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 Post subject: Latest PSO2 details from Famitsu (July 27-28)
 Post Posted: Thu Jul 28, 2011 3:35 pm 
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http://www.g-heaven.net/topics/2011/07/110728a.html

Courtesy of Shougai PSO, here is a synopsis of the latest PSO2 information as published in the July 27 issue of Famitsu Connect!On and the July 28 issue of Famitsu.

Game server specs
* There will be several servers, each known as a "world."
* Each world is independent of the others.
* Different worlds cannot interact with each other.
* Essentially worlds are as they were in PSU. (EK note: Though they are now known as "entrances," originally they were called "worlds.")
* When you start the game, you can choose the world you want to belong to.
* You can create characters on multiple worlds.
* They are considering the ability to move a character from one world to another as a future possibility.
* If you want to play with your friends, make sure you all decide on a world to start on!

Races
* There are three races, however...
* Sakai says, "this is an online game, after all, so we could always decide to increase that number."

Skill tree
* This system is used to learn class skills.
* EXP earned goes toward increasing your class level.
* You accumulate points by leveling up.
* By using these points, you can learn class skills.
* Class skills can only be used on the class you learned them with.
* For example, a skill learned as a Hunter cannot be used by a Force.
* Even if you max your class level, you cannot learn all skills.
* You will have a limited number of points to put toward skills, so individual skill combinations will vary.
* The ability to redo learned skills is under consideration.

Wired lances
* This weapon cannot be used to throw larger enemies.

Rods
* You can link three techniques to a rod.
* Only linked techniques can be charged (for stronger attacks).
* A technique's power, range and effect change when charged.
* PP cost does not change for charged techniques.

Learning photon arts and techniques
* Disks are used to learn photon arts and techniques.
* Disks have certain learning requirements.
* Requirements are stat-related, for example, one may require 50+ TP.
* Unlike PSU, there will not be a limit on the number of PAs or techs you can learn.
* It is undecided if you will be able to return a learned PA or tech to its disk form.
* The ability to transfer disks to other players (such as through disk restoration) is under consideration.
* Disks will appear with the level they teach displayed. For example, "Razonde (LV3)."
* High-level disks will of course be very powerful.
* High-level disks can be obtained as enemy drops.
* Low-level disks will include tutorials.
* Low-level disks can be bought at shops.

Jumping
* You can perform common and just attacks while jumping.
* It is unknown how photon arts will work while jumping.
* Techniques and original combos will change while jumping.
* Range changes will occur while jumping, for example with original combos.
* You can jump on the backs of enemies.
* Most enemies have a weak spot on their back.
* There are some enemies that, if not knocked down, you will not be able to jump on their backs.
* On the other hand, there are other enemies that, even if not knocked down, you can still jump on their backs.

Original combos
* You can set different photon arts to the three parts of a combo.
* Combined PAs will let you pull of three-part combos. For example, Tornado Break to Spinning Break to Gravity Break. Also, you can perform normal attacks between all of those.

Interrupt events
* Event occurrence locations are not set in stone.
* There are some rare events which can occur.
* Due to the wide range of enemy levels you will encounter, expect drastic changes between difficulty levels.
* Even if you fail an event by not meeting all of its conditions, you will not suffer a penalty.
* You will receive items and so forth for successfully completing an event.

Incapacitation penalties
* If you are incapacitated, your individual grade will fall.
* Results are on a character-by-character basis.
* For example, if Mr. A dies, Mr. B's grade will not be affected.
* In short, you don't have to worry about being blamed for giving your party a bad grade!

PSE and PSE burst
* There is a new component known as "photon sensitive effect."
* There is a fixed probability of PSE occurring while you continuously defeat enemies.
* Attack power, drop rates and Meseta drop quantities are all boosted for a fixed period when PSE occurs.
* If you acquire an "evolved drop" (details unknown) from killing an enemy, you get even more boosted attack power, drop rates and Meseta payout.
* If consecutive PSEs occur, you can perform a "PSE burst."
* Bonuses from a PSE burst last for one minute and include even higher drop rates and highly increased number of enemies that appear.
* You can extend the PSE burst's duration by killing more and more enemies.

