I did enjoy 1.0 of what I played and would of gave it more of a chance and kept playing had it not been a train wreck of a game to try to run, that really the only complaint I had about the game.
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I did enjoy 1.0 of what I played and would of gave it more of a chance and kept playing had it not been a train wreck of a game to try to run, that really the only complaint I had about the game.
Apparently back when the forums were in Beta there was a giant problem with very long posts (usually involving heated arguments), as well as multiple posts happening very fast (which were also very long.) Atleast that is what I have seen others say here on the forums about why the limits are in place.
Unique combat animations...
That is all
It was better at encouraging you to play less.
Remember the fatigue system?
open world boss monster which gave keys to treasure chests with actually usefull gear
it was fun to farm them for hours/rival with other groups
1.0 had instant summon mounts.
Just to repeat...
I played V1.0 beta... the developers were not receptive to ANYTHING. I bought V1.0 anyway and once I got to play longer than a week, the copy-paste scenery and the overtly-long starting quests were a real downer. Adding into that I loved that the maps were huge, but I hated that they were copy-paste.
What finally did it in for me was seeing this:
http://i62.tinypic.com/oji35d.jpg
Everywhere.
I loved the V1.0 starting quests, but I hated that you never really got into any of the game content (remember v1.0 release) even after 60 hours of play.
Like if you back to the thread in this forum about people wanting to skip the storyline entirely, you know there is a problem. I'd rather people play the storyline and be able to skip it if you've seen it. But V1.0 tried to cram like 10 minute cutscenes in, at every opportunity (go look up the v1.0 starting quests on youtube) and there's at least and hour and 15 minutes before you even get to the path companion.
By comparison FFXIV has nothing after the 10-minute opening if you defer your class quests until after you choose a Grand Company.
Theres a very valid reason why so much is server side. If it was all client side then you would see a MASSIVE increase in hacks, cheats and exploits. Put damage calculations server side, there would be hacks to one shot any mob/boss. Put positioing client side, TP hacks and the like, much more rampant than now.
In the words of Raph Koster (if you don't know who he is, I recomend looking him up on google)
"The client is in the hands of the enemy, never ever forget that."
Also everything you said about 1.0 and ARR are opinions. Not facts.
WoW does not handle much client side the difference is that there servers are located closer to you as they have more of them and its an 11 year old game that is sending microscopic amounts of data in comparison to what XIV needs to.
There is always alot of hacks and cheats, to state that there would be more if more processes where handled by clients is your opinion not fact. Its no reason to inconvenience the honest players further. My opionion is that individuals that want to cheat and hack will find a way regardless of what the developers try to inconvenience their cheating attemps with. And fact the World of Warcraft gameplay is far smoother and reliable based on what you visualy see and what happens. FFXIV what you see is not always what happens, its up to chance and the mood of the server(latency).
To to say that there is a very valid reason so much is server side is bs.
In a "perfect" environment, eg one that we have infinite bandwidth and zero latency, the ideal situation is to simply render the entire game on the server end. Thereby no hacks because you only get a streaming "3D" video of your avatar in the game.
That will never be obtainable because the speed of light says so. Also the desire of AMD and nVidia to sell 1000$ video cards to the datacenters instead of users who can't afford it might work in their favor if it were ever possible.
Varina,
I like your post because you point out some of the flaws with this game. I've never played 1.0, but I heard about some of the things that were accomplished and some of the stuff they removed. I feel like this game is getting stale. I like this game, don't get me wrong, but I look at how it is now, after 2 yrs, and I feel like progress is going to slow. I've never played WoW, last mmo I played was FFXI. If that game was to get a graphical update to today's standards, I would play that more.
I play MMO's for the experience of being in a world, interacting with others, going on adventure, learning new and exciting things. This game's world doesn't pull me in. It did, for a few months, but like you said, things are missing. The danger aspect is non existent in this game. In FFXI, I remember stepping out of my starting city and traveling to where the orc camp zone was. Having that orc chase me all the way back while hitting me, me praying i could zone before I die or someone would come along to save me, only to die right before I zoned.
