I miss the battle system. It was so in depth, and the gear stats to go with it. Now everything is so simple and boring as far as battle is concerned :( Team jump rope...
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I miss the battle system. It was so in depth, and the gear stats to go with it. Now everything is so simple and boring as far as battle is concerned :( Team jump rope...
Here I was thinking I was alone in this. I don't know how anyone found 1.0 Coerthas' music to be soothing. It was quite melancholic to me. And the zone itself was a pointless mess that was huge for no reason at all (like most of the zones in the game). There were very few places that were actually used, and that was all centered around Dragonhead and the attached aethershards. If you compare the two maps, Central Highlands is pretty much the used area from 1.0.
There's some strong tinted glasses when it comes to Coerthas 1.0. I must have missed out on getting a pair.
As much as I enjoyed the game from 1.2x, including the battle system, I wouldn't consider it deep in any sense. Skills had their own cooldowns, so you basically went from the strongest combo down to the weakest, whilst waiting on the strongest to be used again. Throw in a few buffs (like you do now) as you went. It was also incredibly slow. Marauder's average weapon skill use time was about 37 seconds, I think, with the lowest cooldown being 10 seconds (outside of skills like Overpower which could only be used after Parrying). And people complain about a 2.5s GCD being too long.
I missed the instant zoning in the cities
What I miss from 1.0 are Faction Leves, the Leve History Evaluation Bonus and the possibility to get with specific Faction Leves and the Leve History Evaluation Bonus this nice Lodestone Achievement:
http://oi61.tinypic.com/20kawjp.jpg
Animation lock for mages existed since 1.0 launch.
The cast start and the caster can't move for 1 second. While the cast bar fill up the caster can move, but stop again the moment the cast end.
While I wasn't around for 1.0 *slowly weeps in the corner* and so can't talk about the gameplay I did look up a few story cutscenes to better understand what's going on.
My reactions were the following:
-Yaaay, Answers, I love this song
-Yaay , we are traveling with Y'shtola, not that stupid salesman
- Wait, Leviathan? In ARR we are attacked by lame sahagin.
- Wow, we didn't get a voiced cutscene so soon in ARR.
- Hey, since when does Y'shtola have a sense of humor?
- Wait, here the crafting and gathering skill trainers play a part in the main scenario? Neat.
- Wait, Y'shtola can do THAT?! Did she become less badass in ARR?
- Hmm, Lominsa seems more like a pirate city and less like Birmingham.
- Wait, Hildibrand introduces us to inn rooms? Sweet.
- Wait, what? Hildibrand met Urianger? Before he was a Scion? And ARR makes no mention of this? Oh, someone is going to BURN for this.
I still love ARR and think it is the best MMO currently on the market, but I did notice these things.
The Black Shroud.
Yeah, it's the most famous thing to hate from 1.0. It was large, complex, and easy to get lost in. Everything looked the same. Hard to navigate. Nobody wanted to go through it.
But you know what a giant forest in real life would do to you? It'd be large, complex, and easy to get lost in. Everything would looke the same. It'd likely be hard to navigate. Nobody would want to go through that.
And that moment when you turn a corner and come across a beautiful lake was just fantastic. The scenery could take your breath away if you took a moment to look
I never played FFXIV 1.0 and if I did, I probably wouldn't be playing ARR, but instead of explaining what I missed in a game I haven't obviously played, I'm going to more talk about the things in 1.0 that interested me that makes me...for a lack of a better phrase puzzled on why it wasn't added back or skimped so heavily:
1. The storyline being more of a cog in a much bigger machine than just another Chosen One story.
This one perplexes me because in the first scene you meet Hydelean, you see other adventurers gliding around the crystal too, giving off the sense that you are not the only one chosen by her to help save the world...yet EVERYWHERE ELSE in the story, you are treated as the genuine chosen one. This gets me because it honestly makes having multiple alts just that much more ridiculous to sit through. 1.0 apparently had it that you WASN'T the Chosen One, but just another Joe Adventurer looking to make a name for themselves and got caught up in something huge. The funny thing is that ARR had the perfect setup to continue on with this, but didn't...
2. The horrific cutback on character detail.
Do I need to talk about this? Not just on clothing and makeup options, but even the character models themselves suffer far too heavily from the cutbacks that it's just sad on so many levels. What does the character models in this game remind me of? Lighting Returns and that was virtually a budget title at the point it came out with the EXACT. SAME. PROBLEM! How was it difficult to make a proportionate rear end for the characters? How is that difficult at all? But then, we mainly have hairstyles that play it WAY too safe(there is so little Shoulder Length hairstyles in this game, let alone anything longer than that), etc.
