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Final Fantasy 14

Forum Index > General Games
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Aurra
Profile Blog Joined March 2008
United States469 Posts
Last Edited: 2010-09-26 20:42:11
September 22 2010 02:02 GMT
#1
[image loading]


News


+ Show Spoiler +
FINAL FANTASY XIV Version Update (Sep. 23)


Sep. 23, 2010 at 12:00 (PDT)

[Affected Service]
FINAL FANTASY XIV

[Important Update Details]
- An issue wherein objects such as doors could not be displayed properly has been addressed.

- An issue where action bars could not be switched under certain conditions has been addressed.

- An issue whereby the “Sleep” effect caused by sheep monsters’ “lullaby” would not wear off when supposed to has been addressed.

- An issue that caused the remains of Doblyn monsters to persist even after being defeated has been addressed.

- An issue where the text “(Your character’s name) was defeated by (your character’s name)” was displayed when defeated by damage over time effects has been addressed.

- An error caused when selecting clear while trying to mark an NPC has been addressed.

- The time of effect for the crafting ability “Preserve” was incorrect, and has been addressed.

- The craft level and necessary crystals for certain fishing hooks were incorrect, and have been fixed.

- A measure to prevent servers crashing under certain conditions has been implemented.

- Other minor issues have also been addressed.



What is FFXIV?


http://www.youtube.com/watch?v=diBQaoFS_IU


Surplus Experience and Character Growth

+ Show Spoiler +

http://www.youtube.com/watch?v=abE09-tqhoM



In Final Fantasy 14, your character has two different "Ranks" or levels.

Physical Level is akin to what most RPGs consider your level. Physical EXP is gained by doing just about anything.

Job Rank is akin to your skill level in the current tool or weapon you have equipped in your main hand.

When you equip a weapon or tool, your character's "job" changes to whatever is associated with that type of item. If you equip a sword, your character becomes a Gladiator.

If you equip a Staff, your character becomes a Conjurer. If you equip a mining pick, your character becomes a Miner. Ad nauseam. Each job your character has started has its own rank associated with it which is completely independant from every other job.

When you perform whatever task your current job is made to do, you gain Job Experience.

Your character might be a level 25 Pugilist, but when you equip a fishing pole you become a level 1 Fisher. When you re-equip your Pugilist weapon you will once again become a rank 25 Pugilist, there is no need to re-level your Pugilist skill.

Leveling up a Job rank grants your character new spells and abilities to use whenever they want, no matter which job you are currently playing as

Physical Level is the culmination of all job experience earned. Whenever you gain Job Experience with any job, you also gain Physical Experience. Your Physical Level remains the same no matter which Job you are currently playing at the moment. To use the previous example, if you start the game as a Pugilist and level that Job to 25, your Physical level may be 15.

You would reference yourself as a rank 25/15 Pugilist.

If you decided to go fishing, you would become a rank 1/15 Fisher.

When your Physical Level increases, you gain attributes points to place in stats to customize your character, and these stats remain the same no matter what job you are playing.

[image loading]



FFXIV Info (Descriptions of Races, Classes, etc)


+ Show Spoiler +
Races
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Hyur (Human)
[image loading]


Strength | Vitality | Dexterity | Intelligence | Mind | Piety

16 | 15 | 14 | 16 | 13 | 16 Midlander
18 | 17 | 15 | 13 | 15 | 12 Highlander


Elezen (Elvaan)
[image loading]


Strength | Vitality | Dexterity | Intelligence | Mind | Piety

14 | 13 | 18 | 17 | 12 | 16 Wildwood
15 | 14 | 15 | 18 | 15 | 13 Duskwight


Lalafell (Taru Taru)
[image loading]

Strength | Vitality | Dexterity | Intelligence | Mind | Piety

13 | 13 | 17 | 16 | 15 | 16 Plainsfolk
12 | 12 | 15 | 16 | 17 | 18 Dunesfolk


Miqo'te (Mithra)
[image loading]