And since we are on the subject of death, why even have me die in this game? There is no consequence for death. In FFXI, you would lose exp, even de-level. Just hit level 10? Just got whole new lvl 10 equipment...exit city, fight mob, die, de-level. Now can't use any lvl 10 gear. That was fun. Made me plan. Made me execute. These people complaining about players not knowing how to play their jobs, if you lost exp everytime you died, it would force you to learn to play. Got a new skill, trying to test skill out in rotation? Go get in a fight. You figured out fast if you were using it properly or needed to adjust rotation. If they just brought that back, it would increase the fun of this game 10-fold.
I think the way this game looks is cool, but the world is bleak. Mobs are boring, AI is non-existent. Fights are all Choreographed. And interaction between players is not even needed. If not for dungeons and endgame raids, this game would be a single player. i mean i can't even attack a mob that you already started attacking. WTF?
SE making me so mad cause I know they can put out way more than they have been with this game. I mean I look at ESO. That game feels like an MMO. World is beautiful and dangerous, interaction with others can happen at anytime with or without being in the same "party". Exploration is way more important than in this game. Enemy AI is great. Customization of different play styles is encouraged. My archer will play, wear different gear, can have different abilites than you archer of the same race and class. Its up to me, the player, how im gonna proceed with building my character, not a mold. I am starting to feel like Im playing a rail MMO...I didn't think that was possible..but here we are.
I liked the mining and gathering system more in 1.0. It seemed like it was less exploitable, and I would like to see it come back someday.
ground textures, grass textures, character textures, cloth textures, and our characters' ass.
I politely disagree. Having to do a mini game every time I wanted a branch off a tree was ridiculous.
Now, if they want to add the mini games back for levequests, that's fine. Just make it optional and not a requirement. I hated botany in 1.0 and yet I forced myself to do it anyway because I'm a masochist or something.
I've said this before. I love ARR except for the movement. I like for my characters to feel heavy, to have traction on the ground, and 1.0 did this very well. In fact, I think the player movement was the only thing I liked in 1.0 ... I hope other players speak about this enough to make it happen. It's the only feature I feel lacking in Heavensward, proper weighted movement.
I am sorry sure it looked nice, but I would have hated to have played that slow of a game.
I prefer 1.23 combat wise. I like animation locks and knowing when to time and use the bigger heavier hitting attacks.
I also like fighting games so this might be the reason, choosing when to use the right attack at the right time or get smacked is the name of the game.
It did Coerthas better...
Exactly! I seriously used to just run back and forth because I loved how the character actually reacted to changing directions by leaning and stepping. In ARR the movement feels so fake, like even in cut scenes the characters just rotate 180 degrees with like no movement and just walk away. Its like there standing on one of those rotating car displays.
Different strokes. What you just described sounds awful to me. I like a challenge and having to be cognizant of where I am, but the notion that I can't step out into the world without having my character's head smashed in isn't fun for me.
For you. And I'm going to go out on a limb and say that you're the minority in this opinion. Death carries a penalty in gear degradation and a rez debuff if someone raises you. That's plenty for a casual game. I know that that one change would make me jump back to WoW in a heartbeat.Quote:
And since we are on the subject of death, why even have me die in this game? There is no consequence for death. In FFXI, you would lose exp, even de-level. Just hit level 10? Just got whole new lvl 10 equipment...exit city, fight mob, die, de-level. Now can't use any lvl 10 gear. That was fun. Made me plan. Made me execute. These people complaining about players not knowing how to play their jobs, if you lost exp everytime you died, it would force you to learn to play. Got a new skill, trying to test skill out in rotation? Go get in a fight. You figured out fast if you were using it properly or needed to adjust rotation. If they just brought that back, it would increase the fun of this game 10-fold.
Huh? Sure you can and as long as you participate enough you get credit for the kill. You don't get whatever stuff may drop from it, but if it's a quest or hunt mob you certainly get credit for it.Quote:
i mean i can't even attack a mob that you already started attacking. WTF?
