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

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Materia system seems fine to me, but only for capped characters. I'd guess the vast majority of beta players that went to 35 did so without socketing materia, and I doubt retail will be any different. It requires a good deal of effort to do so and you'll be replacing gear so often until you hit cap it seems very much not worth it.

All of this might be amplified by the feeling that increasing your stats doesn't provide the feeling of growing stronger. That was my impression at least, playing a GLA to nearly 32 over the past few weekends. I knew my stats were going up in a variety of ways but I felt about the same level of capable from probably level 5 onwards. Hoping this is improved in retail.
 
Materia system seems fine to me, but only for capped characters. I'd guess the vast majority of beta players that went to 35 did so without socketing materia, and I doubt retail will be any different. It requires a good deal of effort to do so and you'll be replacing gear so often until you hit cap it seems very much not worth it.

I don't see Materia being relevant at all pre-50 to be honest.
 
Thing is, if you keep (as MMOs are doing) removing reliance on others, it's no longer an mmo.
Having to rely on crafters instead of doing everything yourself is one of the things that keeps a game reliant on it's community, which is something that's sorely missing in MMOs nowdays: Just like in big cities, mmos are becoming games where you are "Alone in a sea of people", in the name of convenience.

I tend to agree with this sentiment. While the set-up is inconvenient for solo-players, you do play MMO's to play with others, its kinda the point. So long as you eventually establish an in-game social support system, these systems should work fine.
 
Can you unsocket materia too? Or once it's in that's it?

In 1.x you could have an NPC remove materia from an item to recover the "slot" but the materia was destroyed in the process. I didn't try it in ARR but I'm guessing it's the same just like how replacing a gem in WoW destroyed the previous one.

But there's so many people that don't read the tooltips, and have no idea that comboing skills produces additional effects with more damage and the like, and they just use whatever they have available, or 1111111111111.

But dude, everything is so easy in this game that you beat all the content forever that way!!!!1 Or didn't you hear that at 50 MNK only has one three-skill rotation and THM only has 2 spells you need to use to kill field mobs! And if you spam Overpower on MRD/WAR you'll win at everything forever like if you drink NAMUSAN!
 
I totally hear and respect what you are saying. The talent tree specialization in WoW is a really nice feature, and some people just aren't going to want to level other jobs. For me, the big allure to FFXI and FFXIV is the job system, and being able to mix and match and ultimately level everything on the same character. It's not fair to assume others will want to do that. I think though that the original poster that came in here making a fuss about it had a very closed and inaccurate look at the situation -- and that's where this whole conversation spawned from.
I agree with you and think that the job and cross-skill abilities is very interesting and certainly lets you custom a base class to turn it into an interesting hybrid of multiple classes but I think the cost of entry will be high for all but the most hardcore. I hope I am wrong here but I think I would burn out if I had to level 3 or 4 base classes to the high 30's or 40's to get access to some of the better skills.

I did get a little board leveling my conjurer to 32 in phase 3, but I think that was really only for the first 15-20 levels. After that I could run instances, do some of the more interesting fates, and do guildhests and do all this while purely healing. That initial hump was pretty brutal for me to get over though.
 
I don't see Materia being relevant at all pre-50 to be honest.

I agree, and that's what I'm trying to say. Why even offer the ability to socket throwaway pieces? Seems like they're attempting to create more purpose for crafters where there is no need for such things.

Maybe for leveling other jobs when you're more established it'll be something people do? I struggle to find legitimate purposes for sub-50 socketing.
 
I think it's more to do with how fast levels come than anything. People will always want to optimize their characters, but not if it's only going to last a day.

Maybe if there was some thing in place that automatically swapped the correct gear in during level sync. That way you would have a reason to keep several sets of HQ gear.

Still not clear on how level sync works with gear in this game actually. Is it like FF11 where it becomes pretty worthless when synced? Kind of wish level sync just removed gear that was too high, and syncing never happened without a prompt. It'd require more effort from players but I feel like the game could do well to introduce some of that honestly.
 