Multi-party areas
* Certain areas allow for up to 12 people to play together simultaneously.
* However, this doesn't necessarily mean that you are limited to three parties of four people each.
* For example, 12 individual solo players can all gather in these areas.
* It is possible to reorganize your party in a multi-party area.
* For example, if you have three parties of four people each, players from each party can transfer from one party to another.
* At first you can have the following parties: A1 A2 A3 A4 / B1 B2 B3 B4 / C1 C2 C3 C4
* But you can swap players around like so: B1 C2 A3 B4 / C1 A2 B3 C4 / A1 B2 C3 A4
* In multi-party areas, support techniques will only affect your party.
* There are some techniques that have cross-party effects, however.

Drop items
* Drop items are decided on a character-by-character basis.
* Each character can get different drops.
* Item drops are based on real luck.
* The system is similar to that of PSZ and PSP2i.

Units
* Units exist in this game.
* They can be equipped to your arms, back and legs.
* Units can be additional costume parts for your character.
* When equipped, units can change certain visuals of your costume.
* Units can boost abilities such as defense and attribute rates.

Mags
* Mags exist in PSO2 as living, evolved protectors.
* Details on them are scarce at the moment.
* Unfortunately, they will not appear in the alpha test.

EXP
* Whether or not you receive EXP is determined by your range to an enemy.
* If you are within the enemy's range, you will receive EXP.
* If you are out of an enemy's range, you will not receive EXP.
* This may be a counter-measure for multi-party leveling.

Visual lobbies
* Event billboards will be in the lobbies.
* There will also be a large screen theater.
* Motion pictures of some sort can be played on the theater screen.
* This feature will be active during the alpha test.

Your room
* A feature similar to PSU's room will be in PSO2, but details are unknown.

Reincarnation system
* A system of this sort does not exist. No comment was made as to if it would be added later.

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Last edited by EspioKaos on Thu Jul 28, 2011 5:41 pm, edited 3 times in total.
Translations complete.


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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
 Post Posted: Thu Jul 28, 2011 3:53 pm 
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Quote:
Reincarnation system


Oh dear,,,

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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
 Post Posted: Thu Jul 28, 2011 4:20 pm 
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Raujinn wrote:
Quote:
Reincarnation system


Oh dear,,,

Luckily, it's not planned for the game. Must have just been something that came up in an interview, but wasn't elaborated on beyond that.

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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
 Post Posted: Thu Jul 28, 2011 6:24 pm 
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Only thing I'm not ok with is no PA leveling (and the possibility that you may not be able to respec your class skills).

Rest is looking good.

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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
 Post Posted: Thu Jul 28, 2011 7:01 pm 
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Separated Servers?

Why.jpg


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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
 Post Posted: Thu Jul 28, 2011 7:03 pm 
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Rygdea wrote:
Separated Servers?

Why.jpg

WoW does this, and I don't see it being such a huge deal.


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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
 Post Posted: Thu Jul 28, 2011 7:06 pm 
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Qwerty wrote:
Only thing I'm not ok with is no PA leveling (and the possibility that you may not be able to respec your class skills).

Rest is looking good.

At least spell discs have a MST req. again... Better than in PSP2(i) where a lv.1 can be running around with max PAs/Bullets/Techs

Individual drops are fine and all, but PSO2 better have fullblown trading again...

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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
 Post Posted: Thu Jul 28, 2011 7:19 pm 
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EspioKaos wrote:
* Whether or not you receive EXP is determined by your range to an enemy.
* If you are within the enemy's range, you will receive EXP.
* If you are out of an enemy's range, you will not receive EXP.
* This may be a counter-measure for multi-party leveling.

Visual lobbies
* Event billboards will be in the lobbies.
* There will also be a large screen theater.
* Motion pictures of some sort can be played on the theater screen.
* This feature will be active during the alpha test.

Your room
* A feature similar to PSU's room will be in PSO2, but details are unknown.


