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

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Some, if not all, of the FATEs featured in that video are already implemented in the beta. I did the Highbridge FATE about a dozen times (where the enemies will kidnap residents) and it's not as interesting to do as it sounds. The Battle of Highbridge series is essentially a combination of zerg fest, tank & spank, and protect the NPCs.

By the end of the weekend, hordes of players ended up playing FATE whack-a-mole on the Drybones map since it ended up being the fastest way to grind exp and GC marks.

I don't know what the dev team needs to do, but FATEs in its current state have amounted to nothing more than randomly repeatable quests under the following categories: zerg fest, tank & spank, protect the NPC(s), and item fetch.

I don't think they were going for anything more then what you just typed out. Aside from the HNM type FATEs in the later zones, when you're taking into account the large number of people at one time that would participate in these things, what else is there to implement? All the ones I could think of have been implemented; Tank & Spank, Item Fetch, Protect the Town, Escort the NPC, Siege of Mob Fortress, Void Zone Dodging, and Rescue the NPCs.

If you're looking for something more elaborate then that, Guildhest is just that. Having just completed all the Guildhest offered so far in the beta last night (Lv15-35), I gotta say they were pretty fun, especially the 25+ ones. Later on I plan on putting up a full impression of them, i'll cross post it from the Beta forums.
 
You can use the target filtering on ps3/gamepads by pressing L1+x,circle,triangle or square to only target enemies, players, npcs etc. Your currently selected filter appears above your hp bar.

Thanks for the info, I haven't done any instances or partying yet but I was worried about how targeting would be. Next weekend can't come fast enough.
 
This is probably my favorite screenshot I took so far. Granted it's early in the game but I thought they did a really good job with a lot of the environments... let alone the night sky too.

8cOMkoH.jpg
 
Tried to get one instance in last night but a lot of people in beta seemed to be new to MMOs and were unaware of the trinity and how it works. So that was pretty much bust. Still had a great time though, really appreciate the speed of combat.
 
Tried to get one instance in last night but a lot of people in beta seemed to be new to MMOs and were unaware of the trinity and how it works. So that was pretty much bust. Still had a great time though, really appreciate the speed of combat.

Depending the instance, the first two you can run with all dps and one healer and be perfectly fine.
 
I think I'm gonna hold off on playing for the rest of the beta (or wait until whatever phase carries over into release).

I tried THM this week and was pretty disappointed. Didn't find the combat particularly satisfying. Had a quick go with PUG and found it to be much better.

I enjoyed casters in XI but the spells just don't really have much weight to them this time around. I definitely want to give BRD and WHM a go though, loved BRD in XI.
 
THM and BLM gets more interesting as you get higher in level because of more spells and then more dangerous fights. 15 is still really early and most class/jobs don't even have a fraction of the skills they'd normally get nor are they being challenged yet by the game.
 
If any of the Free Company / other gaffers want to talk during downtime between betas we could idle on IRC?

#GAFXIV on Rizon
 
THM and BLM gets more interesting as you get higher in level because of more spells and then more dangerous fights. 15 is still really early and most class/jobs don't even have a fraction of the skills they'd normally get nor are they being challenged yet by the game.

THM seems to come together once you get to lvl 20 and beyond. Early levels do kinda sorta feel spammy in their own way. After that it's a good mix of what you're casting and MP management.

And completely off topic but holy shit, GAF has a night time theme!
 
The UI designer of FFXII brought the distinctive blue dots at zone lines to this game, but for some reason he didn't include the name of the zone you are going enter by crossing the line the way he did in FFXII. I don't get why, it sure would be nice to be able to see where I was going to zone into without having to open the map.

What is also aggravating is how some of the Aethernet listings for where you can go don't have anything to do with where you are going. I have to sit there and think for a moment where the Gate of Sultana, Gate of Nald, and Gate of Thal go in the Ul'dah Aethernet. And if I can't remember, I get to close the Aethernet dialogue and open the map again just to see where I'm teleporting. Come on Squenix, throw us a frickin' bone here!

I thought it did display what area you were heading in to. But maybe it just says it on the map screen? It was strange but I could have sworn I saw it, though it could have been the angle I approached the blue dots from. I've noticed on the PS3 version, mission NPCs and things vanish depending on your angle from approach.

