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I wish.Using a controller, is there a way to use the 1-9 number bar at the bottom of the screen? It would be really helpful to have more slots for items/skills
Nothing natively in the game. People tend to bind 1-0 keys to their controller using Steam input, Antimicro, Xpadder, or JoyToKey.Using a controller, is there a way to use the 1-9 number bar at the bottom of the screen? It would be really helpful to have more slots for items/skills
Section ID | Difficulty | Enemy | Drop Rate |
---|---|---|---|
![]() | Ultimate | 1/394 | |
![]() | Ultimate | 1/788 | |
![]() | Ultimate | 1/700 | |
![]() | Ultimate | 1/700 |
Fastest one is probably going to be the spigell one because it’s a lot easier to farm the actual spawn faster despite the rate being better on delbiter. I like doing the clear first 4 waves hunt in mae:gdv for it solo.
Section ID Difficulty Enemy Drop Rate ![]()
Ultimate 1/394 ![]()
Ultimate 1/788 ![]()
Ultimate 1/700 ![]()
Ultimate 1/700
Which is the easiest ID/class to hunt for a soul banish?
Skyly Ranger I guess?
We used to be allowed to use macros for mags but they changed the rules and made it a bannable offenseDoes anyone use the MagFeeder.ahk script by Beev to Farm Mags?
Is there a guide somewhere that will help me figure it out?
Late answering this question, but no. There is no way to scale difficulty based on party for multiplayer. Normal Mode and Challenge Mode expects you to be in a team of up to 4, which has the potential to easily bring down enemies with cooperation. As such, Sega set the enemy stats to account for this, and Ephinea keeps it this way. That being said, it's still possible to clear with teams of 2 instead of 4 (or even by yourself, if you're insane enough to do Normal Mode solo on Ultimate difficulty) - you just have to be more cautious with how you approach groups of enemies until you're strong enough and have powerful enough equipment to more easily manage them.Is there a way to make enemy difficulty scale with the number of players?
My partner and I just started and are playing with just us, but the enemies have *so* much HP and hit really hard. We're still having fun but it would be nice if they would scale down slightly.
Is there a setting somewhere we may have missed?
It's true, and the short answer is everything.I've heard PSO's game logic is tied to frame rate. Is this true? If so, what functions would be affected if PSO's frame rate was uncapped?
Thank you, this is both educational and saddening. I think I've read Matt mention it in passing before in relation to why we don't have 60+ FPS PSO yet—like mag timers are affected by FPS—but I had no idea about the sheer scope of the issue. You make it sound like achieving 60+ FPS (without fake frames) would be a monumental undertaking, or something.It's true, and the short answer is everything.
Animation strides are done per frame, and they're done in both the update and render logic. Enemy and player actions can change based on their animation (again in both the update and render logic). Many attacks and objects in the game count frames to know when to change (also in both update and render). Photon Bullets for example calculate their frame lifetime as distance divided by bullet velocity.
The camera and photon trails are linearly interpolated per frame.
An approach to separate the update and render logic is also a lot of work because there is a lot of 'update' logic done in the render portion. I started working on a very small subset of this a few months ago, but things are still really buggy and it's a massive time sink.
There's another problem where a lot of animations have a small number of frames, so they look the same when going to higher FPS. However, the improvements to the camera alone are probably worth this work (if I ever get the time and desire to finish it).