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

it wouldn't be such a problem if we actually have more inventory space
it was either selling them, or spend 30 minutes shifting stuffs around when there's a need for them



but after all the free money they got from mog satchet, i think they're gonna be even more stingy =.=
 
jiggle said:
it wouldn't be such a problem if we actually have more inventory space
it was either selling them, or spend 30 minutes shifting stuffs around when there's a need for them



but after all the free money they got from mog satchet, i think they're gonna be even more stingy =.=

I believe in an early interview they actually said that you will have LOTS of inventory space this time around, because of how the armory system works and the need to change gear/job in the field.
 
Cowie said:
Level caps are an interesting concept though, if a bit annoying in practice. It's a nice way to create low level content that you can't just get one or two of your high level friends to blast you through, and lets underleveled characters have a chance to feel useful and help

I know that I'm probably in the minority here but I hope a lot of the mission content is going to be shifted towards the later part of the levelling process, maybe completely end game. It's so annoying trying find someone that has gear for a certain cap, especially if you join the game towards the middle / end of a games life cycle.

Honestly speaking, I think FFXIV is the MMO I've been the most hyped for simply because it doesn't use the conventional method of character progression. Not giving people levels throws a lot of MMO hegemony out the window. Determining player progress is going to be so odd because there's nothing concrete to compare where you are versus other players / content minimums other then abilities and obviously gear.

Kintaro said:
Wouldn't surprise me to see a sort of FFXIV Armory made for the PC version

Seeing who was buying Gil by checking their AH history on ffxiah.com was almost as fun as the actual game.
 
Sebulon3k said:
Honestly speaking, I think FFXIV is the MMO I've been the most hyped for simply because it doesn't use the conventional method of character progression. Not giving people levels throws a lot of MMO hegemony out the window. Determining player progress is going to be so odd because there's nothing concrete to compare where you are versus other players / content minimums other then abilities and obviously gear. .

Eh, I think there will be ranks in the Guilds or some equivalent that will let you easily tell how far along in the game someone is, but it will likely be much fuzzier than it currently is.

Remember that just because players don't have "experience levels," monsters will vary in difficulty, and there has to be some way to tell if your party can tackle the enemies or not.


Also: Remember in FFXI when people used to care about nation rank? "Oh, don't invite him, he's only Rank 1!"
 
I would like to have an App so i can message (more like real time chat then email like pol did) my friends and a App to Check AH prices on the go (and also be able to purchase from the AH using the app)
 
Ravidrath said:
Eh, I think there will be ranks in the Guilds or some equivalent that will let you easily tell how far along in the game someone is, but it will likely be much fuzzier than it currently is.

Remember that just because players don't have "experience levels," monsters will vary in difficulty, and there has to be some way to tell if your party can tackle the enemies or not.

They probably will but I'm hoping, and I'm probably going to be wrong but I hope the system will be something like FF9s Progression system without the levels. It's probably going to have tiers within every item tree or ability type. Like white magic tier 1 has cure and tier 2 has cure 2 scaling up as the tiers increase.

Either way I'm just happy that the game doesn't have conventional levels attached to it.
 
Sebulon3k said:
They probably will but I'm hoping, and I'm probably going to be wrong but I hope the system will be something like FF9s Progression system without the levels. It's probably going to have tiers within every item tree or ability type. Like white magic tier 1 has cure and tier 2 has cure 2 scaling up as the tiers increase.

Either way I'm just happy that the game doesn't have conventional levels attached to it.

Yea but you're still going to be fighting mobs for exp/ap/w/e they want to call it to level up. They might say it doesn't have levels but we're still going to be fighting/questing to progress through the game.
 
demosthenes said:
Yea but you're still going to be fighting mobs for exp/ap/w/e they want to call it to level up. They might say it doesn't have levels but we're still going to be fighting/questing to progress through the game.
I have no problem fighting mobs for whatever metric they use to measure progression to the next "Ding", I just think it's nice that instead of your "level" determining your progess it's instead the skills you've learned if that's in fact the way the game works upon release.

I've played a large number of MMOs, and to me it seems stale that nearly everyone use the same metric, however I understand why they do it.
 
