by Avatier » 10 Jun 2014, 13:53
Well reasons aside, there is only one glaring problem with the marketplace suggestion as the Japanese version does the PSO2's Pay2Trade system meaning trading cannot be done without actually throwing real money in for a trade license. On the one hand, no gold farmers/gold spam, on the other hand the player economy is officially dead before the gates open :/
The inspection part is, at least for me, only really useful in a PvP setting. If I remember right, even the Japanese version doesn't have PvP. it also serves to prevent people from picking up the "Gear Elitism" that some games have though the game is easy enough the Elitism might not even surface, but human beings are a crafty bunch.
The only real suggestion is getting the Japanese tutorial as well as some further explanation on stats/proficiencies since it's confusing from the get go, and any game that allows you alot of choice means that your first character will be inefficient at best and gimped at worst.
The other, being more of a complaint is the tuning of hit-detection. I've complained time and again about Monster Hunter Freedom Unite about getting killed by the dust trailing from an attack but the hit-boxes here range from OK to downright ridiculous. This is also where I discovered that there are no invincibility frames during a roll, which I find rather odd coming from Dark Souls and Monster Hunter background. The general hit-boxes need a tune-up, and the introduction of I-frames require a mechanics change which is highly unlikely.
The last niggling ones is the experience curve and reassigning keys. The current rate is decent enough, but the gear you obtain can vastly outstrip your ability to equip them. Either the gear needs to be rescaled or the curve needs to be restored back to the Japanese counterpart. (Assuming this will be the rate for the Open Beta/Release)
The ability to reassign keys is something that has bugged me alot. I'd rather have a "Roll" button assigned to Shift and a separate block button nearby along with item keys closer to the movement keys. This is my preferred setup but the freedom to reassign keys would be a nice convenience option.
PS: What is the point of Jump? There are no air combos and enemies have no real weak/breakable points on them. Additional movement is fine, yes, but it just feels tacked on, especially when invisible walls tend to be prominent.