Saturday saw the broadcast of the third PSO2 Station at an ungodly hour for UK folk. This time they went over some of the content coming up in January/February as well as unveiling the new long-term schedule which covers things up to early Summer.
For such a short broadcast compared to the old format there ended up being a lot of things to go over this time, including a large selection of quality-of-life changes, PVP stuff and some interesting new things on the horizon.. Brace yourselves, this one’s a big ‘un.
Arks New Year Carnival 2017 Part 1
Starting us off is a web-event in January. This comes complete with a Limited Quest set in Las Vegas that pits players against a wide selection of enemies, so your usual all-star quest. This time they’re throwing ESCA Darkers into the mix and Anga Fundarge can show up in it which is neat. I’m kind of curious if ESCA Darkers and Darkers would fight each other… The quest ends with a special titled Falz Dourumble.
2017 Weapon Badges
Right out of the gate we’re getting 2017 Badges. These can be exchanged for various items in Xie’s brand new shop (yep she’s back), which includes a weapon series named “Shin-Wafuu”. At first I thought they were yet another reskin of the old Sun God weapons but they are actually something new.
In terms of stats, historically Xie’s weapons have always been a bit underwhelming. The sword this time has 1192 S-Atk at +0 and comes with Freeze V, Ability III, Power III and Vinculum. So that’s 55 in affixes, bringing its actual S-Atk to 1137. This puts it at the same level as Invade Calibur… So yeah I suspect these weapons won’t be worth bothering with unless they have some decent Special Ability Factor. I can’t even suggest it for covering any gear gaps because Astra weapon files will be out by then and the weapons don’t seem usable by multiple classes either.
I note she still offers Photon Boosters, Caligulas and Toranas at least. Caligula and Torana are also still 20 gold badges each, though Photon Booster seems to have come down to 30 gold. Not sure what the point is really as I doubt anyone will be after Austere weapons or units anymore.
Seems Turrets are gonna get buffed as they teased about in the last stream. This seems to only affect the gatling-gun variant of turret and as far as i can tell the only real change is they increased the amount of damage it does. I can’t remember the current damage numbers right now, but it looks like they doubled it? I mean that’s nice for those classes that find dealing damage to Magatsu before the first knee break difficult to impossible, but I can’t really see the use for it anywhere else in the game.
You’ll be able to stealth your Mag by feeding it a stealth device. This will make your Mag invisible, as you might expect, but it will otherwise still function as normal. This is one of those things that I’m surprised took them this long to add, given how much of the game focuses on cosmetics.
Though I don’t know why it couldn’t be a UI fix instead of a Mag Device that will set you back 10 AC scratch items each time. This makes switching back and forth awkward or not even a choice at all for those who have an uncommon or unobtainable Mag skin…
Now you can choose to not have a sticker on your costume. This one surprises me even more than the Mag device! Unlike that though, it seems this one will be added for free and you can just select it in the Este counter.
Is This Eaaasy Mode?
Story Quests will now have an Easy Mode added to them. I have no idea why because surely the Story Quests are easy enough as they are? Well, if you’re one of those people struggling to clear Story Quests I guess this is a good thing for you at least.
Just a simple change to make critical hits stand out more. Beyond the more striking color, they seem to take display priority over normal hits. This will be sorta handy for those doing damage tests I guess, otherwise the clearer feedback for landing crits might be welcome.
Boost Item Toggle
You will be able to set whether or not your boost items will be consumed during the current quest. This choice takes place at the drink counter and will be in effect the moment you choose a drink.
This is needed really, because I know there’s been times where I’ve chosen not to run content because I have boosters active. So it’ll be nice to have the additional flexibility in when and where I want my boosters to count down.
Cuisine in the Player Shops
You’ll be able to list completed cuisines on your shop, which is great and all but unless the food involves rare ingredients it’s really just removing one step from what you can do already by just buying ingredients. As it costs Meseta to make them however, I wonder what degree of profit the market will settle on. Will there be a good reason to sell the cuisines rather than the individual ingredients?
With gathering set to arrive in Skyscape and Seabed comes a new set of skill rings. So far 5 have been announced;
Grants immunity to Panic at lv20.
Grants access to Braver’s “Quick Mate” skill. Presumably stacks with Mate Lovers.
