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

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Did they mention anything about adding cross server features like being able to chat with people from a different server and being able to form parties with them for dungeons? Since we play with other people from other servers through duty finder, I want to be able to talk to them on chat.
 
If so, if we start in Phase 4 and port in our Legacy characters, can we still change our look at some point? Or do we need to wait for Release ?

To change the character appearance you have to wait until release, but you don't have to wait to start playing until then.

Did they mention anything about adding cross server features like being able to chat with people from a different server and being able to form parties with them for dungeons? Since we play with other people from other servers through duty finder, I want to be able to talk to them on chat.

No plans for that at the moment, but they're open to the players feedback for future updates.
 
Well, I gave this game about 6 hours of gametime over the weekend. All I can say is, its definitely a Final Fantasy MMO.

Nothing really new, just refinements of existing MMO tropes.

Can it be possible that a conjurer only has 2 offensive spells in his entire tree? At lvl 15, literally, every.....single...mob....AERO, STONE, STONE, STONE, STONE, STONE.

So I decided to see what skills were coming my way because I was literally grinding my #2 key into a nub...then I saw it....level 30 something...STONE II !!!!... no thanks....hopefully Everquest Next has something new to offer.
 
Well, I gave this game about 6 hours of gametime over the weekend. All I can say is, its definitely a Final Fantasy MMO.

Nothing really new, just refinements of existing MMO tropes.

Can it be possible that a conjurer only has 2 offensive spells in his entire tree? At lvl 15, literally, every.....single...mob....AERO, STONE, STONE, STONE, STONE, STONE.

So I decided to see what skills were coming my way because I was literally grinding my #2 key into a nub...then I saw it....level 30 something...STONE II !!!!... no thanks....hopefully Everquest Next has something new to offer.
Err.. did you skip the lvl 15 class quest which gives you Fluid Aura? And you get Stone II early 20s.. CNJ get a new offensive spell nearly every 5 levels which is ridiculously high for a base healing class..
 
Can it be possible that a conjurer only has 2 offensive spells in his entire tree? At lvl 15, literally, every.....single...mob....AERO, STONE, STONE, STONE, STONE, STONE.

So I decided to see what skills were coming my way because I was literally grinding my #2 key into a nub...then I saw it....level 30 something...STONE II !!!!... no thanks....hopefully Everquest Next has something new to offer.

Maybe you don't know, but Conjurer is the base class for White Mage, which happens to be the healing class for excellence in Final Fantasy. Aero, Stone and Water spells are too much already. Not mentioning that this game has a system of cross-class skills where you can use some skills from other classes and add Thunder from Thaumaturge.

Anyway, a Conjurer (later on White Mage) won't be really doing any soloing past level 15, and their current selection of offensive spells is more than enough for a game that has all its core content at level 50.

Good luck with Everquest Next! Don't forget to not try a healing class, or might be disappoint you due to their low offensive abilities!
 
Well, I gave this game about 6 hours of gametime over the weekend. All I can say is, its definitely a Final Fantasy MMO.

Nothing really new, just refinements of existing MMO tropes.

Can it be possible that a conjurer only has 2 offensive spells in his entire tree? At lvl 15, literally, every.....single...mob....AERO, STONE, STONE, STONE, STONE, STONE.

So I decided to see what skills were coming my way because I was literally grinding my #2 key into a nub...then I saw it....level 30 something...STONE II !!!!... no thanks....hopefully Everquest Next has something new to offer.

I take it you pursued zero cross-class skills?
 
Hey guys, I got into the beta back at the beginning of Phase 3 but haven't played much because I don't want to redo it all. Can I get some info? How important are the choices in character creation (race and deity) for what you ultimately want to be?

I'd like to play melee dps primarily. What job would I end up being, and what deity (if this is important) would be best to go with in order to be most effective. Hopefully it's possible to be a Miqo'te and still be effective at whatever the best melee dps class is because I just love dem ears and tails.
 
Well, I gave this game about 6 hours of gametime over the weekend. All I can say is, its definitely a Final Fantasy MMO.

Nothing really new, just refinements of existing MMO tropes.

Can it be possible that a conjurer only has 2 offensive spells in his entire tree? At lvl 15, literally, every.....single...mob....AERO, STONE, STONE, STONE, STONE, STONE.

So I decided to see what skills were coming my way because I was literally grinding my #2 key into a nub...then I saw it....level 30 something...STONE II !!!!... no thanks....hopefully Everquest Next has something new to offer.

