Teasing players with a rideable goobbue into Final Fantasy XIV

ffxivpressevent landing epl 219 Final Fantasy XIV teasing players with a rideable goobbue

Every so often, there are pieces of information put out that are transparently false, stories so insane you know they simply must be fabricated… like the idea that Final Fantasy XIV would promise the introduction of a new mount and that said mount would be one of the toothy monsters known as a goobbue. It’s the sort of thing that could be immediately ignored as being a series of enterprising photoshopped pictures if not for the fact that it’s being passed along by the official site.

Yes, apparently, the lumbering beasts that terrorize players in both Final Fantasy XI and Final Fantasy XIV will be added to the stable of mounts alongside chocobos. The preview video itself (embedded just after the break) states that they’ll only be available for a limited time before version 2.0; the lore article claims that the very idea seems absurd even in the game world, but there it is. Hopefully players can learn how to obtain the mount soon, with the added caveat that we’ll probably have to believe it’s a real thing at that point.

Final Fantasy XIV News:Touring La Noscea and Thanalan

ffxivpressevent tour epl 217 Touring La Noscea and Thanalan in Final Fantasy XIVMy time spent at the Final Fantasy XIV tour didn’t just include a preview of the areas to be found in the upcoming beta. No, we proud and few got the chance to also explore some of the game’s other iconic areas, areas closed off at the start of the beta but slated for opening later on in the testing process. I poked around both of these regions, touring both the streets of Ul’dah in Thanalan and the cliffs and plains of La Noscea.

These areas were admittedly still a work in progress. While the maps were mostly finished, the enemies in many of the regions were placeholders, and it was clear that the client we were using had a version with these regions in a state that’s not ready for prime time. Still, it was interesting to look at both and see things that had been changed, updated, and in a few cases removed altogether.

Before I proceed, a note: All of the areas under discussion are still being optimized and improved, so some elements such as lighting and geometry may change by the time you get to play with them.

ffxivpressevent tour 1 epl 217 1361120840 Touring La Noscea and Thanalan in Final Fantasy XIV

 

Ul’dah

It’s impossible to play Final Fantasy XIV’s launch version without being intimately familiar with Ul’dah. The city wound up serving as the de facto player hub, especially since it also had the most logical layout of the three capitals and was the most centrally located. I knew that the main cities hadn’t been changed extensively, but even minor changes would stand out like a sore thumb in the city.

The first thing that struck me was the result of removing the market wards: The Flames’ new headquarters are located in an alcove adjacent to the Aetheryte plaza, similar to the alcove that serves as the front of the Platinum Mirage. Most of the guild houses have remained largely unchanged, but a few of the passages within the city have been altered slightly, just enough so that old players will stumble over differences.

On the upper level of the city, the cold stone has been replaced with opulent red carpeting, with many parts of the city benefiting from added details and decoration. While the Wellhead Left was non-functional, a prominent sign indicating the airship landing has been added to both the upper and lower floor, while the avenue between the Gold Court and the Quicksand has been widened slightly and given an impromptu stage in the center.

More than anything, the revamp is made plain by extra NPCs on the streets, notices on storefronts, and bits of interest all over the place. The city is mostly intact but feels quite different from its original incarnation.
ffxivpressevent tour 2 epl 217 Touring La Noscea and Thanalan in Final Fantasy XIVCentral Thanalan

Here is where the major deviations begin. It’s easy to see points of similarity between the old Thanalan and the new one, but the two regions are immensely different, starting with climate. Where Thanalan was previously nothing but badlands and desert with a handful of oases scattered about, the central area now more closely resembles the Serengeti. Thin grass grows in various places, trees stretch above the landscape with thick trunks and broad boughs, and moles still dart about as they always have.

Some things never change.

Black Brush has gone from being a small camp to being full-featured, with reasonable buildings and plenty of bustling activity. Not too far from the camp, players can find several ruined buildings, ones that appear to be the subject of a new excavation. The mining caves have been refurbished as well; rather than simply having some scaffolding at the gate, the caves now have tracked bridges in place as well as mining carts and a handful of support buildings.

It’s easy to see the source of this new lushness, as water now flows freely though the region, which includes a small waterfall. Certainly Thanalan retains much of its dry and dusty character, but this portion of the area is far more lush and green than before, which brings to mind a region in a state of an unexpected shift.

