PSO2: New Genesis CBT1 Survey Report

 

Player Report

Data was collected from logged in players during the Period (January 29th, 2021 ~ January 31st, 2021)

Basic Info

Class Level Ratio

  • 1/3rd of players were under level 10
  • A bit over half of players got into the 10's but did not reach 15
  • Only a 1/10th of players got to the CBT1 level cap

 

Class Popularity

  1. 28% Hunter
  2. 17% Force
  3. 16% Gunner
  4. 15% Ranger
  5. 14% Fighter
  6. 10% Techer

Survey Responses

Days Played

  • 15% of players played 1 day
  • 20% of players played 2 days
  • The rest played every day

 

About each aspect before starting the game

Character Creation was regarded very highly with 66% of the responses saying either "good" or "very good".

People reported that the game is very large in size and that they are having storage issues. SEGA responded that it was required because the client is seperate from the main game and thus storage requirements will stay high for CBT2.

People also reported having trouble logging in. SEGA apologized for this and has reported that this issue has been solved since CBT1.

CBT2 will have more players, so SEGA is expecting a larger load on the servers, which may cause instability. This is to test server load.

 

About in-game graphics

Regarding the UI, 30% of the respondents replied "bad" or "very bad" with various details like the font being too small and having problems with the warehouse menu. Changes to these aspects will be made in the official release of the game.

Some changes will also already be in CBT2 such as:

  • Adjustment to the level up notification
  • Correction to swapping behavior of the Main Menu

 

About the power level of classes

Response to Hunter and Fighter was overwhelmingly positive with 70% responding "good" or "very good". Every other class also got at least 50% of the same responses.

On the other hand a lot of people responded to the survey wanting "better cancel timings" and a "faster game feel".

Changes to cancel timings will be made based on the opinions given. The faster game feel on the other hand they have no plans of changing currently citing that it's easier to get into the game and that game tempo has increased due to the newly introduced actions "photon glide" and "photon dash".

 

About main and sub tasks

Regarding tasks general response has been quite negative with a substantial higher rate of "bad" and "very bad". The guides are hard to understand and are hard to find. This will be improved in the official release of the game.

 

About exploration and combat

Regarding map design the general response was quite good with 62% of responses being "good" or "very good". Response to gathering on the other hand was quite bad citing that spawns were infrequent. For CBT1 ore spawn rates will be revised upwards.

People also noted that there was a heavy shortage of ν-grinders. Adjustments to this will be made.

 

About Tower and Cocoon Quests

Regarding Tower and Cocoon Quests, around 90% of respondents was pleased with the difficulty and fun factor of the quest. The difficulty of finding them was generally mixed seeing around the same ratio of bad and good responses and a majority being quite neutral about it. SEGA deems the quest types to be rightly balanced.

 

About Trials

The general opinion of trials was quite positive with around 90% feeling "average" or higher about it. The main complaint is that trials are generally too easy or too many people participate in them. This will be adjusted so trials of various difficulties will appear.

 

About Emergency Quests

Regarding the matching system people reported many problems such as the wrong number of players being displayed in the matching screen and that the system was hard to understand. CBT2 will feature some fixes for problems people had and the design of the system will be re-reviewed before the official launch of the game.

 

About the new additions in PSO2:NGS

The response to the new actions such as the Photon Glide, Photon Dash, Multi-Weapons, Ryuker device and all the communication options have been quite positive with around 85% neutral to positive responses.

There were some complaints about the Mag Sonar. The range is too short to be of use and in general the mag importance feels quite low. The range of the sonar is adjusted to not impair the exploration process and they are mostly happy with the way it is right now. They also wanted to move away from mags being useful in battle, which is why it's the way it is right now.

 

Regarding other opinions

  • "Storage requirements are too high"
    • Because of the addition of the NGS data, the size of the game had to increase. You can however choose to only install the required parts of PSO2 to just play NGS, which should lower the storage requirements substantially.
  • "Enemy spawns in North-Aerio are too low"
    • North-Aerio is a collection zone made so you can farm various materials like meat, ores and plants. This is why the spawn rate in this section is lower. There are specific combat sections like in CBT1, Mount Magnus, which have higher spawn rates. More of these sections will be implemented with the official launch of the game.
  • "Opinions about the play cycle"
    • Many people responded to the survey requesting that Emergency Quest don't become the center of progression. NGS is designed so there is a balance between progression through Emergency Quests and other activities like exploration and gathering.

 

General Evaluation

  • 80% of the playerbase responded saying they are excited to play the finished product
  • 19% responded saying they will play if quality changes are made before launch
  • 1% said they don't want to play at all

PSO2:NGS JP Closed Beta 2 Signups

It's time to sign up for the second closed beta for Phantasy Star Online 2: New Genesis. Signups are available now until February 11th @ 23:59 JST. Players who signed up for the first beta, but were not selected, will automatically be entered into the drawing for the second beta. Players from the first beta will automatically participate in the second beta.

Signup Period February 2nd ~ February 11 @ 23:59 JST
Test Schedule To Be Announced
Signup Link CBT Entry
Number of Applicants 70,000

 

Beta Test Objective

  • To test the general game system by recruiting even more players, including those who have not played PSO2.
  • Testing the correction of high priority bugs discovered from the first beta.