Strength | Vitality | Dexterity | Intelligence | Mind | Piety

16 | 15 | 17 | 13 | 14 | 15 Seeker of the Sun
13 | 12 | 16 | 14 | 18 | 17 Keeper of the Moon


Roegadyn (Galka)
[image loading]

Strength | Vitality | Dexterity | Intelligence | Mind | Piety

17 | 18 | 13 | 12 | 16 | 14 Sea Wolf
15 | 16 | 12 | 15 | 17 | 15 Hellsguard


Classes
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Disciples of War
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Gladiator
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[image loading]
Gladiators are the "tanks" of the game. They have abilities for generating enmity and protecting party members, as well as reducing damage dealt to themselves.

Example Gladiator Skills:

Rousing Provoke - Use a threatening gesture to increase enmity.

Cover - Protect an ally, positioning yourself between them and the enemy to redirect damage dealt to yourself instead.

Rampart - Protect yourself, increasing defense and magical defense.

Still Precision - Steady yourself, increasing accuracy and reducing evasion.

Aegis Boon - Recover behind the safety of your shield, converting a portion of damage sustained when blocking into HP.


Pugilist
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[image loading]
Pugilists are the hand-to-hand class of FFXIV. They are limited in range but can use throwing weapons to stun enemies allowing them to close distance between what they are fighting.

Example Pugilist Skills:

Mocking Provoke - Whistle tauntingly to increase enmity.

Blindside - Strike from an enemy’s rear, increasing attack power by half of your dexterity.

Chakra - Channel your vital energies, consuming TP to restore HP.

Steal - Rifle through an enemy’s belongings, stealing a random item. Chance of success increases with stealth.

Featherfoot - Tread lightly, increasing evasion. Effect fades after evading an attack.


Marauder
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[image loading]
Marauders are a physical melee damage dealer. Their role is to simply do as much damage as possible. By staying stationary, they can output more damage, so they are great for fights that don't require too much mobility.

Example Marauder Skills:

Bloodbath - Revel in the blood of an enemy, converting a percetage of the damage dealt by your next successful attack into HP.

Murderous Intent - Throw yourself into your attacks, increasing critical hit rate and reducing TP generation.

Defender - Tighten your guard, increasing defense and reducing attack power. Increases enmity generation while in steadfast stance.

Disorient - Flick dust, sand, or soil at an enemy, reducing the target’s evasion. Effect may stack up to three times.

Enduring March - Take strong and sure steps, enabling movement at reduced speed while bound. While active, also maintains steadfast stance while moving.


Archer
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[image loading]
Archers are the physical ranged damage dealers. They deal damage from a distance and have enmity reducing abilities to keep enemies from moving to attack them.

Example Archer Skills:

Replenish - Invoke a blessing of renewal, consuming MP to replenish your projectiles to capacity.

Chameleon - Blend in with your surroundings, consuming TP to reduce enmity.

Quickstride - Quicken your stride, increasing movement speed.

Retrieval - Search your surroundings, consuming HP to find and gather projectiles.

Hawk's Eye - Your eyes gain hawklike precision, increasing the accuracy of your next attack.


Lancer
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[image loading]
Lancers are a damage/support class. Some of their weapon skills hit multiple targets, and they have Job Abilities that can increase party members' performance in battle, as well as displace enmity onto other members of their party.

Example Lancer Skills:

Comrade in Arms - Bolster morale, consuming TP to place an enfeebling effect on the target which grants attacking party members enhanced TP generation.

Ferocity - Trigger an adrenaline rush, consuming HP to increase the attack power of your next attack.

Invigorate - Channel your physical energies, consuming HP to gain TP.

Collusion - Employ deception, transferring the enmity generated by your next successful attack to an ally positioned between you and the enemy.

Life Surge - Make sport of an enemy, gaining the ability to absorb HP. While active, successful attacks reduce the target’s evasion.


