CBT Report and OBT Announcement

So after a delay, the report was finally posted up. You can find the full report here, as well as the latest official blog entry here.


Pre-Open Beta Test

Sakai announced that there will be a pre-Open Beta held some time in late-June. Details are somewhat thin on that at the moment, aside that registrations will be opening for it tomorrow and that registering will permit you access to the Open Beta as well. People who participated in any previous tests should automatically qualify, but I’m not certain regarding people who registered for previous tests but didn’t get in..

Participants of the pre-Open Beta will be rewarded, but it isn’t specified how.

I wonder if pre-Open Beta character data will carry across? Update: Confirmed, the data from the pre-Open Beta will not carry through to the Open Beta.

So When is Open Beta?

If the pre-Open Beta goes well it’ll happen soon after it finishes.

So I guess they’re calling it pre-OBT instead of CBT2 as there’s no stated upper limit on the number of people they’ll let in. In any case, with a late-June date for that and the Open Beta possibly happening soon after, where does that put the possible release date? Depends on what they mean by “soon”, as well as the gap between OBT and release. Perhaps around early August at the earliest if I were to guess.


User Stats

  • CBT client was downloaded 147,000 times.
  • Total number of people who logged in at least once: 131,000.
    • This is 70% of the accepted testers.
  • The highest number of simultaneous connections was 23,500 on April 21st
  • The average number of logins per day was 63,000

The highest number of simultaneous users in the 2nd Alpha was 23,097, which means CBT outperformed there despite servers being up 24 hours rather than 7 (spreading the user base more thinly). A healthy selection of numbers overall.

Have a chart.

Blue is the maximum number of simultaneous connections for that day, where as red is the total number of players who logged in throughout the day.

To finish off this section:

  • Players created 228,000 characters
  • 76,000 users got a character to at least level 10
  • 38,000 users got a character to lv20.

Game Stats

The races, in order of popularity:

  • 38.5% of characters were Humans
  • 31.6% of characters were Newmans
  • 29.5% of characters were Casts

The genders, in order of popularity:.

Brace yourself for a surprise.

  • 71.2% of characters were female
  • 28.8% of characters were male

The men of PSO2’s universe are somewhat spoilt for choice..

So how does that work out for each race/gender combination?

In order of popularity:

  • 26.9% of characrers were female Newmans
  • 25.1% of characters were female Humans
  • 19.1% of characters were female Casts
  • 13.8% of characters were male Humans
  • 10.3% of characters were male Casts
  • 4.8% of characters were male Newmans

Unless the species can interbreed, Newmans are pretty much doomed it seems.

Classes in order of popularity:

  • 40.8% played as Hunters
  • 31.2% played as Rangers
  • 28.0% played as Forces.

Here is a graph breaking down classes and the levels that characters got to.

If I were to hazard a guess as to the lv1-5 anomaly with Forces there it’d be people trying the class and then getting bored of it quickly.


Player Feedback

Players sent in thousands of opinions and requests, sending in more bug reports than were sent in during the 2nd Alpha (owing to the larger playerbase I’d expect). 37,000 people filled in the feedback questionnaire.

1-5 Scores

Ricardo at Bumped translated the usual 5-rating feedback graph that comes with these reports. You can find it here, which was posted originally on his blog here.
Players were most displeased with Tekking overall and I couldn’t agree with them more. Tekking, in the state it was in the CBT, was nothing more than a waste of time and meseta. Special weapons really should just be limited to rare weapons and even then not be quite so common. It’s possible of course that the rates were jacked up during the beta so players would get plenty of opportunities to try Tekking, but I know I left countless weapons un-Tekked in my storage. For those who don’t know what Tekking is, it’s a similar concept to unidentified weapons in other games.
Aside that, the results were about as positive as they were for the 2nd Alpha. People seem to be largely satisfied with how PSO2 is shaping up.

Will you play PSO2?

The above chart is the feed back to whether they want to go on to actually play PSO2 when it releases.

  • 61.7% responded Yes, but I don’t know if I’ll use the cash shop
  • 21.6% responded Yes and I’ll use the cash shop
  • 10.1% responded Yes but I will not use the cash shop
  • 5.5% responded I don’t know
  • 1.1% responded No.

So we have 70.1% of the response indicating little interest in the cash shop vs 21.6% who expressed definite interest in it. I think that’s pretty good, as free to play games tend to be funded by the minority in any case as far as I’m aware.

Things players want to see in PSO2

This I was eager to see. Broken down by popularity:

  • 20.3% want more weapon categories
  • 11.1% want more PAs, skills and other ways to fight
  • 8.8% want more options in the character creator
  • 8.1% want more ways to play with more people
  • 7.1% want more map variations
  • 6.9% want improved character actions
  • 6.8% want more weapons in each category
  • 6.2% want more things to do besides combat
  • 6.1% want a better story and improved game world
  • 5.9% want a better chat system
  • 3.5% want improved enemies
  • 3.0% want pets, or something besides player stats that can be raised
  • 2.5% want PVP
  • 2.0% want better graphics
  • 1.7% want improvements to My Room functions

Agreeing with the top entry, certainly. This game needs more than 8 weapon categories on release, even though I understand that as you add more categories you increase the occurance of redundancy.
As for PVP, the number of people who want it has grown slightly since the 2nd Alpha (where 2.1% wanted PVP). Given how much of the combat is client-sided as well as numerous other stat-based issues I have no idea how PVP is meant to work in PSO2. Despite this, some players are very vocal about their wish for it. I wouldn’t mind if they added it, personally, I just can’t see it not being absolutely terrible.

I’m a little surprised that no mention of balancing issues came up, given how much more damage Rangers can pump out compared to any other class at the moment. This is mostly thanks to a combination of the Weak-Bullet skill and the Launcher weapon type, allowing players to inflict well over 1000 damage an attack (I’ve seen a screenshot with over 3000 damage for 1 attack). Maybe there are other gameplay factors I’m not taking into account though, I don’t know. Somewhat difficult to comment too much on game balance until sub-classes are added anyway I guess, assuming they’re going to be added.


Platforms

When asked which platforms they might play PSO2 on:

  • 61.9% responded that they will play only on PC.
  • 14.6% responded that they will play on both PC and Vita.
  • 11.2% responded what they will play on PC and Smartphone
  • 7.8% responded that they will play on all three.
  • The remainder specified “other”.

That’s all for now, however this post’s contents may well change as other information surfaces.

[Sources: PSBlog, Official CBT Site, PSO-World, Bumped]

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