FFXIV explains changes to money and items

ffxiv items epl 1002 Final Fantasy XIV explains changes to money and itemsA lot of changes are coming to Final Fantasy XIV when the relaunch finally comes around. Changes to currency and item properties are among the less interesting of those changes, but they’re certainly going to have a big impact on the game. A new update from the development team explains in depth what will be changing, what items will be removed, and what will happen to currency values.

The currency one is what’s going to throw the largest number of players for a loop, as the game is reducing all money values to a tenth of what they once were. To reduce numbers, all money is getting the ones digit removed, meaning that players will be 10% as wealthy as they are now, but all vendor prices will be 10% of their current values. Net purchasing power should be identical.

There will also be a number of items removed from the game, altered, or otherwise changed with the new version. Players will lose several key items and ammunition, and other items will be bound to a player to prevent trading. Take a look at the full rundown for all the particulars on graphics, money, and other mechanical shifts to inventory management.

Final Fantasy XIV of Across the country

On Wednesday last week, I got on an airplane to head across the United States, starting a long and grueling trip. I spent half of Wednesday in the air, half of Thursday either on a train or in a car, and more or less all of Friday in the air once again returning home. All of this for about two hours of playing Final Fantasy XIV and a couple of interviews, in case you missed everything going live on Thursday.

Would I do it again? In an instant.

There’s no way that I can repeat the amount of information that was in the roundup in a single column, so I’m not going to try. What I am going to do is talk about some of the other assorted bits and pieces of my Final Fantasy XIV experience and the surrounding events because it was truly something to see. I’ve been fairly skeptical up until this point, but I’ll say that after sitting down and playing the beta version for a little while, I’m now a believer.

ffxiv moglog afterevent 1 epl 221 Across the country for Final Fantasy XIVA lot of this comes down to little things. Yes, it looks as if bonus points are still in the game exactly as they were before, and that should upset me… but it doesn’t, largely because they actually seem to be a bonus now. The verdict is still out on how easy they are to reallocate, but if you can actually use them to tweak your stats and build your character toward a distinct sort of playtstyle rather than auto-spending them in the most immediately relevant stats, that makes things much better. I actually never spent my points in my high-level playthrough, and I didn’t run into issues of survivability or damage.

Furthermore, there’s the fact (touched upon in my hands-on preview) that the game might have a traditional quest model, but in no way does it follow the tried-and-true hub model. Quests are scattered hither and yon along a variety of paths, and it’s very easy to miss them rather than simply starting here and going on to there. The game is large and diverse enough for you to find things as you level a new class you never noticed before.

And then there’s Naoki Yoshida.

Seeing the man in person made it even more clear why, exactly, he’s managed to capture the hearts of Final Fantasy XIV players. There’s an energy about him, a definite sense of purpose and direction that at the same time can be tempered by outside forces. Yoshida knows what he wants to do, but he also is flexible enough to take outside input into account. He’s like the ultimate developer.

There’s also the fact that the entirety of the venue was decorated to remind everyone about FFXIV. National banners hung from the ceilings, walls were covered in Gridania-appropriate art, and concept art decorated the windows. There were even plenty of fake trees, which sounds like overkill but wound up giving an air of warmth and closeness to the goings-on.

On a personal level, this was a watermark trip for me for a couple of reasons, not the least of which being the fact that it’s the furthest I’ve ever been. Going from one coast of the country to the other is sort of by definition the farthest you can go, yes, but I’d gone all of my life without going further from my home than Chicago. But I absolutely needed to be at this event.

ffxiv moglog afterevent 2 epl 221 Across the country for Final Fantasy XIVNormally this sort of trip just isn’t in our budget (and we don’t accept travel stipends from studios), but even Joystiq knew this was a big deal worth splurging budget on. There’s nobody on the staff who knows FFXIV as well as I do, and this is the real start of the media push for this game. That wow factor I’ve been talking about for the past several months? This is where it needed to start.

So how did it go? Pretty well, I’d say. The game is open without being empty and directed without being on rails. It offers guidance but does not push; it offers options without bewilderment. There are some factors that I think need further examination — housing sounds unnecessarily restrictive at this time — but that’s the point of testing, and it seems as if we’ll be getting a better game as a result of the tests.

