Star Gems are also needed for Material Storage and Extended Storage slot 1.
Converse with fellow players
@Hooonter True: I don't complain about any of TPD's one hit KOs (although there are a bunch of elements that I hate about that battle that are off-topic for this thread)
The "one hit" KOs I'd love removed, are as you mention combos:
The massively long freezes and PP drain should have as much telegraphing as hits that kill anything but true tank builds if NGS players are affected by freeze and PP drain as badly as in PSO2 base.
In a way, I think of it as the wrong system for the type of game base PSO2 is.
Affixing requires you to think many steps ahead, and it takes a lot of time for your brain to process all the steps. For an 8 slot affix, you're thinking about seven items not including the affix/booster, and you have to carefully plan it. If you had this complex recipe type system in a slower paced game, say... a space simulator where being a dedicated trader or crafter was a thing (and combat is secondary), then it would fit in perfectly. Most of your gameplay and your mindset is already slow, methodical, and 10 steps ahead of the action you are currently inputting into your keyboard or controller. (Also a slower game like a trading space sim gives you a LOT of time to investigate the math since it has minutes of downtime.)
Base PSO2 on the other hand is a twitch-based tactical / action / fighting game where almost everything else is fast and most improvements are incremental. The "fast" about PSO2 is everywhere: you can go from the hub city to your character's fist connecting with the boss's face (or the other way around) literally in 15 seconds even if you include the loading time. During combat, you have a lot of sub-second timings as well. The other improvement systems of the game are incremental: level yourself up by 1 level at at time; invest one skill point into the tree at a time; enhance your gear from +1 ot +35, again one at a time. With everything else in the game being instant action and incremental upgrades, you're going to get players who will not like to learn that system: maybe they just want the punch boss in face right after a day of work as an accountant so they don't want to see a spreadsheet again. Even if they're capable of it, they don't want their gameplay session to include, like what I do, of making a Google Keep note with a whole web of gear and Affix Simulator links to come up with a final product.
(Also, please let's not disrespect people who don't want the puzzle: if all we want to do )
How do we fix it for the base game? I don't think we can without replacing the system to have that immediate and incremental aspect like the rest of base PSO2. Here's one possibility:
Make augment transfer passes farmable and then have a capsule crafting machine: For example if I want Origin Glare capsule, I can feed the crafting system 5 units with Origin Glare on it for a 100% chance at an untradeable Origin Glare capsule or 1 unit for 5% chance at an untradeable capsule. (Of course make Absolute Glare and Guardian Soul very expensive.) Then I could slowly build up these untradeable capsules and farm augment transfer passes so I could augment-transfer all the way to an 8 slot unit. Remember you can place the RNG or otherwise high costs into the capsule crafting machine's subsystem so making a Crack/Guardian/Absolute/Veteran unit with the capsule craft method will be MORE expensive than making it the current way. Therefore knowing the crafting puzzle game is still useful (and the puzzle people can also use that to their advantage to save on transfer passes and whatnot).
I register on two machines, am I going to inadvertently take up an extra player's Beta slot?
I just found out that the PSO2:NGS global closed beta signup is not account-bound, but rather installation bound just as the Subreddit "Heads Up: The Global NGS Beta appears to bind the beta download to the unique computer you registered on." (If you signed up for the beta on a different machine, e.g. you signed in to your Microsoft account on your friend / family member's machine or your own non-gaming to sign up for the beta, when you come back to your main gaming machine, it will not show you as registered for the beta. You'd have to sign up again.)
I discovered the issue because I first signed up on my non-gaming machine, then when I checked my registration status on all my machines, my gaming machine was not registered while my non-gaming machine was registered. They were linked to the same Microsoft account. When noticing this, I signed up again for the beta on my gaming machine, and then I "left" the beta on the non-gaming machine. (I didn't want to stay doubly signed up in case I would have invalidated my chance to test or taken up an excess beta opportunity that another person could have.) I'm asking this question on this forum because if I remained doubly signed up, would I have counted as two players?
Hmm your posting time looks like it was just as the servers were down. That said, I had the same error, and I needed the following:
I'm crazy late to this, but thanks for confirming.
I'm getting the same thing on Suricata, alert SID 2016922
ET TROJAN Backdoor family PCRat/Gh0st CnC traffic
I know a little bit about the rules, so I dug in to it:
Honestly it's not looking for very much before triggering: two bytes of data at a certain size and offset... I'm surprised this doesn't cause false positives more often for anything that has a custom protocol.
Another false positive mentions that it is part of Microsoft's authentication (albeit on local networks - so there may be just enough reused code here to trigger the same thing with this game). The article is "4/30/2020 - Tuning Suricata for Gh0st RAT" but I don't want to link it in case this reply gets blocked.