Here are a few systems that arent implemented yet because they were removed long time ago from PSOBB JP Pre EPIV and I think didn't made it to US BB either as far I know. If you are interested in implementing them for the sake of completion of the emulation.
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EXP Penalty, upon dying the character "loses" exp, from personal experience the value wasn't particularly punishing at lower levels so maybe a value between 5%~10% per death, the To Next Lv: field value increased a bit every time you died.
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Extra difficulties locked behind Gov/Lab quests, in addition to having a level requirement for each episode you were forced to also clear all the Gov/Lab quest of the previous difficulty before accessing the next one, for example to access Hard to VH you had to clear all the gov quests on hard + having Lv 50+ for EP1
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Free Roaming areas locked by default in normal/solo-mode until you complete Gov/Lab quests, this one was already solved with the client patch you offer and the flag settings in the config.json, however the Episode 2 CCA/Seabed door is still behaving incorrectly in normal/solo-mode and must remain closed (red) if you havent unlocked these areas yet (clear 6-5) (I think its a missing patched out logic in map_labo_* map files).
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EXP/Rare Enemy boost applied only for quests, SEGA used to apply those boosts to only quests but not for free-roaming maps.
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Team Point rate x2, doubles the points of the value of the weapons while being donated for points, this one you already told me was a client side modification as theres no hidden switch or flag of any kind to control this from the server.
Game version(s) (choose one or more of the following):
BB
Here are a few systems that arent implemented yet because they were removed long time ago from PSOBB JP Pre EPIV and I think didn't made it to US BB either as far I know. If you are interested in implementing them for the sake of completion of the emulation.
EXP Penalty, upon dying the character "loses" exp, from personal experience the value wasn't particularly punishing at lower levels so maybe a value between 5%~10% per death, the To Next Lv: field value increased a bit every time you died.
Extra difficulties locked behind Gov/Lab quests, in addition to having a level requirement for each episode you were forced to also clear all the Gov/Lab quest of the previous difficulty before accessing the next one, for example to access Hard to VH you had to clear all the gov quests on hard + having Lv 50+ for EP1
Free Roaming areas locked by default in normal/solo-mode until you complete Gov/Lab quests, this one was already solved with the client patch you offer and the flag settings in the config.json, however the Episode 2 CCA/Seabed door is still behaving incorrectly in normal/solo-mode and must remain closed (red) if you havent unlocked these areas yet (clear 6-5) (I think its a missing patched out logic in map_labo_* map files).
EXP/Rare Enemy boost applied only for quests, SEGA used to apply those boosts to only quests but not for free-roaming maps.
Team Point rate x2, doubles the points of the value of the weapons while being donated for points, this one you already told me was a client side modification as theres no hidden switch or flag of any kind to control this from the server.
Game version(s) (choose one or more of the following):
BB