#ff14 #ff14dawntrail #ffxiv
FF14 Noob Reacts To The STATE of 1.0 FFXIV! Final Fantasy 14
0:00 – Introduction
2:00 – World Exploration
5:50 – Combat Section
In today’s video we take a stroll down a rocky, rough but somewhat charming path by taking a look at some 1.0 gameplay. This was a blast to watch and in many ways i’m sad I wasn’t part of the community back then to witness it first hand.
I love making these FF14 videos for you guys so I appreciate all of the support on them so far!
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Sometimes I forgot original 14 was released in 2010 in the state that it was, and boy oh boy what an experience it looks like it was. We’ve come a long way sense then to put it mildly, and it makes the eventual shutting down of the original servers that lead into A Realm Reborn that much more meaningful. And my hat goes off to those brave warriors that were playing sense 1.0 and received a permanent discount for their accounts haha.
These dungeon mechs were still on Aurum Vale in some form until the last rework after the Endwalker.
First off, the blue circles where everyone gathered are the switch to open the gate. (blue energy force thingy. It's a collision and you can't walk past it. Oh, It also still present in the pre-rework of the totorak dungeon) The amount of people on the switch make it unlock faster. And when it unlock, It despawn all the enemy. And it may not seems like it but this party is running this optimally with a plan to clear this ASAP. So, others are wait for the tank to run ahead to the switch and taunt all the enemies. Then everyone follows to the switch and just wait to skip all the fights.
You'd also see how they move behind the enemies to avoid detection to go to the boss room. Oh I almost forgot to mention that you have to stop and stand-still to draw or sheath your weapon. And when weapon's drawn, you move with the walking speed. So no wall to wall run with weapon drawn and cast abilities on the fly. The tank will have to run past them without any abilities to the wall, so no one should do anything or they'd get higher enmity and got targeted. And if that happen then the tank have to draw the weapon after stop moving. That will take a few seconds before the battle even actually start. And a quite amount of time until the battle end.
The cyclops boss is still exist in the current Arum Vale as same as the attack mechanics. But there's no indicator in 1.0. You look at the boss animation and read the battle log (yes, everyone have to read these log.) and you have to remember which attack having which kind of AOE. And plus the server 3 seconds ticks. You could see the tank try to avoid the frontal swing by move past the mid point of the cyclops and move back to the original position but he fail and get hit. You could still do that in current patch too. Also the parties stay together away and behind of the boss. That's the place they know if the tank didn't move, they're safe. All the AOE didn't reach that spot (unless it turn 180 which possible if the tank move behind it for too long.)
if you thought that was bad you should check out the FFXIV 1.0 Nael van darnus hardmode Fight, think there is still a Video about on Youtube. It's basiacly a running up and down the stairs simulator.
Anima was the teleport currency once you ran out then you had to just wait as you got 1 per every 4 irl hours & it cost 6 to teleport. Also as a side note 1.0 had a class called Sentinel just so you could use a shield. it was then later absorbed into Gladiator to become what now is a PLD.
For Aurum Vale, you would group together in the blue circles until they time out to open the next area. IIRC, it would despawn the enemies in the area. They aren't fighting without moving or anything like that in those situations. As for the rest of the combat, it seems like the DPS in the party are Thaumaturges. Also, the graphics were actually higher quality in 1.0! A little odd, but they went in favor of smoother gameplay for 2.0, plus, I don't think the PS3 could handle it.
FFXIV 1.0 was heavily based on FFXI. If you check out some FFXI gameplay you'll see most of the player characters seemingly just standing around. The animations and effects are minimal, but if you watch the chat you can see what they're all doing. The battles were much slower, but there were more different things you could do (ie; debuffs were more useful and choosing the correct element to attack with mattered). It was kind of like Active Time Battle (from the older FF games) with no wait mode… so while there weren't really mechanics to dodge, you'd have to pay attention to what was happening with spells and attacks (via the chat 🥲).
I suggest watching The Fall and Rise of FFXIV by Speakers Network if you want more 1.0 info. 🙂
As a version 1.0 veteran I really liked it. It played very much like FF11. It certainly wasn't "bad" in any stretch. You made your own experience from it. Whilst ARR is a much better game and MMO, 1.0 IMO had a better atmosphere in terms of Graphics and fluidity. The Crystal Tools engine that 1.0 was built on was a cracking engine, but not for an MMO of that level.
Fun fact, there's people that deadass want the game to go back to 1.0 and think this is all garbage. It's wild and unhinged lmao
Texture wise it was "too good". Same PC that gets 30 fps playing FF14 1.0 would get 60 nowadays. Dont get me wrong, i liked that the textures were sharper but i guess for an MMO that will spawn a ton of people around you, its a terrible idea.
Also yea thats a private server, miqote's were ALWAYS popular. so they always were a ton of them. (me included)
And now you see why ARR was so important to the game lol. As painfully long as ARR still is today, it quite literally saved the game. 1.0 still does have some charm to it imo, it really gives off some nostalgic vibes, but after ARR the game became millions of times better imo. I wouldn't mind having a classic server just to go back and re experience 1.0, but if I had to choose which one to keep, I'm always picking ARR
As someone who loved Final Fantasy 11 and couldn't wait for 14, I purchased the Collector's Edition of 14 for 1.0… And I don't buy CEs normally. I've never regretted a purchase more. Just fucking abysmal. It was so much worse than it looks here. Every part of every menu had this incomprehensible delay, everything responded so slowly. Your fucking SYSTEM menus lagged! How?! And I don't mean it was low FPS, as my PC actually ran it pretty well. What I mean is there was actual LATENCY between when you pressed a key and when your damn cursor would do anything, and then more latency when you clicked on something. Every time you opened your armory or equip screen, you'd have to wait for all the fucking icons to load in. Goddamn I hated every moment of it. What a piece of shit.
Have loved the game since ARR and it's so much better now. I do occasionally miss the more open areas of 1.0 (you could run straight from Limsa out into the world, no loading) and the graphics were, as you said, more advanced and atmospheric, but we've since started to get much larger maps in modern FFXIV and I think the graphical update will finally put the old visuals to rest.
I wouldn't mind them getting a mocap setup (surprisingly cheap compared to how absurdly expensive it used to be) to make some more kinetic and impactful cutscene animations, but not the old locomotion system. Running around felt like absolute ass and there was no jump button. No jump in FF11 was understandable, you never really needed it, and the game wasn't designed around it. In 14 1.0, though, you'd have to navigate around small fences and short ramps and the like and it was so fucking stupid. Then, when the idiot director was asked if they were going to add jumping, he said something like "why would you want jumping?" and that was the day I fucking quit until ARR. There's clueless and then there's "how did you get this job?!"
Ha, found the old thread. I knew I posted in it, but I didn't expect the very last reply to be someone responding to me directly:
https://forum.square-enix.com/ffxiv/threads/546-dev1008-About-Jumping
People had all kinds of unbelievably dumb opinions and tremendously stupid ideas. It was a wild time!
On the movement front, 1.0 had a lot going for it actually. The characters lean into the running animation in a way that's really well executed for 2010.