Both in structure and in procedure. Something such as"spam NGS Advance Quests while fishing for PSO2 Meseta RNG PSE drops for 20 levels on each and every class" could be an issue. Course levels with changeable classes vs 80 character levels without a changeable classes) would help.This is what I had been thinking too and makes the most sense. This way the game still has the primary core aspects players expect but is new and fresh at precisely the same moment. I believe it's still likely to be instanced rather than open world. Gameplay shown so far has revealed 8 participant instance maxes. This would not break current AI systems, thinking about the current AI only follow your path or teleport to you if they have stuck. The world is huge and open, but everything outside of towns was instanced. The world is open and huge, but everything out of towns was instanced. They watered down the climbing to a formula and changed a lot of classes but now that it's gone I constantly want to play it.
I would absolutely love Dragon's Dogma Online-styled experiences in Phantasy Star if since it gives us a reason to explore the planet (or at least rapid travel to it to hop in and out) and to also have a challenge with the directors and enemies.
I would imagine with the way New Genesis would possibly be balanced which hopefully every course is viable like how Dragon's Dogma Online cleaned up the vocations so that they were complete packages that players could expand on and flesh out without needing to take part in matters like what Phantasy Star Online 2 currently has (specifically Mags determining which classes you will excel at and your ability tree also determining what you gain and lose). I'd personally drop the entire skill tree, and the main class/subclass method to have something like Dragon's Dogma Online failed together with all the habit abilities, core skills, along with also the augments with the ability to mix-and-match reinforces, that everyone unlocks core skills and contains them collectively, and that players define their own playstyle with their custom skills. A large portion of the preference for me is so you can definitely spend your own time and resources into upgrading and unlocking new abilities and skills and then after you are done you can return and mix-and-match items to your liking without realizing you would have to drop in cash like you now do if you wanted to construct something like an optimal principal class tree and a variant for an optimal subclass tree, or invest in another Mag because you're missing about 6-7percent of your total damage (and therefore are missing 200 points to equip your weapons/units).
Regardless of the extreme grind the match becomes towards the end (such as running the exact same dungeon like about 40-80 occasions to gain one level, amassing Blood Orbs and High Orbs to unlock the little stat boosts that add repeatedly, and more), I have believed that Dragon's Dogma Online is definitely a good instance of an online game that I believe has certainly nailed the"open field" exploration with good gameplay, optional combined multiplayer, and still provides both a challenge and comparatively casual experience for people who desire it without putting up nasty traps for players to get caught in to mess up their assembles. I never enjoyed in Phantasy Star that you can mess up your skill trees even though you get the free chance to reset them (it does not help when I am attempting to help new buddies play and they spent their things without me directing them or informing them about why they don't require STR Up and they wind up cheap meseta pso2 running through Level 50+ with no stances and core abilities ).