So you know enough about MMOs to say it's nothing new, and then completely ignore the fact that you chose a healer class? And there's this new thing that other MMOs don't have called Cross-Class Skills? So you can augment your healing role with offensive spells from the offensive spellcaster class?

just sayin :3
 
Hey guys, I got into the beta back at the beginning of Phase 3 but haven't played much because I don't want to redo it all. Can I get some info? How important are the choices in character creation (race and deity) for what you ultimately want to be?

I'd like to play melee dps primarily. What job would I end up being, and what deity (if this is important) would be best to go with in order to be most effective. Hopefully it's possible to be a Miqo'te and still be effective at whatever the best melee dps class is because I just love dem ears and tails.

Races have different base stats, but the differences are minimal have no impact whatsoever for endgame. Deity stuff hasn't been finalised and will probably be a work in progress, but right now it only gives you a little bonus on elemental resistances (like Fire, Water, etc).

You should try both Lancer and Pugilist, both are melee dps but play very differently, so now you'll have to try them for yourself during open beta and see which one you like better.
 
Races have different base stats, but the differences are minimal have no impact whatsoever for endgame. Deity stuff hasn't been finalised and will probably be a work in progress, but right now it only gives you a little bonus on elemental resistances (like Fire, Water, etc).

You should try both Lancer and Pugilist, both are melee dps but play very differently, so now you'll have to try them for yourself during open beta and see which one you like better.


Thanks. I just read up on Lancer and Pugilist. Any information yet on whether Dragoons or Monks are better at dps? And man, I picked the wrong class for phase 3. From the names, I assumed lancer would be the tank class, so I went gladiator. I'll fix this in open beta.
 
To change the character appearance you have to wait until release, but you don't have to wait to start playing until then.

I guess I can start playing with my Legacy character on Phase 4, and in release I'll be able to change it, right? I want to change the race.
 
Okay, now that its over, I think that I can now offer my full impressions, and what I'd like to see them add later on.

Loved

That there's a real story. I wouldn't put the story quite on par with some of the single player Final Fantasies out there, but as far as JRPG storylines go, FFXIV probably have the strongest story of any JRPG to come out of Japan in the past few years.

The setting and vista's. There is some real diversity in the landscape in this game. So far, I cannot think of two areas of the map that really feel the same. Every different areas in the same map felt wholly distinct and worth exploring.

The Duty Finder. It's no substitute for going out and actually building your own little social network, but especially early in the game, this solves issue with the huge waits to form a party that plagues so many other titles.

The job system. It's very quick and flexible, and if you utilize it well it allows you to create much more versatile interesting characters. It'll be especially useful when players start hitting level caps.

What Needs Improvement

Crafting Leveling Needs Streamlining. Fact of the matter is, that for crafting to be truly useful in this game, you need to level up as many crafting jobs as you can manage. Thats not a huge deal, since these jobs level a bit faster than combat classes. However each job has its own bottle neck and hurdles for leveling, that slows down your progress considerably. It's a simple enough fix though, a few additional Leves and quests, with the right reward items, would go a long way towards fixing these problems.

Ditto for gathering classes, though to a slightly lesser degree. Streamlining leveling here would also help with the issues with crafting.

Gil is in short supply. I know it doesn't seem that way, but the moment you don't have story quests to supply you with constant piles of Gil, your savings will evaporate like that. This is because effective game play requires a lot of gil. For travel, crafting, leveling additional jobs, etc etc. There are numerous ways of solving this though, so I won't suggest any specific fixes, here anyway.

Repairing equipment is expensive. I know, you can do it yourself and save money, but that requires leveling a lot of crafting jobs, and a lot of players won't have that option. The simplest solution would simply be to charge less to repair only slightly damaged items, instead of a flat fee regardless of the amount of damage is done to items. This would reward players for actually keeping on top of equipment maintenance.

Mount Assisted Combat needs to be both expanded, and simplified. I'm reasonably certain they'll eventually let you use any mount for over world combat, which is good. However, the commands for controlling a mount are so numerous that in order to make good use of them, you have to click to a different set of shortcuts, ignoring your own players controls. This would probably be a good area of the game to insert a macro tutorial, since any automation would go a long way towards solving this issue.

Things I hope they add

An auction house. There are a lot of untradeable items in this game, whether its because the item is unique, or because of the Spiritbound effect. I wouldn't mind either, if you could put these items up at an auction house to get rid of them. Thankfully I'm fairly certain they're already planning to do this.

More armor options. There were only a handful of sets for each class in the beta, and although you could usually customize the color, it still lead to a lot of characters that looked alike. I'd like to see them greatly expand the selection of armor, add regional design variants to the same set, and to offer an in-game store that allows you purchase either cosmetically unique armor, or blueprints for applying a certain design to existing armor set. As in, the ability to customize both Brass and Iron Cuiress's to look like Warrior of Light armor, so long as you had the blueprint and a suitably leveled craft job.

