Ade
;3
Hi folks,
I have a classic gamer ailment: Too Awesome to Use Syndrome
To quote TV Tropes:
"It's useful, awesome, and practical — unfortunately, you're never going to use the item outside of maybe the last boss (as you wouldn't need it afterwards), either because you're afraid to waste such a valuable treasure and will be waiting for that one good opportunity to use it... and that opportunity never comes, or maybe because it simply pains you to imagine having it missing from your inventory."
What is a "too awesome to use item?" Think of Mega Elixirs in Final Fantasy. They're super amazing consumable items that typically can't be bought from in game vendors or found with any reliability. I became one of those gamers who piled up as many these items as I could and NEVER used them- save for outside the last boss or maybe the optional side bosses that are even HARDER than the last boss- and even THEN, I felt like I was doing something wrong.
This trained me to believe that, in a video game, if you're using consumables, you're doing something wrong and playing badly. This is hard wired into me from years of gaming. I even carried it into PSO. I was SO CAREFUL on my first playthrough of PSO GameCube that I died zero times in Normal difficulty Ep1. My first death came from Mericarol in CCA when I started Ep2 (the death cloud attack).
I like to play games to see if I can beat something with the resources I was given. On PSO, if I have to return to Pioneer 2 to get more Mates or use a Scape Doll to Trap Die, I feel like I've failed to succeed with what I had. I've never cared if I was the FASTEST player; I just wanted to be good at games in the way I think that one is playing well: by making good use of their limited resources. (Which really aren't limited in a game like PSO, but they feel limited while you're down on Ragol in the mission.)
I mostly play RAcast. I like to use charge weapons and keep my big, chunky HP up because because I play PSO to relax. I used to be able to relax and prettymuch never die while destroying everything. However, because of the ever-growing prevalence of "no heal" games due to Dark Flow, I find myself in a lot of high stress gameplay lately; games where I know I'm not going to get healed by the FO and I'm going to be using a lot of Mates. I've become distressed at how EVERYONE ELSE in the game is being forced to play differently because of one weapon. What's even worse is NOT being able to heal people when I play as FO. If someone dies while I'm FOing, I always feel like it's my fault. This is simply how the best FOs thought on versions of PSO where healing wasn't discouraged.
"No heal" gameplay was more of a niche thing a couple of years ago, but more and more people are playing the game this way. And to be honest, I don't think it's very fun to have to play the game in a completely different manner because of SOMEONE ELSE'S gear choice. That is a BAD DESIGN choice. (Sega's fault, not Ephinea.)
I think Dark Flow is a cool concept, but it's too different from everything else and it requires everyone else to bend over backwards. I would like to see some solutions for this because playing PSO in a manner that is COMPLETELY THE OPPOSITE of what I used to think was "good gameplay" (keeping your character healthy and the FO heals people when they need it) is really stressing me out. I don't play this game as a perfectionist. I play it to relax. When I join random games, it's probably "no heal" 70 percent of the time now (which is way up from a couple of years ago), and that means I have to be in hyper focus mode the whole time and can't just have fun.
Possible solutions:
1. Release the Negate / Healing unit. This would prevent the wearer from receiving incoming healing. The TAers can just disqualify it from eligibility in their TA thread since this wouldn't fit their arbitrarily chosen "vanilla," but it would be a HUGE HELP to public games and would promote BUILD and GAMEPLAY diversity rather than discourage it.
2. Increase the drop rate of Anguish difficulties so people play them more. Make the drop rates proportionate to the increased time to kill. If DF can't one shot everything and if you're in constant danger, it's less useful. There wouldn't be so much gameplay focused around one singular weapon.
3. Add a reward for not dying for a long period of time. For example: For every 100k XP gained without a death, gain 1% RDR. Cap it at 10%. When you die, it resets to zero. This would discourage in-game cheese like trap dying and over-reliance on DF. This one is pretty controversial and I get that.
(I think solution # 1 is the most viable and realistic, by the way, as it was previously proposed by the Admins and never materialized.)
The lopsided nature of no-heal gameplay in PSO, which used to be relegated to niche things like TA, has spilled over into general gameplay, and it's really discouraging the use of traditional tactics.
It is embarrassing for me to say I suffer from anxiety in a video game, but I'm laying it out there. I am dead serious about this. Please don't mock this. (Some people are terrified of speaking in public and I think that's easy, for example.)
Let's get back to some regular PSO that focuses on MANY different weapons and playstyles instead of forcing everyone to be the same.
I know a lot of people like to poke fun at me or whatever, and yes I do rant a lot, but this is NOT a rant. It's just how I feel. I really poured my soul into articulating this. I hope it's taken seriously. Thanks.