Obviously, I can’t talk about the test in depth, and neither can anyone else who would like to continue to test the game. But I think other Legacy members will be pleasantly surprised, and I think new players coming in will find more than they bargained for.

Can the game sustain a subscription model in a world of free-to-play? Before I would have said no. Now, I’m going out on a limb and saying… possibly. It’s really something else, after all.

Oh, and because everyone’s already sharing this? At maximum resolution and graphical settings, I scored 8673 on the benchmark. Slightly tweaking down the shadows and having long-distance objects at lower detail kicked my score up to 9609, and the shadows were only really notable when looking at the Aetheryte from above. So the game is just plain going to look better more consistently.

FFXIV of Parties and roles

Final Fantasy XIV’s party setup already makes a bold step away from normal conventions. Where most games these days top out with parties of four or five players, a full party in Eorzea is eight people with according benefits. It’s definitely a game of numbers.This offers some unique drawbacks and advantages all at once. The drawbacks are implied just by the sheer size: It’s harder to get three strangers to work with you as part of a team; it’s harder still to gather up seven without one person dragging you down through a combination of cluelessness and hapless malice. But considering the pre-relaunch game offered a lot of content that could be done solo or in ad hoc groups of varying sides, perhaps this won’t be such an issue in the long run.

So let’s talk about the potential advantages. I think the game is uniquely poised to deliver on this front simply because having more people in the party allows you to do things that more modern games don’t have the space for — things that Final Fantasy XI was quite good at doing in party composition, as it happens.

ffxiv moglog party epl 1227 Parties and roles in Final Fantasy XIVChecklists over roles

Final Fantasy XI’s classes certainly fell into roles or were forced into those roles through player use. However, this was prior to the days of the modern trinity’s rise to ubiquitousness, meaning that group composition was very different. You had your tanks and healers, but you also had buffers, debuffers, magic damage, melee damage, pullers, and various other miscellaneous functions. And for several classes, your subjob and your gear determined whether or not you could fulfill a certain role or not.

Pullers, for instance, needed a ranged attack, which cut a small number of classes out of the running, but I still fondly remember pulling with Dia as a Red Mage and having a Dragoon fling pebbles to pull targets. Healers needed to keep the tank alive, but tank survivability scaled pretty well, meaning that during normal content it was quite possible to have a healer providing some other useful role like debuffer or buffer or what-have-you.

The emphasis was more on a checklist of functions rather than a specific set of roles. It was a matter not of looking for a healer but of looking for someone who filled the needed role of healing and other possibly needed roles. A COR/RNG could be a puller and a buffer, meaning that you could fill the healer spot with something else.

Not that this was a perfect system. There are approximately a million classes capable of doing melee damage and two or three capable of tanking, which means that a lot of players are just out of luck. But this seems like something that could be applied to Final Fantasy XIV quite easily, especially while reinforcing the reason a player might choose to use a class over a job in a given situation. Sure, a Dragoon is a better melee damage dealer than a Lancer, but the Dragoon can’t also serve as a debuffer. The Lancer, when played correctly and given the right skill loadout, can do precisely that.

Depending on the skills available, of course. I’m just throwing out ideas here.

ffxiv moglog party 1 epl 1227 Parties and roles in Final Fantasy XIVScaling content

Here’s another idea worth considering: What if Final Fantasy XIV turned its party size into an advantage rather than a disadvantage? City of Heroes had the same upward limits on a normal party, but it managed to make its content more fun despite the huge party size by allowing people to group up more or less at will due to the wonders of content scaling.

CoH managed this through a fairly simple trick. As more people entered an instance, the size of enemy spawns increased so that three regular enemies turned into five regulars and a lieutenant, then 12 regulars and three lieutenants, and so on up the line. The first couple of steps up were fairly linear, but as you approached the full size, spawns got exponentially larger and major villains had to be faced at their full power.

This scaling wasn’t perfect. Archvillain scaling was sometimes dicey for small groups or solo players, and good builds could often sweep through huge spawns normally without the need for a party. But the idea and the core execution was spot-on, especially the exponential scaling part. A party with two or three members could easily just be three damage-dealing sorts, but once you got into near-full numbers, groups were meant to be large enough to require crowd control, tanking, and healing. The game swelled or shrank to account for others.

