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How Far FFXI has come....Follow

#1 Feb 28 2005 at 10:29 PM Rating: Excellent
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In light of the recent update, I got to wondering what FFXI was like way back when... like, way back when the game first started, and how it compares to now. So, I went researching and found out some interesting facts. Knowing how it used to be really makes me appreciate all the changes SE has done over the years!

[Please note: This info is correct to the best of my ability. I looked at the official Playonline.com update info in both Japanese and English to compile this list. I am not 100% fluent in Japanese, so there may be some errors.]


How Things Used to Be:

Spell Related

RDM
- Gravity did not exist, and did not lower mob evasion when first introduced.
- RDM could not use Raise.
- RDM could not use Invisible, Sneak, or Deodorize.
- Refresh was not added until February 3, 2003.
- Regen was introduced as a RDM-only spell, and could be used like Poison to prevent Sleep.
- RDM's Enfeebling Magic skill was not as high.
- Dispel did not exist, and was added much later than Magic Finale.

BRD
- The effect of BRD songs lasted longer.
- Horde Lullaby did not exist.
- Elemental Threnodies did not exist.
- Magic Finale did not exist.
- Mage's Ballad was originally stronger.
- Prelude was originally an area song.
- Etudes were originally area songs.

WHM
- Teleport-Mea, Teleport-Holla, Teleport-Dem, and Teleport-Vahzl did not exist even in the original game.
- Protectra II-IV and Shellra II-IV did not exist.
- Sneak, Invisible, and Deodorize did not exist, and when first introduced, all could be overwritten by recasting before the spell wore off.
- Reraise did not exist.
- Raise II and III did not exist.
- Erase did not exist, and when first introduced had an even longer recast.
- Cure V was not WHM-only when introduced.
- Cure V originally did not have a set hate value, but acted like other Cure spells.
- Bar-spells originally lasted much longer, took longer to cast, and cost more MP.

BLM
- Warp II did not exist.
- Escape did not exist.
- Tractor did not exist.
- Sleepga and Sleepga II did not exist.

DRK
- Absorb spells did not exist.
- Stun did not exist.

PLD
- Flash did not exist.

SMN
- In a funny error, SE claimed to introduce the elemental spirit pacts when SMN was released, but actually Thunder Spirit Pact and Earth Spirit Pact did not exist until a much later update.



Job Ability & Trait Related
- For almost 1 year of gameplay, RDM did not have Convert. It did not exist until April 15, 2003.
- Mighty Strikes used to be even shorter duration.
- WAR ability Aggressor originally gave a bonus to Ranged Accuracy.
- Sneak Attack dealt the same high damage even when subbing THF.
- Sneak Attack had a wider angle of use behind the mob.
- Treasure Hunter II did not exist.
- Trick Attack did not exist.
- BST ability Leave was higher than level 35.
- BST ability Call Beast did not exist.
- Charm had a much longer recast timer.
- Charm did not Bind un-Charmable targets.
- BST ability Reward did not exist.
- MNK's Dodge, Focus, and Chakra had a 15 minute recast.
- MNK abilities Chi Blast and Kick Attacks did not exist.
- Divine Seal did not exist.
- Elemental Seal did not exist.
- Weapon Bash did not exist.
- Sentinel did not have a high enmity value.
- PLD ability Rampart did not exist.
- RNG ability Unlimited Shot did not exist.
- 2-Hour abilities originally could be reset by changing jobs.
- SMN did not originally have Clear Mind.
- SMN's Astral Flow was of shorter duration.
- BLM's Manafont ability originally allowed for spells to be interrupted.
- SAM's Meikyo Shisui did not originally fill the TP bar.
- "Killer" and "Circle" traits and abilities originally had the effect of Slow rather than Paralyze.
- DRG's Spirit Link did not exist, and when introduced, did not heal status effects.


Weapon Related
- Guns were RNG-only.
- Ammo only stacked to 12, not 99.
- Quivers did not exist.
- Ranged attacks did not generate TP.
- DRKs could not use Great Sword Weaponskills.
- PLD's could originally use Axes and Great Axes.
- PLD originally had Throwing skill.
- RDM originally had Marksmanship skill.
- BRD could not use Staves.
- RNG could not use Axes.
- Equipping a boomerang did not originally change TP, but equipping a fishing rod and bait did.


