The 'dreams' (in the INN) feature/content was cool. Hope it returns in a deeper form.
The 'dreams' (in the INN) feature/content was cool. Hope it returns in a deeper form.
The old Mor dona was more complex and had a certain darkness the new one lacks, it wasn't just the overcapped mobs, but the landscape was cooler. Also the purple haze weather for the NM made things even more eerie and the dragon/keeper of lake skeleton looked really good in 1.0. I miss the rainbow basilisk, much cooler mob. The music even was so dark, every person I met hated to go into Mor dona, it was soo dangerous. Just opening one of the few camps was a task for a few players to do.http://https://www.youtube.com/watch?v=lsX-WGML4So
Last edited by Sancta; 01-19-2015 at 07:34 PM.
I love the new grid and couldn't do without, but I would have preferred if both the old grid and new grid existed in the remake. They just needed to open up a few more spots and make more open areas, like the meteor could have destroyed parts of the dense forest sending the elementals in that area to go on a frenzy attacking all who'd go in. And in this dangerous maze, it be cool to see a minotaur nm chase after you and having Odin put into it as well, including all the other bosses and creatures 1.0 had there. The bridges and treetops were fun to walk on, as Fensfield said; I'd have liked more of that too. 2.0's Gridania could stay as the main part and the old tubey Grid could be a dangerous zone/sect sealed off by the hearers, that only the more hardy of adventures could brave due to the effects of the meteor's fall. I really believe 1.0 Grid should be brought back as a new zone.
Last edited by Sancta; 01-19-2015 at 07:22 PM.
I hope people never stop talking about 1.0 in positive terms, as it had so much potential that was lost due to reasons both good and bad.
Personally, I loved the Black Shroud and the way it was set up. I miss the ranged basic attacks of thaumaturges and conjurers, the way that all the classes in some way used both MP and TP, and I found that all the classes tended, at that time, to have their own identity which has since been somewhat or entirely lost with 2.0 and ongoing.
Not having duty finder. I understand how it's useful to people and nobody will probably say a word against it because of this, but I believe it single-handedly killed most of the community going into 2.0. There was something special about having to find people to do things with, and waiting together. (Huddled outside of darkhold in coerthas for instance.) Having to rely on people, rather than just be teamed up with randoms, required people not to be so morally corrupt as they seem to be now populated throughout the servers. (There were still some around in 1.0, but not at all near the volume it is now.)
I know 1.0 was more of a niche game, but alot of people did play it and considered it their niche game. Some of the things praised in 2.0 are not all that highly regarded with the fan base that tried to keep it alive from the beginning. (And not even necessarily that well-loved from new players either.) Now we are more or less just along for the ride, hoping some of that magic returns from the mysterious game from just a year(s) ago. It's not nostalgia that we 1.0 players pine for since it wasn't even that long ago we were there! I worry that I needlessly cling to this game for the hope of a return of some of the things that drew me in from the beginning that will never be filled or replaced. Surely other players are in the same predicament as I am. Sometimes there are glimmers of hope, and I continue to subscribe, but for each glimmer, there is something disappointing paired with it.
Last edited by Eldaena; 01-19-2015 at 08:09 PM.
I think the difference is that in 1.0 you would group up with people in a hub (Like Ul'dah) then head out to traverse the wilds with them. The number of other players you would see would be smaller, but you would have more interaction with them. Whereas in 2.0 you either remain in the hub queued up for DF or flock to the 'open world content' (lol) as part of a zerg (FATEs, hunts circa 2014, etc). There's no exp parties, no chest key farming in strongholds, no primal key farming etc.
The reason there's none of this grouping up for open world content is because the areas are simply not dangerous and even if they were, there's no reason to visit them. Hunts were a brief change to this pattern while they were a good source of tomes, but they were zerg fests and not challenging because there's no realistic way to scale up a mob to deal with 100+ attackers.
FFXIV ver1.x was its own game with a mature world and a mature story and I miss that a lot. FFXIV ARR is just another theme-park clone with a miniature toothless world and a story that doesn't take itself seriously (a shallow hero story) that has the luxury of access to the Final Fantasy name and allowed use The Final Fantasy skin on its assets.
Last edited by DSX; 01-19-2015 at 11:26 PM.
I feel the same.. i miss old FFXIV for open world (dungeons too)! more dangerous areas, better graphics (no visible pixels ~w~ like minfilia's ears lol or grass or some parts of gear!), also better movement animation! in FFXIV 2.0 i feel like moving an object instead of a character -No Immersion-.
This is what makes me regret never coming back to FFXIV 1.0, and what gives me fond memories of FFXI and heck, even Vanilla WoW. The games felt like they wanted to present a world first and a game second. You felt invested in your character and felt part of the world, with real dangers and adventure. Now-a-days it's all about dishing content at you one plate at a time forgetting that there is also the roleplaying part of an MMORPG. Just look how ignored the open world is and everything else is sectioned off into instances, nice little walled off content packs for you to consume. Even the storyline feels separate from the actual world, and one of the points I'll give to WoW for doing, where rather than having a "main story" that progresses through the game, they had multiple stories in each zone that explained the lore of what was going on around the world, intertwining into a overall meta story (in vanilla, the recovery of the world after WCIII, and the tensions between the two factions). This made quests more interesting (rather than XIV's boring fetch quests), and allowed Blizzard to make locations more varied and interesting.
For example, the zone Duskwood had a questline explain why a section of the zone had worgen (werewolf types), and it turned out a npc hiding in an abandoned town accidentally unleashed them after finding a relic of the Night Elves (a race that mostly inhabits the other side of the world). There was also a questline that had you uncover a evil mage, and in it's climax caused a wandering highlevel NPC to path from the bottom of the zone, to the town (killing any sad low-level who got in it's way) causing a fight between the nightguard and the monster (Stitches).
I could see FATEs kinda being that, but why not incorporate them into the questlines and build up to the climax (fate style boss), than just POOF, here is some reason why they are here, go kill with 40 people. Heck, some FATEs don't even have a reason why they are there!
Sorry got a bit ranty there.
Last edited by Magis; 01-20-2015 at 12:34 AM.
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