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

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Fanboys are defending the combat system. The same thing happened with WAR, SWTOR, and the original FFXIV. Ruh roh.
Combat system is good. It holds up just fine even at low levels. Copper Mines was a good showcase.

What they need to do is make Tam Tara the first dungeon you do, and scale up Satasha a bit. Tam Tara is easier than Satasha and that makes no damn sense.
 
Cross posting my pictures from the FFXIV OT.

Glad people are enjoying themselves with the beta, I see there's a lot of varied opinions for what is good and bad but I think Yoshida did a really good job putting how criticism is really varied among players (experience and inexperienced player values).

Here's some shots I took yesterday:

Damn, what sort of SweetFX config do you have? And what's your system like to lock it at 30 fps?
 
Im level 17 and "The Spirit is Willing" mission is beating me senseless. At times the screen gets so chaotic, its hard to tell whats going on or who you're targeting.

I'm also having trouble forming a party and sending requests. I'll be standing in front of a mission trying to figure out how to add someone, and they end up walking away since I'm taking so long trying to figure it out, heh heh.

I really want to like this game, but like XI, it's a huge learning curve. I remember a friend trying to explain to me what a linkshell is and I nearly passed out. *sigh*
 
Im level 17 and "The Spirit is Willing" mission is beating me senseless. At times the screen gets so chaotic, its hard to tell whats going on or who you're targeting.
Stay near your NPC companion (she'll Cure you), be sure to get out of range if you see your target charging a skill (they hit pretty hard) and don't hesitate to kite for a while if your health gets low, while waiting for a Cure. Use potions and Second Wind, too!
 
Stay near your NPC companion (she'll Cure you), be sure to get out of range if you see your target charging a skill (they hit pretty hard) and don't hesitate to kite for a while if your health gets low, while waiting for a Cure. Use potions and Second Wind, too!

Thanks for the advice! Will give it another go.
 
Hey guys, I know that the GLD guild is in Uldah, but I want my starting nation to be Gridania and be a GLD. Is this possible?

Should I start the game as CON and then change to GLD? How do I do this? Can this be done just by equipping a GLD weapon? Will I be at a disadvantage?

Thanks!
 
I agree. The base of the system is good, I like the fast pace combat, but I feel like something is a bit off. I can't put my finger on it, but it feels just like a spamfest. I'm only lvl 25 on my legacy, so it might be different at 50, but just seems like zerging is the best way to go right now.

Also, I wish Jobs had more skills besides 5, I know you can mix and match almost anything, but iconic skills from those jobs are what makes the game cooler.

I don't like how they changed it from a seamless world to loading every time you change zones, but hey FFXI was like this and it fared well. I guess it really doesn't matter since there is no OW PvP, since it would be weird chasing someone from zone to zone and having to load each time.

edit: Oh yea, plus 1 for Limsa!!

After playing ffxiv for a while the combat feels dumbed down compared to 1.0. You have way less abilities, so it feels like you just spamming. This new combat gets boring faster. Also the 1.0 controller UI to me is thousands times better than the new one, you can access all your abilities right away just by scrolling and pressing, in 2.0 it gets super confusing even with less abilities having to mix between triggers,buttons, and thum pad, you literally have to press every button on the remote.
 
Hey guys, I know that the GLD guild is in Uldah, but I want my starting nation to be Gridania and be a GLD. Is this possible?

Should I start the game as CON and then change to GLD? How do I do this? Can this be done just by equipping a GLD weapon? Will I be at a disadvantage?

Thanks!

You'll have to run back to Gridania to finish whatever starter scenario quests until you hit the cross over mark, where everyone has to go to the same place I assume.
 
You'll have to run back to Gridania to finish whatever starter scenario quests until you hit the cross over mark, where everyone has to go to the same place I assume.

Thanks, but I'm too much of a noob to even understand what this means :(

I want my starting nation to be Gridania, but GLD is a class that starts in Uldah, so how can I be a GLD in Gridania?
 
Thanks, but I'm too much of a noob to even understand what this means :(

I want my starting nation to be Gridania, but GLD is a class that starts in Uldah, so how can I be a GLD in Gridania?
You can't have Gridania be your starting city if you play as GLD, you must do all the story quest in Uldah at level 15 you unlock the story quest that lets you travel between the cities via airship. You could run there on foot if you wanted, but you wont have access to the main storyline in Gridania.

