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  1. #1
    Player
    van_arn's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    1,960
    Character
    Van Arn
    World
    Goblin
    Main Class
    Samurai Lv 90
    1.0 is dead and it was terrible. Keep it all buried.
    (4)

  2. #2
    Player
    Ramesses's Avatar
    Join Date
    Aug 2011
    Location
    Sharlayan
    Posts
    1,393
    Character
    Prince Nuada
    World
    Diabolos
    Main Class
    Reaper Lv 70
    Quote Originally Posted by van_arn View Post
    1.0 is dead and it was terrible. Keep it all buried.
    Ahhh com'on, it wasn't all that bad. To be fair, 1.0 (Tanaka's build) was absolutely horrible, yes... made me even quit for several months. But from the 1.17 build onwards, the game did begin to show some promise.
    (6)

  3. #3
    Player
    van_arn's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    1,960
    Character
    Van Arn
    World
    Goblin
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Ramesses View Post
    Ahhh com'on, it wasn't all that bad. To be fair, 1.0 (Tanaka's build) was absolutely horrible, yes... made me even quit for several months. But from the 1.17 build onwards, the game did begin to show some promise.
    But it was still terrible. Just seeing that UI gives me flashbacks. *shudder*
    (1)

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by van_arn View Post
    1.0 is dead and it was terrible. Keep it all buried.
    Taking every poorly performing package solely as a package deal doesn't allow for any meaningful analysis or, thereby, improvement. Eureka was, on the whole, lackluster at best. Does that make even its terrain art a problem? No. The parts that were problematic, by interaction or in themselves, were the problems. You can identify the patterns that caused those issues, but until then, anything less circuitous or any less precise is going to be inaccurate and not only useless, but outright harmful to beneficial changes in design concept and iteration.

    And in this case, 1.x as a package is absolutely irrelevant to the discussion. We are merely talking about (1) public dungeons, which happened to be useful as leveling, hunting, and/or challenge spaces in 1.x, and (2) dungeons which are not purely linear.

    Quote Originally Posted by Ramesses View Post
    Ahhh com'on, it wasn't all that bad. To be fair, 1.0 (Tanaka's build) was absolutely horrible, yes... made me even quit for several months. But from the 1.17 build onwards, the game did begin to show some promise.
    And I personally preferred the pre 1.17 vision, had it just been given the same influx of staff and funding that 1.17 and onward had. Though, I'm not sure I'd sacrifice the current combat philosophy for it.

    Quote Originally Posted by van_arn View Post
    But it was still terrible. Just seeing that UI gives me flashbacks. *shudder*
    I mean, back then I could /command shortcut everything, or even just hit my middle mouse button and then blind-scroll to where I knew stuff to be, keeping literally everything within a click and a few sfx ticks. There were no item-drag turn-ins; no need to fish special items from your inventory or click on small quest item indicators.

    Honestly, I preferred 1.x's menu over 2.0's original menus. It looked cleaner and, for one who'd already used the 1.x menus a handful of times, more intuitive in its all-in-one fly-out sidebar than the permanently on-screen buttons.

    _____________________________________

    Now, on topic (@ OP) ....

    There's really not much to being a public dungeon than being a distinct area. Mechanics, rare mobs, NMs, or virtually anything else you could think of a given area having might or might not be a part of that. I'd argue that the cyclops area in Anemos is probably just as distinct to most players as, say, Nanawa Mines was back in the day, though less than original Sashtasha, due to its layers of increasing difficulty, treasure clues, patrols, and the like. To all intents and purposes, we're kind of using them already, and anything that would improve upon their design can and should be applied elsewhere as well to some degree; we shouldn't have to keep the all but those areas of the world barebones just to call distinction to those areas that (make best) use (of) the added mechanics or whatnot.

    There are tons of possibilities, and I'd gladly join enthusiasts in talking and salivating over those prospects, but it arguably shouldn't feel like a new feature. It should just feel like XIV finally learning to make use of their terrain for something other than mob-grinding, NM-grinding, and FATE-grinding.
    (1)
    Last edited by Shurrikhan; 10-12-2018 at 11:19 AM.