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How Far FFXI has come....Follow

#27 Mar 03 2005 at 12:28 PM Rating: Good
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4,209 posts
Back when I started JP friend told me about the RDM's not having refresh or anything. They were the most usless job in the game, no one wanted them.

Amazing tho.
There are things on that list that make me glad... and there are things on that list that make me really pissed off (PLD's could originally use Axes and Great Axes).

Something you frogot.
Pugs in the dunes usto link at the start of NA release. I don't rember exactly when this was changed tho.
#28 Mar 03 2005 at 12:34 PM Rating: Good
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65 posts
Minaku wrote:
Wow, so RDM didn't have Refresh, Convert, Raise, Dispel, or Gravity....

What did they do then? O.O;


From some of the things I've heard, Red Mages use to be a common tank before Refresh was added. Makes a little sense. They have lots of MP to cure themselves and lots of spells to get aggro.

Another things that changed was that you couldn't sell single items at the AH without unstacking them. That was real annoying.
#29 Mar 03 2005 at 1:11 PM Rating: Decent
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346 posts
I also question if Chocobos were in the original game. You see, in the FFXI OST you don't have the chocobo music.

But in the Zilart OST you do.

So I'm wondering if chocobos were released sometime after the original FFXI OST was compiled and started selling.
#30 Mar 03 2005 at 1:39 PM Rating: Good
41 posts
Great thread! It was really fun to read that list and be able to remember quite a few of the things on there (I started playing FFXI in 6/03). It's so easy to forget how much has changed.
#31 Mar 03 2005 at 1:44 PM Rating: Good
39 posts
Great Stuff that list!

And YES - PLEASE add dance animations and other nice social animations for when that last PT member can't be found, and other idle times.

Murrmurr >^.^<
#32 Mar 03 2005 at 2:05 PM Rating: Good
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72 posts
Also..

DRG could not dismiss wyvern without losing their 2 hour ability. The timer would not reset with the Dismiss command. They had to check to see if timer was up before using Dismiss or else they'd lose their wyvern. Far as I know, however, they still lose wyvern if they jump on a chocobo.
#33 Mar 03 2005 at 3:35 PM Rating: Decent
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844 posts
Instead of a keyboard and mouse, people used to play with 2 sticks and a rock.

Instead of bombs, Goblins used to throw confetti.

(In case you don't get it, these two are made up.)
#34 Mar 03 2005 at 5:11 PM Rating: Default
chocobos were always in the game since JP beta.
#35 Mar 03 2005 at 7:16 PM Rating: Decent
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912 posts
one of the big things that got changed was the TP system. a couple months after NA release, it was changed so that u no longer get full TP gain on each hit from multi-hit weapon skills. example would be a polearm using SAM. back then, u can use Penta Thrust, get about 50% TP from Penta Thrust and use Meditate, do another Penta Thrust as soon as u got 100% and then with the left over TP (which should be around 50~80%) u can do another Penta Thrust within a few hits again. back then there used to be a lot of DRG/SAM and SAM running around doing that and the WHMs and PLD would have to do a whole lot in order to keep them alive or take hate away from them ^^; too bad they no longer can do that orz

also, i don't know when was this changed, but before, u can do SATA from the side of the monster also instead of always doing it behind the monster.

i also remeber a bug that allows PLDs to equip a certian polearm while still keeping a shield on him. i've seen that a few times but later on they fixed that bug ^^;

personally i would love to see a dancing emote that actually does dance ^3^ and please let us NA users be able to put in some of the stuff like heart or music note from the auto translator or something >3<
#36 Mar 03 2005 at 9:35 PM Rating: Good
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1,270 posts

O_O!! Wow ..just wow FFXI has come a long way. Good job SE :3
Of course it's hard to see how something works until you see it in action.

Quote:

MNK's Dodge, Focus, and Chakra had a 15 minute recast.
- MNK abilities Chi Blast and Kick Attacks did not exist.


/em falls over and twitches

Quote:
The following emotes did not exist: /kneel, /sigh, /comfort, /huh, /blush, /angry, /disgusted, /upset, /panic, /fume, /doubt, /sulk, /shocked, /hurray, /toss. (In the beginning, Taru couldn't dance!)


I glad I never logged into a world where Taru's did not dance ; ;
#37 Mar 03 2005 at 11:56 PM Rating: Good
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1,798 posts
I've always wondered...

