Blue Protocol - Japanese Players Impressions of the Network Test

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Aethersong

Aethersong

Күн бұрын

I look at how Japanese player's felt about the Network Test and give some of my own thoughts.
Network Test Playlist: • Blue Protocol [Network...
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Пікірлер: 76
@phoscent
@phoscent Жыл бұрын
56 minute video YES now this is the second monitor content ive been waiting for
@mikazukixy7117
@mikazukixy7117 Жыл бұрын
Fr
@ragezero6853
@ragezero6853 Жыл бұрын
same, i usually listen to this podcast-type videos while working
@am_9944
@am_9944 Жыл бұрын
basically everyone saying the same things : 1. Drop rates 2. Hp regeneration 3. potion cost (4000 luna is a total joke make it 50-100) 4. Skills balancing 5. power creep the monsters. ( i really do like it when you do feel your progression if i have to fight for 10-30 sec a mob that is lower than me like wth) 6. improving town fps. 7. easier item find - marking location 8. more mobility to classes. 9. more skills to use.
@tegwyrdd5896
@tegwyrdd5896 Жыл бұрын
The fact that the developers accepting and made changes based on the players' feedbacks on the previous iteration, makes me hopeful that the game will become close to a game that many players would love to play.
@Vivi_Strike
@Vivi_Strike Жыл бұрын
Yeah, but not always a good thing if its from the wrong people. i was a founder player for Bless Online launch, the devs kept changing classes and mob stats due to feedbacks of players. One day all mobs become much more squishy and snooze fest, the next day they become bullet sponges, some classes became invincible and other days it becomes useless. It was the most jarring experience ive had in an online game and made me quit.
@moodscroller
@moodscroller Жыл бұрын
Thanks for taking the time to go through all these tweets! It's interesting to hear how feedback from the Japanese gaming community compares with feedback from the Western audience. Really hoping that the western localization for the game isn't botched... I really just need to fully commit to learning Japanese so I don't have to worry about it anymore haha ^_^
@jo_ursi
@jo_ursi Жыл бұрын
I enjoy this casual video style, as well as your other videos. Both are great.
@mikazukixy7117
@mikazukixy7117 Жыл бұрын
meaning western beta test finna be lit
@camfreed9829
@camfreed9829 Жыл бұрын
Man! THIS is what we wanted to know about :) thanks Aethersong. Here before Asmongold covers this video LOL
@AShadowedGamer
@AShadowedGamer Жыл бұрын
ty very much Aethersong for sharing the JP views and community with us this is really good info to be put out there as it lets us on the global side know exactly what to expect going forward 😃 i hope the developers take all these well made feedbacks into consideration and adjust things so that the launch can go super smooth lol
@vettstang
@vettstang Жыл бұрын
This is awesome thank you for translating!! 😊 looking forward to more news and info for us Amazon version!
@UaFur
@UaFur Жыл бұрын
Thank you, great review. I think the main problem with balance is that it’s still too early to build classes until we know what they will look like in endgame. This is a very difficult task for a developer to balance classes during development. But I’m upset about tying damage to character level. I would like us to have the opportunity to show ourselves. So that the game is more skill-dependent. Diablo also made a mistake with the cancellation of animation. You can greatly increase attack speed by movements forward cancells. It’s strange that they’re missing this in early testing. Anyway, the game lives up to all expectations. I hope it will continue to develop after its release.
@EchoBit
@EchoBit Жыл бұрын
Thank you for the impression translations Aether! Just a little bit of polish it seems and they can launch the game happy! :)
@jo_ursi
@jo_ursi Жыл бұрын
This channel has the best blue protocol content by far
@krohar4326
@krohar4326 Жыл бұрын
I really liked your video, the analysis of the comments and your takes on the different issues presented. Thank you for the great content and can't wait for the game to come out!
@TheQuidProQuo
@TheQuidProQuo Жыл бұрын
Huge fan of the casual format. Was nice just to have on in the background!
