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  1. #1
    Player
    EzekielBook's Avatar
    Join Date
    Sep 2021
    Posts
    56
    Character
    Ezekiel Book
    World
    Siren
    Main Class
    Paladin Lv 72
    Quote Originally Posted by Coulvre View Post
    • Having dreams when sleeping at the inn, and finding items when you examine the bed.
    Only if sometimes you wake up from a dream where you were eating a giant marshmallow, and you find your pillow missing. Gotta take the good with the bad.
    (2)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,881
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Albeit with some requisite improvement...

    Character Levels
    Originally, we leveled characters, not just weapon proficiencies, causing one to have both a Character Level (across all classes) and a Proficiency Rank (class-specific). Rather than suddenly losing 90% of your stats because you switched from a spadone to an bastard sword still 80% the former's length, you kept them; you just wouldn't have acquired as many skills for that blade yet and suffered reduce effectiveness with cross-class skills whose acquisition rank exceeded your current weapon's rank.

    That being said, I'd remove the player-chosen stat allocation, afforded with each level, in order not to hamper late-game choice unless one could truly find use enough for any hybrid niche and my third point were fully polished.
    Full slew of cross-class actions
    Originally, not all cross-class actions were optimal or ideal, but if you could feasibly do with one weapon or its complementary areas of learning what you could do with another and its complements, you were allowed to use it. I'd go back that.

    That said, I'd also expand -- such as to involve traits -- and tailor it a bit, rather than leaving it so haphazard. In part, this is because I want to see more class acquisitions that aren't so directly related to just using their weapon, such as a Lancer taking on unique considerations in terms of range or momentum or an Archer on focus or weak points, but I also just think it could make for a much more intuitive and seemingly cohesive and complete experience for our character development.

    No two classes following quite the same role
    Originally, there were no wholly interchangeable classes. They typically shared some small characteristic with another job, but those characteristics did not funnel reductively or synonymously into roles. Pugilist and Gladiator were both good Tag-teamers, helpful in sabotaging enemies' offensive efforts while another tanked and in rapidly swapping in or out, but an optimized Gladiator still played a very different part than a Marauder (which was arguably equally alike to a Lancer as a sort of Strike Leader). Not only did the jobs play a bit differently, but they held different functions and capacities. Ideally, I'd expand upon that, putting their themes and playflows first, rather than mere role templates. If this means that the average player has to be aware of how the other classes in their party play in order to optimize their own performance, as they would need in any MOBA or Hero-based Shooter, so be it. Rather, the better for it.
    Stats allowing role-flexibility
    Originally, every class used each stat to some degree. The implementation left much to be desired, but I think the concept is commendable and gives a powerful opportunity, allowing us -- by more than just our choice of class or job -- whether we are built more around burst or sustain, focused or unfocused effect, supportive utility or pure throughput, etc., etc., through our stats and the classes/job's interactions with those stats.

    If you want a Monk capable of hitting the thresholds in a given hit to break through opponents' guards or armor, you'd have more Strength and the Monk's role would shift accordingly from the typical balanced front-line brawler to a more deliberate spearhead. If you want one who can further distract and evade weaker attackers, taking pressure off your main tank, you'd pick up some enmity tools, enough Intelligence to make use of them, and then a hefty chunk of Dexterity for dodge and Mind for sustain and protection against being blindsided. A Monk capable of disrupting elementals or rapidly changing specialties via Fists of Earth, Wind, or Fire? Stack some Intelligence. A Monk capable of abusing its self-purification to soak up debuffs? Stack Vitality and Mind, with enough complementary stat to keep the debuffer's attention.

    Breaker, Strike Leader, Vanguard, Harrier, Saboteur, Tag-Team, Flexible Buffer, Soaker, a good half of all possible positions that may be taken up in a party, any one job could take with the right stats. And there'd be an added benefit: The more alike the stats, the more alike the position / party play, so if you've already geared up and played a traditional White Mage, you'd already have a significant step, in terms of experience and gear readied, towards playing Monk like a backing healer.
    Fatigue
    No, really. Fatigue is essentially starting with rested experience on every job, rather than a single job's worth split among all of them, and gives that rested experience over a rate of linear decay rather than the bonus merely being present (+50%) or absent (+0%). It therefore encourages you to spread your leveling hours around, seeing more of what the game has to offer, rather than encouraging you to spend it only on the job you most want it.

    Ideally, of course, I'd make some changes. I'd reduce the maximum difference between rested and non-rested (previously causing fatigue to reduce you to some 20% of your maximal experience rate), such as to a mere half the intake and I'd have experience gained on any given job offer rested experience to others, albeit at a lesser rate than it's consumed. In that way, spreading your experience across even just 3 or 4 jobs would be enough to feel like you're not wasting your experience gains, even while still decreasing the relative costs of multi-leveling.

    ____________________

    On a related note, things I don't care to see make a return:

    Bonus Chests for Speedrunning
    Simply because speed of completion already seems a fine enough reward on its own.
    Battle Regiment
    This feature was there for only a fleeting moment anyways, but it only felt like it badly slowed down and clunk-ified combat. I can perhaps get behind the basic concept of having effects from our actions onto which others can capitalize, but I hate the idea of those effects being consumable, let alone restrained to such linear sequences. Such felt less like the skills themselves providing those openings than the skills being devalued to whatever could provide that place in a chain. Essentially, it was a budget skillchain/magic-burst system but with a traditional XIV further lack of polish.
    (3)
    Last edited by Shurrikhan; 10-18-2021 at 03:40 PM.

