Really? You can't think of a single individual thing? Your decision is one of total unwavering absolution?
Yes I'm putting version 1 in the same context as pooh. A huge steaming pile of the stuff.
Silly old Platypus.
Last edited by Gramul; 10-22-2013 at 03:14 PM.
Fatigue is nothing new, it existed in KR mmos since 2005.
Like most people mentioned in this thread already, I miss:
-Belts
-Player animations
-Coerthas
-the Music
-Armor graphics
Crafting 1.0 ... what a great, complex and wide level spreaded system (imagine it would have been combined with the skill usage as of today!) wet dreams
The long grind to level up to 50.
It was a loong smooth way to the top, i loved it.
- Belts and they had pretty pretty belts
- Coerthas
- the better char models (in my oppinion; they've been so huge and detailed)
I like Random-Number-Generator
'cause I'm able to accept that
a dice normally has six sides
a pyramid has 5 sides
a toast has 2 sides
AND I CAN'T PREDICT WHICH SIDES IT FALLS TO.
I miss bigger Levequest gil rewards :/
I do miss having to go where teh content (dungeon, etc) was, if for no reason other than it meant you actually left the city and saw other parts of the world from time to time.
Paladin D: Like, everything about it. 2.0 paladin feels like a warrior. You just stab it and hope everything works out. No powerful moves or spells to intervine (holy succor was awesome, I could reach out and save someone).
Remember riding your choc back to Ul'dah from the east, the hiill top you'd go down to turn left to head towards blackbush/ul'dah? How the city just rose up out of the desert... at night... it really was the jewl in the sands. I always though it was beautiful. I love thalalan, more than any other zone I thought it was the prettiest. Even on my crappy laptop with low setings and 15fsp I thought this zone looked amazing with teh clear stary sky.
Scale: I will never forget those early days, exploring for the first time, and I found the downed airship and midsogormir. Ttoally blew my mind that the opening CS woudl be so incorporated. And the first time I saw Ishgard, ran up the hill to the eldge and the shining white castle just appeared, no warning, no indication it would be there.
I miss the bridges too. They were pretty great.
I love alot of teh zones in 2.0, they just.. there is no reason to ever go to them again. At least if we still had to go to wehre teh fight was (like we do for hydra and chimera) we would occasionally see other parts of the world, still feel like its a world you live in and travel through.
Doing the stories for all the jobs to get relic has been a nice diversion to get to see the world again, but I only have monk left before I'm 9/9 and that'll be over. Even then, the fact that quest help doesn't guide you unless you're in the right zone (like, if I'm in central thal it shoudl guide me to eastern if thats where teh quest is) often means I just teleport instead of run.
I miss hair highlights that actually blended with the base hair color.
Currently, depending on your race/hair choice, it either looks like someone dumped a paint can on your head or you fell face first into one so that only the tip of your hair became bleached.
While the Fatigue was one more system poorly executed and balanced in the mad rush to launch.. I still find it mildly funny that so few recognise that we still have effectively the same system, just in reverse >.> Now we have a low experience gain rate with a limited boost to it instead of a limited high gain rate that's lowered after a while.
Sure, the basic numbers involved now favour a faster rate of levelling, but functionally speaking the only difference is how people read one as a punishment and the other as a reward. At least in broad stroke terms. The fatigue system would have returned just the same levelling rate with the numbers inside it similarly raised, the human mind just reacts better to being told it's getting a bonus.
Also Fatigue was supposed to have a reward system based on playing whilst fatigued .. but yay one more casualty of the v1.0 development rush/debacle >.>
Last edited by Fensfield; 10-22-2013 at 07:08 AM.
Roleplay Profile: http://ffxiv-roleplayers.com/showthread.php?tid=961&pid=15275#pid15275
Chimes/Tones when executing an action and the notification sound when something reactive came up and being able to truly re-size certain UI elements (not just 3 pre-determined settings).
I guess 1.0 Warrior too.
Dungeon Bosses and Primals - AOE/movement/position/animation locks all still feel janky which was what I had hoped would change 1.0 -> 2.0
Twilight over Thanalan.
|
![]() |
![]() |
![]() |
|
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.