if i were in charge for the day i'd bring 1.23 back up and shut down arr. when i finished that i'd re-hire tanaka and put him as my replacement for when my day was over to take back over the direction from 1.23 onwards.
if i were in charge for the day i'd bring 1.23 back up and shut down arr. when i finished that i'd re-hire tanaka and put him as my replacement for when my day was over to take back over the direction from 1.23 onwards.
http://crystalknights.guildwork.com/
So you'd kick out the guy who took Tanaka's original mess and made it into 1.23? Why not just say you'd go back to 1.0?
because 1.23 was a much improved game over the rushed release of 1.0. 1.23 imo was leaps and bounds above what we currently have, but the direction arr has taken gives me major doubts on whether the group in place now will be able to get the feeling back that 1.23 gave.
things needed to be fixed when arr released and that was completely true, but it seems when they brought out arr they threw out everything that made the original version unique and trashed it all. things like the directional combo's, nm's with material drops, open world content, notorious monsters, the original crafting system being relevant, the 1.0 controller setup, the incap system, and many other things from 1.0 i wish would have been brought back in arr.
i only mention the tanaka switch to be put back in place because i can't see him have taken the game this far to the other extreme if he started at 1.23. if i thought yoshi would continue from the 1.23 reset following the path he had set in place in improving the game instead of going this route again i'd have said leave him in. he's just proven this is the direction he wants to go so why put him back in to go there again in the hypothetical scenario in which i could prevent it?
edit: remember we are just using a hypothetical where we could do anything we wanted. i'd take the game back to 1.23 and worked on the server fixes, new classes, story, and content. to me, a bunch of the things that were changed did not need to be. yes, a ton of stuff still needed work, but i think a bunch of stuff was just changed for the sake of change.
Last edited by darkstarpoet1; 12-13-2013 at 11:31 AM.
http://crystalknights.guildwork.com/
1- Increases sources of income for Myth tomes. Just WP and AK is freaking annoying and I already have an overdose of both of them and I am sure I ain't the only one (mind you, I was level 50 two weeks after official release).
2- Remove zoning from zone to zone. It makes it look more like small individual worlds instead of a huge one.
3- Enable Materia socketing on high-end gear. Currently the way it is, everyone with the same job will end up with the same. Tanks can't really choose between more health or more avoidance. Dps can't choose between faster skill speed or more critical hits.
Nothing else comes to mind at the moment but I'm sure I'll find some more.
Manilas StWolf - Level 82 Paladin - Diabolos - Final Fantasy A Realm Reborn
Manilas - Level 80 Human Berserker - Anvil Rock - Guild Wars 2
Manilas - Level 76 Human Warrior - Ares - Knight Online World
Manilas - Level 50 Human Warrior - Turalyon - World of Warcraft
Manilas - Level 150 Human Warrior - Adventure Quest
Make cutscenes unskippable
I would put in open world PvP areas then proceed to camp a town with my friends O_O <<<<<easily amused
Tanaka was the Director of 1.0, but it came out several times he was never ready to release it. SE's top pushed that decision to get it out fast into the market. That's not to say a lot of the systems or things Tanaka had in place obviously didn't need a ton of work or to be scrapped. But you generally expect that with unfinished products. Kind of like what 2.0 ARR was supposed to have is in 2.1. So wouldn't 2.1 be the true release? Hmm.
In regards to the OT, I was going to say find the copy of early pre-alpha that had 1.23's combat system with ARR's UI and go from there. When touting how awesome 2.0 was going to be that's what they kept showing Legacy players and possible new players for ARR. But more and more I actually find myself missing a good bit more from 1.23 than just the combat.
Needless to say way too many things to be done in one day.
Ah well, I'm heading off to Japan in less than two months. My sub should be ending just before that and it'll be a while before I get a chance (and possibly even longer if I care to renew) to play again. I definitely spend more time dwelling on all the great things that were in this game in the end opposed to all the 'new' things supposedly in this one.
Last edited by Sumii; 12-13-2013 at 03:55 PM.
I'd give DRG the original Power/Life Surges back as well.
I would make Blood for Blood level 12. It's so unfair that I have to level Dragoon clear to 34 while they only have to level Pug to 12 for their cross-class DPS cooldown.
I mean, I already have Monk.. Why would I want to level Dragoon that close to the level cap? X_x
Oh my god, not sure where to begin! Lets start simple, Auto sort feature? Then maybe work on the lag? Or even work on enemies not spawning in during most fates for us poor ps3 players? Oh yeah, and also delete the PLD/WAR Darklight gear dat file. Whoever designed that should be unemployed!![]()
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