It's a damn shame when even the most crappy 3D F2P MMO can have proportionate models...
Atm, that's mainly my biggest pet peeves looking back on what was taken out of FFXIV. I haven't seen the environmental differences for obvious reasons and I don't care for the extremely powerful monsters that can make places "unsafe". But those 2 really get me bad.
I miss Thaumaturge before it was changed to be the base class for Black Mage. Thaumaturge was based around light and dark (astral/umbral) with debuffs, DoTs, heals, buffs, etc. It kind pf felt like a Dark Knight or Red Mage, but pure caster rather than melee. Conjurer was the elemental caster that was primarily DPS.
Once the two classes were altered to be suitable for job upgrades, their roles were changed and Thaumaturge became completely different. Conjurer took the healer role. It's fine as is now, but I miss what THM had since all of those spells and skills no longer exist.
Okay, Yoshie. TLDR version: We need big, open dangerous places with few people, and nice round backsides.
Okay, I read the comments, watched the videos And I have a verdict on 1.0 as final as it can be without actually playing it.
Stuff is broken down into three categories. Glad it got changed, understand why it was changed, want to change back.
Glad
Large, expansive contentless world with very little people in it and large chunks of it inaccessible due to monsters way above level gap guarding basically nothing that would make it worth going there.
- Maybe it's just me, but I don't play a multiplayer game to escape from people. Sure the zones are small, but that's still better as it is filled with stuff and that stuff can be done.
Solution: Large, expansive world with content and people with large chunks of it only accessible with groups, due to monsters slightly above level cap hiding secret lore object, treasures or both.
Being able to to wear gear of different classes far below the recommended level and most skills being cross class.
- Variety is cool but not having a level gap defeats one of the purposes of leveling, and with the gear and ability mix match classes become non-existent really. That also includes iconic FF classes and their iconic looks.
Understand
The better animations(dat pugilist), better graphics and more open world
- Hate to admit it, but some things like the characters look miles better. Still, I can totally understand how that would cause huge FPS drops in crowded areas like cities and raids. I can only hope that with time we can come back to this level. (with butts of course)
Lack of duty finder.
-True, having to walk around the world makes you more of a part of it, but it makes doing dugeons that much longer. Consequently, you can do less each day. Would make farming allagan tomestones a pain in the not implemented butt.
Want it back
Being able to attack parts of the enemy(this sounds neat, why is it gone?)
Getting xp gradually in a fight and therefore getting some even if you die(again, thumbs down for taking this away)
Gear granting other stuff instead of just stat growth(seriously, wow legendaries had this ten years ago. why take away)
Scions being badass
Main scenario characters appearing in Hildi questline, and profession trainers appearing in main scenario (seriously, isolating questlines so much makes it less like a world)
Primals showing up outside of their fight, like Garuda wasting a village instead of just staying in her lair, waiting to be knocked down.
NPC's progressing as well as us. Like how some of the Scions were fresh arrivals at the beginning and how Merlwyb had to fight to gain respect.
More gear slots(Yes, damit. I have two ears and ten fingers each with multiple digits. This should probably extend to weapons as well. Both Monk and NInja dual wield weapons so I want two weapons. Two distinct looking weapons preferably)
Old Final Fantasy spell names (this is a no brainer. Leave numbered spells for Ted Woolsey I want fira and firaga)
The above cap mobs in Gridania were actually guarding relic pieces and if you aggroed the Treant it'd one shot you since all is above cap, and passage was only known to the few who knew of the hidden passageway past the salamanders and into the Treants. Also the moogle primal had a better story to fight in that area; remember the different guardians you hate to kill in that treant infested area before you could face king mog.
There is alotta people in the cities especially Uldah, but when you moved through each cities environment the world was so open it felt more adventurous. I really think they should've spent more than just a year developing this game to give us back that vastness, but right now they're just shoving endless content into such a tiny world that is chopped up into several zones.
Many of us veterans wanted just a engine that could support the games quality and massive world and support more content to be added. They've only done half the job and nerfed and removed alotta data to provide a smoother game at the expense of size and quality. If they had more time I'm sure they could've gave us the same world back polished up and running like a champ with issues fixed and content aplenty. 2.0 is a good game and its growing, but its not the same.
Speaking of removing things, alotta underground tunnels/dungeons that were non instance were taken from the 3 cities states. There was a certain pirate cave for lvl15 adventurers with hidden treasure games . Mun tuy cellars was a cave type dungeon non instance where a NM was located, also known to our pl groupies as the skele cave. Nanawa mines is also another one of these things. And in coerthas Natalan was a open world raid zone with treasure chests with special gear. Mor dona when you could actually travel through some of it, had castrum added to it as a open world raid zone. This brings us into our lack of open world content that 1.0 had better compared to now.