FFXIV already even has a system for marking tiers of content in the form of party size flags. Imagine a dungeon that scaled purely based on the group size. At 1-3 players, the major bosses are tough fights that can be handled solo with care or in a group without too much difficulty, and enemy groups are reasonable or require minimal crowd control. Once you hit Light Party status, bosses and enemies get tougher and require more coordination. In a full party, you’re into the full-on party vs. party combat that was talked up before the game was released, where having a really hard set of roles is an asset rather than a drawback.

I’ve mentioned the whole endgame back-and-forth before in this column, and I’d like to see FFXIV be something spectacular. Offering honest-to-Twelve scaling content from launch would be wonderful, especially since it would match the in-game leve scaling. Just food for thought.

Teasing players with a rideable goobbue into Final Fantasy XIV

ffxivpressevent landing epl 219 Final Fantasy XIV teasing players with a rideable goobbue

Every so often, there are pieces of information put out that are transparently false, stories so insane you know they simply must be fabricated… like the idea that Final Fantasy XIV would promise the introduction of a new mount and that said mount would be one of the toothy monsters known as a goobbue. It’s the sort of thing that could be immediately ignored as being a series of enterprising photoshopped pictures if not for the fact that it’s being passed along by the official site.

Yes, apparently, the lumbering beasts that terrorize players in both Final Fantasy XI and Final Fantasy XIV will be added to the stable of mounts alongside chocobos. The preview video itself (embedded just after the break) states that they’ll only be available for a limited time before version 2.0; the lore article claims that the very idea seems absurd even in the game world, but there it is. Hopefully players can learn how to obtain the mount soon, with the added caveat that we’ll probably have to believe it’s a real thing at that point.

Final Fantasy XIV News:Touring La Noscea and Thanalan

ffxivpressevent tour epl 217 Touring La Noscea and Thanalan in Final Fantasy XIVMy time spent at the Final Fantasy XIV tour didn’t just include a preview of the areas to be found in the upcoming beta. No, we proud and few got the chance to also explore some of the game’s other iconic areas, areas closed off at the start of the beta but slated for opening later on in the testing process. I poked around both of these regions, touring both the streets of Ul’dah in Thanalan and the cliffs and plains of La Noscea.

These areas were admittedly still a work in progress. While the maps were mostly finished, the enemies in many of the regions were placeholders, and it was clear that the client we were using had a version with these regions in a state that’s not ready for prime time. Still, it was interesting to look at both and see things that had been changed, updated, and in a few cases removed altogether.

Before I proceed, a note: All of the areas under discussion are still being optimized and improved, so some elements such as lighting and geometry may change by the time you get to play with them.

ffxivpressevent tour 1 epl 217 1361120840 Touring La Noscea and Thanalan in Final Fantasy XIV

 

Ul’dah

It’s impossible to play Final Fantasy XIV’s launch version without being intimately familiar with Ul’dah. The city wound up serving as the de facto player hub, especially since it also had the most logical layout of the three capitals and was the most centrally located. I knew that the main cities hadn’t been changed extensively, but even minor changes would stand out like a sore thumb in the city.

The first thing that struck me was the result of removing the market wards: The Flames’ new headquarters are located in an alcove adjacent to the Aetheryte plaza, similar to the alcove that serves as the front of the Platinum Mirage. Most of the guild houses have remained largely unchanged, but a few of the passages within the city have been altered slightly, just enough so that old players will stumble over differences.

On the upper level of the city, the cold stone has been replaced with opulent red carpeting, with many parts of the city benefiting from added details and decoration. While the Wellhead Left was non-functional, a prominent sign indicating the airship landing has been added to both the upper and lower floor, while the avenue between the Gold Court and the Quicksand has been widened slightly and given an impromptu stage in the center.

