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I dug up an old list of complaintsFollow

#1 Oct 04 2015 at 8:19 PM Rating: Excellent
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I was looking at my old posts and found a list of complaints I had about 1.0, and marveled at how many were actually addressed by our Lord and Savior, Yoshi P. So for the sake of reflecting on how far the game has come, and how amazing it is now, I thought I'd repost it here.



1) get rid of the “play screen”. it’s the one after the log in screen. Move the “square-enix account management system” button to the log in screen.
2) get rid of the start screen. This isn’t a single player FF and we’ve already gone through two screens indicating that yes, we want to freaking play. You can move “credits” and “opening movie” to the log in screen. “quit” can be moved to the character selection screen.
3) add an AH. Use retainers and the market wards for players who wish to sell their goods outside of the AH system.
4) add an in game mail system.
5) add auto attack, spamming is boring beyond description. TP increasing abilities should cost “stamina” which constantly regens.
6) get rid of the “one 30 min attempt only” for levequests. We only have 8 to do every 36 hours, give us a **** break.
7) add all of the FF XIV config options in game. It’s insane that players should have to close out of the game, just to adjust their video or gamepad settings.
8) add a description when you hover over your stats of how those stats affect your character. This would affect the attributes and point allotment windows.
9) it would be nice if you guys added a “drag and drop” function to the Actions and Traits menu.
10) add a manual sort function to the inventory.
11) would be nice if there was some distinction between completed levequests and current levequests in the journal.
12) add waypoints and personalized marker options to the map.
13) macros are an important function to the game, please move them from deep within the bowels of the config window and give it it’s own tab in the menu.
14) I haven’t seen a macro tutorial.
15) add a crafting panel so we don’t have to scribble every single recipe down or look to 3rd party sources on the internet.
16) you’ve got to change the fact that you can’t move with WSAD and type at the same time. Other MMOs do it, you figure it out.
17) My toon is just standing there like a T-1000. Not even a **** Legend of Zelda like kicking the dirt off his boots, fidgeting, or stretching out and yawning.
18) to go back to crafting, it just takes too long to craft or gather even the simplest of items and materials. How about varying crafting time based on the difficulty or simplicity of the item you’re making?
19) give us some sort of chat channel functionality. Level restrict it if you have to, even if it’s just for high or max level players.


Good Things

1) your graphics are of such a high quality, it would make a lesser man weep in the presence of it’s beauty.
2) Your soundtrack is second to none. Truly astounding. Nobuo Uematsu has proved himself to be a brilliant composer, yet again.
3) I love the very customizable UI. Great work, seriously.



Sure not everything was addressed, nor should it have been, but they did a great job reenvisioning this game, all the way down to the small details like your character fidgeting when standing still. The fact that XIV was able to be rebuilt and become the astounding success it is today, I think proves the multiverse. In a parallel universe, XIV died with 1.0, and no one stepped in to save it. GG, Yoshi P, if not for your team we'd still be trapped playing Casuals of Casualcraft.




Edited, Oct 4th 2015 10:20pm by garethrogue
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#2 Oct 04 2015 at 8:59 PM Rating: Excellent
Everyone praises 1.0's graphics but I felt that was one of the less fantastic points of the game. The art design and character design and gear design were all awesome, and the soft lighting and skin textures were nice, but my character looking pretty in the cut and paste environment with graphics that my computer was incapable of rendering at any semblance of quality..... is not good graphics to me. The game had the potential to look great if you had a top of the line gaming system. I did not.

2.0 took most of the good parts and polished up all the bad parts. 2.0's graphics kick 1.0's *** in all departments but character textures. (And what's the point of these amazing game textures if you're stuck in peasant gear for 50 levels like we were?)

Screenshot
#3 Oct 04 2015 at 9:15 PM Rating: Decent
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It's come a long way but to be fair, it was about as bad as it could get. I'm pretty sure that if the current iteration was their initial vision way back in the mid 2000s that it would be an amazing game. I think it's just now got feet under it, but unfortunately it comes at a time when the genre seems to be floundering.

Maybe they'll see this small victory as a beacon that good can come from radical change and keep moving in that direction...
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Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#4 Oct 04 2015 at 10:19 PM Rating: Decent
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Hm..I still say 1.0's graphics were better, just not polished like nothing else in the game was (being a rushed release and all.) Still though, XIV 1.x never got their full vision realized which sucks, but I still much prefer a lot of elements from 1.x (many of which were already in the works long before yoshi took over) since it felt like it was "theirs"..ARR was just a means to an end more than anything.