Level 1-15 is ment to be tutorial levels. The story quest after 15 are when the game starts to teach you about dungeons and grouping.

In order to class change you need to unlock it by doing your level 10 class quest. So if you wanted to start as a CON you would have to run all the way to uldah and join the gld guild to unlock the class after you leveled to 10 on your CON
 
Hey guys, I know that the GLD guild is in Uldah, but I want my starting nation to be Gridania and be a GLD. Is this possible?

Should I start the game as CON and then change to GLD? How do I do this? Can this be done just by equipping a GLD weapon? Will I be at a disadvantage?

Thanks!

All the GLA quest are in uldah, and you need lvl 10 for airship pass I think. but you can do what you said.
 
You can't have Gridania be your starting city if you play as GLD, you must do all the story quest in Uldah at level 15 you unlock the story quest that lets you travel between the cities via airship

Ok, so how do I change to GLD if my starting city is Gridania? Just equip a sword? Or must I level CON to 15, fly the airship to Uldah, and then join the GLD guild?

All the GLA quest are in uldah, and you need lvl 10 for airship pass I think. but you can do what you said.

Lv.10 for airship pass? That's nice :)
 
What's the easiest way to get to the other cities (from Gridania, if it matters)?

Also, is anyone on who can share the linkshell? I'm on Ultros as Velmont Seloan.
 
Was finally able to travel by air and visit the other starting towns.

I have to admit i like the story so far... so much even that i might stop playing it and wait for the release.
For the rest of my time in this beta i'll focus more on the mecanics of parties.
It's such a shame that making parties is a litlle not so obvious with the ps3 interface.
But everything else looks good.

I saw a lot more of gaffer on the fields today than last week kudos to you all :)
 
That would really be the best option, but it seems the GAF Legacy players have already made the decision to stay on Sargatanas.

Losing hundreds of hours of progress (thousands combined) is not worth alleviating some concerns that won't last six months into the game, if that (I'm not convinced a chaotic fresh server economy will be healthier than one with established crafters and gathers - some of whom will be your friends). Not to mention losing the only way to interact with the "legacy" storyline, the legacy character perks, and the connection to our sole character that Final Fantasy MMOs tend to create. I'm trying to be polite, but some of you guys are going off the deep end with this legacy stuff. I mean do what you want, but let's not pretend it is an equal deal both ways.

If they let you I encourage everyone to check out Sargatanas for Phase 4 to see how it is like (just like I played on a fresh server, so fair's fair right?), even if it is for a few days, but if you made up your mind there is nothing I can say to convince you.
 
I honestly think I am gonna re-roll. I know it's just beta but if its gonna be anything like this when the game goes live its gonna be super boring having all gear and stuff it just doesn't feel the same.

I guess I'll lose the Goobbue mount and a few pieces of event gear but I mean it just doesn't feel right.
 
Last time I was really hooked with a MMORPG was with Ragnarok Online. Didn't think that Final Fantasy XIV would be so much fun!

I've been playing for like 2hours and reached level 7 as a Lalafell Marodeur. Those Fate Events are a cool addition and help making grinding a lot more fun with a boss monster every now and then.

Can't wait for some party action.
 
Losing hundreds of hours of progress (thousands combined) is not worth alleviating some concerns that won't last six months into the game, if that (I'm not convinced a chaotic fresh server economy will be healthier than one with established crafters and gathers - some of whom will be your friends). Not to mention losing the only way to interact with the "legacy" storyline, the legacy character perks, and the connection to our sole character that Final Fantasy MMOs tend to create. I'm trying to be polite, but some of you guys are going off the deep end with this legacy stuff. I mean do what you want, but let's not pretend it is an equal deal both ways.

If they let you I encourage everyone to check out Sargatanas for Phase 4 to see how it is like (just like I played on a fresh server, so fair's fair right?), even if it is for a few days, but if you made up your mind there is nothing I can say to convince you.

And to add to that, you'd lose any non-GAF friends you made during 1.0 if you left Sargatanas unless you can manage to contact them again and talk them into starting over with you.
 
I honestly think I am gonna re-roll. I know it's just beta but if its gonna be anything like this when the game goes live its gonna be super boring having all gear and stuff it just doesn't feel the same.

