Ah 1.0 where mobs had character and characters had weighted animations. Fights were actually fun no matter boss, trash or open world. When zones were dangerous to explore but worth it to reach your favorite spots. *sighs* Oh how I miss thee...
Ah 1.0 where mobs had character and characters had weighted animations. Fights were actually fun no matter boss, trash or open world. When zones were dangerous to explore but worth it to reach your favorite spots. *sighs* Oh how I miss thee...
There was not much to explore. Once you explored one cave in La Noscea you explored every cave in La Noscea. Because they were all the same. Only the enemies in them were sometimes different.
Last edited by Felis; 04-14-2014 at 11:55 PM.
I never played 1.0, but I think the different mob mechanics is interesting and is something they should have kept in. It creates personality for the enemies.
That old fighting system though? Oh god please no. It blows my mind that anyone thinks that looks fun lol
FC emblem by your name {Yes, please.}
They'd put you to sleep, then start to blow the big bubble. You had to pray that someone woke up soon enough to kill it, before it blew up the group.
I definitely miss the dodo's back when they use to just follow you around like a lost dog. They didn't hit you, they just followed you around, looking at you all weird and stuff. I know I got a video of that somewhere >_>.
Iirc:
Crabs would enter a defensive stance if you got close, but wouldn't engage till you got closer.
Efts would do the same.
Goats and Dodos would follow you out of curiosity.
Marmots and Squirrels would run away if you weaponskilled near them.
Karakul would put you to sleep with sheep song.
Goat horns/crab shells/skeleton skulls/Coblyn crystals/Buffalo horns could all be broken off mid-fight, often leading to special drops (the eyepatch from skeletons being the only actual wearable gear that dropped directly from mobs in that game).
Elementals/Primals couldn't be hurt with spells of their own element.
In fact, as i recall, the giant buffalo fight involved everyone targetting his legs (through use of weaponskills that specifically target legs rather than having legs as some kind of seperate mob) until he fell to his knees, then targetting his head to break his horns, while maintaining Battle Regimens to keep his damage down.
I like the Efts reaction to approach and aggro.
The lay on the ground sunbathing....
If you run in the vicinity, they lift their heads(with their tentacle like sensors), to see where the sound is coming from.... if you keep running, they eventually aggro you and throw the big lighting blast.
SE probably got rid of that because noobs of this generation would probably complain that it is too hard for them to navigate in this world(while standing town 99% of the time anyway), similar to removal of elemental weakness and attributes.
Things are too complex for this era. *sigh*
Goodbye, Final Fantasy...
Don't forget how does run away mid battle as if they were fleeing and if you approached from behind they hoof kick you backwards and stunning you.
Keith Dragoon - Ambassador of Artz and Adorable
I'm still not sure why they did away with unique mob mechanics, it was a really cool feature.
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