Disciples of Magic
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Conjurer
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[image loading]
An elemental magic class. They have both offensive and support spells which make them well suited for party play.

Example Conjurer Skills:

Fire - Deals fire damage to enemies within area of effect.

Cure - Restores HP of allies within area of effect.

Protect - Enhances defense of allies within area of effect.

Shock Spikes - Armors you with lightning spikes, stunning attacking enemies.

Frost - Deals ice damage over time to enemies within area of effect.

Thaumaturge
+ Show Spoiler +
[image loading]
An offensive support magic class. Their spells are focused on weakening enemies and strengthening allies.

Example Thaumaturge Skills:

Drain - Transfers HP from enemies within area of effect to you.

Gravity - Reduces the movement speed of enemies within area of effect.

Sacrifice - Consumes HP to restore a portion of the target’s HP.

Siphon TP - Transfers TP from the target to you.

Absorb ACC - Transfers a portion of the target’s accuracy to you.


Disciples of Land
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Miner
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[image loading]
The Miners’ Guild is responsible for the excavation and handling of Eorzea’s mineral wealth, be it ores, fossils, precious stones, or otherwise. It should come as no surprise, then, that their most eager customers are the realm’s blacksmiths and goldsmiths.

To fully master the advanced techniques developed by the great mining nation of Ul’dah, miners must undertake a wide range of tasks, from the meticulous prospecting of the most minute deposits to large–scale civil engineering. The guild staunchly subscribes to the theory of continental drift, and as such many among its ranks for their patron deity Oschon, the Wanderer. The primary tool of the miner is the pickaxe.


Botanist
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[image loading]
The botanist's profession encompasses the procurement of resources from all forms of plant life. This includes harvesting various vegetables and grains, tending to fruit-bearing trees, gathering wild grasses, cultivating fibrous plants for use in textiles, cutting lumber to supply the carpentry trade, and more.

This wide range of raw materials draws the custom of various other guilds, notably the Carpenters', Weavers', Alchemists', and Culinarians'. Botanists also attempt to educate others about the importance of achieving a symbiotic relationship with Eorzea's plants, rather than carelessly stripping them of their useful parts. This is perhaps best exemplified by the revolutionary irrigation methods devised by Gridania, which first made low-impact, high-yield crop propagation possible. The primary tool of the botanist is the hatchet.


Fisher
+ Show Spoiler +
[image loading]
Fishers are the harvesters of the realm's marine and freshwater animal resources. The goods they obtain from their catch place them in direct dealings with both culinarians and goldsmiths.

Be it from the shore of a sea, the bank of a river, or the deck of a boat, Eorzea's anglers must constantly account for a wide range of factors to optimize their success, including season, time, place, tools, and bait. In addition, the sometimes perilous nature of desirable fishing holes, be they on or offshore, above or below ground, prompts many fishers to employ the protection of more combat-oriented professions. The primary tool of the fisher is the fishing rod.


Disciples of Hand
+ Show Spoiler +
Carpenter
+ Show Spoiler +
[image loading]
Carpenters make items and equipment parts out of wood. Currently in beta, there is a huge demand for shields, so being a carpenter is very profitable.


Blacksmith
+ Show Spoiler +
[image loading]
Blacksmiths refine ore and create metal weapons and various other equipment parts. Refining ore requires Fire Crystals which are in high demand by a lot of the crafters in this phase of the beta. It's best to have another source of revenue before starting out in blacksmithing.


Armorer
+ Show Spoiler +
[image loading]
Armorers are similar to Blacksmiths, except they make armor instead of weapons. Not many armorer recipes are known at the moment, so the exact extent of their craft isn't clear right now.


Goldsmith
+ Show Spoiler +
[image loading]
Goldsmiths make jewelery and refine gems from elemental rocks. They also start off with B.A. Glasses.


Leatherworker
+ Show Spoiler +
[image loading]
Leatherworking is a great profession, as many other crafting recipes call for things such as leather straps, sheathes, and other parts. The only disadvantage to leatherworking is that you can't get the materials solely from the DotH jobs, since it requires animal hides.


