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

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Does anyone have any advice for finishing Duty, Honor, Country as a Thaumaturge?

I can't for the life of me finish the second phase. It's nearly impossible at lvl 15 to take on the gargoyle dude. Am I missing something or do I just need to level up more?

Bring Hi-Potions and Antidotes.
Also, just fight the monster. The mage won't bother you if you leave him alone. When the monster is almost dead, someone will come help you.
 
Does anyone have any advice for finishing Duty, Honor, Country as a Thaumaturge?

I can't for the life of me finish the second phase. It's nearly impossible at lvl 15 to take on the gargoyle dude. Am I missing something or do I just need to level up more?

Leveling up more wouldn't really do you any good because you get level synced down. Pull the gargoyle back away from the mage so you won't get poisoned and kill it. Should have less problems that way.
 
I don't see how a mob following you blindly to a zone line is necessarily a huge improvement in AI.

Maybe going further than 10 feet from it's pathing, before It grows a magic shield of invulnerability and retreats back, to regain all it's HP immediately, is a little too much to ask I guess...I'm sorry, I could have sworn MMOs were meant to be immersive experiences.
 
Finally got myself some cool Tank Armor.

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Pretty nice having a Chocobo with you when you start a new class. Having a healer/fighter makes things easier since I can tackle harder enemies earlier. Forgot about the whole gear thing when I swapped classes for the first time though. Equipped a bow and all my clothes vanished. Shouldn't have sold my starter stuff since the market didn't have much. Walking around with nothing but a shirt is strange.
 
Got the same thing myself, let me know if you find out anything useful.

Won't have anything for a while. Waited on the chat for a representative, then when I hit #1 in the queue, a message came up saying there were no representatives available and it exited the queue. Thank goodness I was killing an hour at work. Now to wait on an email response if any.
 
Bring Hi-Potions and Antidotes.
Also, just fight the monster. The mage won't bother you if you leave him alone. When the monster is almost dead, someone will come help you.

Leveling up more wouldn't really do you any good because you get level synced down. Pull the gargoyle back away from the mage so you won't get poisoned and kill it. Should have less problems that way.

Thanks for the tips guys! I'll give it a shot later tonight.
 
Won't have anything for a while. Waited on the chat for a representative, then when I hit #1 in the queue, a message came up saying there were no representatives available and it exited the queue. Thank goodness I was killing an hour at work. Now to wait on an email response if any.

Are you trying to do PC or PS3?
 
Quick question:

Do all the races start in the same area for the beta?

Or in other words, should my friend and I select the same race if we want to run together straight away?

Thanks
 
Same. I'm excited to see all the little touch-ups and maybe some extra content for the beginning levels. Not to mention everything past the beta's levels.

So is everyone pretty much decided on their race/class choice? Did any of you end up wanting to main a character you weren't expecting from when you first started the beta?

i tried human and longelf first. don't like the run animation for midlander, rest is fine. is the highlander version different, or do they share the same animation work?

the neck bothered me on my darkelf looking character. i don't think i want to play one now.

the catman i'm playing now has the best animation work and playfulness to it. i think they put the most work into this race. still undecided what to play, but this one looked the best to me.
 
You should change both "4x [4x Multisampling]" and "4x Sparse Grid Supersampling" to "2x [2x Multisampling]" and "2x Sparse Grid Supersampling". I think I'll try this as well later to see how it looks and in case the difference isn't that great gain a few fps.

Oh cool, thanks for the advice. Yeah, changing it from 4x to 2x is a dramatic framerate improvement! Of course, the thing about SSAA is that 2x is slightly blurrier in appearance than 4x, but that's pretty much how it works after all. The LOD Bias set to -1 helps a bit but also introduces characteristic shimmering so I'm actually leaving it on Clamp. The eliminates shimmering but introduces a slight blurring of textures.
 
Maybe going further than 10 feet from it's pathing, before It grows a magic shield of invulnerability and retreats back, to regain all it's HP immediately, is a little too much to ask I guess...I'm sorry, I could have sworn MMOs were meant to be immersive experiences.

That's fine, I was just addressing the illogical AI comment.
 
Maybe going further than 10 feet from it's pathing, before It grows a magic shield of invulnerability and retreats back, to regain all it's HP immediately, is a little too much to ask I guess...I'm sorry, I could have sworn MMOs were meant to be immersive experiences.

