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  1. #1
    Player
    Lemuria's Avatar
    Join Date
    Apr 2011
    Posts
    1,769
    Character
    Lemuria Glitterhands
    World
    Ragnarok
    Main Class
    Conjurer Lv 100
    People are very quick to admonish 1.0 because it failed, but people rarely address the actual reasons behind WHY it failed. A lot of the features in the old version were frankly superior to what we ended up with in ARR but were removed to simplify the gameplay experience. The OP isn't wrong when he says that a lot of the complexity from the original has been lost. Classic case of throwing the baby out with the bath water.

    That's not to say 1.0 was a great game, not by a long shot. It was plagued by UI issues, great expanses of nothing-much-to-do and more lag than you can shake a modem at. There were however several things it did right, and did well.

    Mobs weren't just annoying distractions, they were genuine threats on the field. I can't even remember the last time I died to an enemy outside of a dungeon or Fate in ARR, but it used to happen a whole lot more back then.

    Remember elements? Fire, ice and so forth? They used to mean something too! Now it's just "spam fire, cast blizzard to regen, spam fire...". And what about the other skills in our arsenal?

    Hit mob for X potency damage is all fine and dandy, but at the end of the day, there's very little to distinguish one DPS from another, just a handful of throwaway unique skills which aren't even that special in most instances.

    I have a dream that one day tactics will make a comeback to Final Fantasy (see what I did there?). A day where black mages will have a suite of spells to deal with elemental resistances, instead of spamming the same two elements over and over. A day where people will say, "We really need a <insert job>" because of some unique trait which distinguishes them from the crowd, not just mere job roles.

    It may be a lofty dream, but I don't think its impossible with the system we currently have. It just needs some tweaks in a positive direction.
    (14)

  2. #2
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Lemuria View Post
    People are very quick to admonish 1.0 because it failed, but people rarely address the actual reasons behind WHY it failed. A lot of the features in the old version were frankly superior to what we ended up with in ARR but were removed to simplify the gameplay experience. The OP isn't wrong when he says that a lot of the complexity from the original has been lost. Classic case of throwing the baby out with the bath water.
    1.0 suffered from an unrefined battle system. I'll still posit that if you ever want to see what 1.0's battle system could have been, all you have to do is look at The Secret World.

    As far as 1.23, it wasn't a massive improvement. Nevermind the fact that anything after 1.18 was basically hold-over content. Stuff that we were repeatedly told was to keep people busy and grinding away while they remade the game. Some made the mistake of developing attachment to hold-over content, which is no different from deciding the redshirt of the day is your favorite character - a waste of emotion if nothing else.
    Mobs weren't just annoying distractions, they were genuine threats on the field. I can't even remember the last time I died to an enemy outside of a dungeon or Fate in ARR, but it used to happen a whole lot more back then.
    You mean when there were lv90 mobs in places meant to keep people from exploring too far out and thus prevent their discovering how incomplete FFXIV was at the time? That's not a positive to the game's design, unless you enjoy watching your character get killed for some reason.
    Remember elements? Fire, ice and so forth? They used to mean something too! Now it's just "spam fire, cast blizzard to regen, spam fire...". And what about the other skills in our arsenal?
    Sure, let's make black mages useless in anything that is attuned to fire. You know, their combat model's prime element for dealing damage. And I'm sure letting Thundercloud procs go to waste because using them on Ramuh deal 0 damage/heal him would go over very well.
    Hit mob for X potency damage is all fine and dandy, but at the end of the day, there's very little to distinguish one DPS from another, just a handful of throwaway unique skills which aren't even that special in most instances.
    And thus "let's be different for the sake of being different" makes its appearance. The idea is that DPS classes be comparable to one another to try to prevent groups and raids stacking a specific class. Excluding people and specific classes from content is a major no-no in modern design. We saw people exclude all sorts of jobs in FFXI. We saw WARs get excluded from tanking stuff past HM Garuda when the game launched. Why would we want to implement conditions that would allow similar examples of stupidity to happen?
    (14)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  3. #3
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    Duelle, the black mage wouldn't be designed around rotations if the developers were going for elemental resistances. The black mage would have several different kinds of elemental spells to use in place of fire when fighting something that is resistant or immune to it.
    (2)

  4. #4
    Player
    Sapphic's Avatar
    Join Date
    Oct 2013
    Posts
    2,308
    Character
    Sapphic Meow
    World
    Odin
    Main Class
    Monk Lv 90
    Quote Originally Posted by Fendred View Post
    Duelle, the black mage wouldn't be designed around rotations if the developers were going for elemental resistances. The black mage would have several different kinds of elemental spells to use in place of fire when fighting something that is resistant or immune to it.
    You don't see the pointlessness in that?

