1. FFXIV Reset Timers
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  1. #701
    Sandworm Swallows
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    I think people who didn't get to play 1.0 just want to be able to play 1.0 with their own characters. It might be a neat project for them to someday let you play the 1.0 scenarios as kind of an aside. Like having you enter the memories of the past through the echo or something.

    Of course, they would have to reconstruct it with current graphics, which is a hella lot of work. I could see them doing something like this once the game's life is nearly over, though.

  2. #702
    Resident Moogle
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    It'd be the kind of content they could sell piece-meal on the Mogstation on the side if it didn't conflict with their ongoing commitment to the update cycle + expansion pack thing.
    For me though, I'd rather just play on an actual 1.23 server and work through it's slower-paced combat and fear of dying in the world again. There wasn't "that" much to its msq.

  3. #703
    Ridill
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    Satori Komeiji
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    Sargatanas
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    All the fights have also gotten reintroduced to ARR in one form or another.

    I missed out on it. Probably wouldn't have checked up on it even if I wasn't on deployment. 1.0 was so abysmally terrible that I didn't even bother checking out beta 3 and 4 when I had access to it.

  4. #704
    Can you spare some gil?
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    I love the characters had weight, momentum and other bs arguement. It was all startup and end animation all shit that would be annoying to deal with if you couldn't animation cancel some how. Wouldn't it be fun if you wanted to stop moving as quickly as possible outside of that aoe but your character had to take those extra 4 steps to give it realism? SO FUCKING GOOD, MY DICK IS GOING TO EXPLODE FROM THIS AMAZING SHIT.

    Anyway, I wouldn't mind playing 1.23b for the Nael Extreme fight and actually having a difficult Ifrit and Garuda encounter.

  5. #705
    Resident Moogle
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    Quote Originally Posted by Shenrien View Post
    I love the characters had weight, momentum and other bs arguement.
    It's terrible also, unless you mean characters always move like they're on a perfectly flat plane, and are attacking the air. It would be cool if they recreated the Nael trial for next year's Rising, both normal for casuals, and hard mode for us. T9 re-introduced the golem phase of it and reinterpreted the meteors, but was otherwise a rather different encounter.

  6. #706
    Old Merits
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    People saying they miss 1.0 are the same as people who say they miss dial-up days, B/W TVs and so on. Nobody on their right mind would want to play that beyond the initial curiosity and novelty, the game got old very fast.

    Surplus exp, exp being given as random procs after doing an action instead of after killing a mob, the whole UI being server side and lagging to hell and back and a long, long list.

    I remember going with a party of friend to North Shroud to kill salamanders because they had a fucking HUGE HP pool and did not hit very hard, we spent like 5-10 minutes whiffing on it on each one, I also remember Lancers leveling way faster than everyone else because Feint guaranteed a hit after missing or something like that.

    The craft system was also super lovely, I leveled smithing to 40ish before tapping out, I needed it for weapons because NPCs only had low level ones. Oh, you want to make a level 12 weapon? Okay, you need a level 10 BSM, lvl 12 CRP and level 39 LTH... wait, what? level 39? The level were all over the place and was frustrating as hell, not to mention that there was no crafting log and you needed to look over a wiki like XI, only that it took a couple of minutes to start each synth because the UI was slow as hell and you needed to place each item one by one.

    Leveling was also horrible, I remember I leveled LNC and THM to 50 doing Behest because they were basically the only content in the game after level 30 or so, but wait, they only popped every 15 minutes in some camps and the slots to participate were fucking limited.

    There was probably a bunch of other shit I don't remember right now, but the point stands, the game was horrible and whoever says it was a great game and miss it either only played for 10 minutes or didn't play at all.

    The only good thing that came from it is the legacy system, I saved quite a bit of money thanks to the reduced monthly fee.

  7. #707
    The Real Cookiemonster
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    Dark Depravity
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    I liked one thing about 1.0. The world was huge, a lot of it was huge and empty'ish, or had batshit high monsters that would oneshot you across the map. 1.0 needed to burn, but I did actually enjoy going faaaaar off base into areas where I was dead and lost and forgotten if I got caught.

  8. #708
    Old Merits
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    It was also the same 4 blocks copy pasted over and over and over. So yes, it was huge, but it also felt like you weren't going anywhere because you would pass the same rock formations/tunnels/trees every 20 meters. So in the end, you went to those "far away and uncharted lands" maybe once, because there was absolutely nothing there, just the same 3 rocks you've seen over 50 times for the 45 minutes it took you to get there... only to get insta-killed by some ranged attack from a high level Peiste or something. Fun.