If SAM, SMN, and NIN were added after a year of the game, did the Yagudo SMNs, SAMs, and NINs found in Giddeus exist? Or did they just consist of MNKs, WHMs, BLMs, and BRDs?
#38 Mar 04 2005 at 12:11 AM Rating: Decent
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504 posts
Quote:
- Cure V was not WHM-only when introduced.

To be fair about that, the scroll listed itself as usable by RDM73. However, RDM was removed from using the scroll in the same patch that raised the level cap to 75. So RDM were never actually able to use it. It might as well been WHM-only.
#39 Mar 04 2005 at 12:58 AM Rating: Decent
Thief's Knife
*****
15,054 posts
They changed the mithra sit position to be more "modest" (which was stupid IMHO, I hated the new sit position then and I still hate it to this day)
____________________________
Final Fantasy XI 12-14-11 Update wrote:
Adjust the resolution of menus.
The main screen resolution for "FINAL FANTASY XI" is dependent on the "Overlay Graphics Resolution" setting.
If the Overlay Graphics Resolution is set higher than the Menu Resolution, menus will be automatically resized.


I thought of it first:

http://ffxi.allakhazam.com/forum.html?forum=10&mid=130073657654872218#20
#40 Mar 04 2005 at 5:05 AM Rating: Decent
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120 posts
I don't remember the old /sit pose of mithra.. it was so long ago :/
#41 Mar 04 2005 at 6:05 AM Rating: Good
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211 posts
Quote:
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Wow, so RDM didn't have Refresh, Convert, Raise, Dispel, or Gravity....

What did they do then? O.O;

--------------------------------------------------------------------------------



From some of the things I've heard, Red Mages use to be a common tank before Refresh was added. Makes a little sense. They have lots of MP to cure themselves and lots of spells to get aggro.


That would make the RDF AF make sense.
#42 Mar 04 2005 at 7:37 AM Rating: Good
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99 posts
Very impressive. Excellent job researching and compiling your information. Just starting the game a year ago, it's hard to imagine how far it's come along. I'm definitely happy with the updates they made to WHM and RDM (although there are times when I wish you could still overwrite Sneak by recasting it lol). And as for the post regarding BLM -ga spells and how there used to be no damage reduction for hitting multiple mobs, I only have one thing to say.../em drools.
#43 Mar 04 2005 at 7:37 AM Rating: Good
FFXI sure has come a long way and I think SE is getting closer to mkaing this MMORPG more fun, challenging, and addictive than evet before. I'm in love with level-cap driven contents. I like the idea where players can no longer bring a few LV.70+ to help them through CoP missions (unlike ZM).

It encourages new strategies, more usage of items and food. Frankly, I'm just glad no more "OMG! I pawned it with my LV.75 XYZ job!".

I think currently most jobs are quite balance with the proper use of new food. DRGs are not gimp anymore when using sushi... add up the DoT from their pet, DRG is doing very well. DRKs don't need to own a pair of snipers to hit either. In short, melees and mages all have their place in any situation when the proper strategy utilize them smartly.
#44 Mar 04 2005 at 7:50 AM Rating: Decent
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1,747 posts
It's funny how RDMs went from being one of the weakest jobs in the game to the strongest :P
#45 Mar 04 2005 at 4:07 PM Rating: Decent
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315 posts
Quote:
chocobos were always in the game since JP beta.


He didnt say that there were no Chocobos, he said they were not orriginally available at the Crags. ^^
#46 Mar 04 2005 at 5:13 PM Rating: Good
no this guy asked this question...
Quote:

I also question if Chocobos were in the original game. You see, in the FFXI OST you don't have the chocobo music.

But in the Zilart OST you do.

So I'm wondering if chocobos were released sometime after the original FFXI OST was compiled and started selling.


I replied that they were in since japanese beta
#47 Mar 06 2005 at 9:23 PM Rating: Good
28 posts
Monsters used to be able to attack you on Chocobo T_T
#48 Mar 07 2005 at 6:24 PM Rating: Good
In the US beta you could ride Chocobo's in Garlaige.

