The opinion of the majority is still just an opinion, and therefore not a fact. People are allowed to have different opions.
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That ugliest thing was actually made by the exact same team that also created ARR and currently still operates it, aside from some very few additions to the team. I'm sure that same team recognizes their past failures and loves being reminded about them, insulting all their work, rushed and unfinished or not. The exact same groundwork that coincidentally still makes up about 80% of ARR including same art assets, same mobs, same basic systems, same music, same world and lore, etc.
The old Spirits Within sound and weight are probably one of two things I miss from that crap heap of a game.
Wow the combat is very slow paced and very stiff. I wouldn't be able to handle those angles either. The graphics look a bit better though in so far as the detail of the characters. Also, the characters seem a bit bland in appearance compared to the colorful, unique looks we can have now. The poses aren't as good as now either.
Here is some classic 1.0 Ifrit hard mode taken by the whm in my FC. But my character is in the video I think I was playing monk.
https://www.youtube.com/watch?v=7uLJEASgYco
In order to get a sense of what 1.0 Ifrit was like you got to watch from start to finish without skipping.
Current battle system/pace with the 1.0 HD graphics/lighting/audio. Please make it happen Yoshi.
I do miss some of the animated effects 1.0 had.
I don't see why they can't upgrade the textures of ps4 and pc version.
At very least giving each zone better ground textures would be a large improvement overall.
Wow, watching those videos made me think that none of the characters are taking anything seriously. Like the PLD in Garuda just casually backhanding her with his sword, or the BRD and MNK in the Ifrit video just kinda. . .being there.
Say what you will about 1.0, but looks are one thing it had in spades. From the world to the warriors, everything was beautifully high in detail. Admittedly that was also part of its downfall, requiring a system which was a powerhouse to run it. From clothes you could see the individual weave of to foliage which you could make out each individual leaf on, they put an insane amount of effort into making everything beautiful.
The Youtube video compression doesn't do it any justice. It was gorgeous.
Gameplay wise, yeah... it was a total train-wreck and I doubt even the most hardcore 1.0 fans would disagree there. Simple menus would sometimes take ages just to load and maps, although massive, repeated terrain pieces in very noticeable places giving you a weird sense of deja vu. That said, it did a few things right and only the blind would ignore that simple fact. One thing it got right was the sense of exploration.
The main areas were seamless. You didn't walk out of Ul'dah through a magical barrier and end up in Thanalan, you walked out the door of Ul'dah as smoothly as you would walk around any other area. The big old bridge in Limsa Lominsa leading to Middle La Noscea? You crossed it each time you wanted to exit. It's much easier to get immersed in a seamless world than it is to be hit with loading screens every time you see a magical dotted line floating around.
So, is there nostalgia involved? You bet your last dollar there is. Is it entirely unjustified? No, and only a fool would believe otherwise. If most 1.0 players are willing to admit there were some serious flaws with the game, then why can't 2.0 players be willing to admit it did some things better than the current incarnation?
I somehow doubt you'd get anything built today to run the crapload of high-poly models combined with 1.0's shaders AND the current particle effects we see in combat smoothly. Sure, if you have a top of the line gaming PC you might get away with it. That's not even getting into the proverbial kick to the head it would be to PS3 players, and possibly PS4 since single-player console games have different requirements than MMORPGs do; at least they did last I checked (hence why Crystal Tools didn't work for 1.0 yet worked well enough for FFXIII).
Guess it would be another story if we were talking about one of the engines korean MMOs or Black Desert Online use.
Well I was the monk in the Ifrit video and I am 100% taking the fight seriously, but the way 1.0 worked is you have to sit there auto attack and build tp before you can hit buttons to do stuff. If there is standing around it is because we are waiting for our TP to build.
Auto attack -> build TP -> use like TP to use one of your skills which then goes on cooldown.
1.0 Ifrit was kinda nutty for one reason alone: the animation lock that original 1.0 had before the implementation of auto-attack. That was back when people brought 5 lancers to that fight, so everyone was behind him poking him in the butt you had to know his animations and tells and only do your skills between his attacks or you would be standing there animating an attack when he exploded your face. I don't miss that much about 1.0 but animation lock made your actions really have a consequence, know when the boss was going to attack or you were going to die.
