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

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But I know what you mean. My biggest gripe with XIV is that the dungeons are locked behind timed quest runs and duty finder. There's no massive Palborough Mines or Ifrit's Cauldron to spend hours traversing and exploring. I loved that XI's dungeons still for the most part had their starts and finishes but they didnt force you down that path wvery time you walked in. Hopefully that is something that would come further down the road once they have established a functional game world.

This soo much. I'd love dungeons-like areas that connects multiple areas like the mines. FFXI had fantastic dungeons, but the game was too punitive for you to explore (death was punishing and you basically couldn't do anything alone) . With FFXIV they created a system that actually feels much less punitive and rewards you a bit more for exploring (Fate, Quests, Helds and new warp points) I'd love big-ass areas filled with traps and whatnot like Castle Oztroja or Palborough Mines with FFXIV engine.

I mean, remember the first time you got into the Mines and heard the siren straight from Silent Hill? That was teh shit.

You have to see both sides of the coin here. You either get in an experienced group that click from the beginning and have a nice chat with them, or you get in an experienced group that has done the dungeon so many times, that the last thing they want is to stay in there more than necessary.

Also what I mentioned above, if you are time-constrained because of something scheduled with your LS/FC soon after the dungeon run, or even more, because of real life, you don't want to waste time.

Just trying to say that socializing more than necessary is not something that everyone always will want or can do. And people can't be blamed for either wanting or not wanting to do it.


Indeed. I'm not saying people should necessarily always talk in dungeons, sometimes you just want to run trough it, but if you made some friends and you'd like to play again sometimes I don't see why not allow us.
 
Indeed. I'm not saying people should necessarily always talk in dungeons, sometimes you just want to run trough it, but if you made some friends and you'd like to play again sometimes I don't see why not allow us.

Oh no, I wasn't arguing about some sort of cross-world friendlist, I was just arguing about running a dungeon quickly or stopping for a chat here and there lol.

I'm totally for cross-world friendlist and a message system.
 
Was it FFXI like this? If you started on PS2 (or 360) did you also need to register the PC version to be able to play on PC?

I don't think so, because they used the PlayOnline thing. You could log in to PlayOnline from any platform--what mattered was that the game was registered to your POL account. You just needed to have the game discs to install the software...theoretically I guess you could have pirated the PC version once you had bought a console version but I only played on PC so I don't really know. Perhaps why they're making the distinction this time for the PC client.
 
Do we know yet if Phase 4 will be open all week long, or will it only be weekend tests until it comes out late August?

Rumor has it that it will be a week long test starting on the 9th or just a few days after.

On the 8th there's a live letter from the producer where they will announce the start date of the OB.
 
Do we know yet if Phase 4 will be open all week long, or will it only be weekend tests until it comes out late August?

Pretty sure its all week long or however long they want to make it, they are considering Phase 4 the 'Trial' for the final game especially with the carry over. Phase 4 is basically "Here is what you should expect for the most part at launch' with a couple stress tests on content that won't be officially available till launch (PvP) or won't be available to shortly after launch (Housing).

Rumor has it that it will be a week long test starting on the 9th or just a few days after.

On the 8th there's a live letter from the producer where they will announce the start date of the OB.

Hope they announce stuff a 'little' bit further from that if that is the goal, because everyone has download the launch/open beta client before hand. Speaking of which the data mining for the new client should be interesting, its supposed to have all the story NPC's they kept hidden, some of the areas we hadn't seen yet and maybe even data references for new classes/jobs not yet known much like it was at the games launch (which of course none of that came to fruition due to the change in leadership :P)
 
I don't think so, because they used the PlayOnline thing. You could log in to PlayOnline from any platform--what mattered was that the game was registered to your POL account. You just needed to have the game discs to install the software...theoretically I guess you could have pirated the PC version once you had bought a console version but I only played on PC so I don't really know. Perhaps why they're making the distinction this time for the PC client.