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#5 Oct 04 2015 at 10:21 PM Rating: Default
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Catwho wrote:
Everyone praises 1.0's graphics but I felt that was one of the less fantastic points of the game. The art design and character design and gear design were all awesome, and the soft lighting and skin textures were nice, but my character looking pretty in the cut and paste environment with graphics that my computer was incapable of rendering at any semblance of quality..... is not good graphics to me. The game had the potential to look great if you had a top of the line gaming system. I did not.

2.0 took most of the good parts and polished up all the bad parts. 2.0's graphics kick 1.0's *** in all departments but character textures. (And what's the point of these amazing game textures if you're stuck in peasant gear for 50 levels like we were?)

Screenshot



umm based on the screenshot you present that game looks WAY better graphically than 2.0.....

THAT looks like a PS4 game whereas 2.0 looks like it could easily be a ps3 game.... oh wait.... it IS on ps3 isnt it?

Oh and they should definitely bring this back.. this music is far more epic than ANY fight in the game so far... though i guess with teh stuff you fighting dropping in 2 second you wouldnt hear it long enough to enjoy it

https://www.youtube.com/watch?v=PjZuxAWb8a8&feature=youtu.be&t=1036

Edited, Oct 4th 2015 11:28pm by DuoMaxwellxx
#6 Oct 04 2015 at 10:46 PM Rating: Decent
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1,0 was actually designed with PS3 in mind which is why the terrain C/P'd a lot for the 'zonlines". So ARR's graphics are really simplified..or "optimized", which is why you can phase through a lot of stuff. So it's definitely more optimized but there was more...to 1.x's graphics.
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#7 Oct 05 2015 at 5:21 AM Rating: Excellent
Look at the Garlean airships in the distance. The pixellation is not an artifact of the JPG; the pixellation was an artifact of the graphics engine trying to do a Z-axis blur and failing miserably. That's what it actually looked like on a lot of screens.

There are things you can't see from a screenshot - the constant juddering of all the graphics as you walked. It was physically nauseating. We had all the clipping problems with gear that 2.0 has so even that wasn't any better. And, although you didn't see the graphics rendering, there was a noticeable delay when you crossed an invisible zone line and all the rest of the zone was loading. Between that and the stupid forever tunnel in between zone areas, I'm much happer with the brief zone loading screen used in 2.0 instead. (On SSD it's up for 3-5 seconds at most.)

I agree, the characters look like they could be from a PS4 game. The characters were the only part of 1.0's graphics that were in quite a few ways superior to 2.0.
#8 Oct 05 2015 at 5:29 AM Rating: Decent
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Pixelated, bad textures. If I can't interact and play in those airships, they may as well be flying bunnies or not be rendered at all.
#9 Oct 05 2015 at 8:28 AM Rating: Good
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sandpark wrote:
Pixelated, bad textures. If I can't interact and play in those airships, they may as well be flying bunnies or not be rendered at all.


Funfact:

A lot of elements in ARR/HW are glorified JPGs, much like what Ishgard was in 1.0. If you actually end up outside of the map on a lot of maps, the same effect happens (pixilation) because you're not meant to actually be anywhere near it. For example the Dravanian Fore/Hinterlands and pretty much anything that is just "eyecandy". Take the Voidark ship that occasionally shows up or zoom in on many of the older armor sets prior to 2.4. So while we may look like a streetrat from Aladdin in 1.x, the textures were the proper sizes haha. So while you can get close to the ship outside of the map, it's essentially a "ghost" element.
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#10 Oct 05 2015 at 8:52 AM Rating: Decent
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As long as it looks good, who cares.
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#11 Oct 05 2015 at 9:00 AM Rating: Good
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It would be really interesting to see how much money/manhours they put into 1.0 and how effective they were compared to ARR before release. Because it feels like 1.0 was bad even in the sense of executing what must have been the ideas they had whilst ARR feels like it does what it was intended to do quite well.
#12 Oct 05 2015 at 9:40 AM Rating: Excellent
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Belcrono wrote:
It would be really interesting to see how much money/manhours they put into 1.0 and how effective they were compared to ARR before release. Because it feels like 1.0 was bad even in the sense of executing what must have been the ideas they had whilst ARR feels like it does what it was intended to do quite well.


Well, considering:

1. WoTG for FFXI released pretty barren due to XIV 1.0's physical production starting in 2007
2. Using the White/Crystal Tools Cinematic engine that FFXIII used
3. Using server side reliance for things the client is normally supposed to handle

I'd say it's quite a bit of manhours and money since XI funded most of the projects and investors (as Wada essentially stated.) The main problem with 1.0 was the higher ups choice in using a set engine, rather than what they did with even FFXI and use a custom engine, much like how they used a branched version of the Luminious Engine for ARR, which is why ARR felt more optimized in comparison, however ARR had and has so many client exploits to the point you can control your character data there's still fundamental problems with ARR that didn't exist with 1.0 due to it. For example if they put 1.x on the luminious branch instead of making arr and optimized it from there..it would be pretty much what 1.0 was supposed to be, since a lot of updates until 1.21 were stuff already in production/planning as per Yoshida's words that late 1.21-1.23 will be his work and prior to that are stuff the previous team started.

