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  1. #1
    Player
    Noata's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    270
    Character
    Kazari Uiharu
    World
    Balmung
    Main Class
    Pugilist Lv 50
    Initially, I believe you can recover the exact letter on the lodestone if you look, but the 1.0 world used a ton of repeating textures was very large with little in the area of special. it had huge zones which ate up tons of server utilization due to supporting zones that were inactive. the new layout was an attempt to create a fresh unique set of zones. and due to this smaller size, which is mentioned in the letter. that also goes on to describe 1.0s fundamentally flawed design and intentions to use zones to conserve resources. they also went on to mention that design elements of the old game made things like equipping and UI aspects laggy due to programming methods and data calls to the server. it would be very much a mistake to think that past memories of a grandiose 1.0, though graphically better, nearly every aspect has been immensely improved in 2.0. which has only been out since august. Kinda long and not broken I suggest you find the letter its much better.
    (1)

  2. #2
    Player
    storm's Avatar
    Join Date
    Nov 2012
    Posts
    202
    Character
    Fozzie Bear
    World
    Gilgamesh
    Main Class
    Red Mage Lv 90
    Here is gametrailers review of 1.0 from October 8, 2010.

    This explains exactly why it didn't do well.

    http://www.gametrailers.com/reviews/...asy-xiv-review
    (2)

  3. #3
    Player
    rabbitzero's Avatar
    Join Date
    Aug 2013
    Posts
    416
    Character
    Cally Evergrey
    World
    Coeurl
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by storm View Post
    Here is gametrailers review of 1.0 from October 8, 2010.

    This explains exactly why it didn't do well.

    http://www.gametrailers.com/reviews/...asy-xiv-review
    Oh man, that takes me back. I wanted to like 1.0 so badly, but so much just seemed so baffling with why it was designed that way. Like they were proud of ignoring the innovations in mmos that made them better, for some reason.

    I do miss the mini-games in gathering, while the new system is easier and faster. The boat rides too, but i don't miss that clunky menu system, control scheme, and lack of auction.
    (1)

  4. #4
    Player
    Mihana's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    597
    Character
    Sa'hana Zhralyia
    World
    Mateus
    Main Class
    Bard Lv 80
    Quote Originally Posted by rabbitzero View Post
    Oh man, that takes me back. I wanted to like 1.0 so badly, but so much just seemed so baffling with why it was designed that way. Like they were proud of ignoring the innovations in mmos that made them better, for some reason.

    I do miss the mini-games in gathering, while the new system is easier and faster. The boat rides too, but i don't miss that clunky menu system, control scheme, and lack of auction.
    I do think they're supposed to be adding in optional airship and boat ride sequences eventually. But looking at the zones I think I can name two reasons they feel much smaller.

    1.) They took one large zone and broke it up into smaller pieces. Look at a number of the zones, there's a Central Shroud, East Shroud, North Shroud, South Shroud, and so on. While the whole "area" is actually larger due to it being broken down into smaller zones it feels a lot smaller. Comparing the Black Shroud to say the Sarutabaruta in FFXI for example, Sarutabaruta's zones were larger but on the whole it was also smaller. The Black Shroud zones combined are actually larger. Same can be said for say Gustaberg vs Thanalan. I believe on the whole it's La Noscea that is by far the largest of the zone clusters compared to Thanalan and the Black Shroud. The whole world only feels smaller in comparison to 1.0 because they're broken into smaller, multiple zones.

    2.) Teleporting is much more used than before. Previously to get around in 1.0 you'd spend much more time traveling via Chocobo or running as to avoid burning up all your anima too quickly. People who overused the teleportation system were then either stuck wandering around by foot all the time or saving their anima for necessary trips only. Now that teleporting can be done with ease but requires gil you're only limited by your source of income available. This in turn makes the world feel smaller since you can just teleport to any given region you want once you've been there.

    There are two exceptions to the first reason however and that is Coerthas and Mor Dhona. While I understand Coerthas may be frozen off and opened later on I don't understand why only 1/3 of Mor Dhona is currently accessible. Is the other 2/3 of it completely inhabited by the Garleans? Was it utterly and completely devastated by the Calamity that it's too inhabitable for travel? The odd part is they don't call it Northern Mor Dhona but simply Mor Dhona nearly implying the small chunk of the zone we've got is all there's to it.
    (2)
    Last edited by Mihana; 01-06-2014 at 07:12 PM.

