WING-0 wrote:PP in the Universe games were not really a problem. When the weapons had their fixed PP gauges, all you needed was to switch weapons or use a Photon Charge.
Even in Phantasy Star Portable 1, PP refilled itself if you stood there doing nothing or kept attacking enemies, where a certain percentage was refilled upon a good hit on an enemy, giving you more ammunition and in effect making a 100PP last around 110PP in combat if properly used, maybe more.
Regarding the enemies, I think the writer of that wall of text is... butthurt... PSO and PSU are completely different games in terms of gameplay. Sure, you no longer get the ability to make them flinch or push them back, but that issue is less important thanks to the speed you can move with now.
As for the bladed weapons being all the same as he seems to imply, no dice.
Regarding the whining about the flying bosses, it's still not an issue. Why? Because you can equip a gun on a hunter, a force or a braver (vanguard for those of you speaking English only) too and attack the enemy despite height.
Yes, rangers have the advantage there too, but once an enemy lands, you can attack them with melee weapons as well.
Some of his/her/its complaints could have been valid with the original PSU, but not all. I doubt that person even played the game deeply.
Many of the issues in the first version, PSU were corrected or rebalanced in PSU: Ambition of Illuminus
BenoitRen wrote:Meanwhile, in PSU, weapons refilled at 1 PP per tick if you were offline. 12 PP if it's a gun, but considering how quickly gun PP is depleted, it doesn't help much.
BenoitRen wrote:Meanwhile, your character still flinches. It doesn't feel fair or all that fun.
BenoitRen wrote:They are when you consider that you don't need to use their basic attack combo. You can just spam their Photon Art.
BenoitRen wrote:Hunters and Forces can only equip weak guns, and they quickly run out of PP, so it's not a solution. If you happen to not have a gun at all, it's even worse. You might argue that you should have a gun at all times, but the game never tells you to and doesn't require it. It's bad design.
BenoitRen wrote:As the person said, they stay on the ground for a very short time.
BenoitRen wrote:I mostly agree with him, and I put a lot of hours into the original and the expansion.
BenoitRen wrote:Not really. The only noticeable change I can think of is the grinding process.
WING-0 wrote:There was a form of parry implemented if my memory works
In short, I agree partially there. They DO stay shortly on the ground, but you could bring several guns to the fight and discard them once you they were spent so you could pick up rewards after beating the boss.
WING-0 wrote:The grinding process was sometimes tedious, but PSO was way worse unless you played a hunter exclusively.
BenoitRen wrote:WING-0 wrote:There was a form of parry implemented if my memory works
Which worked so badly it may as well not have been there. I think it was only available online.
BenoitRen wrote:In addition to available guns being weak, they also had limited range, so you had to be very close to the boss in order to even hit it. Fights against the Dimalogus (I think that was the one) were such a drag.
BenoitRen wrote:Are we still talking about grinding weapons? Because in PSO it's as simple as finding a grinder and using it on a weapon. In PSU, you need to find a grinder that works on your weapon's rank, and there's a chance that the grinding fails, which results in your weapon breaking. In AOTI, it's the same, except that there's a limit of 10 grinds, and when grinding fails the weapon goes back to its ungrinded state and the grind limit is decreased by one.
BenoitRen wrote:By Phantasy Star Portable they finally realised what a stupid idea the entire grinding process was, and changed it back to PSO's. I don't know if they also removed grinders that only worked on certain weapon ranks.
WING-0 wrote:I didn't pick many synthesis items until much later, when the better items started appearing. Why would I want to synthesize a monomate?
Erm... I was talking about character grinding.
In the two first versions of PSU, it was complicated, I'll give you that, but it also was kind of fun. It was a gamble and you chose whether to take the risk or avoid it. I don't see anything inherently wrong with that. At least online, I could cheat. If my weapon broke, I just resetted the console.
I Portable 2, they modified it so you don't even need grinders. You just go to the weapon store girl and pay her to grind it for you. It costs a good deal of meseta and it has a limit of 10 times.
WING-0 wrote:I grinded weapons. Not much because I just didn't feel like risking them, but I saw no real problem with it.
Portable 2 is basically how PSU should have been from the beginning.
BenoitRen wrote:WING-0 wrote:I grinded weapons. Not much because I just didn't feel like risking them, but I saw no real problem with it.
I imagine you would see a problem if you weren't able to cheat your way through the system by resetting the console.Portable 2 is basically how PSU should have been from the beginning.
Yes. The person I quoted said he would probably like PSU better if it started out with that game.
WING-0 wrote:As for liking PSU better if it had started out like that, I really doubt it. There is enough room in Portable 2 to make a whinefest with "hurt feelings" and "taking offense" with characters alone. I've seen it.
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