Final Fantasy XIV: A Realm Reborn - Beta Phase 3 Impression: Phase 4 August

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Arrrgh. Rant time.

Being a 1.0 CE victim I already have a rather strained relationship with this game. Still, I recently got my beta code mail and thought hey, why not give the game another try. Can't hurt. Thank $deity I didn't lose or throw away my Security Token.

vLRtBaX.png

So far, so good.

Downloaded the game to PS3 (28MB initial launcher install). Started said launcher. Went through maybe half a dozen Update-and-restart cycles.

And now it just sits on a black screen, playing music and showing a white mouse cursor that I can control using the left analogue stick. Nothing else, not even after leaving it running for 5 hours. Only way to exit is to keep the PS button pressed for a while since the normal PS menu is disabled (only the "not permitted" popup in the upper right corner).

OK, no biggie, it's a beta. I got this. Time to hit the beta forum.

Tried to open the beta forum to get to the beta client... login failed. "Weird", I thought. "Better check if I used the wrong login". Nope, everything checks out, I can readily access the account page. My login only fails if I try to get to the beta forum. Yay.

Now, three days after I got the mail with the codes I happen to stumble upon a client download link in this thread (Thank you, I love you, unnamed benefactor). Oh hell, maybe that'll work. Register PC code for good measure.

I install. Log in. Everything seems to work. TOS, bla, bla, yes yes yes. True install starts. True install ends. FINALLY!

Play button remains grayed out, "undefined" displayed above it. Reboot client. Same thing.

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...
This game is mocking me.

Seriously, by now I'm rather deflated. Still can't access the beta forums. Still can't get the PS3 client to stop being a weird music player. Still can't get the PC client to work.

Looking forward to what the support will tell me.​

This darn game better be worth all that trouble.

The servers are down for now, you won't be able to play until Friday!

Could you give me the download link? :p
 
Roll on Friday. Only managed to get to level 4 THM last weekend and I at least want to get to a point where I have more abilities to play with :(

Any ideas as to when they will extend the testing beyond the weekend?
 
I hate that both ffxi and ffxiv force you to play other jobs to play one. Give me all the abilities nessesary with the job I'm using. If I'm bard I need to lvl healing class, if I'm monk I need to lvl lancer,warrior, w/e. c'mon. I hate being forced to play as something I don't enjoy. Ff is the only mmo I know that does this.

I forgot all about this when I waited in that line for the quest and died because I only went as a gladiator. Needed healing abilities in order to survive.
 
So I finally remembered my account password. Followed the email's instructions and entered my code after logging in. Now when I try to click "Access the beta forums" to download the game it tells me the login username/password I JUST USED (and can use on other parts of the SE website) is invalid.

Bring on the open beta then, shouldn't be impossible to play it by then I would hope.
 
So I finally remembered my account password. Followed the email's instructions and entered my code after logging in. Now when I try to click "Access the beta forums" to download the game it tells me the login username/password I JUST USED (and can use on other parts of the SE website) is invalid.

Bring on the open beta then, shouldn't be impossible to play it by then I would hope.

I had this problem, you have to use your square id, not your email. The distinction is dumb and I only figured it out after extensive searching.
 
The servers are down for now, you won't be able to play until Friday!

Could you give me the download link? :p
Thing is, I tried the PS3 part this previous weekend on Friday and Saturday so it should have been OK. The PC and forum access however were Sunday/Monday dealios, so I guess I might have missed the "uptime".

Still sucks.
 
I hate that both ffxi and ffxiv force you to play other jobs to play one. Give me all the abilities nessesary with the job I'm using. If I'm bard I need to lvl healing class, if I'm monk I need to lvl lancer,warrior, w/e. c'mon. I hate being forced to play as something I don't enjoy. Ff is the only mmo I know that does this.

I forgot all about this when I waited in that line for the quest and died because I only went as a gladiator. Needed healing abilities in order to survive.

