Hey guys, first of all I apologize for my bad English. My question is about the first version of FFXIV.
Current version of FFXIV ARR I do not like, is a casual game with extremely poor and easy content that you would end up in two weeks (excluding 2 or 3 fights of Coil of bahamut ... that's not enough for me). Each patch will also simplifies the content and makes it increasingly easier.
I remember the previous version of FFXIV with patch 1.23 was very good, was really impressive with better animations, better graphics and a very good gameplay, the game just to kick him waaaay more content. And see that the current FFXIV ARR is a WoW more ... because I am very sorry. <span title="Ademas enga
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Considering 1.0 tanked and 2.0 had been steadily growing, I doubt they will make another mmo like 1.0
While I agree on liking the 1.23 version a lot more than ARR, 1.23 just needed more content and a better graphics engine to enable more characters on screen at the same time, I don't agree that SE is deceiving anyone about the popularity of the game. A lot of people like ARR and a lot of people are playing it. It's not my type of game, too instanced focused among other things, but a lot of people are playing it. The last time I checked in on the game, the servers were hopping as usual.
I haven't heard any plans to release a 1.23 version at all.
I would really like to think that all opinions are created equal but then I stumble across threads like this.
SE has no plans to ever again recreate the abomination that was FFXIV 1.x.
FF14 original version to me was just terrible. FF14 ARR for me is a massive improvement, one that suprised me and really stood out as the best MMO I've played in a long time. There are some elements I'm not as fond of (I do feel there should be more 'progression' in it). I really don't see them fudging the numbers at all on ARR. Its pretty popular and for me I felt it was fully deserving of it.
To be fair, there are people out there that like nearly anything. I don't think really FF14 orirginal version being 'better' is a very popular opinion and a good majority will say FF14 ARR is a lot better. Not perfect, but better.
Given the original's failure (and honestly lacking much that makes it feel worth wild) I'm doubtful they have any plans on using that plan again. If anything is done, ideas that did work might be taken but I'm doubtful anything will pop up looking similiar to it.
That's the funny thing about opinions - everybody has one, and they don't always match.
I don't disagree with the OP, though. While I think ARR is a better game, when it comes down to preference, I liked 1.0 better. For all its shortcomings (and there were a lot of those), the entire game had this really unique feel to it that ARR lacks entirely. ARR has 10x the content and polish, but it feels like every other MMORPG out there, just done better.
I hear FFXI is still running if you like games that play at a snail's pace.
Opinions being what they are, there's not one thing I can say I miss from 1.0 and I played it since its beta.
- People complain about the current world not being seamless, but to accomplish that in 1.0 they had to copy and paste most of the terrain, and god forbid you try to load those maps on a PS3.
- Both iterations of the battle system were too slow for me having been playing WoW for a few years prior to FF14's launch. Even with the revised battle system later on, once you were out of combos you were sitting there with your thumb up your ass autoattacking waiting for combos to refresh.
- The UI was god awful. Very clunky and unresponsive due to everything being sync'd server side via LUA. Animation lock crippled you into fighting against the UI more than fighting against actual bosses.
- Graphics engine was not very flexible, making the game inaccessible to most people with mid or lower end hardware. Engine was so horribly optimized that even with a super computer you couldn't run the game on max settings.
I could go on, but 1.x is in the past and ARR and Heavensward is the present and future.
1.23 FFXIV was really good and well above ARR, 1.0 malisima, but do not confuse with 1.0.
Well in general I see that people want more of the same, the typical clonic but more beautiful game and with less and less challenging and less exploration or tactical options ...
I did not like any of the combat at any point or version of the game.I also do not like the way the class systems lack terribly when compared to FFXI.I also do not like the way stats are done either.Then we have almost all Boss fights are instances and very small no movement instances,sort of like they took the Avatar fights from FFXI and just made a circle fight with red carpets and some spikes and junk like that.
Without a doubt they catered to a WOW design,idk if to blame Yoshi for that or if he was merely a puppet.