There are of course, many different ways you could handle this.

More Non-Combat Activities. It sounds like these are on the way, but the more side distractions they put in, the better. Card games, racing, buying furniture and ornaments to decorate your house, whatever. I'd love to see the developers get really creative about this. If anybody has any ideas for stuff they could add in this regard, I'd love to hear it.

More Abilities. This is more a problem with some classes than others, though thankfully it does sound like this is on the way too.

More maps, cities, etc. Again, it sounds like this is on the way, but I had to mention it. The world they have here is wonderful, and its decent in size, but it still feels like there's a lot of room to expand.

Overall

They've got a really solid start here, and many of the features I'd like to see are likely already on their way. It's already a darn good game, but I don't think it'd take all that much more work to make it a truly excellent title.
 
Thanks. I just read up on Lancer and Pugilist. Any information yet on whether Dragoons or Monks are better at dps? And man, I picked the wrong class for phase 3. From the names, I assumed lancer would be the tank class, so I went gladiator. I'll fix this in open beta.

DRG and MNK are the Jobs for LNC and PGL respectively. If you are asking if the jobs are better than the classes, the answer is yes. If you are asking if DRG or MNK are better than the other, then that shouldn't be the case, since that would mean the jobs aren't balanced. It's all about the play style of each Job.

Also I don't know why you thought a class with a lance was the tank class instead of the one with the sword and shield. But Yoshida has said that he's going to make even clearer what is the role of each class at the character creation screen.

I guess I can start playing with my Legacy character on Phase 4, and in release I'll be able to change it, right? I want to change the race.

That's right. You could also change your name if you want.
 
Also I don't know why you thought a class with a lance was the tank class instead of the one with the sword and shield. But Yoshida has said that he's going to make even clearer what is the role of each class at the character creation screen.

Monster Hunter and Tera both made me think that Lance = defensive.
 
So I guess I never got high enough level to get materia, but I got some items with materia slots. How does materia work in this game? Is it basically just like gems in WoW?
 
I don't think Monk or Dragoon will neccesarily be significantly better at dps than one another, they will just play differently. I know the Lancer gets a long range attack for the level 15 class quest. Lancers can also wear heavier armor than the pugilist, so they will get some extra defense.

After playing pugilist for 20+ levels in the beta, I might go Lancer or Gladiator. Leaning towards a tank, but if I wanted to stick with dps I would probably go Lancer to try something new.
 
So I guess I never got high enough level to get materia, but I got some items with materia slots. How does materia work in this game? Is it basically just like gems in WoW?
No. It's much much worse than that.

Each item slot has a discipline of hand tied to it that can meld materia into it. So you'll either need to learn all the discpline of hands that can meld materia into all the equipment you have slots in or get others to do it for you.

Huge letdown when I leveled up one discpline of hand and didn't bother to look into the materia system at all.
 
So I guess I never got high enough level to get materia, but I got some items with materia slots. How does materia work in this game? Is it basically just like gems in WoW?

You convert weapons with 100% Spiritbound into materia, than use Craft jobs to permanently affix them to an item. Just fine in theory. In practice, it requires a couple high level crafting jobs to make it practical.

This is why I'd like to see leveling for crafting jobs streamline/sped up just a teeny tiny bit more.
 
So I guess I never got high enough level to get materia, but I got some items with materia slots. How does materia work in this game? Is it basically just like gems in WoW?

No. It's way more annoying. You convert your 100% spiritbond equipment into materia and affix it with crafting or have someone do it for you. But it's not just any crafter! It has to be the right kind of crafter that is the right level too.

I hate it.

It's way more time and work than it should be and I just see a very large majority of players (outside of the "hardcore raider" type) ignoring the system.
 
Add me to the list of people who dislikes the current materia system. In theory, it sounds interesting, but it's just far more annoying and time consuming than it should be. I preferred the simple drop a gem into your gear that WoW did personally.
 
So I guess I never got high enough level to get materia, but I got some items with materia slots. How does materia work in this game? Is it basically just like gems in WoW?

When you equip an item and gain experience with it on, it gains ... Spiritbound I think it's called? You can see it on the item tool-tip. When that hits 100%, it turns white on your item preview and you get a little notification. At that point you can essentially "disenchant" the item to turn it into a materia. Anyone can do this.

When you see gear with item slots in it, you can socket materia into it like a gem. Only crafters can do this, and the crafters match what kind of gear it is. If you are playing a class that primarily uses leather, then a leatherworker can meld that materia for you. So if you are playing an archer, and levelling leatherworker to make all your armor as you go, then you can also repair and socket your leather gear.
 
