PSO2 JP: Crystal Dragon Compensation and Status Report

Due to the bugs and balance issues that occurred in the Crystal Dragon Update on August 8th, 2012, Sakai plans to distribute compensation to all players affected by these bugs.

Compensation Conditions:

  • To those who cleared a quest on the Floating Continent field before the August 15th, 2012 maintenance.

Compensation Item:

  • 「レアドロップ倍率+50%」×5個
  • 「Rare Drop Boost +50%」 x5

Distribution Date

  • August 30th, 2012 @ 16:00 JST

Gameguard nPro Issues Continue

A GameGuard update was carried out on Tuesday August 21st, 2012, however, many players have reported that the same issues persist. Again, they would like you to send the .erl files in your gameguard directory with your Direct X file. You can now send all the files even if they surpass 5MBs of space. For more information please read this post.

 

List Style Account Hacking

Again like in the previous notice, they have noted that malicious users may try to login to your account through a list of leaked passwords. As a precaution, they have changed the account management page so that you can not change the information you provided to them when you registered. (Due to this change, you must enter a hiragana captcha that times out at a much quicker rate.) Read more about List Style Account Hacking.

 

Towards the Future

Towards the upcoming large scale update in September and October, there will be a new survey collecting feedback and opinions. This will allow them to examine if any changes are necessary through any aspect of the game.

 

Also the logo for the next update coming in September is called "New Power!" It appears this large scale update is split up somewhat like the Crystal Dragon update. To avoid spoilers, Sakai obscured some parts of it.

 

 

PSO2 JP: Shop Staff Carnival and Character Creation Prizes (August 29th, 2012)

Phantasy Star Online 2 JP will update on August 29th, 2012 with a new scratch rotation, 2 story chapters, and a time attack quest. Plus the PSO2 Character Creation Contest prizes are revealed.

 

Shop Staff Carnival

ナビゲーターユニフォーム 青 Navigator Uniform Blue

To all those who admired the Shop Keepers, new costumes are arriving! The Shop Staff Carnival Scratch rotation begins August 29th, 2012.

 

ナビゲータースーツ Navigator Suit

 

ブリッツエース Blitz Ace
Afin's Costume

 

リトルプリム Little Prim
Tea's Costume (va: Yuka Iguchi)

 

ワスプシリーズ Wasp Series

 

シェリフシリーズ Sheriff Series

 

ホワイトラッピー White Rappy

 

ミディアムクール Medium Cool (Hairstyle)

 

ミディアムエッジ Medium Edge (Hairstyle)

 

ブラウンキャスケット帽 Brown Casquette Hat (Accessory)

 

ブリッツガーダー Blitz Guarder (Accessory)

 

プリムヘッドフォン Prim Headphone  (Accessory)

 

腕章 Armband (Accessory)

 

 

New Story Quests

Lillipas know their way around..

The Matter Board has expanded to include Chapter 5 and Chapter 6! You'll head to Planet Lillipa's Subterranean Tunnels, and Planet Amduscia's Floating Continent to complete some requests sent from the swordsmith Jig.

In Chapter 5 you are searching for another piece of that mysterious weapon you found in previous chapters. With the help of some information, you head down into the subterranean tunnels on Planet Lillipa. However, navigating this facility is going to be a bit complicated as it's almost maze-like in preventing intruders.

 

In Chapter 6, you are again searching for another piece of the mysterious weapon. With the help of some information, you head to the Floating Continent on Planet Amduscia. Naturally, the dragonkin oppose invaders. One way or another, they'll have to let their guard down…

 

 Character Creation Prizes

Back in April, Sega held a Character Creation contest for PSO2. The grand prize winner would have their very own character in the game. Today, Sega has revealed the other prizes for those that won the second and third place.

The other day the grand prize winner's character, "mw" not only got their character "Micheala" into the game, they also received an autograph from Sakai as well as this PSO2 development team's Staff Hoodie!

PSO2 Staff Hoodie!

 

The second place winner won the Producer Prize where their character would be transformed into a real-life 3d model. This model was created through a process called 3D printing. Overall it's 20cm high.

 

The third place winner won the Arks Prize. PSO2 Art Director "Mizuno" drew a portrait of the third place winner's character.

 

FUN Scratch Removal

On August 29th, the following items will be removed from the FUN Scratch.

  • ショートリーゼント Short Regent
  • 背高帽 墨牡  Tall Hat (Ink Pink version)
  • 背高帽 鳶柿 Tall Hat (Black Light Blue version)
  • ウィオラキャップ杜藍 Viola Cap (GroveIndigo Blue version)
  • ウィオラキャップ影緋 Viola Cap (LightScarlet)
  • クルーンハット闇碧 Clown Hat (DarkBlue)
  • クルーンハット淡藤 Clown Hat (PaleBlue)
  • 追加ロビーアクション10 Lobby Action 10
  • ナベリウスパパガイ Naberius Papagayo
  • エレガントバスタブ Elegant Bathtub
  • トリック・ダーツ Trick Darts
  • オリ・オリ Ori Ori
  • クラシッククッション Classic Cushion
  • クラシックキャビネット Classic Cabinet
  • クラシックナイトスタンド Classic Nightstand
  • クラシックライト Classic Light
  • クラシックベッド Classic Bed
  • クラシック・ダンロ Classic Fireplace
  • クラシックシェルフ Classic Shelf
  • クラシックテーブル Classic Table
  • クラシックローテーブル Classic Low Table
  • クラシックソファ Classic Sofa
  • クラシックチェア Classic Chair
  • クラシックマット Classic Mat
  • クラシック・テーマ Classic Theme

 

 

Phantasy Star Online 2's Dynamic Music System "SYMPATHY"

At CEDEC 2012, Sega Research And Development Team (including PSO2 sound director Hideaki Kobayashi) discussed the concepts behind how PSO2's music is procedurally generated.