I agree, and that's what I'm trying to say. Why even offer the ability to socket throwaway pieces? Seems like they're attempting to create more purpose for crafters where there is no need for such things.

Maybe for levelling other jobs when you're more established it'll be something people do? I struggle to find legitimate purposes for sub-50 socketing.

Yes, I can see people with a crafting class, or with a level 50 going for their second class, getting an HQ weapon or armor and adding some materia to it, which might make it better, or just as good that the equivalent green item for that level range.

Maybe some people want to have good gear while levelling up, but don't want to stop to farm dungeon gear, just get their exp and move on. So the HQ/Materia is there as an alternative to dungeon farming.
 
I agree, and that's what I'm trying to say. Why even offer the ability to socket throwaway pieces? Seems like they're attempting to create more purpose for crafters where there is no need for such things.

Maybe for leveling other jobs when you're more established it'll be something people do? I struggle to find legitimate purposes for sub-50 socketing.

You honestly don't see the point? Many, many classes share the same gear while leveling up. Gear that has Materia slots. A player looking to level multiple classes can use that same gear over and over. Why not optimize it if you're able to? Saves time and money.
 
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Goodbye, Azusa! I'm thrilled I had the time to get you a Chocobo. It was nice to revive her from FFXI.

Not sure if I'll remake her in the final version, but it was nice.
 
Still not clear on how level sync works with gear in this game actually. Is it like FF11 where it becomes pretty worthless when synced? Kind of wish level sync just removed gear that was too high, and syncing never happened without a prompt. It'd require more effort from players but I feel like the game could do well to introduce some of that honestly.

Nah, I tested this in pretty much all the dungeons in beta. Because of how item levels work with stats in ARR, synced gear is basically as good as level-appropriate gear, maybe 1 point of stat lower here or there. My Militia gear on my PLD had the almost the same stats as the level 15 dungeon gear for tanks when I was synced down for that dungeon, etc. If you have high level gear with class-appropriate stats there is no reason to wear lower level gear when under sync effects (besides looks).
 
New trailer: Eorzea Collection 2013

That's the video shown yesterday on the NicoNico live stream. Love the music.

This is worth watching if only for the music.

Wow, I totally missed this. I hope this is internalized in the game at some point else I'll never manage it.

I highly doubt they will implement any kind of tutorial for it. Someone in the FC recommended me a guide on youtube, but I can't remember the link for it.
 
Oh yeah, one thing that has bugged me to no end. Would it be so hard for them to grey-out equipment in the armoury that your current class can't use!? The armoury feel so messy without this.

Then for weapons it could just be a less obvious grey-out to signify that you can always switch classes. Or they could even just leave weapons alone if they have to.

Once you get a couple of battle, gathering, and crafting classes going your gear gets really messy. I wish you could assign gear to some sort of secondary bag when you swap it for something else too. It's just easy to get mixed up with what you're done with and what's used on another class.

Maybe they could just add a marker that signifies a piece of equipment is currently assigned to a gear set? Hell, why not just hide items in the armoury (except for weapons) that you can't use?
 
You honestly don't see the point? Many, many classes share the same gear while leveling up. Gear that has Materia slots. A player looking to level multiple classes can use that same gear over and over. Why not optimize it if you're able to? Saves time and money.

Like I said in my previous post, I can see a point to it. But given my issues with not feeling as if the increase in stats translates into a character that feels tangible stronger, I can't say the point is a very compelling one especially given how quickly you can cycle through gear pieces.
 
Oh yeah, one thing that has bugged me to no end. Would it be so hard for them to grey-out equipment in the armoury that your current class can't use!? The armoury feel so messy without this.

Then for weapons it could just be a less obvious grey-out to signify that you can always switch classes. Or they could even just leave weapons alone if they have to.

Once you get a couple of battle, gathering, and crafting classes going your gear gets really messy. I wish you could assign gear to some sort of secondary bag when you swap it for something else too. It's just easy to get mixed up with what you're done with and what's used on another class.

