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

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Well that kinda stuff in XI took time. There wasn't much in XI at launch outside the main missions, job/town quests and Conquest. There were arguably TOO many options by the time I stopped playing because a lot of older content just didn't get any attention. I'd rather they take their time and make sure they really think about and develop the additional content they're adding so it doesn't feel so superfluous a couple years later.

With how well the game has shaped up technically after the 1.0 launch mess, I'm willing to give them some time on getting some meaningful variety in the game beyond the main dungeons that everyone will be going through. I have faith that they understand that the Armory System, just like XI's job system, will have players wanting a lot of different ways to continue leveling up other classes/jobs so they don't always feel like a "me too." The unique identity of your character in XI and XIV come from the combination of jobs and skills you have gained over your career, not just one or two so it's important to be able to do it all in your own way.
I didn't play FFXI until the NA PS2 launch so I was curious about this, and it's good to hear.

I'm also willing to give them time because I absolutely love the world and art. I want to like this game so damn much. I'm just worried that some of the things that make the game feel "cheap" to me are simply modern MMO design and it's never going to end up offering what I want.
 
I think GC weapons had better DPS than primal weapons except Garuda ones. Stats may depend, but they were a good alternative for primal weapons. Now they are...lol. I think I may kept my Malstrom spear, looks way better than the stupid mog fork :(

Not enough to matter. For example let's look at MNK weapons. http://mooglebox.com/weapon/pugilist.php

Mog was weakest at 39.68 DPS but it has a ton of accuracy (incredibly important for a MNK). Ifrit had lower DPS than the GC weapons but it has AP to make up for it and will often hit harder (other gear aside). Garuda was best of the bunch besides relic. GC fist weapons with sanction were boss but if you lost sanction then you'd be better off switching weapons. The Lt. weapons had competitive DPS and great set bonuses but you had to wear GC gear that was usually not as good as a good multi-meld in one or two slots. Don't get me wrong, they were good weapons but they were not as versatile or reliable (if those adjectives make sense); if you had DL and/or really good melds you were probably better off with a primal weapon.

Now, though... primal weapons are just better across the board, but the GC weapons are still good to use until you get primal weapons. They're upgrades over most other things you can get so for new players they'll be good stepping-stone weapons, but, yeah, if you have primal weapons already there is not much use for GC weapons anymore.
 
Does anyone have a NA PC beta key they don't need? My significant other has been waiting for 3 weeks to no avail and is hoping to try it out before Phase 3 ends.
 
So with that statment from them about the classes and jobs. Does me saying GLD-RDM seem like it could be more possible now ;)
I was glad to hear them say this. I know we all had a discussion about it pages back and I think most people were of the opinion that "making it work" would be better than adding a hundred different classes just to get particular jobs in the game. It's cool to have broader classes with a couple of job stones each to install more focused roles. It's a really cool concept, and FFXIV manages here to expand on and evolve my favorite aspect of FFXI and the thing that no other game has manged to match for me - the job system. I'm envisioning this in such a way that you can main a particular class and use it to perform either DPS or support depending on which stone you equip and what's needed. Or maybe another class that can be a tank or a healer. It continues the whole philosophy of the armoury system but in a more refined and focused way when you start digging deeper into the classes and focusing on one or two for your gear building and stuff.

Now if we could just get the classes to feel more meaningful. A good start would be hiring someone off the street who is more creative about job abilities and roles. Most of them seem like pretty much the same thing right now. The magic users are particularly disappointing. I'm tired of everything being "150 damage, combo for 200."
 
I was glad to hear them say this. I know we all had a discussion about it pages back and I think most people were of the opinion that "making it work" would be better than adding a hundred different classes just to get particular jobs in the game. It's cool to have broader classes with a couple of job stones each to install more focused roles. It's a really cool concept, and FFXIV manages here to expand on and evolve my favorite aspect of FFXI and the thing that no other game has manged to match for me - the job system.

Now if we could just get the classes to feel more meaningful. A good start would be hiring someone off the street who is more creative about job abilities and roles. Most of them seem like pretty much the same thing right now. The magic users are particularly disappointing. I'm tired of everything being "150 damage, combo for 200."

That's my biggest complaint is that the spells and skills are so mundane and boring, even if you can mix and match.
 
I agree about current skill sets being so boring. Some people have come up with some very interesting skills/abilities or just changing current skills. Like for Conjurer/White Mage, healing would be far more interesting with stuff like this:

STONE - SPELL
Deals earth damage with a potency of 140.
Additional Effect: Allies who perform attacks against the effected target deal additional earth damage with a potency of 20.

