EGS PSU classes

Topics about modding PSU. The home of the offline project.

Re: EGS PSU classes

Postby essen » Mon Mar 12, 2012 10:59 pm

We haven't really decided on customization yet because we don't know how much is possible at this point.
User avatar
essen
Site Admin
 
Posts: 299
Joined: Thu Feb 16, 2012 12:05 am

Re: EGS PSU classes

Postby Agrajag » Tue Mar 13, 2012 9:23 am

Given things like weapon proficiencies, PA caps, and stats are directly controlled by the server, it'd be fairly trivial to allow customization in those categories (once the infrastructure's set up for it, obviously).

It's once you get too far beyond there that questions start arising.
User avatar
Agrajag
 
Posts: 886
Joined: Thu Feb 16, 2012 12:24 am

Re: EGS PSU classes

Postby Chikinface » Tue Mar 13, 2012 10:44 am

Pretty much whatever the client can't demonstrate, we can't do.
User avatar
Chikinface
 
Posts: 337
Joined: Thu Feb 16, 2012 12:18 am

Re: EGS PSU classes

Postby Sakarisei » Tue Mar 13, 2012 10:52 am

Nice, nice. But i've got other question about customization.

Assuming there exists the GAS and GAMs in official PSU (Incluiding JP PSU), is there a possibility to put the GAS customization and other things that can custom your char?
Sakarisei
 
Posts: 95
Joined: Thu Feb 16, 2012 1:15 pm

Re: EGS PSU classes

Postby GAMA » Wed Mar 21, 2012 1:06 pm

i like the idea of fewer classes. easier to balance for the dev's, from a new player perspective- (hit stuff)-(Shoot stuff)-(Nuke stuff)-(Hit-shoot-support) add weapon proficiency selection = all the classes you want. this would need to use something like gas customization.

ill give and example- you choose (hit stuff) and you like using daggers, spears, claws,twin guns, you can change the class so u can use a specified number of weapons as S rank, then A Rank.

in a sense all the basic classes could turn into hibrids but with specified fighting direction(in this case "hitting stuff") and limitations, if a (hit stuff) wants to use a wand ,a specific rank limit would be given, as for techs maybe a hunter can never learn specific techs "pso style?"

anyway go for it, change is always good, and if it doesn't work well, change it as much as needed.
GAMA
 
Posts: 32
Joined: Mon Mar 19, 2012 9:11 pm

Re: EGS PSU classes

Postby dj1250 » Sat Mar 24, 2012 6:16 am

you have to remember that fewer classes means less variety which keep people looking for then next new thing. people need more choices to keep them interested in the game.
dj1250
 
Posts: 2
Joined: Sat Mar 24, 2012 6:07 am

Re: EGS PSU classes

Postby Qwerty » Sat Mar 24, 2012 7:08 am

Game balance is ultimately way more important than variety. Besides, the variety of PSU is really a false choice anyway: "Do you want to play the class that's good, or do you want to play the class that is virtually the same except not as good?"
User avatar
Qwerty
 
Posts: 458
Joined: Thu Feb 16, 2012 1:05 am

Re: EGS PSU classes

Postby Agrajag » Sat Mar 24, 2012 7:44 am

That's a different issue. While 5 or so classes overlap (the acro and master classes are mostly just "other class with a speed boost"), the rest is more just an issue with weapon balance. For instance, none of the techer classes were really that good, but it was more because techs were slow and couldn't JA than because another class did the same thing but better. Of course, there was also the issue of most non-forte classes' S-rank proficiencies being worthless because the stat advantage on forte classes was bigger than the gap between A- and S-rank weapons, but... ehh.

The weapon balance issue is likely to still arise if not carefully monitored, even with four classes! "Everyone can be good as long as they're a fighmaster" (or, the modern version, "everyone can be good as long as they're FF/WT/AF") is pretty much equivalent to "everyone can be good as long as they only use spears, swords, and axes" (or "everyone can be good as long as they use twin claws"), regardless of whether you get there by HU10/RA3/FF10/FI10/FM20 or just by leveling hunter. Of course, on the other hand, "everyone does the same damage" is going to obviously bias the game towards rangers purely from an ease of use standpoint, so it's going to need a lot of care.
User avatar
Agrajag
 
Posts: 886
Joined: Thu Feb 16, 2012 12:24 am

Re: EGS PSU classes

Postby LightDark » Sat Mar 24, 2012 8:24 am

dj1250 wrote:you have to remember that fewer classes means less variety which keep people looking for then next new thing. people need more choices to keep them interested in the game.

As Agra pointed out, this is an entirely different concern - but easily fixable if customization is allowed. For now, a game focused on balance is more important; variety is more adjusting the Class Types to fit what weapon types could be used for each class type to hopefully prevent users from using a set of the exact same weapon types (for example, double sabers and axes).
User avatar
LightDark
 
Posts: 173
Joined: Thu Feb 16, 2012 10:03 am

Re: EGS PSU classes

Postby Sakarisei » Sat Mar 24, 2012 12:41 pm

If you know about lore's PSU, GUARDIANS are just GUARDIAN. The GUARDIAN types (Hunter, Ranger and Force) only guide the GUARDIAN about his/her fighting style. And... why not seeing Hunters with bows or Rangers with cards?

FF, FI, FG, GT, WT, FT, AT, AF are advanced styles of Hunter, Ranger and FO. The master styles are just the pure style of one of the main classes, just this.

Thinking better of the four classes, i prefer to play PSU with the 3 main classes and acrotecher (And no Essen, don't call it nurse please... very irrational for a GUARDIAN IMO), incluiding lots of customization options than the official advanced and master styles of PSU. Furthermore, why 16 classes if we'll see only master classes and acrotecher?...
Sakarisei
 
Posts: 95
Joined: Thu Feb 16, 2012 1:15 pm

Previous

Return to PSU Modding

Who is online

Users browsing this forum: No registered users and 4 guests