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Final Fantasy XIV Information Thread | PC Open Beta... yeah it's not really open.

Torquill

Member
Mister Zimbu said:
If I want a book, I can go to a mall, and walk into one of the three bookstores and check prices and compare between the three to find the best price with ease. I don't have to walk into literally every store in the mall on chance that they may have the book I want.

Likewise, if I want to sell a book I own, I can also easily check those stores to find a good base price to work with.

Not having an AH in general is just a really really bad idea. Not having an easily searchable market system whatsoever is insanity.

The retainer system is just bad no matter how you look at it.
Are you trying to argue that a virtual AH mimics real life more than a bazaar?

Part of the reason mmo economies don't mirror real life is because real life doesn't have one magic place to buy everything where you are guaranteed the qaulity of the good and you can find the lowest price trivially.

I'm not saying the bazaar idea is more fun, but if certainly mirrors real life more, though also not perfectly obviously.

Based on your example people will make retainers called chEapwepshere or rarebighlevelshields or discountedrandomcrapigottagetridoff
 

carlo6529

Member
I have a couple of questions regarding on selling items. I can't figure out how to sell items on the go with that little "bag" icon beside my name.

Also for retainers, I hired one, I just can't find the bell to call him.

On another note, I am glad so many more fixes are in store for launch. My biggest gripe is the menu lag; it makes crafting and selling items feel like a chore.

edit~ Thx Jinko~
 

Gravijah

Member
Torquill said:
Are you trying to argue that a virtual AH mimics real life more than a bazaar?

Part of the reason mmo economies don't mirror real life is because real life doesn't have one magic place to buy everything where you are guaranteed the qaulity of the good and you can find the lowest price trivially.

I'm not saying the bazaar idea is more fun, but if certainly mirrors real life more, though also not perfectly obviously.

Amazon.com
 

Jinko

Member
carlo6529 said:
I have a couple of questions regarding on selling items. I can't figure out how to sell items on the go with that little "bag" icon beside my name.

Also for retainers, I hired one, I just can't find the bell to call him.

On another note, I am glad so many more fixes are in store for launch. My biggest gripe is the menu lag; it makes crafting and selling items feel like a chore.

For your personal Bazaar click on inventory, click an item and then click sell.

You can call your retainer in the market ward or there is a bell in the Inn and also one in the NPC market area.
 

Salaadin

Member
Raging Spaniard said:
I'm pretty shocked there isnt a way to sort your items. Its like they forgot.

:lol

I dont know if sorting was in there day one for FFXI but it definitely was for the United States of America PS2 launch. Even if you had to still manually sort by clicking a button in XIV, Id take it.
 

Kyoufu

Member
Salaadin said:
:lol

I dont know if sorting was in there day one for FFXI but it definitely was for PS2 launch. Even if you had to still manually sort by clicking a button in XIV, Id take it.

PS2 launch = day one
 

Cathcart

Member
FFXI also let you restack all of your items so that if you had two half stacks of arrows they would combine into one stack. So far the only way I have figured out to do this in XIV is to give both stacks to the retainer and then take them back. I really hope I just missed something obvious :(
 
Torquill said:
Are you trying to argue that a virtual AH mimics real life more than a bazaar?

Part of the reason mmo economies don't mirror real life is because real life doesn't have one magic place to buy everything where you are guaranteed the qaulity of the good and you can find the lowest price trivially.

I'm not saying the bazaar idea is more fun, but if certainly mirrors real life more, though also not perfectly obviously.

Yes, sorta. But more on point, it doesn't have to mimic real life - it should just be something remotely usable. What we have right now is even less usable than real life is.

The retainer system is akin to walking into a mall where none of the stores have recognizable names or themes.

If I want to buy a book, I know not to walk into a sporting goods store or a clothing store. There's no mechanism for that here. You're literally checking random bazaars until you see something related to what you want.

On Saturday (my last real session of the game), I was probably playing for about 8 hours (on and off). I was looking for a new staff to buy, because I was still using the rank 1 one. I checked just about every bazaar that I came across, both in town and in the field. I saw exactly one staff for sale- and that guy ran away before I could even buy it :lol.