Well in the same sense, here you have the game registered to your SE account, which has the same function as what POL did. So if you were to -borrow- the PC version from someone you should be able to play, but if the account system is going to distinguish from which client you are logging on, then you're actually going to need to purchase both versions.
 
Pretty sure its all week long or however long they want to make it, they are considering Phase 4 the 'Trial' for the final game especially with the carry over. Phase 4 is basically "Here is what you should expect for the most part at launch' with a couple stress tests on content that won't be officially available till launch (PvP) or won't be available to shortly after launch (Housing).

I wonder how the early start is going to work out for preorders.
 
I wonder how the early start is going to work out for preorders.

They mentioned or it was speculated early start would happen like 2-3 days after phase 4 ends and early access for like 5 days. So have phase 4 end on Sunday the 18th, give a couple days, maybe even wait till the weekend, have early start go forward and the non-preorder bonus start on Monday night/Tuesday morning after that on the 26th/27th (remember this is a JP game, the game might actually go live on the 27th in JP which would be the 26th for a lot of people in America).
 
If you got to explore the world during the beta, I'm sure you saw many red dots in the maps with names and probably all of them happened to have some sort of entrance, however those entrances were blocked by something. Now I'm not going to say that at launch every single named cave or ruin in the game that had a red dot and a name will be explorable, but there is a very high chance for that to actually be the case, and those areas were simply sealed off due to the beta.

Also don't forget that both Coerthas and Mor Dhona were absent from the beta, and they will mainly be lv40+ areas with many dangerous places to explore.

Hell yeah, I hope so. I barely got to see Floating City of Nym and a few other high level areas before the end of the beta, and that's the vibe I was getting. I think it would go a long way to making the world feel more alive and connected.

I'm just really excited to see if there is content like that, real dungeons without the forced raid type design and the more freeform FFXI style. That kind of stuff will keep me coming back for years.
 
I enjoyed what I was able to play during the last phase three weekend. Got a Gladiator to 20 and a Lancer 15, don't know which I'd main though.
With the duty finder you don't have to use it of course, you can make a party with friends or a nonstandard set up beforehand. Too bad I don't recall them telling you that you had to use it to initiate dungeons through the DF interface though. That was a bit confusing because I was on PC with a gamepad and some of it (the Y button) was labelled in Japanese.
Re: the combat system, I think my biggest gripes were A: running low on TP during long fights (are there TP ethers?), and B: the shared item cooldown, while nothing new, felt way too long.
 
As an MMO noob (only playing this cause it's a numbered FF title) can someone explain to me how the classes and jobs systems are gonna work? If I'm not mistaken classes and jobs will be two different things, right? At least thats what I remember it being when they introduced jobs in the 1.0 version (didn't play it just read the letters from Yoshida).

Thanks!
 
As an MMO noob (only playing this cause it's a numbered FF title) can someone explain to me how the classes and jobs systems are gonna work? If I'm not mistaken classes and jobs will be two different things, right? At least thats what I remember it being when they introduced jobs in the 1.0 version (didn't play it just read the letters from Yoshida).

Thanks!

In short.

Classes are more or less the base and jobs are the specialization. That is when you change to a job, you're still a class, the level is the same as the one you have on your class and you keep all the class skills. Think of a job you put something over your class that specialize on a certain rol, giving you extra skills, different stats and, more importantly, restricted cross skills to chose (only from 2 specified classes, Ex: DRG can get skills from ARC and PUG).

in most cases you want to use a job on party level content and high end content.
 
Hope they announce stuff a 'little' bit further from that if that is the goal, because everyone has download the launch/open beta client before hand. Speaking of which the data mining for the new client should be interesting, its supposed to have all the story NPC's they kept hidden, some of the areas we hadn't seen yet and maybe even data references for new classes/jobs not yet known much like it was at the games launch (which of course none of that came to fruition due to the change in leadership :P)
Is there anywhere to see this? Even with the change I would think that many of these things are still likely to make an appearance eventually.
 