Tera also had animation lock when attacking and I enjoyed that game for the same reason. You actually had to know when the boss was doing something and not do something at the same time unless you enjoyed being dead.
fight was so slow i fell a sleep
Tera's animation lock is in a whole different region of the universe compared to 1.0 XIV.
The reason is because of Aimed Attacks, the need to aim even your "auto attack" which was a chained skill on its own.
Hell, the Lancer gameplay in tera was the most fun tanking experience ive ever had in an MMO, because it very closely mimics Monster Hunter controls.
The animation lock in Tera wasn't so punishing though, primarily because every class had movement skills that could be fired mid combo.
Also, watching that DRG in the video and comparing to my live DRG, i feel like Chaos Thrust carries a great deal more weight because you appear to really drive that spear in. The 1.0 DRG looks like hes just waving it around and prodding Garuda in the butt with it.
1.0 to be honest, where you spammed your basic ability which built up TP and then used a TP move. It was on the right track, only difference is that now you start with full so can use abilities, instead of as I said, spamming one attack till you had enough TP. MUCH prefer the version in ARR.
FFXI you didnt use combat actions to generate TP, you auto attacked very...... slowly.....
At low levels and depending on the job, sure. Pretty sure my Dancer and Ninja almost never stop attacking auto attack wise, since you know, unlike most other MMOs XI actually has traits on their weapons, e.g "Occasionally attacks 2-8 times", usually is actually "almost always attacks 2-8 times", especially on Ninja.
Didn't expect the thread to grow like this o.O
Anyway have a new video for you all, but this time comparing the combat system of 1.0 and 2.0 Enjoy!
https://www.youtube.com/watch?v=575nZk2jmno
I think it's more that the combat stance didn't look like an action stance. The WHM and BLM just sorta standing there in the middle of a deadly fight, not moving, and simply waving their hands around ever so often looks ridiculous to me. The PLD, too, stands there with his sword at his side and his shield down until he attacks. No one looks 'at the ready;' instead everyone looks bored and completely unfazed by the violence occurring around them.
All these "gameplay is too slow" arguments
... have you ever played a FINAL FANTASY before, huh?
FF12:
https://www.youtube.com/watch?v=4pIniTtDwZ0#t=1m10s
http://upload.wikimedia.org/wikipedi...I_JAP_FF12.jpg
just sayin... slow combat can have some tactical components in it. But i understand, that WOW, CoD, Skyrim Players etc. may in some parts never understand this ^
im okay with the standard combat which we have right now.. but well...
by the way they copied some stuff from FF12 for "A Realm Reborn" ;) these blue action lines etc. :)
nice references to Final Fantasy 12 btw :
http://oyster.ignimgs.com/mediawiki/...-Ffxii_138.jpg
and these blue dots when you reach the end of a zone ;)
http://guidesmedia.ign.com/guides/48.../ffxii_059.jpg
i talk about the combat speed.. not about animations..
and if some people believe it or not.. there can be different types of combat systems and speed.. turn based.. slow ... and fast. Final Fantasy originally comes from a turn based combat ... or ATB which is.. more turn based than real time.
the one is not better than the other... its just a preference.
and today having most games in a fast food combat style.. i dont wonder about these reactions "too slow"
Something to keep in mind about FFXII is that it uses an ATB system which necessarily slows it down. FFXIV, on the other hand, uses a Global Cooldown. Unlike the ATB system, Global Cooldowns allow exceptions in the form of Off-GCD abilities. EVERYTHING in FFXII depended on you charging up an ATB gauge before you could do something, even using an item or making an auto-attack.
Really, in the end, I just find it kind of weird that people keep insisting on judging FFXIV by its predecessors, when it's obviously its own game.
Also, just sorta curious, but has anyone checked how long it takes to charge up the ATB gauge in FFXII without any of the Action Speed licenses? Unless it takes less than 2.5 seconds to charge the ATB, then FFXII is just as fast as FFXIV.
You do realize that most animations are exactly the same as in 1.0 right? Or rather that they removed all the unique animations for each race and instead only left one set of animations for all the races, which I think are either Hyur or Miqote. Although they did leave the old Roe MRD/WAR unsheathed weapon stances and Lalafell ACN/SMN/SCH weapon stances are also unique, probably due to their size and clipping issues more than anything. There are new animations for sure but most animations that carried over are just sped up.
