I cringe at the thought of the system reqs for that to run smoothly.
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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.