Crafting Leveling Needs Streamlining. Fact of the matter is, that for crafting to be truly useful in this game, you need to level up as many crafting jobs as you can manage. Thats not a huge deal, since these jobs level a bit faster than combat classes. However each job has its own bottle neck and hurdles for leveling, that slows down your progress considerably. It's a simple enough fix though, a few additional Leves and quests, with the right reward items, would go a long way towards fixing these problems.

Ditto for gathering classes, though to a slightly lesser degree. Streamlining leveling here would also help with the issues with crafting.

I'm sorry but how much more streamlined can you get with these classes? Do you want them to automate themselves? You don't mention what these bottlenecks are and how they should be "fixed".

The materia system is fine. It gives crafters a new market and keeps the classes needed.
 
Thanks for the responses guys.. That system does sound terrible. Do you at least get interested stats out of it? Or am I going to be going through all this work for +2 strength?
 
Thanks for the responses guys.. That system does sound terrible. Do you at least get interested stats out of it? Or am I going to be going through all this work for +2 strength?
I saw +1 and +2's. But I'm sure the higher level materia gives you more. Seems to be something for min-maxers to pursue.
 
That's right. You could also change your name if you want.

Ok, thanks. I would have liked to apply the changes on phase 4, because thats where a lot of people are really goig to start playign seriously with their characters, but whatever...

More Non-Combat Activities. It sounds like these are on the way, but the more side distractions they put in, the better. Card games, racing, buying furniture and ornaments to decorate your house, whatever. I'd love to see the developers get really creative about this. If anybody has any ideas for stuff they could add in this regard, I'd love to hear it.

Triple Triad.
 
I felt Goldsmith leveled up too fast if anything. It was very easy to hit 22 and it only got easier at that point after opening up the ability which makes HQing items super easy, The Lv15 and 20 Leves were giving 12 to 22,000 exp. And I certainly didn't hit any bottlenecks, outside of expected ones (using up crystals, occasional rarer, non-goldsmith items for Lv15+ synths).
 
You convert weapons with 100% Spiritbound into materia, than use Craft jobs to permanently affix them to an item. Just fine in theory. In practice, it requires a couple high level crafting jobs to make it practical.

This is why I'd like to see leveling for crafting jobs streamline/sped up just a teeny tiny bit more.
In 1.x, you could request materia melding and/or repairs through the game's UI. After making a request, a repair or materia icon would be displayed before your name and crafters would then be able to automatically repair your gear or meld materia (you'd still need to provide the necessary catalysts and a small fee). I'm quite sure this will be implemented, it just wasn't in Beta 3.

An auction house. There are a lot of untradeable items in this game, whether its because the item is unique, or because of the Spiritbound effect. I wouldn't mind either, if you could put these items up at an auction house to get rid of them. Thankfully I'm fairly certain they're already planning to do this.
Did you give a try to the Market Boards available in each city-state? They're very close to an Auction House in functionality.
 
Crafting Leveling Needs Streamlining. Fact of the matter is, that for crafting to be truly useful in this game, you need to level up as many crafting jobs as you can manage. Thats not a huge deal, since these jobs level a bit faster than combat classes. However each job has its own bottle neck and hurdles for leveling, that slows down your progress considerably. It's a simple enough fix though, a few additional Leves and quests, with the right reward items, would go a long way towards fixing these problems.

Ditto for gathering classes, though to a slightly lesser degree. Streamlining leveling here would also help with the issues with crafting.

Gil is in short supply. I know it doesn't seem that way, but the moment you don't have story quests to supply you with constant piles of Gil, your savings will evaporate like that. This is because effective game play requires a lot of gil. For travel, crafting, leveling additional jobs, etc etc. There are numerous ways of solving this though, so I won't suggest any specific fixes, here anyway.

An auction house. There are a lot of untradeable items in this game, whether its because the item is unique, or because of the Spiritbound effect. I wouldn't mind either, if you could put these items up at an auction house to get rid of them. Thankfully I'm fairly certain they're already planning to do this.

More armor options. There were only a handful of sets for each class in the beta, and although you could usually customize the color, it still lead to a lot of characters that looked alike. I'd like to see them greatly expand the selection of armor, add regional design variants to the same set, and to offer an in-game store that allows you purchase either cosmetically unique armor, or blueprints for applying a certain design to existing armor set. As in, the ability to customize both Brass and Iron Cuiress's to look like Warrior of Light armor, so long as you had the blueprint and a suitably leveled craft job.

