the only "mmo" i actually like but it's grindy as fuck to get the good shit and i simply don't have the time to play it religiously like i did back in high school
Phantasy Star Portable 2 Infinity is its only true successor. PSU and PSO2 are utter abominations. PSP1 is still nearly as bad as PSU. PSP2 vanilla is completely encompassed and eclipsed by Infinity. PSZ had some potential but non-analog movement and loading every room one at a time is just too crappy.
PSZ's biggest problem is that it should've really just waited for the 3DS at least. Kind of funny that it's also playable on dial-up speeds like PSO itself. Otherwise I liked how the story dialogue actually reflected the race you chose.
>if you're human you're a descendent of the leader of the first moon rebellion >if you're a newman you're a clone of the leader, also you're a member of the new resistance before you hit your head on the way down >if you're a cast you are the leader with a case of the robot amnesia all the casts got
This is how I feel. Amazing turn-of-the-century aesthetics, slow/clunky ARPG gameplay. I still remember buying it back in the day and having a lot of fun, if only for the novelty of playing online on a console.
PSO has some far more interesting rare drops than its successors, complete with a timeless visual style and great music. A surprisingly deliberate game, but by Ultimate difficulty in Ep2 the devs got especially too reliant on unavoidable Megid as much as it does make the party pay more focus on enemy priority.
Balancing from what I understand was seemingly really wonky what with Needle weapons allegedly being usable on Hunters for a time and HUmar going straight from Lv20 buffs to having none at all in Blue Burst, thus simply being deadweight compared to other offerings. Also details like Forces being a lot more useful in Ep4 than in past episodes. Section IDs along with beat time seemed like very experiment ideas too, and apparently the former was not balanced well at all on official releases/servers?
Section ID was a neat idea to encourage people to play freely with others honestly. The bigger problem was just the base drop rates period. Even as bad as they were in blue burst, it was so much worse in v.1/v.2. Most people simply would never see anything rarer than a varista or red weapon unless they hacked or traded with hackers, ever. Your drop pool literally doesn't matter when everything interesting has a .0005% chance of dropping anyway.
Beat time was OK though. I get what they wanted it for. At the time, beat and symbol chat was meant to help bridge the gap between en and jp, eliminating timezone math and language barriers. Only thing I can think of that was kinda problematic about it is the heaven's punisher. People thought for awhile it might affect drops, but I'm pretty sure that was just grasping at straws for anything that could explain actually getting something before we knew for sure the rates were so horrible.
>Section ID was a neat idea to encourage people to play freely with others honestly.
Oh yeah, I can absolutely see the original design reason for it. But like how Capcom accidentally reinvented them in MH3U, it can also potentially lock people out of good gear choices their class could benefit from and I'd imagine trying to trade back then was a lot harder than for something like say, Ephinea where it's just common practice.
It could be. Arranging trades wasn't much of an issue, but you had to put in a certain amount of trust at trading time, yeah.
Less of a problem when you set it up openly on the forums though. If somebody fucked you, the entire community knew you were a rat within an hour, and that was it for you.
One of my all time favorite games
A remaster with unlocked fps and modern graphical options like improved shadows and lighting would be like a dream come true for me
>Spectacular aesthetic that perfectly balances sci-fi and fantasy >Surprisingly good quest design and story >Completely arcane side quests (I can't remember how to get the fucking frying pan) >Banging OST and sound design >Multiple difficulty levels provided a massive dopamine spike whenever you progressed >Ultimate difficulty, which few players would realistically see, had tons of unique, new models >Quite possibly the most Chad way of doing drop tables in any game whatsoever, with no regard for balance or the player's sanity >The drop tables themselves were FUCKED to begin with >Photon Drop x 1
I love it, but I don't think I can go back to it based on the structure of the game and how much of your time it demands. I wonder how a faithful remake would do, honestly.
Great game held back by some stupid choices. I would love an enhanced version with better drop rates and a system that provides a use to all rare drops so you're actually excited to see them instead of not even bothering to check because you know it's not even worth the walking time unless you just killed a certain enemy.
In Blue Burst you can convert shit rares for giving your team/guild points that can unlock things like the dressing room and quests like the one with Shambertin, but otherwise it's still the same sort of deal afterwards.
Love it, one of my favorite games of all time. I'd start a new character if I had unlimited time, but life is short and I've already spent so much on PSO. I wish I could do it without feeling guilty.
You will never be a real woman.
I did just about everything there is to do in that game.
You will never be an anime woman.
the only "mmo" i actually like but it's grindy as fuck to get the good shit and i simply don't have the time to play it religiously like i did back in high school
I wish I could play it for the first time all over again.