Sebulon3k said:
The amount of time wasted doing skill checks is gonna be insane :lol

I think it really depends on the playerbase. I can't see gear not ending up in some tier format, and there's a hard creativity cap of how many abilities they can even come up with. Ideally, everyone with access to tier x swords will keep all of the useful ones handy, and list armors like we list support jobs now.
 
Ravidrath said:
Also: Remember in FFXI when people used to care about nation rank? "Oh, don't invite him, he's only Rank 1!"
:lol Good times

I stopped looking at that stuff after awhile and would get screwed by inviting someone without airship access in some of the lower level xp ptys
 
So, I'm officially hyped to the max for this. Building a new PC next month... figured it's probably time. This game was enough to push me over the edge.

:D
 
I think I just read the translated article. Nothing ground breaking announced. Summons this time around are going to be a lot harder to obtain apparently and are confirmed for use.

This is pure speculation on my part, but I think there is going to be some sort of esper/materia system where pretty much any class can equip a summon.
 
carlo6529 said:
I think I just read the translated article. Nothing ground breaking announced. Summons this time around are going to be a lot harder to obtain apparently and are confirmed for use.

This is pure speculation on my part, but I think there is going to be some sort of esper/materia system where pretty much any class can equip a summon.

Sounds like a good idea. It could add some flexibility to the job classes and choosing which summon to equip could be FFXIV's equivalent of a subjob.
 
carlo6529 said:
I think I just read the translated article. Nothing ground breaking announced. Summons this time around are going to be a lot harder to obtain apparently and are confirmed for use.

This is pure speculation on my part, but I think there is going to be some sort of esper/materia system where pretty much any class can equip a summon.
hope so
 
Carlo6529 said:
This is pure speculation on my part, but I think there is going to be some sort of esper/materia system where pretty much any class can equip a summon.

Paladin with the ability to summon Alexander :0
 
Sebulon3k said:
I know that I'm probably in the minority here but I hope a lot of the mission content is going to be shifted towards the later part of the levelling process, maybe completely end game. It's so annoying trying find someone that has gear for a certain cap, especially if you join the game towards the middle / end of a games life cycle.

Square should eliminate caps on gear entirely and give all gear variable stats that increase with character growth. As an example, a cheap accuracy ring might have +1-3 acc, while a more expensive ring has +1-7 acc. A low-level player would get +1 acc from either ring, a mid-level player would get +2 acc from the cheap ring or +4 acc from the expensive ring, and a high-level player would get +3 acc from the cheap ring or +7 acc from the expensive ring. That way, you eliminate the hassles of gear caps, while low-level players who can't afford the best gear aren't placed at a disadvantage to veteran players leveling a second or third character class. Then you can have level-capped content without having to worry about keeping separate sets of gear for each level cap.
 
Azrael said:
Square should eliminate caps on gear entirely and give all gear variable stats that increase with character growth. As an example, a cheap accuracy ring might have +1-3 acc, while a more expensive ring has +1-7 acc. A low-level player would get +1 acc from either ring, a mid-level player would get +2 acc from the cheap ring or +4 acc from the expensive ring, and a high-level player would get +3 acc from the cheap ring or +7 acc from the expensive ring. That way, you eliminate the hassles of gear caps, while low-level players who can't afford the best gear aren't placed at a disadvantage to veteran players leveling a second or third character class. Then you can have level-capped content without having to worry about keeping separate sets of gear for each level cap.
Capped content is only fun for the first 3-4 months of the game, after that when everyone does it and moves onto the end game it just gets frustrating for anyone that's late to the party.

Although the gear scaling seems like a good idea, I can see a developer getting lazy and using it as a reason to not have a lot of different gear during the levelling process.
 
Sebulon3k said:
I know that I'm probably in the minority here but I hope a lot of the mission content is going to be shifted towards the later part of the levelling process, maybe completely end game. It's so annoying trying find someone that has gear for a certain cap, especially if you join the game towards the middle / end of a games life cycle.
.

Eww, I totally disagree with you. You must be one of those weird people who play the game primarily for levelling up, and to you everything else (like story, missions) is secondary :P I'm not that kind of person - I play the game *for* the story and missions, so if they didn't have any until endgame, I'd never even play the game, because it would be the most boring thing ever until the end. So I play them when I am at the correct level, when the developers intended you to play.
 
carlo6529 said:
I think I just read the translated article. Nothing ground breaking announced. Summons this time around are going to be a lot harder to obtain apparently and are confirmed for use.
:lol Summons were hard to get in FFXI too, a long long time ago. But when they keep adding new equipment and skills later, is it any wonder the summons got easier. Maybe they just need to scale the difficulties of certain battles along with adding new toys each patch.
 
