Party beacon would be great for NGS, very convenient.
Converse with fellow players
There'll be next to no point in playing base PSO2 once NGS is released, outside of CM / rankings for SG and any events your missing and new players experiencing the story. Base PSO2 really doesn't have much replayability at all, has piss poor itemization, especially compared to PSO1.
@Riesz You have such an incredibly delusional take on this. PSO2 is going into maintenance mode, it exists now and still will exist. It is co-existing alongside NGS, just in maintenance mode since NGS is the next step of PSO2. Your little parasitism analogy is honestly one of the stupidest things I've read on the forum and it's funny you'd say that and then go on and say:
They could have left PSO2 alone, and let it die on it's own (and tbh SEGA is also directly making themselves lose potential money off base PSO2 with some of their changes), but they decided they would be the ones to slowly kill it instead.
When what you're describing is literally more of a fuck you to the players than what SEGA has gone out of their way to do. Did you actually expect them to continue making content for PSO2, was it actually not clear to you that NGS was the next step in the PSO franchise?
@LordCloudStrife Seething paypig JP vets trying to act above everyone as usual it seems Pssst... JP PSO2 is going into maintenance mode too, figures with how much of a ghost town it is. Everyone knew this would happen on both sides with NGS coming. Do hope buying AC never becomes too difficult again for JP... Would reaaally be unfortunate if AIDA finagled another $20k out of ya'll, hear they got their bottom surgery with the last $20k they stole when that whole fiasco happened.
@chucksticks I said nothing about disabling it in my post. The point of my post was to explain to you that nobody has to code in assembly to use the instruction set in an application, by enabling the compiler flags and including the header files for the bindings (assuming they're using C++) lets them utilize functions that implement the features the instruction set provides. There's no 'non-AVX config', they'd have to go into the engine and write implementations that don't use any functions that utilize the instruction set which is a waste of their time and appealing to the niche of people who want to get by with a >10 year old $20 dollar CPU. There's no talk about disabling it in my post, learn to read.
I'm sure it'll turn up in the shop soon. Boss just came out, be patient.
@chucksticks This doesn't take or require anyone to program in assembly, utilizing the instruction set just requires certain compiler flags and you can utilize it through whatever bindings there are for the respective language you're using.
FO and TE both should be ranged classes, but the weapons of both say melee because no talis or rods and even then, PP generations vs DPS doesn't seem to match, what I personally could tell from my experience is that FO/TE both classes in a party did well, but solo they didn't and since the vast majority of people will play solo.
After playing 5 classes now up to around level 10/11, HU, RA, GU, FO and TE with 3* gear.
I never used rod so I can't comment
You're literally just making shit up. If you didn't use rod, you didn't play force. Force is ranged. It's regular attack has pretty big range, and for techs you don't have to get close to anything unless you're using uncharged gizonde, uncharged gifoie or gibarta. PP generation and DPS felt fine to me, as a force who actually played force and actually used rod and actually held aggro during UQs. Solo force does perfectly fine, I could kill enemies just fine and as fast as anyone else.
it might work for JP where players will help take something down if they see another player struggling but NA people will just ignore if they know its going to waste your time.
Yep just make broad sweeping generalizations about classes you claim to have played but really didn't, and then broad sweeping generalizations about player bases with your usual "JP good global bad" bullshit.
World: I got stuck floating in a spot between two rocks, and went to do a ground slam and got stuck even harder. I was able to fast travel out. These screenshots may show where I was located.
I got stuck a few times too but I found that if you just wait there for like 20-30 seconds without moving, while in the falling animation, it'll just automatically teleport you to somewhere in your zone above ground to unstuck you. I'm not sure if it works all the time though