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I think Clementine needs to communicate a philosophy or guiding principles so that players know what to expect. Like if I could do Build A by farming 6 of one kind of Twin Saber, and Build B with 6 of another kind of Twin Saber. If there’s a way to design it as a horizontal progression game where as many weapons and gear sets are viable as possible, it would probably add a lot of replay value. I feel like there are a lot of weapon skins in PSU.
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new weapon tiers being added all the time, powercreep like 10% PA boosts and so on.
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However, original PSU was designed as a vertical progression game i.e. PSO and PSU are all about the rare hunt (unlike PSO2).
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I think 20 100 hours to reach the endgame unoptimized is pretty standard for an RPG. So the formula is probably a casual early-mid game, pick up welfare gear, then start a grindy endgame rare hunt. Some games even offer an instant jump to cap but I'm not a fan of that. Then they focus on making content for high levels. Streamline the early game? Normally with older games with smaller populations, developers tend to speed up the early game so that the playerbase can get concentrated around the higher levels.A lot of players probably played while they’re younger and might have jobs, families etc. PSU is an old game and I expect most players to come back for nostalgia, or try out new content during their main game’s downtime, be it NGS which sorely lacks content right now or XIV between updates and so on. Not fast but it was fun to just Zondeel and run right into a mob and parry it, then iframe counter.Īlso some random thoughts about the likely playerbase This is random but I personally miss a lot of the GAS customizations I used to run, like having Counter bonuses and EVP buffs with level 21-30 melee PAs on Acrotecher. Dark line shield, Light weapons, doing specific quests at level is easy but moving out of that to run a variety of missions means I'll probably need to farm and spend another 100k to 150k to pick up a new line shield and 2 A weapons at 40%+. With one good line shield and the right weapons e.g. The biggest challenge with mid game is probably versatility.
Skins clementine player update#
The latest update made Vijerina / Resist cheap so I picked it up and it’s not a problem anymore, but if people move elsewhere then new players after me will have trouble. B enemies being level 50+ instead of 40-45 means the moment someone gets their advanced class they already need to start dealing with upgraded Deljaban throwing Megid. This also helps distribute demand rather than clustering everyone towards 10/10 A then 10/10 best in slot. Consider making outdated 10 weapons pass all grinds at 100% so that a Fighgunner using S Dual Blades for instance gets an “express lane” for newbie gearing compared to an Acrofighter using A Dual Blades. This is subjective but I feel classes with S rank weapon access should be rewarded for using their S rank rights. Even though B grinding is easier, generally a 0/10 A beats a 10/10 B so there seems to be no point, though there's some exceptions where Bs have really good stats. I’m running 0/10 A ranks which seem fine for B rank missions.
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On the other hand enemy levels were increased, such as Military Subway going from lv10 to 20, making them slower to run. Lower MP payouts. Mssions such as Military Subway and Scarred Planet seem reduced compared to official.Levels came fast because of the boost, but a few things felt slow: Here's a my thoughts so far! (warning: this ended up being an essay)įew notes about the early game, it feels kind of lopsided. I’ve been playing Clementine on and off for a couple weeks now, taking it slow because I’m alternating with other games and work.
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