Is there anywhere to see this? Even with the change I would think that many of these things are still likely to make an appearance eventually.

You have already seen them sorta, Musketeer and Arcanist

Edit: Derrrp you ment the new stuff for some reason I was thinking they were talking about the 1.0 data mines Im stupid
 
Re: the combat system, I think my biggest gripes were A: running low on TP during long fights (are there TP ethers?), and B: the shared item cooldown, while nothing new, felt way too long.

I don't particularly agree with B, but for A is just basically getting used to the system and knowing how to use your skills to not run out of TP.

I did MRD to 35 and fighting bosses did drain my TP out, but not in a way that I would stand there with nothing to do. Just try not to abuse of certain skills such as Shield Bash from GLA, the stun is very nice, but it has a high cost. As MRD spamming Overpower would produce the same problem and it wasn't as efficient as doing the Skull Sunder combo.

There might be items for replenishing TP later on, there was none on vendors at the least. But LNC has a cross-class skill called Invigorate which restores 450TP on a 180s timer.
 
You have already seen them sorta, Musketeer and Arcanist

Edit: Derrrp you ment the new stuff for some reason I was thinking they were talking about the 1.0 data mines Im stupid
No, I think we're talking about the same thing. I didn't know Musketeer had definitely been planned, I hope that one makes it in. I suspect it will personally.
 
No, I think we're talking about the same thing. I didn't know Musketeer had definitely been planned, I hope that one makes it in. I suspect it will personally.

Have been so planed that it does have an actual guild in Limsa Lominsa. (That you can't acesss yet), and you can see characters wearing guns or even using them lol
 

At least copy/paste it here for those that can't access the forum:

Posted by Hiroshi_Minagawa

Until now, we had planned for a sort/arrange process to take place on the server-side database which collects player information.

However, in phase 3 with the addition of the Armoury Chest, player inventories immediately increased to 400 slots, and we have had to revamp these processes that we had originally planned for.

While it will take a bit of work, we are now proceeding to switch the sort/arrange process to take place client-side. With this system in place, it should address the requests we have been receiving.

Below are the features that will be ready for phase 4:
Inventory: It will be possible to use a feature that automatically separates items into categories when obtaining items.
We will be making it easier to identify items that can be equipped and those that cannot by adding an "X" over the equipment icons.


The specs for the inventory item search feature have been completed; however, due to the fact that the person in charge of implementing this is the same for the above, it will be addressed after the sort-related features have been implemented. We appreciate your patience.
 
In short.

Classes are more or less the base and jobs are the specialization. That is when you change to a job, you're still a class, the level is the same as the one you have on your class and you keep all the class skills. Think of a job you put something over your class that specialize on a certain rol, giving you extra skills, different stats and, more importantly, restricted cross skills to chose (only from 2 specified classes, Ex: DRG can get skills from ARC and PUG).

in most cases you want to use a job on party level content and high end content.

Thanks! That's a great explanation. And so are jobs unlocked through quests and are they directly related to a class? (i.e. you can only be a certain job based on the class)
 
And since we are in the topic of developer comments:

Posted by Hiroshi_Minagawa

In phase 4 we will be introducing a feature that will allow you to individually toggle the sizes of each kind of window including the HUD.

To start out the below three sizes will be possible:
- 80% (smaller)
- 100% (standard)
- 120% (larger)

Below are a couple of things to note about this as well:

- You can indicate different sizes for each window.
- The display size is saved on a window to window basis and will be maintained even if you re-open a window.
- The size settings will be saved even when logging in again.

Display process-wise it is possible to address this for 5% or even 300% size changes, so after launch we will be expanding the customizability range to be 50%-200% and making it possible to make even more minute changes.

Below is an image illustrating the three different sizes:

9143_30.gif


*These size changes will also apply to buffs/debuffs since they are part of the HUD.
*These changes can also be made on the PS3 version.
 
Oh man, that is great news for the inventory.

I feel sorry for that one guy who's implementing all of this, lol. The inventory will probably feel more coherent because of it, though.