Dreamwriter said:
Eww, I totally disagree with you. You must be one of those weird people who play the game primarily for levelling up, and to you everything else (like story, missions) is secondary :P I'm not that kind of person - I play the game *for* the story and missions, so if they didn't have any until endgame, I'd never even play the game, because it would be the most boring thing ever until the end. So I play them when I am at the correct level, when the developers intended you to play.
Lol wierd people :lol

When I played FFXI I got my first job to 75 (whm) and did all my windhurst missions, I wanted to get into the end game ASAP so I did all the Zilart missions in one night. Did Sky for a couple weeks then did CoP in a static over a week. Quickly after hitting 75 I realised noone wants a whm for merit parties so I levelled BRD, got that to 75 then started Sea and HNM camping. Levelled RDM to 75 and did my ToAU.

Hardly enjoyed levelling but in my FFXI linkshell your only as good as what you can bring to the table and having one job was fucken horrible. I wanted my Gjallahorn, so I increased my utility

At the time unless you had a static, levelling was fucken horrible. But it had to be done to get where you wanted.

Being late to the party in a game like FFXI sucked if you didn't have a group of people that were going to help you do the missions, because majority of the population had completed them. If majority of my time playing is going to be spent at the level cap the majority of the game content should be at the level cap. Levelling to the cap then having to go do content where I can't use all my abilities and gear is stupid.
 
Sebulon3k said:
Being late to the party in a game like FFXI sucked if you didn't have a group of people that were going to help you do the missions, because majority of the population had completed them. If majority of my time playing is going to be spent at the level cap the majority of the game content should be at the level cap. Levelling to the cap then having to go do content where I can't use all my abilities and gear is stupid.

Yeah, but that's what I'm saying - for most people, the majority of their time playing *isn't* at the level cap. The missions (and quests) are designed to be played as you level, to keep the game about more than just grinding away, which is also the reason for the capped level missions. It's a lot more fun when the game is balanced - when there's a good chance you'll die not only at the burning circle, but on the way there. Some of the most fun we had was when we all wiped out during a mission with a bunch of single-hit kills...and then the next group that came along got wiped out by the same guy. Then some of us got raised, and he showed up again!

Then once you reach max level, there's a bunch *more* content designed specifically for that point (which is why it's known as "end-game" content). I could see WoW being the way you describe, when it first came out its whole point seemed to be levelling to max level quickly, and then doing all sorts of stuff. But FFXI was designed like most Final Fantasy games - you are intended to play through the story and level up at the same time.

I and my static party played the game for three years, most of that time was spent below max-level.
 
There's also the matter that, by design, the "typical" 75 has at least one job at 40, likely another job at 20, and possibly a third at 30, all ready to roll out on five minutes' notice.
 
Dreamwriter said:
Yeah, but that's what I'm saying - for most people, the majority of their time playing *isn't* at the level cap. The missions (and quests) are designed to be played as you level, to keep the game about more than just grinding away, which is also the reason for the capped level missions. Then once you reach max level, there's a bunch *more* content designed specifically for that point (which is why it's known as "end-game" content). I could see WoW being the way you describe, when it first came out its whole point seemed to be levelling to max level quickly, and then doing all sorts of stuff. But FFXI was designed like most Final Fantasy games - you are intended to play through the story and level up at the same time.

I and my static party played the game for three years, most of that time was spent below max-level.
I guess our experiences are different then, I spent most of my time at level 75 and for me who came into the game alone trying to PuG windy / Zilarts was a pain because I'd have to deal with bad players that didn't have gear and no shows. It was amazingly frustrating because those missions were the barrier to what I wanted to do which was the end game.

For me it just didn't make sense making me do level 30-50 missions to unlock an area that has activity for level 75 players, and I know they designed the game to be played in a way that you do missions as you level. But realistically for nearly all the people that I played with on my server that wasn't the case. Unless you had someone coaching you, or an online source directing you the missions wouldn't even become known till someone told you about them much later on.

Almost all my friends were 70+ before they even started the mission content, that probably wasn't SE's plan when designing them but that was for many people the reality of the situation.
 