AERO - SPELL [WITH REDUCED MP COST]
Deals wind damage with a potency of 50.
Additional Effect: Wind damage over time and allies who perform attacks against the effected target are granted Haste.

BLESSED MIND - ABILITY
Gradually reduces HP and stores MP. Effect fades and stored MP is obtained upon reuse.

WATER - SPELL
Deals water damage with a potency of 150.
Additional Effect: 15-yalm knockback if within and Bind if within 5-yalm radius of CNJ and allies who perform attacks against the effected target regenerate additional HP every attack.

SACRED PRISM - ABILITY
Increases cast time to convert next single-target healing or enhancing spell to affect multiple targets with the range of 30 yalms.

STONA - SPELL
Deals earth damage with a potency of 170.
Combo Action: Stone
Combo Potency: 200
Combo Bonus: Attacks against the enemy are granted a 10% chance to stun the target. Stacks with Stone.

Taken from this post on the Beta forums.

And that person just came up with those on a whim... As a White Mage, I would use so many of those spells for the "additional effects" unlike what CNJ/WHM have now where you mostly just spam cure heals with little need to use other abilities. Obviously stuff like that would need to be rebalanced into the game, but... Looking at my tool set on WHM, I'm not that excited about healing (even though I love doing it in MMOs).
 
I agree about current skill sets being so boring. Some people have come up with some very interesting skills/abilities or just changing current skills. Like for Conjurer/White Mage, healing would be far more interesting with stuff like this:



Taken from this post on the Beta forums.

And that person just came up with those on a whim... As a White Mage, I would use so many of those spells for the "additional effects" unlike what CNJ/WHM have now where you mostly just spam cure heals with little need to use other abilities. Obviously stuff like that would need to be rebalanced into the game, but... Looking at my tool set on WHM, I'm not that excited about healing (even though I love doing it in MMOs).

Maybe this will be the way Geomancer works :P
 
game went from having too many spells to too little

Lol, if there's one thing I love about lvling in an MMO it's seeing what cool new abilities I get each level. As it is now there's really nothing to look forward to, but these boring skills.
 
I wish the Square Enix account system wasn't so obtuse when it concerned regions.

I've got an NA account and an EU account. The beta is tied to the NA account, but pre-ordering the game from Australia automatically places me on the EU account. So silly.
 
Oh i was just wondering if they come on the Receipt or a card you get when you pre-order it. Cause i know in Canada, they don't put codes on the receipt, that you have to ask for a code which they give you via card form.

I pre-ordered at EB Games and didn't get a code. Later I was thinking about it and realized I should have gotten one, since how else would I get into the early access? So I went back and asked, and it turns out they have a sheet of codes - they just forgot to give me one. So if you pre-ordered but didn't get anything, I would go back to the store with your receipt and ask for a code.
 
Old FF junkie checking in. I haven't played any of the mmo titles, but this one is pumping up my hype meter right now.

Anyone have an extra key, or know of any upcoming giveaways? Let me know! I'd love to give this a try.
 
I agree about current skill sets being so boring. Some people have come up with some very interesting skills/abilities or just changing current skills. Like for Conjurer/White Mage, healing would be far more interesting with stuff like this:



Taken from this post on the Beta forums.

And that person just came up with those on a whim... As a White Mage, I would use so many of those spells for the "additional effects" unlike what CNJ/WHM have now where you mostly just spam cure heals with little need to use other abilities. Obviously stuff like that would need to be rebalanced into the game, but... Looking at my tool set on WHM, I'm not that excited about healing (even though I love doing it in MMOs).


I don't get why you would like to give your party the chance to ramdomly stun your enemy when stun should be reserved for powerful attacks...

The idea of additional effects is nice, they way they're balanced is quite poor.
 
Yeah, the whole Stun spam thing is kinda lame...though I'd rather the "make it so the healer doesn't have to heal" be attached to a healer instead of a tank like in FFXI.

Still, I do hope these Phase 3 sets are just a conservative balance and Phase 4 will mix things up. It'd be neat if the rest of the classes had neat sub-systems like PGL and THM.
 
Old FF junkie checking in. I haven't played any of the mmo titles, but this one is pumping up my hype meter right now.

Anyone have an extra key, or know of any upcoming giveaways? Let me know! I'd love to give this a try.

If you can't manage to snag a key, there is talk of an open beta (not sure if the upcoming phase 4 is open beta across the board or not, but it's worth keeping in mind).
 
