How about opening up the past, version 1.0 & farther back ? At least 1.0 would allow ARR/2.0 players to see what the world used to look like & learn more about the history of Eorzea.
This was a very interesting feature in FFXI.
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How about opening up the past, version 1.0 & farther back ? At least 1.0 would allow ARR/2.0 players to see what the world used to look like & learn more about the history of Eorzea.
This was a very interesting feature in FFXI.
I loves me some alternate dimensions/time travel! Wouldn't mind this at all. I think most people would prefer whole new areas though.
I think I'll pass on ever wandering 1.0 Shroud. No thanks.
1.0 shroud pass, but 1.0 Coerthas yes please!
It doesn't matter it's in the past
http://i.imgur.com/JE1mGL5.gif
Uh, no, it will never happen - the whole reason ARR was made in the first place was because 1.0's zones were badly designed - in order to make them large and seamless (and to be able to be rendered on the Crystal Tools engine), Tanaka's original team had to cut corners, repeating the same environment model and texture over and over again (the Black Shroud in 1.0 particularly was bad - it was just a long series of mossy passageways and nothing else. Oh how I hated the 1.0 Black Shroud - I'm glad that's gone forever).
And, given the fact ARR now uses a totally new engine and new maps, no, the 1.0 Eorzea will not be coming back. I mean, Yoshi deliberately brought down Dalamud so that there would be a narrative reason for the completely redesigned maps, rather than just handwaving it away and retconning it. The closest to the 'past' in FFXIV you'll get will be Echo-visions, as that's always been in the storyline. But the Echo is not the true past, so that doesn't really count.
Turn 9.
On a serious note, I would love to explode the 1.0 maps or something alike. I didn't experience that phase of the game. :(
I'm just a copypasta girl, living in a copypasta world.
this... aside from the lack of variety in theme or color. this is actually not bad. maybe better then the current Black Shroud. sure it would have been easy to get confused or lost. but IMO that 1.0 Black Shroud is far more aligned to the term 'Shroud' then the current Black Shroud. i never understood why it was called the Black Shroud. but i do now, after watching that video. thank you.
I can promise you ARR was designed because the engine choice for XIV was terrible, it wasn't done because of badly designed zones when some ARR zones have even less to them at times. They're prettier, but largely just as useless.
And to give a reason to copy WoW even further (let's not kid ourselves, he flatout said ARR will be designed after WoW for the Japanese audiences.)Quote:
I mean, Yoshi deliberately brought down Dalamud so that there would be a narrative reason for the completely redesigned maps
http://www.reactiongifs.com/wp-conte...rifiedFace.gif
Oh, wow, more than 10' of nothing but passageways and few monsters (A marginal amount of monsters) during the trip. Yet, it looks like a forest. For a MMO game, that kind of things don't work for sure. Now I wonder the OP talks about bringing these maps back or very specific places on these maps/dungeons. It's impossible to bring a whole map like that back.
Reminds me of Yuhtunga Jungle... I always get lost in that damned zone.
I just found this... If they remade past zones it would be a way to allow 2.0 players experience 1.0 quests, store & lore. OF course, pre-Dalamud only one moment of the past...
http://youtu.be/aU5N24_5VIk?t=2h55s
FF13 was... well not very Final Fantasy-like. the story was what would have expected from a FF game. but there were almost zero hardcore elements to the game. and almost zero challenge. the only challenge there was is how much time you was willing to spend on it.
i enjoyed the game. it was fun to play and learn about the world and the characters. the story was as immersive as you would expect from any FF game.(except FF9) and lets not forget at the time of release the visuals were considered to be state-of-the-art. aside from having almost no hardcore elements. and that a 10 year old could complete a perfect save... it was still a great FF game.
Here is another Coerthas video without Chocobo music
https://www.youtube.com/watch?v=h18KVbpcRMI
seeing those videos I found this:
http://youtu.be/3TbMKC8QZo0
were was that?
It's normal to have nostalgia, but 1.0 was a terrible game and it's better to pretend it never happened.
I'm actually disagree with this. The old Shroud are more or less similar to what I experience when I got lost in real forest, that happened during my high school year I think. I actually miss it. And let's face it, the new Shroud kinda feels like a park than a real forest.
If you ever been lost in a forest, you should know this. From all 1.0, Shroud are what I miss the most, with Coerthas second.
That's Nanawa Mines. Unfortunately in ARR, it was reduced to a simply border between Central & North Thanalan zones. I recall the place being good for level 30-35 experience party back in 1.0.
Coincidentally, the design of current Copperbell Mines hard mode dungeon really reminds me of Nanawa Mines.
No its engine is fantastic... for static worlds without many character models and things happening. Sadly MMOs have hundreds/thousands of player in a zone at a time and XIIIs/XIV 1.0s engine was not designed with that in mind unless you had the NSA supercomputer to play it on.
Also XIII is one of my fave FF games for the record :)
Forget that!
Give us the area around Ala Mhigo already!
Nanawa Mine - Central Thanalan (a bit northern of Camp Blackbrush)
Was a level 30 Leves area
https://www.youtube.com/watch?v=9H-NveJx9EI
I really like how people are like "NOOOO NO 1.0 NOOOO NOOO NOOO" you sure know .... they can make pre Dalamud ..... but not use the texturing from back than?
Do you really think they will be like "Ok You walk through this maw to travel into the past, and there you will have the same rendering as in 1.0" ? I do think they are a bit learning resistant at times, but not that bad.