Sebulon3k said:
Almost all my friends were 70+ before they even started the mission content, that probably wasn't SE's plan when designing them but that was for many people the reality of the situation.

Who the hell makes anything above 50 without getting airship access? :lol
Sure, if you want to just sit and grind, sit and grind, you can eventually get up there. But the game shoves the plot at you with everything from the only reasonable travel method to best-of-slot gear.
 
Mandoric said:
Who the hell makes anything above 50 without getting airship access? :lol
Sure, if you want to just sit and grind, sit and grind, you can eventually get up there. But the game shoves the plot at you with everything from the only reasonable travel method to best-of-slot gear.
By mission I meant CoP and Zilart not Nation, probably should've been clearer about that.

Have you tried to do CoP and Zilart missions without the assistance of an online wiki? I can't comment on WoTG because I stopped playing when it came out but, It's really fun running around Tavnazia trying to trigger the next event, or not knowing that the teleport ( the white spires that whm can port to ) were the triggers for the next areas.

Knocking heads against AV was even better!

/sarcasm
 
Sebulon3k said:
I wonder what negative effects their going to implement for excessive use.

It was mentioned that you may have to wait a while after you use it a lot, as you get some type of fatigue.
 
Not Famitsu but still interesting info:

Article Translation Link

“Beast tribe” is a name given to these people from the government. They look different from the people living in the cities and have different philosophies and religions, but they have their own culture and knowledge. Eorzea is now a three-way deadlock between the “people” of the empire and the “people” of the beast tribes, and adventurers sometimes get caught in the crossfire. According to the setting, the two are irreconcilable, but they do say the enemy of an enemy is a friend… not to mention, not all beast tribes view humans as enemies, and there may be those that live peacefully, those that betray, and even those that try to make deals with humans.

As for the normal monsters, their behavior in the field has also evolved. In FFXIV, as in FFXI, monsters can be categorized as passive, aggressive, and linked, but in FFXIV there are also monsters that are in packs or monsters that prefer to live alone. There’s also a food-chain sort of relationship planned.

Lastly, the “summons” existent in other games in the FF series also make their appearance in FFXIV. However, unlike FFXI, these summons are closer to god-like existences, and in order to gain their help, even higher hurdles must be overcome.
 
The way I played it was I'd do any story missions I could do until I HAAAD to level up. Then I did for a while which was kind of fun. Also any time people from my linkshell were holding exp parties or offered to help me I never said no, group stuff are always good times.

But my primary goal was to complete the game. Just so damn easy to get sidetracked into 500 different things.

edit: that's cool info above, glad to hear about the summons being more special. I hope the Famitsu article had some info as well...
 
Sebulon3k said:
By mission I meant CoP and Zilart not Nation, probably should've been clearer about that.

Yeah, should have made that more clear, I was talking about the normal missions :) Zilart *was* basically end-game stuff (you needed to be around level 60-65 just to beat the boss opening up that part of the story). And Chains of Promathia was a special case, it was in part designed to give lower-level folks something to do *other* than the missions, since there was already tons of end-game content (and to add challenge for people who were level capped).
 
Dreamwriter said:
Yeah, should have made that more clear, I was talking about the normal missions :) Zilart *was* basically end-game stuff (you needed to be around level 60-65 just to beat the boss opening up that part of the story). And Chains of Promathia was a special case, it was in part designed to give lower-level folks something to do *other* than the missions, since there was already tons of end-game content (and to add challenge for people who were level capped).
Makes sense, I wasn't around when the expansions came out so my perspective is probably a bit skewed.
 
Sebulon3k said:
I wonder what negative effects their going to implement for excessive use.

I think this is just the story justification for not letting you use them all the time.

"Oh, because of potential adverse health effects, you can only use them three times a day or you get cancer!"

i.e. Similar to the Assault / Campaign Ops tags in FFXI.
 
NeoForte said:
Lastly, the “summons” existent in other games in the FF series also make their appearance in FFXIV. However, unlike FFXI, these summons are closer to god-like existences, and in order to gain their help, even higher hurdles must be overcome.
That sounds awesome. SMN is such a cool job, and I loved the excitement (and initial difficulty) of getting each one. The 1337 status of first getting Fenrir... good times.

Difficult but obtainable goals = so satisfying.
 
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