@nur57634
@nur57634 Жыл бұрын
Thank you for the video!! I really enjoyed it. And I really appreciate the way you speak calmly even when discussing about the critiques and stuff, because I am quite sensitive when it comes to those kind of areas and I believe there is some ppl out there too, thank you
@Kova_xo
@Kova_xo Жыл бұрын
Another fantastic video! thanks for the translations. Your streams were also extremely chill to watch :) 10/10 from me.
@theoaremevano3227
@theoaremevano3227 Жыл бұрын
I like the sound of what's getting criticism for the most part and what's getting praise. Sounds like it's fulfilling a lot of what I'd hope for from the game, and what it needs is mostly adjustment that requires a lot of active player feedback to tease out. Hope they do boost Striker, since that's most likely what I'm going to be using. :D
@InsomniaticVampire
@InsomniaticVampire Жыл бұрын
Just looking through all the games BN has published, I thought they would have consulted with the teams that worked on Tekken, Tales, and DBZ for combat and progression. They have so much history with action/ fighting games. I hope they lean on their own experience more.
@Pr0ject_Dusk
@Pr0ject_Dusk Жыл бұрын
Yeah, I really enjoyed these types of videos. Very informative, and I myself am feeling optimistic about Blue Protocol much the same as you.
@saga97441
@saga97441 Жыл бұрын
Thanks arther !!! Good news video this is info !
@AEP8FlyBoy
@AEP8FlyBoy Жыл бұрын
Yeah, seen this sort of thing in other online games where developers sometimes nerf the strongest weaps/classes instead of buffing weaker ones up to that power level. If enemies are spongy feeling for the most part, there's nothing wrong with a player wide power level buff, or even a tweak to open world enemy health scaling as well. Letting all classes being able to move while casting or channeling skills should be the default, in my opinion (even if it's slow movement, it's better than nothing). Also, I believe each class needs to have access to a support/healing skill or passive of some sort in order to be solo friendly. (passive health regen, health on kill or damage dealt, etc.) Not saying it should be a focus for a multiplayer game, but each class needs at least one of those ways to sustain itself. Thanks for the translations, Aether-sama. Looking forward to future content and the eventual release in JP and then here in the west.
@Juslin7989
@Juslin7989 Жыл бұрын
Definitely agree that you should be able to move while channeling, unless it's an extremely short channel. The developers don't even need to make it meaningful movement, just allowing players to move slightly will make the gameplay feel much less clunky.
@omegaalpha6042
@omegaalpha6042 Жыл бұрын
Appreciate the video but, not that I was nick-picking, a few things could've been done better. For example, you should probably select and screen-capture a portion of tweet comments and reddit posts first, then go through them picture by picture, which would bring a better viewing experience. Plus it'll work better for you to gather your own thoughts about certain issues. I'm saying this because you're the only creator who cover this game fairly so keep up the good work!
@HSGG_
@HSGG_ Жыл бұрын
These Japanese developers have to understand the focus of a modern MMO is not about grinding hard for basic things during the leveling stage, having a low drop rate for a basic leveling quest is just kind of dumb.
@hoverabout
@hoverabout Жыл бұрын
I think the spell weaver's elemental debuffs need to be improved. Like ice elementals are supposed to slow down and freeze the enemy but the gauge takes forever to be built up and we rarely see the enemies being debuffed before it gets killed. Then it loses the point of spell weavers' utility in a party. I think the aggro issues can be fixed by increasing the effectiveness of "taunt" abilities over who atk the enemy the most. I think drop rates can be increased but if they really wanna make it in a way that makes us feel like we need to work for it, they can just increase the amount needed to complete the task. I think it feels better to know you're progressing as you farm for the drops as opposed to just not seeing the items dropping making you feel you're not progressing at all. Btw, thank you for translating and giving us an idea of what JP players are discussing about more. Since the game is only available for JP at the moment, JP comments are the only ones we can rely on for now.
@CBLProductionsYT
@CBLProductionsYT Жыл бұрын
Man we gonna be little waiting. Give us a small taste and now I want more
@Rambooo1998
@Rambooo1998 Жыл бұрын
Thanks for going over the Japanese feedback. In regards to the aggro complaints and suggestions for changes, is this game even supposed to be trinity? The impression was that this game would be similar to monster hunter, where if someone played lance, they'd have a shield, which means they could block, but it wouldn't mean that they'd draw aggro for the team. Did the devs ever say what kind of game they wanted? Because as it stands, the classes/roles could become messed up by changes to make them more "trinity".
