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  1. #1
    Player
    Kaliesto's Avatar
    Join Date
    Dec 2017
    Posts
    1,047
    Character
    Adrian Gungnir
    World
    Brynhildr
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Packetdancer View Post
    To be fair, I don't think this one is entirely on SquareEnix, or even on 'casual' players. ARR had some dungeons where they were experimenting with multiple paths and whatnot, and in ARR (and even Heavensward), raids had more than just a single boss fight in a big arena. They were clearly willing to follow that path!

    But people started optimizing. Why take the side paths in Haukke Manor, when you can just blow through to the end? Why go into the treasure rooms in Qarn? Why even bother to get the pieces to solve the puzzle? Forget about particular mob mechanics, just gather everything and pull it as far as you can, burn it all down at once.

    Even now, when the devs do branch out to try something different—like the Great Hunt (Extreme), or the mechanics challenge in Bardam's Mettle—a vocal portion of the playerbase groans about it being weird or different or just plain inefficient to run compared to other content.

    I mean, the playerbase demonstrated that if given dungeons that had multiple side areas to wander into, puzzles to solve, and whatnot... well, we'd treat it as a corridor dungeon and pull until a wall stopped us, ignoring every puzzle possible to ignore. So SquareEnix started giving us corridor dungeons where you pull until a wall stops you. I kinda feel like we as players bear some of the blame there.

    (I do agree with all your points otherwise, though.)


    The only way you'll get players to interact with the dungeons more is reinventing the dungeons themselves.

    There is many ways for dungeons to be more open rather than linear, but the way the Developers have done so far that is not going to happen at this point.

    I wouldn't be surprised if FFXIV is ending soon (if this is the last expansion coming up) because of the inherent issues with this game that they can't simply redo.


    Actually maybe it will give them a excuse to make a new final fantasy MMO and learn what worked and what did not.
    (1)

  2. #2
    Player
    Eriane_Elis's Avatar
    Join Date
    Apr 2018
    Posts
    583
    Character
    Eriane Elis
    World
    Exodus
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Kaliesto View Post
    The only way you'll get players to interact with the dungeons more is reinventing the dungeons themselves.

    There is many ways for dungeons to be more open rather than linear, but the way the Developers have done so far that is not going to happen at this point.

    I wouldn't be surprised if FFXIV is ending soon (if this is the last expansion coming up) because of the inherent issues with this game that they can't simply redo.


    Actually maybe it will give them a excuse to make a new final fantasy MMO and learn what worked and what did not.
    You're right, this is probably the last important expansion we will get. We may get a 7.0 expansion to tie up all loose ends. There's still a war to fight before killing the ascians and even if the ascians are killed IF we can even do it because you know, things happen...Then when all that is done there may still be a grand revelation or a grander enemy to fight and I'm sure if you've played it this far you would have some ideas on what it may be. So maybe 7.0 will be the final expansion before it's on life support like 11. FF14 has a pretty amazing (in size at least) fanbase and if SE can timely move to their next MMORPG where they put what they learned in 11 and 14 then it could be an astonishing MMO. We won't hear about it for some time due to the fact that they must promote 6.0 before talking about their next MMO but I am excited to find out.
    (1)

  3. #3
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,489
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    I'm tempted to go with Hamlet Defense as a knee-jerk answer, but it wasn't as innovative as I'd like to remember it below the surface. Sure, I suppose there were different compositions to do it, but like most things, there was a universal composition that most people seemed to do to the point that it became as predictable and routine as any ARR+ trial.

    I see a lot of other nostalgic things people are listing off, but honestly most cannot be feasibly be brought into the current game. Square peg into round hole, etc. (tempted to point out why on each point, but no).

    I think my two picks are 1) the Path Companion (or literally anything that's not a dancing ostrichicken covered in armor) and 2) The 1.0 dungeons; with multiple paths and bite to them. The first one is pretty self- explanatory, but the more difficult and rewarding dungeons obviously couldn't replace the minimum-competency "Expert" dungeons the devs are comfortable churning out.

