Monthly Archives: August 2013

We’ve Got Final Fantasy XIV Covered. Well, Mostly.

I was actually rather surprised to learn that folks were having connection issues with the early start of Final Fantasy XIV: A Realm Reborn. I downloaded the client on Saturday morning, logged in and played for maybe seven hours or so, woke up Sunday morning and played for another couple of hours, and then returned in the evening to put in another three or four. Never once did I encounter a problem.
Final Fantasy XIV (2010 Release): The Kotaku Review
It’s odd, really. With regular, non-MMO games, if there’s a problem yo I’ll find it and bitch about it incessantly. Massively multiplayer online role-playing games, on the other hand, part for me like the Red Sea in that one book.

Update: Or it could be, as some commenters have pointed out, that I am playing on the Japanese data center instead of the North American one. How did I end up there? I have no clue.

Either way, yes — I am playing Final Fantasy XIV. I’ve actually got it running on a secondary computer now, hooked up to the television hanging on the wall of my office. It’s very, very distracting — even now that I’ve gotten the pants situation under control.

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Final fantasy XIV career, task, strategy in detail

After two weeks of testing, in general the 2.0 version done a good job, there is no difficult place, even beginner can be started smoothly and don’t speak Japanese. Task location in the game had obvious hints, also has a convenient transfer system, there are lovely ostards help mobile. In general, in addition to a team without any not convenient place (will, of course, a team of Japanese English can be very convenient). Talk about the game there is no other character level, only the class level, for example now career is spell division, for example, the current level 20, illusionists rank 1, switching careers to illusionists then your grades will only have 1. First talk about the task for system, the task is divided into three categories, the main line and branch line, professional tasks, task CARDS (should be able to separate a class = =). Done really take care of the couple, the task of the system of every task will tell you in the game of a system using the method, such as crystal transmission, transmission, wild night at home, the servant and so on. And task to obtain accurate calculation, after the experience value is the task of each level are just will allow you to ascend to the next level, and task in a couple of FATE on the way to upgrade faster. For now, said several difficult task strategy method.

One, the main line, 14 task, everybody should be here the first encounter difficulty. Mainly is to make all of the game have a basic grasp of the battle, if you just make a basically pass away. Why is the basic is not absolute, the following task strategy will say 1 to o (╯ / ╰) o Task in two parts, the first part is ou, no difficulty, the second part is the beginning, mainly makes a summoning, then the man in a mask. Summoning HP to about one 5 of reinforcements. Then could easily. Strategy 1 – equipped suppressed, why is the equipment not level? Because this kind of task would limit level, but it will not be affected, equipment with high-grade equipment in with a few antidote what medicine can easily. 2 – this strategy depends on the degree of understanding of the game. 10 career after the completion of the task can make, if not, the countries will lease the land a ostards ran the sen, here to change your job illusionists, illusionists level 2 can be learned response prevention, physical damage in a lower grade 8 can be acquisition of magic (the duration is 30 minutes, with future missions strategy is also very helpful), with this magic the task is little difficult, antidote, of course, let’s take one or two. Second, the vocational level 15 task, because we play the spell so only speak this said. The task need to let everybody understand the class and related skills to use, the correct use of words is no difficulty. Strategy: the first step is the purpose of this task to the designated location specified items, therefore have extra needless fight. In front of the enemy is archer 4 people, two people can kill one by one. Note if the enemy to their increased after the attacks and crit BUFF with magic to let him sleep sleep, and then give yourself with blood. Behind both archers use magic to sleep the sleep, ran to get things directly. And then began to fight in the second stage. The second phase to avoid fighting himself alone in the face of the enemy. At first the lucky E gave he went to sleep, put an NPC that his aborted. Then there would be no difficulty, less blood NPCS will help you. Third, the main task level 20, inflammation yves god. This is a copy for 4 people team, the difficulty is not high, the key is to look at the coordination and operation. Strategy: the first is a team. Can rent to others, also can let other people set themselves. Because team only has four people, so suggest team members, 1 t and 2 DPS, 1 reply. One phase is very good, playing without difficulty. BOSS HP50 % the following begin to enter the second stage, the BOSS will look in the eyes of the first call to a pact, this must give priority to abort, if the time limit not abort, BOSS of the flame will seconds off all hell, wipe directly. After the abortion, hell fire should be about a quarter of the blood, the milk will give T reply, other three drugs monthly bleeding. This process must be fast, because the BOSS is range skill set on to the next. Range skill damage is very high, largely in the dying, also good attack the ground attack range, must Sun Su escape, do not increase the nurse pressure (props h. CD for a long time, about 1 minute or so = =), otherwise it is easy to wipe. Avoid attack several times after the BOSS and will continue to recruit, or it is good to avoid attention, repeated several times, you can see the dawn of the victory. Four, finally, ostards task, the task is to get its own exclusive ostards task, don’t miss oh. Strategy: this task is very simple, yves in later, will let you choose to join an alliance, to join the league of later will appear next to a straight line task, let you give a ostards, ostards vouchers need to use for a vote of 1000 army, there are two main ways get way of the vote, is a kind of scheduling tasks (like that name). This to get the ticket is less, the second is to FATE, this can get a the army of more than 200 votes, will soon be able to raise 1000. Then say FATE system. FATE is the random events on the map, generally have submitted items, mixed weapon in qing dynasty, the BOSS this several. Participate in time can get a good reward, including experience value, game currency and the ticket. In FATE must pay attention to the FATE level don’t and your level of plus or minus above magnitude 5, otherwise there is no reward. Location of FATE, type, rating has prompt information map. Finally, career. Professional is divided into combat career and life two clock each contain more than one job. Combat professional include: sword warlock, bow warlock, dragon knight, such as life career, including: the alchemist, tailor, gardener, etc. Professional just as its name implies is to combat the relevant professional combat, a strange upgrade, dozen copies on the career. Life career mainly production, mining career, can be advanced production equipment, advanced props, can let you don’t have to have fun and professional equipment. These are your initial career after 10 levels, the corresponding professional task finish can be turned.