So manhour comparison? They may have put in more hours to get ARR out in a short time, but they were essentially doing what people do with Mario Maker and taking a lot of preexisting assets and making their own from it. They also stripped out a lot of depth to the materia system and itemization, so ARR had overall less work done to it from an initial 2.0 launch standpoint since it takes very little work to reallocate resources compared to making it from scratch. He may have said older dungeons were remade "from scratch" but that's more of a blanket term since they actually just slapped together a lot of the open world dungeons from 1.0 that were unreleased.

1.0 being shoved out the door even against Tanaka's wishes is why it "felt bad" because they had to throw together a battle system for even testing because it wasn't even to a point of having physical combat yet.
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#13 Oct 05 2015 at 9:51 AM Rating: Decent
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BrokenFox wrote:
As long as it looks good, who cares.

I care.

GW2 has huge sprawling maps with dynamic stuff happening in them and tons of landmarks. It has a good artistic style but is less graphic intensive.

At least there you can climb and touch most you can see and have little to no invisible walls. Which I applaud HW for doing some of that.

Edited, Oct 5th 2015 12:11pm by sandpark
#14 Oct 05 2015 at 10:12 AM Rating: Excellent
I got grilled long ago for daring to suggest ARR's graphics were better than 1.x, but I stand by that statement.

Powerful graphics are useless if so few people can see them in action. The screen flicker when walking around, even in totally empty areas... ugh. And the fact that the graphics engine could hardly show anyone else around you without chunking was also ugh.

ARR's graphics were designed with much more thought for both the game world and its players. And HW took things up a notch by adding flight.

Now, an interesting thing would be to compile a list of complaints about ARR/HW and see how many of those would be addressed by flipping back to 1.x. Smiley: smile
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#15 Oct 05 2015 at 10:40 AM Rating: Decent
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Thayos wrote:
I got grilled long ago for daring to suggest ARR's graphics were better than 1.x, but I stand by that statement.

Powerful graphics are useless if so few people can see them in action. The screen flicker when walking around, even in totally empty areas... ugh. And the fact that the graphics engine could hardly show anyone else around you without chunking was also ugh.

ARR's graphics were designed with much more thought for both the game world and its players. And HW took things up a notch by adding flight.

Now, an interesting thing would be to compile a list of complaints about ARR/HW and see how many of those would be addressed by flipping back to 1.x. Smiley: smile


This is today's PC gaming though. Look at games like GTA V and Crysis 3 and so on. Very, VERY few people can get the most out of the graphical capabilities of these games nevermind the mods that FURTHER enhances the graphics, but it simply means you either have to upgrade or you miss out. Look at the upcoming games that'll require no less than xfire Titans/980s to get the full capabilities out of it.

1.x did have better graphics, but it was also far from an optimized game in general, much like any game that has poor optimization. This is why the main graphical complaint about ARR was how plastic everything and everyone looked originally before they finished optimizing the graphics.
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#16 Oct 05 2015 at 11:52 AM Rating: Good
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Limsa at sunset and Gridania at night will always stand out to me as highlights of 1.0's graphics.
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Star Swirl on Behemoth AKA Best-hemoth AKA The Cool Kid's Table----60AST, 60WHM, 60SCH/SMN, 60BLM, 60MNK, 38 PLD, 34DRG, 31NIN, 27MRD
FFXI- Derpypony on Asura
Check out the Dream Network, a Twitch.tv community for XIV fans, featuring notable streamers like Mr. Happy, MTQcapture, Rahhzay, and Slyakagreyfox! http://dreamnetwork.tv/forum/index.php
Then maybe check out myself, EquestriaGuy, on twitch at http://www.twitch.tv/equestriaguy


#17 Oct 06 2015 at 1:54 AM Rating: Good
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I don't really care for graphics as much as game play but if I had to point a finger, it would be at the lighting changes. Part of the reason things don't look as realistic as they used to is that you have models being lit from areas where there aren't any lights displayed(ie. 3 distinct shadows in a room with a single torch, ect.). The lower resolution textures were a close second in my consideration, but I can live with that. Honestly, I'd rather have low res than the OD spell effects.
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Rinsui wrote:
Only hips + boobs all day and hips + boobs all over my icecream

HaibaneRenmei wrote:
30 bucks is almost free

cocodojo wrote:
Its personal preference and all, but yes we need to educate WoW players that this is OUR game, these are Characters and not Toons. Time to beat that into them one at a time.
#18 Oct 06 2015 at 2:05 AM Rating: Good
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Theonehio wrote:
Belcrono wrote:
It would be really interesting to see how much money/manhours they put into 1.0 and how effective they were compared to ARR before release. Because it feels like 1.0 was bad even in the sense of executing what must have been the ideas they had whilst ARR feels like it does what it was intended to do quite well.