Battle Related
- **Experience Chains** did not exist. @__@
- Weather and day effects on spells did not exist.
- Half-resists on spells did not exist.
- Magic Bursts did not exist.
- The enmity system was drastically different, with more abilities having set hate amounts rather than based on damage.


Item Related
- RSE did not exist.
- Crystals were much rarer drops from enemies.
- Crystal clusters did not exist.
- Percentage-boost foods did not exist; All foods gave static bonuses.
- AF did not exist until November 26, 2002.
- The Life Belt could not be worn by All Jobs.
- Kindred Seals did not exist.
- Scrolls of Instant Warp and Scrolls of Instant Reraise cost double the amount of CP.


Area Related
- Eldieme Necropolis, Crawler's Nest, Garlaige Citadel, and Castle Zvahl Baileys were less difficult and had a lower level enemy cap.


Other Game Related
- The original Level Cap was 50.
- The highest Rank was 5.
- Crafts were capped at level 60.
- Harvesting, Excavation, Logging, and Mining did not exist.
- Gardening did not exist.
- Chests and coffers did not exist.
- Only items came from chests and coffers, not gil.
- Thieves did not have the ability to pick chests and coffers.
- Mog Safe expansions did not exist.
- Gobbiebag quests did not exist.
- It was not possible to exit to any zone in a city from a Mog House.
- There were no fame-reporter NPCs.
- Title-changing NPCs did not exist.
- Synthesis inside a Mog House was not possible.
- Changing your job required an entire other game screen, instead of the Mog House menu.
- Chocobos were not available at Crags.
- The level limit for riding Chocobos even from home cities was originally 20, not 15.
- Expeditionary Force quests did not exist.
- Non-quest BCNMs did not exist.
- BCNM orbs cost more Beastmen Seals.
- BCNM clear-time scores were not recorded.
- SMN, SAM, NIN, and DRG did not exist until April 15, 2003.
- True Sight did not exist as a mob ability.
- DRGs could not originally change their wyvern's name.
- Dying in a BC originally had an experience penalty equal to your true level (rather than your capped level).
- Jeuno originally only had 2 Auction Houses, one in Ru'Lude and one in Lower.
- The amount of PCs allowed in Lower Jeuno at any one time was restricted (due to game/server limitations).
- Desynthesis did not exist.
- Synthesis recipes for ninja tools originally produced less tools per synth.
- Cutscenes from quests could not be replayed.
- Furniture did not add any Storage.
- Moghancements did not exist.
- Wedding Services did not exist.
- Garrison battles did not exist.
- PVP in the form of Ballista was added nearly 2 years after FFXI's release.
- The Mentor system did not exist.
- The Merit Point system did not exist.


System Related
- There was only 1 window-type, instead of 8.
- /attack on & /attack off commands did not exist.
- /names command did not exist.
- 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!)
- /sit and its associated emotes were added only after the NA release.
- The Triangle and + buttons couldn't be used to cycle through different windows.
- The log window could not be decreased in size manually.
- The log window could not be filtered into the different chat channels.
- Calling for Help did not make a target appear on nearby people's compasses.
- Valkurm Dunes was not displayed on the Title Screen.
- Text for items was not color-coded (I.E., Yellow, Green, Red, or Blue).
- The subtarget cursor did not function except when using magic spells.
- Received Friends List messages could not be read in-game.
- The <call> function did not exist.
- Search Comments did not exist.
- The first Search Comment function did not have any category subdivisions.
- Names in the search function were not color-coded (Blue for in-party, Yellow for party-leader).
- The following commands did not exist: <pos>, <tp> <st>, <lastst>, <stpc>, <stnpc>, <hp>, <mp>, <job>, <hpp>, <mpp>, <bt>, <scan>, <mjob>, <sjob>, <pet>, <pethpp>, <pettp>, <ht>
- World Passes originally could only be used by one person per WP.
- The ! icon above the head of a player seeking party did not exist.
- Originally it was impossible to Seek Party while in a Mog House.
- /lsmes and Linkshell opening messages did not exist.
- Originally a player had to be in the same zone to invite them to your party, rather than the same region.