Some may call FFXI a snails pace,lol FAR from it,it is super challenging because it is NOT 5 hits and dead.Although both games have adopted the VERY lame Item Level idea which i cannot stand,it is a cop out for not wanting to do any more levels or not knowing how to balance content with more levels."Square was on such the perfect track with FFXI all they needed was some additions and tweaks and no game would ever touch it.
The ONLY reason FFXIV exists is because they could not afford to upgrade FFXI,they saw it as too costly,better to try and sell a new game,you hope to make more money that way.Then greed and looking at Wow they went for more of that approach.
I can't blame then as a business,you aim for the biggest numbers,but i also cal lit greed,they had a super big following in FFXI,all it needed as i said was an upgrade which they deemed too costly,but as they found out FFXIV was every bit as costly in the end run maybe far more so.
I said it a LONG time ago,that during my years in FFXI,Square had used up so many ideas there would be nothing left to create and i feel that is the problem they run into,that's why we see these Item levels and WOWesque repeating instance content.
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I don't think many would agree, and with how the original game fared, not to mention the whole Developers apologising for the state of the game thing, i don't think they would agree either, of course viewpoints differ, and obviously some liked the original game, but i think its more than a little disingenuous to suggest that the game is now somehow easier/less challenging when the game is clearly going from strength to strength, FFXIV;ARR is very popular, far more popular than anyone thought it ever would be, the game is rewriting the 'rule book' about not only bad launches but game redesign after launch. And while i can't remember a thing about 1.23 and how it differed from 1.0, I can only imagine thats because it was entirely unmemorable, tbh i have a hard time understanding how anyone could prefer the pre ARR version of the game, though if you do, it seems anything is possible. Personally i will stick with FFXIV;ARR and judging from the login queues of an evening, so will a great many others
Let's make no mistake. 1.0 was atrociously bad in every possibly way save for the content updates and the story by the time 1.23 came around. This mainly boiled down to the poor engine and how it took 15 (it felt like it, at least)+ seconds to input a single command when crafting, or even while making a combat attack. It was only unique it's it's poor optimization and it's unintended consequence of making combat incredibly dull and bland; few things about it were "good" by design, but rather by fault.
The game wasn't even difficult as everything could be sped run with a warrior tank (once dungeons were even implemented, and poorly at that), leveling consisted of a max level killing things that a group of eight tagged to get to max level by AFKing and in just a matter of hours, and even Nael Van Darnus was a joke due to the poor engine and limited things they could do with it.
Even 1.23 was perhaps the easiest MMO in history to any competent player, with it's only difficult is not throwing your computer against the wall if you didn't have enough patience to endure all it's fault. It was a game strictly about being with the "in crowd" that knew all the exploits and never got banned for it, using said exploits to make a ton of gil (or level or get gear), using said gil to buy the best gear and then dominating the incredibly easy content that a monkey could finish for speed run through. The community was small enough for the "ELITE" to keep everything a secret until it was patched. I could definitely imagine that said elite would think the game was the greatest thing in the world.
The only thing difficult about the game was probably leveling the crafting with how the engine was. There were no leves that gave insane experience, and you had to spend literally months to get a single craft to max level through good old fashion Ultima Online grind (back in the day). Then play the market with said crafts since few people had the patience to do such.
Even then, with Penta Forbidden melds and the ability to lose gear (which reminded me way too much of F2P games), the only difficulty of the game remained RNG and time investment.
By comparison, A Realm Reborn is much more difficult in every possibly way save aggravation. From the boss fights, to the dungeons, etc. With the exception that crafting is now 100x easier. You can actually die in the open world now with certain fates, combos and rotations with certain classes are much more complex and potentially have you doing 5+ different sets of rotations that you must determine is best dependant on the situation, your buffs, what your party is doing, what the boss is doing, what mechanics are in play, etc. In addition to oft multiple off global attacks that need be timed perfectly after an attack so as to maximize damage, while also making sure you don't do it during a boss special and get caught in their AoE. Making one rotational error is devastating to some classes, and if such is done, you're likely screwed or locked out of maximizing your DPS for 20 seconds (particularly with ninja and how you have to wait 20 seconds to cast a spell again if you mess up a hand symbol) or if a stun is needed, you're locked out for 2.5 seconds, and by then you took massive damage and or are likely dead (or if you mess up on deciding what rotation is best, you're locked out for eight seconds, as you have to follow through for chain purposes).
