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RoBear

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RoBear

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#1  Edited By RoBear

I'm kind of thinking about a similar proposition. There are some solid PSV games I'm interested in and I have a lot of time to play portable consoles but I am going to wait. I don't think it's worth one game, so you will need a big memory card eventually. The problem is the SD cards are proprietary, and Sony is price gouging the FUCK out of them right now. I've done a little research and I've seen that the biggest one, 32gb, reads pretty slowly for a $100 card and is the equivalent of a $30-$40 SD card. Once affordable SD cards become available for the Vita I'll start hunting for a used one.

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RoBear

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#2  Edited By RoBear

As a heads up I played the Wakfu closed beta when it was first released up to the time half of the characters released (about a year ago.)

The game has no internal driving factors in it. If you want to get anything meaningful out of this game it seems like interacting with the community is a must. The combat is very unique from a multiplayer standpoint but pretty quick to wrap your head around if you're familiar with strategy RPGs. Back when I played it the combat was also very broken in that Iops (warroirs) where generally overpowered as hell and most of the other classes had a nightmare of a time leveling alone. Also the intended level cap was 200 back then, with the beta level cap being around 50 or 60 do to lack of available content. So your abilities and stats that you spend points on each level require hyper long term planning to min/max effectively. There are some really nasty other factors to min/maxing a character's stats, but if the community content is worthwhile that MIGHT not be a big issue. The combat was pure grinding. There where no quests or alternative leveling routes. During the beta you could only level via grinding mobs, and that was only easy to solo with one class (Iops). Speaking of Mobs they are ecosystem driven. So if you kill too many they can become endangered or extinct. There are systems tied to the combat and political system that protect the ecosystem, but only the political system CAN carry any weight depending on the player(s) in charge. Back then the mob groups where also very aggravatingly designed. For example the game developers grouped level 20 Gobball (sheep) mobs with level 5 Gobbals and made it really hard to find anything close to your level that you could get decent exp from and not get raped by.

So in conclusion what I played was very very much a BETA and had no community presence at the time. Most of what I experienced was the combat because that's what was mostly available. The game is still fundamentally about finding your own drive to play giving you the freedom to do whatever you want, but in an MMO trapping instread of a sandbox trapping. I got into the game because I love the hell out of the anime (think a french Avatar the Last Airbender in Flash.) I remember talking with a guild member once during the end of my time with the beta, how he described Ankama Studios (the devs) was perfect. He said; "They are amazing artist, but horrible game designers. They should stick to what they know, but props for trying something new." (In turns out Wakfu isn't that new for them after all since it's their second MMO, lol.)

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#3  Edited By RoBear

Those commercials are bloody brilliant. I don't know why anyone would hate on them unless they completely lack a funny bone. Do they sell me on the game? HECK NO! I've never in my life been sold on something purely based on a TV add. That would be utterly ignorant. Do they get me interested enough to want to learn about the product? HECK YES! They are balls funny and do there job well.

P.S. "Strap that shit on tight!"

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#4  Edited By RoBear

Thanks for the link. Those guys have done some great work and it's exactly what I was looking to replicate here. Anyone who wants a better understanding of the scoring system for this game check that thread out. In the coming weeks I will test some of their findings for myself. Also, there are still a few unanswered questions like what exactly changes your Flow multiplier and how grinds are scored.

The intention of this thread is more for data mining the game, not strategy development. Once we've got sufficient data then we can make sound strategies.

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#5  Edited By RoBear

I'll keep it as short as I can by saying what I can reasonably claim as facts. There is no TL:DR version because if you don't care enough to read and learn then you don't care enough to be at the top of the leader boards.

In an attempt to learn how to get a good score in Trick It I watched a video posted on the "post your demo scores" thread. The most important thing I learned from that video is I don't know what the heck is up with the score system.

Out the hatch the player does a Stiffy that lands him 3,920 points. This showed up on the bottom center with a x2 multiplier under it. He then does a Backside 720 Nose grab Tweak Front Flip. The score in the center jumps to 15,920, the multiplier moves up to x3, and on the bottom left a Trick Combo indicator appears. It reads 5,960 next to the 2 Trick Combo headline and it lists both the tricks in the combo thus far. I want to know WHERE THE HELL THOSE NUMBER COME FROM!?

The player's second trick clearly lands him 12,000 points to his running total. (15,920-3,920). So what does that 5,960 indicate? Also, when and how is that multiplier applied? Originally, I couldn't decipher any logical data from the left hand Trick Combo point identifier. In the end, he completes the run as one long combo start to finish and obtains a score of 40.5 million. Crossing the finish line his score reads 19,301,864 with the x20 multiplier highlighted and trick combo including 71 tricks. He crosses and "71 combo bonus +200,000" appears and the center number flashes to +21,045,564 and his total ends up as 40,547,428.

From this ending I am able to answer one question about the combo counter; when and how the multiplier works on at least one level. The center multiplier is multiplied by the left hand points at the end of the Trick Combo then added to your total score plus any bonuses. The reason is in the numbers. The last Trick Combo point number was 1,052,278. This multiplied by 20 then added to the 200,000 bonus points equals 21,245,564. The same number added to the last total of 19,301,864 to reach the 40.5 million.

This still leaves me with one big question. How many points is a trick actually earning you? If we can figure this out the community will have a better grasp on how to maximize scores in a general sense and then look for spots to enable those strategies on each drop. I have one theory that may help lead us to an answer. The theory is that the two numbers, the on in the center and the one on the left, are separate totals, and each trick you land is counted twice if it's in a combo. After watching a video that was not a single long combo run I've concluded that the center number is always your current grand total before "cashing in" your ongoing combo. This leads me to believe the points on the left hand side are your total points for your ongoing combo before any multipliers (I'm currently assuming the multiplier only triggers once at the end of each combo since I haven't done the math yet). The interesting part is, for every trick you perform BOTH totals increase. I haven't check to see by how much, but if it's the same amount it could easily lead to deciphering how much each trick is worth.

I will continue my research and post any relevant findings. I would love to hear other peoples thoughts about the scoring system in this game. I also wish to look into other aspects of the scoring system like what really affects the multiplier and the point spread on small tricks vs big vs grinding vs anything else that gets you points.

In the meantime, this is Diabeasty on the PSN telling you to "Stay Tricky!"

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#6  Edited By RoBear

This is my first SSX game, but I was way into Cool Boarders before SSX came out.

I'm on the PSN (Diabeasty) and I haven't tried Trick It yet but after about 2 'n half 3 hours I got 2:08.56 on race it. I see a few places where I can shave a couple seconds off the clock but under 2:00 looks tough.

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#7  Edited By RoBear

Sorry for that repeat, I didn't look past the first page when I posted. I'll make sure you give you another pick in the same vain. Here is some more Goldfinger with 99 Red Balloons. Two classics for the price of one.

Personally I'm gonna make a whole Ska playlist. But I'll definitely give this playlist a listen too. Another cool idea is to put in 20+ minute songs like "a change of seasons" by Dreamtheater and see how much of the song you can listen to before the end of the run.

EDIT: How come no one's suggested Cher yet?! Didn't anyone watch that Track Mania 2 footage during the game of the year picks?

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RoBear

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#8  Edited By RoBear

Doesn't anyone remember the 90's when extreme sports where king? Did y'all learn nothing from Tony Hawk Pro Skater? Where's my Ska at?! I can make a whole playlist of just this, but for your one song here is Superman by Goldfinger.

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#9  Edited By RoBear

I was a Cool Boarders kid back in the day, but this game looks hella dope so I'm swapping sides.

PSN: Diabeasty