@Aethersong
@Aethersong Жыл бұрын
I think they are aiming for a soft trinity. They added an aggro system to the game and aggro generation skills to Blade Warden, so it seems like they want the Blade Warden to be able to tank or at least be able to draw enemies off of allies.
@sammy2394
@sammy2394 Жыл бұрын
The Spell Weaver was the most broken/easiest class in the beta test last time, while the Keen Strider was the weakest DPS/hardest to solo. It seems like in this test they nerfed the SW + buffed the KS and switched the "class tier", but overdid BOTH which is very common in other games as many devs don't know how to balance properly. It's good that they listen and respond though. SW needs a huge rework overall while the KS needs the damage of basic attack nerfed, but not as weak as before. The Blade Warden should have the aggro on taunt skills completely override the aggro on other classes. They should also allow BWs to increase their own damage (Ex: trading tankiness for dps, giving up the shield temporary, or depending on how much shield gauge you have) because I saw some players say that they want to focus their BW on dps. Tanking + aggro may not be super useful as other buffs if the player/party knows how to dodge well. The BW also have very low damage in general, making it hard to defeat enemies or level without help. However, they should do medium dps at best and not very high damage. Twin Strikers need buffs on their damage and survivability. Melee classes could use a buff or two like decreased stamina when chasing bosses or something since playing ranged is a huge advantage over melee. All classes really needs their cooldowns lowered on skills, especially the Foe Breaker. Ults should not be 140 seconds long. I think they made the cooldowns on skills/ults longer because a party of 6 players could easily spam skills/ults and clear the dungeon fast, particularly AoEs. Maybe add something like hitting 3 or more enemies increases the cooldown of skills/ults, while lowering the base cd of it. Or maybe increase cooldowns only when there's a party or multiple players nearby fighting so that it won't be too spammy when playing with others. I think they will definitely increase the max skills equipped to be more than 4 in the future (maybe higher level), or at least I really hope so. I also personally want them to lower the number of players in a dungeon from 6 to 5, and the raid from 30 back to 20. I love playing with many players but sometimes it's a bit too much happening. In terms of soloing/playing alone, they should make enemies less tanky (not too much though) on default but get more tanky depending on number of players in the dungeon or nearby in the "open" world. They probably made the enemies super tanky to make it harder and require playing with others as teamwork, but soloing is VERY difficult for some monsters. Nerfing the tankiness when alone will make soloing a little bit easier but it will still be long and difficult fighting alone, just not as difficult as it is now fighting extremely tanky monsters. Again, don't make them too weak though.
@endercode1164
@endercode1164 Жыл бұрын
So for the reason why archer get so much aggro is because they can constantly atk while other class can’t. Tank do have higher aggro but only when they atk, but if they block then they are not attacking which push the aggro to the second most dmg which is archer since they can constantly atk without dodging like duel-axe or having to regen EP.
@Kova_xo
@Kova_xo Жыл бұрын
Oh hey Aether, I came to see if there was a vod for your podcast with kanon, will you be uplaoding that? I missed it T^T
@Aethersong
@Aethersong Жыл бұрын
Kanon is still planning on uploading it I believe. Might be busy with other videos currently.
@Kova_xo
@Kova_xo Жыл бұрын
@@Aethersong oh thanks Aether :D can't wait to watch it!
@fabianwright1841
@fabianwright1841 Жыл бұрын
🔥🔥🔥🔥🤟🏾
@MRSketch09
@MRSketch09 Жыл бұрын
31:44 Dude.. Low drop rates are bad.. PERIOD. P E R I O D!!! Who freaking wants to waste there time getting nowhere in a hurry!? Obviously that would be even more god awful, if it were related to story progression. 44:38 Godd*mn why are they not just going with levels?! That sounds like the most convoluted system they could use?! Thanks for doing this vid!