The old Version of FFXIV had no global cooldown.. i am talking about FFXIV before the reboot "A Realm Reborn".. because someone said "1.0." was so slow... and i said "Have you ever played a FF" just like FF12? because the pace is almost the same
and that there are different types of combat speed and CS (combat systems) in every games.. turn based... slow... fast.. and its the matter of preference..
Most animations got the speed treatment and were ported into the same skeletons clipping or sense be damned!
Was nice when each race had it's own personallity in their stance in holding weapons, walking, running, attacking. I will admit early game had some really bland motions, as weighted as they were a marauder had like skills that all made the axe swing the same way.
I'd have prefered if we kept the unique animations to be honest, but hell I'm "That guy" who misses the weighted motion our characters had instead of sliding on the floor. As much as people refuse to admit we could have kept those without actually slowing us down with good animation blending. I feel alot of XIV 2.0 was "Throw the baby out with the bathwater" we lost alot of the feeling that the world was alive in almost all aspects of the game.
We lost our sense of community.
We lost our sense of momentum.
We lost our sense of exploration.
We lost our sense of accomplishment.
That's just what I feel, and to be honest I'm in a minority of people who actually care about these things. To many it seems the utillity they added is worth the price we payed.
I am aware of this, and I don't mind a slower pace of combat, so long as things are balanced around that. My point is that trying to compare FFXIV: ARR and FFXII is like comparing apples and oranges: Despite any similarities, they're still two entirely different things, and trying say one is better than the other is, as you pointed out, purely a matter of preference. Honestly, if I'm playing an MMO, I'd prefer the pace of combat to be on the faster side, but that's just because most of the MMOs I've played and enjoyed were ones like WoW or DFO, where actions go off basically as soon as you press the button (or button combo, in DFO's case).
I have played and beaten every numbered FF in the series within the year of its release (FFIII on DS release) and your point is still rather moot. Tactical components in a combat system can be in anything regardless of its speed.
You seem to forget a very basic fundamental of the series. Nowhere does it state the Battle System has to be a standard format or speed.
This is especially true with a MMORPG Vs a Single Player JRPG.
i havent compared ARR and FFXII.. i compared the pace of FFXIV (old version, before ARR) to FFXII.. have you even read my posting before and which person and text i refered to? (everyone talked about 1.0. combat being slow -> not ARR)
i just refered to ARR regarding small details such as visually stuff like these blue dots at the end of the zones etc.
and thats where i have a problem with it ... did you even know that there is a turn based MMOrpg out there? (unfortunatley i forgot the name)... and i dont think that a fast paced combat is a must for MMO.. because 80% of MMorpg players know it like that from WoW...
when offline rpgs can have different combat systems... then a MMO can have it too! point.
and it also worked good in FFXI... people seem to have very close horizons when something becomes too "unconventional"...
especially in times of "fast food" combat systems today. (CoD, WoW, Diablo, Skyrim, FFXIII-3 etc.).. and the wow combat system has been copied in thousand other MMorpgs since it came out..
@Tonkra Still apples and oranges, 1.0 was not a turn-based MMO, it was a really slow paced real time combat MMO, same as XI.
FFXI was Real Time System game. It was not Turn based. My MMO days are before WoW's time and idc about WoW's influence.
I feel the bigger picture is our differences. I like the series due to the differences in it's releases. Also why I didn't want XIV to be a XI-2.
Both Real Time and Turn Based Systems allow players to think and plan strategies and learn from trial and error. I don't look at Real Time Systems as button mashers and Turn Based Systems as slow either.
All this continues to tell me is you dislike Real/Active Time Battle Systems. You label them "Fast Food" Combat systems of basically today. Yet in the 80s and 90s RPGs were a flood of Turn Based Systems and modifications of it (example: ATB). Everyone copies everyone. Then and now.
WoW clone is irrelevant, past practice in Video Games history proves that.
I still remember posts in the 1.o forums claiming combat was too fast, because they couldn't chat with party/friends/LS duuring fights >.< Yeah, I know, hard to believe, but true. Same players went postal when someone suggested they added jump in 1.0 too. 1.0 combat was actually faster than ffxis combat XD