Weaver
+ Show Spoiler +
[image loading]
Weavers make cloth armor, clothes, hats, and other cloth materials. Most recipes call for Earth, Wind, and Lightning Shards.


Alchemist
+ Show Spoiler +
[image loading]
Alchemists create potions, dyes, consumables and other materials.


Culinarian
+ Show Spoiler +
[image loading]
Culinarians prepare food dishes. At this point in beta, the effects of food hasn't been well established, so Culinarians aren't a very popular job.


Useful Links:

+ Show Spoiler +
The Lodestone - Official news page, character profiles, etc.
Yellow Gremlin - Final Fantasy 14 Database



Player List:

+ Show Spoiler +
Character Name | TL Account

-

Cornelia server:

Vortok Mercadia | Vortok

-

Figaro server:

Eishiki Loire | Eishi_Ki

-

Mysidia server:

Andre Johnson | AJ-
Thee Amarys | Amarxist
Aurra Field | Aurra
Red Nada | billyX333
Nova Strike | Novastrike
Soul Djinn | Soulclenz
Allais Rox | VRidiculous

-

Selbina server:

Guy Endymion | judochopaction

-

PM me if you want to have your name added.


It is strongly recommended that you get a traditional gamepad to play this game.
The PC controls are very sub-optimal compared to the Console controls.
Amarxist
Profile Blog Joined July 2008
United States371 Posts
September 22 2010 02:09 GMT
#2
I run into walls auto running in this game.
☺ ☻
illu
Profile Blog Joined December 2008
Canada2531 Posts
Last Edited: 2010-09-22 02:16:23
September 22 2010 02:15 GMT
#3
I played the beta. It was.... sigh.

The game tells me nothing. I was supposed to figure out everything myself.

The battle was awkward (go go ATB battles). They might as well make the battle system like in FF4-9.

The only nice thing I can say about the game is that it's very pretty and cute.

EDIT: btw, the Classes section is slightly broken.
:]
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
September 22 2010 02:17 GMT
#4
Downloaded
Told me i needed 12 gigs of free space on the drive that has my documents (60 gig partition)
Cancelled install and listened to everyone complain about how broken beta was
Novastrike
Profile Joined September 2010
United States23 Posts
September 22 2010 02:20 GMT
#5
Nova Strike | Novastrike
안영!
ChezGod
Profile Blog Joined October 2003
United States590 Posts
September 22 2010 02:21 GMT
#6



Great video explaining the advantages of the fatigue system. It actually makes sense now.
EAGER-beaver
Profile Joined March 2004
Canada2799 Posts
September 22 2010 02:27 GMT
#7
Still dunno if I want to try this out, I love the ff games, but never tried 11 cause it's an mmo. The real deal breaker about mmos is the social aspect, if I have to rely on finding a group of other people who aren't drooling retards to get anything done I'm not so inclined to play. Main reason why I prefer strategy games vs mmo, I only have myself to blame if I fail.
Simon and Garfunkel rock my face off
Aurra
Profile Blog Joined March 2008
United States469 Posts
September 22 2010 02:31 GMT
#8
On September 22 2010 11:27 EAGER-beaver wrote:
Still dunno if I want to try this out, I love the ff games, but never tried 11 cause it's an mmo. The real deal breaker about mmos is the social aspect, if I have to rely on finding a group of other people who aren't drooling retards to get anything done I'm not so inclined to play. Main reason why I prefer strategy games vs mmo, I only have myself to blame if I fail.


You can probably bum a free trial key off someone who has bought the game if you want to try it out. I'll have mine to give away when I get my copy tomorrow.

It's a lot more solo friendly than 11 was, although that isn't saying much.
Vortok
Profile Joined December 2009
United States830 Posts
September 22 2010 03:13 GMT
#9
The video is a nice way to explain the fatigue system, but it does assume that higher levels of a given discipline will level up faster than they might under a "standard" system. As the limit in beta was 30, nobody really knows for certain.