More than anything, the revamp is made plain by extra NPCs on the streets, notices on storefronts, and bits of interest all over the place. The city is mostly intact but feels quite different from its original incarnation.
ffxivpressevent tour 2 epl 217 Touring La Noscea and Thanalan in Final Fantasy XIVCentral Thanalan

Here is where the major deviations begin. It’s easy to see points of similarity between the old Thanalan and the new one, but the two regions are immensely different, starting with climate. Where Thanalan was previously nothing but badlands and desert with a handful of oases scattered about, the central area now more closely resembles the Serengeti. Thin grass grows in various places, trees stretch above the landscape with thick trunks and broad boughs, and moles still dart about as they always have.

Some things never change.

Black Brush has gone from being a small camp to being full-featured, with reasonable buildings and plenty of bustling activity. Not too far from the camp, players can find several ruined buildings, ones that appear to be the subject of a new excavation. The mining caves have been refurbished as well; rather than simply having some scaffolding at the gate, the caves now have tracked bridges in place as well as mining carts and a handful of support buildings.

It’s easy to see the source of this new lushness, as water now flows freely though the region, which includes a small waterfall. Certainly Thanalan retains much of its dry and dusty character, but this portion of the area is far more lush and green than before, which brings to mind a region in a state of an unexpected shift.

Also worth noting that new monsters were roaming in the area, although those may simply be placeholders for the moment.

ffxivpressevent tour 3 epl 217 Touring La Noscea and Thanalan in Final Fantasy XIVLa Noscea

I was informed before the tour of La Noscea that while Limsa is mostly working, the city was not entirely safe to traverse in terms of server stability. Instead, I stayed outside of Limsa, and that was more than journey enough.

Unlike Thanalan, this region has undergone no major climate changes; it’s still white cliffs, thick grass, and cobbled stone. The difference is one of scope. Before, the island was devoid of any human habitation beyond a handful of Aetheryte camps, but now it’s covered in houses, farms, piers, and all manner of fascinating details.

Perhaps most interesting to me was something sitting off the southern coast. At a distance, I could see a crystalline formation there, but as I drew closer, it became clear that it was one of the meteors summoned by Bahamut during the Calamity. The sea itself has reacted in agony, a sign that the king of dragons yet casts a long shadow on Eorzea. It wasn’t far from several docks, ones that I managed to break by jumping over a gate and falling through the sea.

This would be a good time to point out that you still cannot go swimming.

After a bit of laughter, I went back to wandering the region, which is an almost incalculable departure. The fact that buildings dot the landscape help make the area feel more alive, and they also contribute to the sense of difference between the game’s various regions. Here, as you’d expect from Limsan society, settlements are placed wherever they fit and serve a function.

Overall

Even in the places where the fundamental map elements haven’t changed much, the actual character of the maps is worlds different. Far from being the massive expanses of similar ground in the launch game, each region has a distinct character and is overflowing with little touches of detail.

Red Rooster Stead goes from being a farm in name only to a neatly cultivated patch of land with obvious function and the form to back it up. Public notices are posted outside of shops in Ul’dah. Flowers bloom in patches around the water in Thanalan.

The region around Gridania makes the overall zone changes a little more obvious, but from what we’ve seen of these regions, the new Eorzea will be a gorgeous place indeed.

A dinner with Final Fantasy XIV’s Naoki Yoshida

ffxivpressevent dinner epl 218 Massively Exclusive: A dinner with Final Fantasy XIV’s Naoki YoshidaHaving a conversation with Naoki Yoshida can be a very intimidating exercise. It’s not because of his demeanor; he’s friendly, genial, and has an obvious sense of humor. No, it’s because there’s an unmistakable level of energy to him, a huge amount of passion and ambition that drives everything he talks about.

He’s exactly the sort of person who would try something completely insane like remaking a game from the ground up after burning the first version to the ground, for example.

I had the opportunity to sit down for a one-on-one dinner with Yoshida at the Final Fantasy XIV preview event, during which we talked a great deal both about the upcoming relaunch of the game as well as his own experiences in remaking everything. For those of us who play Final Fantasy XIV, it’s obviously an exciting time, but for Yoshida, what’s happening now is the culmination of work that started only a month after he took over control of a game that he had to revitalize after a horrible flop on launch.

ffxivpressevent dinner 1 epl 218 Massively Exclusive: A dinner with Final Fantasy XIV’s Naoki YoshidaAs Yoshida remembers it, after he’d been working with the game for a very short time, he knew what he wanted to do with both the story and the game. It needed to be rebuilt from the ground up. So in January of 2011, he sat the team down and showed a full presentation explaining, in his own words, how he wanted to drop a meteor and wipe everything out. Wipe the slate clean completely and remake the game from the ground up. A few members of the staff were skeptical, but most of them were excited to be working on something so audacious and unprecedented.