I don't get why you would like to give your party the chance to ramdomly stun your enemy when stun should be reserved for powerful attacks...

The idea of additional effects is nice, they way they're balanced is quite poor.

Well, maybe not that particular one, but proc'ing Haste or little bits of HP would be nice.
 
They should transplant Valkurm Dunes to Eorzea.

massacre.jpg
 
If you can't manage to snag a key, there is talk of an open beta (not sure if the upcoming phase 4 is open beta across the board or not, but it's worth keeping in mind).

Oh nice. So that's the rumor but nothing official? Fingers crossed! Thanks for the info.
 
When you buy the game at release will you get something like a months subscription free?


Yeah, already looked into this. You get 30 days "free" when you register a new copy of the game.


The only thing I'm deciding on is whether to get a CE or not if I pull the trigger. Can get the regular for like $8 from GMG with the code + $15 in credit I have, or I could say I get the CE for free by doing this too by paying near regular price for the game. Hrm.
 
Gladiator -> Red Mage?

I'd have it use abilities from THM and ACN and be able to use attack magic.

Savage Blade and Rage of Halone would trade their enmity boost for Spell Speed (a big enough boost to be noticeable) for enough time for 3 to 4ish spells
Provoke would become Bluff and increase INT for 10ish seconds on the same cooldown
Flash would do magic damage instead of enmity
I'd change Shield Lob and Sentinel (keep Rampart and Bulwark) but I dunno how

Job abilities could be:
Water - water damage and reduces evasion. Combo from Savage Blade: small regen effect to party members, Combo from Riot Blade: small MP/TP refresh effect
Cura - aoe regen (not as strong as SCH) with damage reduction effect
Phalanx - combo from Shield Swipe, Increases party members block and parry rate

I dunno what else. Something named Scarlet Oath to boost casting ability, I guess? Crimson Blade, Red Lotus Blade etc.
 
Yeah, already looked into this. You get 30 days "free" when you register a new copy of the game.


The only thing I'm deciding on is whether to get a CE or not if I pull the trigger. Can get the regular for like $8 from GMG with the code + $15 in credit I have, or I could say I get the CE for free by doing this too by paying near regular price for the game. Hrm.

Thanks

edit:eh, was only $39 for me, expected PS3 version to be $50-$60
guess the fee might not have been a problem anyway.
 
Before I just go ahead and pre-order it, what's the best deal to be had?

I have a GMG voucher for 20%, so my total is $24. That's already pretty damn cheap but I may as well check.
 
When they removed gob trains things weren't the same again. That magic was lost. You know this in your soul to be true.

Oh, I won't deny that wasn't part of the magic of FFXI.

Just like I won't deny the fond memories I have of "Crush to zone!" or "Sand giant to docks!" either, but that doesn't mean I want to relive them. :)

But yeah, it was fun to watch those gob trains.
 
Oh, I won't deny that wasn't part of the magic of FFXI.

Just like I won't deny the fond memories I have of "Crush to zone!" or "Sand giant to docks!" either, but that doesn't mean I want to relive them. :)

But yeah, it was fun to watch those gob trains.

It was. Most fun for me were the Ghoul trains in Quifm.
 
I was glad to hear them say this. I know we all had a discussion about it pages back and I think most people were of the opinion that "making it work" would be better than adding a hundred different classes just to get particular jobs in the game. It's cool to have broader classes with a couple of job stones each to install more focused roles. It's a really cool concept, and FFXIV manages here to expand on and evolve my favorite aspect of FFXI and the thing that no other game has manged to match for me - the job system. I'm envisioning this in such a way that you can main a particular class and use it to perform either DPS or support depending on which stone you equip and what's needed. Or maybe another class that can be a tank or a healer. It continues the whole philosophy of the armoury system but in a more refined and focused way when you start digging deeper into the classes and focusing on one or two for your gear building and stuff.
"

I'd like to see it work out that way too. Like LNC > Drk would be an awful combo since its just two melee damage classes... I guess they could also change what Drk does, but that would feel weird to me lol
 
Oh, I won't deny that wasn't part of the magic of FFXI.

Just like I won't deny the fond memories I have of "Crush to zone!" or "Sand giant to docks!" either, but that doesn't mean I want to relive them. :)

But yeah, it was fun to watch those gob trains.

Then that first time you were able to change to your main job to save the day in Jungle. Before it was the JP players, but now it was your turn to be hero. Yeah, it would be best to not have that problem in the new game, especially since there's no beast master who has a zoo to maintain ; ;.
 