I ended up having to spend several hours looking up guides online on how to craft staves, and ranking up both alchemy and carpentry. All for a level 7 staff. That simply shouldn't be necessary in this day and age.

SE says over and over that they're trying to make a casual-friendly game, but you have to jump through hoops to do what should be otherwise simple things. It's a recurring theme here - no part of the game is simple to understand or simple to use, which pretty much goes 100% against SE's "casual-friendly" claims.

Speaking of which, now having actually tried their crafting system, I can now honestly say there is really no excuse for not having a recipe book in this game, at least usable as "shortcuts" for recipes you already know. It's indefensible.

notworksafe said:
I see the point to it. It helps people feel like they are part of a living, breathing world

Nothing says "living, breathing world" more than a sparsely decorated, windowless, barren room filled with hundreds of NPCs who all look almost identical, just standing there doing nothing.
 

Jinko

Member
Salaadin said:
:lol

I dont know if sorting was in there day one for FFXI but it definitely was for the United States of America PS2 launch. Even if you had to still manually sort by clicking a button in XIV, Id take it.

Um I'm sure it wasn't, sorting didn't come til like 3 years after the game was out in NA. (or was that auto stacking... I forget)

I specifically remember windower having a plugin which sorted the inventory, perhaps windowerXIV will have one in time lol.
 

Salaadin

Member
Mister Zimbu said:
On Saturday (my last real session of the game), I was probably playing for about 8 hours (on and off). I was looking for a new staff to buy, because I was still using the rank 1 one. I checked just about every bazaar that I came across, both in town and in the field. I saw exactly one staff for sale- and that guy ran away before I could even buy it :lol.

Quick question: I know the game doesnt tell you when someone /checks you but does it say when someone enters your bazaar? Ive had one too many instances where I want something from a bazaar but the person doesnt stand till long enough for me to get it. I wonder if they even know Im in there.
The range on buying things seems pretty small as well. In XI, wasnt it that if you can open the bazaar, you could buy from them and if they ran out of range, the bazaar just closed? In XIV, it looks like you can browse but not buy until youre pretty close.


Jinko said:
Um I'm sure it wasn't, sorting didn't come til like 3 years after the game was out in NA. (or was that auto stacking... I forget)

I specifically remember windower having a plugin which sorted the inventory, perhaps windowerXIV will have one in time lol.
Hmm, maybe I am wrong. Im almost certain that the option was there if you entered your inventory and hit Triangle, it would take you to a section that said Auto or Manual. Hit Auto, and everything was sorted equips on top, items on bottom, all crystals stacked. Hit Manual and it let you do it yourself.
 
Salaadin said:
Quick question: I know the game doesnt tell you when someone /checks you but does it say when someone enters your bazaar? Ive had one too many instances where I want something from a bazaar but the person doesnt stand till long enough for me to get it. I wonder if they even know Im in there.
The range on buying things seems pretty small as well. In XI, wasnt it that if you can open the bazaar, you could buy from them and if they ran out of range, the bazaar just closed? In XIV, it looks like you can browse but not buy until youre pretty close.

As far as I know it doesn't tell you at all. Either that or noone has ever checked my bazaar. You definitely have to be very close to buy something too. Not being able to move when browsing someone's bazaar certainly doesn't help, either.
 

Cathcart

Member
So, armor choices are confusing in this game. Are there any guidelines about which class prefers what type of armor? Does it matter? I've seen leather, cloth and chainmail that have ARC listed in the "favors" label. So let's say I wanted to craft my own armor, which profession makes the most sense? I'd hate to level leather working to 50 and find out oh hey archers really want chain mail or something like that.

Is it something like, chainmail for str, leather for dex, etc? That would make some sense, I guess. I just can't figure out any patterns about how gear works.
 

Salaadin

Member
demosthenes said:
I thought we got one for free...

I think theyre referring to XI with the 12.99 first character, 1.00 each additional.
In XIV, you are correct. We get one character and one retainer with the monthly fee. Any retainer after that is 1.00. Any character is 3.00.
 