I wonder if he gets to make little decisions like how to handle sorting and/or search constraints.


edit: Size changes on the HUD is awesome for PS3. Should go a long way in making the screen less cluttered. It sounds like each element may be adjusted individually? Not sure if that's what is meant or not. Either way, a smaller Crossbar on PS3 is the first thing I'm going to be doing whether it makes everything else smaller or not. After a few months each icon may as well be 1 pixel since it'll mostly be memorized anyway.
 
Oh hell yes. A sort feature for our inventory will be SO useful. In particular to Legacy players because my inventory was completely full when I logged in, lol.
 
There might be items for replenishing TP later on, there was none on vendors at the least. But LNC has a cross-class skill called Invigorate which restores 450TP on a 180s timer.

Not to nitpick, but the 450 is only for lancers with a level 36 trait. The sharable version does less.

Also I'm surprised they didn't just go with a slider for resizing independent ui elements instead of just 3 preset options.
 
Honestly, when I ran out of TP as a GLD, I just switched to auto attack for 15-20 seconds, or until I needed to aggro an enemy with flash. It's a little frustrating not to be able to contribute to physical attack at those times, but my main job is to soak up damage, so the Healers and DPS can do their jobs. Strictly speaking, I don't really need to be dealing a ton of damage to accomplish this task.

TP replenishing moves like the lancers have, would be REALLY nice though.
 
Does buying the game come with a free 30 days? None of the product descriptions say if it does and usually with MMOs they would tell you if any game time comes with the game purchase.
 
I saw the servers listed in OP, but are those still the servers GAF will play on after the game finally launches? Are the servers going to go through name changes/merges/wipes?
 
Honestly, when I ran out of TP as a GLD, I just switched to auto attack for 15-20 seconds, or until I needed to aggro an enemy with flash. It's a little frustrating not to be able to contribute to physical attack at those times, but my main job is to soak up damage, so the Healers and DPS can do their jobs. Strictly speaking, I don't really need to be dealing a ton of damage to accomplish this task.

TP replenishing moves like the lancers have, would be REALLY nice though.

Yeah, I just feel that a way to replenish TP other than waiting around would be useful in a pinch. Really though it's only a problem when the other roles aren't available to help, such as in Solo instance battles or, as I posted in the other FFXIV thread, the time I tried the first three dungeons (I was in a party of GLA GLA MRD CNJ, the first two dungeons were easy, but in Copperbell we wiped many times before succeeding), which was when I figured DD classes would be very handy.
 
Is there anywhere to see this? Even with the change I would think that many of these things are still likely to make an appearance eventually.

Unfortunately most of the stuff appeared around the end of beta 1.0 so I don't know what site is still running that might have this old info. But basically there were data in place for Arcanist and Musketeer, besides the visible guilds they had actual in game assets in place, Arcanist weapon is this weird machination staff that you actually still see I think on Urianger, it was certainly his weapon in 1.0. Alongside this there was data tables complete with starter 'attacks' (in 1.0 launch there was no auto attack, every class had a single 'white damage' ability they could spam to get tp for weaponskills.) for other classes including Fencer (Rapier Weapon with a sub (dual wield) rapier, starter attack was Pierce), Enforcer which was club based, Flayer which used a whip, and Mystic which used another mage like staff, and lastly there was shepard, the animal hide version of the Disciple of the Land. This one even was referenced in game in several places that the guild was in Ishgard. There was also even further embedded data string tables which brought up Samurai and Bard as classes (not jobs).

You also could phase into dungeons unreleased which got repurposed later on as Dzhalmel hold, Aurum Vale, Toto-rak etc. There was like 3-4 more of these dungeons in Coerthas, 2-3 in Thanalan, 2-3 in Limsa, another 2-3 in Black Shroud but they were all kind of 'same' like much like the zones they were part of. Someone glitch stepped the barriers leading to Ishgard also during beta/early launch which let people see what Ishgard looked like up close. The damn entrance was simply huge, but the interior was not visible because you were only getting the model used that you can see from very far away.