Interesting you point this out, I also played 1.0 and this was one of the first things I noticed. My good friend actually completely quit the game when 2.0 came out because he simply did not like the player movement. He expressed he never felt as "immersed" in the environment of 2.0 as he did in 1.0. I also, very, very much miss the system of grouping up and killing mobs in the open world in strong holds for EXP. You could set up in a camp where a group of high level mobs spawn and just grind your exp, and you made *a lot* of friends and had a lot of fun doing it. If you got deep into the strong hold you could kill a certain mob a # of times for 1% chance drop of a rare key that would open a gold chest in the strong hold for some really nice gear. Now, where those chests used to be, are just blank silver tables of where they used to be. They ruined the game with this new idea that open world EXP grind be rendered inefficient, and now everyone just openly bots FATES 24/7 solo in Northern Thanalan for their EXP (and lets get real here - thats what people are really doing.) In 1.0, if I wanted to get to the very back of a strong hold, or a dangerous part of the map, I would need to leave with at least one other with me in case something dangerous happened. I miss this sense of danger, sense of immersion that you speak of. Most of all, I miss the old way to EXP grind.
And 2.0 (or 3.0) is fast? Maybe its just my perspective being an old wow player (and a dozen other mmos), but altho the current gameplay is a lot more flashier then 1.0's its not by any means particular faster?
I mean I get your point, but if anyone would of hated 1.0's slow gameplay, they must surely also hate HW's slow gameplay.
1.0 was far more immersive. Problem was that the game play took a hit and thus we 1.0 players are in the minority. 2.0 is doing well. But limited by the playstation.
No offense, and I loved 1.0 very much, it's time to move on.
1.0
-Looked amazing
-Fluid Movement and charcter physics
-Dangerous world
-Superior AI of monsters
-Superior differentiation of classes
-Superior differentiation of monster abillities as well.
1.0 Was good at making sure you were made to learn the game and it's mechanics or suffer death. The open world was entirely explorable due to smart mechanics as sound agressive monsters that could be snuck by with carefull manuevering not just staying outside a line of sight cone. The world felt large enough that exploration felt like you were actually going into unexplored teritory to find intersting locals and scenery, Copy pasted terrain aside the game had some amazing vistas.
2.0 made massive improvements to gameplay but I feel they threw the baby out with the bathwater on many systems they flat out removed for the path of least resistance. But hey as some players have stated "If things were like that I'd just go back to WoW" We wouldn't want that now would we?
Hopefully the dev team continues to take steps in the right direction 3.0 had some small wins for fans of older style MMO play, hopefully we can see that continue.
Spells were much more beautiful, also the sense of immersion. But it was terrible in everything else.
1.00 was a flop, it wasn't a bad game. Most never gave it the time of day, that was the problem. It was for those of us who played it, a 'flawed' sandbox. It was still an open world sandbox though and had the best graphics and animations at the time, hands down, of any MMO out there. It was the only game at the time, 14 still is as far as I know, that puts your character in story mode cut scenes the way it does.
ARR/ HeavensWard are alive and well, SE had to do what they did but I'm going to remember 1.00 with fondness. I still have all my Marmot Pelts, even though they be useless.
I couldn't agree more, although I have not played HW yet and I'm curious... "3.0 had some small wins for fans of older style MMO play", would you mind elaborating without spoilers please? I'm genuinely interested in what I can look forward to seeing in HW for fans of older style MMO play. Thank you!
Without spoilers I'd say the big one is forcing players to explore the areas for the aether nodes to access the vaunted flying. Likewise smart placement of Vista locations give amazing views of every area and aren't tied to some crazy specific time of day/weather.
The larger environments speak of a dev team who wants the open world to be seen as something usefull. The zones aren't just fluff they are designed with purpose and flow well. When I say "Small wins" I do mean small, at the end of the day the developers catter to the players whith the.
https://33.media.tumblr.com/b117baf7...t2qvo1_500.gif
Syndrom. But still there are a few things for people used to the old ways get, now hopefully they can use this giant world they created for something other than a place to put the entrance to dungeons.
I think a lot of us are looking at it with nostalgia-tinted rose-colored glasses.
There were a bunch of albeit minor things in FFXIV V1.0, like the larger Miqo'te butts, the better animation and cut scenes (but not hugely better), and the more epic starting quests, and the larger-seamless maps.
But...
These were all things scaled back to make the game faster and easier to get into. When V1.0 was released, the nVidia Geforce 580 was the top-of-the-line GPU. The equivalent to that now is the 760 or Radeon HD 7950 / R9 280. When FFXIV V1.0 was released, few had Quad-Core systems, and the average CPU was 2 Ghz Core 2 Duo.