Husker86

Member
Jinko said:
Um I'm sure it wasn't, sorting didn't come til like 3 years after the game was out in NA. (or was that auto stacking... I forget)

I specifically remember windower having a plugin which sorted the inventory, perhaps windowerXIV will have one in time lol.
There was certainly sorting at (US) launch, just not automatic.
 
Salaadin said:
I think theyre referring to XI with the 12.99 first character, 1.00 each additional.
In XIV, you are correct. We get one character and one retainer with the monthly fee. Any retainer after that is 1.00. Any character is 3.00.

This is how I thought it worked, ok.
 
Torquill said:
Even that's not perfect because of the wait to get items. The non gurantee that t will arrive. The risk of low quality. Def has the one stop shop element tho, yes

I'm not sure what point you're even trying to make. The goal of the game isn't realism nor should it be. Purposely making a game's economic system ridiculously difficult to use adds nothing to the game, and making it the only viable option for getting most gear without crafting it yourself is unacceptable.

You can still have an auction house properly and retain the social element too. I've never played an MMO where I wouldn't give or get discounts from crafter friends in my guild, and when I put rare items on the auction house I regularly get whispers from other players wanting to haggle my buyout price point.

The retainer system is that it's a solution in search of a problem. It adds nothing to the game whatsoever besides just being a burden.

Torquill said:
Based on your example people will make retainers called chEapwepshere or rarebighlevelshields or discountedrandomcrapigottagetridoff

People shouldn't have to work around the game's horrible system like that. That's just one step above having to run AutoHotKey to get proper alt+tab support or having to run third-party patches to get hardware mouse support.
 
Add to the fact that us as players have limited time. RMT do not have limited time or numbers in the small sense. They will hunt for the lowest price items and buy them up faster than we can search for them.
 

Torquill

Member
Mister Zimbu said:
I'm not sure what point you're even trying to make. The goal of the game isn't realism nor should it be. Purposely making a game's economic system ridiculously difficult to use adds nothing to the game, and making it the only viable option for getting most gear without crafting it yourself is unacceptable.

You can still have an auction house properly and retain the social element too. I've never played an MMO where I wouldn't give or get discounts from crafter friends in my guild, and when I put rare items on the auction house I regularly get whispers from other players wanting to haggle my buyout price point.

The retainer system is that it's a solution in search of a problem. It adds nothing to the game whatsoever besides just being a burden.



People shouldn't have to work around the game's horrible system like that. That's just one step above having to run AutoHotKey to get proper alt+tab support or having to run third-party patches to get hardware mouse support.
My comment was only meant to illustrate that the AH is less realistic. I made no claims as to fun factor. I'm kinda pursuing a pointless nitpicky agenda. I'll pull back lol.
 

Teknoman

Member
About the OT: I'd do it myself since Pai stepped down, but i've got a ton of stuff coming up, so i'll be too busy to maintain it/do the game justice.

Anyone willing to step up and make banners and art again? Maybe Raging Spaniard can do the art or something like with SFIV?
 

Teknoman

Member
Oh giant info list:

[ Guilds ]
* Not all guilds are found in each city-state.
* Class Quests can be performed by joining guilds and fulfilling certain prerequisites.
* Class quests will not only earn players rewards, but through their stories, players can also learn more about each individual city-state.
* In addition to regular rewards, completing these quests will earn players guild marks which can be used to purchase special items from that guild.
* More items will be made available for exchange in the near future.

[ Other ]
* Unlike the starting rings in FINAL FANTASY XI, there will not be any equipment that is received by choosing a certain race in a certain city-state.
* The scenarios have been designed so that most can be completed by solo players or, at the most, by small groups.


Battle
Enmity in Party Battles
For Open Beta we adjusted the amount of enmity received when using magic and abilities. However, we are not yet done, and will continue making adjustments up through and after the game’s release. We realize adding new quests, equipment, abilities, monsters, etc will directly affect the current balance, and therefore will continue making adjustments throughout the course of the game’s lifespan.