I feel like Mate Lovers is fast enough if your build needs fast-use healing items. Doubt this ring will see much uptake.
R/Another Rod Shoot Mode
Changes Rod Shoot to multiple slow moving projectiles that explode on contact
Guess the usefulness of this one depends on the function of the new projectiles. The main point of Rod Shoot is for PP recovery (though it can do some pretty alright damage) at a distance on command. The projectiles this ring replaces them with move very slowly in comparison, though if the PP recovery is counted for each one I imagine this will be a pretty nice way to recover PP quickly for point blank casting (such as spamming Ragrants into bosses).
L/Step JA Combo
Adds a Just-Attack circle to Step.
This seems like one that might go down well in the community and for decent reason; being able to just-attack out of a step is kind of a big boon. Just-Attacks make up for a lot of the damage you deal, afterall (even more if you’re a Hunter main or sub).
L/Just Reversal B
Adds a shockwave on successful Just Reversal that damages and potentially stuns enemies.
This is a really cool ring. I imagine the damage won’t be that great, but the chance to stun enemies could be that extra bit of crowd control you need to top your health up once you’re back on your feet.
Arks New Year Carnival Part 2
Mostly story stuff in this one with a look at Where’s the Chocolate 2016 for Valentines season. Not nearly as much to go over in this trailer in general.
Where’s the Chocolate 2017
You know the deal with this kinda quest by now. Seems this time we’ll be seeing Ultimate Amduscia enemies as well as the usual mix of dragons and Darkers. Interestingly unlike previous seasonal emergency quests this one seems to lack a point counter and instead has a boss E-Trial as the quest target. The target seems to be a special titled Drago Deadlion.
Of course the new tradition is the seasonal Collection File! This Valentines you’ll be able to obtain a new 13* Wired Lance, Twin Dagger and Twin Machinegun. Also included are sheets for the 13* eggs of Viola and Synchro in case you missed out on those.
Something new for PSO2 broadcasts is this general teaser for future content down the line. We get a bit of sneak peak at Solo Emergency Quests, 4-man “Multi Quests”, the Battle Arena and what I assume is the CG intro to Episode 4’s second and final raidboss.
Along with that, they posted the usual text form up:
Winter to Spring:
- 4-Man Multi Quests (limited time)
- Solo Emergency Quest (limited time)
- PSO2 Anime Characters are back (yay…)
- Union Weapon series in an Exchange Shop
Spring to early Summer 1:
- Battle Lobby and Battle Arena
- Gathering update
- Franka’s Cafe seasonal change
- PA and Tech customization update
- New Bonus Quest
- Nier Automate Collab
- Class Level raised to 80
Spring to early Summer 2
- Episode 4 chapter 8 (part 2)
- New 12man Raidboss
- Design Contest Scratch
- PSU 10th Anniversary Part 3
- New fashion feature?
So yeah I’m gonna comment on the major things I can here.
Union Weapon Series
They’re Ray weapons with a little bit stuck to them I guess.
What is kind of curious though is they’re listed as an exchange item and not a Collection File one. Does this mean we’re not quite out of the stone age in PSO2 or is there going to be some entirely new exchange mechanic introduced with these?
To go along with those, it seems like there’ll be a matching upgrade to the Ray Unit set as well. Will these also be exchange items I wonder?
Solo Emergency Quests and 4-man Multi Quests
Well this is a surprise! Seems during January we’ll get to challenge Double and Profound Darkness 1v1 as well as take on various Ultimate enemies in a single party. I’d say that we’re finally seeing some content that isn’t intended for 12 players but unfortunately it seems like these quests will be temporary. I kind of hope we’ll be seeing more quests like this in the future though, because really I’ve despised for some time how it feels like every new thing that comes along requires 11 other people or you may as well not bother.
I should say I don’t hate 12-player content nor do I think its a bad idea for the devs to keep making it.
Speaking of which…
Due some time in Summer, Earth will be getting its third and presumably final raid. As Mother has perished (or has been absorbed, you can never fully tell with PSO2’s story) this would be Ardem’s doing. The trailer shows a continent materializing out of nowhere.
Given Episode 4’s mythology undertones I wouldn’t be surprised if this turned out to be something like Atlantis (even though it’s clearly rising in the Pacific!) or The Garden of Eden or something. Whatever it is, it seems set to be the stage for Ardem’s forced evolution of humanity or whatever it is he wants to do.
