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How Far FFXI has come....Follow

#102 Dec 18 2005 at 2:05 PM Rating: Decent
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1,143 posts
Quote:
- SAM's Meikyo Shisui did not originally fill the TP bar.
<.<

What the heck DID it do?
#103 Feb 02 2006 at 6:12 PM Rating: Default
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131 posts
I'm sure it would still let you use a WS and only cost 100% TP, just you would have to had accumulated that TP before using it.
#104 Feb 02 2006 at 6:18 PM Rating: Good
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693 posts
/nod

Also, I didn't have time to read all the posts, but just wanted to add the Meditate had a 1-minute timer, instead of the current 3-minutes.
#105 Feb 25 2006 at 5:35 AM Rating: Decent
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162 posts
I'm gonna bump this up a bit to ask if you could edit this after the new expansion comes out, time willing of course and if you don't mind. Always nice to know the things SE has fixed after they broke it and then tried to fix it again. lol
#106 Feb 25 2006 at 10:52 PM Rating: Good
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1,726 posts
With the upgrades in the Xbox release to graphics, I'm surprised no one has done a retro FFXI yet using 8-bit graphics (imagine an 8-bit SAM swinging a katana against an 8-bit Dhalmel) and said "FFXI has come a long way since the old days. Way back when, we considered the upgrade to 16-bit graphics a big deal. We didn't have Teleport-Vahzl back then. We had to walk uphill in the snow to get to Zvahl. The way back from Zvahl was also uphill too!". You know... if FFXI was made 8-bit and used the same amount of space in GB as it uses in 128-bit, just imagine how big the world of Vana'diel could be, how many zones there could be.

This should be bumped when the Xbox release comes out and is out for a number of months so that generation of noobies (would calling them neophytes be a non-derogatory term?) can know that Corsair and BLU weren't always around and anyone who joined in 2006 can learn DRG once had a different 2 Hour.
#107 Feb 25 2006 at 11:21 PM Rating: Decent
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2,684 posts
Quote:
- Dispel did not exist, and was added much later than Magic Finale.


I find this hard to belive. I remeber when they introduced Magic Finale; a good frined had started as Rdm; and Im pretty sure they had dispel.
#108 Feb 26 2006 at 12:49 AM Rating: Decent
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123 posts
I think PLD had Raise at 75 and it was moved to 50.
#109 Feb 26 2006 at 1:10 AM Rating: Decent
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65 posts
LOL yeah I remember reading the book and seeing raise at75 and thinking ,"geez o peetz" I'll never have raise!!

Then I went on my ls and said, "Dude, PLD should totally get raise at lvl50"

...Silence filled the shell lol

Never having played whm up to that point, imagine my joy to find that I received raise at 50!!

LOL ...such a noob I am. Always.
#110 Feb 26 2006 at 6:30 AM Rating: Decent
I still laugh when I fish these days. It's so different. I date back all the way to release and I remember a lot of these changes.
#111 Feb 26 2006 at 6:34 AM Rating: Decent
OH MAN it's been a long time. That hasn't come up in forever!
#112 Feb 26 2006 at 6:37 AM Rating: Decent
I remember when that change happened, some of my friends rejoiced.
#113 Feb 27 2006 at 7:39 PM Rating: Good
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1,726 posts
From what I've gathered, Dispel was added with Zilart's release in April 2003 and Magic Finale was added August 2002.
#114 Mar 01 2006 at 12:01 AM Rating: Decent
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?


For the first few months of NA release, everybody level'd to 30 in Battalia or Qufim (on Acros). Infact I remember being PLD with a party of 5 taru mages fighting nothin' but Acrophies. (that was when I learned if I cured myself I could hold aggro :P)

Not a whole lot of people had the Kazham airship pass for awhile. After spending a couple days getting the keys an then getting to Kazham, there would be nobody there except a few japanese parties. :P

I had one party in Davoi once... didn't care for it honestly. Easy to get Orcs to spawn ontop of you or near you.

RNGs, NINs, BRDs, SAMs and SMNs were rare. So were BST (though they are still kinda uncommon these days...especially after the mpk fix).

DRKs everywhere. PLDs everywhere. WARs past 30 were rare. If you ever partied with a Ninja, he was subbing THF, an you were ok with that. Utsusemi Ni use to be 10k.

Doing genkai2 in Xarcarbard with full alliances of NA players all at lv55... good times.


Dun mind me, just an older FFXI player ramblin'....

Edited, Wed Mar 1 00:05:14 2006 by Cadekun

Edited, Wed Mar 1 00:21:02 2006 by Cadekun
#115 Mar 01 2006 at 12:24 AM Rating: Decent
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484 posts
Reading this post really makes you start thinking about how some people complain about the more recent updates, such as the TP nerf, ranged attacks, and MPK (which affected Bsts) and we really shouldnt. I'm a monk and damn, if i was a monk back then and they added chi blast, id just be estatic like WOW chi blast!!! lol
#116 Jun 15 2006 at 10:39 AM Rating: Decent
Wow, that was a very intresting read.
Its like ffxi was in the stone age when it first came out.
I don't want to think about only been ably to carry only 30 items rather than the 60 once all the gobby bags have been completed.

Rate Up.
#117 Jun 15 2006 at 10:52 AM Rating: Decent
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1,543 posts
cubia wrote:
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.


*nods* That's exactly why. AF was based on how the job functioned back when it was being put together, rather than the "modern" RDM.