More maps, cities, etc. Again, it sounds like this is on the way, but I had to mention it. The world they have here is wonderful, and its decent in size, but it still feels like there's a lot of room to expand.

Crafting: It is indeed a shame that local leves don't provide the materials anymore, that just makes levelling crafting much more difficult and expensive. But then it could be said that levelling through leves was basically free and even gave rewards and the players the only thing they had to do was keep their leves allowance for an easy road to a 50 craft.
I didn't try any local leves, so I'm not sure how is the exp/rewards after finishing the leves, but Yoshida already said that for phase 4 both Crafting and Gathering will be easier/faster to level up.

As far as gathering goes, I did Miner to lv15 through both normal mining and leves. I don't see any problem at all with the current pace. Maybe a higher levels it became too much of a grind, and that's why it's going to be addressed, but to be honest, it basically took me less time to reach MIN15 than to do a second battle class to 15.

Gil: There won't be any changes to Gil making at lower levels. Yoshida has made it this way to stop RMTs from farming Gil with low level characters. He also said that at higher levels it will be easier to make Gil.

Auction House: So you didn't see the market boards by the markets (NPC stalls)? That's your AH, where you put items for sale and buy items.

Armor variety: Higher levels will see more different type of armors, but don't expect too much, mostly re-skinned models of the base type of armors, with only a few being completely different and probably the hardest to get.

Maps and cities: Next city will be Ishgard, but it won't appear until the first expansion is released. 3 cities does seem like too little, but Aetheryte camps are basically towns, and there's several of them. Also there will be over 60 areas including dungeons at launch. This beta didn't have the 2 high level regions of Coertas and Mor Dhona, which in size are basically like La Noscea, Thanalan or The Black Shroud.
Also, are you going to tell me that you explored every single area available in the beta? I certainly didn't and still found the world to be huge.
 
I'm sorry but how much more streamlined can you get with these classes? Do you want them to automate themselves? You don't mention what these bottlenecks are and how they should be "fixed".

Usually its having access to the right items. For example, some items require Elm Lumber, which as far as I can tell you cannot buy from NPC's, and tend to cost a ton on market boards. Elm Logs are a little easier to attain, and can be synthesized into Elm Lumber, but the most effective way to get these are to level up a Botonist to level 10-12 and Gather them. Then, you need to level up a carpenter to the mid teen's in order to convert them into Elm Lumber, etc etc and so on and so forth.

Actually leveling up these jobs when you have all the right items, in the right quantities, is easy as heck. However getting the right items can be a huge pain in the neck, and can really hold up leveling. I don't want them to make it TOO easy, but just a little, teeny, tiny bit of streamlining in this regard would be welcome.

Either that, or make getting more Gil when you don't have story content to work with easier. It's a lot easier to bypass these bottlenecks when you have Gil to burn.
 
Materia on mah jewellery!!

http://na.beta.finalfantasyxiv.com/lodestone/character/1701785/


The thing I didn't realise as I was heading for Lv19 (the level you need to be to start adding materia) was that you also need a catalyst, pieces of carbonized matter which are obtained through gathering from a Lv20 node (ie. accessible from Lv16+ gatherer).

There's also another facet to materia melding unlocked at Lv25, where you can add additional materia (more than there are slots) to equipment but with increasing chances of destroying it.
 
Thanks for the responses guys.. That system does sound terrible. Do you at least get interested stats out of it? Or am I going to be going through all this work for +2 strength?

Depends on the level. I looked through the market boards and the highest level materia (so far) give usually +10 to a stat which is pretty nice. I think it'll be worth it on gear that you'll be keeping for a while, but I can't imagine using it much leveling up 1-50 (which is fine, you don't really gem much in other MMOs either until max level).

My problem is... if I want to make my own materia at high level, does that mean I'll have to equip some gear that I don't really care about and go grind on enemies until it gets max Spiritbond? That seems like needless busy work to make a new gem for myself. I'd rather crafting classes just get the ability to craft materia on their own without that spiritbonding stuff. In fact, I'd like the system a lot more if that removed that aspect completely.

----

The Market Board is basically the auction house and it functions quite well. But I do wish there was a way to view the price history on items you want to sell from your retainer. As it is now, you have to run to the Market Boards, write down prices of stuff you wish to sell, then go back to your retainer and sell them. Again, it just seems like needless busy work to me (something FF MMOs are known for but still).
 
Crafting
I didn't try any local leves, so I'm not sure how is the exp/rewards after finishing the leves, but Yoshida already said that for phase 4 both Crafting and Gathering will be easier/faster to level up.
From my experience in Phase 3, the leves are very, very fast once you can HQ items practically at will. Which occurs at Lv21 (on Goldsmith at least).

