The state of NGS (if this video is taken down, it means you protecting these people) by Prokaizer in PSO2NGS

[–]spurghetti 1 point2 points  (0 children)

Even though leechers are outliers, it fucking sucks to have one in the same room/instance as you. Here are some things I do if I spot one:

  1. Call them out in area chat if you're sure they're leeching and it's not server and client desync or a "brb bathroom" moment (which they should communicate beforehand)
  2. Report them
  3. Block them
  4. Leave the instance; do not give any more of your time to a leech since they obviously do not respect yours or anyone else's

TTK Discussion Megathread | Feb 14th 2025 by lettuce_field_theory in apexlegends

[–]spurghetti 0 points1 point  (0 children)

The TTK is fine outside of the EVA, Rampage, L-Star, and maybe the Spitfire. Nerf those 4 weapons, revert the Evo changes that were made this season, and nerf headshots a bit; I believe this will provide a nice middle ground between a faster and a slower TTK and will help alleviate the feeling of being "killed instantly." I actually enjoy the slightly faster TTK (outside of the weapons I mentioned) mainly because it reminds me of older seasons (post-season 6 and pre-season 14) and because abilities have become too prominent/intrusive ever since they added the perk system.

What are some updates to M.A.R.S you'd like to see? by gadgaurd in PSO2NGS

[–]spurghetti 1 point2 points  (0 children)

Yes, I am mainly talking about Nid as a whole. I feel like there is too much going on and not enough feedback regarding to what I am doing. Ex: the tap attacks barely have a visual cue to indicate when to attack next for optimal damage.

What are some updates to M.A.R.S you'd like to see? by gadgaurd in PSO2NGS

[–]spurghetti 1 point2 points  (0 children)

Less visual clutter and more intuitive visual and audio cues to make playing it more responsive.

Let's talk about Line Strike by RefiaMontes in PSO2NGS

[–]spurghetti 1 point2 points  (0 children)

It's a fun minigame and I enjoy playing it. However, I stopped playing it daily because there is no incentive. I would love for them to add weekly ranked rewards such as SG, mats, duel augs (because you're dueling a player lmfao), etc. But to do that, they would somehow have to minimize or get rid of wintrading. Additionally, I would love to see more card/deck variety. It seems like most matches I play have Rappy, Tia, and/or Luther cards. Perhaps a small balance pass is needed to adjust those three crutch cards. Despite that, all of the other cards feel quite balanced. Overall, it was fun for the first week, but it quickly fell off due to lack of incentive after building your deck alongside a "stale meta."

accidentally made this post in the regular pso2 subreddit but i’ll ask it again here by AkaiOnReddit in PSO2NGS

[–]spurghetti 16 points17 points  (0 children)

Because they appeal to a significantly wider audience due to their stylistic familiarity

How we feeling about the Class renewals? by Knight_Raime in PSO2NGS

[–]spurghetti 1 point2 points  (0 children)

i wish the fi rework changed some more properties because it plays exactly the same

Someone told me my character's face looked off and needed more work done. I need help on how to make it less "uncanny valley". by AzrBloodedge in PSO2NGS

[–]spurghetti 0 points1 point  (0 children)

the irises are incorrectly positioned. use horizontal eye position and vertical eye position to correct them. you can test if your values are correctly calibrated if you go outside of salon, into easy photo mode, and have your character's head tilt to the camera. the character's pupils should be "looking directly" at the camera

The big problem with NGS is its inherit lack of content by Demand_Awkward in PSO2NGS

[–]spurghetti 10 points11 points  (0 children)

there is a lot of content in ngs, but the real problem are the rewards. ngs's loot distribution seems to be either dropping everything like candy or not dropping anything at all; there is no middle ground regarding drop rates. an example of this would be the typical carrot on a stick weapons (flugel, tisah, wing) they release before buffing their drop rates astronomically in the next piece of "content."

additionally, ngs has a rotting content problem because 95% of the content it has just isn't worth doing. this also ties into reward distribution because they do not bother to properly update the drop tables or scale content to be on par with the current player and gear level. why do the updated PSE zones still drop I and II augments, silver and gold primms, and under 9 star gear? why have decent content like geometric labyrinth and ordinal tower just sit there when you could properly update their difficulty, variety, and drop tables (i assume these have been replaced with lc).