Attach a figure a couple of games, live from FF14 screenshots:

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Final fantasy XIV will open beta ready to fight together, you can click on FFXIV Gil to know more about the game content we will also provide you with more quality services to help you play the game.

 

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FFXIV:The bus pet figure watched the like pokemon

Bus pet figure and three copies. Well, really feel, the more see more like pokemon write entity.

Final fantasy is about to open beta, if you want to learn more content can click FFXIV Gil game we will provide you with more support and services.

 

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Returning to your FFXIV friends

Final fantasy XIV open beta approaches, which left a friend if you want to come back and fight with us, hope here can awaken your memories.

Despite my best efforts, I was unable to throw open the doors and start demonstrating the wonders of Arcanist with my time in Final Fantasy XIV’s open beta. I know, I’m disappointed too. I can offer a summary of what I saw from a glance at the abilities of the class, sure, but that’s a little more speculation than I want to lay on people in lieu of real playtime. (The short version is that it looks interesting, and yes, there’s a cure in there.)

Instead, I’m going to offer some advice to my fellow players coming back into the game with older characters. Think of these not as strict guidelines but as suggestions, tips to make the path through beta and early access just a wee bit easier. I spent most of phase 3 preparing for the launch along these lines, and it might make the transition a bit more gentle for everyone.

Start with the boring stuff

It's super easy to get distracted by the fact that chocobo porters have an adorable hat, I know.

When logging in, I know my first instinct is just to play. But my advice, as counterproductive as it seems, is to wait. Instead of rushing off to explore all of the game’s vistas, you should put your house in order first.

If you were lazy and still use a bunch of dated gear, that all will need to be replaced. Your inventory and that of your retainers will be a mess, however carefully you organized. Items will have to be re-stacked manually in several places. New gear will be grabbed, gear sets will need to be assembled, and so forth. Rushing off to just get started with the game already will leave you in a worse place than if you had been a little more patient.

Instead, start small. Get your inventory in order, sell off things you now know you won’t need, and take stock from there. It’ll be a chance to ease back into the game anyway, and doing it now means not having to do it later when you’re suddenly all jumbled up.

