That players set their playstyle with PSO2

It needs to be"different-enough" to PSO2 Meseta feel like your advancement in PSO2 has been for a totally different game. Both in construction and in method. Something like"spam NGS Advance Quests while fishing for RNG PSE drops for 20 levels on each and every class" would be an issue. Something like the gap between PSO1 and PSU (200 character levels with adjusted classes vs 150 character levels and varying classes with 20 levels) or between GW1 and GW2 (20? Class levels with changeable classes vs 80 character levels without a varying classes) would help.

This way the game has the primary core aspects players anticipate but is new and fresh at precisely the exact same moment. I believe it's still going to be instanced rather than open world. Gameplay shown up to now has revealed 8 participant instance maxes. This would not break current AI systems, thinking about the existing AI simply follow your route or teleport to you if they get stuck. The world is open and huge, but everything out of towns was instanced. I'm thinking it is going to be a similar system to what Dragon's Dogma Online had. The world is open and huge, but everything out of cities was instanced. They watered down the climbing to a formulation and changed a lot of courses but now that it has gone I always want to play it.

I would love Dragon's Dogma Online-styled experiences in Phantasy Star if because it gives us a reason to explore the world (or at least fast journey to it to hop in and outside ) and to also have a challenge with the directors and enemies.

I would imagine with how New Genesis would potentially be balanced which every course is workable like how Dragon's Dogma Online cleaned up the vocations so they were complete packages that gamers could expand on and flesh out without needing to engage in things like what Phantasy Star Online 2 now has (specifically Mags determining which classes you'll excel at along with your ability tree also determining what you gain and lose). I'd drop the entire skill tree, and the main class/subclass method to have something like Dragon's Dogma Online did with all the custom skills, core abilities, and also the augments with the ability to mix-and-match augments, which everyone unlocks core skills and has them collectively, and that players set their playstyle with their custom skills.

A huge portion of that preference for me is so you can surely spend your own time and resources into upgrading and unlocking new abilities and skills and then after you are done you can go back and mix-and-match items to your liking without even realizing you'd have to fall in cash like you now do if you wanted to build something like an optimum principal class tree and a variant for an optimal subclass tree, or even purchase another Mag because you're missing about 6-7% of your overall damage (and therefore are missing 200 points to can you buy meseta on pso2 equip your weapons/units).