Maybe they could just add a marker that signifies a piece of equipment is currently assigned to a gear set? Hell, why not just hide items in the armoury (except for weapons) that you can't use?

Within the Q&A on the Beta forums, they said before release they plan to make it more obvious what you can and cannot equip from the Armory interface.
 
Been meaning to ask.

How likely is it that they'll release a full soundtrack for retail at some point? I know the Collectors Edition includes what I suspect is a partial soundtrack, but I didn't want to spend an extra 30-to-50 USD for just a partial soundtrack.

Besides that, there's a number of what I suspect are going to be obscure tracks I just want to have copies of. For example, the background song that played during the, "End of an Era," trailer released last year. I kinda doubt that would be included in the collectors edition, despite how kickaxe it was.
 
Only impressions this beta weekend are that they broke something since the last one. Visual hiccups out the ass, son: whitescreen, weird loading screens, assets not showing up...

Also, I can't seem to enable AA or Vsync. Game appears to override CCC all de time. All I can really say is that the game is pretty and runs kind of shitty on my hardware, but my benchmark performance wasn't amazing in the first place (i2500K/8GB/7950 3GB).
 
You can be 100% assured.

What is more, you can already purchase the new Before Meteor - Final Fantasy XIV Original Soundtrack.

SQEX20012_220.jpg


Featuring over 5 hours of music, 104 songs, and the "A New Beginning" prologue video remastered in 5.1 surround sound, this Blu-Ray disc fully immerses you in the realm of Eorzea!

As part of the initial print run, purchasers will also receive a code that they can redeem to unlock an exclusive minion – Wind-Up Dalamud. Please note that you will receive the Wind-Up Dalamud minion once FINAL FANTASY XIV: A Realm Reborn has launched. The bonus code must be redeemed by December 31, 2014.


minion_ruizowa.jpg

minion_daragabu.jpg



As far as new ARR tracks go, just give it a few months, maybe early next year if not by the end of this year, for a full ARR soundtrack. Also, you can expect a Piano version a few years down the road.
 
Only impressions this beta weekend are that they broke something since the last one. Visual hiccups out the ass, son: whitescreen, weird loading screens, assets not showing up...

I had the white screen issue on Saturday as well for the first time. I was seeing some weird vertical tearing so I alt-tabbed but that didn't help. I restarted game and was just getting white screen but the main screen menu was loaded (I could click Exit but couldn't see anything). Same thing when I tried launching the game again. Rebooting my PC fixed it and it never happened again, but it was weird. (I have 320.xx whatever latest NVIDIA drivers, too, and gfx card temp never went above 40C.)
 
You can be 100% assured.

What is more, you can already purchase the new Before Meteor - Final Fantasy XIV Original Soundtrack.

SQEX20012_220.jpg


Featuring over 5 hours of music, 104 songs, and the "A New Beginning" prologue video remastered in 5.1 surround sound, this Blu-Ray disc fully immerses you in the realm of Eorzea!

As part of the initial print run, purchasers will also receive a code that they can redeem to unlock an exclusive minion – Wind-Up Dalamud. Please note that you will receive the Wind-Up Dalamud minion once FINAL FANTASY XIV: A Realm Reborn has launched. The bonus code must be redeemed by December 31, 2014.


minion_ruizowa.jpg

minion_daragabu.jpg



As far as new ARR tracks go, just give it a few months, maybe early next year if not by the end of this year, for a full ARR soundtrack. Also, you can expect a Piano version a few years down the road.

Oh, very nice.

At 50USD, I probably won't rush out to buy it before ARR launches. Definitely something to grab once a gap in my gaming purchases pops up though.
 
Within the Q&A on the Beta forums, they said before release they plan to make it more obvious what you can and cannot equip from the Armory interface.

