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  1. #61
    Player
    ReplicaX's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    1,020
    Character
    Methos Ranperre
    World
    Jenova
    Main Class
    Ninja Lv 70
    Quote Originally Posted by Roris View Post
    snip
    This has nothing to do with praising one person or the ARR team. I am well aware of the assets carried over from 1.0 used and unused that have been verified. I was also a 1.0 player since Alpha.
    • You are acting like you know when the production phase started.
    • You are basically stating an Engine needed to be completed to start production. Yet this engine was in production and in house with its own SDK.
    • A playable build at Gamescon doesn't tell anyone the state of the current in house builds.

    Besides what has been reported, you and I do not know the whole picture. What we did know prior was at E3 2009 the game was scheduled for release in 2010, after XIII which was scheduled in the Spring with a 2-3 month Beta like XI had. Cataclysm was leaked in Aug of 2009, officially announced in Feb of 2010 for a release in the same calendar year. It's official release date announced in Oct for a Dec release.

    Honestly its hard to swallow that Cataclysm rushed XIV release. With the state of the game in Alpha and then a shortened Beta I truly doubt they would have had the game squared away inside 3 months before 2011 hit. The crucial mistake was upper management moving forward to go gold despite the massive amount of player feedback & displease from the Alpha and Beta. The game should have been delayed into 2011 and beta extended.

    Ultimately in the end I still feel even extended the engine itself would have still limited the game functionally and content still would have moved at a slow pace due to the complexity of its battle system calculations, overall balancing, and resources required.

    Now do you still feel I am blaming one person or praising another? All involved were to blame period. The Team itself even accepted that fact.
    (3)

  2. #62
    Player
    Mercuito's Avatar
    Join Date
    Aug 2013
    Posts
    64
    Character
    Mercuito Montague
    World
    Moogle
    Main Class
    Gladiator Lv 50
    I don't want to see Yosh-p touch any other FF game he's done enough damage
    (7)

  3. #63
    Player
    drivendawn's Avatar
    Join Date
    Mar 2011
    Posts
    118
    Character
    Driven Rapturespell
    World
    Mateus
    Main Class
    Pugilist Lv 50
    Quote Originally Posted by Mercuito View Post
    I don't want to see Yosh-p touch any other FF game he's done enough damage
    lol, thats a good one buddy... Oh your serious... LOLLLLLLL
    (2)

  4. #64
    Player
    Roris's Avatar
    Join Date
    Aug 2012
    Location
    Limsa Lominsa
    Posts
    976
    Character
    Rori Uguu
    World
    Sargatanas
    Main Class
    Weaver Lv 80
    Quote Originally Posted by ReplicaX View Post
    Now do you still feel I am blaming one person or praising another? All involved were to blame period. The Team itself even accepted that fact.
    The Cataclysm thing sounds plausible given the track record of questionable decisions they made around that era and still make, I'm honestly not sure if it's real but I do like throwing it around for the fun of it, they should have indeed just waited and delayed the game until 2011 if not early 2012. Crystal Tools is just a sketchy engine as shown by the delays, only 5 games using it with 3 of them from the same FFXIII saga, other games dropping the engine in favor of better engines, and partly by the XIII PC port. It might look pretty and do some things right but it's certainly not an engine fit for an MMO so right off the bat it was a bad decision to use it, no matter how finished or unfinished it was. Although DQX somehow manages to use it well so it must be a difference in teams I guess, DQ games usually have more care put into them and take all the time they can to be produced, DQX is also much slower paced so latency isn't really an issue.

    I do agree XIV's failure was ultimately a company wide disaster. Still, to stick to the thread's topic, I'd rather have future online Final Fantasies have a closer direction to XI and 1.X than ARR, perhaps not the same execution as 1.0 but rather the execution if they had given them enough time to finish all the concepts and potential it had, because ARR went into an entirely different path.
    (2)

  5. #65
    Player
    Nuinn's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,527
    Character
    Nuinn Nomi
    World
    Excalibur
    Main Class
    Bard Lv 64
    You're still on a hype man

    The current development team has done many, many maaany great things with FFXIV but also taken it into a few questionable directions. "Tackiness" is the first word that comes to my mind when i see radioactive ponies drop from primals, people with glowing shoulders and I expect my screen to be completely white once we all get the final step of Zodiac.

    Overall a great job. Now, if they could tone down their fear of having to cater to kids with ADD....
    (2)
    Proud member of the Abyss FC — Excalibur

    If you need a place to chat about all sorts of ridiculous, dorky and nonsensical topics, feel free to join the Absolutely Fabulous LS
    Send a /tell and bring your happy pills~!

