WANT to effectively switch between weapons that have superior/inferior stats. To be able to go for the weapons that dont only have High Elemental Percentages and ATP/TP, but something else about them that makes them unique aside from Stats and looks. To give every weapon its potental place in battle, and lower the amount of stat and DPS whoring running rampant in the balance of this game. A weapon should be more than its ATP / TP rating. (This counts DOUBLE for Forces and rangers, since we dont have Photon Arts.)
    tl;dr, PSU needs specific weapon abilities.



    Continue in next post

    Last edited by RemiusTA; Jun 14, 2009 at 06:24 AM.

  2. #2

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    ----...And how exactly does THAT work?----
    In any number of ways. For ALL weapons. As for mapping the attack on the controller/mouse, there are 2 methods i know of:

    Method 1
    PSU does not use every button on the gamepad. I would suggest the L2/Left Trigger button (used to check mission data/recieve partner cards), but its already in use. However, since its barely used in that aspect, one could toggle between Normal / Extra attack by holding down the left trigger (when not in pallet switch mode). The Left Trigger/L2 function can be switched to the D-pad, since its only really used like once every few missions.

    Method 2 -- Instead of remapping...
    Make the Extra Attack function Toggle Only, map it to the Up, Left, or Down Dpad. This wouldn't really work well / at all, as it wouldnt really allow for mixing combos since you have to take your hand off the analog stick to reach the Dpad.


    ----...(This is the "GET TO THE POINT!" / TL;DR section.)----










    Im going to take this space to make something clear to everyone. REPETITION IS ~NOT~ DIFFICULTY. Monster that take ages to kill, experience that takes weeks to get, and levels that take eons to finish are NOT difficult. Difficulty (in THIS game) is determined by the Percent Chance of you and your team being wiped out, and that can be very easily adjusted. If they wanted to. Im just pointing that out before I continue. Making the player feel more powerful does not make the game boring. Enemies that dont adjust make the game boring. Im not covering that, so just imagine S4 missions with enemies that frag lv 200 characters in 3 hits.







    The Extra Attack could work multiple ways in PSU, and used to MANY advantages of already existing systems. Ill explain them here.

    -Adding additional use for Blast/SUV Gauge -- Giving one to Humans/Newmans-

    Finally, a system that can give Humans/Newmans usage of that grayed-out gauge under their HP bar.

    When you synthesize a weapon, that weapon can be given Photon Blast ability. NO, this does NOT mean your human/newman summons a dragon from the sky. It means, it can give your weapon a skill that uses this gauge for its special ability. These abilities can be reserved for A-rank + weapons only.

    For instance, lets say you aquire a weapon with the ability Haste. As you play, your Photon Blast (SUV/Nanoblast) gauge goes up, just like it would a beast or cast. Your weapon allows you to hold down the Extra Attack button, and for cost of that gauge (Just like a PP counter), you are able to activate special attributes of that weapon.

    For instance, special abilities may include :

    Haste - While button is held down and you have more than 20% of your gauge filled, your attack speed increases. For every registered hit, the gauge is decreased by 20%. It does not have to be full to use, rather you can save for tight situations. At max, you can hasten 5 combo hits. *So for instance, if you hasten Jarboga and hit a dragon, say bb to 40% gauge.) Works for Technics and Bullets.

    Sharpen - While button is held down and you have more than 20% gauge full, you gain +2 hitbox targets per hit for whatever weapon/technic/bullet you're using. A successful hit per combo decreases gauge by 20%. Technic and Bullet able.


    Massless - While button is held down and more than 20% gauge full, your attacks damage the opponent but do not slow your attack down, as if you were swinging at air. Decreases gauge by 20%. striking only. (likely an ability for an Axe or Sword, or katana)

    Accuteness
    - While button is held down and more than 50% gauge full, if your in your attacking animation and you collide with an enemy attack, you will automatically block that attack, but take 5% of would-be damage. Gauge is decreased by 50%. Technics and striking weapons only.

    Pierce - While button is held down and more than 75% of gauge is full, your attack is not hindered by any enemy, and damages every target and hitbox it comes in contact with. Bullets and Technics only.


    Im not sure how you would get these specifically on your weapon. Perhaps through extra slot? Or maybe you can use the system im about to describe below.....

