Just two words....
Hamlet Defence
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Just two words....
Hamlet Defence
I feel like the issue there is that the Scions aren’t the Path of the Twelve. But they aren’t the Circle of Knowing, either.
But the resulting merged group seems to be trying to still hold to the individual charters of its two component groups, despite the fact that one (the Circle’s “Sharlayan renegades throwing aside tradition and coming to try to aid the Eorzean city-states“) doesn’t really fit well with the other (the Path’s “we are the secretive, hidden organization that studies the Echo and tries to find ways to use it for the greater good“).
It made a lot of sense that the secretive Echo-powered group would aid the public “we must organize and rally together to solve problems” group. It makes somewhat less sense for them to operate as the same group from a practical standpoint, even if it makes NARRATIVE sense that Louisoix would tell the other Archons of the Circle of Knowing to go throw in with Minfilia if he didn’t make it back from Carteneau.
actually… there is a difference.
i’m all for this btw! give us miqo’s a butt! (again)
Bring back the booty!
If you looked into the history of 1.0, the gaming community pretty much agreed with you. So despite the fond reminiscing of some cherry-picked aspects of the original game here in this thread, the game crashed and burned, BADLY.
If you want to know more, there are some good videos on youtube which highlight how the game was back then, both the good and the very, VERY bad.
there's a noticeable difference in the miqo butts.
Side-by-Side Comparison
https://media.discordapp.net/attachm.../miqobutts.pnghttps://media.discordapp.net/attachm...iqobutts_2.png
(yes, I am very passionate. My miqo has a flat butt. I've always yearned for a 1.0 miqo body, ever since I found out there was a difference.)
Tail armor.
Care about tail clipping in armor
I have said before to folks who wish they played 1.x that 1.x was a horrific mass of technical jank and questionable design choices. It's just a horrific mass of technical jank and poor design choices that we can, on occasion, be nostalgic about. Now that we're at a safe distance.
The marketplace used to run like our housing system does now! There were instanced market wards, and if you were able to get one of the market stalls in those wards, you could put a retainer out with inventory to sell (like you can in the front yard of your house even now). And instead of a search engine, you got to go wander through each market ward, talking to each retainer at each stall to see if they were selling things! Doesn't that sound amazing? :D
*smile is visibly strained, and a small tic begins near the corner of Pax's eye*
Not "Classic servers", but it would be nice to replay some of the more important story events from 1.x in flashbacks or something.
I'm not saying they would need to host the servers or set them up, but considering people have reserve engineered a runnable server from the 1.23b client. However with all the NPCs handled serverside they can't populate the world with anything due to a lack of access to that data...
But if the people at Square still happened to have said data stored somewhere, and they put it out there, people could probably recreate the original FF 14 from before the end.
To be honest, I feel like there are more character moments in 1.x that still have repercussions in 2.0 and onwards than there are major flashback-worthy story events. Yeah, there's the Calamity as a whole -- and you could argue the trial versus Nael right at the end is important -- but the major events of that are... well, the battle on the Carteneau Flats, which is preserved in the cinematic video. It's things like the nightmare you could have in the inn rooms upon awakening there, and how deeply unsettling that was, that were more affecting. Or the fact that via Echo-related shenanigans, if you started in Ul'dah you were able to be present during the Very Unfortunate Goobbue Incident that happened years prior, when Warburton was critically injured and his daughter Ascilia was orphaned. (Thus giving you Minfilia's backstory, once you realized she was Ascilia, and elaborating on why her foster parents -- and also Thancred -- had such a guilt-motivated need to protect her.)
The 1.0(1.23b) battle system would be nice... Or just give us the option of switching to a different battle system.
https://cdn.discordapp.com/attachmen...fmask_Icon.png
these halfmasks, to ease my superstitious twelveswood dweller's mind
Combat changed quite a lot between 1.0 and 1.23b though. And giving a switch option wouldn't work because the old combat was meant for a very different design for battle encounters.
For example, in 1.0 you had TWO things to manage in addition to MP: TP and Stamina. (People absolutely hated the stamina system day 1) and auto-attack didn't exist so you had to manually choose to do regular attacks. Later they removed the stamina system so you'd only have to worry about TP for certain actions.
Before the bigger combat revision the combat also involved targeting and breaking certain monsters' parts as part of a vulnerability mechanic. This was no longer the case by the time 1.23 happened.
The old combat system also assumed you could mix and match traits and actions across classes, you had less mobility (you had to sheathe your weapon to move away faster), no visible AoE markers, a lot of party buffs being kept up and a (nowhere near as well implemented as in XI) focus on coordinating actions with the party.
Even if you take away the cross-class mechanic and consider the current job design, it still wouldn't work because the 1.23b combat alone already had a slower pace designed for slower paced encounters. Action cooldowns were also longer.
The music, anima for teleporting(10 free ports a day?), character physics, levequest factions, being able to switch between AoE and single target for most spells, and the lvl 200 ants out side Ul'Dah main gate by the chokepoint heading to drybone(jkjk).
How bad was it really
Hard to know unless you played it. There are many who liked it better than what we have now for different reasons, many more who will say it was created by Satan himself to torture Humanity. People tend to hyper-exaggerate the flaws of something for dramatic effect though, especially online.
1.0 was really, really bad. So bad SE fired or demoted the members of the original development team that developed it and brought in Yoshi to lead a new team to fix the mess. And after a lot of examination and discussion, he came to the conclusion that the game was totally irredeemable and was beyond saving, and only by tearing it down and starting again from scratch would work. ARR was the result.
Now, there were some good things about it, and a handful of things I liked, but those few good points were drowned under by the huge stinking piles of everything the game did wrong.
Except they didn't really tear anything down to start again, they built on top of what was already there. Which is why we are faced with so many insurmountable problems today, like the pitiful character creation options from 2005 and the weird class/job stone system.
No, they definitely tore a fair bit down outright, not just between 1.x and ARR, but also between pre- and post-Yoshida in 1.x.
The job stone system, too, was Yoshida, done in preparation for ARR. The entire "build your own job" concept from pre-Yoshida 1.x was torn down to create the later zero-customization jobs.
You know how, in some movies or TV programs, someone will take someone's shirt in their fists and pull them close, giving them an intense look that communicates just how vital -- how much a matter of life-or-death -- what they're about to say is? Imagine me doing that, right now, as I reply "Very. Bad."
More seriously, the issues with 1.x were honestly not that the game was bad per se, but that a lot of the systems were really interesting in abstract concept, but in implementation -- and taken all together -- they added up to what could be an almost comically horrible experience.
As an example, the anima system for aetheryte teleports was interesting; the idea that each time you used the aetherytes it depleted this internal store of aether works, lore-wise. And it meant that teleports weren't something to be done lightly; when you ran out of anima, you couldn't teleport again (safely, in lore, or at all, mechanically) until that anima was replenished over time. That meant that walking from point-to-point in the world was, often, a better choice than just teleporting. In abstract, that sounds cool! But in actuality, it ran into scenarios like...
Okay, so in 1.x you had to walk to dungeons and physically enter them. Fine, that's cool. But there was a point where I wanted to run a dungeon with some friends that happened to be in the Black Shroud. A combination of some world mobs that could hit very hard, the Black Shroud map in 1.x being a tangled labyrinthine nightmare of copy-pasted trees, and the anima restrictions on aetheryte teleportation keeping some folks from teleporting to somewhere near the dungeon meant through a comedy of errors we absolutely and entirely failed to get the entire party to the dungeon at all that night, so could not run it.
Similarly, take the character animations in 1.x. I don't think anyone will dispute that 1.x had far better character animations, either in the game world itself or in cutscenes. (Honestly, the cutscenes in 1.x were amazing in some ways.) Characters in current-FFXIV feel a little bit 'floaty' when they move, while in 1.x they had a palpable weight to them that's hard to describe. (I half-suspect the 1.x characters used root animations -- which is insane for an MMO -- rather than in-place as we do now.) Which was great, right up until you discovered that in combat, if you tried to change direction too quickly, you'd take another step or two (because inertia!) and then engage in a carefully-animated turn to face your new direction... which meant you could easily walk right into the edge of an AoE, stay there, and get hit before you actually started moving in the direction you'd turned to move.
So my overall summary would be that 1.x was a whole bunch of ways in which systems like that -- many of which sounded fine in abstract and on their own -- could combine to become an incredibly frustrating experience, to the point it could get in the way of enjoying the game as a whole. And while many of the issues had ways you could work around them -- or get used to the limitations and more or less train yourself into circumventing them -- there's a point at which the effort entailed there can become greater than the enjoyment you get from the game overall.
The fact that the game engine itself was a collection of janky code and strange optimization choices (see: the infamous flower-pot) only exacerbated it.
But I think the "this system was interesting taken on its own" part of all that does mean that there are parts of the system we can be nostalgic for... even if I suspect we're more nostalgic for the potential of those pieces of 1.x rather than the actual, often incredibly frustrating, experience of interacting with them.
As bad as purported until you got used to or circumvented certain issues (e.g., learned to mouse wheel and keybind its UI interactions, fixed its fps issues, etc., many of which were fairly easily circumvented), at which point it could be a calming but very limited experience, a bit like a less polished and much less expansive WoW Classic... before any of its patches.
...I will never understand MMO communities' fascination with needlessly jumping.
There's a perfectly viable chat function; we don't need to communicate in concussed Portal-speak.
But I suppose the original lack of auto-attack (never mind that you could attack more frequently and choicefully before its implementation) was also a "fatal flaw"...
Yeah, I'd like everyone to have butts too.
Difficulty.
From what I can read of 1.0, the story elements actually had an impact on the world which is something I would like to see again. The world right now is just so static, even having finished Endwalker I feel like my character and the Scions have had no impact on the world. It's probably a hard sell to change things since you have to account for new players and how they will interact with the environment and progress through the story but it has been done in MMOs before.
And to say nothing of the goddessawful 1.0 Black Shroud.... Not for no reason was the original 1.0 Black Shroud BGM called Emerald Labyrinth, it really was a horrible arboreal maze with a few small clearings scattered around. Urrghhh...
Fear of the elementals? 1.0 Gridanian players feared just having to navigate that whole damn forest.....
:D
https://64.media.tumblr.com/570c6ff4...twb3j8_500.jpg
The thing I really miss from 1.x is the way cutscenes were made. All moviments and expressions felt more natural and detailed than 2.0
And a lot of musics, as already some people said here. :3
I want the return of motion capture during cutscenes.
Examples from the original Gridania questline.
https://youtu.be/wGUHqEpVxGY?t=320
https://youtu.be/wGUHqEpVxGY?t=454
Mind boggling how the animation was way better back then compared to what we have now.
my first char in this game was a miqo'te back in the 1.x era. I remember clearly not only her body but her moviments...
When the 2.0 beta was arrived, I lived the experience. Was very impactful. xD
The differences indeed wasn't that huge, but the differences are real and significant for the boy with the hawk's eye:3