Pick up your utilities

All right, you’ve gotten your inventory sorted and replaced those dated bracelets that you didn’t feel a need to replace before. Good work. Now rather than plunging onward with your storyline, let’s hold back a little and ask yourself what you actually need for future benefits.

The level 10 storyline quest is when you unlock inn rooms and levequests. Similarly, your gear set unlock is the third storyline quest for the class you started the game with (which is also level 10, but you may already be overleveled for that). The dye quest out in Vesper Bay is level 15 and requires just an Orange Juice. The level 15 storyline quests unlock the airship.

Just as you want to put your immediate affairs in order, you also want your abilities unlocked and usable. Yes, you’ll have certain legs up on brand-new characters, but not everything is automatically unlocked for you even if you used to have access. Decide which of these features is most immediately important and get to work; I highly recommend picking up your gear sets as soon as possible because manually switching is one of those things people have never wanted to do anyway.

My limitation is that I have to stop playing and actually write about the game if I want to avoid being fired.Know your limitations

During the last beta phase, the level limit is 20. That means that any experience you would earn with a higher-level class is lost and gone forever. It would be wise to minimize the time spent on any classes between 20-50 just to avoid throwing good experience after bad. (It’s possible that these experience rewards will be provided retroactively; I wouldn’t bet on it.) These extra bits of experience likely won’t amount to all that much in the long run, but there’s no reason to make your life harder when it doesn’t need to be.

If you don’t have any classes below 20, be vicious with what you need to do. Any quests that require a combat class should be done with something at level 50, and any quests that aren’t strictly necessary should be ignored. Sidequests can be picked up later when you’ll get something for them. Obviously, characters who start in Limsa as Arcanists have a leg up, but if your character is a hardcore Ul’dahn, I’m the last person to tell you to sacrifice personality in favor of game mechanics.

Do note that if you have a class at 50, there’s no reason not to pick up and clear every single class quest for that class. It’s not as if you’d get experience anyway.

Think future

Crafting and gathering are both fine activities for your time in this beta. Yes, you can spend it leveling combat classes, but there will be a lot of people new and old leveling those. If you’ve always neglected crafting or leveling, or if you’re coming in as a new player, consider the option of focusing on that economic foundation.

Remember, if you’re being focused, you’ll have many sidequests left for any new classes. Any lower-level classes will also be granted an experience bonus compared to your highest-level combat class, something that crafters and gatherers don’t get. This seems like the perfect weekend to become very good at all manner of craft, even if it means a bit less time doing other things for the weekends.

Remember, it counts

The hardest habit to break will be remembering that this is the real thing. We’ve all been training ourselves for a while now to treat the weekends as disposable, something fun to tool around in, but now it sticks. If you sell all of your items this weekend, they won’t be around next weekend. We’re playing for keeps now.

Oddly, I find that more relaxing.

FFXIV is the first MMO that I’ve really felt the magic with for a long time. I am really impressed with the quality. Sure, it looks good, but it also controls nicely, it’s pretty complex, yet intuitive, and the writing is top-notch. You need to read the quest text if you want to enjoy most of the little touches.

As for the 3102 error, I was hit too after the servers went down at midnight EST on Saturday. I didn’t mind because these are precisely the issues that beta is intended to fix.If you want to be with us at the time of open beta join, please click here to FFXIV Gil learn more game information and support to play the new version lets you more easily.

 

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Final fantasy XIV new version is beta

Reader William can’t help but burst into celebration at the splendor of Final Fantasy XIV’s reboot: “I took this picture last week and forgot to submit it, d’oh! The transition of 1.0 characters into A Realm Reborn was so flawless that I had to take a celebratory picture. I ran all around and settled on a small area in the South Shroud. It’s good to be home again!”

Hope that the movers didn’t break your stuff in the transition! Time travel and coding overhauls can bang up the furniture something fierce, I’ve been told.

Final fantasy XIV will open beta, waiting for so long, the time is coming, let’s join together, if you want to know more about the game content and information, please click FFXIV Gil, we will provide more service makes you relaxed and happy to play games.