Unfortunately, gameplay mechanics must take precedence over individual ideas of immersion if games are to be playable.

The reason why mobs spring invincible shields and walk back to their spots ignoring everything until they reach their spots after a player runs too far away is:

(1) To ensure that mobs aren't chasing players everywhere in zones, preventing players who are looking for the mob to kill it from finding it.

(2) To prevent the aggravation of being chased by every mob to the zone line, the infamous "trains" in FFXI.

(3) To prevent players from being attacked by stray mobs which are walking back to their spots, this was a huge problem in FFXI because players would purposely initiate "trains" to wipe other parties grinding in the same area.

(4) To prevent exploiting by attacking a target mob, triggering it's leashing mechanism, and then damaging it while it's vulnerable to damage but ignoring everything while walking back to it's spot.

So yes, believe it or not, the reason why mobs do what they do in MMOs has actually been thoroughly considered. Mobs in MMOs generally all behave this way because of rampant player griefing and exploiting. Note that in FFXI, trains for MPKing people were such an issue that they eventually made it so mobs which chase you to the zone line don't walk back to their spots at all, they just vanish and instantly reappear in their spots. In other words, this is indeed why we can't have nice things.
 
(2) To prevent the aggravation of being chased by every mob to the zone line, the infamous "trains" in FFXI.

(3) To prevent players from being attacked by stray mobs which are walking back to their spots, this was a huge problem in FFXI because players would purposely initiate "trains" to wipe other parties grinding in the same area.


Gotta love those days in FFXI >.<
 
Or in other words, should my friend and I select the same race if we want to run together straight away?

Thanks

Just pick starting classes from the same city.

Gridania: Conjurer, Archer, Lancer
Ul'dah: Thaumaturge, Pugilist, Gladiator
Limsa: Marauder, Arcanist (only until release date).
 
The codes that everyone received, are they only for this weekend?

In the email I received there was no specification of testing dates / platforms the key was for, not sure about everyone elses.

I sent an email to support as well, we'll see what turns up!
 
Unfortunately, gameplay mechanics must take precedence over individual ideas of immersion if games are to be playable.

The reason why mobs spring invincible shields and walk back to their spots ignoring everything until they reach their spots after a player runs too far away is:

(1) To ensure that mobs aren't chasing players everywhere in zones, preventing players who are looking for the mob to kill it from finding it.

(2) To prevent the aggravation of being chased by every mob to the zone line, the infamous "trains" in FFXI.

(3) To prevent players from being attacked by stray mobs which are walking back to their spots, this was a huge problem in FFXI because players would purposely initiate "trains" to wipe other parties grinding in the same area.

(4) To prevent exploiting by attacking a target mob, triggering it's leashing mechanism, and then damaging it while it's vulnerable to damage but ignoring everything while walking back to it's spot.

So yes, believe it or not, the reason why mobs do what they do in MMOs has actually been thoroughly considered. Mobs in MMOs generally all behave this way because of rampant player griefing and exploiting. Note that in FFXI, trains for MPKing people were such an issue that they eventually made it so mobs which chase you to the zone line don't walk back to their spots at all, they just vanish and instantly reappear in their spots. In other words, this is indeed why we can't have nice things.

Exactly. As far as the leash distance being so short, thats probably intentional for the lower half of the game. Many MMOs extend the leash and aggro radius of creatures as player/zone level increases.

There are already some examples of that type of "scaling" in FFXIV. If I attack something in the starting area on my level 50 then 3-4 other mobs nearby will link and attack as well. Attacking that same mob as a lvl 1 causes no linking.
 
"As of right now?" Yes, and probably forever.

Levequests, FATEs, guildhests, hunting logs, and dungeons provide plenty of ways to get exp once you're done with all the one-time main/side quests.

Should be a decent amount of low quests in each of the cities to last at least 2 additional classes i'd think.
 
I plan on just letting my levequests queue up to 99 and save them for leveling other jobs, so I'll always have quests to do for good exp and rewards. Plus hunting logs and FATEs. I don't think leveling up other classes will be *too* bad. You can also farm dungeons for exp.
 
Some people might complain because they are rolling multiple characters and having to sit through it more than once, along with the prospect of having to do it again at phase 4/launch. That is really a non-issue since most people will only play a single character and none of these quests are repeatable on other classes or jobs.