I guess I'll lose the Goobbue mount and a few pieces of event gear but I mean it just doesn't feel right.

Mind if I ask what tier of gear do you have: Darklight/Garuda or just AF/Ifrit sort of? Also, do you have all jobs at 50?

If you don't have all jobs at 50, I don't know how that'd make the game worst. Even if you do there's Arcanist, just start as one and go through the missions as a low level ACN.

If you don't have the top tier gear, then you'd still need to do primals and dungeons to get it and then be able to do the Crystal Tower and Labyrinth of Bahamut, regardless, all the top gear we're starting with is just mid-tier for what the real end-game gear will be, relics aside.
 
Damn, what sort of SweetFX config do you have? And what's your system like to lock it at 30 fps?

I don't have an overly modern system, I built it a nearly two years ago. GTX 580, i5 2500k @ 5Ghz, 8gb RAM. Runs locked at 30FPS, if I unlock it sits around 45-50 but it kind of stutters and I don't like that so I chose to lock it down.

SweetFX settings:

Code:
 /*-----------------------------------------------------------.   
  /                       Description                           /
  '------------------------------------------------------------/

Game: Any
SweetFX version: 1.4
Author: CeeJay.dk
Description: 

These are the default settings for SweetFX 1.4
They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance.

Please note when tweaking settings that higher numbers does not always equal better (nor does lower).
Finding the best settings for your game and your taste is about finding just the right amount to apply.

If you made a good setttings preset please share it with your friends, on forums and websites,
and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/

   /*-----------------------------------------------------------.
  /                      Choose effects                         /
  '-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF
#define USE_SMAA_ANTIALIASING 0 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#define USE_FXAA_ANTIALIASING 1 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique
#define USE_CARTOON           0 //[0 or 1] Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)
#define USE_TVLEVELS          0 //[0 or 1] TVLevels : Adjusts the brightness/darkness of the scene with a straight line instead of a curve.
#define USE_ADVANCED_CRT      0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. Set gaussian blur along with it to get a halation effect
#define USE_BLOOM             0 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)
#define USE_HDR               1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
#define USE_LUMASHARPEN       0 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.
#define USE_GAUSSIAN          0 //[0 or 1] Gaussian Blur : can be used to... blur, but also bloom/hazy/glowy look, also unsharp masking
#define USE_FILMGRAIN         0 //[0 or 1] Filmgrain effect
#define USE_TECHNICOLOR       0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)
#define USE_DPX               1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#define USE_MONOCHROME        0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.
#define USE_LIFTGAMMAGAIN     1 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)
#define USE_TONEMAP           1 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)
#define USE_VIBRANCE          1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
#define USE_CURVES            1 //[0 or 1] Curves : Contrast adjustments using S-curves.
#define USE_SEPIA             0 //[0 or 1] Sepia : Sepia tones the image.
#define USE_VIGNETTE          0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.
#define USE_DITHER            1 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)
#define USE_BORDER            0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.
#define USE_COLORBLIND        0 //[0 or 1] ColorBlind Correction: adjust the mode in the following section.
#define USE_SPLITSCREEN       0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.


   /*-----------------------------------------------------------.
  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.10           //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS 16      //[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 6  //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0        //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 1        //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0  //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
                                      //Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.


   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 39      //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.400            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.250     //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.060  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.


   /*-----------------------------------------------------------.
  /                  Cartoon settings                           /
  '-----------------------------------------------------------*/
#define CartoonPower 1.0             //[0.1 to 10.0] Amount of effect you want.


   /*-----------------------------------------------------------.
  /                      TVLevels settings                      /
  '-----------------------------------------------------------*/
  
#define DARK_LEVEL 16.0				//[0 to 255] Darkness strength. Higher values mean darker shadows, 0 means no change. Default is 16.0
#define BRIGHT_LEVEL 20.0			//[0 to 255] Brightness strength. Higher values mean brighter lights, 0 means no change. Default is 20.0


   /*-----------------------------------------------------------.
  /                  Advanced CRT settings                     /
  '----------------------------------------------------------*/
#define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want

#define CRTResolutionX       512     //[1 to 2048]     Original input width of the game (ie. 320)
#define CRTResolutionY       304     //[1 to 2048]     Original input height of the game (ie. 240)
#define CRTgamma             2.4     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.4)
#define CRTmonitorgamma      2.2     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness        0.9     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on