    -Adding depth to the Synthesis System -
    An Extra Attack system could add an ENORMOUS amount of depth to the Synthesis system, which really only lets you customize the element of your weapon. An array of New Items could be added. When combined with your weapon synthesis, they could give the chance of adding a specific Extra Attack, without altering the Success rate of your synthesis. The choice of adding absolutely any extra biomaterial ingredient to your synth should be given, to add a sense of exploration to the current system. The grade of the ability should be based on the star count of the weapon. For example :

    ~STRIKING WEAPONS~
    Donoph's Soul + Non Elemental Weapon = Chance of Sacrifice Ability (Give 8% HP to increase attack power of your attack. )

    De Ragnus (part) + Fire Elemental Weapon (ban photons) = Chance of high fire elemental attack

    De Rol Le (part) + Non-Elemental Weapon = Chance of high Poison Ability

    Love Letter + anything = Chance of HP Absorption ability

    Brand Reactor + Elemental Weapon = chance of higher Elemental %, chance of OverCharge ability (Sacrifice 7% PP to unleashed a stronger attack)

    Dulk Falkis Core + Dark Elemental Weapon = Chance of higher elemental %, High chance of Incapatication ability.


    Possible combos are endless. As for Technic and Ranged weapons (Nope, i leave NO class behind!)Your abilitys differ slightly, as you attack in different patterns. However, they have their quirks as well.


    ~FORCE/RANGED WEAPONS~
    Donoph's Soul + Technic Weapon = Chance of Sacrifice Ability (While holding down trigger, a technic cast )

    De Ragnus (part) + Technic Weapon = Chance Flame Inheritent ability.( While holding down the trigger, you cast has a slightly larger delay, but all Foie Grade attacks get a boost in elemental % strength + increased chance of infliction. If used with opposite element, your attack is weakened.) Strength increase depends on level of ability.

    De Rol Le (part) + Technic Weapon = Chance Ice Inheritent Ability. (same as Flame)

    Love Letter + anything = Chance of HP Absorption ability. (While holding down Extra Attack button, casting is slightly longer, but attacks absorb a % of enemy health.)

    Brand Reactor + Technic Weapon = chance of Spirit Enhance ability (Sacrifice % more PP per tick to unleashed technics with increased base attack)

    Dulk Falkis Core + Technic Weapon = Dark Infuse ability (Same as Flame.) Or Berserk ability (Sacrifice larger HP %'s (like 10%+) + increase delay time to greatly improve strength per tick)


    **When using a technic/ranged weapon with no elemental attributes, the Elemental Inheritence temporarly changes the element. Opposite elements may counteract/negate effects. No benefits from other elements.**

    **Ranged Weapons work generally the same as Technic weapons. Instead of delay of cast, perhaps it can be slower rate of fire, or decreased accuracy, or both since rangers are so effing overpowered. However since Rangers use bullets, the Elemental effects can still apply.**



    But what about Fixed-Element weapons?

    Yeah, you become screwed in your choices, since different elemental combos will become impossible because they'll already have them in their synthesis ingredients. and your stuck with Stacking element abilities or Absorbing / halving / charge / sacrifice abilities.


    Which brings us to....

    USEFUL KUBARA WEAPONS?! NO F**KING WAY.

    Way. If a system like this was implemented, you would FINALLY have a reason to own a kubara weapon -- the ability to customize it however you see fit. A Twin-Headed Ragnus with Freezing abilities? No problemeo. They can even give Kubara Weapons the ability to synth more than one ability on to itself, to REALLY make them interesting. Perhaps still not as powerful as the original, but definately worth something in battle even if you have the original.





    Last edited by RemiusTA; Jun 14, 2009 at 06:37 AM.

  3. #3

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    i 2nd this idea.

    weapons in psu are not uber in any way, feels more like just a little bit more and the power.

    really bad style that is why psu has a smaller fallowing then pso

  4. #4

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    And finally, for the Extremely High * weapons.....


    ******---------- Rare Special Abilities...PSU STYLE!----------*****


    I have no clue what to do for these, but i DO know something needs to change about the high lv. weapons we have now.


    Agito Repca (stats aside) is garbage. Psycho Wand (stats aside) is garbage. Fack, even Ely-Sion and Edel Fusil is garbage. What about them screams "FACK THAT GUY IS RETARDED POWERFUL"? What about them makes YOU feel like you're wielding a powerful weapon?

