It did Coerthas better...
It did Coerthas better...
Exactly! I seriously used to just run back and forth because I loved how the character actually reacted to changing directions by leaning and stepping. In ARR the movement feels so fake, like even in cut scenes the characters just rotate 180 degrees with like no movement and just walk away. Its like there standing on one of those rotating car displays.I've said this before. I love ARR except for the movement. I like for my characters to feel heavy, to have traction on the ground, and 1.0 did this very well. In fact, I think the player movement was the only thing I liked in 1.0 ... I hope other players speak about this enough to make it happen. It's the only feature I feel lacking in Heavensward, proper weighted movement.
Different strokes. What you just described sounds awful to me. I like a challenge and having to be cognizant of where I am, but the notion that I can't step out into the world without having my character's head smashed in isn't fun for me.The danger aspect is non existent in this game. In FFXI, I remember stepping out of my starting city and traveling to where the orc camp zone was. Having that orc chase me all the way back while hitting me, me praying i could zone before I die or someone would come along to save me, only to die right before I zoned.
For you. And I'm going to go out on a limb and say that you're the minority in this opinion. Death carries a penalty in gear degradation and a rez debuff if someone raises you. That's plenty for a casual game. I know that that one change would make me jump back to WoW in a heartbeat.And since we are on the subject of death, why even have me die in this game? There is no consequence for death. In FFXI, you would lose exp, even de-level. Just hit level 10? Just got whole new lvl 10 equipment...exit city, fight mob, die, de-level. Now can't use any lvl 10 gear. That was fun. Made me plan. Made me execute. These people complaining about players not knowing how to play their jobs, if you lost exp everytime you died, it would force you to learn to play. Got a new skill, trying to test skill out in rotation? Go get in a fight. You figured out fast if you were using it properly or needed to adjust rotation. If they just brought that back, it would increase the fun of this game 10-fold.
Huh? Sure you can and as long as you participate enough you get credit for the kill. You don't get whatever stuff may drop from it, but if it's a quest or hunt mob you certainly get credit for it.i mean i can't even attack a mob that you already started attacking. WTF?
Insanity is a gradual process, don't rush it - Ford Prefect
Interesting you point this out, I also played 1.0 and this was one of the first things I noticed. My good friend actually completely quit the game when 2.0 came out because he simply did not like the player movement. He expressed he never felt as "immersed" in the environment of 2.0 as he did in 1.0. I also, very, very much miss the system of grouping up and killing mobs in the open world in strong holds for EXP. You could set up in a camp where a group of high level mobs spawn and just grind your exp, and you made *a lot* of friends and had a lot of fun doing it. If you got deep into the strong hold you could kill a certain mob a # of times for 1% chance drop of a rare key that would open a gold chest in the strong hold for some really nice gear. Now, where those chests used to be, are just blank silver tables of where they used to be. They ruined the game with this new idea that open world EXP grind be rendered inefficient, and now everyone just openly bots FATES 24/7 solo in Northern Thanalan for their EXP (and lets get real here - thats what people are really doing.) In 1.0, if I wanted to get to the very back of a strong hold, or a dangerous part of the map, I would need to leave with at least one other with me in case something dangerous happened. I miss this sense of danger, sense of immersion that you speak of. Most of all, I miss the old way to EXP grind.To begin, I love ARR. It is by far my favorite game in existence. I began as a 1.0 player and unfortunately had missed gaining legacy status by only a few short weeks. When I first set foot in Eorzea during 1.0, I fell in love. Yes 1.0 was lacking many things but they did one thing right that most major MMOs still seem to leave out. What I am speaking of is realistic running animation.
I don't mean just the look of sprinting though. In 1.0 (for those that didn't play or have never seen it played) you leaned into turns and your character could not stop on a dime like they do now. It gave your movement weight and that is a feeling no other MMO ever really has had. It is something so little, but I can't even explain with words how awesome that feature was, and I know I am not alone in this thought. . Not only did you lean though. if you were sprinting and tried to stop, you would slide a little. Something so simple as this added so much to the atmosphere of the game!
Last edited by melisande; 07-14-2015 at 04:02 AM.
And 2.0 (or 3.0) is fast? Maybe its just my perspective being an old wow player (and a dozen other mmos), but altho the current gameplay is a lot more flashier then 1.0's its not by any means particular faster?
I mean I get your point, but if anyone would of hated 1.0's slow gameplay, they must surely also hate HW's slow gameplay.
1.0 was far more immersive. Problem was that the game play took a hit and thus we 1.0 players are in the minority. 2.0 is doing well. But limited by the playstation.
No offense, and I loved 1.0 very much, it's time to move on.
1.0
-Looked amazing
-Fluid Movement and charcter physics
-Dangerous world
-Superior AI of monsters
-Superior differentiation of classes
-Superior differentiation of monster abillities as well.
1.0 Was good at making sure you were made to learn the game and it's mechanics or suffer death. The open world was entirely explorable due to smart mechanics as sound agressive monsters that could be snuck by with carefull manuevering not just staying outside a line of sight cone. The world felt large enough that exploration felt like you were actually going into unexplored teritory to find intersting locals and scenery, Copy pasted terrain aside the game had some amazing vistas.
2.0 made massive improvements to gameplay but I feel they threw the baby out with the bathwater on many systems they flat out removed for the path of least resistance. But hey as some players have stated "If things were like that I'd just go back to WoW" We wouldn't want that now would we?
Hopefully the dev team continues to take steps in the right direction 3.0 had some small wins for fans of older style MMO play, hopefully we can see that continue.
Spells were much more beautiful, also the sense of immersion. But it was terrible in everything else.
1.00 was a flop, it wasn't a bad game. Most never gave it the time of day, that was the problem. It was for those of us who played it, a 'flawed' sandbox. It was still an open world sandbox though and had the best graphics and animations at the time, hands down, of any MMO out there. It was the only game at the time, 14 still is as far as I know, that puts your character in story mode cut scenes the way it does.
ARR/ HeavensWard are alive and well, SE had to do what they did but I'm going to remember 1.00 with fondness. I still have all my Marmot Pelts, even though they be useless.
http://na.finalfantasyxiv.com/lodestone/character/1445972/
I couldn't agree more, although I have not played HW yet and I'm curious... "3.0 had some small wins for fans of older style MMO play", would you mind elaborating without spoilers please? I'm genuinely interested in what I can look forward to seeing in HW for fans of older style MMO play. Thank you!1.0
-Looked amazing
-Fluid Movement and charcter physics
-Dangerous world
-Superior AI of monsters
-Superior differentiation of classes
-Superior differentiation of monster abillities as well.
...
Hopefully the dev team continues to take steps in the right direction 3.0 had some small wins for fans of older style MMO play, hopefully we can see that continue.
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