The game probably is not for you then.

BTW, potions/hi=potions from vendors are life savers.
 
FFXIV tries to keep the party/community aspect important by having FATEs and forcing you to group for storyline progression.

You'll be using parties for storyline progression? I don't think so from what I've seen...

Yeah, they don't seem to want to make the community strong in this game and I seem to harder on them than you. It looks like it will be a case of "being alone in a city" so to speak... people running around doing quests without acknowledging others exist. Perfect game for a citizen of New York City or Tokyo, I suppose. FATEs don't demand teamwork by design and come off as little different than doing quests in the fields, again ignoring others. Perhaps fine as a replacement of Besieged (too small for this actually) or Campaign, but not partying. The best hope for this game capturing something like FFXI is the focus on 4-player leveling dungeons, but meh. They made it sound like it may be as mindless as FATEs and by no means a requirement.

The problem is simple: If you don't force people to group in some fashion, they will not rely on others and therefor not care about others. They will stick to their little linkshell which may or may not be supportive. This is until the endgame when you then force them to rely on others, but only their little circle of endgame buddies, creating bubbles, but not a real community built from the ground up. Keep in mind when that end-game player is leveling another class he is leaving that bubble and replacing it with nothing. As for a solution: You don't need to make the game as brutalizing as FFXI to force people to group up. Stuff like duty finder and flexible party make ups combined with harder and longer individual encounters versus an endless amount of very easy ones.

I've accepted it and moved on. I'm here for the aesthetics and maybe some neat design in quests here and there.


Anyway I think Blizzard should recover less MP. What's the point of the game giving me so many ethers?
 
Anyway I think Blizzard should recover less MP. What's the point of the game giving me so many ethers?
Blizzard is fine, you wont be saying omg it gives too much mana back! When your fire spells start costing 4x as much mp from a tripple stack of astral fire. I can already barely chain cast about 6 fires at 16.
 
I was talking about quests and exploring the land, those are what I do the majority of the time. In previous MMO's I've played, inlcuding FFXI, you needed to go out in a party to do those things except in certain solo class builds.

If it's like 1.X you would do most of the quest alone but the final ones would be on group.
 
For those playing pad, is there a button or option to keep L2 or R2 depressed? Like a "lock" toggle or something? Wrist was getting pretty sore during combat having to hold R2 down for ages while occasionally tapping a face button. I know you could release the trigger during the cool-down but pressing it every 2 seconds or whatever doesn't sound much better.
 
Blizzard is fine, you wont be saying omg it gives too much mana back! When your fire spells start costing 4x as much mp from a tripple stack of astral fire. I can already barely chain cast about 6 fires at 16.

I think the recovery rate of MP is too big, you only need like 3 seconds before you¡re MP is full.

If I have to guess is that Blizzard acts as the base damage of the class, the same way auto-attack does for the other classes. Still MP management is too easy compared to TP.
 
I hate that both ffxi and ffxiv force you to play other jobs to play one. Give me all the abilities nessesary with the job I'm using. If I'm bard I need to lvl healing class, if I'm monk I need to lvl lancer,warrior, w/e. c'mon. I hate being forced to play as something I don't enjoy. Ff is the only mmo I know that does this.

I forgot all about this when I waited in that line for the quest and died because I only went as a gladiator. Needed healing abilities in order to survive.

In a market where every MMO is feeling like the next, the sub job system from FFXI and the sub ability system from FFXIV makes each game at least feel a little unique in regards to job classification.

To call for further homogenization seems a little crazy.

I think the recovery rate of MP is too big, you only need like 3 seconds before you¡re MP is full.

If I have to guess is that Blizzard acts as the base damage of the class, the same way auto-attack does for the other classes. Still MP management is too easy compared to TP.

It's only like that during early levels, the bigger your MP pool gets while leveling, the longer it'll take for your MP pool to regenerate. At least that's how it was in 1.2 when I played a black mage.
 
