Wow, how fast do you type that you can enter a full sentence in 2.5 seconds between when you have to hit the next button for your skill rotation. *rolls eyes*
Anyway, here is my point of view:
Yes, yes a thousand times, yes. I would like it very much if there was some way to get back to 1.0 or 1.23.
Everything had weight and depth. If you turned off display names, both players and mobs blended seamlessly into the terrain as if it was real life. When I trekked to Camp Bluefog, I really felt the distance from the city. I had to be prepared, for the city was not just a thought away. I even liked the way you paid for teleports. Made me consider if it was worth it to teleport, or if I should just walk. And when I walked, the scenery was so pretty, I didn't mind the long trek.
Also, regarding the open world, I really, really, REALLY miss being able to see gathering points as I walked past, no matter what job I was on. I leveled botanist up to 16 just from gathering at the small spots I would find while I was on my way somewhere else. I don't see any reason why they had to get rid of that :/
Copy/Pasta terrain is not something I ever really noticed, nor do I think it's even a bad thing. In real life, if you go into any area that's not the city, don't all of the rocks, hills, trees and other pieces of landscape look the same anyway? ^^
Combat had depth, and strategy was more important than memorization and good ping time.
Content (when more of it was added, credit where credit is due, when Yoshi took over, a bunch of good content was added) but, content, it had replay value. Gear wasn't instantly outdated with the next update. You could have different builds of gear and skills for your character, you could even use classes (not jobs) and still be viable, sometimes even more useful.
They instituted a token system for primal fights. This means that eventually, you would be able to get the weapon you want. It wasn't handed to you, but it wasn't totally random with the very real possibility that you NEVER see the drop you want. All the time the moogle fight has been available, and I STILL don't have moogle fists :/
The story in 1.0 had more depth and feels. The npc's had more background story and way more personality. Even before the calamity, the storyline in 1.0 was so much more moving. Say what you will about combat, the new engine, new server structure, etc. but I grew up with "Final Fantasy" being so much about the great story. 2.0 story has NO depth. I am one of those people that usually hang on every word in quests and main story. In 2.0, not only do I just keep hitting Enter for quest dialogue, but I find myself just skipping through main story dialogue as well because none of it means anything. I haven't been made to care at all about any of these people, and more often than not, they just annoy me. (a side point is that as a survivor of the calamity, I was waiting for 2.0 to see what happened to Louisoix, and they walled that s**t off behind the HARDEST CONTENT IN THE FREAKING GAME. Totally not right when 1.0 started you off with crafting being a viable option for a starting class. How 'easy' coil is now is NOT up for discussion since instant death mechanics are still part of that fight no matter how much echo buff you have, and not everyone can control lag, and not everyone has fantastic motor memory and control.)
Crafting was meaningful and you were able to progress through the storyline AS a crafter, without ever having to open a battle class. I really, really miss that aspect of the original 1.0.
By no means am I saying that 1.0 didn't have flaws, oh, it did. UI lag was ridiculous, I don't even want to remember the fact that there was no auction house, and there was so little content at launch. But, 1.0 had story, depth, ideals and a vision that I really appreciated and wished that we could have seen it really fleshed out and fully supported.
I'm SO disappointed in the glamour system. I don't always want to wear the same outfit, why couldn't it be a simple drag and drop? Why are vanity gears harder to get than ilvl 110 gear?? When the hardest gear to get is a swimsuit or a sleeping robe, then there's something really off about your vision for an MMORPG.
And housing, oh housing. I'd rather that it didn't exist at all than this farce that we were given. The current 'personal housing' system cannot be rationally defended by anyone possessing any sense.
With the additions that were made by the time of 1.23, I really had faith that Yoshi would take what existed and make it better. Instead, we got a flashy, yet generic game that's all about getting the new gearz and shiniez.
(Increasingly, I find myself wondering if the 'additions' of 1.23 hadn't already been planned out as part of the story and weren't really Yoshi's idea, because what we have now, vs. what 1.23 was, do NOT seem like the work of the same person/team)



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