How FFXIV Did The Impossible | React to Noclip #2



Quazii reaction to โ€œFINAL FANTASY XIV Documentary Part #2 โ€“ Rewriting Historyโ€ a FF14 documentary by Noclip.

๐—ฆ๐˜‚๐—ฏ๐˜€๐—ฐ๐—ฟ๐—ถ๐—ฏ๐—ฒ ๐˜๐—ผ ๐——๐—”๐—œ๐—Ÿ๐—ฌ ๐—ฐ๐—ผ๐—ป๐˜๐—ฒ๐—ป๐˜ โ–บ https://bit.ly/2CqMeRg
๐—ช๐—ฎ๐˜๐—ฐ๐—ต ๐—บ๐˜† ๐—Ÿ๐—œ๐—ฉ๐—˜๐—ฆ๐—ง๐—ฅ๐—˜๐—”๐—  โ–บ https://www.twitch.tv/imquazii
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Link to OG Video: https://www.youtube.com/watch?v=aoOI5R-6u8k

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22 thoughts on “How FFXIV Did The Impossible | React to Noclip #2”

  1. It's such a part of FFXIV lore–the 2.0 relaunch–that sometimes we don't fully acknowledge, or realize, what a miraculous feat Yoshi-P and his team accomplished.

    When a launch fails, you can make it a little better over time. You implement fixes, you tweak things. Eventually, you might be able to win back the trust of your playerbase, or even turn a profit after years of work.

    You don't, however, take an abject failure and turn it into the #1 MMO on the planet. That shit is impossible…

    Except FFXIV did it, anyway.

    Yoshi-P played the long game, and now they're reaping the well-deserved benefits. It makes me so hyped to see where this game can still go.

    Reply
  2. I remember my friends telling me about 1.0 and how it was destined to fail…

    ….then some staff changes completely turned it around 110%. I couldn't be happier; I have met amazing people playing this game, even future cos-play buddies! ^_^

    Reply
  3. the circumstances of ARRs development are why I can never get onboard the hate train some people have for it. It pales in comparison to everything that came after it, but ARR really was a miracle, warts and all.

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  4. Matsuda's reputation really aged like milk. SE was on the brink of bankruptcy back then from investing in dumb tech initiatives, only for FFXIV 2.0 to save them.
    Now, he's the CEO being cringe with investing in blockchain and NFTs, while FFXIV carries the company and keeps things afloat.

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  5. Had they not kept their promise of the PS3 release, this game probably would not have succeeded as well. PS3 players were able to participate in closed and open beta periods, as well as launch and heavensward. That was a really big deal for someone joining their first mmo coming from a console upbringing. If we had to wait until the PS4 was available to play it, I don't think the game would have been that popular on consoles

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  6. I was an old FFXI player, Square's first MMO. When we first heard about FFXIV, we were quite excited, and it was obvious that the game was targeted at FFXI players and get us to come over to the new MMO. With the new graphics, etc, it was an easy sell at first. Many FFXI players alpha and beta tested the game. What these testers were reporting back to us caused us real concern because a lot of the decisions just didn't make any real sense even if we could understand the rationale. No auction house? We have to go through each individual retainer/bizarre and hope we find what we want at the price we want? We can't search comments to even find a price list? What do you mean we are going to be penalized for playing the game with XP penalties for playing 'too long'? This was in addition to the many bugs and performance problems. We figured that they would get fixed by the time the game was released. They weren't.

    Many FFXI players went to try FFXIV only for them to come back because they were severely disappointed on just how bad FFXIV 1.0 was. Just mindboggling. The turnaround really was astounding because any other company with any other franchise would probably just call it quits.

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  7. 1.0 was so bad that it took me 20 minutes to figure how to attack in the tutorial during the beta. I stopped playing 2 weeks after launch. Got in during the beta for 2.0 and immediately understood what was going on. Words cannot express how awkward 1.0 was to play.

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  8. Pretty fitting, since I'm currently going through "Remnants of a Realm" (which I recommended last time) again. The card you see in the upper left corner in 30:55 is a guildleve. 1.0 made a huge deal out of it, as if it's the next big thing in MMOs, but in ARR, they're just kind of there (and since SB, they only exist for crafters and gatherers). You can still see the cards themselves when you check out a leve, but aside from a challenge log entry that requires you to complete leves with different images, they have no relevance anymore.

    Several things about 1.0 make more sense after having tried out FFXI. At the same time, it makes me wonder just why they kept doing it. A good example are the controls. I mentioned before that FFXI is best played with controller and that the keyboard/mouse controls are pretty bad and felt like playing an emulated console game. The reason for that is that FFXI primarily WAS a console game, being developed for PS2 first and foremost. FFXIV, being developed first for PC, had no such excuse (not that it's a good excuse anyway). And the lack of auto-attack is even stranger, since in FFXI, being a pre-WOW MMO, auto-attack is the primary way to fight with other special abilities being… well, special and not something you use constantly.

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  9. In FFXI you didn't delevel every time you died, you would lose a set amount of EXP that could be mostly refunded by getting raised. The higher the raise spell, the more EXP you got back, raise 3 gave back 90% of it for example. At max level people were expected to have an EXP buffer into their max level (if you need say 42k exp to cap, you'd usually have in the 20ks at least) and we used reraise items to take the burden off the healers. It really wasn't as bad as people think because you'd still go out and get EXP at max level for your buffer, or for your merit points (points you can put into skills to boost their effectiveness etc).

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