Yeah, the whole feel of the original concept was much more closer to a RPG than any modern MMORPG has, because you could certainly build your unique class and still be useful in every party. It's a shame they removed it so fast and introduced the good old job system, because as you say, having stat points is meaningless.I agree on physical levels and cross class skills. The system was unique in this combination because it allowed for more interesting combinations than the job system.
Allowing us to move stat points after a certain timespan gave us the opportunity to actually experiment with our builds.
Once they removed physical levels, the whole stat system died because now you don't think about how you distribute your points beyond being optimal in only one way - your job. Or is there someone putting any stat other than required by the job?
There could have been multiple combinations of classes, and while cookie cutter builds would certainly appear, other builds could still be viable. As it stands now, whether you put your stats "right" or "wrong" doesn't really change anything.
As it is now, the only advantage to armory (= all jobs on one class) over the classic system is not having to switch between characters.
Certainly, thanks! English is not my native language, so I make lots of silly mistakes.
I kept playing because I liked the game overall, though there wasn't anything I'd say that he did particularly 'well.'
- Fatigue was a nightmare.
- No content was a nightmare.
- The way you got experience was a nightmare.
- Despite the fact the game bragged about 'no levels', there was physical level and class rank.
- Stat point allotment did literally nothing. At all.
- Stamina bar was poorly implemented and not responsive at all, as it should've been.
- Armor aesthetic was pretty boring and dull.
- Leveling was going to take years - it was like 1.5 years before I had my first 50.
- No vision or future plans for the game.
- Lack of regular updates.
There wasn't very much that Tanaka's FFXIV did well, since anything that seemed 'good' at the time was otherwise very badly implemented, and it just brought him down even further. But to answer your question more directly:
I stayed because I liked the world, I wanted to experience the story, and I wanted to make friends. I didn't have any particular complaints that really prevented me from playing, but I'm very happy to see the game has turned out like it has, and we'll be seeing a much better version on the horizon.
Also, since when is people playing or not playing an MMO any of your business?
Tanaka and his design team had interesting concepts (armoury system, ship building, physical levels), but it was all limited by short sighted design choices (anti-RMT measures, realism vs playability, terrible UI) and a terrible, terrible convoluted game engine.
i agree with alot of what the op said.
to me the biggest thing he did well was use alot of great ideas when making the original game, but what he did really bad was implement those ideas.
1. the armory system was fantastic in theory and i absolutely loved the way it was done. there was flaws in it though where it didn't have enough class specific abilities to make each class stand apart from each other. i always felt all of the abilities that were purchased from the guilds from guild marks should have been class specific. to me if i am out in the world doing something and learn something new it is something i'll never forget, but if i purchased the knowledge i'd have to always give credit there. it's like if i am out building a house and learn to cut a roof pitch i'll always know how to figure angles from there, but if i pay for a college education in engineering it'll always be used towards engineering.
2. the incaps on mobs. this was something i absolutely loved and hated seeing them going away from. the visual when you broke the horn off the buffalo or knocking the head off the skeletons and it directly impacted the drops you could get from those mobs was fantastic.
3. battle regimens: i loved it in theory, but implementation on the system was horrid. once you stacked into regimen you were locked out of actions until the regimen went off. it's another system that could have been tweaked to become more fun to use, but the idea was fantastic to give status effects and damage boosts when the party worked together. i just wish they had made it to where when you stacked a skill into regimen it locked either the tp or mp out from being used until the regimen went off, but allowed you to continue to fight until everyone was stacked in.
4. the original crafting system. i loved the detail in making items and it actually felt like i was crafting the finished product. the only thing i disliked was it may take a lvl 45 hammer head to make a level 20 hammer. i felt like the parts should have been readjusted to where the parts were the level of the finished product.
5. i enjoyed the stat allocations. i could really personalize my character depending on what i was doing. if i wanted to go solo a mob i could allow my char to survive better solo or i could really adjust things to become a major assistance to the party i was in. to me the biggest 2 issues this had was that the points you had to allocate was in the hundreds because the base stats are sooooooo high and you had to click them one at a time instead of having a bar where you could type in how many points you wanted per stat.
6. open world nm's that dropped parts to craft into great gear that could be sold and traded instead of mostly having dropped premade gear that's u/u and is vastly better. the parts allowed crafters, gatherers, and battle classes work together to get the best gear instead of only 1 group having access to them.
7. the speed of leveling. i enjoyed the speed of leveling much more then i do the speed now. i did not like the fatigue system, but the actual sp given per hour while not fatigued and taking over a month to get one class to cap was much closer to the speed i want to see leveling over taking less than a month to get ALL classes to cap.
Last edited by darkstarpoet1; 10-20-2012 at 02:23 AM.
http://crystalknights.guildwork.com/
This so much. I really hope they expand on it in ARR.2. the incaps on mobs. this was something i absolutely loved and hated seeing them going away from. the visual when you broke the horn off the buffalo or knocking the head off the skeletons and it directly impacted the drops you could get from those mobs was fantastic.
He did good but stepping down from Producer. The only problem i ever had with Yoshi is when he approved the Color of gear changes the stats of the gear.
The one thing I will say about 1.0 is that their heart was in the right place when they had this grand design and idea for FFXIV (1.0 wise) and its future, but the execution was poor. I liked the original concept, with all the cool base classes we were probably going to get alot sooner if launch and everything about it wasn't so atrocious that they had to keep trying to clean up their mess with changes that eventually just changed the game entirely for the most part and ended up deviating from the original design regardless. It could have been so much more, and still had the same core aspects of FFXIV 1.0 that made it fun and original.
The armory system was a great idea and one I would love for other MMOs to adopt. Everything else though.... 49/100 on metacritic.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.