Interesting Points of Note
- When Behemoth was introduced, the level cap was only 55.
- When Invisible was first released, you could not see your own character at all after it being cast.
- AF was not all introduced at the same time. The six standard jobs of WAR, MNK, WHM, BLM, RDM, THF recieved their AF quests a full month before the other jobs.
- Coffers were not introduced until AF.
- "Steal II" was originally planned for THF, but was later cancelled.
- When the <call> function was introduced, there were only call0-call3.
- Bazaar tax in Jeuno used to be different depending on which level of Jeuno the bazaar was in. Ru'Lude and Lower had a 10% tax, while Upper and Port had a 5% tax.
- Kazham, Rabao, and Norg all originally had their own seperate bazaar tax. Kazham was steepest, a hefty 15% tax.
- AOE spells originally had a similar radius vertically as horizontally, thus allowing a -ga spell to hit mobs on multiple floors.
- The first people to reach level 60 had never had access to popular leveling spots like Kazham, Crawler's Nest, Garlaige Citadel, Gustav Tunnel, Altepa Desert, Kuftal Tunnel, Cape Terrigan, Valley of Sorrows, or Boyahda Tree.
- When SMN was first released as a job, the level cap was only 65, thus making the avatar prime fights all the harder.
- SMN, SAM, NIN, and DRG were released all at the same time, but SMN did not require the Zilart expansion pack to unlock and play.
- The level cap was originally intended to go much higher, over 100. For Example, RDM was supposed to learn Blizzard III at level 86, while DRK would learn it at level 103.
- Reraise did not originally reset when changing jobs. Thus anyone with a high-enough level WHM job could have Reraise or Reraise II active.
- The spell Absorb-DEX originally contained a typo and was called "Absorb-TEX"
- An error when the job was first released allowed DRGs to summon two wyverns.
- The first NA update increased the job cap to 70.
- The level cap was increased to 75 on December 16, 2003, 19 months after FFXI was released.
- Fenrir was released almost a year after SMN was added as a job. Incindentally, Happy Birthday Fenrir! (Feb 26.)
- Dynamis was released about this time last year.


So! Looking back on it, quite a lot has happened since May 15, 2002, when FFXI was first released in Japan. Considering all that, I'm pretty pleased with what SE has done over the years. I hope you enjoyed this little look back into the past. ^-^ Let's hope future updates are just as interesting!

P.S. If you would like to see the update pages I looked at for this info, links do them can be found here: http://ffxi.cannotlinkto/links/
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#2 Feb 28 2005 at 10:43 PM Rating: Good
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Wow, thank you for compiling all that. It's amazing how much the game has changed (mostly for the better).
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#3 Feb 28 2005 at 10:52 PM Rating: Good
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yeah...good stuff
#4 Feb 28 2005 at 10:59 PM Rating: Good
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Wow that was interesting..

THF no Trick Attack or TH2 O.o
Must have been even harder to get an invite than it is now... lol
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#5 Feb 28 2005 at 11:03 PM Rating: Good
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That was wicked interesting. Rate up ^^b

>.> It's kinda scary to think before that subbed SA would still be a huge multiplyer.

And ranged attacks not gaining TP XD. Man. SE hated rangers at first XD
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#6 Mar 01 2005 at 12:14 AM Rating: Good
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for all those who complain, see the massive progress SE has made...and the quality and general balance of the game not only is good but only seems to get better
#7 Mar 01 2005 at 12:23 AM Rating: Good
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Quote:
Sneak Attack had a wider angle of use behind the mob.


I remember this, my friend was a THF and when me and him partied in Valkurm, he could just stand whenever and use it, makes this game seem really old thinking back to that O.o
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#8 Mar 01 2005 at 12:33 AM Rating: Good
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/rate excellent

A most excellent and thorough compliation. I really think that every modification SE has made was a good one, though I've never really understood the logic (aka "realism") behind convert.
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#9 Mar 01 2005 at 12:40 AM Rating: Good
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Also as a random thing to add, the M6 Dragon battles were uncapped. Meaning that if you had a Lv.50 Dark Knight and you wanted to slaughter that dragon solo, why not?

Source#1: Old Friends
Source#2: One of PiNG's videos at ffxionline.com
#10 Mar 01 2005 at 12:41 AM Rating: Good
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Wow, extremely interesting stuff, especially this one:
Quote:
- Ranged attacks did not generate TP.

I'd never heard about that. This must have meant as fundamental a change to the Ranger job as Refresh/Convert meant for RDM.