That is very good to hear. I think the armory really fell apart once you had 5+ classes going at the same time. I would spend more time with gear management and I would always worry about changing classes with some outdated gear set saved that I would then have to rebuild with an armory chest full of so much different gear with different level requirements. It was a real pain in the ass to be honest. A good old Final Fantasy optimize button would be helpful. It should just allow you to equip the best items for your current class that you have in your bags automatically.

Also I ended up getting gear so fast hardly any of it ever spirit bonded to me. Spirit bonding needed to happen much faster at the rate you get new gear.
 
Only impressions this beta weekend are that they broke something since the last one. Visual hiccups out the ass, son: whitescreen, weird loading screens, assets not showing up...

Also, I can't seem to enable AA or Vsync. Game appears to override CCC all de time. All I can really say is that the game is pretty and runs kind of shitty on my hardware, but my benchmark performance wasn't amazing in the first place (i2500K/8GB/7950 3GB).

Had half the screen blacked out during a few cutscenes on my laptop .
 
You can be 100% assured.

What is more, you can already purchase the new Before Meteor - Final Fantasy XIV Original Soundtrack.

SQEX20012_220.jpg


Featuring over 5 hours of music, 104 songs, and the "A New Beginning" prologue video remastered in 5.1 surround sound, this Blu-Ray disc fully immerses you in the realm of Eorzea!

As part of the initial print run, purchasers will also receive a code that they can redeem to unlock an exclusive minion – Wind-Up Dalamud. Please note that you will receive the Wind-Up Dalamud minion once FINAL FANTASY XIV: A Realm Reborn has launched. The bonus code must be redeemed by December 31, 2014.


minion_ruizowa.jpg

minion_daragabu.jpg



As far as new ARR tracks go, just give it a few months, maybe early next year if not by the end of this year, for a full ARR soundtrack. Also, you can expect a Piano version a few years down the road.

A wind up Dalamud seems super disrespectful to the Warriors of Light and the others that fought during the battle.
 
A wind up Dalamud seems super disrespectful to the Warriors of Light and the others that fought during the battle.

Don't worry, if I see one in town, I'll make sure to fight it just like I fought my cherry bomb, it was such an epic battle in front of Limsa's GC.



Also I ended up getting gear so fast hardly any of it ever spirit bonded to me. Spirit bonding needed to happen much faster at the rate you get new gear.

No it doesn't. Converting items into Materia has nothing to do with your loot-whoring luck.
 
Most invisible walls in 1.0 got rid off after Yoshida took over. The world still looked the same, but unless it was a very big fall, you wouldn't be able to drop from it, and fair enough since there was no jumping in that version. Still the maps kept looking the same, just addressing the invisible walls bit.

In ARR the only invisible walls are the limit of the areas themselves, either because there's a cliff or a deep lake/river/sea. Maybe I didn't find the ones that you are talking about that prevented you from going to the next part of the area even that it was just in front of you.

Well that's not true at all, but really is a separate point. There are invisible walls sprinkled all over even not at the edges of the map. Like I said though, that is a separate mater though, and not what I'm currently talking about.

The zones are small and cool stuff is hidden behind the invisible walls around the edges. It isn't really about being prevented from going to the next area, its that the areas lack substance. Much of the "cool" stuff is superfluous to me since it isn't part of the actual gameworld. As mentioned I understand that their options were this small world without exploration, or the bland world of 1.0, to be able to run the game on ps3, but that doesn't mean I like either of the choices. Being critical of subpar parts of the game doesn't mean I am hating on the game either.
 
No it doesn't. Converting items into Materia has nothing to do with your loot-whoring luck.

I think I only had a few items actually spirit bond to me on battle gear. They were all items I got stuck with for too long and never got a replacement for. The crafting side of things seemed fine but just general questing and a few drops here and there in instances came far too fast for most items to get past 75% on that bar. That really grinds my gears that they want me to grind my gear.
 
I think I only had a few items actually spirit bond to me on battle gear. They were all items I got stuck with for too long and never got a replacement for. The crafting side of things seemed fine but just general questing and a few drops here and there in instances came far too fast for most items to get past 75% on that bar. That really grinds my gears that they want me to grind my gear.