See the rewards for the leves in town---
igUx7my1MkC2n.png


Required no running around at all. Items made using NQ ingredients you can buy from the guild vendor.
 
An auction house. There are a lot of untradeable items in this game, whether its because the item is unique, or because of the Spiritbound effect. I wouldn't mind either, if you could put these items up at an auction house to get rid of them. Thankfully I'm fairly certain they're already planning to do this.

There are opinion related stuff in your post that I disagree with, like the story or world being good. But like I said, that is opinion based. This however is not. There is an auction house. In each of the three main cities.
 
Usually its having access to the right items. For example, some items require Elm Lumber, which as far as I can tell you cannot buy from NPC's, and tend to cost a ton on market boards. Elm Logs are a little easier to attain, and can be synthesized into Elm Lumber, but the most effective way to get these are to level up a Botonist to level 10-12 and Gather them. Then, you need to level up a carpenter to the mid teen's in order to convert them into Elm Lumber, etc etc and so on and so forth.

Actually leveling up these jobs when you have all the right items, in the right quantities, is easy as heck. However getting the right items can be a huge pain in the neck, and can really hold up leveling. I don't want them to make it TOO easy, but just a little, teeny, tiny bit of streamlining in this regard would be welcome.

Either that, or make getting more Gil when you don't have story content to work with easier. It's a lot easier to bypass these bottlenecks when you have Gil to burn.

So, what you're saying is that crafting also depends on other aspects of the game to advance? And this is a bad thing?

I'm sorry but this seems silly to me. You're just asking them to make it easier and take away aspects of the system that make players actually interact with other people.
 
Isn't auction house the same as bazaar in this game? You still get charged tax (I assume) and you still have a listing of all the items people put up, it's essentially bazaar + AH.
 
My problem is... if I want to make my own materia at high level, does that mean I'll have to equip some gear that I don't really care about and go grind on enemies until it gets max Spiritbond? That seems like needless busy work to make a new gem for myself. I'd rather crafting classes just get the ability to craft materia on their own without that spiritbonding stuff. In fact, I'd like the system a lot more if that removed that aspect completely

I thought you had played 1.0? Spiritbonding was probably the main source of income for both spiribonders and several crafters. People would buy those lv48-50 items that you usually wouldn't since there were better pieces, they would go out an spiritbond (you could spiritbond even by crafting or gathering), turn them into materia and then sell them.

Crafters benefited by being able to make items (from cheap mats) and sell them at a low price but making a good profit to the spiritbonders. And also benefited from the high influx of Materia in the market to be able to 2-3x meld HQ items and sell for a very high price.
 
Crafting: It is indeed a shame that local leves don't provide the materials anymore, that just makes levelling crafting much more difficult and expensive. But then it could be said that levelling through leves was basically free and even gave rewards and the players the only thing they had to do was keep their leves allowance for an easy road to a 50 craft.
I didn't try any local leves, so I'm not sure how is the exp/rewards after finishing the leves, but Yoshida already said that for phase 4 both Crafting and Gathering will be easier/faster to level up.

As far as gathering goes, I did Miner to lv15 through both normal mining and leves. I don't see any problem at all with the current pace. Maybe a higher levels it became too much of a grind, and that's why it's going to be addressed, but to be honest, it basically took me less time to reach MIN15 than to do a second battle class to 15.

Gil: There won't be any changes to Gil making at lower levels. Yoshida has made it this way to stop RMTs from farming Gil with low level characters. He also said that at higher levels it will be easier to make Gil.

Auction House: So you didn't see the market boards by the markets (NPC stalls)? That's your AH, where you put items for sale and buy items.

Armor variety: Higher levels will see more different type of armors, but don't expect too much, mostly re-skinned models of the base type of armors, with only a few being completely different and probably the hardest to get.

Maps and cities: Next city will be Ishgard, but it won't appear until the first expansion is released. 3 cities does seem like too little, but Aetheryte camps are basically towns, and there's several of them. Also there will be over 60 areas including dungeons at launch. This beta didn't have the 2 high level regions of Coertas and Mor Dhona, which in size are basically like La Noscea, Thanalan or The Black Shroud.
Also, are you going to tell me that you explored every single area available in the beta? I certainly didn't and still found the world to be huge.

The Market Board is nice, though not really an, "auction," per say. Also you cannot trade unique items there, which is a shame. I kinda figured that an auction place would be an ideal place to have an exception to the unique/untradeable rule, since auctions tend to push the value much higher on anything considered desirable.