It's even a little ironic, considering the outcry lately on this forum to nerf Ranged Attack TP gain.
#11 Mar 01 2005 at 12:48 AM Rating: Good
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I'll add a few things to
Since i started 1 month after JP release.

SMN didnt have auto-refresh.
Also SMN didnt have Clear Mind or Max MP boost above 25
all were added later.

In jueno you could actually go to the embassy to get missions.
The guards outside of Rulude were the basic guards who didnt do much special.

Later the embassies were cleaned because whenever a Version up came, People would crowd into rulude to check on the conquest items.

Rulude also used to be the gathering place for HIgher levels until the Embassy guards were replaced.

Jueno used to be divided as such

PORT/LOWER 20-30 range
UPPER 40-50
Rulude 45-50+
The prime reason was an unspoken divide between player levels and shouts for various things. Since at that time, we had no level 70 help everything was done at cap range.

Also i was one of those(now i would be called a crappy mage)RDM high level who paid 400k for refresh when it was introduced.


Funny thing was refresh topped at 1 mil on Ramuh when it was firstintroduced and about 1.5 on Ragnarok.

Funniest things was Monster Signa used to go for 10k, Leeping boots 14-20k hehe.

Edited, Tue Mar 1 00:49:16 2005 by Tazirai
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#12 Mar 01 2005 at 12:53 AM Rating: Decent
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Really makes you feel old, looking at that list and being able to check off nearly half of those as having happened since you started.

Played since October 29, 2003 and still loving the game.
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#13 Mar 01 2005 at 12:58 AM Rating: Decent
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I wonder when they are gonna add more emotes and animations.
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#14 Mar 01 2005 at 1:22 AM Rating: Decent
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rickytheraccoon wrote:
I wonder when they are gonna add more emotes and animations.


Yes, /dance animation please!!

Also, animations for costumes would be nice :P
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#15 Mar 01 2005 at 3:05 AM Rating: Decent
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DRG did not exist for almost a year. What a terrible year to be a gamer. I alos like that Convert and Dispel didn't exist - making RDM strictly Refresh whores, but not that good at it.
#16 Mar 01 2005 at 9:06 AM Rating: Good
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I can remember a lot of that stuff . .

I'll add some more.

Back in the 'day' the paladin wasn't always tanking, because you HAD to get hit to gain TP. All the melees would share hate to gain TP. Only one skillchain was known, I forget the WS for it, but I believe it was, hell i can't remember. Once they changed it though. I do remember it being a Skill chain with a Sword. Paladins use to be active in the skillchains ALL the time, until a patch came out that makes TP gain as we know it today ^^.

For those of you that think BLM's are overpowered. Bio use to do A LOT more damage then it does now. Ga- spells would not lower in Damage if you had more mobs targeted by it. So in the old system, Thundaga III would do roughly 1000 damage to each mob it hit, regardless of how many. At one update, SE really messed up, and melees where severly gimped, to the point NO ONE would go xp unless you had a couple BLM's in your party.

When Dysynth was introduce, people use to desynth, then sell to the NPC, making profit off this like mad, until SE fixid it.

Also prior to the US update, the Qufim gaints use to drop absurd amount of gil, you could literally farm there for an hour and make a good 100k or so. (No competition)

You can tell from the OP that RDM's had a lot of work done, this is because they where considered the current DRG, no one liked them, and they thought they where gimped. Also THF use to be the "Job" to be at endgame. /Nin did not catch on until much later, the "Valid" subjobs where the following (this is even AFTER the Zilart expansion)

THF/WAR
RNG/WAR
WAR/MNK

These where considered "Endgame" job set ups all the way to level 70. Summoner back in the day as well, ONLY had Carby, everything was slowly added.

Monk was considered GIMPED. Dark Knights and Dragoons use to Spam Guillotine and Penta Spam like no tommorrow. At one point BLM's where thought to be at the bottom of the DD Chain.

You use to have to pay to use Nomad Moogles.

Finally. . .
And all THE AF's and Genkias did NOT require 70 and UP to finish, but instead an allience or party of your current level.