  6. #66
    Player HeroSamson's Avatar
    Join Date
    Oct 2013
    Posts
    1,006
    Character
    Zanon Reeves
    World
    Cactuar
    Main Class
    Gladiator Lv 100
    I also like what has been happening in the game but there is a issue with everything being dungeon, I mean dungeon is great but it's working with others from other servers.

    Why I want more activities outside not just hunts, I mean outside you just walk around do fates and treasure hunts but if you've done that it gets rather boring.

    I wish they would bring back rare NM's that pop if you claim first low drop rate of rare items that would give me something to do that wouldn't be a waste of time when there is nothing to do.
    (2)

  7. #67
    Player
    Pr0c3ss0r's Avatar
    Join Date
    Aug 2013
    Posts
    146
    Character
    Fenrir Ilax
    World
    Sargatanas
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Zarzak View Post
    AMEN

    They do nothing but replace content instead of EXPANDING it.

    a year later we still only have 4 relevant raids. The rest are replaced with soloable gear. At this point in the game end game should look like...

    Group (ilvl 70) > CT1 (ilvl 80) > CT2 (ilvl 90) > Coil 1-5 (ilvl 100) > Coil 6-9 (ilvl 110) > Coil 10-13 (ilvl 120)

    Instead group gear skips you right to the end and makes all previous turns irrelevant.
    ^ This.

    Same for Savage, it was cool for the challenge in 2.3, but why anyone would even bother with that in 2.4. (Knowing SE, Savage going to be the next upgrade for RELIC owner, need kill all turn in Savage 1,500 time)
    (2)
    Last edited by Pr0c3ss0r; 11-07-2014 at 05:23 PM.

  8. #68
    Player
    Aylis's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    801
    Character
    Aylis Tessier
    World
    Balmung
    Main Class
    Scholar Lv 80
    Quote Originally Posted by HeroSamson View Post
    I wish they would bring back rare NM's that pop if you claim first low drop rate of rare items that would give me something to do that wouldn't be a waste of time when there is nothing to do.
    Yes please, and those old 1.0 coffer parties, I loved those.
    (2)

  9. #69
    Player
    Pr0c3ss0r's Avatar
    Join Date
    Aug 2013
    Posts
    146
    Character
    Fenrir Ilax
    World
    Sargatanas
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Aylis View Post
    Yes please, and those old 1.0 coffer parties, I loved those.
    "in Theory", Fate are already the NM version in 14. (so is Hunt) the only difference, is the poor reward/no claim system for drop etc.

    Coffer is already in 14 (Treasure map), imo, they should add something like Abysea, or BCNM/KSNM.
    (0)

  10. #70
    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 Tonkra View Post
    for me version 1.0. wasnt crap.. i loved the openworld
    Unsurprisingly, after people complained about the "copy-paste" zones through all of 1.0 and ARR Beta, how we have people saying they loved them...
    great atmosphere of a very realistic world.. you could feel comfortable in that world.
    A relatively barren overworld with conveniently-placed lv99 mobs to keep you from exploring areas that showed how incomplete the game was is not something I would call comfortable.

    From a design perspective 1.0 had a LOT of stuff that wasn't working. The basis for progression was grinding stuff and guild leves. Character growth was basically random skill ups; They literally grabbed one of the worst parts of FFXI and made it the central mechanic for character growth. Character growth was then hindered by surplus exp, despite people complaining about it during the beta. Even moreso when leve allowances were spread even further apart than they currently are.

    Class design tried to justify ability bloat by making cross class abilities useable by anyone with "affinity" traits that could be equipped. I'm assuming this was supposed to segue into the logical conclusion of "making your own class" or creating the classic FF jobs by setting certain abilities and traits on your character. Except it would have been an even less sustainable model than what was seen in the other game that used this system, The Secret World, because you have nothing but guild leves as a means for progression for the numerous planned classes for 1.0 (unless you like killing the same mob over and over again).

    --------------------------------

    I get that nostalgia is a powerful thing, but let's try to look at things how they actually were. 1.0 had too many things that weren't working. Would they have turned out better with more development time? I can't say. The game would have needed more leveling content to begin with, plus a growth system that could be measured and felt like actual progression instead of coming in random bursts.

    The only thing that held even a sliver of promise was the original armoury system, but seeing what happened in TSW we more than likely would have faced a similar problem. For the curious, base classes would be king, and you'd get laughed at if you decided to create your favorite job because you'd be straying from the optimal builds. You'd get laughed at for playing a BLM because you as THM with cures and rezzes crossclassed would just be infinitely more useful to a group (this actually happened during part of the 1.19-1.23 era, by the way).
    (3)
    Last edited by Duelle; 11-07-2014 at 06:51 PM.
    * 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)

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