I know I read that they planned to make the physical level "limit" a lot looser since you get physical exp regardless of your current discipline. Shouldn't be too hard to work around the current system, especially for people that are "altaholics" on other games. Or for most people crafting as it would be very rare for someone to be able to just craft for 8 hours straight. Getting materials/selling/trading stuff you make will likely take up quite a bit of time as well.

My biggest concern is inventory space. With multiple classes, and also optimal gear different for various classes leading to several outfits, plus crafting materials/results I can see it getting clogged very quickly. Eighty on your character and eighty on your retainer seems very small. Hopefully the solution for release isn't just "pay more per month for a ton of mules."
billyX333
Profile Blog Joined January 2008
United States1360 Posts
Last Edited: 2010-09-22 10:09:22
September 22 2010 09:57 GMT
#10
still dont like the fatigue system. pretty much knew everything in that video already. hardcore players are going to level sub classes regardless because its smart.

my main question was still not answered, so if you hit the max threshold and want to begin resetting it, you have to sit out a week from battle for that class otherwise it...?
does it immediately reset to full when i enter battle or gradually reset to full?
for example: if i hit a threshold and i want to reset it, i have to wait a week. so if i go inactive for 3-4 days and i enter a battle, does it immediately reset to a week of necessary rest time? so if i enter battle on day 6 rather than wait the full week, i can potentially need 13 days to fully reset? or is it gradual? like if i enter battle on day 6 for 1 hour, it will just add ~1 hour (or 1 day or w/e) of additional rest time required to reset or add another week? T_T

and is it more efficient to level one single class non stop until you hit a threshold so you can immediately put it on cool down (a week) then begin other classes? or can we just level classes evenly like (get lvl 10 pugilist, get lvl 10 marauder, get lvl 10 lancer then play pugilist again) or would that make the threshold last even longer? this kind of is linked with my first question as well
maybe i should focus completely on 1 class to like 15-20 until i hit a brick wall then focus on sub classes? (its so much easier to lvl with a lvl 6 marauder and a lvl 6 pugilist for bloodbath/second wind which is why i ask but if its more efficient to focus on one to reset threshold i guess i'll have to do this)

"more freedom" lol..... yeah
Aurra
Profile Blog Joined March 2008
United States469 Posts
Last Edited: 2010-09-22 16:39:09
September 22 2010 16:37 GMT
#11
It resets a week after you start building experience no matter how much you play, you don't have to stop playing for a week for it to reset.

It'll always been more efficient to level multiple classes as there isn't enough time in the week to play each class enough to start hitting surplus.
Yurie
Profile Blog Joined August 2010
11802 Posts
September 22 2010 16:45 GMT
#12
On September 22 2010 11:02 Aurra wrote:
It is strongly recommended that you get a traditional gamepad to play this game.
The PC controls are very sub-optimal compared to the Console controls.


Is it any good with a gamepad? I tried it out and just got to the first city using keyboard/mouse prior to un-installing due to the control scheme being so bad it wasn't worth learning.
Aurra
Profile Blog Joined March 2008
United States469 Posts
Last Edited: 2010-09-22 18:01:00
September 22 2010 17:59 GMT
#13
I played the game with my PS3 controller (using MotionInJoy custom drivers) and the difference was night and day. When using a keyboard there was an inherent delay to every action you perform that just isn't there when using a controller.

I'm assuming the PC code is running some sort of emulation of PS3 hardware because once you plug in a controller all that weird input delay suddenly disappears.