Maybe there’s some story details I’m missing out on but er … why do the ARKS care about this situation? Mother was the one who wanted to go after the ARKS and she’s gone now so are we just being heroes for the sake of it? Maybe there’ll be an explanation between now and then I don’t know. For now we have a continent with no context and giant ether Cthulu tentacles sprouting out of the ground.
Level Cap Raise
Rasing level caps isn’t anything new for an MMO, but PSO2 I felt had designed itself into a corner with all the level-cap related stuff it’s added over time. Things like Excubes, Class Excubes and Skill Point orders beyond cap… these are things that become a bit more awkward with a higher level cap.
There’s also the problem of whether or not there’s any new content to warrant levelling up, but the same thing can be said for adding new tiers of gear and they’ve been adding new gear long after we got the lv75 cap. It could be they reached a point where it felt wrong to continue giving us new levels of content without also letting us level up. In the end it’s just a number.
In any case, new levels means more skill-points, which may also mean new skills to put those points in. They haven’t confirmed this (there’s nothing on the schedule for it at least) and there’s a few classes that probably could use the extra SP somewhere but there’s also a few that players may struggle to work out where to put them. I’m sure additional details will be revealed closer to release.
But yeah, this has been a long time coming hasn’t it! We got the lv75 cap sometime in November 2014 just to give a bit of perspective. So it’s only been two years…
Phantasy Star Universe Anniversary Part 3
It’s on there! Looks like we’re getting the third and final part of the anniversary some time in the Summer.
This crossover event has gone on for some time now, considering it started in August this year. With the last part some time in the Summer this could bring the entire event to a span of about 8 months or so.
As for what they might do we can only speculate. There’s not even anything in the data to help with it as far as I know, so it really is anyone’s guess. It could be just costumes, weapons and partner cards (with some additional cutscenes like we had for Emilia) or it could be a Limited Quest like they did for PSO complete with a remade boss from PSU. I mean I know I’d kind of like to see one of the PSU bosses ported over, but that’s really just my love for PSU talking.
No mention of Episode 5! I think anyone following along with Episode 4 can tell that things are starting to wrap up, so it wouldn’t have been too surprising to see something regarding the next episode turning up. As it hasn’t, this indicates that we may he with Episode 4 longer than we were with previous episodes and it may not turn up until late Summer or later still.
For perspective, Episode 4 started on January 27th. If we assume “Early Summer” covers up til the end of June then the expansion seems like it’ll end up with a lifespan of at least 18 months (because I assume it wouldn’t hit in July unless there were some announcements between here and then).
So for the heck of it let’s compare:
- Episode 1 released with the game of course: 4th July 2012
- Episode 2 released 12th July 2013
- Episode 3 released 27th August 2014
- Episode 4 released 27th January 2016
So from that we can say:
- Episode 1 lasted 12 months
- Episode 2 lasted 13 months
- Episode 3 lasted 17 months
- Episode 4 lasts for at least 18 months going by the roadmap
So at the very least we can say that Episode 4 is looking to end up the longest lasting episode in the game so far. We can also say that they’re slowing down but there’s more going on here. I mean this doesn’t take into account the volume of content added with each episode or the amount of story there was (Episode 1 had more chapters than Episode 2 for example).
I guess for fun we could also project and guess how many episodes PSO2 will have in the end. Sakai once said that he intended the game to last for 10 years and it’s gonna be its 5th year once we get to the end of the current roadmap. That may be no coincidence; it could well be that Episode 5 will end up releasing on the 4th of July 2017 to mark PSO2’s 5th anniversary. It certainly would be thematically appropriate! But yeah how many episodes might we end up with by the time it’s time to take PSO2 out back and put a bullet in its head? Well seeing as they’re slowing down each episode and they have a total of 120 months to get through (60 by the 5th anniversary of course), let’s say 22 months of Episode 5 and 23 months of Episode 6 just to sorta resemble the pattern. By the time this theoretical Episode 6 is out, there’ll only be 15 months of PSO2’s planned life left and by then we’ll have probably had PSO3 announced or something. So I reckon that’ll be it, I suspect Episode 6 is going to be their final one.
