I wasn't directly complaining about the gameplay video itself. Rather I was using it as an indicator that VCIII is going to be suffering from the same issues Fallout NV did. Same game, new face plate. If Fallout New Vegas was quite similar to Fallout 3 with a gap of what? 3-4 years? Then VC III is most likely going to be extremely similar to VC II mechanically because it hasn't even been more than a year and already it's being churned out like it's going out of style. The gameplay video is what I was citing to say "Hey, it's basically VC II with better graphics. Meaning it's going to have all of VC II's good and bad points."
-Personally I find it fair to compare the two not because of the scale, but because they both are there to accomplish the same goal; powering up your party. Honestly I find adding social aspects to an RPG a good thing so it's something I would like to see more of in VC III...just not the same way it was handled in VC II.
-Alright, "unplayable" was unnecessary hyperbole but it still is an issue that pops up more often than it should. Maybe the random factor just screwed me more than you but I would not agree that negative potentials "hardly" show up during high morale. I typically had them trigger at least once per match despite having a constantly growing morale the whole battle. It's not that the "same" ones keep popping up, it's that multiple ones just kept popping up often enough that I started to get sick of using certain characters because they'd fail me when I really needed them to come through.
-The currency thing is minor, I just threw it in for completions sake. Honestly probably nothing more than a nitpick.
-I did replay earlier missions. Several times. That's how I was farming for Credit for class changes. Regardless of level 1 or 15 it still seemed the basic power tactic never changed. Run up, aim for the head, one-shot-kill, move on. Maybe it's because I was so persistent about head shots that I never noticed the damage change from body shots but still...
Also there is plenty of reason to change classes laterally. Maybe I think the Fencer looks better on Random Girl A despite her already being made into a heavy. Maybe I want to see how Avon plays as Tier 3 Class C rather than Tier 3 Class A. Players should not be "locked" into a specific class/talent/skill/ect. tree in any RPG. It's just bad game design. One of the things I like about SRPGs typically is the freedom to absolutely design my party or army the way I chose with the option to go back and mix things up if the formula is getting to stale for me. Being denied this because of a design written into the game itself is one of the fastest ways to make me lose interest in an SRPG. So it's not trivial IMO, it's extremely freaking huge. If I wanted to be locked into a specific Archetype per character I'd play a regular RPG.
-I realized that. It didn't help much. XD Just meant I had to see the same map...over and over and over...