    If its "the look", then im sorry, Kan Yu looks like it can be a higher level than the Ely-Sion. These weapons need to be specialized.

    Elysion-
    The ultimate long sword that is part of Gurhal legend. It is said to have the power to cleave even planets in two. (Sure fooled the hell outta me. I dont even think it does anything different. Does it even SOUND different? )

    Regardless. There is no way this weapon would be 15*'s in PSO and be this plain. This weapon can Cleave planets into? Well, it should by DEFAULT have infinite Targets and Hitboxes then. And if not, its special ability should allow you to. Fuck, PSO Episode III even gave you better options than this game.

    Ultimate Piercing Wave - Consumes 30% PB Gauge - releases a frontal wave that damages everything in range with critical damage. Can only be used with regular combo. (that means if you have 90% PB gauge, you can unleashed 3 waves)

    De Ragan Slayer -
    A super high-end, limited edition long sword powered by the highest grade reactor, its power can strike down a De Ragan with a single blow.

    Super High-end Reactor? Okay.
    Fatal Charge - Consumes 100% PB gauge, 100% PP of weapon, 25% HP - The combo you use this ability with gains infinite targets and hitboxes, and a 300% weapon boost. (In other words, only one combo section gains these benefits. Best used on the last combo of a photon art, obviously spinning strike or gravity break.)

    Rutsularod -
    The ultimate long staff, created in secret by the Communion of Gurhal. It contains an enormous and evil power.

    Enormous evil power, eh?

    Fatal Curse - Consumes 100% PB gauge, player reduced to 1%HP - Cast a giant ball of Megid that does MASSIVE damage and auto-incapaticates anything it comes in contact with. Pierces though enemies, does not hit multiple hitboxes.

    Agito Repca -
    A long sword patterned after actual swords from pre-photonic newman history. Popular among antique buffs. Normal attack hits one extra target.
    "Attack" is renamed "Slash".

    This is really fun, btw.
    Slash - Consumes 10% PB Gauge, 30% PP of weapon - Attacks used with this ability gain a 50% increase in speed, and 10% increase in power. I believe it should get a neat Special Effect to go with it too.

    Edel Fusil-
    A rifle created as a masterpiece for a chosen few. Known for its bright glow and its amazing firing speed.

    Another easy one.


    Overpierce - Consumes 10% PB gauge and 10% PP gauge. Shots fired with this ability are fired 50% faster, and pierce enemies. No extra hitboxes.


    Seriously, this is WAY too easy. The descriptions of the weapons should give what its special ability should be...they just dont seem to have one on this game while they DID on PSO. Its fun. Take any weapon over 12*, and give it a nice ability. Not something that would BREAK the game and weapon, but an awesome bonus that only that cool weapon can give, something to pay off the bullshit you had to go through to get it. *You're allowed to break 15* weapons, however. Fuck, they're 15* weapons. They're SUPPOSED to be broken. (Save for Edel weapons, since they're alot easier to obtain than say an Agito Repca)


    BTW, these abilities dont need to have names to them. They dont have to be told to you at all -- they just need to HAVE them for you to find out you can use them.

    And i know this all seems too farfetched, but it would deepen the far easier combat in this game. Not to mention, if they allow higher-leveled weapons to have awesome assist abilities like these, they are allowed to completely BREAK the enemies we have to fight at higher difficulties to make them crucial to strageties.

    However, at these rates, progression of our characters will continue 50 damage points at a time, everytime we grind a weapon / find a new one with slightly more DPS. Not much fun at all.


  5. #5

    Default

    And finally, for the Extremely High * weapons.....


    ******---------- Rare Special Abilities...PSU STYLE!----------*****


    I have no clue what to do for these, but i DO know something needs to change about the high lv. weapons we have now.


    Agito Repca (stats aside) is garbage. Psycho Wand (stats aside) is garbage. Fack, even Ely-Sion and Edel Fusil is garbage. What about them screams "FACK THAT GUY IS RETARDED POWERFUL"? What about them makes YOU feel like you're wielding a powerful weapon?

    If its "the look", then im sorry, Kan Yu looks like it can be a higher level than the Ely-Sion. These weapons need to be specialized.

