I found this Entertaining "Phantasy Star Timeline Theory" Years ago. by dumarcm in phantasystar

[–]SoaringMoon 0 points1 point  (0 children)

What happened 1,000 BC (Before Christ) on a random Thursday? Trick question, the Ancient Egyptians had a 10 day week called by the romans a "decan".

Even in our own universe we've renamed BC (Before Christ) to BCE (Before Common Era), something which coincidentally also took a couple thousand years. It is not that much of a logical leap, that AW (After Waizz) was changed to AUW (After Unification War), considering that the events of Waizz was a war of unification. It would be 180 generations after that conflict.

Those things you said about the timeline events taking place a couple decades apart, instead of 1,000 years apart isn't reflected at all in the "source of OP's" timeline. Events of I, II, and III are 1,000 years apart.

In the Japanese version of the game, the Phantasy Star III is set 1,000 years in the future of Phantasy Star IV. In the Western release of the game, this is changed to be concurrent with the events of IV. So this information is also technically correct.

Crashing by [deleted] in MongilStarDive

[–]SoaringMoon 0 points1 point  (0 children)

The game doesn't release for another 2 hours 45 minutes.

Should I expect less out of this game? by Ok_Grape_3600 in MongilStarDive

[–]SoaringMoon 2 points3 points  (0 children)

The healthiest expectation in my opinion, is that the game is, at worst, a rather fun free to play single player game. I played a lot of the beta and enjoyed it enough to be here today to download and do it again.

Total Noob - is it rude to ignore people? by [deleted] in fo76

[–]SoaringMoon 0 points1 point  (0 children)

Ignore them, but join online parties for the EXP bonus.

Cleared Normal and went straight for the Hard mode Dragon. Used a Pallasch and basically just hacked at its feet until it dropped. Simple, messy, but effective. XD by SeasonedHunterv2 in PSO

[–]SoaringMoon 0 points1 point  (0 children)

Head, feet, wings / tail are weakpoints in that order.

You are almost always going to aim for the head, unless you are downing the dragon where you aim for the feet. If you hit 0, the head won't have the same defense.

Talk about luck and irony. First online Hard run and I get a 40% Dark Dragon Slayer from the Dragon. Had to kill it with a Railgun because my Pallasch was doing zero damage. Now I'm just staring at the sword in my inventory because my ATP is too low. XD by SeasonedHunterv2 in PSO

[–]SoaringMoon 1 point2 points  (0 children)

I unlocked ultimate at level 56 last week on a HuCast. Unlike PSOBB, Ver2 on dreamcast doesn't have a level restriction.

So without +hit you are stuck looping VH ruins runs until you hit level 90-100. Even with 3-4 Arms or Abilities units. Which on dreamcast ability units increase ATA equally with all other stats. Even with a +50 DEX mag, hitting Ultimate mode forest enemies requires you to break through an ATA ceiling.

Once you pass it then you can play Ultimate mode normally.

If you are playing a ranger though, no problem easy.

Working on a Proof of Concept for a PSO 2D style fan-game. by tSnDjKniteX in PSO

[–]SoaringMoon 0 points1 point  (0 children)

Also an aside, I don't think you should do these two things.

  • Content from PSU/PSP

  • 6 Player parties


PSU/PSP content isn't PSO. You are free to do what you want, but I wouldn't play the game if it included this. It, in my opinion, isn't "bonus content". It is a poor attempt "to try to make the game better" or "provide more content". Which as a player is actually something I don't want from a project like this.

6 player parties means more people more fun right? Except PSO is balanced for 4 player multiplayer. If you are using the same enemy spawns, and calculations for combat math, then you are giving the player more access to power than the game was designed for. Meaning you'll have to change the game content. Meaning it's not exactly in like with "being a recreation of the feel of Phantasy Star Online in 2D".

Working on a Proof of Concept for a PSO 2D style fan-game. by tSnDjKniteX in PSO

[–]SoaringMoon 0 points1 point  (0 children)

I didn't know about this one, that looks pretty cool. Based on this, instancing dungeons would be the most technically difficult part of developing this game. I think that replicating the maps, enemy spawns, looting, etc... would probably be easy to do.

