I miss each class/job having 3-4 distinct auto-attack animations as opposed to the same one over and over again...
Three auto-attacks were each unique to themselves and the fourth one was for critical hits.
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I miss each class/job having 3-4 distinct auto-attack animations as opposed to the same one over and over again...
Three auto-attacks were each unique to themselves and the fourth one was for critical hits.
1. I miss the extent of immersion from events released in patches or subpatches. When a new event is released we would not only have the event, but also numerous Lore articles on the lodestone, and this would be accompanied by the Devs roleplaying journalists from the 3 Citystates newspapers in game or even roleplaying Scions.
2. I miss combo's having timers and thus having weight. The current combat system makes everything seem like a basic attack.
3. I miss that weird arcanist weapon from version 1 whatever or however it was supposed to work lol
4. I miss open world dungeons. The world feels too constricting with dungeons locked away in instances. I'm all for progression/story based instances but it would be awesome to have field zones of all the dungeons too. Not just bland open dungeons for the sake of it but some purpose: Poppable NMs? (Give Linkshells/FC's more activities to add to their event schedules)
5. Coerthas. A tricky one. I like the theme/atmosphere/politics it is striving for now. But would like to see the 4 remaining parts in some form irrespective if they are totally destroyed. I assume Western Highlands will be expansion pack content given its landmarks were all named after dragons (Ishguard v Dragons etc)
Its funny a Dev hasn't even commented on this thread, I think they've forgotten about us 1.0 veterans, if they don't take notice its obvious this game won't bring back the things we love and miss. This thread exists in hopes that someday we will have what we lost, but better done and polished. The people saying give this game time and things can change obviously don't realize, 2.0 doesn't leave room for any big changes in battle system, because the devs made a game that revolved so tightly over a spammy system, that any change towards the 1.23 system would result in having to remake 2.0 and we'd end up with 3.0.
1.0 was easy to change because it was so open that anything they could put in would work, it was more versatile because it didn't have so many features that relied so heavily on each other, each and every part was independent and unique, which gave room to many possibilities of hopes and dreams that could of been but lacked the power engine wise, all we needed was a better system capable of handling bigger content and hardcore mechanics. 2.0 can get more content, but they really can't change one system without having to change the whole game.
This is my concern in regards to sticking so strictly with the trinity roles. Adding more classes and jobs is going to become increasingly difficult without just making a clone of an existing job or class. I mean, where would something like a Red Mage or Dancer even fit without completely bastardizing the job?
http://www.youtube.com/watch?v=Oquox8Wnag4
This. Just this.
i miss getting in a group and when you completed the group you didn't have to queue back into df again and sit and wait to form a party again. too bad it doesn't allow you the chance to keep your group when you finally get with a good group in df after you finally get a successful run after waiting for hours/days to get in one.
i never thought i'd say this, but i do miss the days of shouting in ul'dah for a pug. you could switch people in and out and run for hours on end. now the only way you get that is a static or speed run groups.
i must also say the original crafting, gathering, and thm. coerthas from 1.0 was probably the most loved area in any mmo i've played in the past graphically.
biggest == 1.23 combat system
followed closely by inventory/bag system (single list with auto-sort)
real sense of community
I thought I hated Ul'dah's 1.0 theme the first time I heard it, but after spending so many hours in Ul'dah in 1.0, it grew on me big time. I MISS IT PLEASE BRING IT BACK!!!
I really hope they bring back all the 1.0 BGM that they don't use any more, in future zones and events and things.
I miss the game being made for the PC.
I feel that the reason why ARR will never get that sense of feeling we got from 1.0 is simply for the fact that they now cater to the Playstation. They have to dumb down everything and can not fully give us the grand ol MMO of the future because they are keeping themselves crutched on a system that only allows what it can handle, whereas the computer is constantly growing and the developers of an MMO can continue to push to greater lengths with a system that can have limitless possibilities.
I miss...
1.) Seeing a level 77 enemy and thinking "Oh crap that thing would kick my ass!" (Coupled with this - I do *not* miss randomly running into said enemy because I took a wrong turn at level 20.) 1.0 instilled fear in you, even at level 50; 2.0 has yet to do that to me. The removal of Stealth mechanics didn't help in this regard, either.