  5. #5
    Player
    warren-ragnarok's Avatar
    Join Date
    Jul 2012
    Posts
    210
    Character
    Warren Slassi
    World
    Lamia
    Main Class
    Pugilist Lv 60
    SE did say they were bringing back zones specifically for the design of the worlds, because with the 1.0 world design, it seemed very redundant, and yes there were load times when going to and from the areas, mor dhona, shroud, thanalan, and limsa. but i do agree, the worlds do seem alot smaller than before.......idk if i agree with the changes in the world (textures and scenery) since i think both of them seemed well designed. i also think they dropped the quantity of mobs too much, at least imo
    (0)

  6. #6
    Player
    Galliano's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    671
    Character
    Mog Net
    World
    Excalibur
    Main Class
    Marauder Lv 50
    They should have taken a leaf out of XI's book. That had a mixture of both open zones and tightly packed zones and also had lots of little interesting nooks and crannies with things tucked away for you to discover while you explored.

    They started on the right track in 1.23 with places like 'Shposhae' that were open dungeons that anyone could run into and had things to do inside like NM's, quests and treasure chests, but now 99% of things are instanced which completely takes away from the world size. In fact; if all the instances in ARR were made open world and you had to at least teleport to a camp then run to them, the whole world would feel much more alive and much bigger.
    (8)

  7. #7
    Player
    M4Fade's Avatar
    Join Date
    Jun 2012
    Posts
    107
    Character
    Six Chambers
    World
    Balmung
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Galliano View Post
    They should have taken a leaf out of XI's book. That had a mixture of both open zones and tightly packed zones and also had lots of little interesting nooks and crannies with things tucked away for you to discover while you explored.

    They started on the right track in 1.23 with places like 'Shposhae' that were open dungeons that anyone could run into and had things to do inside like NM's, quests and treasure chests, but now 99% of things are instanced which completely takes away from the world size. In fact; if all the instances in ARR were made open world and you had to at least teleport to a camp then run to them, the whole world would feel much more alive and much bigger.
    We got a winner!

    Good post.
    (1)

  8. #8
    Player
    Axidrain's Avatar
    Join Date
    Nov 2013
    Posts
    436
    Character
    Axidrain Fy
    World
    Tonberry
    Main Class
    Archer Lv 50
    Quote Originally Posted by Galliano View Post
    They should have taken a leaf out of XI's book. That had a mixture of both open zones and tightly packed zones and also had lots of little interesting nooks and crannies with things tucked away for you to discover while you explored.

    They started on the right track in 1.23 with places like 'Shposhae' that were open dungeons that anyone could run into and had things to do inside like NM's, quests and treasure chests, but now 99% of things are instanced which completely takes away from the world size. In fact; if all the instances in ARR were made open world and you had to at least teleport to a camp then run to them, the whole world would feel much more alive and much bigger.
    theyd have to get rid of the DF system first then
    (0)

  9. #9
    Player Taruranto's Avatar
    Join Date
    Aug 2013
    Posts
    697
    Character
    Archs Crysta
    World
    Ragnarok
    Main Class
    Arcanist Lv 50
    I call bananas on "PS3 limitations" for the zones since FFXI PS2 had bigger zones.
    (0)

  10. #10
    Player
    Mihana's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    597
    Character
    Sa'hana Zhralyia
    World
    Mateus
    Main Class
    Bard Lv 80
    Quote Originally Posted by Taruranto View Post
    I call bananas on "PS3 limitations" for the zones since FFXI PS2 had bigger zones.
    It had nothing to do with PS3 limitations at all, I cannot remember what letter it was discussed in but 1.0 had so much copied terrain because of memory limitations and the overall strain on the servers. Having such a massively large world spread out before you it would actually take too much memory and resources to create individual terrain in every area so they were forced to improvise and use copied terrain. The problem I believe with it however is the world was too massive for each zone which lead to giant open areas with little to nothing living in the area. No buildings, no unique flora or surroundings, just wide open space with a few mobs roaming here or there. So much of the area went unused that the copied terrain was overly apparent.
    (3)


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