@mhimhi2754
@mhimhi2754 Жыл бұрын
All good points I'm hearing here. I agree that low drops isn't bad but without player economy or trading its kind of moot and adds a layer of RNG elitism that'll come out of it. Not everyone will have time to super farm so it harms a big chunk of the playerbase. An increase would be great. But I wanna mention the elemental gauge. I think the idea only took party engagement and unified elemental use in mind. As in playing only in a party and everyone pelting the mobs with the same element (same weapon element, same element skills and spellweavers spec'd into the wanted element). Not much on solo play which makes it useless on the regular mobs. The high HP of normal mobs would be fine if the gauge adjusted itself to increase based on how many people are hitting the mob. If only one then it should be accelerated. This helps spellweavers who have little self healing and lower defense with personal CC which will be needed when the day 1 community inevitably abandons the lower areas. Also to add to that, I agree as well that the other classes must be brought up to Keen Strider and Foe Breaker. Like from what I've seen, they play very well and should not be nerfed as punishment. Tank skill trees for Aegis Fighter and Foe Breaker I can imagine would improve if they had traits that increased enmity on normal attacks and also a draw in skill perhaps? Something like the tank aoes in FFXIV. Maybe even a click on click off stance that just tops your enmity regardless of how much damage you deal. This will help DPS Foe Breakers and Twin Strikers be able to actually function instead of chasing the Keen Striders. Over all, game looks great just those points of class balance have to be addressed. Or else the dungeon meta is just gonna be a bunch of Keen striders and a Foe breaker.
@Dexef_
@Dexef_ Жыл бұрын
I have a theory as to why most mobs have a lot of HP. It's because ultimate abilities are cooldown based... This means that at every moment, any enemy could be ulted and made trivial, so how can they make it so that in a 4 player party, every ultimate is valued equal? By requiring multiple people to use them to clear the mobs... but to do so, you need enemies to have a lot of HP so they can soak the damage and that's where you get sponges. In this example I assumed you are fighting enemies of higher or equal level. If a single ult is enough to clear a pack of mobs then wouldn't the best ult be the one you can clear the fastest and most mobs with? Personally, I think an elegant solution would be to add a meter which is slowly builds up as you use skills and deal damage (from non ult sources). Parties can get to ultimate abilities faster as all teammates damage contributes to your own meter as well and makes it a more valuable skill in solo play as it takes longer time to build it up. It incentivizes party play and would solve the problem of ults being barely used in dungeons
@HSGG_
@HSGG_ Жыл бұрын
Regarding the optimization issue, it's not surprising for a title running UE4, UE always had performance and optimization concerns when used in MMO titles. Look at B&S, for instance. Poor leverage of CPU resources leads to low usage of GPU, leading to low FPS.
@Zest0
@Zest0 Жыл бұрын
Awesome vid! Can you include the music tracks used in the video in the description? :)
@Aethersong
@Aethersong Жыл бұрын
Music is Stream Beats by Harris Heller White Album
@Adactus
@Adactus Жыл бұрын
I think the drop rate issue is compounded by the fact is that they expect players to try multiple times for equipment slots so you have farm for several attempts. This would make farming materials a hellish job. Not a enjoyable game.
@AShadowedGamer
@AShadowedGamer Жыл бұрын
well being that this is a free to play title they do have to impose some sort of grind to keep us players occupied while they continue further developments an as it is free to play they are not beholden to a deadline they just work for as long as needed then push out the new content when its ready for presentation. while minor updates such as upgrades to systems or quality adjustments could be done within a week or two probably that being said i personally am not a fan of egregious rng drop rates so i do hope they adjust that some so that you are guaranteed to get what you need after so many attempts of consistently doing your tasks that would make things a little more tolerable an forgiving
@shadycat8898
@shadycat8898 Жыл бұрын
The point on the elemental bursts was really accurate. The elemental system isn't very interesting, and having the mage be dedicated to it makes for very unfulfilling gameplay. Not a lot of control there.