Also worth noting that new monsters were roaming in the area, although those may simply be placeholders for the moment.

ffxivpressevent tour 3 epl 217 Touring La Noscea and Thanalan in Final Fantasy XIVLa Noscea

I was informed before the tour of La Noscea that while Limsa is mostly working, the city was not entirely safe to traverse in terms of server stability. Instead, I stayed outside of Limsa, and that was more than journey enough.

Unlike Thanalan, this region has undergone no major climate changes; it’s still white cliffs, thick grass, and cobbled stone. The difference is one of scope. Before, the island was devoid of any human habitation beyond a handful of Aetheryte camps, but now it’s covered in houses, farms, piers, and all manner of fascinating details.

Perhaps most interesting to me was something sitting off the southern coast. At a distance, I could see a crystalline formation there, but as I drew closer, it became clear that it was one of the meteors summoned by Bahamut during the Calamity. The sea itself has reacted in agony, a sign that the king of dragons yet casts a long shadow on Eorzea. It wasn’t far from several docks, ones that I managed to break by jumping over a gate and falling through the sea.

This would be a good time to point out that you still cannot go swimming.

After a bit of laughter, I went back to wandering the region, which is an almost incalculable departure. The fact that buildings dot the landscape help make the area feel more alive, and they also contribute to the sense of difference between the game’s various regions. Here, as you’d expect from Limsan society, settlements are placed wherever they fit and serve a function.

Overall

Even in the places where the fundamental map elements haven’t changed much, the actual character of the maps is worlds different. Far from being the massive expanses of similar ground in the launch game, each region has a distinct character and is overflowing with little touches of detail.

Red Rooster Stead goes from being a farm in name only to a neatly cultivated patch of land with obvious function and the form to back it up. Public notices are posted outside of shops in Ul’dah. Flowers bloom in patches around the water in Thanalan.

The region around Gridania makes the overall zone changes a little more obvious, but from what we’ve seen of these regions, the new Eorzea will be a gorgeous place indeed.

A dinner with Final Fantasy XIV’s Naoki Yoshida

ffxivpressevent dinner epl 218 Massively Exclusive: A dinner with Final Fantasy XIV’s Naoki YoshidaHaving a conversation with Naoki Yoshida can be a very intimidating exercise. It’s not because of his demeanor; he’s friendly, genial, and has an obvious sense of humor. No, it’s because there’s an unmistakable level of energy to him, a huge amount of passion and ambition that drives everything he talks about.

He’s exactly the sort of person who would try something completely insane like remaking a game from the ground up after burning the first version to the ground, for example.

I had the opportunity to sit down for a one-on-one dinner with Yoshida at the Final Fantasy XIV preview event, during which we talked a great deal both about the upcoming relaunch of the game as well as his own experiences in remaking everything. For those of us who play Final Fantasy XIV, it’s obviously an exciting time, but for Yoshida, what’s happening now is the culmination of work that started only a month after he took over control of a game that he had to revitalize after a horrible flop on launch.

ffxivpressevent dinner 1 epl 218 Massively Exclusive: A dinner with Final Fantasy XIV’s Naoki YoshidaAs Yoshida remembers it, after he’d been working with the game for a very short time, he knew what he wanted to do with both the story and the game. It needed to be rebuilt from the ground up. So in January of 2011, he sat the team down and showed a full presentation explaining, in his own words, how he wanted to drop a meteor and wipe everything out. Wipe the slate clean completely and remake the game from the ground up. A few members of the staff were skeptical, but most of them were excited to be working on something so audacious and unprecedented.

Really, “audacious” doesn’t begin to cover it. The End of an Era trailer cost about $3 million to produce, and the cinematic team started working on it in April of 2011. Even then, it was down to the wire to see whether it would be ready on time. It’s been an immense undertaking for Yoshida, made all the more stressful by his taking on the role of both producer and director for the title. Even though all of the decisions wind up being his, the two sides are often in conflict, and he claims to not naturally find himself in the public figure role that being a producer entails.

Not that it’s easy to tell that when confronted with his immense enthusiasm. Yoshida doesn’t just love FFXIV; he loves MMOs in general. His play history reads likea highlight reel of MMOs over the last decade: EverQuest, Dark Age of Camelot, Warhammer Online, World of Warcraft, RIFT, Star Wars: The Old Republic, Guild Wars 2. “You have to be passionate,” he says. “You have to love the field.”