2.) The open-world dungeons. I liked being able to wander deep inside cave systems and such and see small interesting mechanics that made the place unique from the rest of the game world.
3.) Black Mage not sucking. No, seriously, I absolutely hate THM/BLM in its current iteration. It lacks all sense of "Boom" whereas the original THM/BLM had it in spades. In particular, I miss Lightning being direct damage, and I miss Burst. And Freeze not being utterly useless.
4.) Companion NPCs. Their dialogue was hilarious! I had a particularly flirtatious personality on mine, and her conversations were amazingly well-done. I'm hoping they bring them back at some point!
5.) /RANDOM!
Other than that, I really don't miss a whole lot. XIV 1.0 wasn't terribly memorable for me; I didn't hate it, but I'm also easily entertained in MMOs. It did some things well, but so much was done badly. 2.0 has been a hugely welcome upgrade, minus a few small quarrels.
I'm sorry, but this is nothing but a myth that is being endlessly regurgitated - 1.0 was originally planned to be on, surprise surprise, the PS3 - it's technical problems had nothing to do with PS3 'limitations.' After all, 1.0's engine was Crystal Tools, the same engine that FFXIII and XIII-2 uses, which, again, was designed for the PS3.
In fact, I read a while ago that the PS3 client for 1.0 had already been completed, it was just never released due to the shift to development of ARR. So such claims that ARR had to be 'dumbed down' for 'PS3 limitations' is utter bullplop that should not be taken seriously.
I somehow feel relieved that so many people feel the same or in a similar way as I do about ARR and 1.0.
And yes, not ever in my wildest dreams I see any dev/rep posting in this thread. Their PR team would eat them up.
As bland and copy pasted alot of the areas where in 1.0, I do miss the large open landscape feel they had, especialy 1.0 Coerthas.
Now everything feels so very cramped, not only with players everywhere, but it feels you can't walk more then a few steps without running into bunch of NPCs or a town/questhub.
I miss the sense of scale for the world, and I actualy wish they had some "filler areas" taken straight from 1.0 to go with the remade zones, like for example having a east/west/south part of coerhas which retained the old look.
Other then that I can't think of too much I miss from 1.0, I always found the armory system a bit dumb and the animation lock combat(while it look aestheticly pleasing) felt realy clunky and slow most times, 1.0 crafting was just a terrible chore and I much approve of the new crafting system we have in 2.0.
I do miss items such as AF/relics having additional effects that would enhance certain abilites, I also miss some of the open world dungeons (nanama mines etc) and I miss the higher level mobs in certain areas that added some sense of danger to the world.
Fairly true indeed. As I said a while ago in the thread, most of the actual faults with v1.0's engine were down to Yoshinori Kitase's team being forced by the exec's to rush re-purposing it for an MMO. It wasn't ready when they started using it to build FFXIV and they knew that, but by then Tanaka's team had already lost months waiting for a Crystal Tools build they could work with, so..
Yeah. And yes, I read that as well. Shortly before Yoshida took up his present role, Tanaka announced that they had the v1.0 client running acceptably on the PS3 but weren't launching while the PC version was having so much difficulty. That said, Yoshida later said they achieved that by removing features left right and center but.. we'll never know really, that whole period is one big PR cover-up and scape-goating exercise from all sides.
Bit of evidence in favour though? The v1.x PC client's performance issues were largely down to it being built with the PS3 in mind. Specifically, it had been configured to rely heavily on the CPU and harddisk streaming. Even on the PC its RAM use never rose far above 1GB - meanwhile so much was piped through the main processor (which is at the core of the PS3, the machine having (to my knowledge) no dedicated GPU and comparatively little RAM) that enabling more advanced features like Ambient-Occlusion would invariably cripple your framerate no matter what your graphics card - because only the basic graphics functions were going through the GPU at all.
Yes they definitely have a better crafting system for 2.0, but most of the gathering and levequests you haveta do is more tedious, for example, there's a lot mats that you don't have to fulfill job orders for levequests in crafting, when 1.0 gave you all the mats you needed .In 1.0 you'd get a ton of shards from every kind of monster, but now there's barely any. Like wind shards be on birds like dodo, earth on moles, fire on coblyn,ice on spriggin, etc. Alchemist you could craft tons of stacks of shards from fish. I remember even making 400k off of selling 999 stacks of wind shards.