    Elysion-
    The ultimate long sword that is part of Gurhal legend. It is said to have the power to cleave even planets in two. (Sure fooled the hell outta me. I dont even think it does anything different. Does it even SOUND different? )

    Regardless. There is no way this weapon would be 15*'s in PSO and be this plain. This weapon can Cleave planets into? Well, it should by DEFAULT have infinite Targets and Hitboxes then. And if not, its special ability should allow you to. Fuck, PSO Episode III even gave you better options than this game.

    Ultimate Piercing Wave - Consumes 30% PB Gauge - releases a frontal wave that damages everything in range with critical damage. Can only be used with regular combo. (that means if you have 90% PB gauge, you can unleashed 3 waves)

    De Ragan Slayer -
    A super high-end, limited edition long sword powered by the highest grade reactor, its power can strike down a De Ragan with a single blow.

    Super High-end Reactor? Okay.
    Fatal Charge - Consumes 100% PB gauge, 100% PP of weapon, 25% HP - The combo you use this ability with gains infinite targets and hitboxes, and a 300% weapon boost. (In other words, only one combo section gains these benefits. Best used on the last combo of a photon art, obviously spinning strike or gravity break.)

    Rutsularod -
    The ultimate long staff, created in secret by the Communion of Gurhal. It contains an enormous and evil power.

    Enormous evil power, eh?

    Fatal Curse - Consumes 100% PB gauge, player reduced to 1%HP - Cast a giant ball of Megid that does MASSIVE damage and auto-incapaticates anything it comes in contact with. Pierces though enemies, does not hit multiple hitboxes.

    Agito Repca -
    A long sword patterned after actual swords from pre-photonic newman history. Popular among antique buffs. Normal attack hits one extra target.
    "Attack" is renamed "Slash".

    This is really fun, btw.
    Slash - Consumes 10% PB Gauge, 30% PP of weapon - Attacks used with this ability gain a 50% increase in speed, and 10% increase in power. I believe it should get a neat Special Effect to go with it too.

    Edel Fusil-
    A rifle created as a masterpiece for a chosen few. Known for its bright glow and its amazing firing speed.

    Another easy one.


    Overpierce - Consumes 10% PB gauge and 10% PP gauge. Shots fired with this ability are fired 50% faster, and pierce enemies. No extra hitboxes. (Bullets should resemble fast-moving Grants balls.)


    Seriously, this is WAY too easy. The descriptions of the weapons should give what its special ability should be...they just dont seem to have one on this game while they DID on PSO. Its fun. Take any weapon over 12*, and give it a nice ability. Not something that would BREAK the game and weapon, but an awesome bonus that only that cool weapon can give, something to pay off the bullshit you had to go through to get it. *You're allowed to break 15* weapons, however. Fuck, they're 15* weapons. They're SUPPOSED to be broken. (Save for Edel weapons, since they're alot easier to obtain than say an Agito Repca)


    BTW, these abilities dont need to have names to them. They dont have to be told to you at all -- they just need to HAVE them for you to find out you can use them.

    And i know this all seems too farfetched, but it would deepen the far easier combat in this game. Not to mention, if they allow higher-leveled weapons to have awesome assist abilities like these, they are allowed to completely BREAK the enemies we have to fight at higher difficulties to make them crucial to strageties.

    However, at these rates, progression of our characters will continue 50 damage points at a time, everytime we grind a weapon / find a new one with slightly more DPS. Not much fun at all.


  6. #6
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    You've basically nailed the whole reason PSO is so much more appealing than PSU for many players.
    The weapon system in PSU isn't nearly as sophisticated as PSO's were.
    I very much enjoy the Photon Art system in PSU, it's interface, and for the most part, it's gameplay...
    But the turnoff is definitely the weapons themselves.
    People will pay millions more for a weapon that's only a handful of points better than the previous tier (example, Needle Cannon vs. Meteor Cannon)
    Seriously? The only difference is slightly lower ATP/ATA and a different attack animation (same sound effect).

    SPECIAL WEAPONS on PSO had those unique specials along with many unique looks and sound effects. For many weapons, the Special makes it or breaks it.

    However, I don't see how you can even begin to implement such ideas into the game now. This isn't just a PC game. The 360 might be able to support an implement change like this, but the PS2 sure can't.
    (seriously, what the hell were they thinking letting PS2 in on PSU?).
    In my opinion, it would be a great idea for a whole new PSU (not an expansion).
    Perhaps make it for PC/PS3 and 360 (preferably remained separated...)

    I like your ideas

  7. #7

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    Remius, I love ya bro, but I'm going to have to shoot you down here.