Ul'dah is nice, as detailed as the cities in FFXII, but its also boring. I think next time I'll choose to be a sexy archer or thaumaturge elsewhere, and attach NeoGAF to my name :)

I do wish I made more use of time during the short beta weekend: If I had known you needed lvl 15 for the airship, I would have traveled. But that reason was not stated at the port. I also wish I was able to participate in a dungeon, but at lvl 18 and all pugilist missions finished, Copperbell still never opened for me. Levequest limit is totally ridiculous btw.

Ugh, I'm going through withdrawl. August 27 can't get here soon enough. I hope the beta goes on for awhile.
 
Once you get your Job, is there any point to alternate to your class? Since you can use basically every skill on every Job/class. I want to go BLM would I ever need to go THM?
 
Once you get your Job, is there any point to alternate to your class? Since you can use basically every skill on every Job/class. I want to go BLM would I ever need to go THM?

Probably the only reason would be to use some skills you can't use with your job, so classes could be better for going solo or in very specific situations, but 90% of the time you will be playing a job.
 
I thought it did display what area you were heading in to. But maybe it just says it on the map screen? It was strange but I could have sworn I saw it, though it could have been the angle I approached the blue dots from. I've noticed on the PS3 version, mission NPCs and things vanish depending on your angle from approach.

Ul'dah is nice, as detailed as the cities in FFXII, but its also boring. I think next time I'll choose to be a sexy archer or thaumaturge elsewhere, and attach NeoGAF to my name :)

I do wish I made more use of time during the short beta weekend: If I had known you needed lvl 15 for the airship, I would have traveled. But that reason was not stated at the port. I also wish I was able to participate in a dungeon, but at lvl 18 and all pugilist missions finished, Copperbell still never opened for me. Levequest limit is totally ridiculous btw.

Ugh, I'm going through withdrawl. August 27 can't get here soon enough. I hope the beta goes on for awhile.
Things like the airship and dungeons open naturally if you're doing all the story quests appropriate for your level. I got the airship at level 14 and Sastasha/Tam Tara/Copperbell at 15/16/17.
 
Is character progression class specific save for using abilities across classes? I mean in terms of attributes and things like that.
What I mean is that if I level LNC to 15 then switch to CNJ, my level 1 CNJ is the same as it would have been before leveling LNC correct?.

edit: And I assume it works the same if I'm switching from LNC to GLD too, even though they're in the same discipline?
 
Didn't spend as much time as I would've wanted this weekend but can anyone tell me if skill chains are still there?

Tried PLD and I could do 1, Fast Blade then 2. Savage Blade and that created a combo but can you chain any skills with other players in your group? Really dug that about ffxi.
 
I haven't posted any impressions before, but I have some simple thoughts on PGL (managed to hit 30).

I found PGL to be an enjoyable experience. At lower levels it can seem pretty boring when all you do is bootshine>true strike>snap punch (especially when solo).

Things pick up after level 15 though once you get straight shot, raging strikes, and etc.

The thing I like so far about PGL is you have to move around a lot to get good damage.
Once you get level 20 it can get crazy when you try to maintain 2 stacks of GL while using skills outside of your main rotation (I had to drop vorpal thrust. It was that or straight shot and the later is just to good to pass up). Those 12 seconds to re-apply GL go by quickly. The difficulty will probably be alleviated with more skill speed (I get the feeling that balancing skill speed and determination will be important for pgl/mnk)

As far as damage goes, PGL is great (as long as you get your positioning). Nothing like doing Straigh Shot + Raging Strikes + Internal Release + Crit hit food + 2 stacks GL. Managed to break 105 damage on the Toto-Rak boss a few times.

I look forward to playing monk in phase 4 (I'm going to miss having archer skills, but Fists of Fire will more than make up for that).

The only gripe I have is that PGL has no ranged move (where is my Chi-Blast?). It's not a problem till you get to TTR.

Anyone else rock PGL?

I spent the week on my legacy monk/pug. I enjoyed it, the rotation feels good (and looks good). PUG to Monk isn't much different, Monk adds some nice utility and a powerful AE. This is a class that makes me wish the game had a damage meter because I've seen so many other pugs that are playing it wrong (not moving positions, maintaining buffs, ect).

