I wouldn't call it a "flaw," but more of an annoyance. On the other hand, it adds to the replay value so you won't quit the game as quickly. I got every skill save for one without needing to use Cheat Engine or Save Editors. You just need to not be so lazy and expect everything to be handed to you on the spot.
"Flaw" is kind of an understatement, honestly. It's more of a "padding" that the entire postgame is built around.
"Rewards" are a strange concept in a video game. you're presumably playing the game to have fun, no? Isn't that it's own reward? Why does there need to be such an incentive? Xenoverse has the best combat system in a Dragon Ball game since Tenkaichi 3. just smacking enemies feels great, and you can even use them to play tennis with yourself. With character customization and switchable skill loadouts, you'd think the player would be sitting pretty. It's unfortunately because the quest rewards are essentials, not bonuses. It's this feeling of being restricted, the feeling that the game has not allowed the player to play "the real game" that breeds such resentment. After all, out of the box(so to speak), the player's character is weak, sluggish, and has no outstanding skills.
To play the game the way most people would want, they need to first
Beat all the time patrols(and the bonus broly chapter which needs to be unlocked through finding random drop timeshards in the PQs teehee)
Acquire the skills they want
level up to or close to the cap
Acquire the clothes they want to wear
Download yusion's colorable clothing mod so they don't look a mess =P
That is a significant investment of time, but one that could be well worth it; the base level characters' slow movements ease players into their movesets and help them learn their particulars, the time patrols give ample XP(or at least they do now, I remember having to grind heavily at launch to keep up with the opponents) that should get them to at least level 40, and plenty of money to spend at the clothing shop and skill shop. all in all, it's a great starter pack designed to make a player hungry to get into the meat of the game.
The problem is that meat is the parallel quests, and they kind of suck, and players need to play them because they need the skills they drop to succeed in ranked, or even in single player if they don't know all the exploits for the AI. Fighting a gauntlet of damage sponges that often have infinite ki over and over again so that you might get a drop is classic skinner box game design. So much for "adding replay value". The mentor missions are the perfect contrast to the parallel quests; they must be completed in a certain way and often have more inventive challenges to complete, often ending with an all out confrontation with the mentor. Upon completing each challenge the player gains a skill. It's not complex, but it works.
Testing a player's skills is always always always better than testing their patience; If a player successfully meets the requirements for a challenge ten times, and on the eleventh try they are rewarded with the drop, then what difference does it make how well they perform? This isn't an exercise in perseverance as it is often framed; for that to be true the player would have to fail the challenge first in order to appreciate the victory. Instead their repeated successes are not acknowledged, which is the root of the frustration. In xenoverse this is twofold, since sometimes a player will be denied the chance to even attempt the bonus objectives. What justification can there be for locking off a portion of the mission when the requirements for the trigger have been met? Extending the playtime is the only answer i can come up with.
It's not so simple however; the game needs to appear as though it has a wealth of content because that's just the nature of the generation. if they had made 25 well designed sidequests instead of 50+ basic and tedious ones, the game would be better for it, but it would also appear short and discourage players from staying with the game; a bit of a catch-22. So, drops are made random and keep players hooked trying to acquire them.
Multiplayer really should be what saves the day, considering the game's pedigree, Nothing will ever be a more effective means of generating replay value than multiplayer, so it's baffling to see how bizarrely it was handled. The devs went to the trouble of programming a camera specifically for local versus, yet only allow one CAC at a time and World Tournament is the only stage available. At least all the canon characters are there(provided you unlocked them all through the PQs teehee) and have all the skills everyone remembers. S'all good, right? All that pomp and circumstance about "THE HERO IS YOU" kind of deflates somewhat but at least you can play the game properly.
Making challenges more difficult to complete wouldn't completely fix the problem, but isn't it better to win after a string of losses than to win after a long string of wins that "don't count"?
The meat of the game is combat and seeing your character do the skills you always wanted to do. Not padding. The gameplay is the meat of the game. Not the quests in it. If the combat in the game sucks then the game sucks itself. If it wants to tell a storyline then it would've done a story with parallel quests too. But i'm sure some guy out there is modding to remove the hud (Or it's already been done) To make a fanfic of this game. and do a collab. But my point is you can't defend padding. Sidequests are apart of the games i get it but Parallel quests are needed even when some missions are bugged and whenever you complete the bonus' they don't count. You get a high score? The same as you should when do the bonus? S You did both? Z and even sometimes you won't do the bonus' and still get Z face it the game is uber broken. and needs fixing. This to me is just a flaw in design.