Really, “audacious” doesn’t begin to cover it. The End of an Era trailer cost about $3 million to produce, and the cinematic team started working on it in April of 2011. Even then, it was down to the wire to see whether it would be ready on time. It’s been an immense undertaking for Yoshida, made all the more stressful by his taking on the role of both producer and director for the title. Even though all of the decisions wind up being his, the two sides are often in conflict, and he claims to not naturally find himself in the public figure role that being a producer entails.

Not that it’s easy to tell that when confronted with his immense enthusiasm. Yoshida doesn’t just love FFXIV; he loves MMOs in general. His play history reads likea highlight reel of MMOs over the last decade: EverQuest, Dark Age of Camelot, Warhammer Online, World of Warcraft, RIFT, Star Wars: The Old Republic, Guild Wars 2. “You have to be passionate,” he says. “You have to love the field.”

Some of those are unsurprising; playing with the FATE system invites comparisons to RIFT’s eponymous rifts and the public quests of Warhammer Online. It’s the latter that Yoshida claims inspired the system, but they’re not something that he considers to be a special feature of the game. As he sees it, these mechanics and ideas are a good way to make the game more fun. They shouldn’t be a marketing point; they should be a central feature in every game, another option for players to enjoy.

He also believes that Guild Wars 2 did a good job with the same basic system, something that was inspiring for the FATE mechanics. Apparently he quite enjoyed GW2, feeling it was very polished and a very fun experience. He also noted that the buy-to-play model was interesting from a business perspective and that it that engenders a different set of expectations from players regarding content and updates.

On that note, is FFXIV going to possibly head to free-to-play? It all depends on what happens when the relaunch takes place, but it’s certainly not the first plan. Yoshida definitely feels that the subscription model is the better option, at least initially. “Every game wants to be a subscription game,” he argues.

ffxivpressevent dinner 2 epl 218 Massively Exclusive: A dinner with Final Fantasy XIV’s Naoki YoshidaIt’s not that free-to-play is a bad model, but it can be unreliable, prone to wild shifts in revenue over time. It also can be less consistent for the players, with some free-to-play games essentially started as disposable enterprises that players aren’t expected to connect with. Players in general can find the environment less welcoming.

I was especially curious to see what he felt about the North American players. From my perspective, the FFXIV community has always been very contentious and often negative. Imagine my surprise to find that Yoshida feels the NA community is far more positive as a whole than the Japanese community.

It’s not a question of how much criticism he receives; it’s a difference in perspective. North American players have access to a large number of MMOs, and so when a player complains, he’s able to provide points of comparison. By contrast, Yoshida argues, Japanese players as a whole tend to not have the same breadth of experience. He feels that the Japanese community will just tell him that he did something terrible, while American players will provide had feedback on what doesn’t work and why as well as what does work and why.

We discussed briefly what he thought of players who will have lost interest or left by the time the relaunch actually takes place, and it turns out that doesn’t worry him. People have every right to play whatever game they want, he says; it’s been a long wait and it’s understandable to move on. The game will be here when they come back, and he hopes to astonish both new players and old alike with the state of the relaunch.

That level of calm extends to the relaunch as well. When I asked whether anything in the game made him nervous, he replied unambiguously, “No. If I don’t feel something is good enough, I’ll remove it and fix it. There’s no room in this for anything I’m not fully confident about.”

His confidence has kept him fueled through the development process. Catching four hours of sleep a night for two years takes its toll, and Yoshida jokes that he loves red meat because he needs its energy to keep going on the project. Fans have suggested that he take a lengthy vacation after the relaunch goes live, and he says with a grin that he would never attempt something this in-depth or insane ever again.

Then, thinking about it, he laughs. “Not for another five years, at least.”