As for animation lock, especially for mages, it didn't exist till about the end of 1.0, which really ruined mages especially doing ifrit.
i miss the ability to meld materia without stat caps. also miss the depth of the AF quests; i remember getting DRG AF was a total pita. but once it was all said and done, it felt good to be able to wear it.
See-through, colored shades/goggles/etc. Those were nice and added a bit of life to certain styles you could come up with.
Randomized blinking animations and inquisitive eyes (aka: eyes that look around when not focused on a target). It added a ton of believability to characters.
Bringing this back because I miss this immensely. You take out our momentum animations why? Because of stress? That's dumb, but sure, whatever. You got rid of belts why? Because it made it easier for your modelling people? Still dumb, but sure, fine. Whatever.
You got rid of coloured/see-through lenses in glasses? Why? No seriously, why? Is the new engine incapable of rendering translucent materials? There's an NPC at the start of the Ul'dah story who's wearing glasses.
Why are my blue-tinted mythril specs nothing more than blue wires now? It makes no sense.
Don't you dare tell me it's because of stress. I've had it up to here with that excuse.
I miss hands that look like hands, not weird square pixels. I miss BUTTS. I miss FINAL FANTASY players and terminology. I miss people who understand the complexity of party play not predesignated roles and ppl screaming "I WANT A DPS MONITOR SO I KNOW WHO TO KICK" all the time. I miss gear for the beauty and function of gear, not as the entire GOAL of the game. I miss........Final Fantasy XIV being a PURE Final Fantasy game. This bastardization is entertaining enough in its own way, but it's not XIV and it CERTAINLY doesn't hold a candle to original FFXI!
I don't know in what thread I read (maybe this one, maybe another) that someone was talking about the FF feel that the old Coerthas gave to some players, and why v1.0 felt way more than a real FF than ARR, and I think I have the answer.
It was the huge grass extension filled with monsters where you felt alone. just like in the old FF's when you were just a group of adventurers travelling alone through the world map without loading screens and you were just walking through a large green field where monsters could pop up with a relaxing music, but in this sense it even had more to to do with FF I, II and III (not anymore so much after IV when they started to streamline everything), where at any wrong turn, you could just enter a higher level area without knowing and a gigas or any other monster could appear to kick your ass, just like it happened in v1.0 or XI.
And all that feeling is lost completely in ARR.
I miss tp gain then weapon skill. Starting with 100 tp and every move being a skill seems too much for me. I know the tp gain use special was slow, but man I feel like it was so much better. You noticed things more like critical hits and misses, now it's just hit key move to next key.
I agree with this I don't like the new Uldah theme much and spend as little time there as I can for that reason.I'd also like the old Coerthas theme back as well it would fit the current Coerthas very well. Man hearing all this music just makes me realize how much I miss 1.0 :(
I never played 1.0 and I miss that Coerthas design. The areas in 2.0 feel a decent size, but they're still corridor areas, not massively open, explorable vistas.
What I liked better about 1.0
1. My lalafel grinding to a halt after hauling ass to keep up with my party.
2. Thaumaturge as a light/darkness mage.
3. The creepy feel of a dark, narrow central shroud (including the music)
4. The old levequest music (although I like the new music, too)
5. Crafting being useful
6. Old attack animations for all classes
7. The ability to complete the game solely as a crafter or gatherer
8. More open-world (non-instanced) content
9. Notorious monsters (none of this FATE nonsense)
10. Mixed US/JP servers (one of my favorite aspects of 1.0)
11. Player-driven economy
What I like better about 2.0
1. Text boxes
2. UI responsiveness
3. Great controller support (I love the UI for this)
4. Gear switcher
5. Variety of mounts
6. Exciting class quests
7. Chocobo barding
8. More variety in setting/geography
This. I don't care who gets upset about it. We aren't playing 'toons'. We don't play on 'realms'. A Paladin isn't a 'pally', and they don't use a 'sword and board'.
And we want our butts back!
I agree with all of this, except I don't miss the old Black Shroud one bit. I will say, though, that post-calamity Black Shroud isn't much of a "shroud" outside the Sylphlands (which happens to be my favorite area of the game).