  9. #709
    Ridill
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    The only reason I ever had to explore those "huge" areas was to get achievements, there was nothing else to do. And before I see the "it wasn't finished" excuse again I'd like to remind you that ARR was complete at launch, nothing felt pointless in its world, story or characters.
    There is absolutely no excuse for how lackluster 1.0 was, it shouldn't have launched with no content and all those issues. And after three months all they could add in terms of content was a bunch of leves and three NMs that dropped only crafted materials, lol.

  10. #710
    We wear wine red on Wednesdays

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    Quote Originally Posted by Hellfury View Post
    I liked one thing about 1.0. The world was huge, a lot of it was huge and empty'ish, or had batshit high monsters that would oneshot you across the map. 1.0 needed to burn, but I did actually enjoy going faaaaar off base into areas where I was dead and lost and forgotten if I got caught.
    I feel like the world in XIV now is pretty huge, but the freedom of flight in most zones and the fact that every zone has one or more teleports dramatically shrinks the world relative to the movement in it.

    I remember first coming to Azim Steppe and the weather was foggy, couldn't see a damn thing, no map completion, no idea how big the zone was. Thats where the immersion was for me.

    I do miss that about XI, the travel took longer but the world felt bigger and a bit more dangerous. Never played 1.0 so can't speak to that.

    Thats part of the reason I get so hype for new expansion launch days. The world will feel gigantic for a while.

  11. #711
    D. Ring
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    I continue to be disappointed that 2.0 doesn't have the multi-tiered arenas that I assumed we'd have occasionally have after doing 1.0's Nael Van Darnus fight.

    Need to tank/fight/heal Nael van Darnus? Stay on the bottom tier.
    Need to attack falling meteors? Go up the ramp to level 2.
    I forget what was on floor 3. A DPS check at one point, I think.

    I don't know if they CAN'T do this anymore, or if they simply choose not to.

  12. #712
    Relic Horn
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    that seems like something better suited to 1.0's combat system

  13. #713
    Bagel
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    While I hate 1.0 with a passion, I do like it for 1 reason: legacy sub. I am glad a took a chance and "invested" those 27 euro back then to sub 3 months of 1.0. It already paid off like 5 years ago.

  14. #714
    The Tower
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    Stromgarde Siren
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    Gilgamesh
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    The world map had its interesting bits. In addition to being huge and in many parts empty, you also had things like open world dungeons and far-flung reaches of it populated by level 99 enemies designed to keep you away. Getting to Camp Revenant's Toll had a real feeling of danger to it, dodging through a blasted hellscape to get to a camp with an aetherite, a small tent, and one lone guard who questions your sanity.

  15. #715
    Ridill
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    One open world dungeon. And it was pretty empty as well.

  16. #716
    Sea Torques
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    Hioki Mitone
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    Leviathan
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    Quote Originally Posted by Raldo View Post
    I continue to be disappointed that 2.0 doesn't have the multi-tiered arenas that I assumed we'd have occasionally have after doing 1.0's Nael Van Darnus fight.

    Need to tank/fight/heal Nael van Darnus? Stay on the bottom tier.
    Need to attack falling meteors? Go up the ramp to level 2.
    I forget what was on floor 3. A DPS check at one point, I think.

    I don't know if they CAN'T do this anymore, or if they simply choose not to.
    I think one of the raids have multi tiered arena fights, void ark with the Spider boss? TGC also has a 'multi-floor' boss fight to a small extent. T4 also had you bouncing between different floors(just no boss)

  17. #717
    Ridill
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    Time Gates in Alexander Prime came into mind where you're not forced by the game into a different place, and you can choose any of your party members into them to kill things.

  18. #718
    D. Ring
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    Raldo Volca
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    Hmm, I suppose you're right to an extent. I just appreciated the ability to bounce between the elevations as needed. Anytime they do something similar now, the different areas almost feel like completely separate zones (and often are), but I guess in practice, there's little reason to be able to flip-flop between areas on a whim. Seeing it all in once cohesive arena back in the day just seemed novel.

    Lore-wise, T4 is on an elevator, yes, but don't kid yourself, no one in their right mind would call that "different floors". New shit spawns on a timer (or when everything from the previous wave is dead), but it's all in the same arena.

  19. #719
    We wear wine red on Wednesdays

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  20. #720
    Sandworm Swallows
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    OH shi, FFXIV x Marvel crossover!

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