Excellent list, rate up!
#49 Mar 07 2005 at 7:09 PM Rating: Good
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61 posts
Also note they changed the way the mithras /sit looked.
When i first started first day of NA release the /sit for a mithra was a tomboyish sit with there legs open. Shortly after the PS2 release in the states and the worldwide release as well the /sit is more "politically correct" and had there legs closed ;; i liked the old way much better.

Its funny reading through the list i remember some of those additions and subtractions from the game..
#50 Mar 07 2005 at 9:15 PM Rating: Excellent
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1,726 posts
Great post.

I'm interested in the history of the game, of how it changed over time.I've been reading FFXI forums since Jan 2003.It's very neat to think how the world changes, how it expands, how some monsters disappear (there once was a Banshee Bunny) and how the very nature of the Jobs can change (the change to SMN in April 2004 was probably among the most notable post-NA release changes for any Job).

Someone said on another thread that Fei'Yin was not accessible when the game was originally released. Is this true? I see that Rank 5 was the original cap for the missions. When in 2002 were the final missions unlocked to allow players to go to Zvahl? I know most of what zones belong with what expansion or the original game, but does anyone know if Toraimarai & Bostaunieux were in the game before April 2003 and if so, what were they like?

Can anyone who has been with the game near the beginning provide a concise list of nerfs over the years. I'm aware of Dec 2003's THF nerf (SATA/yokodama) and the pentathrust (pentaspam) nerf in April 2004, but what about earlier ones? I mean, like Monk nerf in x month or season in y year or so on. Has there been any Job that hasn't been nerfed? I think its interesting that the tipping point for balancing all 15 Jobs didn't seem to come until 2004, that it took that long to reach equilibrium and strengthen some jobs and nerf others.

I'm also curious when in 2002 some of the original HNMs- Behemoth, Serket, Roc, Simurgh, etc were implemented.

What was the place to level before Kazham was implemented? And was the "road most taken" for levelling always the same, or did it change... and was it always there or did it develop months into the game?

Here's an interesting question to the original importers- how did the Japanese perceive BST before the NA release? How was BST perceived by NA players in NA Beta, before the infamous Brady Guide? And what were the most popular jobs among the JP before NA release (e.g. did they see DRK as "kewl", like the NAs did)?

Sorry to ask so many questions and ask for such specific details (I have a curious mind). When was access to Tu'Lia implemented? I know the ZM8 boss atop Delkfutt was implemented with the 7/03 update, and the final Zilart boss was made accessible in the 10/03 update, but was there a time Tu'Lia was accessible but the Ark Angels & final boss weren't accessible (much like Al'Taieu now, where there's not much to do there other than fight the UFO Jellyfish and get one small thing).

And please, if any posters want to provide some of the things they remembered about the game early on, feel free to post, especially since this is a thread about memories of the Vana'diel that was and a compare/contrast between then and now.

This is a good thread, it's too bad these threads aren't that common.
#51 Mar 07 2005 at 9:41 PM Rating: Good
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1,049 posts
Quote:
What was the place to level before Kazham was implemented? And was the "road most taken" for levelling always the same, or did it change... and was it always there or did it develop months into the game?

Before Kazham, people would head to Bataliia Downs (cousin had the game). Then at ~28 or so they would head to Davoi or Beadeaux as I remember. However, that generally only held a few PT camps. Correct me if I'm wrong on that.

Since there were fewer places to level, I have watched my cousin go to 2-3 different places to level, depending on how many people were in each place. Of course, this was long ago. When RoZ originally came out, many people payed the 100k or w/e it is for a Kazham airship pass. That was back when Gigas mobs could drop 1k gil each and Orcs in Ghelsba even had up to 100 gil each without Gilfinder.
Quote:
I'm also curious when in 2002 some of the original HNMs- Behemoth, Serket, Roc, Simurgh, etc were implemented.

Before they did a huge nerf to Serket near the middle of 2003, he was nearly unbeatable. He was like what most people consider the Dynamis Lord or Vrtra today. If you saw someone with the title "Serket Breaker", you would /bow for 24 hours a day. Serket was super hard until they implemented the Lv.60 or 65 cap. With that adding to the level cap, they also nerfed Serket down a bit.

However, Behemoth were harder then they are today for a Lv.60 allience, but they were nerfed too. Dunno about Simurgh or Roc.

And yes, Dark Knights were always considered badass. ^^

Edited, Mon Mar 7 21:41:31 2005 by BlackRagnarok
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