

I'm glad to see I'm not the only one that feels that way =D.I.. find myself thinking that really often. Between the way Wada and company shifted all of the blame that they could onto him - no I'm not saying he made no mistakes of his own, but anyone not gleefully aboard the hate bandwagon could easily tell they scapegoated him something awful - and the fact there's been so little sign of him since.. Does he still work for S-E? Last I heard, even after stepping down as FFXIV's director he was still in a consulting position on Final Fantasy XI and still a part of FFXIV's administrative department.
I really do wish there was a way to write to Tanaka and let him know how much I would have loved to see v1.0's intentions realised, whatever issues it may have had. It really bother me to think he and the people worked with him might believe he's/they're universally hated and blamed.
I still have hope that Yoshi will slowly bring back to arr some of those elements we liked from 1.0 back then.
I agree with this so much.
Unfortunately, Tanaka left SE and joined GungHo, a video game company in Japan. Tanaka was one of the very few original FF creators. I don't think any of the original team who created the first three FF games still work at Square-Enix. I don't think Kitase joined until IV-VI.
I believe, ultimately, 1.0 was better and I wish I could have seen more of Tanaka's 1.0 XIV.

Oh yes, this so much...I loved the areas I just couldn't pass due to mobs with super high levels. It felt exciting and I leveled just so I had a higher chance to stay alive. Literally nothing of that can be experienced in 2.0. I just don't get why they choose to do that...it feels so cheap nowI 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.Dungeons feel like they are totally detached from the world too, so there's nothing left...

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?

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.





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.



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.
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Dungeons feel like they are totally detached from the world too, so there's nothing left...