I think given how Beta has transpired so far it might be harder to get this data till they are willing to add it, but we should get things like icons and data tables that at least give us the idea of things to come even if we don't fully know its purpose. Instance dungeons makes it very easy to just make it download at release only but in the old game since it was more seamless world structure a lot of zones were pre built into the game world, we just couldn't explore them because no content was ready to utilize them and they had invisible walls put up to keep you out (which as I said, someone hacked through to look beyond at beta).
 
Yeah, I just feel that a way to replenish TP other than waiting around would be useful in a pinch. Really though it's only a problem when the other roles aren't available to help, such as in Solo instance battles or, as I posted in the other FFXIV thread, the time I tried the first three dungeons (I was in a party of GLA GLA MRD CNJ, the first two dungeons were easy, but in Copperbell we wiped many times before succeeding), which was when I figured DD classes would be very handy.

Wat. What was your username? I'm the MRD.
 
Yeah, I just feel that a way to replenish TP other than waiting around would be useful in a pinch. Really though it's only a problem when the other roles aren't available to help, such as in Solo instance battles or, as I posted in the other FFXIV thread, the time I tried the first three dungeons (I was in a party of GLA GLA MRD CNJ, the first two dungeons were easy, but in Copperbell we wiped many times before succeeding), which was when I figured DD classes would be very handy.

Honestly, I think that may be why TP replenishment methods aren't available for the Tank classes, at least not early on. It doesn't really matter for the DPS, since they don't have the vitality/defense necessary to go very far in dungeons on their own, but assuming a method of TP replenishment become easily available, I could easily see DPSless parties clearing out those early dungeon without too much trouble. This wouldn't serve them very well later in the game, so it makes sense to keep a TP replenishment method away from Tanks until later in the game.

Also, if this is the reason why, I would think TP replenishing skills and spells would be more likely become available, while items may not. Since it's a lot easier to keep spells and skills out of low level players hands, than items.
 
Customizing size of each window is something EVERY FUCKING MMO needs. I remember finding it a huge pain in the The Secret World when some menus are too small and some are too big..
 
Thanks! That's a great explanation. And so are jobs unlocked through quests and are they directly related to a class? (i.e. you can only be a certain job based on the class)

Yes a job is unlocked through a quests, that have two requeriments:

1) Reach lvl 30 with the class used as a base (LNC -> DRG, for example)

2) And lvl 15 with a secodary class (this is just a requeriment for the quests, this class is only used for secondary skills, in the case of DRG is PUG).
 
Right, I just saw what it said on xivdb.com

Yeah, one of the downsides of them showing the max level version of a skill is that they have the traits applied. Maybe they will change that.

Is it even shareable with the two tank classes?

The classes? Yes. Jobs, no. Only jobs that get Lancer are Bard and Monk. Well and Dragoon of course.

Yes a job is unlocked through a quests, that have two requeriments:

1) Reach lvl 30 with the class used as a base (LNC -> DRG, for example)

2) And lvl 15 with a secodary class (this is just a requeriment for the quests, this class is only used for secondary skills, in the case of DRG is PUG).

Outdated info. Pug is no longer linked to Dragoon.

Something else to mention is that all jobs also get a second class they can pull skills from aside from the 1 that needs to be at 15. So that means a job has all the skills of the primary class it is based on, and the sharable skills from 2 other classes.
 
Nova Crystalis: From everything it looks like, Scholar branches off from Arcanist, like Summoner. When can we expect to see other Jobs branching off from other classes?
Yoshida: We haven’t announced anything official, but we hope to have other jobs branching off of classes that already have jobs before an expansion. Right we now we have too many attackers, so we’re trying to figure out what to do next. Personally, I want to have scout classes – something tricky, to do traps and those types of maneuvers.


Be still my beating heart...

The idea of it sounds cool, but I wonder how it would function in a group though. Something like that will be extremely difficult to balance.
 
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