Sacred 2:2-Player local co-op (PS3)
- 1 2 Player Local Co-op
- 1.1 Getting Started
- 1.2 General Information
- 1.3 Glitchy Behavior
- 1.4 See Also
2 Player Local Co-op
One of the multiplayer modes that is not thoroughly explained is 2 player offline local co-op. 2 people can enjoy Sacred 2: Fallen Angel together at the same time, on the same PS3. Here's how to set it up:
2 or more PS3 user accounts are required to play locally at the same time.
- Setup different user accounts on the PS3 - On the XMB (Cross Media Bar) go to the Users section and create a new user. This is just a user account on the PS3. The name of the user account has nothing to do with Sacred 2.
- NOTE: Each account created must be setup for use on the PSN (Playstation Network) if you are to be able to trade items between the host and guest player.
- Existing characters on one account - This is for those that may have already started working on a character on an account, taking turns with another individual, and now want to be able to play together with them locally.
- Copy the Sacred 2 game save to a USB hard drive then log in on a different PS3 user account and copy the Sacred 2 game save again, or copy the save file directly from one user to another. Now your 2nd account has the same game save as the original account.
- Warning about copying files: When you start Sacred 2 under the 2nd account where you copied the game save of the original account you will see a notice stating, "This savegame is linked with another User or Online-ID. The savegame can be used, but Trophies cannot be achieved and scores will not be submitted to the leaderboards." You will not be able to trade. A save file that is "Trophy Locked" also has a slightly larger file size than the original copy of that save file. It is possible to Trophy Lock your save file by signing up for a PSN ID with that User Account (or associating a PSN ID with the User Account) after creating the save file.
- Second warning about copying files: If a file is copied to another PS3 using the "Backup Utility", the file becomes "Trade Locked" (instead of "Trophy Locked"). While you can still upload your score to the Leaderboards and obtain trophies, you will be unable to trade with other players. This measure is used to prevent duplicating items/gold. A save file which is "Trade Locked" has no change to its file size.
Hosting the game
Now that you have characters on different accounts, you can get to playing together on the same console at the same time! Someone needs to host the game. 2 player local co-op is an offline multiplayer mode, therefore requiring a offline game as if you're going to play offline by yourself. Choosing that mode also has no level-gap limit, which is nice.
The account that is hosting the game is the "main" player.
- Once the main player enters the game and the saving icon goes away, the guest player can then hit the 'start' button on their controller. That will bring up a prompt allowing you to select from which account you want to pull a character into the game.
- Select the account that has the character you want.
- A prompt to sign into PSN will appear. Do so.
- Once signed in, select the character you desire to play with. That character will now appear right next to the main player character. You can now enjoy the fun together!
- Information regarding behavior and quirks of playing 2 player local co-op.
- The general rule for Sacred 2 experience and item drops sharing is that any players in a party will split experience and item drops.
- However, in local co-op, players start in the same party in Campaign only. Much like online co-op, Free World starts each player in their own party. However, unlike online co-op, the party can not be changed in local co-op.
- Fact: Both players get experience and rewards for any quests done in a co-op game session.
- Catch: The quests only show completed on the host's game. Don't worry! As stated before, you have already received the rewards and experience from the quests when you were playing on the host's game. With the exception of the campaign quests and class quests, there's no real reason to have to redo most quests. Nothing is stopping you from running each and every quest again though, if that is your preference.
- Campaign Quests - Even if you do the campaign quests on the host's game, you still have to do them in your own campaign mode game if you're wanting to progress. This comes down to preference of the players. If you play co-op regularly with the same host playing, you may decide to just have a free-world game, maybe even under a different difficulty, for your own individual game. Do whatever you want, really. It is too easy to be misled into thinking that you're limited in how you want to play the game as your character.
- Class Quests - The host of the co-op game is the only one that will have access to his/her class-based quests. The guest can help with the quests but will not be able to access or start their own class's quests in that co-op game session.
The algorithm for experience sharing is unknown at this time. Look for this to update soon.
The algorithm for splitting ownership for item drops is unknown at this time. It is assumed that drops are randomly distributed per item, not per monster killed.
Host's map vs. guest's map
The host does just that--hosts. The host's map is the only map that counts. If a guest player joins in local co-op with a character that has more of the map explored than the guest, the guest will not get any of the map 'uncovered' other than what their character has actually seen and saved during that game session.