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Generating a wow factor in Final Fantasy XIV

Final fantasy XIV redo has been for a long time, during this period, anxious waiting outside and full of expectation and hope.The more I see about Final Fantasy XIV’s relaunch, the more anxious I get.

If there’s any doubt remaining in the minds of others, let me be entirely transparent: I’m a big fan of Final Fantasy XIV. Wonders never cease, I know. To say that I’m looking forward to the new version is pretty much irrelevant. Of course I’m going to play it when everything changes over; I’m playing it now and would continue to do so even without the promise of rebirthing realms.

But while I was discussing the game over dinner with Ms. Lady a few nights ago, she said something that struck me as very relevant: “It’s going to need to really be awesome to pull me back.” And she has a point. I’m getting a bit anxious because the new version thus far seems to set the bar at a very respectable level that’s still nowhere near as high as it needs to be, and I wonder whether it’s even possible to hit the mark it needs.

High water and low tides

When FFXIV launched just about two years ago, no one would or could deny that it had some seriously frustrating elements. It had some brilliant elements as well, but those were easily lost amidst a sea of questionable design decisions and frustrating choices. I’ve gone on record as saying it’s not as bad as some would claim, but I’ll just as happily go on record as saying that this stuff should have been caught before launch, and could have been, too, but admonishments in that department are long since useless.

Since then, a lot of people have moved on. And I do mean a lot. When FFXIV failed to provide the home that people were looking for, they went in other directions. Not surprising, really; we’ve seen some big titles launch in recent years, each of which hits some of the angles that FFXIV promised while delivering a more polished overall experience.

The trailers we’ve seen for the new FFXIV are certainly a lot better. But so far, none of them provides a compelling reason to go back to FFXIV for those who’ve left, and that’s problematic. The game looks solid in the trailers, but it’s not one that blows other games out of the water or offers a compellingly unique experience.

Naoki Yoshida has acknowledged this. He’s said outright that he doesn’t want to show off a lot of gameplay trailers at the moment because the game on display seems to be mostly on par with other MMOs rather than something unique. The problem is that all of the materials we’ve seen from the development staff are pushing the angle that the game is just another MMO.

Developers talk about adding quests into the game as the main content path as if this were some new development instead of the industry standard for nearly a decade. There’s talk about having a single global cooldown that changes the combat system — again, an innovation that has existed everywhere forever. It’s heady stuff if your exposure to MMOs is confined to Final Fantasy XI and FFXIV, but otherwise, it all feels like a rundown of the same old song and dance.

I believe that Yoshida gets this. But I’m also not sure where the next stage comes in because this is all stuff that should have been in the game when it launched two years ago.

The shock factor

The funny part is that Yoshida has his angle laid out for him. The new version is supposed to feature housing, pet breeding, intricate crafting and gathering… you know, things that a lot of players have been hoping to get out of games for a long while now. The idea of marrying that to a quest-driven experience, of recognizing that these two elements aren’t at odds with one another — that’s something. That’s a worthwhile target to aim for.

We’ve heard nothing about that.

In fact, as far as we know, a lot of the game is going to play out almost exactly the same as the current version with jumping and quests. We’ve been told that the combat system will change, but we’ve heard nothing to indicate that Gladiator A will be any different from Gladiator B with the same cross-class skills. I can comfortably list everything we know about housing for sure in three words, four if I add a qualifier to the statement.

For me, that’s all right. I’d like to see things like better specialization options for the classes, but as I said before, the game doesn’t need to sell me on anything. I’m already playing. The people whom Yoshida needs to sell on the game are the people who have either moved on or been warned off. And that is honestly not good.

Back during the original beta, we were repeatedly promised that we weren’t seeing the whole game, that there was awesome stuff waiting in the wings. But none of that supposed awesome stuff ever got hinted at beyond a promise that it exists. And while we’re getting a lot of promises that there are awesome features in the new version of the game, what we’ve seen is… stuff that should have been in the game at launch.