    Not only is Sonic Team too lazy/understaffed/shitty to retrograde the ENTIRE weapon and synthesis systems, it would take another expansion, if not just a PSU 2.

    The techniques already kick the shit out of the console's graphic cards, what do you think is going to happen when we have even more flashy cool shit going with 6 people all at the same time? Dont forget, even Blue Burst was really low on the graphical end of the spectrum, reserving the graphic card just for weapon effects. That's why Seabed and Jungle were pretty as hell but sucked to play on (on PC, mind you).

    And of course, there would be the whiners. People who spent years getting that palette of 50% 10/10 weps and Line shields will all of a sudden become defunct as new synthing options are introduced.

    TL;DR - Everything you said is nice and Id like it, except there's definetly going to be a lot of windfall on that one. Aside from PC, we can barely keep 60 fps as it is.

    360 Players of PSU Click Here ! The combined file sizes of images in signatures cannot exceed 35000 bytes.

  8. #8

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    Let's just hope the next console Phantasy Star itteration has this kind of stuff. >_> PSU won't get it ever, for sure, but that doesn't mean they can't do it for the next game.
    I especially like your view on Kubaras there, because it's true they have very, very little relevance in this game these days in terms of, you know, cool factor.
    Insert signature that details my numerous PSO2 characters and years of various PSO-related gaming experience here.

  9. #9

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    Quote Originally Posted by Special K View Post
    (seriously, what the hell were they thinking letting PS2 in on PSU?).
    They were thinking there were still a lot of PS2 players (in Japan) and that it would still sell well.

    I'd also like to think they were being considerate of those (like me) who don't have a very high end PC, but that would be giving them too much credit.

    That said, these ideas you posted are excellent and I agree with Special K that it would make for a great next-gen online Phantasy Star game. Maybe I'll even own a next-gen console/better computer by then. XD
    Phantasy Star Portable 2 characters:

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  10. #10

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    Quote Originally Posted by Legendria View Post
    Remius, I love ya bro, but I'm going to have to shoot you down here.

    Not only is Sonic Team too lazy/understaffed/shitty to retrograde the ENTIRE weapon and synthesis systems, it would take another expansion, if not just a PSU 2.

    The techniques already kick the shit out of the console's graphic cards, what do you think is going to happen when we have even more flashy cool shit going with 6 people all at the same time? Dont forget, even Blue Burst was really low on the graphical end of the spectrum, reserving the graphic card just for weapon effects. That's why Seabed and Jungle were pretty as hell but sucked to play on (on PC, mind you).

    And of course, there would be the whiners. People who spent years getting that palette of 50% 10/10 weps and Line shields will all of a sudden become defunct as new synthing options are introduced.

    TL;DR - Everything you said is nice and Id like it, except there's definetly going to be a lot of windfall on that one. Aside from PC, we can barely keep 60 fps as it is.
    The reason i focused on these things are mostly because they really aren't that graphic intensive at all.

    Most of the special abilities i mentioned would only really require intelligent use of the particle effects already in the game data. With the exception of a few weapons in PSO, most of those effects were already used by another enemy, and if they wern't, the graphical additions were MINOR at best. It was the fact they took the time to implement them that was so neat.


    But yeah, this WOULD require a new expansion, only for the implementation of another button added to the interface, Attacks using the SUV/Nanoblast gauge, and the added support for special weapons. I usually dont request Labor-intensive additions to games like this, but PSU is simply severely lacking things. These are just some of the things i would focus on were i in charge of development. I could have went on just as long about how the Enemies in PSO were oh-so much superior than PSU's as well based off AI. (What happened to the Nano Dragon, Pan Arms, Garnaz, Sinow-class enemies, Reconboxes, Delsabers, Slimes, deldepths, Beldras, Chaos mages, and all these enemies with AI that actually DIFFERED from one another in more ways than one? Level design and environments too. And dont get me STARTED on the soundtrack.

    About the only thing superior in PSU is the collision detection, data handeling and polygon count. Its uglier, smaller, and less "expansive" than PSO in almost every way possible. Hell, there isnt a level in PSU to outdo the Episode 2 levels in PSO, let ALONE Episode 4. But, despite all these horrible flaws...here I am.


    I simply can't stand the wasted potental in this game. Thats why i get a kick out of doing dumbass threads like this : /

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