Don't know why people keep using the 8 years worth of content in 1 year line, because that isn't the issue.
The issue is that NGS has no meat, while having time-gating, riddled with bugs, no rewarding repeatable content, heavy monetisation, all coupled with a slow roadmap. You don't "finish" NGS and feel like you've played a game while waiting for the next content, you feel like you've played a tech demo.
JP PSO2 launch was much better than this for a few reasons:
- You had 4 distinct areas, rather than 1 area with small variations.
- You had repeatable content through the daily and weekly client orders from various NPCs, giving you different ways to play instead of just looping areas (before VH, these were very rewarding).
- No extremely heavy monetisation; there was no such thing as untradeable paid items early on (bonus scratch stuff only happened in Episode 3 or 4, and should have never been added the way they did), and free players had access to the market through FUN Scratch as well. Right now, NGS comes off very poorly to many new players as there's no content, but they are still asking for a lot of money for certain things and constantly advertising scratches.
- Items were farmed in a variety of areas, and many were distinct rather than just being "sets". Areas also had unique enemies, rather than every area having the same set of enemies causing no variey in combat.
- The roadmap in PSO2 2012 was very clearly laid out, and very quick. 3 areas were released in the space of 3-4 months, along with 3 more classes, subclasses, an extra difficulty, 2 extra Time Attack Quests, a lot of client orders along the way, countless more rares, augments, lots more story, level cap increase and so on. NGS uses mostly recycled content (every ALTER for example is a previous PSO enemy if you watch their movesets!), yet the roadmap is far, far slower than PSO2 ever was.
- Absolutely no time-gating. At the beginning on PSO2, there were no dailies, no weeklies, no mandatory Urgents (the earliest "mandatory Urgent" would be Elder, 6 months later), you could just get on and play to make progress instead of waiting for resets. In NGS, you're always waiting for the next daily or weekly reset to start making significant progress again, or for the next random* thunderstorm (* thunderstorms are actually on a schedule each week at the moment, but it's still a very bad system).
- PSO2 wasn't a buggy filled mess. It's never had no bugs, but NGS is a complete other story.
- Some more stuff, probably.
Everyone focuses on how much "physical content" JP PSO2 launch has, but the amount of content is much less important than the replayability and quality of said content. Early PSO2 content was repeatable for constant rewards (you could play maps and NPC stuff for quite a lot of meseta! F2P players rejoice!), you weren't forced to do anything timegated, you could use Client Orders to progress and play your way (I sure wasn't looping to level!), and it was just a much better experience all around.