Phantasy Star Portable 2 Infinity is its only true successor. PSU and PSO2 are utter abominations. PSP1 is still nearly as bad as PSU. PSP2 vanilla is completely encompassed and eclipsed by Infinity. PSZ had some potential but non-analog movement and loading every room one at a time is just too crappy.
PSZ's biggest problem is that it should've really just waited for the 3DS at least. Kind of funny that it's also playable on dial-up speeds like PSO itself. Otherwise I liked how the story dialogue actually reflected the race you chose.
>if you're human you're a descendent of the leader of the first moon rebellion
>if you're a newman you're a clone of the leader, also you're a member of the new resistance before you hit your head on the way down
>if you're a cast you are the leader with a case of the robot amnesia all the casts got
PSU: AotI was decent, and it gave us PSP2I.
I loved PSZ, but I played it on 3ds and moved with the circle pad. I couldn't imagine playing it on my ds.
I wish I could find more people to play online with these days. Solo tower is suffering
Old ass game that's aged like ass
Nostalgic as fuck.
Perfect music and aestetics
Gameplay is meh
This is how I feel. Amazing turn-of-the-century aesthetics, slow/clunky ARPG gameplay. I still remember buying it back in the day and having a lot of fun, if only for the novelty of playing online on a console.
PSO has some far more interesting rare drops than its successors, complete with a timeless visual style and great music. A surprisingly deliberate game, but by Ultimate difficulty in Ep2 the devs got especially too reliant on unavoidable Megid as much as it does make the party pay more focus on enemy priority.
They really weren't good at balancing ultimate mode ever, honestly. v.2 was a trainwreck.
Balancing from what I understand was seemingly really wonky what with Needle weapons allegedly being usable on Hunters for a time and HUmar going straight from Lv20 buffs to having none at all in Blue Burst, thus simply being deadweight compared to other offerings. Also details like Forces being a lot more useful in Ep4 than in past episodes. Section IDs along with beat time seemed like very experiment ideas too, and apparently the former was not balanced well at all on official releases/servers?
Section ID was a neat idea to encourage people to play freely with others honestly. The bigger problem was just the base drop rates period. Even as bad as they were in blue burst, it was so much worse in v.1/v.2. Most people simply would never see anything rarer than a varista or red weapon unless they hacked or traded with hackers, ever. Your drop pool literally doesn't matter when everything interesting has a .0005% chance of dropping anyway.
Beat time was OK though. I get what they wanted it for. At the time, beat and symbol chat was meant to help bridge the gap between en and jp, eliminating timezone math and language barriers. Only thing I can think of that was kinda problematic about it is the heaven's punisher. People thought for awhile it might affect drops, but I'm pretty sure that was just grasping at straws for anything that could explain actually getting something before we knew for sure the rates were so horrible.
>Section ID was a neat idea to encourage people to play freely with others honestly.
Oh yeah, I can absolutely see the original design reason for it. But like how Capcom accidentally reinvented them in MH3U, it can also potentially lock people out of good gear choices their class could benefit from and I'd imagine trying to trade back then was a lot harder than for something like say, Ephinea where it's just common practice.
It could be. Arranging trades wasn't much of an issue, but you had to put in a certain amount of trust at trading time, yeah.
Less of a problem when you set it up openly on the forums though. If somebody fucked you, the entire community knew you were a rat within an hour, and that was it for you.
fun for it's time but drop rate on rare weapons was ass. never played it online
One of my all time favorite games
A remaster with unlocked fps and modern graphical options like improved shadows and lighting would be like a dream come true for me
hot robot girls in your area
>Spectacular aesthetic that perfectly balances sci-fi and fantasy
>Surprisingly good quest design and story
>Completely arcane side quests (I can't remember how to get the fucking frying pan)
>Banging OST and sound design
>Multiple difficulty levels provided a massive dopamine spike whenever you progressed
>Ultimate difficulty, which few players would realistically see, had tons of unique, new models
>Quite possibly the most Chad way of doing drop tables in any game whatsoever, with no regard for balance or the player's sanity
>The drop tables themselves were FUCKED to begin with
>Photon Drop x 1
I love it, but I don't think I can go back to it based on the structure of the game and how much of your time it demands. I wonder how a faithful remake would do, honestly.
Great game held back by some stupid choices. I would love an enhanced version with better drop rates and a system that provides a use to all rare drops so you're actually excited to see them instead of not even bothering to check because you know it's not even worth the walking time unless you just killed a certain enemy.
In Blue Burst you can convert shit rares for giving your team/guild points that can unlock things like the dressing room and quests like the one with Shambertin, but otherwise it's still the same sort of deal afterwards.
It's good, everything after it sucks
Love it, one of my favorite games of all time. I'd start a new character if I had unlimited time, but life is short and I've already spent so much on PSO. I wish I could do it without feeling guilty.
I wanna cum in a newearl