@rightful4973
@rightful4973 Жыл бұрын
Keenstrider doing more damage than melee classes is a little wonky. Considering a range class should have way higher damage uptime on a mobile enemy compared to melee classes trying to close the gap in the first place TO deal damage. Especially when there’s an agro system causing people to have to chase enemies that are chasing a player somewhere posted up in the background of a fight sniping mobs.
@beldin2987
@beldin2987 Жыл бұрын
How was the name of the NCSoft game that was catering only for the hardcore raiders, and then the needed to see the reality that there are not that much hardcore raiders than you may think because they are always sooo vocal ? I have the feeling this game could fall into the same category and fail because of that. Sounds like its grindy as classic Lineage 2 was and on top of that the mobs are extremly hard. Who would really want to grind extreme hard mobs with low drop chances for endless hours ? Oh and the infamous resting to regain health mana .. it was sooo bad in L2, i really never want to have that again.
@beldin2987
@beldin2987 Жыл бұрын
Ah yeah .. "Wildstar" .. that was it.
@Titanic_Tuna
@Titanic_Tuna Жыл бұрын
My biggest issue with this game is ultimately the combat. These devs consist of people who have worked on various anime games that are published by Bandai Namco and it clearly draws heavily from the design lineage of the God Eater games. Those games had good combat though, so why is Blue Protocol falling behind? They set their own standard, they should adhere to it or surpass it. Obviously this game has many other redeeming factors and problems, but for me the combat is feeling like a deal breaker.
@l3xitscomplicated191
@l3xitscomplicated191 Жыл бұрын
Does any one know what amazon is going to censor in the game so far? Im playing from center EU, wish we could choose if we want to use the censoring or not, like using age restriction instead.
@WestatCh
@WestatCh Жыл бұрын
I played an Aegis fighter on the beta and it seems to me that the person who complained about the lack of aggro on tanks was playing with bad tanks. This is only possible with a difference in equipment, but I also noticed that for a tank you should not take all the defensive skills (all you need is a skill for a bonus to aggro and probably self-healing or a defense buff for the group in some situations), so how damage and, accordingly, aggro is reduced.
@OutlawViIe
@OutlawViIe Жыл бұрын
First time I've heard literally anyone say Keen Strider was the top DPS class. Seems like a lot of their feedback was entirely from a bias or possibly negative experience.
@Aethersong
@Aethersong Жыл бұрын
The general consesus Ive seen from the Japanese community is that Foe Breaker and Keen Strider currently have the highest damage.
@OutlawViIe
@OutlawViIe Жыл бұрын
@@Aethersong Possible the NA audience has a different take? I don't read or write JP so maybe it's a different cultural take?
@lynpotter6471
@lynpotter6471 Жыл бұрын
@@OutlawViIe I've noticed several NA streamers that had trouble getting imagines because they couldn't read Japanese and their damage suffered as a result. They also didn't seem to know about critical hits with the archer. I think some of the difference in opinion is that the archer scaled hard with gear and the english community was largely behind on gear.
@TheDesiredShadow
@TheDesiredShadow Жыл бұрын
IMO im hearing alot of " Small potatoes " problems its a F2P game the grind will be more in effect then a game thats 60+ also the people who are complain about having to dis mount to gather is probably playing the wrong game LOL its those people who like the F2P mobile games that all you have to do it click once and the character goes to the quest location automatically. this game could give a stamina / energy system of how much you can play but dont so yea be grateful :)
@dummytube1542
@dummytube1542 Жыл бұрын
Didn't the dev's say during one of the recent dev streams that they were adding the chance to get weapons from dungeons? I guess that change wasn't in this version huh?
@hovsep56
@hovsep56 Жыл бұрын
Mmobyte managed to get a imajin gear piece as a drop.
@Ryxerz
@Ryxerz Жыл бұрын
It's rare
@symphonixblades
@symphonixblades Жыл бұрын
No, devs said they won't add weapons as drops since the game relies on crafting however they could do monsters dropping items and materials, which they did, monsters now drop items and imajin
@Aethersong
@Aethersong Жыл бұрын
You can get weapons as rare drops in dungeons.
