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  1. #1
    Player
    Vensaval's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    251
    Character
    Vhen'li Sahval
    World
    Famfrit
    Main Class
    Paladin Lv 100

    I wish I could experience the 1.23 combat

    I've seen it mentioned time and time again since Beta was practically an unpolished gem that was just about to shine. Unfortunately, due to me having no source of income and very pitiful PCs (even now), I was not able to experience 1.0 myself.

    So, when I see these veterans praising the combat of version 1.23, my curiosity immediately becomes piqued. Sure, I could look up videos of how it was, but we all know how watching MMO combat is. Without all the context, we're not getting the full picture, and if we don't have the full picture, it's dull to watch. Even action-oriented MMOs can suffer from that.

    This is why I'd like to make an (admittedly outrageous) request to release a sort-of 'beta/test' client that makes use of the combat found in 1.23 rather than what we have now. Purely for the purpose of having those like myself who have been intrigued about the combat trying it out for ourselves and gaining that bit of satisfaction. Perhaps even if a majority of us prefer the 1.23 version combat to what we have now it may convince Square-Enix to integrate it or combine it with the current system in future updates.

    I'm not asking for a full client built the old system, mind you. That wouldn't be fair. On the (very off) chance that SE happens to decide to satiate this curiosity, I believe it would be best if this test was done as a single instanced dungeon on a different client. No character creation necessary. Pre-made, max level characters with all the current jobs to feel the experience in full (for the most part).

    Now, I want to make it clear that this is not a demand. This suggestion is incredibly outlandish and I realize Square-Enix have much better things to do with their time and resources than to bring up the past. I just really want to know for myself how the combat in 1.23 was like. With own hands. To see what the veterans are so nostalgic about. What I missed out on. So, since I can't go back in time, it'd be really cool if they did do something like this, even if it was temporary. I'd gladly pay to play it as well.

    Also, before you begin bashing on the 1.23 combat and such . . . don't bother. There's no need and it wouldn't even serve a purpose in this thread. You can't alter my opinion of something I haven't experienced myself. That's why I continue to have no opinion of FFXIII even after the constant complaining/criticizing people do about it.
    (15)
    Last edited by Vensaval; 10-26-2013 at 03:01 PM. Reason: Repeated words somehow.

  2. #2
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Well, in short let's put it this way:

    1.23:
    Combo System - Many positioning requirements and other factors met (i.e dodge/missed an attack/evade/under x effect etc)
    ARR:
    Combo System - Very very few positioning requirements that hardly matters outside of Monk.

    1.23:
    Battle System in General - The game was on an engine not suited for MMOs so it had some core problems, so if you wish to have experienced it, take what we got with ARR now and add depth and more involvement into it ontop of gear actually meaning something:



    I'm also in the camp that 1.23's battle system was better and assumed ARR's would have been an extension of it, making it even better.
    (31)

  3. #3
    Player
    Hikozaemon's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    456
    Character
    Hikozaemon Kenkonken
    World
    Hyperion
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Tupsi View Post
    Well, in short let's put it this way:

    1.23:
    Combo System - Many positioning requirements and other factors met (i.e dodge/missed an attack/evade/under x effect etc)
    ARR:
    Combo System - Very very few positioning requirements that hardly matters outside of Monk.

    1.23:
    Battle System in General - The game was on an engine not suited for MMOs so it had some core problems, so if you wish to have experienced it, take what we got with ARR now and add depth and more involvement into it ontop of gear actually meaning something:



    I'm also in the camp that 1.23's battle system was better and assumed ARR's would have been an extension of it, making it even better.

    you obviously dont know how MNK works in ARR its nothing but constant position changes. u have be moving all around to maximize dmg
    (0)

  4. #4
    Player
    Vensaval's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    251
    Character
    Vhen'li Sahval
    World
    Famfrit
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Hikozaemon View Post
    you obviously dont know how MNK works in ARR its nothing but constant position changes. u have be moving all around to maximize dmg
    To be fair, Monks are the only class that require constant movement/position changes other than Dragoon, but to a far lesser extent.
    (0)

  5. #5
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    Quote Originally Posted by Tupsi View Post
    Well, in short let's put it this way:


    1.23:
    Combo System - Many positioning requirements and other factors met (i.e dodge/missed an attack/evade/under x effect etc)
    ARR:
    Combo System - Very very few positioning requirements that hardly matters outside of Monk.