I'm not interested in experiencing 1.0 gameplay exactly as it was initially created, but I think there would be value in letting players experience past storyline events via some sort of time travel/storytelling quest, similar to the Ultima's Bane quest or the Caverns of Time instances released in WoW.
Cartenau & the Warriors of Light, Cid's relationship with the Empire, Louisioux, F'lhaminn, Hildibrand--all of these are teased to players in passing references, but are never fully divulged. While 2.0 has tried to move on, it can't help the fact that it's forever chained to the rotting corpse of 1.0.
There were several more similar to that. South of Camp Horizon, in the SEern area of the west section there was also a large underground antling nest, I think. I think that's where I did most of my leveling, out of any of the open-world dungeons. The Tam-tara Undercroft used to be a leveling area with GC leves and whatnot, and Sastasha and Copperbell were open-world. (Sastasha even had some mechanics of following floating lights in order to find your way / find treasure, etc. The top was florescent fungal pond with a couple pieces of docking and vague doodads, which then fed into the tunnels below where mob levels gradually increased.) Quarrymill and Hyrstmill were Gridania's hamlets, where defensive events that made use even of Hand classes took place. (They did however look nearly identical to each other. I'm definitely glad for the new Quarrymill, even if the new Hyrstmill seems better defended than the nearby city despite having so few threats to it...)
I still really miss the green Shroud, and how the trees looked back then. It's not so much a matter of the amount of shade as simply how, by being mostly unable to see their canopies, they didn't look like giant trunk-extended bushes. For now I've just been convincing myself that the cataclysm basically blew the elementals' influence out of the Shroud, robbing it largely of its simultaneously verdant and dangerous nature. That's partly just because I hope that the influence will gradually return and I'll get to see a dark-green Shroud zone again though.
**I'd probably be a whole lot more fond of the ARR zones if we could just climb and swim, and if the maps would make some interactive use of their verticality instead of having it be merely restrictive.
Going to the past could be a good expansion.... Or even final expansion. Once we power up so much on whatever is released we time travel into the past and defeat Bahamut in the past, and save the world allowing it to be reborn... Or just have an ending in an alternate future where everyone lives happily ever after
I don't see why they would add this. As a former 1.0 player I really don't want to go back and redo all the quests I've already done. Been there done that. I want to experience new content, not old. I am sure a lot of 1.0 players feel this way, and we take up a decent chunk of the current player base. They would be appealing to a larger demographic by creating something new.
I believe you mean Shposhae? Shposhae and Sastasha are two different areas. Sastasha is in Western La Noscea, while Shposhae was found slightly north of Moraby Bay.
You could also be talking about Mistbeard Cove, which is what I think Sastasha is meant to be now. But I don't think there was coral in Mistbeard Cove...? Nor was there a couerl.
Think about it - if SE really wanted to do that, don't you think ARR would have simply been '1.0 with better graphics'? No, SE decided it was far better to simply torch everything in 1.0 and make a fresh start - storyline and all. Hence the unfortunate truth has to be faced - 1.0 is gone and is never coming back. And although there were things about 1.0 I liked, ARR is simply better in every way.
Also using a 'time travel' function to travel to a zone in a different time period is actually lazy game design, as all the development team has to do is simply retexture the same zone slightly and add new npcs. I'd much rather have new zones rather than simply trudge through East Shroud [C]. FFXI suffered from relying on this trick a little too much personally. I think most players would rather have new areas with new storylines rather than rehashing the same old ground with different wallpaper.
And besides, frankly there wasn't that much that happened in 1.0's storyline anyway, and most of that was reused in ARR too (albeit modified for the changed setting). The 7th Umbral Era stuff was always stated as being 'once only' - that was the whole point. It was never to be repeated as a way of sending off the original game with a bang. Basically an extended farewell party, only with more destruction and bugs. :p If you want to see what happened during the original game, there are plenty of videos of 1.0 main scenario playthroughs on Youtube to bring you up to speed. But really, the way ARR has been designed, it was specifically made so that you actually didn't need to know anything about 1.0 to play. Really, let the past slumber - as Merlwyb said in the ending "You would not honour them by dwelling on the past, but instead by looking to the future!"
You're right, I'm sorry I misspoke (did a Sastasha low level roulette run shortly before writing that post so guess I had the wrong S on the brain). There was a couerl at the bottom of Shposhae near the jackal pups and I'd watch people killing the pups to get the cat to spawn. There was often a Crystal Dreams lurking amongst the coral when not at home in the market wards ^_^
(You already had to redo quests in ARR for your classes/jobs since some abilities from ARR, like Repelling shot and Lethargy were quested skills. Not to mention you had to redo the main storyline in order to access ARR content including primals again.)
Pretty sure CT and CC weren't considered lazy in any shape or form.
Not really. Did you actually play XI? The reused zones made sense because:Quote:
FFXI suffered from relying on this trick a little too much personally
1. Was about the Crystal War (WoTG) - What logic would make any sense for you to have that expansion take place in new zones when we knew from at least 2003 that the war took place 2x years in the past in the current areas? The new zones weren't found anywhere else, e.g Walk of Echos, Provenance, Grauberg and so on.
2. Abyssea was stated to be battle content, so they reused it with a small "what if storyline."
So XI rarely reused zones, unless in the 12 years I played it they reused more zones that I somehow missed? xD
OP, I'm pretty sure the devs have already said no to this idea in the past.
I don't know why, but I can't help but be amused at the singular 'zone' in the title in regards to visiting the 1.0 maps.