Both in construction and in procedure. Something such as"crap NGS Advance Quests while angling for RNG PSE drops for 20 levels on each course" could be a problem. Something like the difference between PSO1 and PSU (200 character levels with adjusted classes versus 150 character levels and varying classes with 20 levels) or between GW1 and GW2 (20? Course levels with changeable classes vs 80 character levels with no varying classes) would help.This way the game still has the primary core aspects players expect 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 up to now has revealed 8 participant instance maxes. This wouldn't break current AI systems, considering the current AI simply follow your path or teleport to you when they have stuck. I am 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 towns was instanced. I am thinking it will be a similar approach to what Dragon's Dogma Online had. The world is huge and open, but everything outside of towns was instanced. They watered down the scaling into a formulation and changed a bunch of classes but now that it has gone I always wish to play it.
I would 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 journey to it to jump in and outside ) and to also have a struggle with the directors and enemies.
I would imagine with how 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 complete packages that gamers could expand on and flesh out without needing to take part in things like exactly what Phantasy Star Online 2 currently has (specifically Mags determining which courses you will excel at along with your skill tree also determining exactly what you gain and lose). I would drop the entire skill tree, and the most important class/subclass system to have something like Dragon's Dogma Online did together with the custom skills, core abilities, along with also the augments with the capability to mix-and-match reinforces, which everyone unlocks core abilities and contains them together, and that players set their own playstyle with their custom abilities. A large part of the preference for me is so that you can definitely invest your own time and resources into upgrading and unlocking new abilities and skills and then after you're done you can return and mix-and-match items to your liking without realizing you'd need to fall in cash just 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 since you are missing about 6-7% of your total damage (and are missing 200 points to equip your weapons/units).
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