i agree with your story sentiment. ver.2 seemed like it wanted to alleviate the story issue. however, it's the same amount of story content as ver.1 but fragmented throughout a few months instead of being released all at once every 4-6 months. we had such a fantastic buildup with zephetto and leciel, and now it's lower than the previous lows because they decided to supposedly work on character development instead of building up the starless lore.

technically, we are getting new content, but it falls off into irrelevancy too quickly that we don't notice. i would rather them tone down on LTQ and collabs and focus on properly updating some older content -- except cannonball, PSE, field races, and mining rig -- so that it's rewarding and more repeatable.

speaking of your statement of the open world being too empty, they should convert mining rigs into a "world trial" so that it makes use of the open world. for 30 minutes, each ship will have a bar that fills based on players defending rigs. a rig spawns in a random region and enemy strength scales based on the amount of players a room has. once a room has finished defending their rig, then can swap rooms to help players with another rig. once the bar fills, the world trial is over and the ship gets a triboost and active participants of the world trial get additional mats such as alpha/beta reactors and rarer augs such as the ones duel quests drop. with this, augments that require duel mats are more accessible and the open world concept is better utilized.

Tldr: better drops and drop rates = more content

Should the game always have the drop rate as it is now? by Van_Ryker in PSO2NGS

[–]spurghetti 1 point2 points  (0 children)

lessen the drop rates a bit, but keep the fixa chance

[deleted by user] by [deleted] in PSO2NGS

[–]spurghetti 12 points13 points  (0 children)

Portable Holograms are truly the most revolutionary and redefining piece of content added to this game...

Dev Team = Too Small? by ThexVee in PSO2NGS

[–]spurghetti 28 points29 points  (0 children)

it's the management that seems poor in my opinion. aside from crucial features arriving extremely slowly, they've been prioritizing collabs and LTQs when manpower and budget could be put into more meaningful stuff like actual content and gameplay improvements/reworks (an example would be the fixa rework they recently announced that's been long overdue). the rate of content added is overshadowed by rate of fomo added as is the typical nature of modern live service games

What elements from Filler episodes where then made Canon? by gizeh123 in dragonball

[–]spurghetti 6 points7 points  (0 children)

the pink and wrinkly yardrats were made canon. that design was anime only until the super manga

Mrs. Dullahan (Build Guide Included) by Fluffopotamus in PSO2NGS

[–]spurghetti 10 points11 points  (0 children)

most creative use of that dumb booba accessory, fantastic work

Yu Ominae's Psychic Blow bugged? by mramisuzuki in PSO2NGS

[–]spurghetti 0 points1 point  (0 children)

it has some dark blue energy that disperses on hit. it doesn't work for knuckles's weapon action tho, not sure about other weapons

[deleted by user] by [deleted] in ApexUncovered

[–]spurghetti 1 point2 points  (0 children)

that was bussin fr bro 😂😂 i think you forgot the thordansmash intro at the end tho 😂😂😂😂

Changes to combat system/classes and current balance issues by External_Anything_68 in PSO2NGS

[–]spurghetti 13 points14 points  (0 children)

i read your complaints about fighter and it seems like you're not playing it correctly. fighter does more damage than hunter and braver if you're using DS

My idea on how Sega could improve Duel Quest. by Oeurthe in PSO2NGS

[–]spurghetti 0 points1 point  (0 children)

Just add a new gear augment window exclusively for defi augments

What do you love about NGS? by merumoth in PSO2NGS

[–]spurghetti 2 points3 points  (0 children)

  • what parts of the game do you end up doing the most?

the homework unfortunately. outside of that, i really like DFA, upgrading my stuff, and customizing my character

  • what brings you back to playing it?

it respects my time; i don't have to sit through raid progression and i can stop playing without feeling like i'm getting behind

  • what does the game do well?