That’s not going to cut it. Having a smooth and coherent set of quests combined with housing and crafting isn’t going to make people look up as they’re playing games that already have those features. Why, exactly, should someone choose to play FFXIV instead of anything else in the world?

You and I are the converted. We’re going to play FFXIV because we like FFXIV. But anyone who wasn’t already sold on the game has no draws beyond “it’s not a mess.” Anyone scared off already has to be given good reason not to come back, and so far the only thing shown off is that the game has reached the level at which it should already be. I’m happy to point out that there are a lot of former bad systems that are no longer in place, but I have yet to see anything that I can point to be as being new and uniquely good. And that’s problematic.

I started playing FFXIV earlier this month and I love it. I’d be perfectly fine with it even if it didn’t change.If you’re like me, have been in love with the game, so here is what you want more game content and help you find FFXIV Gil.

 

 

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Two years of spinning wheels in FF XIV

Final fantasy XIV redo already two years, time is so fast ,has it really been two years since Final Fantasy XIV launched? My collector’s edition box was purchase two years ago, and I wrote my last anniversary column a year ago, so I guess it must have been. And yet I still don’t feel as if it’s actually happened yet.

You’ll note that last year’s column was mostly about what happened as a result of the game’s launch. That wasn’t by accident. Launch led to a massive restructuring of the game’s design team, and not too long after the one-year mark, the team announced that it was basically remaking the game from the ground up. That fact has dominated the past year, and it’s impossible to overstate the importance that announcement has had for the Final Fantasy XIV community. Everything circles around the promise of 2.0 these days.

What has that meant for the actual years of the game’s operation? Sadly, nothing good. The game has made huge strides, but we as players have been stuck in a nasty little loop.

When the game’s launch turned into what amounted to an endless free trial, it didn’t take long for players to draw the obvious conclusions. Some people were sure that it was going to fold in a matter of months; others thought it was going to be more or less scrapped and redone. That turned out to be close to the truth: Not long after we hit the two-year mark, we were treated to our first previews of what would eventually be dubbed A Realm Reborn. (I’m not a big fan of the subtitle, but that’s neither here nor there.) This was to be the apotheosis of all the patches that the new development team had been working on, a new game with the same name.

Of course, the result is that the game right now is a set of training wheels. We’re playing in the prequel to the real game, the one that comes before people get to play what Naoki Yoshida seems to consider the game as it should have been at launch. And that makes the past two years feel just a bit pointless.

It’s not that we’re going to be losing progress at all, as we’ve been told repeatedly. But everything is changing, and as soon as you get used to the current round of changes, everything is changing all over again. One week battle mechanics work in a certain fashion, and the next they’re all different and you have to relearn how to play all of your classes. Then jobs come out, and you had to relearn how to play again. Then there are point allotments that you need to learn about now because they matter a whole lot, to the point that your level 50 Gladiator is hitting with a wiffle bat unless you spend those points properly…

To be brief, it’s been two years now that the game has been in a heavy state of flux. And the improvements have been great, and they’ve brought the game much closer to realizing those core elements that the game had when it roped me in with the beta. A lot of irritations have been stripped out, and a lot of cool bits have been added, so I’m more fond of the game now than ever.

But… there’s still this sense that we aren’t really playing the game just yet. We’re getting closer to the game’s finished state, but it’s still in testing and development, and maybe next week you’re not going to be able to do something you enjoyed any longer. I personally got to walk through Gladiators being a useless class to being the tanks to end all tanks, and I got tired of relearning what I was doing every week pretty quickly.

It also makes it really hard to say whether or not you like the game. With the pace of major patches filled with new content and new mechanics, an element you like this week might not work next week. I think all of the changes have been pretty positive (I don’t think tanking is fun, but it’s certainly less awful now), but I know some people who have hated them. Heck, I know people who hated the first wave of crafting revisions, complaining that the system was being dumbed-down to the level of World of Warcraft’s crafting.

These people have clearly never played World of Warcraft. I digress.

Right now, the game is an endless cycle of waiting for what comes next. Players aren’t making plans for what to do in the game right now; they’re making plans for what to do with the game when it relaunches. And why not? Everything we see is about a cool feature coming out soon, not about what’s awesome in the game right now. We’re actively encouraged to look forward instead of focus on where we are.