I am definitely looking forward to the new jobs that will be coming. It does sound like archers won't get a damage dealing one but more of a trap based one which wouldn't be that bad. I just don't want to end up as a bard.

I also hope that archer skills will get used more in different jobs as well. I don't even think Archers are even required for any other jobs other than bards which is giving me pause over continually rising my future archer.
 
So Friday is the earliest the game will be back up it seems like.

I was very pleased with how smooth the game ran on the PS3 considering the limited RAM (though there were a lot of pop-ins and the draw distance suffers dramatically).

There were very few bugs from what I saw, though I only reached level 14. Very happy with what I have seen thus far!
 
I think the recovery rate of MP is too big, you only need like 3 seconds before you¡re MP is full.

If I have to guess is that Blizzard acts as the base damage of the class, the same way auto-attack does for the other classes. Still MP management is too easy compared to TP.

Well blizzards damage is shit compared to fire and getting extra stacks of Umbral ice doesnt improve Blizzards damage. There is no real MP management for THM outside of changing stances when you need to. They are more about getting the most out of your trigger effects now.

Increases base action damage by 30% and allows for the stacking of a third Astral Fire or Umbral Ice.

Grants a 30% chance that upon casting Fire, your next next Fire III will require no MP and have no casting time.
Duration: 12s

Grants a 5% chance that after each damage over time tick inflicted by any Thunder spell, the next Thunder, Thunder II, or Thunder III will add its full damage over time amount to its initial damage, have no cast time, and cost no MP.
Duration: 12s

And seeing how fire 3 instantly gives you astral fire 3 *if you have no stacks of ice* you are going to be burning through your mana pretty fast.

Judging a class from low levels without thinking in advance how things play out tends to lead to things being nerfed and fucking over a class.

I'm not even going to play THM, arc/smn will be my main. But honestly if THM/BLMs don't have the highest damage output for how squishy they are something is wrong.
 
Well blizzards damage is shit compared to fire, there is no real MP management for THM outside of changing stances when you need to. They are more about getting the most out of your trigger effects now.





And seeing how fire 3 instantly gives you astral fire 3 *if you have no stacks of ice* you are going to be burning through your mana pretty fast.

Judging a class from low levels without thinking in advance how things play out tends to lead to things being nerfed and fucking over a class.

I'm not even going to play THM, arc/smn will be my main.

Well I was thinking in advance and seeing THM/BLM keeping his damage high constantly and then other DD having to deal with TP unsble to keep with them (like it happened in 1.0). I might be wrong, and probably I am, but couldn't avoid being so sure about the unlimited pool of MP. Of course I'm waiting to play more to make a proper judgement.

Also is not like I posted in the feedback thread or made a post about it on the beta forums, so the class will survive. ;)
 
Well I was thinking in advance and seeing THM/BLM keeping his damage high constantly and then other DD having to deal with TP unsble to keep with them (like it happened in 1.0). I might be wrong, and probably I am, but couldn't avoid being so sure about the unlimited pool of MP. Of course I'm waiting to play more to make a proper judgement.

Also is not like I posted in the feedback thread or made a post about it on the beta forums, so the class will survive. ;)

From what I've seen of Arcanist/Smn from the old data mined stuff I would be more worried about them being a bit too strong for what they are :P

But yeah you gotta remember that blizzard is a really low damage spell compared to fire, I believe with a full stack of 3 fire will have a potency of 300 while blizzard will still be stuck at 150. That's plenty of cutback on dps. Casting fire with 3 umbral ice up will knock it's potency down to about 50 as well unless the negative part doesnt stack up like the postive. So for the most part thm/blms are always going to be stuck in a 12 second loop of mana regen every 12 seconds or so this could turn out different though.

Even Con/Whm wont have to worry about mana that much as they will have a passive refresh built into their threat dropping skill they can use every 3 minutes

Keep in mind as well endgame every big group will have a bard giving TP regen as well.
 
