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  1. #31
    Player Alukah's Avatar
    Join Date
    May 2014
    Posts
    1,475
    Character
    Alukah Bast
    World
    Excalibur
    Main Class
    Goldsmith Lv 90
    Quote Originally Posted by WizardShotTheFood View Post
    So "number of people who bought tickets" is a bad way to measure popularity now?
    The only valid way to measure popularity is to ask Otoha and Tupsi, they hold The Truth©
    (2)

  2. #32
    Player
    Kerowyn's Avatar
    Join Date
    Oct 2013
    Posts
    96
    Character
    Kerowynn Thish
    World
    Coeurl
    Main Class
    Arcanist Lv 50
    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.
    (3)

  3. #33
    Player
    Almalexia's Avatar
    Join Date
    Mar 2011
    Posts
    856
    Character
    Almalexia Indoril
    World
    Hyperion
    Main Class
    Pugilist Lv 70
    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.
    (17)

  4. #34
    Player
    Alkimi's Avatar
    Join Date
    Jan 2012
    Posts
    713
    Character
    Alkimi Asura
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Colino View Post
    Now that's a lie and you know it. There was not much content in 1.0 but there were challenging and interesting fights.

    Yes input lag was a problem but don't come and tell me none of it had any depth just because you think so.
    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.
    (4)

  5. #35
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Alkimi View Post
    OK I'll give Ifrit Extreme as an example. All 1.0 had
    Less scripted attacks - targetable body parts which completely changed a monster's move rotation, proper combo system and so on.
    (7)

  6. #36
    Player WeiShan's Avatar
    Join Date
    Apr 2014
    Posts
    54
    Character
    Wei Shan
    World
    Aegis
    Main Class
    Gladiator Lv 25
    Quote Originally Posted by Alukah View Post
    I haven't watched it, but for MMOs that analogy doesn't work, people watch a movie once, but for MMOs it's not just sales, it's also subscriptions.

    The active population of ARR >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> the active population of 1.X
    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
    (6)
    Last edited by WeiShan; 07-11-2014 at 04:28 PM.

  7. #37
    Player
    Potatoes's Avatar
    Join Date
    Aug 2013
    Posts
    95
    Character
    Sophie Miret-njer
    World
    Sargatanas
    Main Class
    Botanist Lv 80
    1.0 is gone man, let it go.

    (15)

  8. #38
    Player
    Namasu's Avatar
    Join Date
    Aug 2013
    Posts
    352
    Character
    Namasu Agepoyo
    World
    Adamantoise
    Main Class
    Gladiator Lv 51
    Quote Originally Posted by WeiShan View Post
    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
    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.

    Quote Originally Posted by Potatoes View Post
    1.0 is gone man, let it go.

    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.
    (3)

  9. #39
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Almalexia View Post
    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.
    Quoting for emphasis.
    (1)
    * 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)

  10. #40
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    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.
    (14)

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