The net result is that after two years, it’s hard to have an emotional attachment to the game itself. I’ve got a lot of emotional investment in my character and the things I’ve done with her, but the game itself is stuck looking so far forward that it loses sight of the present. I know what’s coming down the road, but I don’t have a clear picture of where we’ll be in a week.

I like what I’ve seen of this game. I enjoy the world and the setting. I’m really hoping that after two years, sometime soon I’ll get to actually play in the game instead of the endless ramp-up.If you with me to the game full of expectation and ready to play, please click on FFXIV Gil to learn more about version changes and game service.

 

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Stuff I’m going to miss from FFXIV 1.0

The end of Final Fantasy XIV as we know it provoked a lot of emotions from me, as did the trailer released concurrently. I felt a great deal of sorrow, both for the end of the world and the end of my character’s story at the time (which is tied into a lot of roleplaying you don’t need to hear about). I felt a stirring of hope for the changes coming to the game and the world. I felt inspiration at the sweep and movement of the events surrounding the conclusion and a sense of awe at what had been done.

I also felt a great deal of frustration at the game’s servers and the rather lackluster event itself, but that’s kind of an irrelevant discussion. It’s a lesson to learn for a next time that won’t happen.

Amidst all of these other feelings, I also felt a sense of sadness about certain parts of the game that are going away when it relaunches. There are aspects I’m going to miss about Final Fantasy XIV’s first version, even if I know why those aspects need to be removed from a design standpoint. Today, I’m going to look back at those elements, things that we’re going to be rid of that I’m still going to sort of miss in the long run.

Mor Dhona looks pretty much the same wrapped in an impending apocalypse.

Sprawling zones

Mor Dhona looks pretty much the same wrapped in an impending apocalypse.
I talked a little about this in my column on Wednesday, but I don’t expect you to read through that in order to understand this. Simply put, Yoshida has said that he wants to have an endgame that’s more focused on the usual party structure, full groups tromping in, clearing dungeons, and you get the idea. It’s the same sort of thing that would have been considered adequate in any other game, which astute readers will recall is not good enough for the game now.

FFXIV’s original outline of content at the level cap was pretty much a few confused glances from the development team. But for a while there was a real parity, some vague goals to achieve that really didn’t require any specific methodology. The best gear in the game was vanishingly rare and obtainable through several means, including by just throwing gil at the problem if all else failed. Or you could just staple materia to a less-powerful item, since the powerful ones were denied the right of these power boosts for good reason.

In other words, find the best stuff or make it; it didn’t really matter. I’d like to hope that element is sticking around, and Yoshida seems aware of the idea that it’s a good thing to have endgame options, but “aware” is somewhere south of “on board with.” Especially in the wake of City of Heroes’ closure, saying no to a traditional endgame rotation would be a bold and desirable move.

Unoptimized graphical engine

Nah, I’m just screwing with you guys; the engine needs an overhaul. No lie.

There are a lot of negative things to be said about the game’s zones in general. The Black Shroud, for example, is almost a textbook example of how not to put together a game area. The zones were bigger than they needed to be with too little to do, they had too much visual sameness, some of them made navigation a maddening chore… the list goes on. When the game relaunches, we should see much cleaner designs and much better layouts with more visual differentiation, which is good.

But I did like the size of the zones as a concept, at least, because it made these places feel real.

The fact is, the real world is made up of large stretches of ground that feel very similar with only slight variations. New England has basically one environment — gently rolling forested hills — and while things change up a little in certain regions, the general look is identical throughout the region and beyond. I don’t cross the border into Massachussetts and walk into a desert, nor do I find a land of perpetual winter in Vermont, and Rhode Island is not an enormous swamp. (It’s only like 80% swamp.)

For all the flaws of these early maps, they contributed to the feel of unique environments from one spot to the next. I won’t mourn more variety, but part of me wishes that the existing maps had been trimmed up a bit and expanded rather than amended with several new and more game-like zones.

