Forum Settings
       
Reply To Thread

What was FFXIV 1.23 like?Follow

#1 Apr 30 2013 at 8:09 AM Rating: Good
****
6,899 posts
So I've been thinking about this a lot, and I have a couple questions about what was in the game from the end of 1.0.

1. I have a fair amount of information on ARR stuff, but what about the things like relics, af, primals, etc that are going to be carried over? Are there detailed descriptions of them anywhere?

2. Is there anywhere I can find the entire story (cutscenes or just a synopsis of events)?

I stopped playing as soon as the game went pay to play, and even at that point had been messing with a new character and hadn't done much more than getting my chocobo and joining a grand company. I think a lot of us keep forgetting that by the time the game went offline, there actually was a decent amount of stuff to do between open world dungeons, primal fights, storyline, etc. I just don't really know much about any of it other than the names and basic premise, but would like to find out more. Thanks in advance.
#2 Apr 30 2013 at 8:45 AM Rating: Excellent
Scholar
***
3,599 posts
Before the Jobs patch, there were 2 dungeons, Darkhold and Toto-rak. They were pretty ok, we were just hungry for ANY activity at all.

It's been comfirmed that Toto-Rak is still in, though NDA prevents me from saying any more.

It's safe to assume all previous dungeons will return, which makes me happy. Later they added Aurum Vale and Cutter's Cry, both were challenging and most people were required to go through one or both (or all three, Darkhold) for their AF armor.

Cutter's Cry was a series of Ant tunnels, with mechanics you couldn't hope to grasp on your first run. In the first room, you had to split the party up and drop through separate holes, because the next two rooms had to be clears simultaneously to open the next area. All over there were hidden spots that would either drain your mp, dmg your hp, or send you back to the start, alone.

Aurum Vale was full of poison. Poison, everywhere.

All the dungeons had a sub boss and a main boss. My only issue with these dungeons were they encouraged running through all enemies, not fighting any but those required to open the next door. Really got boring in that respect. This will be changed in ARR.

Primals, there was Ifrit, Garuda, and King Moogle. All the primals had some super attacks at a certain % health.

Ifrit was a standard fight, have your tank pull Iffy to the wall, and stand a bunch of blms in a safe spot, stand 1 whm on one side, the other on the opposite. He did cone attacks, then jumped around a bunch, but the hard part was these cracks that would explode underneath party members who didn't have hate, and these got progressively worse because of lag.

Garuda would sent these little air elementals out and you had to have AOE party members like War and Bard to kill them quickly. There were rocks on the battlefield that you could hide behind to protect yourself from her battlefield-wide aoe attacks, but when she did her Astral Flow attack, these rocks were destoryed and you had to burst her down quickly.

King Moogle was like a classic FFXI fight. It was my favorite, maybe because of the music. One at a time 5 moogles would jump out and you had to kill them quickly before the next spawns on a timer.

After a certain amount of time, regardless of how many you killed, all the moogles would come back to life, with the King Moogle, and cast a super attack, with the dmg based on how many you killed. You were pretty much dead if you didn't kill them all..

Then you fought all 5 and King at once, generally with your tank kiting them all, peeling one by one.

Very fun.

Here's a compilation of Grand Company cutscenes:

http://youtu.be/uNpRolkf5uU

Edited, Apr 30th 2013 10:55am by Louiscool
____________________________

[ffxivsig]1183812[/ffxivsig]
#3 Apr 30 2013 at 10:05 AM Rating: Good
**
530 posts
Louiscool wrote:
Before the Jobs patch, there were 2 dungeons, Darkhold and Toto-rak. They were pretty ok, we were just hungry for ANY activity at all.

It's been comfirmed that Toto-Rak is still in, though NDA prevents me from saying any more.

It's safe to assume all previous dungeons will return, which makes me happy. Later they added Aurum Vale and Cutter's Cry, both were challenging and most people were required to go through one or both (or all three, Darkhold) for their AF armor.

Cutter's Cry was a series of Ant tunnels, with mechanics you couldn't hope to grasp on your first run. In the first room, you had to split the party up and drop through separate holes, because the next two rooms had to be clears simultaneously to open the next area. All over there were hidden spots that would either drain your mp, dmg your hp, or send you back to the start, alone.

Aurum Vale was full of poison. Poison, everywhere.

All the dungeons had a sub boss and a main boss. My only issue with these dungeons were they encouraged running through all enemies, not fighting any but those required to open the next door. Really got boring in that respect. This will be changed in ARR.

