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Nanlina wrote 83 articles and got 0 comments. The last article was submitted on 03/10/21

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Them compressed into multi-weapon camos at least instead of having them for each weapon

19.May.20, 09:22; Icon 47; Date 0; Attitude +0 | 0 | -0

It's 3 items as that. 1: The giant roulette wheel with giant piles of coins. 2: All the public areas, for some time you had to work your way through a mission or 2 just to reach the area you desired, nice they made a fast transfer for this. 3: The BS system. That feeling when you grind out a 10/10 was epic although everyone hated it.

Both existed in PSO2 for a time as lower-tier rares(they were wired lances,) but when the NT weapon system came out a massive quantity of the 7-9 celebrity rarity weapons got just... thrown out. We'll see a weapon camo to it afterwards since OT weapons are unobtainable in NA. I am pretty certain they were equally left when the OT/NT shift occurred and Falclaw WL was 11stars, although IIRC Neiclaw WL was 9stars. All those camos from the photon booster store used to be by grinding the holy shit out of 25, individual weapons that you could farm. Them compressed into multi-weapon camos at least instead of having them for each weapon.

And I enjoy the narrative / writing well enough. But the way is aggressively bad. And it seems like this'up'. The whole thing frustrates me because PSO 1 did it superbly. PSU more so. I really don't understand what occurred in PSO2, except to suppose that the first implementation was designed to drag out the storytelling over a longer period of time... Which is a terrible design choice.

I have never played any other pso game, therefore I am not certain how it compares, but it feels like they made Pso2 to be overly modularly instanced from the get go and such a system doesn't lend itself well to an incorporated linear narrative. It is weird though since they've scripted events happen within quests, so it seems like they might have easily made Story Quests that take Expeditions and have them trigger cut scenes because you go through the map, just then call those Story Quests rather than having them all separated. Whatever the case, I absolutely hate the current system and it has actually slowed down my play of pso2 as I'm not interested in playing only for the purpose of leveling up my character, without the story being important to the play I do not feel as though there is a reason for my efforts.

Personally I also really dislike the writing, making it harder to slog though a menu driven story, but I feel like it'd still get me more into the game, even if I didn't like the writing, if it had been integrated. Without some narrative cohesion everything just feels like endless chores that serve no purpose in influencing the world. The Role Play aspect is created into background fodder. It is disappointing because originally I thought it was an intriguing world based on what I played at the beta, but then I got past the guided part and it's just all menus and endless map runs. Is that typical of a PS game? It turned me off from attempting any others.

If you want to know more, please click www.pso2ah.com






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