FFXIV’s Yoshida on PvP, chocobos, and mobile apps

ffxivpressevent interview epl 218 Final Fantasy XIV’s Yoshida on PvP, chocobos, and mobile appsThe recent Final Fantasy XIV press event in San Francisco didn’t just mean a chance to sit down and play the game amidst a lushly decorated room, although that was certainly on the agenda. It also meant a chance to ask director and producer Naoki Yoshida some questions about the game going forward and the plans for development down the line, diving beyond what we see and into more fine details about the game’s mechanics.

While players will have access to a sizable chunk of the revamped game when the beta goes live on February 25th, there’s still a lot that’s hidden behind a veil of secrecy. Yoshida’s answers help illuminate more details about what’s going on in Final Fantasy XIV that might not be playable right now but will be in the near future. And even beyond the foundation that’s visible from the beta, the promise of more expansion only adds to the game’s overall quality.

ffxivpressevent interview 1 epl 218 Final Fantasy XIV’s Yoshida on PvP, chocobos, and mobile appsSome of we’ve learned, of course, is merely a matter of filling in details that players might have expected anyway. Vanity pets are in the game already, for example, and the development team is planning on making a surfeit of them in the game available through a variety of methods. The game will also feature a more streamlined title display on a character’s nameplate, as compared to the first version, which showed titles only when you were inspected.

Somewhat less expected is the game’s inclusion of a reputation system akin to Final Fantasy XI’s. Performing quests for a given region improves your reputation and gives you access to new quests, which seems baffling considering the sheer number of quests available even to a new character. No need to worry about the various NPC checks from FFXIV’s predecessor, though, as your reputation will be viewable directly from your user interface.

Legacy players will still have to build their reputations from the ground up, of course, but they’ll be starting at a slightly different point compared to new players. Yoshida impishly hinted that the full cinematic trailer offers a clue as to what Legacy characters will experience. He also told me that Legacy characters will have their home nations determined by their Grand Company affiliations, but this can be changed during the course of the main scenario (going into further details would be spoiling the plot).

Of course, unless you’re starting as a Legacy player with everything at maximum level, you’re going to run into the problem of having several classes to level and potentially not enough quests to see them through. That’s not to say that the game doesn’t already have many forms of content for leveling characters, but the development team is looking into making things even easier via a system allowing you to split your experience gains using the Armoury system. The last thing the developers want is for players to be forced into the same content every time they’re leveling a new class.

Not every new system is up for discussion. When asked about Materia, Yoshida confirmed that it will be implemented for testing in phase 3 and will be very different from the previous system, but he would not comment further. Jobs are also coming in the future, although they will retain much of their prior functionality.

ffxivpressevent interview 2 epl 218 Final Fantasy XIV’s Yoshida on PvP, chocobos, and mobile appsFishing, however, will not be retaining its previous functionality. I asked Yoshida whether fishing will have more tradeskills using its harvested items in the revamp, and he replied that the team actually went in the opposite direction by making fishing focus on the experience of fishing. If you like to fish, you can enjoy it as a hobby with its own merits rather than simply feeling it’s necessary for a crafting class.

Unfortunately, this does mean that we can give up on the idea of fist weapons made from live sharks.

Of course, the in-game gathering log will provide players with a wealth of information about where to get what they need from the two gathering professions that still focus around crafting classes. Some items will be obtained through other means. And then there’s the Lodestone site and the game’s upcoming mobile app…

What, you didn’t know about the mobile app? Nobody did, so that’s understandable. At launch, it’ll serve as a database more than anything, but there’s the possibility of additional features in the future, including some paid features such as access to auctions and the like. It will also be available for both Apple and Android devices, good news for anyone accustomed to being the also-ran in the mobile device market.

Chocobos are also receiving improved functionality, serving as player companions whenever you need a second person to complete some difficult task. Your personal chocobo takes on a role similar to the companions of Star Wars: The Old Republic — you can customize the bird’s role as well as a basic AI script based off of the Final Fantasy XII Gambit system. Chocobos also take up a party slot, so you could conceivably try to take on a four-person dungeon with two players and two chocobos.

ffxivpressevent interview 3 epl 218 Final Fantasy XIV’s Yoshida on PvP, chocobos, and mobile appsSome of the chocobo’s abilities will be influenced by your choice of chocobo costume, which will be available in several styles right from launch (about 15 to start with). There are also plans for a chocobo vs. chocobo system, so you can pit your stalwart companion and mount against those of another player.