To be fair to the system you level to 35 really fast and get new gear just abpit every other quest. People are really not going to care about the materia made from gear of that level, nor should you. While it may sound like an excuse to say "it could get better later" this is one of the aspects where it looks like it should. Not to mention it gives a real market to higher level crafted gear as things people buy to go turn into materia at endgame. Thus giving the people that just want to focus on the combat a way to use the system to make money.

How this all works out in practice is unseen of course.
 
I think I only had a few items actually spirit bond to me on battle gear. They were all items I got stuck with for too long and never got a replacement for. The crafting side of things seemed fine but just general questing and a few drops here and there in instances came far too fast for most items to get past 75% on that bar. That really grinds my gears that they want me to grind my gear.

And you are talking about what levels? It only took me about one and a half dungeon run to spiritbond an item.

I can see it being left behind with many items with just a little bit of spirtibonding done from 1-15, but in no way the system makes you go out of your way to get the spiritbond done.

Also, low level Materia will be worthless even after launch, so unless the Materia vendors for more than the gear themselves, I don't see the point of bothering to convert >20 or so, items.
 
And you are talking about what levels? It only took me about one and a half dungeon run to spiritbond an item.

I can see it being left behind with many items with just a little bit of spirtibonding done from 1-15, but in no way the system makes you go out of your way to get the spiritbond done.

Also, low level Materia will be worthless even after launch, so unless the Materia vendors for more than the gear themselves, I don't see the point of bothering to convert >20 or so, items.

For additional perspective, two weekends ago I went with 4 friends out to the level 48-50 Sahagin camp and we put on crappy 45-50 gear and went to town on those fishmen. It took us about 45 minutes of non-stop killing to SB a whole set of gear (which is about in line with 1.5 dungeon runs worth of kill time but the difference being killing dungeon mobs in shitty gear is harder than killing field mobs). This is notably slower than the rate you could power-SB at wolf camp in 1.x, but it's still pretty quick considering gear and socketed materia don't explode on failed forbidden meld attempts anymore.
 
It seems like everything from 1-50 is set up to be meaningless and sort of an in-and-out to endgame. Not sure if I like that. It's kind of cool to have low level zones filled with people leveling and farming and looking to upgrade their characters just for that range because they'll be there a while - there's a certain persistence about it. I get the feeling that before very long at all there's not going to be much going on in that entire range. You'll get new players who come in to an empty level range, with maybe some people all leveling the same (new) class or something.

I think Yoshi-P and Tanaka are both on extreme ends of the spectrum when it comes to having a carefully crafted MMO and a game that is more immediate and accessible. I wish there was someone to balance Yoshi out a little bit at least. I'm not counting him out yet though, because at least he understands the complaints. Not sure if he thinks it just isn't as important or if he's got something up his sleeve.
 
For additional perspective, two weekends ago I went with 4 friends out to the level 48-50 Sahagin camp and we put on crappy 45-50 gear and went to town on those fishmen. It took us about 45 minutes of non-stop killing to SB a whole set of gear (which is about in line with 1.5 dungeon runs worth of kill time but the difference being killing dungeon mobs in shitty gear is harder than killing field mobs). This is notably slower than the rate you could power-SB at wolf camp in 1.x, but it's still pretty quick considering gear and socketed materia don't explode on failed forbidden meld attempts anymore.

That's very interesting, thanks.

I'm sure running a level 47-50 dungeon, will still be doable with normal NQ gear, or even better with Pinks from same dungeon. If there are indeed Token rewards at the end of the dungeon, then I can see Spiritbonding and Token farming, done together.

It is worth mentioning that the exp per mob earned inside a dungeon is higher than the one earned from mobs of the same level in the open areas, so a dungeon run will spiritbond faster than killing normal mobs.
 