I am really happy to see exp is given to the party even if they do not hit a creature.
Also, I can not wait to see what kind of MP are going to be on the billboards.
And I am very happy to see my room is back from PSU.

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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
 Post Posted: Thu Jul 28, 2011 7:25 pm 
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Rygdea wrote:
Separated Servers?

Why.jpg

Remember JP PSU launch? The game essentially got put back into beta for an entire month simply because they couldn't handle the number of players and they had to rework the entire server structure (this, incidentally, is where 'entrances' originally came from).

I imagine they'll start merging servers when the initial buzz of interest and player activity dies off.

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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
 Post Posted: Thu Jul 28, 2011 7:27 pm 
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Ishia wrote:
Rygdea wrote:
Separated Servers?

Why.jpg

WoW does this, and I don't see it being such a huge deal.


It's fine in WoW considering the amount of players. I'm not delusional to think PSO2 will get to that point.

I'll probably head to the server where the majority of the English players will be anyway.

Mewn wrote:
Rygdea wrote:
Separated Servers?

Why.jpg

Remember JP PSU launch? The game essentially got put back into beta for an entire month simply because they couldn't handle the number of players and they had to rework the entire server structure (this, incidentally, is where 'entrances' originally came from).

I imagine they'll start merging servers when the initial buzz of interest and player activity dies off.


Even if it gets to that point in PSO2, I'm not seeing how it gives the excuse of not allowing the player to change their server later, unless they do allow so for money, then it makes perfect sense.


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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
 Post Posted: Thu Jul 28, 2011 8:05 pm 
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Qwerty wrote:
Only thing I'm not ok with is no PA leveling (and the possibility that you may not be able to respec your class skills).

Rest is looking good.


This. Having to find PAs to progress them is not an idea that sits well with me at all. Unless the drop rates are reasonable.

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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
 Post Posted: Fri Aug 05, 2011 1:21 am 
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Its ST, they'll probably do something stupid again and make the highest level incredibly hard to get (like in PSO).

12 person parties? What, is PSO2 gonna have raids? (Not that ST could ever create anything challenging like WoW's raids.)

Multiple world servers? Seems a bit redundant considering the game's not likely to get that large. But that also makes me wonder if the game's not gonna be revolving around instances then but every action MMO I've seen uses instances though. The way they bring up the drop system makes it seem like this could just be like the old PSO and most of its run on the client side (and winds up getting hacked to death because its ST).

I'm also sure they'll let players reset their skills and transfer between world servers. Even the most cheap ass MMOs allow for that. Though I'm sure ST will want some yen out of you for it since its doubtful the game will even be P2P considering the completion out there and ST's general lack of ability to come close to what they have to offer.


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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
 Post Posted: Fri Aug 05, 2011 5:19 am 
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Soukosa wrote:
Its ST, they'll probably do something stupid again and make the highest level incredibly hard to get (like in PSO).


There are no character levels in PSO2, only Class levels, which is why there are skill trees. Also, I didn't see a Sonic Team logo in the media briefing at all. So that means Sonic Team isn't working on PSO2.

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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
 Post Posted: Fri Aug 05, 2011 5:54 am 
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Pretty sure he meant the highest level PA/tech disks.

Level 30 tech disks were unspeakably rare in PSO.

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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
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I'm excited to find out more about the usage of Mags in this game.:)

However, I'm not so excited about trying to not jump all the way through levels. I had a terrible problem with this in WoW. JUMPING WHY!?!?


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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
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Jumping is fine as long as they design the levels around it and avoid unnecessary platforming sequences. Done right, this can open up the opportunity for more varied levels.

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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
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I'm gonna bunny hop constantly, regardless of level design.

Haters gonna hate.

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 Post subject: Re: Latest PSO2 details from Famitsu (July 27-28)
 Post Posted: Mon Aug 08, 2011 5:28 pm 
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How can anyone hate jumping? After playing a bunch of Western MMOs, I laughed at FFXI when it came out and didn't have jumping.

Second on the bunny hopping everywhere. If WoW taught me anything, jumping constantly while fighting has hidden stat benefits <_<

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