Example: Player A hosts a game and has lots of the map exposed. Player B joins Player A's game as a recently created character with very little of the map exposed. Player B shows up in far away Griffinborough with Player A, a place he's never been. They both travel around in the human realm for a little while and then decide to quit and go to Player B's game. Player B now has areas of his map exposed, but only in the areas he's actually been, like the newly traveled Griffinborough.
The same thing happens on the flip-side of this scenario. If a player joins another player's hosted game that has less map exposed than his or herself, the map will be the host's map, lack of exposure and all. You can only go to portals the Host has activated in his hosted game.
While this has no negative effect on either player's game, it is good to understand what is happening when your map doesn't match up with the other player's.
Portals and Resurrection Monoliths
Activating portals and resurrection monoliths should be thought of as if you're playing a single player game. It only counts if you activate the portal yourself, even though you see the other player activate it, just activate it so your character gets credit for doing so.
- The first player to activate an inactive portal will generate the animation of the portal activating.
- For the 2nd player to get access to that same portal in their own game it needs to be activated as well, which will bring up the map screen. Just back out of the map--you've activated the portal and that's what is important.
- If a guest player has portals active in their own game progress, those portals will appear on the hosts map during that game session.
- This can be good if you want a low level character to be able to reach a high level zone.
- The host player needs remember to activate the portals if they want to gain access to them when playing by themselves.
- The last active monolith is where your player starts the game. As stated before, this is to be viewed as an individual player action. If the guest player doesn't activate a monolith, when they start their own game they won't start at that monolith but instead at the last one they did activate.
- During the co-op game, even though the guest player may not have activated the monolith that the host player did, if you both die you will spawn at the host's activated monolith during that game session.
- North American players may enjoy trading since the 1.02 patch.
- European players may enjoy trading since the 1.04 patch.
- To trade with your local co-op partner, simply stand next to each other and hit the L1 button. You will see a prompt for it when you are standing close enough.
- This will bring up the trade window which consists of each players inventory.
- From this screen it is not possible to look at the item details (normally by pressing R1) so you'll want to know exactly what you're trading beforehand.
- Select each item you want to offer by hitting the button and the other player will do the same.
- To finish offering and confirm the trade both players must press the button.
- With save corruption occurences still happening the following save procedure has had a very high success rate.
- Guest player saves the game, then leaves after the save icon goes away. Host player then saves, and leaves after the save icon goes away.
There are a few known glitches that occur specific to multiplayer modes, even some specific to local co-op play. Here are some known glitches and possible workarounds and/or preventative measures for them.
When hosting a local co-op game, a guest player can jump in and out of the game on the fly and even have a different character join. This will be called character switching for the sake of this glitch section.
- UNCONFIRMED: You may want to avoid using this ability. Switching out characters during a game session seems to encourage glitchy behavior as a whole.
- Just save and quit the game, using the Saving Tip, to start a new game and choose different characters.
The most common glitch regarding mounts is that the guest player sometimes loses their mount for that game session. It can be alarming, as the mount does not appear in the inventory at all but, in most cases, is only a temporary glitch of that game session. Saving the game doesn't 'save' the state of the missing mount. NOTE: Some players may never encounter glitchy mounts. This information is helpful if you have encountered it or are interested in avoiding it.
What to do when this happens:
- If you want to recover your mount immediately, both players should activate the exact same resurrection monolith and then save the game.
- Following the Saving Tip, the guest then leaves the game followed by the host.
- Having both activated the same monolith, relaunching the game should mend the problem.
- This is not an all-around fix. It may or may not work in specific cases, but has been known to work in many cases.
How to avoid glitchy mounts
NOTE: This is not necessarily a prerequisite. At the very least it is something that can be done if you've encountered it before.
- If possible, both players should have the exact same resurrection monolith active in their individual game's progress.
- This isn't confirmed as a perfect preventative but it seems to work.
- Avoid the Character Switching scenario.
Inability to Trade Despite Being Logged In
Sometimes players will still be unable to trade, despite both being logged into the PSN. This usually occurs when either player logs into the PSN "late". Often the Host will log into their PSN account midway through the game, or the Guest will log into their PSN account when ready to trade.
The easiest way to avoid this is have each player to log into the PSN as soon as possible. A quick outline is provided below:
- Turn on the PS3 and immediately log into the Host's PSN account.
- Launch Sacred 2. Have the host select their character and start the game.
- Press Start on the 2nd player's controller, select the Guest's User Account and immediately log into the Guest's PSN Account when prompted. The Guest may now select their character.
- Do not log out from either PSN account during gameplay.