※ Game content will be roughly the same as the first beta.
※ Gameplay data from the first beta will NOT be carried over into the second beta.
※ All players will receive 20,000 AC and 5,000 SG to be used in the beta test.

 

Registration

Players can register for the Closed Beta by logging into this SEGA ID page. Only players with gameplay data on their accounts are eligible to register for the first closed beta test.   After typing in the username, password, and hiragana captcha, click the large blue Login button to sign in.

Once you're signed in, you'll need to click the checkbox for the Terms of Service and the grey button beneath will turn green. Click the green button to secure your registration.

 

PSO2:NGS Closed Beta Item Lab

Item Grinding

You can raise the ATK of your weapons or the DEF of your units, by grinding them at the Item Lab.

Item Grinding follows the NT-Grinding system that was introduced a bit later in PSO2 JP's timeline. You first select the weapon or unit you wish to grind, then feed it fodder weapons or units to increase the grind value. All items used as fodder will be lost once the grinding process is complete.

You can gain a bonus to the amount of EXP applied to the gauge if your fodder follows these rules:

  • Material Bonus: [High Rarity] [Same Name Item]
  • Grind Bonus: [Grind Value is +1 or Higher]

In addition, there's a chance the grinding process will become a "Great Success." If this occurs, there will be more EXP applied to the gauge than usual.

Many of the weapons in the closed beta had a grind cap of +20. Reaching this value grants you an additional affix slot, and you can go beyond +20 by [Limit Breaking].

 

Limit Breaking

Limit Breaking allows you to raise beyond the current grind cap of your weapons and units. This process requires N-Meseta and Materials you'll find out in the field.

 

 

Special Ability Affixing

Back in PSO2, affixing was a tedious process that had its own set of rules that were somewhat hard to follow. New Genesis fixes all of that by changing the way you acquire abilities.

Enemies will sometimes drop "Capsules" used for the affixing process. The capsules generally follow the naming scheme of abilities from PSO2.

Capsule Stat Success
C/Power I S-WPN PWR +1.0% Affix Success +10%
C/Power II S-WPN PWR +1.5% Affix Success +10%
C/Power III S-WPN PWR +2.0% Affix Success +9%
C/Shoot I R-WPN PWR +1.0% Affix Success +10%
C/Shoot II R-WPN PWR +1.5% Affix Success +10%
C/Shoot III R-WPN PWR +2.0% Affix Success +9%
C/Tech I T-WPN PWR +1.0% Affix Success +10%
C/Tech II T-WPN PWR +1.5% Affix Success +10%
C/Tech III T-WPN PWR +2.0% Affix Success +9%
C/Fomz Soul I S-WPN PWR +2.0% Affix Success +9%
C/Fomz Soul II S-WPN PWR +2.0%
DMG RESIST +2.0%
Affix Success +8%
C/Als Soul I HP+50 Affix Success +9%
C/Als Soul II HP+50
DMG RESIST +2.0%
Affix Success +8%
C/Dolls Soul I PP+5 Affix Success +9%
C/Dolls Soul II PP+5
Minimum PWR ADJ +2.0%
Affix Success +8%
C/Airio Note A HP+30 PP+3 Affix Success +9%
C/Airio Note C S-WPN /T-WPN PWR +2.0% Affix Success +9%
C/Airio Note D R-WPN /T-WPN PWR +2.0% Affix Success +9%
C/Magnu Note S-WPN PWR +1.5% Affix Success +9%
     

 

Each capsule adds a certain percentage of success. Generally the stat I and II abilities add +10%. Adding 10 of the same capsules to your weapon/unit creates 100% success. The Soul Capsules, on the other hand, tend to have +9% success each. Adding 10 of these will net you 90% success.

 

Once an affix has been added to your Weapon or Unit, you can keep reaffixing the affix back onto it at 100% Success Rate. The affixes with a capsule icon next to the name are being added with a capsule, but the ones without was on the weapon previously.

 

Most of the items that dropped in the Closed Beta have 0/2 affixes.

 

You can increase the number of affix slots by grinding your weapon.

 

Abilities that have been affixed to your item will continue to remain at 100% success when performing the next affix.

 

Potential Unlocking

Each weapon has a potential that can be unlocked at the Item Lab. Potentials provide various effects to weapons, such as raising stats or activating effects when certain conditions are met. You can even raise the level of a potential to provide better stats and outcomes.

 

Potential Unlocking requires N-Meseta and Materials to perform the process.

 

Be on the lookout for Photon Chunks! You'll need lots of them to unlock a potential.

 

Multi-Weapon

Multi-Weapon lets you combine two different weapon types into one. For example, this would allow you to use Knuckles attacks (Normals + Photon Arts) on a Sword.

Multi-Weapons require weapons of the "same series" as the base weapon. For example, with a "Prim Knuckle," you can only use a "Prim Sword," or other "Prim" weapons. In addition, Multi-Weapons require a lot of N-Meseta, generally, 50,000 for ★1 and 100,000 for ★2 rarity.