  3. #3
    Player
    Imora's Avatar
    Join Date
    May 2021
    Posts
    1,233
    Character
    Imora Dal'syn
    World
    Phoenix
    Main Class
    Dancer Lv 90
    A lot of these suggestions sound tedious.

    I probably wouldn't have liked 1.0 very much.
    (3)

  4. #4
    Player
    Wissp's Avatar
    Join Date
    Feb 2017
    Location
    Gridania
    Posts
    126
    Character
    Annabel Ashcroft
    World
    Faerie
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Imora View Post
    A lot of these suggestions sound tedious.

    I probably wouldn't have liked 1.0 very much.
    If you looked into the history of 1.0, the gaming community pretty much agreed with you. So despite the fond reminiscing of some cherry-picked aspects of the original game here in this thread, the game crashed and burned, BADLY.

    If you want to know more, there are some good videos on youtube which highlight how the game was back then, both the good and the very, VERY bad.
    (1)

  5. #5
    Player
    Packetdancer's Avatar
    Join Date
    Oct 2019
    Location
    Gridania
    Posts
    1,948
    Character
    Khit Amariyo
    World
    Leviathan
    Main Class
    Sage Lv 100
    Quote Originally Posted by Wissp View Post
    If you looked into the history of 1.0, the gaming community pretty much agreed with you. So despite the fond reminiscing of some cherry-picked aspects of the original game here in this thread, the game crashed and burned, BADLY.
    I have said before to folks who wish they played 1.x that 1.x was a horrific mass of technical jank and questionable design choices. It's just a horrific mass of technical jank and poor design choices that we can, on occasion, be nostalgic about. Now that we're at a safe distance.

    Quote Originally Posted by Wissp View Post
    both the good and the very, VERY bad
    The marketplace used to run like our housing system does now! There were instanced market wards, and if you were able to get one of the market stalls in those wards, you could put a retainer out with inventory to sell (like you can in the front yard of your house even now). And instead of a search engine, you got to go wander through each market ward, talking to each retainer at each stall to see if they were selling things! Doesn't that sound amazing?

    *smile is visibly strained, and a small tic begins near the corner of Pax's eye*
    (1)
    Quote Originally Posted by Packetdancer
    The healer main's struggle for pants is both real, and unending. Be strong, sister. #GiveUsMorePants2k20 #HealersNotRevealers #RandomOtherSleepDeprivedHashtagsHere
    I aim to make my posts engaging and entertaining, even when you might not agree with me. And failing that, I'll just be very, VERY wordy.

  6. #6
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,318
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Not having played 1.0, I kind of want to out of curiosity try playing it. But with a lot of stuff having been server side, there's only so much people have been able to reverse engineer from old clients...

    I wonder if the relevant data exists anywhere in Square's storages, and if it does maybe someone could convince the devs to let people have it to setup a server for it.
    (0)

  7. #7
    Player
    Daralii's Avatar
    Join Date
    Jul 2015
    Posts
    3,157
    Character
    Endris Caemwynn
    World
    Coeurl
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    Not having played 1.0, I kind of want to out of curiosity try playing it. But with a lot of stuff having been server side, there's only so much people have been able to reverse engineer from old clients...

    I wonder if the relevant data exists anywhere in Square's storages, and if it does maybe someone could convince the devs to let people have it to setup a server for it.
    Yoshida was asked about 1.X servers a few years ago. His response was "Nightmare!"
    (3)

  8. #8
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,318
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Daralii View Post
    Yoshida was asked about 1.X servers a few years ago. His response was "Nightmare!"
    I'm not saying they would need to host the servers or set them up, but considering people have reserve engineered a runnable server from the 1.23b client. However with all the NPCs handled serverside they can't populate the world with anything due to a lack of access to that data...

    But if the people at Square still happened to have said data stored somewhere, and they put it out there, people could probably recreate the original FF 14 from before the end.
    (2)

  9. #9
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    I don’t want them as actual dungeons, but the old style of broad, non linear/explorable dungeons with branching paths and rooms. Basically I would like to see a form of content where you enter a “dungeon” and explore around looking for ways to navigate and eventually open treasure coffers.

    Basically a dungeon where the goal isn’t to get to the final boss, but to locate a monster and/or chest hidden randomly in a sprawling structure, with many obstacles in the structure like locked doors or traps.

    Not in the Lost Canals or Deep Dungeon sense, but in the FFXI beastman citadel sense…or even Legend of Zelda sense.
    (5)

  10. #10
    Player
    Breakbeat's Avatar
    Join Date
    Jul 2021
    Location
    Los Angeles, CA
    Posts
    477
    Character
    Billy Shears
    World
    Goblin
    Main Class
    Summoner Lv 90
    After reading through this thread, 1.0 seems like a very different beast.

    Having only started a few months ago, I'd love to go back and experience this stuff. Sounds neat.

    I dream one day of a 'FFXIV Classic' but from what I've seen, technical glitches and bugs and inconveniences were a huge part of 1.0 as well, so I don't know how 'Classic' they could actually make it without revising and fixing a bunch of stuff.

    ...FFXIV: A Realm Revisited. Yeah, that's the ticket.
    (1)
    "If you pay attention to the world, it's an amazing place. If you don't, it's whatever you think it is.” – Reggie Watts

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