I am sad that Simian thrash is gone, use to love the look of that skill.
 
Tried Lalafell next, cute as a button (mah teef!) but her job, THM, turned out to be a disappointment. I couldn't get into the gameplay at all. This is the Progress Quest of jobs. Combat is 50% waiting for bars to fill while standing perfectly still (and wriggling the camera stick in boredom). Plus, the (story quest spoiler)
Golem
boss utterly annihilated me, so I'm salty about that. He was a pushover for my Ranger, where I battled the camera more than I did him.
THM could be very interesting at later levels, because of the two modes you can be in - do more damage or use less MP, with a spell to switch between modes at any point, and spells that autoswitch between the modes that you may want to cast. As for that boss, I liked that boss, it was the first real challenge I found in the game. The trick to beating him is
watch above his life bar to see if he is preparing a special attack, if he is run away from him
.
 
Didn't spend as much time as I would've wanted this weekend but can anyone tell me if skill chains are still there?

Tried PLD and I could do 1, Fast Blade then 2. Savage Blade and that created a combo but can you chain any skills with other players in your group? Really dug that about ffxi.

No, there no skill chains. I still think a proper limit break/skill chain/magic burst system is the biggest missedv opportunity here... It would make combat incredibly fun, cooperative, and give it a final fantasy flavor. The game has a bastardized version of limit break that one person in a group can activate.
 
In Limsa starting zones I had no luck finding anyone selling Hi-Potions so I just went back to the main city where they are sold by a merchant in the row of stalls that other things like armour is sold. I assume it's the same elsewhere.

There is an NPC close to where you pick up that quest called Armorer & Mender and he sells Hi-Potions in the tools section of his list.

You can find them in the market in OLD GRIDANIA.

Thanks for tips! I try again next weekend!
 
No, there no skill chains. I still think a proper limit break/skill chain/magic burst system is the biggest miss opportunity here... It would make combat incredibly fun, cooperative, and give it a final fantasy flavor. The game has a bastardized version of limit break that one person in a group can activate.

Thanks but Bah! Agreed on all counts. The effects would've looked amazing too.
 
Exactly.



BLM can use THM skills + BLM skills. Think jobs as specializations of classes.

Thanks.

By the way everybody from the GAF Free Company should post their FFXIV username. I have trouble knowing who's who.

I'll start. My character is Jaga Seven.

PS: Thanks Khronos Kaitos for your tips. Next week we can form a party if you want for Tam-Tara. I'm now far enough.
 
I had a lot of fun playing, but I found myself taking it very casually and not going full blast into it. Really just want to save everything for release, which seems so far away.
 
I understand, but what would be the purpose to ever change back to THM from BLM?

Classes have access to basically every skill you've learned from your other classes. Meanwhile, like the above says, jobs are more of a specialization and you only have access to certain classes. IE Classes can have up to 10 different skills from the other classes, while a job only lets you pick from 5 from 2 other classes.
 
Classes have access to basically every skill you've learned from your other classes. Meanwhile, like the above says, jobs are more of a specialization and you only have access to certain classes. IE Classes can have up to 10 different skills from the other classes, while a job only lets you pick from 5 from 2 other classes.

Ok, I see.

Another question, will there be a sort of talent system in the game so we can differentiate ourselves further? Did FFXI have a system in place similar to a talent system?
 
Thanks.

By the way everybody from the GAF Free Company should post their FFXIV username. I have trouble knowing who's who.

I'll start. My character is Jaga Seven.

PS: Thanks Khronos Kaitos for your tips. Next week we can form a party if you want for Tam-Tara. I'm now far enough.

Bladenic = Abel Eschbach. We should all add each other on friends list to make it easier.

Will probably have a different name in release though.
 
Thanks.

By the way everybody from the GAF Free Company should post their FFXIV username. I have trouble knowing who's who.

I'll start. My character is Jaga Seven.

Pai Pai Master = Rock Volnutt

Though I don't know if I will go with the same character/name in release. Might play a mi'qote mage class first.
 
I understand, but what would be the purpose to ever change back to THM from BLM?