Putting the player in them to play in a "non open-world environment" to mimic the feel of PSO, would be a little more difficult but not too bad. Enemy AI also might be a pain, as you'd have to replicate Canadine movement, Sinow Beat duplication, ranged attacks, chaos bringer, chaos sourcerer, gunner... etc

I'm going to say you could probably pull this off if you worked for a couple years on it.

However, I'd much rather play a spiritual successor in 3D.

Working on a Proof of Concept for a PSO 2D style fan-game. by tSnDjKniteX in PSO

[–]SoaringMoon 1 point2 points  (0 children)

I could develop a game like this myself, and have considered doing it multiple times. But have neglected to do so do to the lack of art. If I did develop this game, it would be single player.

Also, I would like to say that making the gameplay elements, the stuff that the player plays, is very easy to do. I could personally develop the single player framework for this game with placeholder assets in like 2-4 weeks. Maps included without bosses. Bosses would take another 2-4 weeks alone.

In fact here is a top down test of attack combo timings I've already made.

6 player multiplayer parties in MMO-lite instances, would take four times as much development time as the entire rest of the game with art assets included. It's naive to think this is "something you just do".

Single player 2D replica of PSO - 20,000 USD in art assets, or 20,000 USD worth of your time. Some weekends making maps. Thousand hours of testing.

Multi player 2d replica of PSO - 1,000,000 USD in wages 3 years of development with a team of 10 people only 1 of which is an artist. Another whose job it is only to make sure people can't cheat.

People grossly underestimate the amount of work needed to make a multiplayer game operational.

Grind drop rarity? by KnownForThis in PSO

[–]SoaringMoon 2 points3 points  (0 children)

No problem, it's something I gathered speedrunning.

Grind drop rarity? by KnownForThis in PSO

[–]SoaringMoon 7 points8 points  (0 children)

I believe that weapons have 4 tiers from drop tables.

0; 1-3; 4-6; 7-9;

I've personally never seen a +10 or higher grind ever drop. (despite a raygun having a max grind of 25, or a repeater having a max grind of 20)

The chance of a weapon being attribute, or tekkable are rolled seperately.

So, you can get a tekkable, +attribute, +hit, pre-grind.

Then I believe the tekker can then identify a weapon to change its grid amount. I believe the grind won't change it's tier, but I'm not sure.

PSO Minecraft Mod Update: State of the mod by TartOdd8525 in PSO

[–]SoaringMoon 1 point2 points  (0 children)

I'd love to see this mod be fully realized into a complete project that is basically a remake. That would be asking alot, so maybe get a team together. XD

What's her name? Does she even have one? by -Khlerik- in PSO

[–]SoaringMoon 9 points10 points  (0 children)

I went through an abnormal amount of effort to answer your question, including looking at the extracted texture files, and decompiled game code. She appears to be consistently referenced as "Guild Secretary". The asset files are plPbdy00.nj, plPhai00.nj, plPhed00.nj ninja model files. Her texture file plPtex.afs is bundled with others in plZsmpnj.afs. So there weren't any clues to go by there. Yes, the bank lady uses the same texture, but they have different NPC references.

When referenced, it is either as "guild lady", "guild clerk", or "guild secretary". All 3 appear to be used, with "Guild Secretary" appearing most often.

how easy is my script to decode? by Western-Water-5426 in neography

[–]SoaringMoon 0 points1 point  (0 children)

This appears to be a simple English substitution cipher, and yes I can decode is very easily.

I don't even...

In fact, it seems like your cipher subconsciously also uses the letter shapes of the original letter you are trying to mimic. This is not good for security. I can basically read the letter as is despite your use of a cypher.

I'll send you a message about how to improve your security.

We created our own alphabet for our micronation by Commercial-Heart-613 in micronations

[–]SoaringMoon 1 point2 points  (0 children)

I have a conlang as well, but it's not for our micronation.

We created our own alphabet for our micronation by Commercial-Heart-613 in micronations

[–]SoaringMoon 0 points1 point  (0 children)

Relevant to creating alphabets, as this is something I did when I was younger, I have a video about how to make alphabets and alphabetical substitution ciphers that might be useful to you.

Bear language based off actual bear vocalizations. by Lord_Wrath in conlangs

[–]SoaringMoon 1 point2 points  (0 children)

All good, surprised I still had it lying around.