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  1. #11
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    If Trusts are supposed to be the logical extension of GC squadrons, we got scammed.
    (2)

  2. #12
    Player
    Yeol's Avatar
    Join Date
    Jan 2016
    Posts
    1,299
    Character
    Dr Yeol
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    When you visit the Marauder guild in Limsa, there is another class symbol next to the dual Axe symbol. It looks like two pistols crossed. Not sure if this was a planned class/job that didn't make it to 2.0.
    (0)

  3. #13
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    648
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Yeol View Post
    When you visit the Marauder guild in Limsa, there is another class symbol next to the dual Axe symbol. It looks like two pistols crossed. Not sure if this was a planned class/job that didn't make it to 2.0.
    Musketeer if memory serves. It was another job that was dummied out in 1.0 since there wasn't enough dev time to implement it. It only exists in lore now.
    (2)

  4. #14
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,462
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Mawlzy View Post
    If Trusts are supposed to be the logical extension of GC squadrons, we got scammed.
    They once explained that the reason for the differences was:
    • Squadrons are intended for you to "command" them, which is why they only do things when you order them to.
    • Trusts act independently, doing mechanics themselves and using things like Limit Breaks themselves. This is because you are not their leader and do not command them. They are your friends or allies.
    (2)

  5. #15
    Player
    Enkidoh's Avatar
    Join Date
    Dec 2012
    Location
    Ala Mhigo
    Posts
    8,282
    Character
    Enkidoh Roux
    World
    Balmung
    Main Class
    Paladin Lv 90
    Quote Originally Posted by TheDustyOne View Post
    Musketeer if memory serves. It was another job that was dummied out in 1.0 since there wasn't enough dev time to implement it. It only exists in lore now.
    That's exactly right, it's Musketeer or MSK, one of several planned classes for 1.0 that were never implemented - my suspicion is it was never added due to how in 1.0 the battle system had an ammo slot that was a consumable resource, meaning every piece of ammunition was expended even with normal auto attacks, and it was expensive enough for ARC to make their arrows out of wood, MSK would have probably required even more expensive materials, and given 1.0's troubled development, little wonder it was set aside and never implemented, although even in ARR there are many MSK enemies in the game (a number you find in places like Pharos Sirius). Merlwyb also has a MSK variant as her special class.

    MSK also was not alone in being a 'dummied out' class in 1.0 - there were a number of other legendary classes never implemneted, most notoriously, ACN, although that was redesigned from the ground up for ARR, it was nothing how it was originally planned to be in 1.0 by all accounts - evidentally it was meant to use a weird 'mechanical staff' as a weapon and set magical traps in battle, presumedly this was too complex to work out and so like MSK it too was abandoned and forgotten, until ARR when it's class icon and name were revived for ARR but rebuilt as as the psuedo magical pet class we know today.


    Other legendary planned but dummied out classes for 1.0 were a fourth Disciple of the Land class called 'Shepherd' or 'SHP' for short, which even had a class guild in 1.0 Falcon's Nest, a rapier using Disciple of War class called 'Fencer' or 'FCR for short, and a mysterious (pun intended) Disciple of Magic called 'Mystic' that were both referred to in ability files but dummied out in 1.0, but what the later two were originally meant to be is a very good question).

    Either way, I'm pretty confident whatever was made for these classes ended up being rolled into later Jobs post ARR (MSK undoutably served as the basis for MCH, FCR the melee side of RDM and MYS was probably meant to be something like AST), so alas these will never appear in FFXIV now (to say nothing of SHP being also long abandoned given that from I understand Yoshi already stated ages ago that no new Disciples of the Hand or Land are coming to the game, so that's the final nail in SHP's coffin).
    (0)
    Last edited by Enkidoh; 02-18-2025 at 08:11 PM.
    Quote Originally Posted by Rannie View Post
    Aaaaannnd now I just had a mental image of Lahabrea walking into a store called Bodies R Us and trying on different humans.... >.<

    Lahabrea: hn too tall... tooo short.... Juuuuuust right.
    Venat was right.

  6. #16
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Jeeqbit View Post
    They once explained that the reason for the differences was:
    • Squadrons are intended for you to "command" them, which is why they only do things when you order them to.
    • Trusts act independently, doing mechanics themselves and using things like Limit Breaks themselves. This is because you are not their leader and do not command them. They are your friends or allies.
    However solid the lore is, trusts are a PITA to level and give no real advantage over Duty Support other than bunging Y'shtola in a bikini.

    The squadrons were fun.
    (0)

  7. #17
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,339
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    The Diadem.

    And I quote:

    This is a new type of content.

    I believe you’ll understand by looking at the PPT, but this is a new type of field-like area. You’ll be exploring this area.