Well, considering:

1. WoTG for FFXI released pretty barren due to XIV 1.0's physical production starting in 2007
2. Using the White/Crystal Tools Cinematic engine that FFXIII used
3. Using server side reliance for things the client is normally supposed to handle

I'd say it's quite a bit of manhours and money since XI funded most of the projects and investors (as Wada essentially stated.) The main problem with 1.0 was the higher ups choice in using a set engine, rather than what they did with even FFXI and use a custom engine, much like how they used a branched version of the Luminious Engine for ARR, which is why ARR felt more optimized in comparison, however ARR had and has so many client exploits to the point you can control your character data there's still fundamental problems with ARR that didn't exist with 1.0 due to it. For example if they put 1.x on the luminious branch instead of making arr and optimized it from there..it would be pretty much what 1.0 was supposed to be, since a lot of updates until 1.21 were stuff already in production/planning as per Yoshida's words that late 1.21-1.23 will be his work and prior to that are stuff the previous team started.

So manhour comparison? They may have put in more hours to get ARR out in a short time, but they were essentially doing what people do with Mario Maker and taking a lot of preexisting assets and making their own from it. They also stripped out a lot of depth to the materia system and itemization, so ARR had overall less work done to it from an initial 2.0 launch standpoint since it takes very little work to reallocate resources compared to making it from scratch. He may have said older dungeons were remade "from scratch" but that's more of a blanket term since they actually just slapped together a lot of the open world dungeons from 1.0 that were unreleased.

1.0 being shoved out the door even against Tanaka's wishes is why it "felt bad" because they had to throw together a battle system for even testing because it wasn't even to a point of having physical combat yet.


Ah that is a good explanation of it all. Thanks! I wish they had done it right to begin with and also given it the time it needed to actually be a playable game. I feel like as it is, for a MMO to do decently it needs to be of the same quality as ARR and 1.0 just was not even remotely close.
#19 Oct 06 2015 at 6:47 AM Rating: Decent
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sandpark wrote:
BrokenFox wrote:
As long as it looks good, who cares.

I care.

GW2 has huge sprawling maps with dynamic stuff happening in them and tons of landmarks. It has a good artistic style but is less graphic intensive.

At least there you can climb and touch most you can see and have little to no invisible walls. Which I applaud HW for doing some of that.

Edited, Oct 5th 2015 12:11pm by sandpark


I'm talking about the stuff you specifically can't reach regardless, like the sky...
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#20 Oct 06 2015 at 7:35 AM Rating: Excellent
FilthMcNasty wrote:
I don't really care for graphics as much as game play but if I had to point a finger, it would be at the lighting changes. Part of the reason things don't look as realistic as they used to is that you have models being lit from areas where there aren't any lights displayed(ie. 3 distinct shadows in a room with a single torch, ect.). The lower resolution textures were a close second in my consideration, but I can live with that. Honestly, I'd rather have low res than the OD spell effects.


Some of that is on purpose. There is a built in spot light we use for screenshots (the "Sun Minion") to provide better lighting on characters, so we'll have multiple light sources even when there is only one visible one.

That said, I agree that the lighting was probably handled a bit better in the 1.0 engine. I've seen great alterations using SweetFX and it would be really nice if PC and PS4 users could get some of those adjustments (including the returning of Z-axis blurring, although at a much better level) - but since PS3 can't handle it, that's extremely unlikely.

Edit: Regarding the dungeons in 1.0 vs 2.0 - the initial zone design assets were used, but the models were all made from scratch. I spent some quality time in Copperbell Mines in 1.0 (was the best way to level 40+ near the end) and while the zone has a similar feel in terms of design, a lot of chambers were closed or opened on the floor plan in 2.0. If they did import the zone plan from 1.0 into Maya, they edited it so extensively afterward that it might as well have been made from scratch.

Many open world zones were, in fact, rebuilt completely. Notably The Black Shroud was totally altered and opened up. Only the Sylphlands in East Shroud bears any resemblance to 1.0 Shroud.

Edited, Oct 6th 2015 9:40am by Catwho
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