and... Wrist Flick.
and... Wrist Flick.
I am saying I really miss 1.23+.... and I am settling for ARR...
This is my last MMO. Reason being my huge head-start from 1.0 and now being a family man with a son turning 4, my time for game-fests is shrinking still.
Mind you I did love original THM, it was wicked fun to solo NM's (which despite skills, luck could always smite you). Most of my good times came from 1.23 when the whole community was getting bitch slapped by Dzemael Darkhold and beyond.
I miss the crafting music and some of the older background music that is no longer used at present (city state/zone themes/some of the battle themes.)
XI - Darkshade - ShivaXIV - Shade Highwind - Figaro
They need to make open world contents good again. party grinding, behest, guildleves, etc.
so many fantastic stories
so many great ideas SE should implement
I miss the how much more friendly the people on it were <3
I love ARR... But I've been disappointed since the day I understood it wasn't an improvement over 1.0, but rather WoW with a FF skin over it (I've played WoW since release up until 2 months in pandaria, I don't mean to hate it), but I'm tired of this kind of game.
The original version was aiming for so much more... I think I understand what Tanaka wanted to do and where to take the game and, ignoring the really terrible execution of his ideas, I'm convinced that the game was too advanced for it's time, or only that the current generation of gamers are not mature enough for games like what 1.0 could have been.
All of you that miss 1.0, or parts of it, be it from the original release (differentiated physical level and class level, mob behavior, crafters and gatherers being relevant, music, seamless world, etc), or from the Yoshi era (the balanced class system before the introduction of jobs, 1.19 combat system, the original materia system, etc), I agree with you all. We are missing a really great game for the sake of money (which SE really needed, but that's not the point of this thread). My only hope is that yoshi is using the current model to create a stable player-base (stable income) and then add through patches or expansions slowly some (or all) the great elements that FFXIV has been stripped of when becoming ARR.
I think it will be a long time since someone tries to break the mold of the MMORPG market like 1.0 tried, and I cannot wait until that happens again.
Meanwhile... I'll farm tomestones all weeks every week.
Edit: Oh, and also I liked by far the open world mob farming and the actual sense of danger in the fields. FATE farming is terrible compared to that, and way more stressing having to glue your eyes to the minimap so you reach the FATEs on time or else you don't get any reward because they end in less than one minute (with a few exceptions), than chilling with a party pulling mobos and nuking them while chatting and actually meeting new friends. Oh and the slower paced and tactical combat and the overall feel of the old game...
Last edited by Dannythm; 10-22-2013 at 07:34 AM.
Where to start...
- 1.23 combat and looking forward to the revised Battle Regimen/Skillchain system that was going to be implemented.
- Crafting that was actually useful outside of making fluff items.
- Breaking down fish and clusters into crystals and shards instead of farming for them (why was this removed again?)
- All of the old animations, sounds, and music. The inertia, Twilight Over Thanalan, Steel Cyclone, Spirits Within, voices, etc.
- Coerthas (surprise!) and all of the potential it had. See: http://www.youtube.com/watch?v=LpmsFVCaKP4
- Unique traits on armor and weapons.
What I really miss is reading all of the old updates for 2.0 when 1.0 was still running and imagining how awesome it was going to be. Now that I'm here, I doubt whether or not I'll be able to stick around for the long haul.
Yoshi-P has said that he hopes 2.0 will be around for at least a decade. However, if I only have more instanced dungeons, bland armor upgrades with only +5 more DEX/STR/VIT on it, and lame dodge mechanics to look forward to for the next ten years...then I'm done.
Here's one thing I miss that I didn't mention until now..
Creatures being of a moderately believable size. Yoshida's reasoning was apparently 'because it looked like we were bullying them' or they weren't impressive enough, but geez, god forbid we have an easier time believing the things we're fighting could actually exist or that there might be some moral uncertainty about what we were doing.
Still at least the new engine's built for those enemy sizes. The old one after Yoshida just upped everything's size by 50-100% without adjusting the hitboxes was just awful.
The only thing that is sorely missed by me is the open world. It was HUGE and, as a result, felt real. It felt like it was a world with dangers to the ill-cautioned explorer, and it had to be that way. An open world with minimal zoning effects in place needed to accommodate varied level ranges. Each individual zone had different elevated terrain to explore, so even if an area felt large, it was actually even bigger than that.
This game sort of has that too, but it's not quite the same in that there's minimal danger in exploration. Most areas are pretty straight-forward with no real detours to be curious about. For the most part, the zones are all right currently, but I really wish they didn't separate the individual cities into multiple zones. This is especially noticeable with Lominsa, as the whole appeal of the place was the elevation differences. It had a special appeal to the fact that you kept climbing higher and higher. You don't really get that now.
Otherwise, it's just little nit-picky things. Stuff like wishing they didn't have to reduce graphic capabilities.
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