It's also why there's the big delay between introing the ToAU jobs and their AF armors. To avoid history repeating itself.
#118 Jun 15 2006 at 10:56 AM Rating: Good
Quote:

*nods* That's exactly why. AF was based on how the job functioned back when it was being put together, rather than the "modern" RDM.

It's also why there's the big delay between introing the ToAU jobs and their AF armors. To avoid history repeating itself.


But there have the power to update any equipment and wepons.
So why not just update the AF for the moden day roles that diffrent jobs play?
#119 Jun 15 2006 at 11:06 AM Rating: Decent
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1,543 posts
Crawlerbasher wrote:
Quote:

*nods* That's exactly why. AF was based on how the job functioned back when it was being put together, rather than the "modern" RDM.

It's also why there's the big delay between introing the ToAU jobs and their AF armors. To avoid history repeating itself.


But there have the power to update any equipment and wepons.
So why not just update the AF for the moden day roles that diffrent jobs play?


Because there are actual uses for the RDM AF in full even today. It's just that parts of the AF set now are effective in solo play (where an RDM's melee skills come into play) and parts are effective in PT/anywhere (like the AF head's Fast Cast). And S-E introduces gear to fill in those spots, after all.

Since we used to occasionally do tankish stuff, those +melee bonuses came in handy more often way back when. RDM's certainly still do solo, so we do get benefits from those AF pieces. Some people might actually get ticked off if they did change things, seeing it as a nerf to our soloing skills.

I think now, S-E's trying to make sure the AF fits the job- I wouldn't be surprised to see BLU AF adding to sword skill, for example, but exactly what else is going to be from the number cruncher devs figuring it out.
#120 Sep 13 2006 at 9:23 AM Rating: Good
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2,872 posts
Wow, very nice compliation. Obviously SE has made so many changes that it's hard to catch them all, as people have added on, but very good job of putting the information you had together.

I did want to add one thing you missed, the very best thing to happen to THF (in my opinion), the Assassin trait, added on Dec 9, 2004 and adjusted a few days later on Dec 14, 2004, which gives THF the same accuracy as "Sneak Attack" when using "Trick Attack" by itself.

This has made it a lot easier past 60 as you don't have to worry about proper SATA positioning.

Source:
http://www.playonline.com/updateus/041209we8yu0.html
http://www.playonline.com/ff11us/polnews/news3461.shtml
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#121 Sep 13 2006 at 4:33 PM Rating: Decent
You forgot a few, but otherwise a very good find! Nice job ^^

- Defender used to be on a 5 minute recast instead of 3
- RDM originally had Diaga 2
- Pretty sure RDM did have at least 1 divine spell, but it was taken away
- Meditate used to be on a 1 minute recast
- Meditate also gave 100 TP when subbed originally
- Multi-hit Weaponskills gave the same tp as a regular swing for each hit
- Ranged Attacks ignored enemy level penalties
- Third-Eye originally did not save you multi-hit attacks
- Spells (at least elemental magic) could not be resisted
- Utsusemi would only lose 1 shadow from AoE and multi-hit attacks
- There was no enmity loss from losing a shadow to an attack
- Call Wyvern was the original DRG 2-hour
- You could not dismiss your wyvern at 100% HP and be able to recall it right
away
- There was no hard cap on Cure spells, and MND had a much stronger effect.
- The EXP required to lv up past 40 was much higher
- EXP chains originally capped at 200 EXP instead of 250 and 300 at higher lvs.
- Multi-hit WS did more damage in ballista


If I missed any or made any errors feel free to post/correct 'em ^^
#122 Oct 07 2006 at 11:37 AM Rating: Decent
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3,211 posts
Red Mage had Flash for awhile after it was out (They took it away the same time they did Cure V I beleive) and it was exp 50+ that they lowered, not 40+. And Ballad 1 (yes one) I beleive gave 5mp refresh.
#123 Nov 01 2006 at 4:31 PM Rating: Decent
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1,286 posts
THE reason that the TP nerf for multi-hit weaponskills had to exist was actually not so much drgs as it was monks.

You see, since H2H damage is much less weapon dmg dependant, a monk with a 0 dmg weapon or just bare fists can still deal good damage. Therefore, the relic knuckles with a dmg rating of 1 and a delay of 999 still lets a monk hit pretty hard.

Now since 999 delay returns 33% TP per hit, and Asuran Fists is an 8 hit weaponskill...

Yeah, doing Asuran Fists at 100% TP and getting 33% x 8 = 264% TP back afterward is kind of broken don't you think?

It was the /sam nerfs that actually shut down the penta-thrust drg's in the end, they got their own special nerf.

Edited, Nov 1st 2006 at 4:33pm PST by NatePrawdzik
#124 Nov 01 2006 at 4:46 PM Rating: Good
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533 posts
Do you remember selling to NPCS all your drops?

Do you remeber when the starting area seemed like the entire world?

Do you remeber being unable to imagine how powerful a level 40 charecter was?

Do you remeber dinging 75? When your best friend did?

Thats how far the game has gone.

(I can remeber my friend but not my own ; ;... it was too long ago. He, however, 100fisted and spammed asuran to do it. His macro remains the best I've ever seen)
#125 Nov 01 2006 at 4:51 PM Rating: Decent
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411 posts
Mykaelus wrote:
- Weather and day effects on spells did not exist.


Dear God NO!
#126 Nov 01 2006 at 6:17 PM Rating: Decent
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5,159 posts
When subbing thief the SA had the dexterity bonus? OMG thieves must have sucked...

Edited, Nov 1st 2006 at 6:18pm PST by Carrilei
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