The best thing they could do to retain subscribers would be to throw a simple USB gamepad in the box. :p
rei
Profile Blog Joined October 2002
United States3594 Posts
September 22 2010 18:22 GMT
#14
how's the server lag? are there a lot of ppl overloading the server like every other mmorpg launch?
GET OUT OF MY BASE CHILL
Novastrike
Profile Joined September 2010
United States23 Posts
September 22 2010 19:06 GMT
#15
You guys playing right now? I tried to add but it says failed...
안영!
Aurra
Profile Blog Joined March 2008
United States469 Posts
September 22 2010 19:10 GMT
#16
I don't have my copy of the game yet, still waiting on UPS.
Iblis
Profile Joined April 2010
904 Posts
September 22 2010 19:12 GMT
#17
The fatigue system is really THE thing the worst designed in this game and I'll tell you why.

The goal of this system is to keep the casual progression in par with the hardcore players, nothing bad in that idea but that implies that you have to artificially stop the high play time player to move forward in the game or help the one with low play time to catch faster. But the restriction is made on the playing time and not on an amount of xp or a specific level so it just doesn't do that much.

First mistake let's prevent players to play how they want by not letting them get xp more than 8hours per week instead of giving a boost to people that play less than 8hours a week.

Second mistake let's make it a timer restriction at the first fight you do. Just adding some number in a game is not always a good idea and not attractive to all kind of audience for one game.
Okay so now, I can kill monsters and gain xp for the next 8 hours InGame. What if I want to take a break? That's okay just take a break and if you don't kill monster and gain xp in 30minutes the timer stop, and I think(hope actually) that the 30 minutes inactive are deducted.
What if I'm in a party or something? Xp are shared in a party so if two people take a break for 15minutes and that the party can't continue an instance/leve/party content at the return of the said AFK either those two loose 15minutes of play from their week or all the party just take a break for 30 minutes and everybody loose 30 minutes doing nothing.

Third mistake, with this implementation it really doesn't help low play time players and it actually is at their disadvantage I'll just quote a post someone made on a ff14 forum about that.

http://www.ffxivcore.com/topic/11986-theorycraft-behind-surplus-xp/

XP Gain
Since surplus has been stated to be time based, the more of your time killing mobs, the faster you will level without capping out. It is ALL about xp per minute. The goal is to kill as many mobs as you can as quickly as you can. No time to stop, no time to run to crystals to regain mana, no time to do anything but kill, kill, kill. This means very fast paced parties. This means absolutely no socializing, talking, chatting. No getting up to get a soda. No peeing except at approved rest breaks.

Why?

Let's say we have two groups of people.
One gets 600 xp per minute on average being super serious and hardcore.
One gets 200 xp per minute bumbling along.

At the end of two weeks, group 1 are level 45.
At the end of two weeks, group 2 are level 15.

You can see that it is much more rewarding to NOT fool around. In fact, the system directly rewards players for not enjoying themselves. While this is the case in ALL MMOs, in other MMOs you can joke around and enjoy yourself for a few hours, then get serious and play for real without any direct repercussions on your character. In a system like this, however, one hour joking around limits your character advancement for an entire week. One hour of joking around means that you lose about 7% of your character's advancement potential in that class for that week.
Aurra
Profile Blog Joined March 2008
United States469 Posts
September 22 2010 19:19 GMT
#18
That theorycraft post is way off the mark.

The surplus system doesn't take time into account at all whatsoever with the exception of the once-a-week reset which happens 168 hours after you first gain a point of experience. The eight hour thing is actually a numeric amount of experience that Square-Enix figures someone will get if they grind for eight hours straight. You can take as many breaks as you want and goof off as much as you want, it doesn't matter. Surplus kicks in once you reach a certain number of experience points, not after playing a certain amount of time.

I played way more than 8 hours a week during open beta and never hit surplus once due to all the exploring and random stuff I did that did not contribute to gaining experience points.
Soulclenz
Profile Joined February 2010
Canada1 Post
September 22 2010 19:49 GMT
#19
mithra for life
judochopaction
Profile Blog Joined April 2010
United States533 Posts
September 22 2010 19:50 GMT
#20
I launch the game, first thing to notice?? NO MOUSE LAG!! Or very small... can hardly tell! Thank goodness
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