-Ade
I have a classic gamer ailment: Too Awesome to Use Syndrome
To quote TV Tropes:
"It's useful, awesome, and practical — unfortunately, you're never going to use the item outside of maybe the last boss (as you wouldn't need it afterwards), either because you're afraid to waste such a valuable treasure and will be waiting for that one good opportunity to use it... and that opportunity never comes, or maybe because it simply pains you to imagine having it missing from your inventory."
What is a "too awesome to use item?" Think of Mega Elixirs in Final Fantasy. They're super amazing consumable items that typically can't be bought from in game vendors or found with any reliability. I became one of those gamers who piled up as many these items as I could and NEVER used them- save for outside the last boss or maybe the optional side bosses that are even HARDER than the last boss- and even THEN, I felt like I was doing something wrong.
This trained me to believe that, in a video game, if you're using consumables, you're doing something wrong and playing badly. This is hard wired into me from years of gaming. I even carried it into PSO. I was SO CAREFUL on my first playthrough of PSO GameCube that I died zero times in Normal difficulty Ep1. My first death came from Mericarol in CCA when I started Ep2 (the death cloud attack).
I like to play games to see if I can beat something with the resources I was given. On PSO, if I have to return to Pioneer 2 to get more Mates or use a Scape Doll to Trap Die, I feel like I've failed to succeed with what I had. I've never cared if I was the FASTEST player; I just wanted to be good at games in the way I think that one is playing well: by making good use of their limited resources. (Which really aren't limited in a game like PSO, but they feel limited while you're down on Ragol in the mission.)
I mostly play RAcast. I like to use charge weapons and keep my big, chunky HP up because because I play PSO to relax. I used to be able to relax and prettymuch never die while destroying everything. However, because of the ever-growing prevalence of "no heal" games due to Dark Flow, I find myself in a lot of high stress gameplay lately; games where I know I'm not going to get healed by the FO and I'm going to be using a lot of Mates. I've become distressed at how EVERYONE ELSE in the game is being forced to play differently because of one weapon. What's even worse is NOT being able to heal people when I play as FO. If someone dies while I'm FOing, I always feel like it's my fault. This is simply how the best FOs thought on versions of PSO where healing wasn't discouraged.
"No heal" gameplay was more of a niche thing a couple of years ago, but more and more people are playing the game this way. And to be honest, I don't think it's very fun to have to play the game in a completely different manner because of SOMEONE ELSE'S gear choice. That is a BAD DESIGN choice. (Sega's fault, not Ephinea.)
I think Dark Flow is a cool concept, but it's too different from everything else and it requires everyone else to bend over backwards. I would like to see some solutions for this because playing PSO in a manner that is COMPLETELY THE OPPOSITE of what I used to think was "good gameplay" (keeping your character healthy and the FO heals people when they need it) is really stressing me out. I don't play this game as a perfectionist. I play it to relax. When I join random games, it's probably "no heal" 70 percent of the time now (which is way up from a couple of years ago), and that means I have to be in hyper focus mode the whole time and can't just have fun.
Possible solutions:
1. Release the Negate / Healing unit. This would prevent the wearer from receiving incoming healing. The TAers can just disqualify it from eligibility in their TA thread since this wouldn't fit their arbitrarily chosen "vanilla," but it would be a HUGE HELP to public games and would promote BUILD and GAMEPLAY diversity rather than discourage it.
2. Increase the drop rate of Anguish difficulties so people play them more. Make the drop rates proportionate to the increased time to kill. If DF can't one shot everything and if you're in constant danger, it's less useful. There wouldn't be so much gameplay focused around one singular weapon.
3. Add a reward for not dying for a long period of time. For example: For every 100k XP gained without a death, gain 1% RDR. Cap it at 10%. When you die, it resets to zero. This would discourage in-game cheese like trap dying and over-reliance on DF. This one is pretty controversial and I get that.
(I think solution # 1 is the most viable and realistic, by the way, as it was previously proposed by the Admins and never materialized.)
The lopsided nature of no-heal gameplay in PSO, which used to be relegated to niche things like TA, has spilled over into general gameplay, and it's really discouraging the use of traditional tactics.
It is embarrassing for me to say I suffer from anxiety in a video game, but I'm laying it out there. I am dead serious about this. Please don't mock this. (Some people are terrified of speaking in public and I think that's easy, for example.)
Let's get back to some regular PSO that focuses on MANY different weapons and playstyles instead of forcing everyone to be the same.
I know a lot of people like to poke fun at me or whatever, and yes I do rant a lot, but this is NOT a rant. It's just how I feel. I really poured my soul into articulating this. I hope it's taken seriously. Thanks.
-Ade
Last edited: