I might have only joined at HW, but i miss the old trailers, twice as long as our current ones, im dissapointed at ever new trailer, no matter how good they are...
People already covered most of the things I remember from ARR. One thing I will never forget though is when Bard LB3 saved the day, like this.
-Overall, everything was harder.
-Lag was so bad, Titan was almost impossible.
-People were more snappy and aggressive on chat.
-Aurum Vale would strike fear in men's hearts.
-Grand Company, leves, hunts, FATEs were more reelevant.
I left the game before I got to 50 and didn't come back until HW.
I don't mean this as pure doom, but I strongly believe that a significant part of what makes MMOs so damn fun is an element that is extremely difficult to replicate within itself regardless of quality dev team.. and that's the newness and awe that comes with playing it for the first time.
My beginning experience of WoW... amazing, FFXI.. amazing, FFXIV... it was 1.0.. so.. touch and go... 2.0- amazing lol.
Companies will try to make the game last forever, and PvP scenes imo can help add variety- like people playing LoL still.. something about the human competition element that helps keep things from going stale, but for a world and PvE like element it becomes harder and harder to capture that one element of 'new awe'. I don't mean it as doom, just that.. the first few years of a new MMO, that you like, is REALLY special.. and I just think it becomes harder and harder high to chase by players and devs no matter how hard they try to keep a game alive.
Not exclusively the reasons I occasionally mention another FF MMO but certainly something in my mind when I do (usually list the other reasons, so it shouldn't be a secret).
As well again, FFXIV is not doomed for it.. just a feeling I think is amazing but one that you can't get easily and can't make easily, if at all, the older your game becomes.
I believe emphasizing the journey, and interactions with it, even more and paying even less head to the end game meta could help, like skyrim but an MMORPG, BuuuuuuuuuuuuuuuuuuuuT....... I think a lot of MMO players are trained, bred, and hardcoded for that gotta get to the end gotta go fast and would be caught off guard if you designed a game more specifically ignoring the end but focusing on long immersive journeys (probably one of the key reasons why I keep bringing up better movement systems, I believe such a thing has a profound potential to experiencing the game and should be utilized).
Dream game in my head I play when I'm waiting for something lol. Not that there wouldn't be hard late content, but I imagine such a game would be less preoccupied with the next savage or ultimate, and be far more into making large world spaces with lots of things to do any many ways to approach it. Some games do more or less of this already, but personally as a casual / semi solo focused / df player, on a selfish level the 'dream game' in my mind wouldn't really revolve around such things and would rather ensure you could spend insane amount of time exploring interesting things. Not even sure I'd officially recommend SE the idea.. though it sounds fun to me. Naturally a proper developer has to think about more than their own desires.. I believe I've noted a few occasions where Yoshida has stated their preference but gone against it due to player desire, for example, so uh.. someone irresponsibly give me loads of money and no expectations-- it'll be Grrreat!!
Anyway, that new quality MMO smell is certainly an amazing moment to have~!
Lots of fates and fate parties. Getting the Fate Chain that had the boss fate at the end was always fun. Now with power creep being real...you can usually solo any of those chains now.
It played like an RPG game, now it plays like more like an action game with tab target combat with little to no actual class mechanics, stats etc... to follow. We have quick ground events and fixed rotation with no variation at all, yes Hissatsu: Kaiten more recent one, was one of these, not much compared to what we had in ARR-HW but still.
Soon we could have 1 2 3 and 4. 1 does damage, 2 does AoE damage, 3 does utility and 4 does Supermove. Here we go, action game in a nutshell with hoppity hop avoid the boss.
Gameplay ARR/HW wise was way better but the story and so on was way worse.
Game is now more fun to hang on, but thats all it really offers when the story is done due to gameplay being so boring. It's a lobby afk simulator.
I die a little bit inside everytime someone repeats the stupid saying "FFXIV is an RPGMMO". Must be youngsters who haven't experienced proper RPG game before.
I do admit that i enjoy the game more, but its not because they butchered the RPG part of the combat, its the side things the game has and people to chat with and glamming. Combat content? No thx anymore, i play other games for that.
I miss Coil. And the story attached to it. Was a time where it felt raiding had a purpose unlike now.
And the difficulty of coil really added a sense of credibly to the storyline associated with it. Those tough choices characters made and the reasons for there actions made sense because the situation felt desperate..
Lost interest in raiding soon as they added unsynced and took away the story. But non of the normal mode stories even come close to coil because that credibly isn't there with hoe easy they are to beat..
I Still think the combat system in 1.23 was leagues better than what we have now or even had in ARR... Less spammy more impactful, and rewarding. skills just felt powerful and had weight. Partly because you had to wait to get. to use them. so pressing them felt satisfying and had a sense of choice and decision making.. do you pop that skill as soon as your tp hits x. and hope you can finish the combo or do you keep building tp and drop all your skills in quick succession to spike damage. or even do you go for the high damage combo or the low tp but chance of incapacitation combo.. miles better than this mindless always be mashing buttons crap. And it felt rewarding. If you executed the first skill correctly you were rewarded with the combo. If you didn't execute it properly you couldn't combo..
Arr had none of that. You barely notice if you miss a skills positional or anything it's insignificant. And thus carries no weight or impact.
Oh and a little fun one. Being able to get on top of the rising stones in mordhona with a bunch of well timed jumps and tight rope walking. Used to spend a lot of time up there and so many people asking how to get there..
It was a good time when you start a game at release and everything was new for everyone. Everything felt dangerous and exciting to explore. Every new dungeon felt like a challenge when everyone was in it for the first time and nobody had a clue about anything that will happen. I remember my first time in Stone Vigil. Everyone was new. We died several times on the bosses. We also wiped 3 times or so on the final boss but we succeeded on the last attempt before the 90 minutes ran out. There were litterally just like 10 seconds left before we would have been kicked. The whole 90 minutes were exciting. Every new dungeon since HW or at least SB can't give that feeling anymore.
Compared to now it was great that the bosses had more mechanics or at least the bosses didn't melt as nowadays so that you had to do all mechanics.
I quite miss the TP management as well from ARR. When you had a bit to think and time the use of AoE and single target attacks. Now you hit just one single button the whole dungeon except for the bosses. But I disliked that magic users had an advantage that they could use sprint because they didn't use TP for their actions.
When PVP first came out in this game there wasn't any kind of balancing done at all, so CC abilities, like sleep, would last the full 30 seconds on the player. Also, glamour didn't exist back then.
I was playing White Mage at the time and I miss boss auto-attacks actually mattering. Also I only had a singular oGCD heal, and it was Benediction.
I've been playing since 1.0. Participated in 2.0 beta.
The thing I remember most about the 2.0 era was reaching Mor Dhona, which was the end game up of ARR. And it was..... tents! The Domans actually did help build up Mor Dhona over the course of the patches. It's a shame that people post 2.55 never got to experience the wonder of seeing that little town grow from a patch of dirt to the fortress we're all familiar with today.
The only thing people had to do before Coil was released was farm Wanderer's Palace for tomes.
I remember when AK HM came out and everyone was like "so is Demon Wall gonna be how it was back in 2.0 with the bees again?" lmao. It was... just in a different way ;)
While I've seen the ARR story a BUNCH now because haha alts and whatever, it really was fun to see how the story panned out. I only played briefly in 1.0, but I was so into the 2.0 story. Steps of Faith being real friggin hard made seeing the following cutscenes later at the banquet so much more... not satisfying in the sense of what happened, but working for it was the satisfaction.
I was just whining about how I miss Glasya's Bouncy Castle when I got ST in AR today haha. Syrcus had so many fun mechanics, but the Glasya fight was my favourite. With you on the FATE farming though... that was hell. Roulettes, then running whatever dungeon was closest in your level however many times before you went insane, FATEs and leves... and that was it.
For myself, I remember when the Waking Sands wasn't instanced and it was fun seeing everyone piling in to talk to Minfilia. I don't miss TP draining to sprint and it being tied to melee/tank actions... that was never very fun when a tank would die and they had 0 TP to use their actions to get packs of mobs back in their aggro table.
I also miss some actions that were removed, like Flaming Arrow on bard or Shadow Flare on summoner. I did, after ShB came out and I saw I could get an amaro with everything on 80, still have some uh... interesting stuff on my bar when I changed to pugilist a few years ago. :D Still had Featherfoot and... Cure!
PLDs could also cast Raise! It was outside of combat, but useful... sometimes. I also think of the Larryzaur video when I use Bloodbath on a melee class that isn't a tank ;)
The game was rather different back then...
We didn't have glamour until 2.2 and you needed specialized glamour prisms, like... Tier 5 Smithing Glamour Prism or some crap like that? I think the NPC that trades them for the new Prisms is still in Mor'Dhona. It was so unnecessarily complicated...
The relics were quite fun to do. You had to go outside of Halatali and to the cave in Coerthas to get a group going for the Chimera and the Hydra, with Chimera being the more difficult fight. We had to bring it outside of the cave, and then make sure it wouldn't drop ice puddles in really bad places because they'd wreck parties. Then came the Atma stage and the relic wasn't fun anymore. People thought the quest was broken because how horribly low the drop rates were. Right now you can get all your atmas in a couple of hours easily. At the time, it could take you several days to get just one. If there's one thing I hope the new Relic doesn't have, is FATE grinding, because I've done my penitence with those... it's probably gonna be FATE grinding again.
Twintania was messed up and they had to fix the arena. Turn 5 was unavailable for a while, if I remember correctly. We fought Twint on Darklight gear! I never raided pass Binding Coil. We did clear Turn 1 for Second Coil, but we were the learning group of the FC and people just didn't wanna continue.
If you wanted to be a Healer, then you needed to level Black Mage as well to get Swiftcast. It was pretty much a requirement. Tanking was really different because aggro was weird... Depending on iLv and party comp you sometimes needed to tell your BLM to not attack for the first two seconds cause they'd steal aggro from how much damage they were making. I remember I had signs 1 and 2 in my Tank bar, and I would constantly ask for the DPS players to... "Please attack my target" because you couldn't keep aggro that well, particularly in the early level dungeons when Shield Oath wasn't available. The PLD's AOE was just Flash... some NPCs still use it. I think the Squadron Gladiators still have it? It doesn't do damage so that was fun too. Aggro managing was a much bigger part of the game, and tbh I'm not sure if I miss it, but wall-to-wall pulls weren't exactly the norm back then. It may be because of this that I literally don't care if tanks nowadays just do single group pulls. Because back in ARR we had to Single-target many of them anyway, so I was mentally trained to be ok with slow clearing.
Praetorium runs were... weird. Anyone playing before 6.1 will remember how it was, but back then we could just skip cutscenes, so the dungeon was amazing for farming Tomestones of Mythology, but horrendous for new players. The boss fights weren't particularly great either, though... Castrum Meridianum was kinda fun. For the Livia fight you'd get a Tank to pull her, a healer to care for said Tank, and everyone else would load up all four canons, then we'd countdown (in chat, there was no actual countdown mechanic) and fire all four canons at once. Whomever picked aggro up would take the place of the Tank in the center of the arena, everyone else would kill ads, and then we'd load all four canons again and repeat. I don't remember if it took two or three rounds to kill her first phase, on the magiteck armor.
I had this really funny interaction once. I was walking around and someone asked "You know you can just use your chocobo, right?" and I replied something to the effect of "Yeah, but I like to take my time walking and enjoy the world".
King Mog was a nightmare. We would give each moogle a number during the first phase so we'd know in which order to kill them. I only ever remembered BLM>WHM and then I don't remember. Bard I think?... The OT would take their tanks off to the side facing outwards so they wouldn't bother anyone else. You can still do this for a few more days before 6.2!
Titan Hard was actually hard, and a bit of a road block on the way to get the Relic. People had little diagrams to remember his rotations depending on the stage of the fight. I was sadly never much of a fan of the primals in the 2.X series after the OG three. Ramuh, Leviathan, Shiva... I never really cared too much for them. Ultima EX was my favorite fight in the game for some time.
I guess I can post more if I remember more things later. I don't think I'd want to go back to that version of the game, and many things we now take for granted were first ironed out back then. It puts into perspective how much the game has improved in many areas.
I really liked watching the Ishgard restoration but like Mor Dhona I feel sad that it's essentially cut growth for other players... I hope they can continue such development in the game but bind the progress to the player instead. They can still have community building, by binding the maximum growth to players- like you can't have rank X ishgard without completing the step everyone is working on but later a player joins and each step evolves through their quests or whatever SE sets up as the transitionary moment.
Maybe some people like missed content but personally I do not care for it in any positive terms, both being inflicted by it and inflicting others with it.
I started in 2.3 and was immediately amazed by the game. Since we were grounded the zones were smaller, but more dense and atmospheric. Riding through the Black Shroud really felt like riding through an ancient forest. After having to make a horde of alts in other games, being able to do everything on a single character was mind-blowing! Being a fan of FF:Tactics, having to take secondary classes to get a job hit a sweet spot and made getting that first job really meaningful. It made grinding out 30 levels of all classes actually somewhat fun since it opened up all job options.
The smaller aggro radius and lower leash length relative to other games combined to make the overworld less annoying to explore, but you also had to be very careful to not accidentally aggro things since you had to watch out for TP or risk death. Going into the Beast Tribe zones was actually dangerous and you had to be very careful where you walked and had to kill a lot of things, making progress slower, but more impactful.
Seeing Revenant's Toll go from tents to a legitimate walled city was spectacular. Idyllshire came close, but nothing's matched the experience since.
Crafting individual glamour prisms of various ranks was quite profitable and materials had real value.
Coils of Bahamut was the pinnacle of raid design with both amazing story and challenging combat. I haven't enjoyed raiding in any game more than I did then.
The number one most memorable thing for me was having individualized gathering nodes clustered in a small area. No more circling an entire zone for hours and hoping nobody would get to the node that just spawned before you did.
One thing I do miss is having a raise on gladiator. Mercy Stroke on Warrior. Titan tanking adds on SMN. Seeing how Revenants toll go from nothing to a vibrant location.
The pure frustation of Titan EX.
There were ups and downs back in the 2.1 days but it was an enjoyable experience.
During ARR crafting was still very much a challenge. While you could macro normal stuff mastercraft stuff usually needed to be done by hand.
- We used to have glamour prisms for every crafting specialty, so leather, clothcraft, alchemy, etc. It was a pain with already stretched-thin inventory space
- Every crafting class had its own abilities (some were the same) and if you wanted to master crafting you had to have them all.
- Having to level a sub-class to get your job skills.
I don't miss any of those things.
I was disappointed that when I ran roulette, it had to be with strangers. I couldn't queue up with my spouse. I don't recall when they changed it. It could have been late ARR or early HW. But, it made playing the game not as enjoyable as it should have been . Glad they fixed it though.
It was a pretty exciting time. Everything felt new and patches were plentiful with new things to do and experimental content that basically were hit or miss. PF wasn't a thing, at least for a good amount of time since launch, so shout chat was a lot more active and livelier than it is now. And jobs actually felt different from one another with a central identity and wasn't just different because their weapon and skill names were different.
With that being said, there's a lot of QoL that we have now that wasn't in ARR, and the game is in a much better state because of it. But I do miss the earlier days since it felt like people were more social, and generally content was also more difficult (not extremely, but not faceroll level either). It definitely feels like a whole other game when compared to what FFXIV is now.
-Yoshi P wasn't burned at the stake for making a joke.
-Before 2.1 there was no barber and only the 1 fantasia so you only had 2 chances to nail the look you wanted without starting a new character.
-The lightning returns event was fun when it first launched. The weapons it gave were pretty useful for their level as well.
-The har modes of the origenal 3 primals were actually a decent challange. You needed a properly placed caster LB3 to safely clear Ifrit. You needed to actually care about the pillers in Garuda and LoS her shreik. Titan littered the floor with dead adventurers due to killing the gaol too quickly while landslide was over it.
-Summoners in Levithan could break the entire trial by full dotting both head and tail and forcing the enrage. Scholars could to since they had all their DoTs as well.
-People sucked just as badly, if not worse, at Thornmarch and caused many a wipe by ignoring the small moogles in phase 2.
-Steps of Faith(Vishap) was nerfed like 2 or 3 times. Origenally it needed to be hit by at least 2 of the 3 dragonkillers. If you get it in trials roulette now then you know people don't even bother with the cannons anymore lol.
I remember having to tab around and single target mobs when I was leveling GLD/PLD so I didn't burn through all of my MP spamming flash to hold AoE aggro. Fun times. Having actual mechanics you had to do in CT alliance raids was also fun too.
