This comparison holds true between PSO2 and NGS. What you're whining about is entirely unrealistic. And, if you are so a lot of PSO2 purist which you will just refuse to PSO2 Meseta perform NGS, fine, don't. You're still getting a full graphical overhaul of the main game, which alone is enough to get excited about. You're acting like this may supercede PSO2 in every way and the current PSO2 will just die. The original PSO2 is getting a complete engine rework and graphic overhaul, it couldn't be farther from being dead. What more do you desire?

It ought to be"different-enough" to feel as though your progress in PSO2 has been for a totally different game. Both in structure and in method. Something like"spam NGS Advance Quests while fishing for RNG PSE drops for 20 levels on each and every course" could be a problem. Something like the difference between PSO1 and PSU (200 character levels with adjusted classes versus 150 character levels and changeable classes with 20 levels) or between GW1 and GW2 (20? Course levels with changeable classes vs 80 character levels without a changeable classes) would help.This way the game has the primary core aspects players anticipate but is new and fresh at the same moment. I believe that it's still going to be instanced rather than truly open world. Gameplay shown so far has shown 8 player instance maxes. This wouldn't break current AI systems, thinking about the existing AI only follow your route or teleport to you if they have stuck. I'm thinking it is going to be a similar system to what Dragon's Dogma Online had. The world is huge and open, but everything outside of towns was instanced. The world is open and huge, but everything out of cities was instanced. They watered down the scaling to some formula and transformed a lot of classes but now that it has gone I constantly wish to play with it.

I'd absolutely love Dragon's Dogma Online-styled experiences in Phantasy Star if because it gives us a reason to learn more about the world (or at least fast journey to it to jump in and outside ) and to also have a struggle with all the directors and enemies.

I'd imagine with the way New Genesis would possibly be balanced that hopefully every class is viable like how Dragon's Dogma Online cleaned up the vocations so that they were all complete packages that gamers can expand on and flesh out without having to take part in things like what Phantasy Star Online 2 now has (specifically Mags deciding which courses you will excel at along with your skill tree also ascertaining exactly what you gain and lose). I would personally drop the whole skill tree, and the most important class/subclass system to have something like Dragon's Dogma Online failed with all the habit abilities, core skills, along with also the augments with the ability to mix-and-match reinforces, that everyone unlocks core abilities and contains them collectively, and that players set their playstyle with their custom skills. A huge part of that preference for me is so you could definitely invest your own time and resources into updating and unlocking new abilities and skills and then after you're all done you can return and mix-and-match things to your liking without realizing you'd have to fall in money just like you currently do if you wanted to construct something like an optimum main course tree and a version for cheap Phantasy Star Online 2 Meseta an optimal subclass tree, or invest in another Mag because you're missing about 6-7% of your overall harm (and therefore are missing 200 points to equip your weapons/units).