Some of those are unsurprising; playing with the FATE system invites comparisons to RIFT’s eponymous rifts and the public quests of Warhammer Online. It’s the latter that Yoshida claims inspired the system, but they’re not something that he considers to be a special feature of the game. As he sees it, these mechanics and ideas are a good way to make the game more fun. They shouldn’t be a marketing point; they should be a central feature in every game, another option for players to enjoy.

He also believes that Guild Wars 2 did a good job with the same basic system, something that was inspiring for the FATE mechanics. Apparently he quite enjoyed GW2, feeling it was very polished and a very fun experience. He also noted that the buy-to-play model was interesting from a business perspective and that it that engenders a different set of expectations from players regarding content and updates.

On that note, is FFXIV going to possibly head to free-to-play? It all depends on what happens when the relaunch takes place, but it’s certainly not the first plan. Yoshida definitely feels that the subscription model is the better option, at least initially. “Every game wants to be a subscription game,” he argues.

ffxivpressevent dinner 2 epl 218 Massively Exclusive: A dinner with Final Fantasy XIV’s Naoki YoshidaIt’s not that free-to-play is a bad model, but it can be unreliable, prone to wild shifts in revenue over time. It also can be less consistent for the players, with some free-to-play games essentially started as disposable enterprises that players aren’t expected to connect with. Players in general can find the environment less welcoming.

I was especially curious to see what he felt about the North American players. From my perspective, the FFXIV community has always been very contentious and often negative. Imagine my surprise to find that Yoshida feels the NA community is far more positive as a whole than the Japanese community.

It’s not a question of how much criticism he receives; it’s a difference in perspective. North American players have access to a large number of MMOs, and so when a player complains, he’s able to provide points of comparison. By contrast, Yoshida argues, Japanese players as a whole tend to not have the same breadth of experience. He feels that the Japanese community will just tell him that he did something terrible, while American players will provide had feedback on what doesn’t work and why as well as what does work and why.

We discussed briefly what he thought of players who will have lost interest or left by the time the relaunch actually takes place, and it turns out that doesn’t worry him. People have every right to play whatever game they want, he says; it’s been a long wait and it’s understandable to move on. The game will be here when they come back, and he hopes to astonish both new players and old alike with the state of the relaunch.

That level of calm extends to the relaunch as well. When I asked whether anything in the game made him nervous, he replied unambiguously, “No. If I don’t feel something is good enough, I’ll remove it and fix it. There’s no room in this for anything I’m not fully confident about.”

His confidence has kept him fueled through the development process. Catching four hours of sleep a night for two years takes its toll, and Yoshida jokes that he loves red meat because he needs its energy to keep going on the project. Fans have suggested that he take a lengthy vacation after the relaunch goes live, and he says with a grin that he would never attempt something this in-depth or insane ever again.

Then, thinking about it, he laughs. “Not for another five years, at least.”

FFXIV’s Yoshida on PvP, chocobos, and mobile apps

ffxivpressevent interview epl 218 Final Fantasy XIV’s Yoshida on PvP, chocobos, and mobile appsThe recent Final Fantasy XIV press event in San Francisco didn’t just mean a chance to sit down and play the game amidst a lushly decorated room, although that was certainly on the agenda. It also meant a chance to ask director and producer Naoki Yoshida some questions about the game going forward and the plans for development down the line, diving beyond what we see and into more fine details about the game’s mechanics.

While players will have access to a sizable chunk of the revamped game when the beta goes live on February 25th, there’s still a lot that’s hidden behind a veil of secrecy. Yoshida’s answers help illuminate more details about what’s going on in Final Fantasy XIV that might not be playable right now but will be in the near future. And even beyond the foundation that’s visible from the beta, the promise of more expansion only adds to the game’s overall quality.

ffxivpressevent interview 1 epl 218 Final Fantasy XIV’s Yoshida on PvP, chocobos, and mobile appsSome of we’ve learned, of course, is merely a matter of filling in details that players might have expected anyway. Vanity pets are in the game already, for example, and the development team is planning on making a surfeit of them in the game available through a variety of methods. The game will also feature a more streamlined title display on a character’s nameplate, as compared to the first version, which showed titles only when you were inspected.

Somewhat less expected is the game’s inclusion of a reputation system akin to Final Fantasy XI’s. Performing quests for a given region improves your reputation and gives you access to new quests, which seems baffling considering the sheer number of quests available even to a new character. No need to worry about the various NPC checks from FFXIV’s predecessor, though, as your reputation will be viewable directly from your user interface.