Not that bird fights are all that the revamp will have in terms of PvP. As it stands now, there will be two types of PvP areas. The first is the Coliseum, a structure built by all three Grand Companies to serve as a training ground for their soldiers. Players will join teams and be matched against similarly skilled teams in a classic arena format. The other option is zones designated as free PvP areas, warzones that carry increased risk for players and will make that clear when you’re entering them.

Hoping for more open-world stuff? You’ll be slightly disappointed. Yoshida and the other developers don’t feel that open-world ganking fits the feel of FFXIV, so there will not be free-for-all rules in general.

Needless to say, there will be special armor awarded to players skilled at PvP. But if that’s not your thing, you can also earn yourself rewards through the FATE system, including company seals from most events and special rewards from endgame events. Some of these special rewards could include new mounts for players to enjoy.

Once you’ve gotten all of these rewards, you’ll probably want to put some of them in your house, but you will need to wait a little. Housing will be tested during the beta, but it’s on the schedule to be implemented about three months after the launch. Part of that is simply a matter of figuring out the right price and giving players a chance to save up the money necessary to buy property; having a house is not an automatic thing.

It’s not meant to be ruinous, either. Initial offerings will be expensive, but one of the ideas the developers are toying with is having higher prices for first-run buyers, with the cost of property starting high and shrinking with every 12-hour interval. So if there’s a piece of land you must have, you’ll pay dearly for it… but if you’re less picky, there’s more opportunity to snag something on the cheap.

We also briefly discussed the Arcanist, the newest class being added to the game in the revamp. Arcanists will fulfill the role that Yoshida felt was most sorely missed from the original version: a buff and debuffing role with added crowd control. As the class also makes use of summoned pets, some elements of the role will change based on which pet is active. Veteran players needn’t worry, however, as the designers are trying to ensure that every class needs to be raised to only about 30 for you to have all the important abilities for cross-class skills.

There’s a lot to explore even in the game’s current beta build, but the fact that there’s still more on the near horizon should keep players excited. The original launch left a bad taste in players’ mouths by promising more to come and not delivering, but the new game seems to promise more and then deliver even more than expected.

FFXIV news:opening up the Grand Companies

ffxiv grandcompany epl 715 Final Fantasy XIV opening up the Grand Companies

They’ve been previewed on the main page, they’ve been hinted at in quest texts, but the Grand Companies of Final Fantasy XIV haven’t been seen in the game — at least, not until now. Along with all of the mechanical shifts, patch 1.18 is also bringing the long-awaited organizations into play, offering players new opportunities for adventure and advancement. A new official preview has placed the process for joining the Companies and adventuring with them in the spotlight, giving a clearer picture of what can be expected from the upcoming patch.

As previously noted, there will be a company in each of the three city-states, but players are not required to join the company corresponding to their home state. Rather, characters past rank 22 will be presented with a mission, and success will give the opportunity to join the company. There will also be a new part of the UI added to track a character’s standing with the Company of choice. The full preview should help get Final Fantasy XIV players excited for the patch, due to release late next week.

Final Fantasy Xiv:Races

There are five playable races resembling those from Final Fantasy XI.Each race has a new name and their appearance has been altered; additionally, each is divided into two clans. The “missing genders” for some races (Female Roegadyn, Male Miqo’te and Female Highlander Hyur) will become available upon the PlayStation 3 release. [1] A recent player’s poll presented the possibility of mixed races (Miqo’te-Lalafell, Hyur-Elezen), though nothing is confirmed as of yet.280px AkihikoYoshida FinalFantasyXIV Final Fantasy Xiv:Races

·Hyur

The Hyur are a race not originally from Eorzea, having migrated there and brought their technology with them. They are split into two clans, the Highlanders and the Midlanders. They are similar to Humes from Final Fantasy XI.

·Lalafell

The Lalafell are a race from the seas south of Eorzea. The race consists of the Plainsfolk and the Dunesfolk. They are similar to the Tarutaru.

