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 like"spam NGS Advance Quests while fishing for RNG PSE drops for 20 levels on each and every class" would be a problem. Something like the gap between PSO1 and PSU (200 character levels with fixed classes versus 150 character levels and varying classes with 20 levels) or between GW1 and GW2 (20? Class levels with changeable classes vs 80 character levels with no changeable classes) would help.
What we've seen so far doesn't indicate that one manner or another.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 exact same time. I believe that it's still likely to be instanced rather than open world. Gameplay shown up to now has revealed 8 participant instance maxes.
This would not violate current AI systems, thinking about the existing AI just follow your path or teleport to you if they get stuck. The world is open and huge, but everything outside 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 out of cities was instanced. They watered down the scaling to some formula and transformed a bunch of classes but today that it's gone I constantly want to play with it.
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