People are still getting killed during Extreme fights, many can't even attempt Binding Coil of Bahamut, World of Darkness is a mess for most pugs, and every now and again you get people wiping of Sycus tower. Though as a whole, getting better gear does make the mechanics of old fights trivial (though then again, people were interested in making everything in 1.0 trivial by requiring certain gear past what was needed in the fights, as easy as they were, especially if they were a tank).
I'm all for games being different and separating itself. Though not through mistakes that people just adopt and call "unique". While I loved the story of 1.0 and consider what they did with it with what they have one of the greatest achievements in gaming (in terms of how they kept on updating it despite knowing it was vaporware, and the quality of content that they did produce even with a poor engine, as well as the amazing story and immersion), the game was as a whole a fallacy and anyone claiming it was better is living off of nostalgia and fondness of being one of the few people in the world that actually could stand playing the game.
I miss my friends from the first game and us speed running dungeons or maxing all of our classes on new characters we make just for the fun of it because it could be done so quickly and by afking while we watched movies or something.
It seems that no matter how shit a game or a version of a game was some people will still think it was good.
But I agree with you, FFXIV 1.x was an abonomination that should never ever taint the internet space with its presence.
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Here's the difference between 1.x and ARR's "difficulty":
- 1.x: Kill 5 open world NMs to gain items to gain access to a fight. (while having to turn on /walk mode to not get one shot by mobs in between no less) You have to do this every time you want to do the fight.
- ARR: Beat story mode of the fight.
People tend to confuse difficulty with tediousness. The final bosses in Binding Coil, that's difficulty. One mistake for anyone in the group can usually cause a wipe and you have to start over again, and these are fights in their prime that are 10 minutes or longer with multiple phases with different mechanics in each phase.
Some of the actual bosses in 1.x were challenging, but the crap you had to do to actually fight them is what people remember about them in a negative light.
It's no secret ARR is basically a wow clone w/ an FF skin. While I personally preferenced FFXI (can't say I enjoyed FFXIV 1.x, tbh, too many horrible design choices), I'm also conscious of the fact that a game like that just wouldn't work in today's climate. Expedience, and simplicity, are what most (key: MOST, not all) players seem to want. The amount of people who enjoy actually difficult content is fairly low by comparison (~10% or less).
There are definitely a lot of things I wish they did differently in ARR, but they aren't ever going to make a second FFXIV. You can be sure of that, especially given the public shame they displayed in regards to that game.
FFXIV:ARR has not had a positive growing subscription number for some time now. They are banking on the expansion bringing back players. They're advertising behavior when it comes to FFXIV:ARR, as well as the established trends in MMORPG populations, suggest that is the case.
It's hard to call 1.0 a game. It was so far from completion that SE should have canceled and moved back the release date. The concept and execution were not good because they put an otherwise talented developer on a type of project outside of his area of expertise. I feel sorry for Tanaka: He made a bunch of fun games in line with FF Tactics. They should have put him back to work on stuff he was good at making instead of having him take the fall for SE's own incompetence.
Be careful. The echo chamber is chanting that the population is growing right now. They base it on having queues to enter the game on some of the more populated servers. Fortunately for them I suppose, Squeenix will never actually release any information about the realities of their subscription numbers and instead try and obfuscate by releasing total accounts created numbers. The really funny part is that people often quote on these forums that they have 2+ million subs which means that their policy is working beautifully.
I don't hate them for it, though. They genuinely like the game they are playing, and people can misinterpret criticism of a game's growth as an attack on the integrity of the game as a whole. The development team clearly wants to make a game that is fun and works. The problem, as I see it, is that we have entered an age where community games require community devs that listen and respond to the concerns of players. Chris Roberts is doing an exemplary job at taking player considerations into his game's design. Square Enix still holds too much control over its developers to allow that kind of interaction. The refusal to be open about the subscription numbers is symptomatic of the problem.