The role of guilds

Admittedly, this is something we had already lost in large part, but I was always fond of the way that the guilds in FFXIV were structured. I’ve mentioned before how much I admire the way that the game’s designers made classes into a real thing. You aren’t just a guy with an axe; you’re a Marauder, and you get your training from a group of people specifically invested in training Marauders. Marauders have a place and a role within the larger structure of the world. I appreciate that.

With 2.0, guild marks are going the way of all flesh and and will be simply converted into money, meaning that any hope of their coming back into use at some point also vanishes. This is sort of a shame. I had hoped, probably idly, that the game would at some point revitalize the idea of these guilds being the central spots of learning for a given class. We might see something similar, but we won’t see training that requires you to perform tasks around the guild and then learn new skills specifically for those guild marks. It’ll be an improvement, to be sure, but one that diminishes the world in a small way.

Endgamelessness

I did get some great shots while killing time until the end of the world.I talked a little about this in my column on Wednesday, but I don’t expect you to read through that in order to understand this. Simply put, Yoshida has said that he wants to have an endgame that’s more focused on the usual party structure, full groups tromping in, clearing dungeons, and you get the idea. It’s the same sort of thing that would have been considered adequate in any other game, which astute readers will recall is not good enough for the game now.

FFXIV’s original outline of content at the level cap was pretty much a few confused glances from the development team. But for a while there was a real parity, some vague goals to achieve that really didn’t require any specific methodology. The best gear in the game was vanishingly rare and obtainable through several means, including by just throwing gil at the problem if all else failed. Or you could just staple materia to a less-powerful item, since the powerful ones were denied the right of these power boosts for good reason.

In other words, find the best stuff or make it; it didn’t really matter. I’d like to hope that element is sticking around, and Yoshida seems aware of the idea that it’s a good thing to have endgame options, but “aware” is somewhere south of “on board with.” Especially in the wake of City of Heroes’ closure, saying no to a traditional endgame rotation would be a bold and desirable move.

Unoptimized graphical engine

Nah, I’m just screwing with you guys; the engine needs an overhaul. No lie.So you can click here to FFXIV Gil for more content and services.

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FFXIV shuns F2P to ‘regain the trust of our players’

Final Fantasy XIV shuns F2P to 'regain the trust of our players'

So Final Fantasy XIV has temporarily gone dark while Square works its revamp magic. What will it look like when the servers come back? That’s hard to say right now, but one thing we can tell you is that the company won’t be jumping on the free-to-play bandwagon right away. Producer Naoki Yoshida recently told VG247 that sticking with a subscription model is all about honoring past commitments.

“One of the promises we originally stated was that we would release the game with a subscription model,” Yoshida explained. “Players will be able to play it 24 hours a day, seven days a week, 365 days in the year if they paid a subscription fee. So to regain the trust of our players we must of course fulfill this promise. Right now we believe that to be more important than any kind of business decision.”

He went on to say F2P isn’t necessarily the way forward for every game. “Depending on what kind of game you have — it’s hard to say which model is better. Is free-to-play better? Are subscriptions better? It just really depends, and it’s hard to say which one is better.”

In the end I rather see them make a b2p high quality mmo then just turn ffxiv into a f2p… but i worry this wont be enough for them to get their money and players back it is a beautiful game and i hope it succeeds Click here to FFXIV Gil know more content and game service.

 

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Something’s happening with FFXIV on January 7

Final Fantasy XIV A Realm Reborn producer teases something's coming January 7th

With the exception of some lucky alpha testers, Final Fantasy XIV players didn’t have a game to play over the holidays. The title shut down a couple of months ago in preparation for its rebirth as A Realm Reborn. Now, however, it looks like FFXIV fans have something to look forward to come next week.

In a New Year’s greeting that talks about the release of FFXIV’s next incarnation in 2013, producer Naoki Yoshida tells players to mark January 7th on their calendars. Unfortunately, he gives no other information beyond this teaser, so the significance of the date is up in the air. Will it be a beta test, a launch, or something else completely? We just can’t say, but we will keep you updated when we find out!Click here: FFXIV Gil to see more content and services.

 

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