Both existed in PSO2 for a time as lower-tier rares(they had been wired lances,) but if the NT weapon system came out a huge amount of buy PSO2 Meseta the 7-9 celebrity rarity weapons obtained just… thrown out. Maybe we’ll see a weapon camo for this. I am pretty certain they were both left behind when the OT/NT change occurred and Falclaw WL was 11stars, although IIRC Neiclaw WL was 9stars. All those camos from the photon booster store used to be by grinding the holy shit from AQs individual weapons you could farm. Instead of having them for each individual weapon, them compressed into multi-weapon camos at least.
And I even enjoy the story / writing well. But the way is aggressively bad. Plus it seems like this’up’. The entire thing frustrates me so much because PSO 1 did it wonderfully. PSU. I don’t know what happened in PSO2, except to suppose that the first implementation was created to artificially drag out the storytelling over a longer period of time… That is a terrible design choice.
I have never played with any other pso game, so I am not sure how it compares, but it seems like they designed Pso2 to be overly modularly instanced from the get go and such a system does not lend itself nicely to an integrated linear narrative. It’s weird though because they’ve scripted events happen inside quests, so it feels like they could have easily made Story Quests which take Expeditions and have them activate cut scenes as you proceed through the map, just then call those Story Quests instead of having them separated. Whatever the case, I totally hate the current system and it has actually slowed down my drama of pso2 as I’m not interested in playing only for the purpose of leveling up my personality, without the story being significant to the drama I don’t feel like there’s a reason behind my efforts.
Personally I also really dislike the writing, making it even harder to slog though a menu driven narrative, but I feel like it would still get me more into the match, even though I did not enjoy the writing, if it had been integrated. Without some narrative cohesion everything just feels like endless chores that serve no purpose in influencing the world. The Role Play aspect is created into background fodder. It’s disappointing because originally I thought it was an interesting world based on which I played in the closed beta, but I got past the more guided part and it’s just all menus and endless map conducts. Is that typical of a PS game? It has turned me off.
It is typical of PSO2 it appears. The older Phantasy Star games were conventional JRPGs (for the large part. The managed dungeons relatively uniquely to the time period), so if you’re into these things they’re reasonably enjoyable. And funny enough PSO1 did precisely what you are indicating, which means that you may see why this implementation is bothersome when they already had it figured out. This was a weird step for them considering it is original implementation, as apparently parts of it was nearer to that. You’d do a couple of pso2 sales meaningless Kill X Collect Y quests, then it would”Unlock” a story scene that would then spawn on a level as a floating tag that played with the scene in question.