As far as prices go, this is what I remember when I first started, @ release date on Valefor:

Leaping boots: 120k (now 600k)
Emp Pen: 90k (Now reaching one mil)
Sniper: 200k (Was 900k, lowering now to 500k due to new bettr ring)
Och Kote: 200k (Probably well over one mill now)
Elem Staffs: 300-600k (only thing that dropped, right after i get my last staff) (You can get these for 50-160k now)
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#17 Mar 01 2005 at 9:18 AM Rating: Default
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How could people do BCNM 40 back then with no Horde Lullaby for Bard?
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#18 Mar 01 2005 at 9:29 AM Rating: Good
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Wow, so RDM didn't have Refresh, Convert, Raise, Dispel, or Gravity....

What did they do then? O.O;

Quote:
- Chests and coffers did not exist.
- Only items came from chests and coffers, not gil.


{huh?}
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#19 Mar 01 2005 at 10:52 AM Rating: Good
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Nice post~ I remember quite a few of the changes and price fluctuations, but some of the older ones are realy interesting.

I've always heard that FFXI was a really bugged and messed up game when it started, and it definately seems to have come a long way.

Just goes to show that SE does pay attention.
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#20 Mar 01 2005 at 11:23 AM Rating: Decent
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I remember most of those updates since I've been playing XI since October 30th 2003. ^_^ Ah, it's been a long and rough ride but I love this game. For better or for worse, I can't ever quit lol
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#21 Mar 01 2005 at 12:31 PM Rating: Good
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Good stuff!!
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#22 Mar 01 2005 at 1:30 PM Rating: Good
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Wow very interesting! Thanks for getting that together for us to read. :)
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#23 Mar 03 2005 at 1:06 AM Rating: Decent
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too bad they fixed the Drg ability to summon 2 wyverns that would really give us Drgs some edge.
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#24 Mar 03 2005 at 10:08 AM Rating: Decent
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Quote:
- Ammo only stacked to 12, not 99.
- Quivers did not exist.
- Ranged attacks did not generate TP


FFXI Rangers of the world stood in protest. Seconds later they sat down again, panting heavily.
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#25 Mar 03 2005 at 11:09 AM Rating: Decent
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ABS-TEX haha :)
#26 Mar 03 2005 at 11:59 AM Rating: Good
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Wow, awesome, meanwhile people bash SE all the time. Maybe they will look at this first.

As for me... DAMN YOU FOR ALLOWING HALF RESIST SPELLS ON MOBS!!!

But i guess being able to MB makes up for it :P
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#27 Mar 03 2005 at 12:28 PM Rating: Good
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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.
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#28 Mar 03 2005 at 12:34 PM Rating: Good
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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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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.
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#30 Mar 03 2005 at 1:39 PM Rating: Good
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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.
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#31 Mar 03 2005 at 1:44 PM Rating: Good
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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 >^.^<
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#32 Mar 03 2005 at 2:05 PM Rating: Good
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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.
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#33 Mar 03 2005 at 3:35 PM Rating: Decent
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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
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chocobos were always in the game since JP beta.
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#35 Mar 03 2005 at 7:16 PM Rating: Decent
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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<
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#36 Mar 03 2005 at 9:35 PM Rating: Good
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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 ; ;
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#37 Mar 03 2005 at 11:56 PM Rating: Good
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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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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
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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)
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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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I don't remember the old /sit pose of mithra.. it was so long ago :/
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#41 Mar 04 2005 at 6:05 AM Rating: Good
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Quote:
--------------------------------------------------------------------------------
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.
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#42 Mar 04 2005 at 7:37 AM Rating: Good
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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.
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#43 Mar 04 2005 at 7:37 AM Rating: Good
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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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It's funny how RDMs went from being one of the weakest jobs in the game to the strongest :P
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#45 Mar 04 2005 at 4:07 PM Rating: Decent
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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. ^^
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#46 Mar 04 2005 at 5:13 PM Rating: Good
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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
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#47 Mar 06 2005 at 9:23 PM Rating: Good
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Monsters used to be able to attack you on Chocobo T_T
#48 Mar 07 2005 at 6:24 PM Rating: Good
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In the US beta you could ride Chocobo's in Garlaige.

Excellent list, rate up!
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#49 Mar 07 2005 at 7:09 PM Rating: Good
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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..
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#50 Mar 07 2005 at 9:15 PM Rating: Excellent
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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.
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#51 Mar 07 2005 at 9:41 PM Rating: Good
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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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