·Miqo’te

The Miqo’te are a race from Eorzea, and like the Hyur, are not native to the region. Miqo’tes are either Seekers of the Sun or Keepers of the Moon. They are cat-like beings, and similar to the Mithra.

·Roegadyn

The Roegadyn are a race from the seas north of Eorzea. This maritime race is broken into two tribes; the Sea Wolves and the Hellsguard. They are like the Galka, though they lack tails.

·Elezen

The Elezen are the race that has lived in Eorzea the longest and co-exist peacefully with the other races. Elezen can either be Wildwood Elezen or Duskwight Elezen. They are similar to the Elvaan.

Final Fantasy Xiv:Huge Materia

Huge Materia
“An extremely large materia.”
—Description, Dissidia 012 Final Fantasy. 250px ObservatoryHG Final Fantasy Xiv:Huge Materia

The Huge Materia (ヒュージマテリア, Hyūji Materia?) in Final Fantasy VII are extraordinarily powerful Materia, produced in the core of a Mako Reactor. They are high density Materia that have 330 times the power of a regular Materia. The Huge Materia bear an uncanny resemblance to the traditional Crystals of the Final Fantasy series.

When Shinra Electric Power Company decides to destroy the Meteor, they set out to gather the four Huge Materia and fire them on the Shinra No. 26 rocket into the Meteor. Cloud Strife and the party want the Materia for themselves and attempt to stop Shinra, though the game continues even if the party is unsuccessful.

Acquiring Huge Materia

The first Huge Materia is found in North Corel and must be taken from a runaway train. If they succeed, Barret is hailed a hero, and the player will be given the Ultima Materia. If the player catches up with the train but does not stop it they will not get the Materia and will have to pay for the Ultima Materia. If the player fails to catch up to the train they get neither the Huge Materia or any chance of getting Ultima.

The second Huge Materia can be found in Fort Condor and is won after the battle minigame. The player does not need to win the minigame, they simply must face the boss that attacks the group. If they lose to the boss Fort Condor is defeated and the Huge Materia is lost.

The third is found on the Bottom of the Sea near Junon and on the sunken red submarine. If the player fails to destroy the submarine in the torpedo minigame, the Huge Materia is lost.

The final one must be saved from the Shinra No. 26 rocket while in space by inputting a code. If the party fails to guess the code in time, the Huge Materia will be lost.
After the party escapes the rocket in an escape pod it will plow into Meteor, but fail to destroy it. Even if the player fails to save the Huge Materia, Shinra’s plan will still fail.

If the player loses any one of the Huge Materia, they miss out on the blue Huge Materia. If this happens, the player can still get Bahamut ZERO from Bone Village. If the player loses two Huge Materia they miss out of the red and blue Huge Materia, and if they only save one Huge Materia it will be the yellow one. It is possible to lose all four and if the party arrives to Bugenhagen’s observatory with no Huge Materia in their possession, the party will be unable to access the upper floor of the observatory for the rest of the game.
Master Materia

If all the Huge Materia the player saved are gathered and taken to the observatory in Cosmo Canyon, Bugenhagen will let the player store them there. If Cloud has both the Bahamut and Neo Bahamut Summon Materia, they will receive the Bahamut ZERO Materia through the blue Huge Materia. Through the other three, Cloud can gain use of the three Master Materia, but each one comes at a price.

By mastering all of the possible Materia orbs in a specific group — e.g., all green Magic Materia orbs — Cloud can obtain the Master Magic Materia, but will have to sacrifice all the “MASTERED” (fully grown or full stars) normal Materia. Since all mastered Materia immediately “give birth to” or spawn an identical Materia at the basic level (one star), it is possible to have all mastered Materia, as well as the Master Materia. Master Materia does not gain Ability Points.

The three Master Materia are Master Magic (green), Master Command (yellow), and Master Summon (red). Because the Master Command Materia does not possess all the available commands, the player doesn’t have to master all Command Materia to get it. Master Materia can be created for an infinite amount of times.

If the player failed to score any Huge Materia the set of Master Materia can still be acquired from the Kalm Traveler.

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