So what was a 2000$ system in 2010 is now a 600$ system today. You also have the PS4 which is about 75% as capable of such a system.
Just about everyone who played V1.0, unless they had sunk 2000$+ into their gaming rig, did not get the maximum visual impact of FFXIV V1.0. And even if you turned a lot of the fluff off, it was still a super-slow game due to loading times alone. That IS something I do remember. Even in V2.0 the loading times for some areas are a bit ridiculous, so you try to avoid zoning by doing everything in one zone first.
Like there are two things I found disappointing with V2.0...
The lack of seamless maps (thus it felt like the world was substantially smaller)
Some animation quirks. During Beta I found the lalafell animation to have the worst changes, because it looks like they have no knees in a lot of their animations. What I didn't like in V1.0 was how the player "slowly walked into the scene" of a lot of the cutscenes, but in V2.0 they improved it only slightly by cutting out a lot of the "enter stage right" moments and saving those for rushing through doors.
Such a bad phrase nostalgia-tinted rose-colored glasses, there where great features in 1.0.But it gets discared, swept under the rug, because 1.0 also had bad features and the elephant in the room was the copy pasted world . When ppl quickly want to trash 1.0 in explaining how it was bad they talk about the worlds copy pasted areas.
I would say "i think alot of individuals are looking at 2.0 and Yoshidas design philoshy, blinded by illusions of infatuation"
2.0 well designed world (visualy), bit small (very small world). It does however look very very nice. A shame all that hatred for the 1.0 copy pasted world doesnt translate into hatred for copy pasted content. Even greater shame that the new world is pretty, but useless no reason to be exploring in it. So we have this brand new world remade, with a theme park philosophy on all its content. But a world so empty and shallow, and we got flying so now its even more useless.
4.0 we dont even need a world just a picture of one that looks pretty. And lets add depth to the combat, lets add 5 more skills thats part of your rotation. That you spam away over and over til its muscle memory and brain is busy watching netflix on the side.
Combat not as fast paced as you might have belived. Modern mmos all use it, psychology you're constantly pressing buttons therefor your doing something important all the time. This game is fast because im pressing something all the time, if the buttons where made to only send you tells and make your character wave it would be just as important as that.
I hope that someday they will do something new and make something great, rather then copying content from Blizzard, bioware, arenanet and so on. Add more life into the world itself rather then putting everything in instances, and not F.A.T.E or Hunts. Fates and hunts are the same thing in terms of execution server roflstomp, mmos used to be an adventure in a dangerous world. Playing togheter with others, not just next to them at the same time. A world with substance, and combat with some thought and interraction with others. And no im not talking about the interractions we see now, where ppl only talk to berate someone, ask if they watched a guide, tell them to watch a guide, tell them to uninstall or just some ego stroking ilvl comparing contest.
No i mean interraction in terms of the combat mechanics, job x does something job y does something else this interracts and create rainbows.
Or we could rebrand the genre Massively single player online
The thing with the copy-pasted areas, is that it was excessive at launch. Like, it literately overshadowed everything good about the game.
http://i5.photobucket.com/albums/y19...5.jpg~original
Like, this is worse than 8-bit 2D era RPG's repeat usage, where they did it to save space.
Look at it from the entire zone, and it looks even worse:
http://www.gwcdn.com/albums/images/4...0a2b004f5e.jpg
My buttocks. :(
AAR 2.0 and 3.0 is far far far superior game. It is accessible, well curated, respect your time (most of it anyway), and has plenty of variety to cater to all types of players. It is not super hardcore like vanilla FFXI (hated that game with passion, cannot do anything solo and forced group play). Here you can log in, do your dailies, and other non combat activities, make progress, and log out. It is also beautiful game, each areas are so very well designed and looks amazing, has tons of personality and charm.
Who cares if it was copy/pasted. Bloated for sure I don't think anyone would disagree but to say that it took away from the experience I guess I just can't agree. Copy pasted or not the world felt and looked alive.
http://i.imgur.com/1nQy4vI.jpg
http://i.imgur.com/RXDhYzG.jpg
http://imgur.com/RXDhYzG