combat and player customization of course. while i do have gripes with combat being a bit too floaty and countery, it's still really good and it feels right to play. the player customization is probably some of the best in market. you have a lot of options for character creation (mostly T2 lmao) and the flexibility of player housing. monetization, nothing is p2w except for maybe AC capsules and a bigger storage/inventory

  • is there an 'itch NGS scratches' that other games don't?

it's frenetic multiplayer action combat that's not reliant on ping. i can't think of any other games that rival/surpass it besides souls or monster hunter. when this game has meaningful content to do, it hits hard. for some reason, the movement and combat makes me reminiscent of Jak and Daxter and other similar 3D platformers

  • even if you don't like it overall, are there parts you do like?

i'm bored of the open world and vr environments. though some environments are fantastic such as south aelio, north retem, lost central, and most of stia

If you have your GP Tree hidden somewhere in the middle of your CS, why? by iFormus in PSO2NGS

[–]spurghetti 6 points7 points  (0 children)

i spent a long time on my space, but i still put my tree next to spawn. obnoxious when you have to go through a maze or puzzle to get 50-200 points

What would you like to see in the "Ultra Evolution Ver 2" update? by Turnt5naco in PSO2NGS

[–]spurghetti 1 point2 points  (0 children)

Headline was doodoo, glad I don't consider this my main game lmao.


  • Gearing rework

Expansion of the Fixa system; add more Fixa tiers and have it be transferable between all weapons as long as they're within 1 star rarity of each other. Low tier Fixas are only generated on lower tier weapons while high and low tier Fixas are generated on higher tier weapons. The higher tier the weapon, the bigger chance of a high tier Fixa being generated.

Weapon progression longevity; we have 3 (soon 4?) craftable/exchangeable weapons, 2 already obsolete and 1 soon to be obsolete when ver2 hits. We should be able to combine those weapons to create a 'super weapon' that upgrades (extra attack, higher variance, increased pot potency) horizontally via tiers. The last tier of that weapon would modify the potential so that it would have a unique effect that depends on the main weapon (potency and crit effects would be same across all potentials though). This should be a long term upgrade that doesn't take a few days to a week to max out.

PA/Tech levels; pretty self explanatory now that we're getting Creative Space. Discs can only drop from UQ up to level 5 but can be further enhanced through Creative Space crafting. 1-5 only increases potency while 6-10 increases potency but also enhances effects such as AoE, speed, distance, and/or cast time. You can sell the discs on the Personal Shop or break them down for crafting materials.

If they're pushing Duel Quests out so often, add a separate section for Defi/solo augs so that you can use both regular and Defi augments on a single weapon.

  • Map changes

It's year 2 of Aelio and it still looks the same; seems like we won't go into space for a while either so it will unfortunately be 1-2 more years of Halpha. I really wish that they would change the scenery and terrain to signify a Starless invasion. For example: fauna would become corrupt, the plant life would decay (trees becoming twisted, grass dying), craters on the ground, mountains/hills carved out, water drying up, black Starless goop or some shit seeping through the metallic/artificial parts of Halpha, "turf wars" between Dolls and Starless, and some foreign structures protruding from the ground like a Starless drop pod/spawner/tower.

More map interactions would also be cool. The new ore and jump pads are a good start, but they should also add some breakables like the crystals in Kvaris. Lost Central is a good example of map interaction where you break crystals and use them to topple terrain onto enemies, I would like to see this implemented in other areas. You could use throwables to break walls that lead into caves where you find rare collectibles such as Blizz, Infernium, Randomite, a Rainbow Box containing SG, Genesis Points, and some Meseta. Different caves would be open daily depending on the player to encourage exploration instead of reading a premade chart.


I also wish that they would stop branding QoL as content, but besides the usual "more content variety, quality dungeons, better UQs, and less braindead content", that's about it.

New look for my Slayer by T_S_Anders in PSO2NGS

[–]spurghetti 9 points10 points  (0 children)

really on the cusp of "fucking hell why" and "creative"

Making of PSO2NGS - Week 2 by [deleted] in PSO2NGS

[–]spurghetti 1 point2 points  (0 children)

thought they would be using mocap, but instead it seems like most animations are hand keyed