Yoshida:
Personally, I want to have scout classes – something tricky, to do traps and those types of maneuvers.

I think we found Archer's next Job.

EDIT: I'm an idiot. He's talking about classes.
 

Pretty good interview, a couple highlights:

Nova Crystallis: ... When can we expect to see other Jobs branching off from other classes?
Yoshida: Personally, I want to have scout classes – something tricky, to do traps and those types of maneuvers.

Finally get something that resembles a Thief like class? I miss SA/TA.

Nova Crystallis: Will the story content differ for Legacy characters, either with acknowledgement from NPCs or extra cutscenes?
Yoshida: Yeah, there are some things that will be different for Legacy players. Some of the voice events as well – we’ve taken lines for both Legacy and newer players.

Interesting, after seeing how the story re-unfolds at the beginning of the Beta, I was beginning to wonder how our old characters would make sense of some of the stuff the NPCs tell you.
 

Nova Crystallis: How long after the game launch do you expect to allow Legacy characters to migrate to new servers?
Yoshida: We are thinking around six months. We will be checking the data on our side and we will see how the players are mixing, where they are going, and how the server balances are. We may push that date forward depending on these factors.



very happy about this
looks like i don't have to give up my character and still play on sargatanas afterall
6 months wait kinda suck though
i hope my friends are willing to move with me after that length of time
 
You'll be using parties for storyline progression? I don't think so from what I've seen...

Yeah, they don't seem to want to make the community strong in this game and I seem to harder on them than you. It looks like it will be a case of "being alone in a city" so to speak... people running around doing quests without acknowledging others exist. Perfect game for a citizen of New York City or Tokyo, I suppose. FATEs don't demand teamwork by design and come off as little different than doing quests in the fields, again ignoring others. Perhaps fine as a replacement of Besieged (too small for this actually) or Campaign, but not partying. The best hope for this game capturing something like FFXI is the focus on 4-player leveling dungeons, but meh. They made it sound like it may be as mindless as FATEs and by no means a requirement.

This x 1000. It's an idea that works on paper but is awful in practice. The Dynamic Events in Guild Wars 2 are a perfect example. Their transient nature also makes them more difficult to intentionally group/strategize for. I was disappointed to see them turn up in XIV, I'd rather have the "Group" quests from WoW.
 
I had this problem, you have to use your square id, not your email. The distinction is dumb and I only figured it out after extensive searching.

Their whole account system is just awful. I wasted at least 30 minutes on Friday going back and forth trying to figure out how to generate a security key.

One of the problems I ran into was I had forgotten that I signed up for a JP account with the same username as the US account I set up that day, so when I went to sign into the account management page, it kept sending me to the JP account instead of the US account. I tried changing the email on the JP one and signing in with my original email to get to the US account, but it still sent me to the JP page.

Finally I just set up a brand new third account. Still couldn't generate a security key, so I said fuck it and just tried logging in without one. And of course it works. I don't remember reading anywhere in the instructions that you didn't need it.

By the time I got in, I didn't really feel like playing much anymore. Was busy all Saturday and then come to find out it doesn't run on Sundays :(
 
You'll be using parties for storyline progression? I don't think so from what I've seen...

Yeah, they don't seem to want to make the community strong in this game and I seem to harder on them than you. It looks like it will be a case of "being alone in a city" so to speak... people running around doing quests without acknowledging others exist. Perfect game for a citizen of New York City or Tokyo, I suppose. FATEs don't demand teamwork by design and come off as little different than doing quests in the fields, again ignoring others. Perhaps fine as a replacement of Besieged (too small for this actually) or Campaign, but not partying. The best hope for this game capturing something like FFXI is the focus on 4-player leveling dungeons, but meh. They made it sound like it may be as mindless as FATEs and by no means a requirement.