Recovering MP
Our original plan was to make MP management an important factor in the game, and we designed the game so players would have to carefully consider when and where to use MP. Rather than having weak spells that can be used over and over for minimal damage, we wanted to make magic powerful─something that delivers a single strike of massive damage and can instantly change the tide of a battle.
While maintaining this concept we will not only be conducting adjustments on existing methods to refresh MP (such as Aetheryte, abilities, and magic spells), but also plan on adding new methods.

Battle Regimens
Battle regimens work to broaden battle strategies for parties, as well as make it easier to form parties. Unlike the skillchains of FINAL FANTASY XIV, battle regimens are not only for dealing damage, but also can be used to produce the following effects:
* Lowers a target’s physical defense (normal attack -> normal attack)
* Lowers a target’s magic defense (normal attack -> magic attack)
* Increases a target’s casting time/raises MP costs (normal attack -> magic spell)
* Lowers a target’s TP progression/raises TP costs (normal attack -> weaponskill)
* Maintains the effectiveness of class abilities when used by different classes
(magic spell -> magic spell (both from same class))
(weaponskill -> weaponskill (both from same class))
* Increases player damage
(weaponskill -> weaponskill -> magic spell (weaponskills from different classes, finishing spell is optional))
(magic spell -> magic spell -> weaponskill (spells from different classes, finishing weaponskill is optional))
For example, when fighting a monster that has high physical defense, a regimen which will lower that defense is effective. On the other hand, when fighting a monster that uses magic attacks, a regimen that slows casting time and increases MP cost is recommended.

Part Damage
On some monsters, players will be able to damage individual parts such as arms and legs. For example, vines can be cut from morbols, and horns and tails can be struck from monsters that have them Parts can be damaged by using certain weaponskills while standing in certain positions.
The effect will not only be visual, but will accomplish the following:
* Weaken the monster
* Prevent the monster from using its special attacks
* Allow the player to obtain the damaged part

Notorious Monsters
* Soon Notorious Monsters will make their appearance in FFXIV.
* Most will appear different from regular monsters.
* Some are so large they will make regular morbols seem small.

Post-Release
In addition to what was announced here today, we are also planning massively multiplayer battles.
There currently exist several class abilities which may have players scratching their heads as to how they are to be used. Many of these were designed with PVP in mind. While we cannot reveal much regarding PvP now, we have some exciting announcements planned for the near future.
Crafting and the World Economy
Concept
In MMOs, we realize that crafting and the world economy are both extremely important gameplay aspects. This is why we went out of our way to make independent crafting classes rather than simply have crafting skills attached to other classes. We have designed a system that will allow players to feel like their actions (crafting, gathering, buying & selling through bazaars) are directly affecting the economy.

The Effect of Player Status on Crafting & Gathering

A player’s physical and elemental statuses greatly affect crafting and gathering. There are many hints within the game that reveal which statuses affect which aspects.

[ Crafting ]
Attributes: Works in conjunction with the type of tool used to affect synthesis quality
Elemental: Affects the occurrence rate of “god sends,” as well as synthesis stability

[ Gathering ]
Physical: Affects the number of items harvested, as well as the drop rate
Elemental: Affects the type of crystals that can be obtained during gathering

Parley
Parley is a method other than battle in which players can obtain items. Players choose ‘topics’ and then play a game using painted tiles. If you defeat your NPC opponent, you earn the right to exchange the items you have for those you need. If you do especially well, you can obtain even greater rewards.

Market Wards
We do not want the extent of a Disciple of the Hand/Land’s stay in Eorzea to be about simply putting the items he creates/gathers up for auction, which is why we have envisioned a bazaar-driven economy in which players can be creative in the methods they use to sell their wares. To better achieve this, we are currently working on ways to increase a players’ ease of using the markets by adding additional features, as well as tweaking existing ones.

Retainers
We are aware of the amount of time it took to buy items from retainers, and so we have been working diligently to make this system quicker and smoother by the time of release. Also, we are looking into ways to make it easier for players to buy and sell items through retainers.