Well i didn't know about that one. This is the first time it was mentioned here. If you promise to use the edit function I would be more than happy to talk about your 1.0 experiences. I can understand why they went with the quick route again, despite that being the very same thing that sealed the fate of 1.0. After all, many were waiting to get back into a game, and this was probably the fastest route to make a stable and quite decent game. One year after that and ARR is quite impressive. I just don't understand why the spell names are different and why the story is worse.
You mean a bunch of green tubes you could get lost in because there was no recognizable landmarks or topography.
Tubes montage.
https://www.youtube.com/watch?v=CA7GGnyNwEs
TUBES.
Yeah it was beautiful. Beautiful scenic tubes.
I just want the beautiful hotbar design and font back. That is all.
What I miss from 1.x:
- Hamlet Defense!
Not the big grind for Relicts, but just the system. Having DoL/DoH and DoW fighting together, earning points on for special actions. It was really fun and different from other dungeons.
- Nael van Darnus Arena:
Not talking about the fight but the place it was hold. Not just a plain circle -> you could go upstairs and attack falling meteors etc.
- Dangerous areas:
Dang, you couldn't just run into beasttribe basements, it was way dangerous there. Even with one full party you could wipe when aggroing too many mobs.
- Paladin with good healing abilities
Gimme my heals back....^^
- The promise about having add-ons/plug-ins in 2.0 for costumizing your HUD -.-'
If you played through the area enough you'd recognize where to go, at least most of the more hardcore players have. I've trudged every area of that woods by foot and from my starting city, which was Grid, I walked as lvl12 to Uldah. I was guide to many new players, cause I learned each city state by foot, because there was no mounts for the longest time, we learned every states area.
The only thing I miss from 1.0 is that the dodo's used to do a "fart" attack. And it was downright hilarious. The first time I ever saw it, I died to it and promptly laughed my ass off :D
Oh. Custom font. That was a cool feature.
But from what I understand, that can be really taxing on a system.
And we're not allowed to have liked those 'tubes' just 'cause it's a minority opinion? 'Cause I did, for all the reasons Sancta gave.
You're using the same old fallacy that the areas were 'nothing but copy paste'. It's true the links were re-used, but as Sancta pointed out there were special things to stumble on, and they were amazing. Like the lakes, or the way the ground suddenly just gave way if you went deep enough into the wood and you realise there's potentially miles more below that's far darker and older, or that raptor-infested series of islands, or that huge, strange white willow. And I strongly agree that the wood had a sense of looming threat it barely has anymore, too.
Maybe you and a lot of others weren't impressed but the 'Shroud was always my favourite area. It felt like it was going for a particular feel as opposed to just being the tree-themed version of the other areas, and I really liked that.
The copy-paste environments complaint has always been overblown. Yes, it was bad and significant, but nonetheless the zones were not without feel and environmental variation. Thanalan had nearly as much variation between the distinct sub-zones as it does now in my opinion, bar individual repeated terrain features. The tropical basins and tunnel networks, the Bluefog area, the scrubland..
But eh whatever I'm not going to further involve myself lest some spiteful prat wheels out that stupid argument people used to use if you ever tried arguing there was something about v1.0 you happened to like from before Yoshida came in; like it somehow wasn't tasteless to equate liking certain design decisions to mental illness and victimisation.
The 'dreams' (in the INN) feature/content was cool. Hope it returns in a deeper form.
The old Mor dona was more complex and had a certain darkness the new one lacks, it wasn't just the overcapped mobs, but the landscape was cooler. Also the purple haze weather for the NM made things even more eerie and the dragon/keeper of lake skeleton looked really good in 1.0. I miss the rainbow basilisk, much cooler mob. The music even was so dark, every person I met hated to go into Mor dona, it was soo dangerous. Just opening one of the few camps was a task for a few players to do.http://https://www.youtube.com/watch?v=lsX-WGML4So
I love the new grid and couldn't do without, but I would have preferred if both the old grid and new grid existed in the remake. They just needed to open up a few more spots and make more open areas, like the meteor could have destroyed parts of the dense forest sending the elementals in that area to go on a frenzy attacking all who'd go in. And in this dangerous maze, it be cool to see a minotaur nm chase after you and having Odin put into it as well, including all the other bosses and creatures 1.0 had there. The bridges and treetops were fun to walk on, as Fensfield said; I'd have liked more of that too. 2.0's Gridania could stay as the main part and the old tubey Grid could be a dangerous zone/sect sealed off by the hearers, that only the more hardy of adventures could brave due to the effects of the meteor's fall. I really believe 1.0 Grid should be brought back as a new zone.