Primals, there was Ifrit, Garuda, and King Moogle. All the primals had some super attacks at a certain % health.

Ifrit was a standard fight, have your tank pull Iffy to the wall, and stand a bunch of blms in a safe spot, stand 1 whm on one side, the other on the opposite. He did cone attacks, then jumped around a bunch, but the hard part was these cracks that would explode underneath party members who didn't have hate, and these got progressively worse because of lag.

Garuda would sent these little air elementals out and you had to have AOE party members like War and Bard to kill them quickly. There were rocks on the battlefield that you could hide behind to protect yourself from her battlefield-wide aoe attacks, but when she did her Astral Flow attack, these rocks were destoryed and you had to burst her down quickly.

King Moogle was like a classic FFXI fight. It was my favorite, maybe because of the music. One at a time 5 moogles would jump out and you had to kill them quickly before the next spawns on a timer.

After a certain amount of time, regardless of how many you killed, all the moogles would come back to life, with the King Moogle, and cast a super attack, with the dmg based on how many you killed. You were pretty much dead if you didn't kill them all..

Then you fought all 5 and King at once, generally with your tank kiting them all, peeling one by one.

Very fun.

Here's a compilation of Grand Company cutscenes:

http://youtu.be/uNpRolkf5uU

Edited, Apr 30th 2013 10:55am by Louiscool


Your description had me on the edge of my seat just imaging the encounters! It just really pumps me up more and more to finally get FFXIV to go live and so that eventually I can attempt some of these group based instances/dungeons. It really sounds like there's a lot going, as if it would be a challenge.
#4 Apr 30 2013 at 10:32 AM Rating: Good
It was what ARR should have improved into.... Combat wise
#5 Apr 30 2013 at 7:59 PM Rating: Good
****
6,899 posts
Awesome, thank you Louiscool. Just curious, do you have any info about the AF quests or anything else endgame-y? Curious from a lore standpoint, but also a difficulty standpoint. Watching that mog video and reading what you described it seems like 1.0 was pretty challenging by the end, with some unique battles and dungeons. Wish I hadn't been invested in another game, sounds like it actually got pretty respectable by the end and I probably would have liked it.
#6 Apr 30 2013 at 8:08 PM Rating: Excellent
AF quests were a series of five ish quests. Heavy cutscene based.

Level 30, 35, 40 had you go kill some NMs and a small 4 person instanced battle and you got job abilities as a reward.

Level 45 quest was to get your AF from boxes around Eorzea. The journal told you where they were. No FFXI like coffer hunts or anything. You touched it and you got it. One box though was in an instanced raid and you had to form a party to get it.

Level 50 was a final battle and was semi difficult. (Really difficult if a Bard) and it requires a balanced party of 8.
BLM for example had you Blizzara every adds every 45 sec and if you didn't take down the adds they ancient magic you to death.
PLD had you tanking an Ogre that hit insanely hard if any other job (other than WAR) tried to hold it and an Eye
BRD was just an unfair fight all around.

Here is the theme that plays during the job quest final boss battle. The job quests are staying as is for ARR with changes to where they are in geography obviously, but they'll be untouched content wise (except maybe WHM)



Edited, Apr 30th 2013 7:09pm by UltKnightGrover
#7 Apr 30 2013 at 8:11 PM Rating: Good
**
412 posts
The AF quests were fun. They were actually quite hard. Sure there were jobs that made them so much easier, but they presented an adequate enough challenge. Fighting the legendary dragoon and his wyvern was my favorite.

DRG fight (Found some random video, lol I didn't know it was sloppy, still a fun fight!
http://www.youtube.com/watch?v=EYnaMPxUNI8

This is the last fight to attain your relic weaon. LS video.
http://www.youtube.com/watch?v=FbsPYVM6Ymk



Edited, Apr 30th 2013 10:14pm by GDLYL
#8 May 01 2013 at 6:43 AM Rating: Decent
Scholar
***
3,599 posts
Yeah, I found most of the final AF quests difficult.

Some were failry easy, such as Whm.

From a lore-standpoint, all were excellent. I completed War, Brd, Blm, Whm, and Drg, and all the quests really helped to flesh out the world and give you a connection to your job.

I think Drg was my favorite questline because it gave you a lot of information about the Empire that you couldn't get elsewhere. Whm and Brd are close seconds for similar reasons.
____________________________

[ffxivsig]1183812[/ffxivsig]
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 231 All times are in CST
Anonymous Guests (231)