That comparison holds true between PSO2 Meseta and NGS. Comparing progress between the two games is like comparing apples to oranges. What you're complaining about is entirely unrealistic. And, if you're so much of a PSO2 purist which you will simply refuse to perform NGS, fine, do not. You're still getting a full graphical overhaul of the main game, and that alone is sufficient to get excited about. You're behaving like that may supercede PSO2 in every way and the present PSO2 will just die. The first PSO2 is getting a complete engine rework and graphical overhaul, it could not be farther from being dead. What more do you really desire?
It ought to be"different-enough" to feel as though your progress in PSO2 has been for an entirely different game. Both in structure and in procedure. Something such as"spam NGS Advance Quests while angling for RNG PSE bursts for 20 levels on each class" would be a problem. Class levels with changeable classes vs 80 character levels with no varying classes) would help.This way the game has the primary core aspects players expect but is fresh and new at precisely the exact same moment. I believe that it's still likely to be instanced and not open world. Gameplay shown up to now has revealed 8 player instance maxes. This wouldn't break current AI systems, thinking about the existing AI just follow your path or teleport to you if they get stuck. I am thinking it will be a similar system to what Dragon's Dogma Online had. The world is huge and open, but everything out of towns was instanced. The world is huge and open, but everything out of cities was instanced. They watered down the climbing into a formulation and changed a bunch of classes but now that it has gone I constantly want to play with it.
I'd 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 rapid travel to it to hop in and outside ) and to have a challenge with the directors and enemies.
I'd imagine with the way New Genesis would potentially be balanced which hopefully every course is viable like how Dragon's Dogma Online cleaned up the vocations so they were all complete packages that gamers can enlarge on and flesh out without needing to engage in things like exactly what Phantasy Star Online 2 currently has (specifically Mags determining which classes you'll excel at along with your ability tree also ascertaining what you gain and lose). I'd personally drop the entire ability tree, and the most important class/subclass system to have something like Dragon's Dogma Online failed with all the habit skills, core abilities, and the augments with the ability to mix-and-match reinforces, that everyone unlocks core abilities and has them collectively, and that players set their own playstyle with their custom skills. A huge part of that preference for me is so you could surely spend your own time and resources into updating and unlocking new abilities and skills and then after you are done you can go back and mix-and-match things to your liking without Pso2 meseta buy xbox one even realizing you'd need to drop in money like you currently do if you wanted to construct something like an optimal main course tree and a variant for a perfect subclass tree, or even purchase a different Mag because you are missing about 6-7percent of your overall damage (and therefore are overlooking 200 points to equip your weapons/units).