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Might Be On Your Level/Ability To Use In The Beginning
29.Oct.20, 10:25;
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It ought to be"different-enough" to feel as though your advancement in PSO2 has been for an entirely different game. Both in structure and in procedure. Something such as"crap NGS Advance Quests while angling for RNG PSE bursts for 20 levels on each class" would be a problem. Class levels with varying classes versus 80 character levels with no changeable classes) would help.This is what I was thinking also and makes the most sense. This way the game has the main core aspects players anticipate but is fresh and new at precisely the exact same moment. I think it's still likely to be instanced and not truly open world. Gameplay shown so far has shown 8 player instance maxes. This would not break current AI systems, thinking about the current AI simply follow your route or teleport to you if they get stuck. The world is huge and open, but everything outside of towns was instanced. The world is huge and open, but everything out of cities was instanced. They watered down the scaling to a formulation and changed a lot of courses but now that it's gone I constantly wish to play it.
I would love Dragon's Dogma Online-styled experiences in Phantasy Star if since it gives us a reason to learn more about the planet (or at least rapid journey to it to jump in and out) and to have a challenge with the directors and enemies.
I would imagine with how New Genesis would possibly be balanced that hopefully every course is workable like how Dragon's Dogma Online cleaned up the vocations so that they were all complete packages that gamers can enlarge on and flesh out without needing to take part in matters like what Phantasy Star Online 2 now 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 whole skill tree, and the most important class/subclass system to have something like Dragon's Dogma Online did with the custom abilities, core abilities, and also the augments with the ability to mix-and-match augments, that everyone unlocks core skills and contains them together, and that players define their own playstyle with their custom skills. A huge part of the preference for me is so that you can surely invest your 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 items to your liking without realizing you would have to drop in cash like you now do if you wanted to build something like an optimal principal course tree and a variant for a perfect subclass tree, or purchase another Mag because you're missing about 6-7percent of your total damage (and therefore are missing 200 points to equip your weapons/units).
Check out www.pso2ah.com for more details.
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