#define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius   1.5     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0100  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
#define CRTAngleY            -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          1.01    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)


   /*-----------------------------------------------------------.
  /                  Bloom settings                             /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.200     //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom


   /*-----------------------------------------------------------.
  /                  HDR settings                               /
  '-----------------------------------------------------------*/
#define HDRPower 1.35  //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2  0.87  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter


   /*-----------------------------------------------------------.
  /                  LumaSharpen settings                       /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength 0.80   //[0.10 to 3.00] Strength of the sharpening
#define sharp_clamp    0.020  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --
#define pattern 2        //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0  //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug sharpening settings --
#define show_sharpen 0   //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)


   /*-----------------------------------------------------------.
  /                  Gaussian Blur settings                     /
  '-----------------------------------------------------------*/
#define GaussEffect 2        //[0|1|2|3]        0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 3       //[0|1|2|3]        Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 1         //[1 to 4]         The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 1   //[0|1|2]          "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.50  //[0.00 to 1.00]   [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 43.0   //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.10   //[0.00 to 1.00]   Amount of effect blended into the final image


   /*-----------------------------------------------------------.
  /                  Film grain settings                        /
  '-----------------------------------------------------------*/
#define FilmGrainIntensity 0.46  //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 40     //[0 to 100]     Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize 2          //[0 to 10]      Size of the grain. Default is 2 (Higher -> thinner noise)


   /*-----------------------------------------------------------.
  /                  TECHNICOLOR settings                       /
  '-----------------------------------------------------------*/
#define TechniAmount 0.4         //[0.00 to 1.00]
#define TechniPower  4.0         //[0.00 to 8.00]
#define redNegativeAmount   0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount  0.88 //[0.00 to 1.00]


   /*-----------------------------------------------------------.
  /                  Cineon DPX settings                        /
  '-----------------------------------------------------------*/
#define Red   8.0  //[1.0 to 15.0]
#define Green 8.0  //[1.0 to 15.0]
#define Blue  8.0  //[1.0 to 15.0]

#define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.3  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC   0.36  //[0.60 to 0.20]
#define GreenC 0.36  //[0.60 to 0.20]
#define BlueC  0.39  //[0.60 to 0.20]

#define Blend 0.10    //[0.00 to 1.00] How strong the effect should be.


   /*-----------------------------------------------------------.
  /                  Monochrome settings                        /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)


   /*-----------------------------------------------------------.
  /                  Lift Gamma Gain settings                   /
  '-----------------------------------------------------------*/
#define RGB_Lift  float3(1.000, 1.000, 1.030)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(1.000, 1.000, 1.030)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  float3(1.000, 1.000, 1.040)  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue


   /*-----------------------------------------------------------.
  /                  Tonemap settings                           /
  '-----------------------------------------------------------*/
#define Gamma 1.0                         //[0.000 to 2.000] Adjust midtones
#define Exposure 0.00                     //[-1.000 to 1.000] Adjust exposure
#define Saturation 0.00                   //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.00                       //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.000                       //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue


   /*-----------------------------------------------------------.
  /                  Vibrance settings                          /
  '-----------------------------------------------------------*/
#define Vibrance 0.13 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.


   /*-----------------------------------------------------------.
  /                  Curves settings                            /
  '-----------------------------------------------------------*/
#define Curves_mode 2        //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.07 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --
#define Curves_formula 2     //[1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
                             //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
                             //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.
                             //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
                             //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.


   /*-----------------------------------------------------------.
  /                  Sepia settings                             /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower  0.11                    //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58                    //[0.00 to 1.00] How much to tint the image


   /*-----------------------------------------------------------.
  /                  Vignette settings                          /
  '-----------------------------------------------------------*/
#define VignetteRatio 1.00    //[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius 1.00   //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8       //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect.


   /*-----------------------------------------------------------.
  /                  Dither settings                            /
  '-----------------------------------------------------------*/
#define dither_method 2  //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)

//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.


   /*-----------------------------------------------------------.
  /                  Border settings                            /
  '-----------------------------------------------------------*/
//No settings yet, beyond switching it on or off in the top section.

   /*-----------------------------------------------------------.
  /                  ColorBlind mode settings                   /
  '-----------------------------------------------------------*/
#define colorblind_mode 1  //[1|2|3]  1 = protonope, 2 = deuteranope, 3 = tritanope.