The way they're handling Gil is probably fine, for the most part. It only became a problem once I ran out of story content, and started doing crafting. Buying the harder to find/synth items off the market board was an excellent way to power through the crafting bottlenecks, but you can't do it very long without a steady supply of Gil.

Leveling gathering classes isn't bad, except when you're counting on them to get items that're holding up your crafting. It's probably yet another niggling issue that'll be solved simply by having more story quests to supply Gil.

I kinda figured more locations and armor and such were coming. I just felt these were worth mentioning anyway, since, "Moar!" is a common request.

I managed to explore more areas of the Shroud and Thanalan, but I left La Lomesca largely unexplored, just to give me someplace new to poke around in until new areas were added.
 
Also, are you going to tell me that you explored every single area available in the beta? I certainly didn't and still found the world to be huge.

I did. In the first weekend. It is tiny and constrained. The maps are small and normally just paths with mobs on either side to kill. There is cool looking scenery, but made bitter by knowing it is unreachable and just a backdrop for a limited world. Hoping that this is just the low level areas and the 2 new zones will be bigger and more open.

Just saying.

There's also another facet to materia melding unlocked at Lv25, where you can add additional materia (more than there are slots) to equipment but with increasing chances of destroying it.

All of my nope. Hate that kind of gear gambling system for upgrades. Shit is straight up bullshit.
 
It's way more time and work than it should be and I just see a very large majority of players (outside of the "hardcore raider" type) ignoring the system.

Well...

That's the point.

You don't need multi-melded HQ crafted equipment to play casually.

Add me to the list of people who dislikes the current materia system. In theory, it sounds interesting, but it's just far more annoying and time consuming than it should be. I preferred the simple drop a gem into your gear that WoW did personally.

Materia system is fine. Unlike WoW, almost half of XIV's playable classes are crafting classes. Materia system keeps them relevant.

My problem is... if I want to make my own materia at high level, does that mean I'll have to equip some gear that I don't really care about and go grind on enemies until it gets max Spiritbond?
Yep, that's what it means.

Crafting Leveling Needs Streamlining. Fact of the matter is, that for crafting to be truly useful in this game, you need to level up as many crafting jobs as you can manage. Thats not a huge deal, since these jobs level a bit faster than combat classes. However each job has its own bottle neck and hurdles for leveling, that slows down your progress considerably. It's a simple enough fix though, a few additional Leves and quests, with the right reward items, would go a long way towards fixing these problems.

Ditto for gathering classes, though to a slightly lesser degree. Streamlining leveling here would also help with the issues with crafting.
Are you serious? Any more "streamlined" and it would be automated which would be terrible. And as for feeling "stuck" finding items, that's what generates a demand for gatherers who will then in turn have a demand for your crafted items. This kind of inter-dependency is essential for a game's economy.

Gil is in short supply. I know it doesn't seem that way, but the moment you don't have story quests to supply you with constant piles of Gil, your savings will evaporate like that. This is because effective game play requires a lot of gil. For travel, crafting, leveling additional jobs, etc etc. There are numerous ways of solving this though, so I won't suggest any specific fixes, here anyway.
Levequests give gil rewards just like quests.

Repairing equipment is expensive. I know, you can do it yourself and save money, but that requires leveling a lot of crafting jobs, and a lot of players won't have that option. The simplest solution would simply be to charge less to repair only slightly damaged items, instead of a flat fee regardless of the amount of damage is done to items. This would reward players for actually keeping on top of equipment maintenance.
While I agree that it would be nice to see the NPC repair fees adjust based on how damaged an item is, don't forget that other players can repair your gear. You don't need to level up crafting to do it yourself as long as you have crafting friends.

An auction house. There are a lot of untradeable items in this game, whether its because the item is unique, or because of the Spiritbound effect. I wouldn't mind either, if you could put these items up at an auction house to get rid of them. Thankfully I'm fairly certain they're already planning to do this.
Turn them into materia. Don't forget that in this game gear is just as much of a consumable as a potion.

The market wards are how to buy and sell your stuff. Did you check it out?
 
Maybe you don't know, but Conjurer is the base class for White Mage, which happens to be the healing class for excellence in Final Fantasy. Aero, Stone and Water spells are too much already. Not mentioning that this game has a system of cross-class skills where you can use some skills from other classes and add Thunder from Thaumaturge.

Anyway, a Conjurer (later on White Mage) won't be really doing any soloing past level 15, and their current selection of offensive spells is more than enough for a game that has all its core content at level 50.

Good luck with Everquest Next! Don't forget to not try a healing class, or might be disappoint you due to their low offensive abilities!

I understand that I picked a healer, that was done intentionally. But if you are trying to convince me that two offensive spells for a healer is already too much, well, for sure this game is not for me.