Then that first time you were able to change to your main job to save the day in Jungle. Before it was the JP players, but now it was your turn to be hero. Yeah, it would be best to not have that problem in the new game, especially since there's no beast master who has a zoo to maintain ; ;.

But then someone trains an AF NM and crushes the last hope like a true villain - muwahaha
 
Sometimes unexpected utter defeat makes you appreciate the little things. On my journey through FFXI's world as bst solo exp, I felt I experienced stuff so few people in that game would have. Things were risky, survival was a tight rope walk, but making it through the deadly world rewarded you with the nicest views, and peace.

Also without defeat there can be no sweet sweet revenge. My party got wiped by Yowie once, then a high level endgame Thief talked us into forming a alliance with him. The first thing he said in party chat was "Revenge." Everyone was so pumped, we wiped again but it was a very exciting fight lol. Also MPK attempts, my most memorable fight was when a shell tried to mpk us with overgrown rose clipping our niddhogg (dragon spawn fight). Heart pumping moments were very plentiful in ffxi. I even thought I'd die because of it.

Like someone said, when fights are routine, and safe things get boring. One example is dynamis, I don't think any event in ffxi made me as sleepy as dynamis.
 
I pre-ordered at EB Games and didn't get a code. Later I was thinking about it and realized I should have gotten one, since how else would I get into the early access? So I went back and asked, and it turns out they have a sheet of codes - they just forgot to give me one. So if you pre-ordered but didn't get anything, I would go back to the store with your receipt and ask for a code.

Awesome ty for the heads up, so when i go to pre-order it at the end of the month. Ill have to remind them to give me my code. EBgames in Canada always forget to give you, your Pre-order crap.
 
I really want to try this out - the game looks gorgeous and the music sounds great and really, I need a new mmo to sink my teeth into. However, reading these posts confuse the hell out of me. Is the game hard to jump into? What is the learning curve like?
 
I really want to try this out - the game looks gorgeous and the music sounds great and really, I need a new mmo to sink my teeth into. However, reading these posts confuse the hell out of me. Is the game hard to jump into? What is the learning curve like?

I am almost new to MMO and i don't think its that hard, at least the beginning. Figuring out where to go with the map was quite confusing and needed time to get used to. Battle is very simple in the beginning so I don't think anyone will have trouble.

I don't know how complicated it will get later on though..
 
Sometimes unexpected utter defeat makes you appreciate the little things. On my journey through FFXI's world as bst solo exp, I felt I experienced stuff so few people in that game would have. Things were risky, survival was a tight rope walk, but making it through the deadly world rewarded you with the nicest views, and peace.

Also without defeat there can be no sweet sweet revenge. My party got wiped by Yowie once, then a high level endgame Thief talked us into forming a alliance with him. The first thing he said in party chat was "Revenge." Everyone was so pumped, we wiped again but it was a very exciting fight lol. Also MPK attempts, my most memorable fight was when a shell tried to mpk us with overgrown rose clipping our niddhogg (dragon spawn fight). Heart pumping moments were very plentiful in ffxi. I even thought I'd die because of it.

Like someone said, when fights are routine, and safe things get boring. One example is dynamis, I don't think any event in ffxi made me as sleepy as dynamis.

Dynamis was coma inducing.
 
I am almost new to MMO and i don't think its that hard, at least the beginning. Figuring out where to go with the map was quite confusing and needed time to get used to. Battle is very simple in the beginning so I don't think anyone will have trouble.

I don't know how complicated it will get later on though..

The game seems to include extensive tutorial and training material from level 1 on. One of Yoshida's stated goals was to make it accessible for new MMO players, which is one reason why the beta forums are filled with people complaining about the low difficulty level in the early levels. The early story and class quests teach you how to play the game and your class, and the guildhests seem designed especially to teach players how to play in a party.

Amusingly, these same people also complain about some of the level 15 class quests, and also the level 14 story quest, which require you to have a functioning brain and be able to use it to figure out what you're supposed to do since just trying to bulldoze your way through usually results in a quick and painful death. Yoshida isn't afraid to put a challenge right there for you to tackle early on, something which is nice to see.
 
Dynamis was coma inducing.

With a few bad players, Dynamis can be quite dynamic.

Actually was never a fan of Dynamis either. The biggest appeal was when I was in linkshells that would max out the player limit, which is a pleasure only really known to MMOs. I often used it as "reading forums" time though. EDIT: Actually, that's not entirely true. Out of sheer loyalty to a certain linkshell, which was mainly a low-man affair, I always gave it my 100%. But that was kind of later in my career (my last linkshell before I quit).
 
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