In addition, a lot seasoned players would prefer to just jump right into the action with little instruction and figure things out on their own. I understand this but they're being very narrow minded. This game needs to appeal to wide range of people and will be introduced to a large audience that is completely unfamiliar with MMOs.

I agree that it won't be an issue for most people here, we're committed to playing the game and we'll skip over it.

They should be more worried about all the new and uncommitted players they'll scare away by greeting them to the game with a series of cutscenes, text walls, and fetch quests that are all horrifically boring. The other MMOs do a much better job of spacing out the tutorial stuff and slowly easing people in.
 
Its the best looking area but it is just dead,
Been hanging around this one place for over 3 hours and haven't seen a single player.

This calvary armor loot is a pain in the butt

I think that will change at launch when people (old and new) flock to level up Arcanist (myself included probably). That's definitely a class I want to try asap. Are we thinking Scholar will be a healer/buffer and Summoner a damage dealer?
 
I think that will change at launch when people (old and new) flock to level up Arcanist (myself included probably). That's definitely a class I want to try asap. Are we thinking Scholar will be a healer/buffer and Summoner a damage dealer?

Yes. We know that Scholar will be a Healing over Time type healer and Summoner will be a damage dealer with Damage over Time and pets.

Pet classes are always super popular in MMO games so I think it should do a lot for that area.
 
Yes. We know that Scholar will be a Healing over Time type healer and Summoner will be a damage dealer with Damage over Time and pets.

Pet classes are always super popular in MMO games so I think it should do a lot for that area.

Cool. I hope Scholar is more entertaining to play than White Mage. WHM has potential, but there's just not enough interesting spells/abilities when you heal. :( Hoping Scholar has a lot different types of heals and buffs.
 
Cool. I hope Scholar is more entertaining to play than White Mage. WHM has potential, but there's just not enough interesting spells/abilities when you heal. :( Hoping Scholar has a lot different types of heals and buffs.

Scholars will at least have that nifty spell animation of writing into their books. I'm oddly hyped just for that.
 
Scholars will at least have that nifty spell animation of writing into their books. I'm oddly hyped just for that.

haha, for some reason I am, too. xD It just looks like a really nice animation. I really hope one of the classes will get the Haste spell - usually it's White Mage, but I'd settle for another one. I think that would remedy a lot of the GCD complaints people have about the game currently (assuming it lowered that and didn't just increase auto-attack speed).
 
I think that's the last time I ever do a duty finder. Ran into the worst healer of all time. Constantly pulled aggro and got themself into trouble and never healed me. Then I died because of it. They're level 25 so I don't understand how they've survived this long.
 
Yep, really thinking about skipping Phase 4 and waiting for the retail release to be able to start as an Arcanist.

Not to mention, I wanted to start at Limsa as well.

Might as well just use Phase 4 to level your "sub" jobs for additional skills to complement your future Arcanist.

Maybe going further than 10 feet from it's pathing, before It grows a magic shield of invulnerability and retreats back, to regain all it's HP immediately, is a little too much to ask I guess...I'm sorry, I could have sworn MMOs were meant to be immersive experiences.

It's all about MPKs man. FFXI used to have what you described, but it proved too much when you have tons of assholes using those same mechanics to terrorize other players. SE is just saving themselves the headache of having to deal with all the inevitable GM calls.

Truthfully I never had a problem with it, as mob trains and such provided hours upon hours of laughter when you got to witness first hand a single Goblin rip through Exp groups like wet paper, but ultimately I understand why they changed it the way they did.
 
I think that's the last time I ever do a duty finder. Ran into the worst healer of all time. Constantly pulled aggro and got themself into trouble and never healed me. Then I died because of it. They're level 25 so I don't understand how they've survived this long.

You can pretty much ignore the dungeons past the 3 story ones at 15-17 in this beta and just solo. I'm guessing it won't be that way when the whole story is in, all the dungeons will be mandatory and not optional.
 
You can pretty much ignore the dungeons past the 3 story ones at 15-17 in this beta and just solo. I'm guessing it won't be that way when the whole story is in, all the dungeons will be mandatory and not optional.

I'll just make sure I have a party of GAF people rather than randoms. Or at least mostly GAF members.
 
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