Inventory Response Time
We are fully aware that inventory interface response speed needs to be improved.
At the time of release, we hope to have made significant improvement, and plan to continue our work after release as well.

Guildleves

Open Beta GLs
First, we would like to apologize to all of the Open Beta testers for the frequent client side errors that occurred during levequests. We are working hard to make sure all the problems are solved by the time the game is officially released.

Retrying Levequests
Levequest targets give players many times more EXP and skill points than normal monsters (even if not using guardian aspect). To prevent some players from taking advantage of this system by completing most of a levequest, failing on purpose, and then trying the quest again immediately, we have made it impossible to retry a levequest immediately after failing it. However, this does not mean players are not allowed to retry levequests. By returning and talking to the NPC who issued the quest, players can gain the opportunity to retry the quest objectives.

Guildleve Issuing
Currently, players must wait 2 earth days before being reissued a leve. However, we planning a significant reduction in this wait.
In conjunction with this change, we will also be shortening the amount of time anima takes to recharge.
Guildleves have been designed with several different features that allow for players to cooperate with others to complete the corresponding quests. For example, ‘leve linking’ allows two players with the same leve to join their guildleves to receive a reward bonus. ‘Leve sharing’ allows people without a leve to participate in a party with a person who does.

The level recommendations on guildleves are a loose guideline for solo players. We encourage players looking for a challenge to join up with other adventurers and try their hands at more difficult leves.

The Future of Guildleves
We are planning the implementation of many different types of guildleves in the near future.
First, several high-level leves will be introduced. Among those will be leves with not only new rules, but new monsters and new operation locations. Also, to answer the demand from our players, we will be introducing guildleve-based NM battles shortly.
We also ask that our players try out the Faction Leves that were introduced in Open Beta and are only accessible by special means. These leves are different from regular ones, and often involve exciting battles and interactions with NPCs. The rewards are also much better.
In addition, we are currently working on several new ideas such as leves in which Disciples of the Land and Hand must cooperate with Disciples of War and Magic to complete certain tasks.

The following is a list of some of the things we have planned for the upcoming release:
* Implementation of a hardware mouse feature
* Introduction of discounted monthly fee payment plans (3-month plan in Japan/ 3 and 6 month plans in North America and Europe)
* Raising of the level cap to 50
* Adjustment of the Armoury System UI so player abilities will not reset when changing classes.
 

careksims

Member
Currently, players must wait 2 earth days before being reissued a leve. However, we planning a significant reduction in this wait.
In conjunction with this change, we will also be shortening the amount of time anima takes to recharge.


YES PLEASE!!!
 

Teknoman

Member
North America still doesnt get the tumbler (mug cup thing) right? That would seriously suck since its included in the EU and JP CE.
 

Londa

Banned
Teknoman said:
North America still doesnt get the tumbler (mug cup thing) right? That would seriously suck since its included in the EU and JP CE.

Yeah they don't get the tumbler :(

I wanna drink coffee out of it at work. :lol
 
PvP is planned for the future? Massively multiplayer battles? Well, maybe Squenix can succeed with FFXIV where games like Age of Conan, Warhammer Online, and Aion spectacularly failed. I'm not holding my breath. PvP isn't why I want to get this game anyways.

I won't be getting a tumbler but at least I'll have my Azunyan mug! :lol
 

Druz

Member
Unknown Soldier said:
PvP is planned for the future? Massively multiplayer battles? Well, maybe Squenix can succeed with FFXIV where games like Age of Conan, Warhammer Online, and Aion spectacularly failed. I'm not holding my breath. PvP isn't why I want to get this game anyways.

I won't be getting a tumbler but at least I'll have my Azunyan mug! :lol

No way that Square is going to do it better than Conan or Warhammer. The combat system pretty much assures it.
 

Alex

Member
This game is in way worse shape than even AoC was at launch, but it's license will prop it enough enough to not crash right out of the gate.
 

careksims

Member
You know why we don't get mugs and other nice trinkets? It's because it's NA. NA's dumb like that. We get screwed out of the nice editions from SE :(
 
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