I have some questions concerning consistency between what many people assume is part of the game, and what actually will get carried into V. 2.0.
I have presented most of these questions as queries in the forums since their inception. To this date, none of these queries has been answered. Some others have risen recently, as a result of changing infrastructures in the game.
Some of the items I refer to below were half-implemented stuff that Hiromichi Tanaka's team probably envisioned, but never managed to make fully functional. Some others were clunky, slapdash implementations that never allowed for the full promise of the feature to bloom. Still some other was stuff that, we were told, "would be implemented in the future," but so far hasn't been.
In the player surveys the present team conducted to determine the course of the game, we gave carte blanche to the developers so that they could change the game drastically. We don't need for Tanaka's concepts, and his team's, to come back or to be implemented. But as long as the world is peppered with shrines and airship landing platforms (chocobo chariots were just removed,) and as long as the leves given to us at the Adventurers' Guild separate themselves from each other by virtue of the graphics of the leve cards, and as long as we are casting spells with elemental names, and paying attention to weather and mob elemental biases, these quetions remain valid.
These things are present in the collective consciousness of the player base, and many assume at least several of them will be duly and fully implemented still. Furthermore, these systems--some of which were present in FFXI--are considered by a vast swath of the playerbase to be legacy FF/MMO stuff and to contribute positively to the feeling of depth these games have always had. Well, now.. Will they be implemented? Here's a list of the most egregious:
-Deities and the influence of their favor, other than increase exp. Their shrines, once assumed to be means to increase favor, are still scattered all over the world. Mention has been made recently of the mythos of the Twelve.
-Different categories of leves, as illustrated by the design of the leve card. If I recall correctly this categorization was planned to have an effect on the type of skills needed and developed, and the strategy of the leve. This must have been dropped due to the rush to finish some content, however dismal, to launch the game with.
-Infuence and effects of Weather, Day, Hour, and Moonphase on players, mobs and combat and crafting.
-Elemental bias of players, actions, spells, and mobs. A structure of elemental adroitness, strengths, and weaknesses. Methods to alter the elemental biases have been expected to become a central part of the strategies of battles and crafting sessions. And then, there are those pesky elemental points that increase in perfectly equitable distribution, as we advance in level, but seem to do nothing.
-The Elemental Spells themselves, and their action over the foes, is right now in salient disarray. The elemental wheels have been disrupted, Water does not currently figure as a spell, and there are differences between the several elemental spell families. This does not allow for the symmetry of the wheel to stand. (You can cast Thunder on a single target, whereas you cannot do the same with Fire; the opposite is also true, you cannot choose to cast fire on a single target--which means that if you're in a densely populated dungeon fighting ONE allegedly fire-weak mob, you'll have to look for another spell.)
-A distinct and consistent relationship between all the disparate parts of the material that is also terse and lore-based. FF means this to many of us and NOTHING else: Credible universes that we can penetrate, inhabit and feel a part of. Universes that have inner consistency and not-so-evident, yet discoverable, rules that apply to most everything that happens or that we do.
Please, feel free to add your own items to this list by posting below.
R