The problem is simple: If you don't force people to group in some fashion, they will not rely on others and therefor not care about others. They will stick to their little linkshell which may or may not be supportive. This is until the endgame when you then force them to rely on others, but only their little circle of endgame buddies, creating bubbles, but not a real community built from the ground up. Keep in mind when that end-game player is leveling another class he is leaving that bubble and replacing it with nothing. As for a solution: You don't need to make the game as brutalizing as FFXI to force people to group up. Stuff like duty finder and flexible party make ups combined with harder and longer individual encounters versus an endless amount of very easy ones.

I've accepted it and moved on. I'm here for the aesthetics and maybe some neat design in quests here and there.


Anyway I think Blizzard should recover less MP. What's the point of the game giving me so many ethers?
Wait, the three level 15 dungeons and the Ifrit quest aren't part of the storyline?
 
Signed up for the EU PC beta the same day they opened sign ups and still yet to receive an invite... Seems most people who signed up are now in?
 
Ah, turns out if you used a registration code on your account, you can download the PC version of the beta, even if you only played on the PS3. So, if anyone is interested in downloading the client on your PCs, fell free to poke me.
 
Ah, turns out if you used a registration code on your account, you can download the PC version of the beta, even if you only played on the PS3. So, if anyone is interested in downloading the client on your PCs, fell free to poke me.

neat!
i'm gonna give it a try on pc this weekend
 
Wait, the three level 15 dungeons and the Ifrit quest aren't part of the storyline?

Ifrit is part of the 1.0 storyline, as I recall, but I don't know about the 2.0 one as I didn't bother playing much except to explore the systems.

XIV 1.0 content was pretty group focused, especially if you're trying to do it at the appropriate level but even so if you were above level. I don't think anyone needs to be worried too much about group content, assuming they didn't really take a 180 in design. The current quest system is pretty much the same system found in 1.0 but done in a much simpler, wow-like interface so these quests aren't exactly new.

XI's first 15 or so levels were pretty solo heavy and XIV 1.0 and 2.0 look to be similar. You gained a bit more by partying early but not much. It's after that that parties become more important.
 
Ifrit is part of the 1.0 storyline, as I recall, but I don't know about the 2.0 one as I didn't bother playing much except to explore the systems.

XIV 1.0 content was pretty group focused, especially if you're trying to do it at the appropriate level but even so if you were above level. I don't think anyone needs to be worried too much about group content, assuming they didn't really take a 180 in design. The current quest system is pretty much the same system found in 1.0 but done in a much simpler, wow-like interface so these quests aren't exactly new.

XI's first 15 or so levels were pretty solo heavy and XIV 1.0 and 2.0 look to be similar. You gained a bit more by partying early but not much. It's after that that parties become more important.

Really, really hoping this is the case. Still, soloing your first 10-15 levels in XI was somewhat challenging--a rite of passage. Goblins, Yagudo and occasional undead that could catch you off-guard and destroy you. So far with XIV... that kind of challenge just isn't there. At all. There's no rite of passage, there's just "lalala mashing buttons and killing stuff that barely hurts me."
 
Really, really hoping this is the case. Still, soloing your first 10-15 levels in XI was somewhat challenging--a rite of passage. Goblins, Yagudo and occasional undead that could catch you off-guard and destroy you. So far with XIV... that kind of challenge just isn't there. At all. There's no rite of passage, there's just "lalala mashing buttons and killing stuff that barely hurts me."

Just guessing, but probably because they are interested in making money.
 
As to what I was saying before, in the new interview they make it sound dungeons are not meant to be relationship starters. FATEs are, but I don't think it will work out that way. No what I like to hear... (Guildhests in the beta seem alright, but don't really fill the void either. They are entirely missable.)

Also don't like the idea of content becoming outdated, but whatever, that's to be expected. It is just if they make the content a good exercise of the game's mechanics, then I would prefer increasing variety over less varied newness.
 
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