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スレッド: ARR was better

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  1. #1
    Player
    Galvuu's Avatar
    登録日
    2017/06/30
    投稿
    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    ピクトマンサー Lv 100
    It wasn't. I played in ARR, and it really wasn't. It's not just the QoL- as cute as lining in Limsa to queue for coils, the lack of DF or proper roulettes, or something as simple as the teleporters being properly labeled (I still now where the Quarrymill or Camp Drybone are because there was no indication that they were in the South Shroud or the Eastern Thanalan before) all amounted to a very tedious and grating gaming experience. Also, losing your Heavy Thrust buff because you missed a positional (or, worse, because it was a cinematic during which the boss became untargetable, messing up your rotation) was not fun. DRG magic def memes, horrid netcode with a NA server for EU players...
    You can defend HW and SB to a degree, but ARR really didn't age well.
    I understand the current negative sentiment towards DT, but let's not be revisionist and pretend ARR was perfect.
    (32)

  2. #2
    Player
    sindriiisgaming's Avatar
    登録日
    2023/01/17
    Location
    Gridania
    投稿
    1,430
    Character
    Sugar And'spice
    World
    Twintania
    Main Class
    リーパー Lv 100
    Quote 引用元:Galvuu 投稿を閲覧
    It wasn't. I played in ARR, and it really wasn't. It's not just the QoL- as cute as lining in Limsa to queue for coils, the lack of DF or proper roulettes, or something as simple as the teleporters being properly labeled (I still now where the Quarrymill or Camp Drybone are because there was no indication that they were in the South Shroud or the Eastern Thanalan before) all amounted to a very tedious and grating gaming experience. Also, losing your Heavy Thrust buff because you missed a positional (or, worse, because it was a cinematic during which the boss became untargetable, messing up your rotation) was not fun. DRG magic def memes, horrid netcode with a NA server for EU players...
    You can defend HW and SB to a degree, but ARR really didn't age well.
    I understand the current negative sentiment towards DT, but let's not be revisionist and pretend ARR was perfect.
    the systems i mentioned WERE and ARE objectively better. shb ruined all of the overworld complexity.
    (10)
    Quote 引用元:sindriiisgaming 投稿を閲覧
    your titanmen, hes titanmen IM TITANMEN are there anymore titanmens i should know about?

  3. #3
    Player
    Galvuu's Avatar
    登録日
    2017/06/30
    投稿
    637
    Character
    Galveira Vorfeed
    World
    Ragnarok
    Main Class
    ピクトマンサー Lv 100
    Quote 引用元:sindriiisgaming 投稿を閲覧
    the systems i mentioned WERE and ARE objectively better. shb ruined all of the overworld complexity.
    I will not deny that ARR was not afraid of fail-states in most combat, segregating responsibilities based on role and had better dungeon design. But you're simplifying (or being nostalgic) about a lot of things.
    As another poster commented, the old glamour prism system was incredibly cumbersome (and ate inventory space). Raid design in ARR had moments of unscripted brilliance (T2S, T7S and T8S immediately come to mind as some of the best designs), but it also had awful fights. Even if you were to do the mechanics by going min ilv+no echo, the Crystal Tower raids are not very good. A lot of extreme primals are very simple, and some Coil turns (like T4...) are simply not very good. I actually think that HW and SB raids are much better (HW had as many creative fights, like A3, A5, A6, A8, A10...), especially the 24-man.
    Elemental materia was never really a thing (as was the case with most of the cc-reducing ones, beyond some pvp memes)- if you stacked a ton of it, you'd do well in a primal fight, and that was it. It didn't offer much meaningful choice.
    The relic was also just busywork. Running the same dungeon a ton of times wasn't very interesting- you can lengthen any content this way. I will concede that ARR had relic-specific trials (the Hydra) and I'd hope this would become a thing again. But HW offered the best relic item (you could fully customize the stats) and, while divisive, I still think Eureka and Bozja offer a better, unique gameplay experience compared to dungeon spam.

    I'm not saying ARR was a total wash, but a lot of these things are just grating, artificial lengthening of content. Even if the content is truly superb (it wasn't, most of the time), I'll never think that you can justify running the same 4/5 dungeons 10 times each per relic. I also think Midas, Creator, Aphascape and UCoB, on patch, were much better fights than almost anything else the game has ever offered (notable exception being, as mentioned, T2, T7, T8 and even T9).
    If we were to go back in time, I'd much rather have HW or SB than ARR. The game was almost a prototype back then, and the amount of missing QoL or just basic content was staggering.
    (8)

  4. #4
    Player
    PintyMcEars's Avatar
    登録日
    2022/04/19
    Location
    Limsa
    投稿
    111
    Character
    Azara Stormleaf
    World
    Phoenix
    Main Class
    踊り子 Lv 100
    Quote 引用元:sindriiisgaming 投稿を閲覧
    the systems i mentioned WERE and ARE objectively better. shb ruined all of the overworld complexity.
    You mean subjectively.
    (8)

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