Enjoy!
 
From my experience in Phase 3, the leves are very, very fast once you can HQ items practically at will. Which occurs at Lv21 (on Goldsmith at least).

See the rewards for the leves in town---
http://i.minus.com/igUx7my1MkC2n.png

Required no running around at all. Items made using NQ ingredients you can buy from the guild vendor.

Wow, that's ridiculously good, it needs to be nerfed! Just kidding.

Buying your materials to complete the leves is completely worth it with such rewards.
 
The Market Board is nice, though not really an, "auction," per say. Also you cannot trade unique items there, which is a shame. I kinda figured that an auction place would be an ideal place to have an exception to the unique/untradeable rule, since auctions tend to push the value much higher on anything considered desirable.

Leveling gathering classes isn't bad, except when you're counting on them to get items that're holding up your crafting. It's probably yet another niggling issue that'll be solved simply by having more story quests to supply Gil.

Selling unique/untradable items is not going to happen.

After seeing the screenshot posted by Toodles, your claim is completely out of place. Crafting and probably even Gathering need no more streamlining.

It is tiny and constrained.

Holy shit dude, it's your opinion, but whatever.


I certainly will.
 
I thought you had played 1.0? Spiritbonding was probably the main source of income for both spiribonders and several crafters. People would buy those lv48-50 items that you usually wouldn't since there were better pieces, they would go out an spiritbond (you could spiritbond even by crafting or gathering), turn them into materia and then sell them.

Crafters benefited by being able to make items (from cheap mats) and sell them at a low price but making a good profit to the spiritbonders. And also benefited from the high influx of Materia in the market to be able to 2-3x meld HQ items and sell for a very high price.

I did play 1.0, but I didn't mess with materia at all after they introduced it. It was around the time I started to grow bored of the game, so I barely played and ended up quitting when they started to charge for each month.

I just find the whole spiritbonding aspect of the materia system to be really boring, and I was honestly hoping they would not bring it back into ARR. Ah well.

Materia system is fine. Unlike WoW, almost half of XIV's playable classes are crafting classes. Materia system keeps them relevant.

Couldn't materia just being made only by the crafting classes keep them relevant without placing a restriction on who can put the materia into your gear?

Yep, that's what it means.

Very boring. I see no reason why they want you to go grind on enemies to max out a spiritbond to make materia. *shrug* It's weird because they want the game to be more player friendly and less time consuming for small tasks (as evident by some of their other changes), and yet they still bring over that spiritbonding system.
 
I'm not quite sure why:
Stone / Aero / Fluid Aura / Stone 2 / Aero 2

is any different from:
Smite / SW Pain / Psychic Scream / Holy Fire / Mind Flay
 
Given my experience in Phase 3, I'm wouldn't be at all surprised if the crafting ladder gets slowed down a little. Or, perhaps, Lv1-20 is kind of easy by design. Give the game a few weeks and the internet wikis'll be populated with all the item locations (NPCs, area coordinates, etc) and people are posting their "Fastest way to level up Leather" guides and whatnot.

I will say that I really enjoyed leveling Goldsmith. Very interesting system. All but one of the abilities I learned was used regularly, and it was used with interest and consideration. (The Goldsmith storyline is pretty funny too. :) )
 
I did play 1.0, but I didn't mess with materia at all after they introduced it. It was around the time I started to grow bored of the game, so I barely played and ended up quitting when they started to charge for each month.

I just find the whole spiritbonding aspect of the materia system to be really boring, and I was honestly hoping they would not bring it back into ARR. Ah well.

You actually missed the best time of v1.0, although I completely understand not wanting to pay the monthly fee for that game, but since 1.2 in December 2011, the game changed and improved greatly. And the Materia and Spiritbond part was fundamental, and if you don't enjoy the system then you can take the easy way and just buy the Materia or even betetrm the items with Materia on them.

Couldn't materia just being made only by the crafting classes keep them relevant without placing a restriction on who can put the materia into your gear?

I don't agree with that. It would only make Materia to be even more expensive when only a few people can create them.

If you spiritbond your own Materia, you just need to find a crafter to slot them for you, and it is a process that just requires a couple of clicks for the crafter on your character.

Imagine if only crafters could create Materia, then that would make Materia an elitist product that just a few hardcore and rich players have access to.

Very boring. I see no reason why they want you to go grind on enemies to max out a spiritbond to make materia. *shrug* It's weird because they want the game to be more player friendly and less time consuming for small tasks (as evident by some of their other changes), and yet they still bring over that spiritbonding system.
It justs takes about a dungeon run to spiritbond an item, is nothing anti-casual at all.
 
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