Titan Hard was obnoxious because of server ticks killing you even if you were out of the AoEs when they went off. Glad that has been fixed
BLM > WHM > BRD > THF > RNG > PLD > WAR > King, though most groups ignored the PLD and WAR and just killed the first 4 or 5 while the OT kept the aggro of whatever tank one the MT didn't have. I still, uh, mark them out of habit when I get the trial, but that (probably) changes in 7 days :D
Pretty sure I still have some of the old prisms on one of my characters for funsies, but having tiers of glam prisms before they overhauled the system was a pain, I'm honestly glad they changed it so it wasn't just "oh you need a T4 Woodworking one for this accessory" or whatever.
Crossclass skills were fun, but god I hated grinding for them. If you wanted to be the best dang healer you'd also level SCH to get Eye For An Eye and really get the tank candy going, tanks loved you for that one lol. I do remember marking targets or if I was playing BLM or something, just slapping sleep on everything (because early on everything hit like a truck even in just one pack!) and my old tanking rotation was one part of my 1-2-3 combo on each target in front of me with Flash sprinkled in every 3 or 4 rotations. It was mitigation since it also smacked things with Blind! :D I'm with you on not particularly minding if someone single pulls, it doesn't bother me much because that's how we did dungeons back in the day lol. "Back in the day," I say, as I lean back in my rocking chair on the porch, shaking my cane... been playing this game for too dang long lol.
Back then when the Crystal Braves were cool and the good guys, people wanted the uniform and the salute so badly, they started wearing blue as well.
It didn't lasted long, once they stabbed us in the back.
People were quickly quiet afterwards about it.
I remember FATE farming in Thanalan, the one with multiple stages with the Dalamud fanatics or the giant Ahriman? At least it wasn't Sastasha roulette.
Cross class skills were fun and being forced to level multiple classes could give you a different perspective on things and I wish it was still a thing, this is a hill I'm willing to die on.
SCH was so much fun, much much more than WHM for me, but using the Hymn item (iirc) to change stats between MND and INT to play SMN not so much.
Yes Im missing the fate trains as well, back then they were up almost all day lol.
Monk wasn't that bad for the most part to be fair. It was only really bad on a few fights, but most fights had enough downtime that it wasn't that much of an issue especially when you had TP song from Bard. If you didn't have access to TP song then you just cried. Monk has been my main DPS since I started, and even though I hate the current Monk I can never change it.
Unless of course you were using aoes, in which case rip all DPS. At least Wide Volley looked cool.
I don't wanna talk about that. I played a lot of Paladin back then. At least we had the good shield swipe back then. The real OG damage. Bulwark plus Shield Swipe. 15s of pure proc city when tanking groups of adds. Then they nerfed Shield Swipe and gave it a cooldown. Boooooo!
The endgame trains on Northern Thanalan.
Pray return to the Waking Sands.
There was no gil dropped in dungeons. None at all. People were getting out of duties and being unable to repair. And quitting over it. The game has come a LONG way from the 2.0 beginning in QOL issues.
Glamor, when it came, was tied to an extremely overly complicated system. Glamor prism? Check. Is it the correct itemlevel? Hm. Is it the correct ITEM TYPE? Yep, there were different prisms for each type of item, be it armor, or weapon, but then was it plate? Cloth? Need a specific prism for that. AND a correct level prism of that correct type.
Materia? YOU GOT SOME? Well, too bad, only a player can put it in your gear. What? No i dont have a million gil... oh.. ok bye.
Also see the first relic weapon questline, same issue with materia and players.
I do miss the cross job skills. My blm had cure from my whm. It didnt work WELL, but it was a bandaid.
BLM was actually easy to play. lol.
I enjoyed the stance dancing that tanks had to do, choosing between more dmg output or more enmity. Also PLD had a spammable ogcd shield bash which I loved to use in 4 mans. I had no issues with the TP gauge back then and managing it.
Threat management was an actual thing. So was crowd control. There was always wipe potential in the lvl50 4 mans. People took their time to run those dungeons. W2W wasn't a common thing but something groups would attempt to do if they had the gear and experience for it.
Tanks and healers were actually interesting to play back then.
Even though some people hate fates, I liked being in Blue Fog and seeing the hoarding masses zerging all the fates, or seeing them in Coerthas as they waited for Behemoth. Also the scrambling to locate Odin by everyone and the mass murder he'd induce to the hoards of players swarming him.
There was just SO MUCH CHAOS. I loved it.
The game used to do this when something sold when you were in a cutscene. I can't remember exactly when they fixed it, but I remember there was much rejoicing when they did.
https://i.imgur.com/D6ED6aM.jpg