    I believe players are crafting their airships with their free companies right now, but players will finally be able to explore other islands themselves using these airships. This content can be played with several parties simultaneously. There are several locations where players can land their airships on the island, so please shout out to find other nearby groups and group together to explore. Players won’t be fighting bosses on these islands, but will fight against a horde of level 80 and 90 monsters. Some of these islands will have stronger foes in the center of the island, so first you would want to gather all the parties together and then plan out a strategy. We’re also planning to have several difficulties available for these islands. Players not enlisted in a free company can also participate in this content through the airship landing located in Ishgard. However, free companies will have some advantages, such as being able to select the island they want to explore, while explorations from the airship landing will be selected randomly. We would like players to decide which method they would like to take depending on their goals.

    Additionally, things like gathering nodes exist on these islands, so for example, players can use the party finder to invite guest members outside of their free company to enjoy the content, or go in with a battle class first to eliminate the enemies, and then collect the items by switching to a gatherer class. This content is unlike any of the previous FFXIV content. We would like to further expand on this content by adding additional islands to explore in future. This content has been created envisioning an older MMO type of feel.

    Players will explore areas like the one shown here. You will be able to ride on your flying mounts in these areas, so please look forward to this. We’re also introducing new aetherial items at the same time. We’ll share more details on what type of items and equipment players will be able to obtain from these areas as we get closer to the patch release.
    https://forum.square-enix.com/ffxiv/...t-(11-06-2015)

    And then we got Dino Island...
    (2)
    It’s a good thing not to answer your enemies. I scarcely ever do. Perhaps Emily is more like me than I am like myself. Perhaps she would rather not answer her friends, even. She keeps it all in her heart.

  8. #18
    Player
    MikkoAkure's Avatar
    Join Date
    Aug 2011
    Location
    Limsa Lominsa
    Posts
    2,188
    Character
    Midi Ajihri
    World
    Hyperion
    Main Class
    Arcanist Lv 100
    Quote Originally Posted by Kaliesto View Post
    I did watch something how there was like this underground version of Limsa Lominsa, I don't remember if the city had a name but it did have a flag.
    I’ve been playing since 1.0 beta and this is the first I’ve heard about an underground city other than Gelmorra. There were a few unfinished dungeons people have found and one of them was an underground pirate dungeon that had like 5 little crows nest houses bridged together if that’s what you’re referring to though. But I’m pretty sure the concept for that as well as the existing 1.0 dungeon of Shpoeshae (sp?) just got rolled into Sastasha.

    Quote Originally Posted by Enkidoh View Post
    That's exactly right, it's Musketeer or MSK, one of several planned classes for 1.0 that were never implemented - my suspicion is it was never added due to how in 1.0 the battle system had an ammo slot that was a consumable resource
    I’m not sure if ammo was a problem, but when I was in the beta the devs were telling us that musketeer was indeed coming out in the release version of 1.0. Then when it didn’t come out in the release, Tanaka said it was coming in a later patch. I think like most things in 1.0, it just kept slipping until it fell in the cracks.

    Quote Originally Posted by Enkidoh View Post
    ACN, although that was redesigned from the ground up for ARR, it was nothing how it was originally planned to be in 1.0 by all accounts - evidentally it was meant to use a weird 'mechanical staff' as a weapon and set magical traps in battle
    1.0 Urianger, controlled by a GM was the 1.0 arcanist. I wish I had the foresight to record him but I watched the GM playing him attempt to fight a super high level mob and get wrecked. Fun fact: the mechanical arcanist staff still exists in the game - as the gun the Gnath use.


    Some other things from 1.0 that never got carried over though were the Shpoeshae dungeon I mentioned before, the wildling storyline and NPC from Gridania MSQ, and what I miss most of all is the 1.0 version of the MRD quest and pirate ship. MRD had you actually become a pirate in a crew of two with Rostensthal (revived from 1.0 hell for the MCH quests). The pirate ship interior was also different and included a whole pirate bar with an elezen playing “Answers” on a lyre.
    (1)

  9. #19
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,280
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Squadrons were smarter than Trusts as they actually had abilities they could use and reacted differently to trash mobs and bosses, using AoE when relevant. Trusts may have an AoE in their loop of attacks they do, but mostly just single target everything down slowly.

    As for content cut after the release of ARR, it's mostly just some steps from the slog that is the MSQ from 2.1 to 2.55 that involved you just running from one NPC to another.
    Not so much cut, but things have been practically abandoned. Like Guildhests, which were (and still are) kind of like an extra tutorial... The hunting log for some extra XP... Chocobo companion, who is so abandoned that the chocobo skill trees have Accuracy as a stat, which stopped being a thing at Stormblood's release... And during ARR they experimented with WHM and BLM having shields, but I think Leviathan EX was the last thing to have those.
    (0)

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