To be fair to the system you level to 35 really fast and get new gear just abpit every other quest. People are really not going to care about the materia made from gear of that level, nor should you. While it may sound like an excuse to say "it could get better later" this is one of the aspects where it looks like it should. Not to mention it gives a real market to higher level crafted gear as things people buy to go turn into materia at endgame. Thus giving the people that just want to focus on the combat a way to use the system to make money.

How this all works out in practice is unseen of course.

I'm not too worried about it. I just think that you will see most people totally ignore the system until later in the game with the way it is currently set up. You acquire gear too fast to bother with keeping it slotted and too fast to spirit bond it. Its not like I gem/enchant all my gear while leveling in any other MMO. However if you could have access to a more consistent supply of spirtbond gear to turn into materia it wouldn't take much to keep those slots filled at least on greens/pinks just organically playing the game in that scenario. Nobody is going to spend big money on this to slot up some piece they are going to discard in a level or two. It just creates a junk market. I was actually surprised they had materia slots on low level gear at all. Seems unnecessary due to what I just outlined and would be better left to something that was endgame or at least higher level content.
 
It seems like everything from 1-50 is set up to be meaningless and sort of an in-and-out to endgame. Not sure if I like that. It's kind of cool to have low level zones filled with people leveling and farming and looking to upgrade their characters just for that range because they'll be there a while - there's a certain persistence about it. I get the feeling that before very long at all there's not going to be much going on in that entire range. You'll get new players who come in to an empty level range, with maybe some people all leveling the same (new) class or something.

I think Yoshi-P and Tanaka are both on extreme ends of the spectrum when it comes to having a carefully crafted MMO and a game that is more immediate and accessible. I wish there was someone to balance Yoshi out a little bit at least. I'm not counting him out yet though, because at least he understands the complaints. Not sure if he thinks it just isn't as important or if he's got something up his sleeve.

I know that most people at launch time (or from open beta) will rush their way to cap, but after that there will be the people that takes it easier to level a second class, and will populate those low level areas during a longer period of time doing leves, FATEs, hunting logs, instead of going through the rush of dungeons.

Also I think you know how Yoshida wants people reaching level 50 quick. He is not having people stay around low levels, because although there is a good sizeable amount of content from 1-49, the core of the game will be at level 50, and I wouldn't even say core, since the current plan is to raise the cap within 6 months in the 2.2 update or soon after.

In FFXI Tanaka added the Sub-Job quest, Chocobo license, Kazham pass, Airship passes, limit break quests, etc. All these on top of an extremely grindy system that rewarded very low experience during their frist 3-4 years. So in FFXI you saw all these stop-gaps, and people took ages to finally get to that level 75. But in the end, what was there along the way? Yeah, they might have been some NMs and BCNMs, but the reality is that all were just looking for party in Jeuno for days and days, if you happened to be a melee DD.

Yoshida might be on the other end than Tanaka, but he certainly is in the better end, and ARR levelling process (even if it was just during a beta with a level 35 cap), was so much better than anything Tanaka did with 1.0 or with FFXI pre-ToAU.

Anyway, I somewhat think that your complains are somewhat out of place, since low level areas are destined to be empty unless the game level scalling to you (not level synch), but if you are level 40 and go outside town and see a squirrel, it won't be level 1, but level 40. but that'd be ridiculous and defeat the point of having higher level zones.
 
Have it pre-ordered and ready for P4.

The bland combat is really the major negative, but I'm willing to stick with the game for awhile to see if they make the necessary improvements (more variety of abilities, better TP management system, talent/trait builds). Compared to a lot of its competitors, it lacks depth.

They also need to fix the netcode so you don't get hit a good 30-60 frames after you've already moved out of a red circle. I thought this may just be lag on my end, but considering it never went away and has happened to every other player, it's likely a coding issue.

Otherwise, huge improvement from 1.0.
 
Have it pre-ordered and ready for P4.

The bland combat is really the major negative, but I'm willing to stick with the game for awhile to see if they make the necessary improvements (more variety of abilities, better TP management system, talent/trait builds). Compared to a lot of its competitors, it lacks depth.

