Oh look another "remember those Golden Olden Days?" threads. Nothing new to read here. And yeah while open world is a cake walk I think they've struck a nice balance of difficulty for Open World versus Instanced/Dungeon Content.
Oh and I agree with the one person that talked about Sandbox versus Theme Park. I think SWG did a nice job that way. I used to love running Faction Attacks against Player Bases and what not. That is before the NGE screwed the pooch on that game.![]()
I maintain that there were a lot of things in 1.23 that were "done right" and will be missed, and a lot of things done wrong that will not. Altogether ARR is a net gain, even though I don't like all of the changes. At the very least, I understand, intellectually, why the changes were made.
In many ways 1.23 scratched an itch left behind by XI when it, in the days of Abyssea, started to change trajectory. I'll wager most of the people longing for 1.23 feel the same way. Part of coming to terms with ARR is accepting that no, ARR not a love letter to XI and it will never, ever capture "that FFXI feel." It's not supposed to. The sooner people criticize ARR on its own merits the sooner they can make rational decisions about whether to spend their cash on a sub, instead of pining for 1.23/XI every goddamn day and feeling entitled to it because you're still a subscriber of ARR.
OK I'll give Ifrit Extreme as an example. All 1.0 had was eruptions, plumes, dashes and nails. There was no healer debuff, no tethers, no explosion damage from nails, no multiple incinerates and no tank swapping. All it had was the horn breaking thing and the fact that he used his abilities at random. You can't tell me that with this current game's architecture that 1.0's Ifrit Ex would be anything less than a walkover.
for MMOs, it's about meeting new friends,new adventures,help each others, good memories,
ARR has none of them
ARR is something like Mcdonalds, Beats headphones, but what's inside them are garbage/low quality stuff
Last edited by WeiShan; 07-11-2014 at 04:28 PM.
That's your fault for not choosing to look for those things in ARR. Other people, including me, are doing fine and have fun with our friends in the game. Troll harder.
Yea, it's almost seem like this guy is paid monthly to troll this forum with the same old 1.0 spiels and terrible english.
Quoting for emphasis.Altogether ARR is a net gain, even though I don't like all of the changes. At the very least, I understand, intellectually, why the changes were made.
In many ways 1.23 scratched an itch left behind by XI when it, in the days of Abyssea, started to change trajectory. I'll wager most of the people longing for 1.23 feel the same way. Part of coming to terms with ARR is accepting that no, ARR not a love letter to XI and it will never, ever capture "that FFXI feel." It's not supposed to. The sooner people criticize ARR on its own merits the sooner they can make rational decisions about whether to spend their cash on a sub, instead of pining for 1.23/XI every goddamn day and feeling entitled to it because you're still a subscriber of ARR.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
People are very quick to admonish 1.0 because it failed, but people rarely address the actual reasons behind WHY it failed. A lot of the features in the old version were frankly superior to what we ended up with in ARR but were removed to simplify the gameplay experience. The OP isn't wrong when he says that a lot of the complexity from the original has been lost. Classic case of throwing the baby out with the bath water.
That's not to say 1.0 was a great game, not by a long shot. It was plagued by UI issues, great expanses of nothing-much-to-do and more lag than you can shake a modem at. There were however several things it did right, and did well.
Mobs weren't just annoying distractions, they were genuine threats on the field. I can't even remember the last time I died to an enemy outside of a dungeon or Fate in ARR, but it used to happen a whole lot more back then.
Remember elements? Fire, ice and so forth? They used to mean something too! Now it's just "spam fire, cast blizzard to regen, spam fire...". And what about the other skills in our arsenal?
Hit mob for X potency damage is all fine and dandy, but at the end of the day, there's very little to distinguish one DPS from another, just a handful of throwaway unique skills which aren't even that special in most instances.
I have a dream that one day tactics will make a comeback to Final Fantasy (see what I did there?). A day where black mages will have a suite of spells to deal with elemental resistances, instead of spamming the same two elements over and over. A day where people will say, "We really need a <insert job>" because of some unique trait which distinguishes them from the crowd, not just mere job roles.
It may be a lofty dream, but I don't think its impossible with the system we currently have. It just needs some tweaks in a positive direction.
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