Now to be clear that’s just a bit of fun, I’m not making any serious predictions here. If you’re reading this from the future, let me know if I was right though.
In terms of potential plot points, well we still have the Profound Darkness to deal with which I don’t know if they could stretch that out over two years but you never know. Maybe we’ll end up spending another episode on Earth… :(
PEE VEE FUCKIN PEE
So yeah, chalk this up as another feature I never thought they’d actually add! To be fair, I had plenty of decent reasons as to why something like this wouldn’t work such as latency issues, the game’s wonky class balance, the fact players have 1000hp and are tuned to fight things with 100,000s of HP…
Anyway, I wanted to withhold comment about this since they announced it in the 2nd PSO2 Station because I knew they were going to talk a bit more about it. Irritatingly this is where my lack of Japanese really does hinder me as someone’s clearly explaining mechanics in the background. For now I’m going to have to put together something from my own observations and things I’ve seen mentioned in the community at large.
In order to solve the issue of class imbalance every player is set to the same class in the Battle Arena. It functions much like Challenge Mode in that respect and much like the Challenger class you can use any weapon you find in the field.
In terms of passive abilities, it seems the PVP class has Summoner’s HP Restorate as you slowly recover HP over time.
It seems you recover PP very slowly in this mode too, but I do see it also recovers in bursts without the player seemingly doing anything. It looks like it might be tied to picking up Emblems.
The main mechanic of a match seems to be emblem collection. While you can kill enemy players, obviously, it’s not actually the main objective of the match. There are friendly, enemy and neutral (rainbow) emblems, though their individual worth in a match is unknown. It’s assumed that enemy emblems are worth the most to your team. There’s also some kind of effect that can make a lot of emblems appear near your spawn point.
Emblem collection also seems to occasionally have some kind of detrimental effect on the enemy team. The effect shown was a massive stacking Injury debuff which lowered the players HP to something like Fighter’s Limit Break levels.
Weapons can be “mined” from various locations, with a bunch of nodes at the spawn point and various nodes placed on the actual field. You can re-roll your weapon by mining a field node, but there’s some kind of cost for doing so. Observed weapons are Sword, Rod and Rifle. There seem to be different tiers, as there’s a regular Sword and a 4* Calibur.
How you actually get the higher tiers of weapons I’m not certain, as during the video the players seem to get them from field nodes and spawn nodes on occasion, but then get the lower tier weapons afterwards. Maybe it’s random?
All weapons have in-built photon arts. Observed are:
- Sword: Nova Break and a variant of Rising Edge with a greatly extended blade
- Rifle: Piercing Shell, One Point
- Rod: Megid, Foie, Zonde
- You can also run in unarmed if you like but you probably shouldn’t!
Each weapon only has one photon art.
Additionally it seems the weapons do boost your other stats, as Sword users appeared to gain 100 HP or so.
So yeah, making everyone the same class and giving them equal access to all the same gear was one of the only ways they could really make things fair in a game like this. Letting people bring their own class and gear introduces so many variables that I’m not sure you could ever get anything resembling balance with PSO2 having been engineered the way it has been.
I’m also on board with their decision to make it objective based rather than about player duels. Player dueling is at least a small part of the mode however and in that respect I actually think that damage is a little too high still. It’s not really a fight if it’s over in one attack which it seemed to be most of the time in the demo video.
I can’t say I’m a fan of the randomness from a competitive point of view but from a “mode to fuck around in when bored” sense it’s perfect. Like to me, this whole thing comes across as a mode intentionally designed to be not taken seriously, which is for the best as I doubt PSCrew are capable of making something competitive with all the tweaking and balancing that requires. But really if PSO2 has to have a PVP mode something that’s there just for shits and giggles is pretty acceptable to me.
They haven’t said if there are any items you can earn by playing this mode yet. I kinda hope there aren’t, mostly because I want this to remain a completely optional mini-game rather than something you’re expected to do. I mean, if the mode turns out to be fun then I guess it doesn’t really matter either way but otherwise if there was to be some progression tied to PVP I’d want it to actually be competitive. Competitive PVP is something I just don’t think is ever going to be viable in a game like PSO2 right now, because if nothing else it’s going to have netcode and latency issues that I don’t think PSCrew would ever be able to come up with good solutions for. Even if they could for Japanese natives, anyone playing from outside would be at a major disadvantage.