I feel similarly about modern MMO quests.
"Here's a checklist of things to kill/find from killed enemies. They're right here on your map. Let me make a mark to lead you to them."
I'd like it to be a little more obscured and varied simply for the sake of engagement.
Since there is apparently a summoning bell there, you DO realise you don't need to go to a market board to check prices, right? You can do it from your retainer while selling the item. ^.^
Oh and I also miss being able to cast protect + stoneskin to anyone I wanted, just to be nice, in fact, most conjurers/whm or classes with the skills set up did on low level areas when they passed by.
I really really really miss the sense of danger and exploration. Man how I was dragged into Gridania story line that I was ACTUALLY afraid about exploring the shroud too deep in case I awoke the green wrath, because the shroud was really intimidating back then. Then when I advanced in the story it blew up my mind. SE caught me, and it was done so gracefully and well done... It was really great.
All the game felt more mature somehow, more serious, ARR is really a theme park, where the sense of danger or loss is just a fake, with all bright colors and robot-like animations, with a really fast pace so you don't notice what's going on ad only enjoy the combat for the adrenaline rush or the distractions of the fireworks (I know they can be lowered or deactivated, but without the weight in the animations the game it's just plain ridiculous).
I still like the setting and the story, but everything about the game has been dumbed down and that's really a shame...
Edit: I would love to be able to reach Tanaka and tell him my feelings about the game and say him "I really wanted to play your full vision of the game, the true successor of FFXI, not another generic EQ/WoW/Rift clone for kids and teenagers that need to have everything served on a silver plate and that can't make any effort to achieve anything".
Last edited by Dannythm; 10-23-2013 at 06:28 AM.
I never played 1.0, though I got really close to buying it a couple of times, so I can't really contribute to listing things that were done well in 1.0. However, based on the comments here, it seems like they did too much of a 180 with ARR. I am really enjoying the game, but the things mentioned like more useful crafting and a more connected world puzzle me as to why they would take out these things. I know that it was probably important for them to make the game more welcoming and less tedious, but they could have tried to strike a balance instead of going so far in the other direction.
Being able to jump in and get something accomplished is important, but I would love a bit more immersion/exploration and rewarding things to do besides dungeons. Hopefully with updates they add more varied things to the game, and not just more of the same.
Yup, you got it.
1.23 wasn't THAT bad. It was somewhat unique, with severe backend/server issues plus a weird UI. Still, it showed potential as to what it could be in the end with a new engine and perhaps a clearer vision of what SE wanted to do with the game. For anyone who wasn't watched it I recommend this:
http://www.youtube.com/watch?v=zFG1PA8mL6o [Making of FFXIV 1.0]
Please excuse me for not being very tech savvy... What was so bad about the v1 backend/server that are fixed in ARR?
Zones would crash if too many people entered or tried to teleport in... but we still have that in ARR.
People would complain about lag and blame it when they got hit by Ifrit eruptions, etc... but we still have people saying that in ARR.
Initially it would take a second or 3 when trying to move things between your inventory and your retainer... but that was fixed early on.
You couldn't see too many other players around you in v1. We can see many more in ARR which is nice... but is that a server issue or because of now using simpler models?
I guess I'm missing something... but what is much better now about the server and backend?
The issues with the servers in ARR though are through different causes unrelated to the game itself (SE just underestimated the sheer volume of network traffic and third party US server hosts that have proven to be sadly unreliable), where as 1.0 the server troubles were fundamental flaws in the game's design (after all, the game could hardly run more than ten characters on screen at once, and even then it struggled).
ARR's server trouble has mostly sorted itself out - 1.0 had server problems right up to the last second of service.
Last edited by Enkidoh; 10-23-2013 at 11:24 AM.
I finally thought of something to contribute to this thread.
I miss... the sword-casting animation. Didn't really matter if it was Holy Succor (miss that too) or me messing around on GLD with THM spells... I just enjoyed the regal pose we had.
Also miss Sacred Prism. Why didn't SCH get it? Refracting a spell onto the entire party would make sense with the whole mathematics/gemstone themes.
v1 could display about 40 characters around you. Maybe we can show about 50 or 60 now? Definitely better in that regard. But I never had a problem running v1 even in crowded areas on high settings even though my computer is not great (fairly good for its time, but it's about 4 years old now).The issues with the servers in ARR though are through different causes unrelated to the game itself (SE just underestimated the sheer volume of network traffic and third party US server hosts that have proven to be sadly unreliable), where as 1.0 the server troubles were fundamental flaws in the game's design (after all, the game could hardly run more than ten characters on screen at once, and even then it struggled).
ARR's server trouble has mostly sorted itself out - 1.0 had server problems right up to the last second of service.
Granted, the final "event" of v1 was a total mess with the rush to Mor Dhona, but I think that was largely because they allowed everyone to log in regardless of their subscription status. So similar to ARR's problems at launch -- they underestimated the sheer volume of people and traffic, but didn't have a few weeks to sort it out.
Before that final event, what server problems hindered the game?
PS- I'm not trying to start an argument. I just want to understand how it's better now.
About everything, it was more unique than ARR
FFXIV felt like FFXI a lot more, the combat was better.
FFXIV ARR is a Wow/GW2/Rift ripoff nothing exciting.
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