@dummytube1542
@dummytube1542 Жыл бұрын
@@Aethersong hopefully, assuming the drop chances are updated to reflect the clear dissatisfaction of the players, this becomes a viable alternate way to increase the power level of our characters without having to rely solely on the adventure book thingy. Or they introduce other paths to gear from questing.
@goozbaka3576
@goozbaka3576 Жыл бұрын
And the rooster appeared again! Poof 💨
@lynpotter6471
@lynpotter6471 Жыл бұрын
I feel like the biggest miss aside from the drop rates was hiding Imagine recipes in sub-quests. Players just aren't going to consistently find the sub-quest that gives the crucial item in a sea of sub-quests that give only exp/cash. I don't mind having to do the quest necessarily, but I do need to know where to find it. Maybe give sub-quests a special marker if they drop recipes?
@Mr_DE_0395
@Mr_DE_0395 Жыл бұрын
The game surely has potential but it also has some major problems of its gameplay loop. If anything, the first month after release of the game is the time a lot of feed back were important because that's the prime time for them to actually working on the problem stated, because the longer it took them to work on it, the longer the reputation become attached to it. Take BDO as example, that game is known for itself being pay to win, right now it's kinda fixed a lot of those problems making it less hindrance like before but the title of being "Pay to win" still around, and people refuse to let it go, BDO right now is struggling a lot, not in term of content, but in term of revert itself out of the Pay to win status, which I don't think they can, not in at least 2 3 more years if they're still not giving up on the game.. I know that they're taking feed back and working on it, but I hope they're fixing it in the prime time of the game before it become way too late to revert it, taking example of a bowl filled with shit, no matter how clean you make it now, doesn't matter in people mind that it used to store shit in it, nobody is gonna eat food using that bowl ever again after seeing that.
@jamaly77
@jamaly77 Жыл бұрын
What are you talking about? You either spend lots of money on bdo or you grind 24/7 over several years if you want to "win". Both seems like losing to me. Grinding 24/7 and wasting your entire life is worse though.
@Mr_DE_0395
@Mr_DE_0395 Жыл бұрын
@@jamaly77 There it is, Whenever I'm talking about BDO having the title of P2W there will always be at least 1 clown that come and say the same shit about you win nothing in BDO, that term has never been about what you win, if you don't even know wtf you're talking about don't even bother about it since you clearly can't read english to even understand every single word I speak about in regard of BDO, what you're talking about is old news and you're EXACTLY the person I'm taking example of in my own comment about people never let go of the bad name attached to a game and they will never change their mind
@dummytube1542
@dummytube1542 Жыл бұрын
I hope we get a priest/cleric class too as a supporter
@yallia6197
@yallia6197 Жыл бұрын
Damn this game looks like such a mess. Support that does the most damage, mage that does more damage just doing auto attacks, tank that can't tank, melee dps that has to run behind ennemies... Yikes how can they get those things so wrong
@Katsukisaud
@Katsukisaud Жыл бұрын
Disappointed in you for ignoring the first comment, but thanks for your hardwork
@ilyysm
@ilyysm Жыл бұрын
me when the
@KolStern
@KolStern Жыл бұрын
Rather than raising the Tank aggro, i think the aggro should be equal for all classes and instead, the ranged and pure dps classes should be given an Aggro shifting ability that might be a defensive buff or a short lived shield so that everyone in the party can work together and if the Archer or the Mage classes gather too much Aggro, they can shift it to another party member. Not just limited to the tanks, though, in case a group is running content without a sword and board or the hammer. of course, the taunting ability should be stronger for the Tanks to snag aggro if a ranged player isn't using the aggro shifting ability. i think that would be more interesting and strategic combat-wise and also if someone is grinding mobs Solo or whatever, it would be harder for other people to steal your mob and the resulting loot. but that's just my personal opinion and hopes.
@higguma
@higguma Жыл бұрын
Comparing this to genshin is laughable.
@Bomb6A9Head
@Bomb6A9Head Жыл бұрын
i was expecting a japanese cute girl to talk about the game when i saw the thumbnail saddddd
@froshty6324
@froshty6324 Жыл бұрын
no respect for players' time.
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