   /*-----------------------------------------------------------.
  /                  Splitscreen settings                       /
  '-----------------------------------------------------------*/
#define splitscreen_mode 1  //[1|2|3|4|5]  1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split


   /*-----------------------------------------------------------.
  /                  Key settings                               /
  '-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
// http://www.cambiaresearch.com/articles/15/javascript-char-codes-key-codes

// key_toggle_sweetfx = 93
// key_screenshot     = 44
// key_reload_sweetfx = 19


   /*-----------------------------------------------------------.
  /                  Misc settings                              /
  '-----------------------------------------------------------*/
// You can load and chain other DirectX wrappers (ENB, Helix, Windower...)
// If the external wrapper is already named d3d9.dll, rename it into
// something else like "d3d9_enb.dll" (note that even if this is commented it actually works)

// external_d3d9_wrapper = none
// external_dxgi_wrapper = none
 
Aren't there any more CG cutscenes besides the Opening Intro?

There is a CG cutscene after the level 15 story quest, just before getting your airship pass. I'm sure there will be more.

Honestly, the in-game engine looks better because of all the compression in the video. At least if you're playing on a decent PC anyway.
 
And to add to that, you'd lose any non-GAF friends you made during 1.0 if you left Sargatanas unless you can manage to contact them again and talk them into starting over with you.

Ah yes, I should mention that I am a part of another linkshell and have spent a lot of time with those people. I ran into some of them during the beta, the first time we've seen each other in months, and we instantly connected again.

EDIT: Do we know how armor sets scale? I wouldn't be surprised in the end it would still be a good idea to hang onto to those armor pieces you get from quests.
 
EDIT: Do we know how armor sets scale? I wouldn't be surprised in the end it would still be a good idea to hang onto to those armor pieces you get from quests.

I haven't seen any concrete data about that, but I wouldn't be surprised if it was like XI's level synch.
 
Mind if I ask what tier of gear do you have: Darklight/Garuda or just AF/Ifrit sort of? Also, do you have all jobs at 50?

If you don't have all jobs at 50, I don't know how that'd make the game worst. Even if you do there's Arcanist, just start as one and go through the missions as a low level ACN.

If you don't have the top tier gear, then you'd still need to do primals and dungeons to get it and then be able to do the Crystal Tower and Labyrinth of Bahamut, regardless, all the top gear we're starting with is just mid-tier for what the real end-game gear will be, relics aside.

I have top gear for the most part. Don't have dark light but have ifrit, moogle and Garuda weapons. All my classes are 50. I just feel like I'm missing out rushing through all the start stuff. Dunno what I'm gonna do yet though but leaning towards a re-roll.
 
I have top gear for the most part. Don't have dark light but have ifrit, moogle and Garuda weapons. All my classes are 50. I just feel like I'm missing out rushing through all the start stuff. Dunno what I'm gonna do yet though but leaning towards a re-roll.

Our characters are somewhat similar then, I'm also have an IfritXtreme-less relic. But the thought of starting over and throwing away all the time spent on this character is not really something I want to go through with. I don't want to stop playing with my current character, if I did I'd probably go to a different game, and wouldn't stay in one where I threw away all the progress I had.

And also as Credo mentioned above, all the people you knew in that world and maybe friends that wouldn't want to start over, too many things. So I really don't think, under this circumstances, it's worth to re-roll.


Are there actually any servers that are on NA soil? Leviathan while being a "NA server" has a server time of +5 GMT.

All the NA/EU servers are in Canada, Montreal I believe.
 
Submitted a request to move to Sargatans. Looking forward to playing with ya'll.

Hoping Summoner is available at launch so I have something new to level.
I saw some GAF LS member, I said hey IM GAF, he LOL'd and rode away on his chocobo :(

Lol!
Only played for a few minutes to get a feel, but in that time I saw a couple GAF members.
 
Kinda, not as fleshed out as the intro though just a small snip. It's part of one of the bigger story cut scenes

There is a CG cutscene after the level 15 story quest, just before getting your airship pass. I'm sure there will be more.

Honestly, the in-game engine looks better because of all the compression in the video. At least if you're playing on a decent PC anyway.
Oh I'm on PS3. But I don't think I have seen any yet but I just got to lvl 14.
 
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