This process is done through an in-house program they call "SYMPATHY." It allows them to dynamically change the music back and forth depending on the situation.

Now this kind of article discusses the concepts behind the music which can make it somewhat hard to understand. So if you are not a music major, you'll have to brush up on certain music terms.

Basically, each sound file is known as a "clip." A clip is approximately the length of 1 bar of music. When you place many of these clips together, they become a "phrase". When you connect these phrases together they become a musical movement (Here we go!). We can refer to these movements as sections of a song. When you connect these movements together they become "Parts".

(Though they didn't specify, a "part" could be the entire song itself, possibly the entire non-battle portion makes up one part of the song, and the entire battle portion makes up another part of the song. Parts however do not play the same way when looped as will be explained further on. )

In the slide above, if you check out the right side of the pic, each large box is a subsection of the box below. So several clips make up a phrase, a line of phrases make up a movement, a line of movements make up a "part."

 

Clips are the length of 1 bar of music plus reverberation. Basically each clip will fade into the other clip. PSO2 can have several thousands of these clips and the Sympathy system can arrange it all.

There are various clips that contain different components of the song. A clip can consist of the "rhythm section", the "melody" and "sound effects" etc.

 

Phantasy Star also has transition music where the song switches from one mode to another. If you follow the red arrow, the non-battle music heads from one phrase to the transition music then exiting out to the battle music.

PSO2's music system has even evolved from its previous counterparts. For example, in PSO1, after the battle portion of the music ends, and you immediately encounter a different enemy, the non-battle music would play for a while.

In PSO2, there's another musical piece known as the "Sudden Battle Music" that can be inserted mid-way.

To illustrate this, at the top of the slide the battle music is playing, after the battle is over, it starts to play the transition music when suddenly, another enemy appears. It will then quickly play the "Sudden battle Music" to transition into the battle music.

There's three main points to SYMPATHY's music system. For one, its intent is to prevent the player from losing interest. Since they will play similar quests multiple times, they may lose interest when the same BGM is played over and over. The SYMPATHY music system allows them to play a different BGM every time. We can illustrate this in the next slide.

They can:

  • Shuffle the different sections of music,
  • Skip different sections of the music.
  • Skip different phrases of the music.

They can even choose clips at random, and also prevent the same clips in succession from being chosen when a part of the song is looped. (It could play one set of clips, then loop, play another set of clips, etc..)

 

This slide shows an example of Sega's Symphony Music Editor.  The boxes are clips, the red boxes are clips currently chosen to be played. When a part of the song is looped, the clips get shuffled.  The red frame is the sound effects,  the yellow and green frames are rhythm portions.

The second point of Sympathy is for the player to experience the climax of the BGM. (But not in that way you're probably thinking… ) Basically the BGM changes depending on the situation. This is calculated through three parameters, "Hero," "Pinch," and "Climax."

 

According to this slide, a number of things can affect these parameters. For example, the  Hero score is affected by things like PSE BURST, the number of people in your party and other parties, the mid boss enemy strength, and boost enemy strength.

The enemy strength, character's HP, and party member HP influences the Pinch score.

The number of nearby enemies, how long until you reach the goal, and emergency trials factors into the Climax score.

This lovely debug window shows the three scores which are updated in real-time to affect the BGM.

When you surpass a particular level in each parameter, that parameter's music gains priority. For example, when your hero levels are high enough, you'll hear clips that only play during that mode. Same goes for Pinch, you'll hear music specifically for that situation.

Another way to illustrate it, normally you'll hear the rhythm and melody clips playing, when you acquire hero mode, the melody track is dropped and instead plays the hero clips. If you are in pinch mode, all tracks are dropped and only the pinch clip plays.

 

The Boss music is dynamic too. For example, you'll hear the normal boss music when you encounter the boss, but if you happen to take down one of its legs, another set of clips will play.

The third concept was a little bit hard to understand but the gist was that even though the music is played at random, everything should sound like one musical composition. Meaning each section should still sound like it's from the same song, and these sections should connect and reference each other.

Even in pop music, as the song moves forward, the previous theme is referenced. Sympathy does this automatically.  The phrase used at the beginning of a section is referenced in the next section.

As we go from battle to non battle music, in essence it should sound like one musical composition as the music changes. While this change is occurring, it references the first phrase in the battle music and the last phrase in the non-battle music.

[info and pics via 4gamer]

Odds and Ends

  • Sakai will update twice this week.
  • Since they asked nicely, you can hear me in episode 8 of the EXP FULL podcast. Check it out!
  • September: Three New Classes and Five New Weapon Categories
  • Planned for October: Level Cap 50 and _ _ B  _ LASS. Yes they're coming, just have to wait a bit longer.
  • Sending out a nice round of thank you emails this week! Heading back to school next month! :S