I miss pre-calamity Coerthas, too, but the story suggests that not all of the region was affected by the calamity the way the Central Highlands were. So I'm not too worried about that.
- The sense of danger
Monsters in the open world above level 50, or at least such strong lvl 50 ones which made you hope to not aggro another one, because you'd simply... die. (Running into Castrum Novum for example)
Storywise: When I randomly talked to NPCs in 1.0, the most of them said something regarding Dalamud and how they were afraid. Now I feel like as if none of them knows what's going on / that Ascians exist. (Maybe that's because I rarely talk to NPCs now.)
- Leveling in a group
Thinking back, I really liked to do battle leves in a small group. Now I don't know how to level with a smaller group. FATEs? Nah, mostly a spamfest with a bunch of other players I don't know. The rest is either 'normal' mob grind (less exp) or the same dungeon.
- Getting your AF
I was so happy back then D:
The fights were cool (some annoying, yes xD) but I liked to do them in a group! Now wearing your very first AF gets you bad looks as if you're some filthy person. Getting the newer AF on the other hand is actually just grinding tomes and doesn't make me feel as if I am a member of <insert Job> guild.
- Old Coerthas
Doesn't need explanation
- This
- Crafted Gear + Materia
Having an item with at least two materia in it was kinda good. Well now...
I don't even know who uses crafted gear anymore, because all those dungeons throw stuff at you. Only stuff I can sell a bit is for Gatherers and Crafters...
(If possible I craft my own stuff, because I like the look and the thought that I made it myself)
- The old shroud
I am truly from LL and never really liked Gridania, but I prefer the old shroud now. Those tall trees, leaves mostly blocking the sky, thunderstorms and that eerie music box theme /shudder
I really miss the 1.23 battle system so much. I really hate this button spam digital dodge ball thing they have going now. I find it very jarring because it never goes out of its way to hide mechanics, so you can never forget you are playing a game. I feel like good game design keeps the mechanics in the background so you can actually be immersed in the game, instead of being slapped in the face by them constantly.
I miss the sense of danger and adventure while out in the world. I really liked the fact that stuff wandering around actually had a chance of killing me. Which also brings to a point I dislike with the story since now apparently all of out characters are freaking superheroes.
I miss crafting in 1.0, sure actually doing it in ARR is much better but since it doesn't do anything it may as well not even be there. As far as I'm concerned ARR doesn't have a crafting system.
I miss being excited about gaining a level, or learning a new ability, or getting a new piece of equipment. Ultimately, I miss a reason to care about my character or the world he inhabits.
The only big thing i miss was yes the boat rides rather then seeing a cut ;) other then that i don't miss the big lazy world with re skin rocks and paths every were with nothing going on:rolleyes:
What i miss... Hmm
1) Monster intelligence: I like how when you get close they look at you, sometimes follow you(i hated this), best of all, they have two types of aggro..1 is when they hear you or at a proximity, they get into the "who's foot print are those!" mode, but id you don't move, they go back to normal, but if you do move in that mode, they full aggro you.
2) Monster body part incapacitation: where you have to disable horns, or arms or weapon or shell to make it no use a ability or drop a certain item.
3) Skillchain: could be done better but better than the crap we have now.
Did anyone mention the secret island in Coerthas? i remember me and my ls used to guess what would reside in that island.. some super dragon boss or something.. and the area near the island was good looking as well.. i can get the picture but my 1.0 blog is inaccessible.
I forgot the purple fog in Mor Dhona!
Cannot tell how afraid I was the first time it appeared during the very first exploration of this old map. (Won't ever forget seeing Midgardsormr for the first time)
"What's this?" - *lvl90 mobs spawn* - "Oh sh*t T_T"
i miss everything, including tanaka.
Only thing i give Yoshi-p credit for, is being a good salesman.
I miss :
- combat system
- crafting system
- harvesting system
- real open world
- OST
- animations
- high quality graphic
Actually, V1.23 with gears sets and interface of ARR could have been a great deal for me >.>
bump bring this thread up
I agree with a lot of things here, especially the crafting and gathering, but if I had to pick one thing it is the emptiness of the wilderness. When you were out in the large world with fewer players you really felt alone out there like you are supposed to be as an adventurer. How are you an adventurer when there are constantly lots of people around doing the same thing?