They also need to fix the netcode so you don't get hit a good 30-60 frames after you've already moved out of a red circle. I thought this may just be lag on my end, but considering it never went away and has happened to every other player, it's likely a coding issue.

Otherwise, huge improvement from 1.0.
This is pretty much how I feel. The combat is sorta bland and the first couple of instances didn't challenge me as much but I feel like this game will evolve to be something very good and I am willing to give it the time to do so.
 
This is pretty much how I feel. The combat is sorta bland and the first couple of instances didn't challenge me as much but I feel like this game will evolve to be something very good and I am willing to give it the time to do so.

Yoshida has mentioned several times on the beta forums that first half of the lvls is meant to ease new players into the genre as he hopes to get people who normally don't play MMO's into the game when they join on the PS3 release. Start solo to get basic frame work for how the game is played, lvl 10 open up Guildhest for quickie party content and get basic fundamentals understood such as role in party (Healing/tanking/DD etc.) Guildhest was then about introducing to players certain party concepts they might be involved with in a dungeon. Then the first selection of dungeons were meant to not have many involving mechanics but to eases players into party play. The third instance Copperbell Mines has a lot of mechanics that require some level of coordination and preparation (Bomb detonation on the blob mob). Halatali starts introducing Crowd Control Mechanics into the dungeons, Toto-rak starts introducing trap elements, Ifirit properly introduces AOE mechanics, and Haukke manor is the first dungeon that incorporates all these elements in some fashion with some interesting debuffs on players who fail to recognize the danger. I saw enough from the Manor and the Jungle dungeon to make me believe it was the right course, lots of players were not woefully incompetent because they all knew their roles and I had less headaches during my time playing then I had even in WoW dungeon finder in those lvl ranges.
 
The ridiculous tutorial is going to be brutal for some... I think a lot of people. Lots of people have played mmos before and FFXIV isn't really doing much different to warrant such a grace period.

My favorite part during the entire event was the moment when the game said I was able to level up other classes. So I went over to the nearest town and started doing just that. At that moment the game seemed the most interesting to me. A decent amount of quest that helped me reach my goal, but not so many that I was speed leveling by design. At that point I actually had to explore and seek out higher level enemies (or fates) to advance.
 
It's funny how at level 35, actually level 34 since that's the cap at Brayflox. I had a total of 19 skills (13 from my class, MRD, and 6 cross-class) of which I used almost all of them, you could say right down to their recast, while others during specific situations such as stunning, crowd control, buffing weapon skills, buffing defense, self-healing.

But yeah, I guess 19 skills by lv34, make that 20 at 35 (and that doesn't includes the 2 Warrior skills you learn at 30 and 35), that you use almost all of them and none is irrelevant even if it's a lv1 skill and it's considered a bland combat system?

As for fight mechanics Allard said it best.

I really hope that people that complain about bland combat and not enough skills went past level 10, and didn't quit like that guy that found out that all his offensive skills were "just" Aero and Stone, even though he was playing a healing class.

The ridiculous tutorial is going to be brutal for some... I think a lot of people. Lots of people have played mmos before and FFXIV isn't really doing much different to warrant such a grace period.

Those "lots of people" will get past the tutorial so quick that they will be asking questions (that the tutorials explained) when they reach level 15, etc.

I'm a FFXI and V1.0 player, and I find the tutorial to be great, too bad if it doesn't throw you to start killing shit from the moment you log on, instead of showing you what the game is about. I prefer this method to some ridiculous shit like Tera, where they threw you in a lv20 character where you didn't know shit about the skills you had and then had to fight some sort of boss, and that was the tutorial, then you were in the starting area as a lv1 character with no skills and no idea where you were or what to do. Great tutorial that.
 
I agree with this. I pretty much ignored materia the whole beta except to do that one story quest that teaches you about it.

I will be gearing up my Arcanist with HQs and Materia melded items, but that's just because I have GLD, LTW, WVR and BSM at lv50, and so it will be fun to gear up my only lv1 class with items better than the green dungeon drops.
 
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