I hope people never stop talking about 1.0 in positive terms, as it had so much potential that was lost due to reasons both good and bad.
Personally, I loved the Black Shroud and the way it was set up. I miss the ranged basic attacks of thaumaturges and conjurers, the way that all the classes in some way used both MP and TP, and I found that all the classes tended, at that time, to have their own identity which has since been somewhat or entirely lost with 2.0 and ongoing.
Not having duty finder. I understand how it's useful to people and nobody will probably say a word against it because of this, but I believe it single-handedly killed most of the community going into 2.0. There was something special about having to find people to do things with, and waiting together. (Huddled outside of darkhold in coerthas for instance.) Having to rely on people, rather than just be teamed up with randoms, required people not to be so morally corrupt as they seem to be now populated throughout the servers. (There were still some around in 1.0, but not at all near the volume it is now.)
I know 1.0 was more of a niche game, but alot of people did play it and considered it their niche game. Some of the things praised in 2.0 are not all that highly regarded with the fan base that tried to keep it alive from the beginning. (And not even necessarily that well-loved from new players either.) Now we are more or less just along for the ride, hoping some of that magic returns from the mysterious game from just a year(s) ago. It's not nostalgia that we 1.0 players pine for since it wasn't even that long ago we were there! I worry that I needlessly cling to this game for the hope of a return of some of the things that drew me in from the beginning that will never be filled or replaced. Surely other players are in the same predicament as I am. Sometimes there are glimmers of hope, and I continue to subscribe, but for each glimmer, there is something disappointing paired with it.
I think the difference is that in 1.0 you would group up with people in a hub (Like Ul'dah) then head out to traverse the wilds with them. The number of other players you would see would be smaller, but you would have more interaction with them. Whereas in 2.0 you either remain in the hub queued up for DF or flock to the 'open world content' (lol) as part of a zerg (FATEs, hunts circa 2014, etc). There's no exp parties, no chest key farming in strongholds, no primal key farming etc.
The reason there's none of this grouping up for open world content is because the areas are simply not dangerous and even if they were, there's no reason to visit them. Hunts were a brief change to this pattern while they were a good source of tomes, but they were zerg fests and not challenging because there's no realistic way to scale up a mob to deal with 100+ attackers.
FFXIV ver1.x was its own game with a mature world and a mature story and I miss that a lot. FFXIV ARR is just another theme-park clone with a miniature toothless world and a story that doesn't take itself seriously (a shallow hero story) that has the luxury of access to the Final Fantasy name and allowed use The Final Fantasy skin on its assets.
I feel the same.. i miss old FFXIV for open world (dungeons too)! more dangerous areas, better graphics (no visible pixels ~w~ like minfilia's ears lol or grass or some parts of gear!), also better movement animation! in FFXIV 2.0 i feel like moving an object instead of a character -No Immersion- :( .
This is what makes me regret never coming back to FFXIV 1.0, and what gives me fond memories of FFXI and heck, even Vanilla WoW. The games felt like they wanted to present a world first and a game second. You felt invested in your character and felt part of the world, with real dangers and adventure. Now-a-days it's all about dishing content at you one plate at a time forgetting that there is also the roleplaying part of an MMORPG. Just look how ignored the open world is and everything else is sectioned off into instances, nice little walled off content packs for you to consume. Even the storyline feels separate from the actual world, and one of the points I'll give to WoW for doing, where rather than having a "main story" that progresses through the game, they had multiple stories in each zone that explained the lore of what was going on around the world, intertwining into a overall meta story (in vanilla, the recovery of the world after WCIII, and the tensions between the two factions). This made quests more interesting (rather than XIV's boring fetch quests), and allowed Blizzard to make locations more varied and interesting.
For example, the zone Duskwood had a questline explain why a section of the zone had worgen (werewolf types), and it turned out a npc hiding in an abandoned town accidentally unleashed them after finding a relic of the Night Elves (a race that mostly inhabits the other side of the world). There was also a questline that had you uncover a evil mage, and in it's climax caused a wandering highlevel NPC to path from the bottom of the zone, to the town (killing any sad low-level who got in it's way) causing a fight between the nightguard and the monster (Stitches).
I could see FATEs kinda being that, but why not incorporate them into the questlines and build up to the climax (fate style boss), than just POOF, here is some reason why they are here, go kill with 40 people. Heck, some FATEs don't even have a reason why they are there!
Sorry got a bit ranty there.