    Things like having bonus chests when you kill the final boss for fulfilling different criteria (I'd eliminate the speed-run chest though) were a good touch, and encouraged things like taking dead-end/branching paths to open chests (to unlock the 'all dungeon chests opened' bonus chest). Since speed was a factor back then, many times the group would just send one experienced person they'd trust not to die to grab a chest on their own. Palace of the Dead/Heaven on High somewhat scratches this itch, and Bozja's 1st Castrum has shades of this, but I'd like to see these types of dungeons added as a new form of content- could even remap older dungeons and call them "unreal' dungeons.
    (2)

  4. #4
    Player

    Join Date
    Dec 2012
    Location
    Limsa Lominsa
    Posts
    1,066
    Only 2?!

    1.} Absolutely Auto-Hide chat log. It makes the screen so much more clean and you really get to immerse yourself into the game when its doing its own thing when people are quiet.
    2.} Quality cutscenes. If 1.0 did anything right, it was their cutscenes. The 1.0 development team clearly loved their game. Unfinished, and a mess, yes, but loved very dearly.
    (1)

  5. #5
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,807
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    I wasn't here for 1.0 but I did start during the ARR beta. From that era, I'd bring back 8-man feast.
    (0)
    "We want bunny suits for guys!" -- OK! ✅
    "We want Ishgard housing!" -- OK! ✅
    "We want Viera!" -- OK! ✅
    "We want Cloud's motorcycle!" -- OK! ✅
    "We want Blue Mage!"-- OK! ✅
    "We want the ability to earn past Feast rewards!" - HAHA no that's sacred.

  6. #6
    Player
    Hazama999's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    639
    Character
    Momoida Jojoida
    World
    Halicarnassus
    Main Class
    Sage Lv 100
    - More seamless connectivity between zones (aka no loading black screen)
    - Fluid animations in cutscenes... and overall just fluid animations.

    I never played 1.0 but watching some videos, I really like how smooth movement looked back then. I assume this had to be changed since combat is much more snappy and faster now, but there were small little details to the 1.0 animations, like your character swaying their hips as they're about to turn, or coming to a natural stop when they go from walking/running to standing.
    (2)


    Family Medicine doctor.
    Constantly learning.

    Signature art by @simanokoB on Twitter. Thank you!

  7. #7
    Player
    LolitaBansheeMeru's Avatar
    Join Date
    Jan 2020
    Posts
    435
    Character
    Amethyst Orchid
    World
    Leviathan
    Main Class
    Machinist Lv 80
    I just want elements to matter and to have corsair thats all
    (2)

  8. #8
    Player
    Sprinks's Avatar
    Join Date
    Feb 2012
    Posts
    162
    Character
    Sprinkles Cupcake
    World
    Excalibur
    Main Class
    Arcanist Lv 90
    1) Shards and crystals dropping from everything.
    2) The original lala walk.
    3) Tears for Mor Dhona
    (1)

  9. #9
    Player
    HakaseNyan's Avatar
    Join Date
    Oct 2014
    Posts
    239
    Character
    Suzu Hakase
    World
    Balmung
    Main Class
    Samurai Lv 90
    #1 It's a toss between better cutscenes or better dungeons. The cinematography was certainly better for some cutscenes in 1.0, and weren't you rewarded extra for doing more(tasks?) in certain dungeons?

    #2 I totally miss the run-stop animation(s). I know it wouldn't be able to come back in quite the same way, because of how content is run now, but PSO2 doesn't seem to have issue with it.
    (3)

  10. #10
    Player
    jojocrew's Avatar
    Join Date
    Nov 2020
    Posts
    12
    Character
    Ability Point
    World
    Diabolos
    Main Class
    Pugilist Lv 8
    run stop animations were great, did they explain why they took it out?
    (1)

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