    Instead of using one button to attack (fire) you just spam practically the same thing that is ice or lightning. Just pointless extra abilities that are fight specific. Fire bolt, ice bolt, lightning bolt. Same potency. What is the point? There would be no "complexity" at all. It would be more limiting if you could only use 1 elemental type on certain fights and not your full arsenal.
    (1)

  5. #5
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Sapphic View Post
    You don't see the pointlessness in that?

    Instead of using one button to attack (fire) you just spam practically the same thing that is ice or lightning. Just pointless extra abilities that are fight specific. Fire bolt, ice bolt, lightning bolt. Same potency. What is the point? There would be no "complexity" at all. It would be more limiting if you could only use 1 elemental type on certain fights and not your full arsenal.
    Think back to every RPG that has a caster with multiple spells.

    Then think about the situations in which you'd shift around your spells rather than having only 2 truly useful elements while the 3rd is a simple DoT element. All it truly does is open up having more spells to choose from rather than just spamming Fire on Ifrit for example (which by all rights should heal him lol.)
    (4)

  6. #6
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Sapphic View Post
    You don't see the pointlessness in that?

    Instead of using one button to attack (fire) you just spam practically the same thing that is ice or lightning. Just pointless extra abilities that are fight specific. Fire bolt, ice bolt, lightning bolt. Same potency. What is the point? There would be no "complexity" at all. It would be more limiting if you could only use 1 elemental type on certain fights and not your full arsenal.
    Yay, someone finally gets it.

    Back when they were discussing changes to spells before the ability revamp, I figured they would use a ramp up mechanic but for each element. Looking back I realize how cluttered that would have made the ability bars. A concession had to be made for the sake of mechanics, and in a way it's impressive that they managed to give all elements a role within BLM's combat model over making one usable and others rubbish depending on the fight.
    Quote Originally Posted by Tupsi View Post
    Think back to every RPG that has a caster with multiple spells.
    Think back to all the cluttered spell lists. Think back to the fact some RPG concepts don't transition well into an MMORPG.
    (2)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  7. #7
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    i like it how people mention only the good things about 1.23 and ignore all the bad things it had. The bad things that were unrepairable.

    Quote Originally Posted by Orca View Post
    I'd like to point out on 1.0's release week, people ran out in to the fields first day and were absolutely slaughtered left and right by dodos of all things, so much trial and error and you didn't know something was too strong for you until you were lying in a crumpled heap on the floor.
    That was because people couldn't see the level of the enemy. Only a color-code that was not even accurade.
    Remove the enemy level display in the UI, put some lv 20 enemies into a level 10 area and you would have the same difficulty without changing anything else.
    (3)
    Last edited by Felis; 07-11-2014 at 08:32 PM.

  8. #8
    Player
    Tupsi's Avatar
    Join Date
    Feb 2012
    Posts
    3,149
    Character
    Odsarzol Que
    World
    Balmung
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Felis View Post
    i like it how people mention only the good things about 1.23 and ignore all the bad things it had. The bad things that were unrepairable.
    Kind of like how the people (most that likely never even played beyond 1.0) only mention the bad but none of the good, some of which were thrown out for no reason other than to mimic WoW (Yoshida's own words.)
    (3)

  9. #9
    Player
    Skivvy's Avatar
    Join Date
    Jun 2012
    Posts
    4,178
    Character
    Boo Box
    World
    Rafflesia
    Main Class
    Sage Lv 100
    Quote Originally Posted by Felis View Post
    i like it how people mention only the good things about 1.23 and ignore all the bad things it had. The bad things that were unrepairable.

    Of course they're going to mention the good in this type of a thread. I swear, people just can't think clearly when XI or XIV 1.0 - 1.23 are mentioned. They're not saying that want a clone of the games, but rather to try and implement some of the things that DID work for said games. The overworld in XIV is laughable - I think adding some difficulty from the past could only improve XIV.
    (1)

  10. #10
    Player
    Lynneth's Avatar
    Join Date
    Apr 2014
    Location
    Limsa Lominsa
    Posts
    15
    Character
    Emma Tohka
    World
    Balmung
    Main Class
    Lancer Lv 39
    Yeah, I remember when there was a goobbue outside limsa that had the symbol for moderately difficult, or w/e it was, and we had a party of 15 and tried to kill it, and it 1 shot everyone...
    (0)
    Character: Lynn Valkyrie
    Balmung

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