    1.23:
    Battle System in General - The game was on an engine not suited for MMOs so it had some core problems, so if you wish to have experienced it, take what we got with ARR now and add depth and more involvement into it ontop of gear actually meaning something:



    I'm also in the camp that 1.23's battle system was better and assumed ARR's would have been an extension of it, making it even better.
    I'm not in this camp personally, for the most part ARR's combat is more fluid, snappy, faster. Some issues remain, but I think they went overboard with the positional/conditional requirements as it led to too large a number of skills simply being ignored because they could rarely be activated. The combo system was mostly retained; Battle Regimen was a good idea in theory (basically skillchains that could be executed automatically with the right timing and sequence) but was horribly implemented and ended up only being functional at all with extreme coordnation, ironically the issue with skillchains that BR was trying to lessen.

    That being said, what I DO miss is gear with special effects (like what you pictured) ; a few event items do have special effects listed on them, so we know they're possible, but they're mostly absent from all gear (the only one that exists on a crafted item i know of is increased spiritbond gain). I would really like to see gear with unique and/or job specific bonuses to show up, it would really spice things up a bit.
    (2)

  6. #6
    Player
    Alkimi's Avatar
    Join Date
    Jan 2012
    Posts
    713
    Character
    Alkimi Asura
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 70
    Quote Originally Posted by Tupsi View Post
    ontop of gear actually meaning something:

    Yoshi-P has mentioned that they will introduce gear at a later stage with more variety in stats. For launch they were very concerned about balance and wanted to keep it fairly simple.
    (0)

  7. #7
    Player
    rizer6301's Avatar
    Join Date
    Aug 2013
    Posts
    35
    Character
    Atmospear Zero
    World
    Excalibur
    Main Class
    Lancer Lv 50
    i am hoping they layer the combat involvement back in at least in sprinkles
    (3)

  8. #8
    Player
    Maikal's Avatar
    Join Date
    Feb 2012
    Location
    Da Block (Grid)
    Posts
    78
    Character
    Van Yves
    World
    Hyperion
    Main Class
    Rogue Lv 90
    Regardless of the popularity of mindless 1.0 bashing around here, the original version did many things right. Combat was one of those things.(1.23 version especially) When the dev team asked the player base what it was they wanted, the vocal majority begged for major changes to game as a whole.... So the team went to work revamping/replacing everything about the game.(including the combat) Ironically, many of the same players who spoke out against 1.0 now rant and complain about ARR. ...In short, be careful what you wish for...

    Another way to say it might be, maybe the "vocal majority" of players don't always know best.
    (8)

  9. #9
    Player
    Virtuso's Avatar
    Join Date
    Mar 2011
    Posts
    285
    Character
    Virtus Kerensky
    World
    Balmung
    Main Class
    Thaumaturge Lv 70
    It had a lot of problems due to the engine but one thing I do miss was the need for collaboration between players. An example, Tanks had a move that would take all the hate from a party members attack. So they would use it on my BLM and we would need to communicate to each other when it was up for use so I would then slam a whole group of mobs hard with a massive aoe that helped with my role of killing but also the tanks role of holding hate.

    Now in 2.0 it's all every one does their own thing. It's almost a lonelier existence. Once you learn the fight mechanics there's no real need to communicate. Then again you couldn't talk here anyways because of the constant run and gun mentality of the endless waves of AOE's this version shoves in your face at every corner. I miss being able to think, plan and communicate my next move vs just spamming my rotation and running for dear life every 10 seconds.

    But I understand why they changed things. Standing still in one spot and having to talk through battles doesn't make for the most exciting of videos or really be welcoming to the casuals.
    (11)
    Last edited by Virtuso; 10-26-2013 at 12:24 PM.

  10. #10
    Player
    Ri_ri's Avatar
    Join Date
    Sep 2013
    Posts
    959
    Character
    Kaguya Houraisan
    World
    Behemoth
    Main Class
    Thaumaturge Lv 61
    Quote Originally Posted by Virtuso View Post
    But I understand why they changed things. Standing still in one spot and having to talk through battles doesn't make for the most exciting of videos or really be welcoming to the casuals.
    I'm a casual and I really hate all the area attacks, the "mechanicks" (that get more annoying than fun after a few times), and how everything is on "go".

    Having to run all around while casting skills like a cheesy action game... I thought the most important thing in a FF MMORPG would be what you use, when you use and on whom you use, not how much skills you can throw while following a script. (I was completely ignorant of ARR)

    I enjoy the game a lot, but we don't need a WoW-like combat to make the game more like WoW.

    Anyway, mine is the same case as OP's... couldn't run the game back then, so I only watched videos.
    (0)

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