Flexibility in a situation. For example, if your party doesn't need the extra firepower from your nuking and additional healing support would be helpful, a THM could do it but not a BLM because a THM can equip CNJ skills. It's basically similar in theory to the subjob system from FFXI but way more open to you. It's not going to make you do crazy things that your job couldn't do before but it'll augment your class and let you find little niches in cases you need to do something other than what you would do normally.
 
Gotta give it to Yoshida and their team for the turn-around. Phase 2 I was sad and ready to drop the game, with Phase 3 and access to Pugilist I'm sad because I can't play it right now.

They did everything right with that class. Hopefully that kind of care in the class design extends to the other classes (I couldn't tell you, because I was having way too much fun as PGL to switch).

Oh, and my character is Renault Cathetel on Ultros/Sargatanas. I really think I am gonna start over at release on Ultros full time, it's a ton of fun to play it fresh.
 
Went to boot up the game, saw undefined, forgot that the beta was on japan time, again...

Got to 15 yesterday though at least. Aiming to at least get to 20 next week and maybe pay a visit to Gridania again.
 
Some closing thoughs for this weekend in one somewhat disjointed post. Praise, petty complaints, and serious complaints all mixed together:

My two characters, Nozomi Dunan (on the left) and Iorek MacDougal (on the right):


I played a lot more and am considering not touching it very much more until the real version starts; a lot of the quests are grindy and we're just going to have to do them again once these characters get wiped.

For the beta, I wish they had offered us the option to start at level 5 or so and skip all the opening stuff. I wanted to try various classes, and experience all three cities, but the tutorial-ish opening quests are only really interesting once. You do them, and then when you start a new character in another city, you want to skip them and just start battling as a conjurer or marauder or whatever. So I only made three characters and only really played with two of them. My Limsan Marauder got very little playing time.

Of the three cities, Ul'Dah with its Rabanastre vibe seemed more attractive than the Eruyt-like Gridania or Limsa with its sort-of-Balfonheim air. But the areas surrounding Ul'Dah weren't as engaging as the fields around Gridania, which look beautiful and are a lot of fun to explore.

Gridania's Hobbitonesque music was OK but I liked the other two more. Battle music is great, and one of the story battles manages to work The Prelude into a battle theme! I quite liked that.

I wanted to play a mage and avoid melee classes, because FFXII sort of forced you to use melee-ers, plus the mandatory right-handedness of melee weapons stands out too much. With the Thaumaturge, you can't move while casting, which takes a lot of the fun out it -- contrast this with the Archer, who can shoot arrows while running around obstacles and getting out of the enemies' sights. I had a ton of fun doing this as an archer, and taking on enemies that were above my level. I'd poison them with my first arrow, find a hiding spot, then pick away at them from afar, moving and dodging.

The HUD UI is clearly designed around the PC and not the PS3. The dialogue font is much too small to read when sitting at TV distance (and the upscaling from 520 to 720 to 1080 makes it hurt your eyes); at least change it to light on dark! And on the PS3, the HUD really gets in your way. I went into the HUD adjustment screen and moved most of the elements closer to the edges to make use of some of that dead space, and also shoved the hotbar and the stuff below it into the lower right corner, FFXII-style, so that you could see your character, like this:


Is there a way to remove HUD elements entirely? Some of thst stuff really isn't important enough to justify the screen real estate that it takes up. We really don't need to see how many gil we have all the time, and the experience bar should probably also be on a subscreen. I'd prefer the more streamlined look of FFXII's HUD, particularly when outside of battle (where the HP/MP totals don't need to be shown at all).

Does anyone else wish that there were more daylight hours, or that you could change the time of day in the game like you can in Xenoblade? It's dark at night and not as much fun to explore. I'd like to see them make things brighter at night, leave a little more light in the sky after the sun goes down, and maybe have more than 12 hours of sunlight per day. It's summer in the northern hemisphere after all!

One more thing -- something I love discovering in games and love talking about: the alphabet that they invented for their world. It was deciphered long ago, so there's no longer a prize for being first:


This writing is all over the maps and even on signs and things in the world, and is a lot of fun to try to read! Already I've seen signs saying NO ENTRY and DEPARTURE TIMES and that kind of thing, and of course the maps are filled with it. I hope they make a lot more use of this; it's great!
 
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