Legacy players will still have to build their reputations from the ground up, of course, but they’ll be starting at a slightly different point compared to new players. Yoshida impishly hinted that the full cinematic trailer offers a clue as to what Legacy characters will experience. He also told me that Legacy characters will have their home nations determined by their Grand Company affiliations, but this can be changed during the course of the main scenario (going into further details would be spoiling the plot).

Of course, unless you’re starting as a Legacy player with everything at maximum level, you’re going to run into the problem of having several classes to level and potentially not enough quests to see them through. That’s not to say that the game doesn’t already have many forms of content for leveling characters, but the development team is looking into making things even easier via a system allowing you to split your experience gains using the Armoury system. The last thing the developers want is for players to be forced into the same content every time they’re leveling a new class.

Not every new system is up for discussion. When asked about Materia, Yoshida confirmed that it will be implemented for testing in phase 3 and will be very different from the previous system, but he would not comment further. Jobs are also coming in the future, although they will retain much of their prior functionality.

ffxivpressevent interview 2 epl 218 Final Fantasy XIV’s Yoshida on PvP, chocobos, and mobile appsFishing, however, will not be retaining its previous functionality. I asked Yoshida whether fishing will have more tradeskills using its harvested items in the revamp, and he replied that the team actually went in the opposite direction by making fishing focus on the experience of fishing. If you like to fish, you can enjoy it as a hobby with its own merits rather than simply feeling it’s necessary for a crafting class.

Unfortunately, this does mean that we can give up on the idea of fist weapons made from live sharks.

Of course, the in-game gathering log will provide players with a wealth of information about where to get what they need from the two gathering professions that still focus around crafting classes. Some items will be obtained through other means. And then there’s the Lodestone site and the game’s upcoming mobile app…

What, you didn’t know about the mobile app? Nobody did, so that’s understandable. At launch, it’ll serve as a database more than anything, but there’s the possibility of additional features in the future, including some paid features such as access to auctions and the like. It will also be available for both Apple and Android devices, good news for anyone accustomed to being the also-ran in the mobile device market.

Chocobos are also receiving improved functionality, serving as player companions whenever you need a second person to complete some difficult task. Your personal chocobo takes on a role similar to the companions of Star Wars: The Old Republic — you can customize the bird’s role as well as a basic AI script based off of the Final Fantasy XII Gambit system. Chocobos also take up a party slot, so you could conceivably try to take on a four-person dungeon with two players and two chocobos.

ffxivpressevent interview 3 epl 218 Final Fantasy XIV’s Yoshida on PvP, chocobos, and mobile appsSome of the chocobo’s abilities will be influenced by your choice of chocobo costume, which will be available in several styles right from launch (about 15 to start with). There are also plans for a chocobo vs. chocobo system, so you can pit your stalwart companion and mount against those of another player.

Not that bird fights are all that the revamp will have in terms of PvP. As it stands now, there will be two types of PvP areas. The first is the Coliseum, a structure built by all three Grand Companies to serve as a training ground for their soldiers. Players will join teams and be matched against similarly skilled teams in a classic arena format. The other option is zones designated as free PvP areas, warzones that carry increased risk for players and will make that clear when you’re entering them.

Hoping for more open-world stuff? You’ll be slightly disappointed. Yoshida and the other developers don’t feel that open-world ganking fits the feel of FFXIV, so there will not be free-for-all rules in general.

Needless to say, there will be special armor awarded to players skilled at PvP. But if that’s not your thing, you can also earn yourself rewards through the FATE system, including company seals from most events and special rewards from endgame events. Some of these special rewards could include new mounts for players to enjoy.

Once you’ve gotten all of these rewards, you’ll probably want to put some of them in your house, but you will need to wait a little. Housing will be tested during the beta, but it’s on the schedule to be implemented about three months after the launch. Part of that is simply a matter of figuring out the right price and giving players a chance to save up the money necessary to buy property; having a house is not an automatic thing.

It’s not meant to be ruinous, either. Initial offerings will be expensive, but one of the ideas the developers are toying with is having higher prices for first-run buyers, with the cost of property starting high and shrinking with every 12-hour interval. So if there’s a piece of land you must have, you’ll pay dearly for it… but if you’re less picky, there’s more opportunity to snag something on the cheap.

We also briefly discussed the Arcanist, the newest class being added to the game in the revamp. Arcanists will fulfill the role that Yoshida felt was most sorely missed from the original version: a buff and debuffing role with added crowd control. As the class also makes use of summoned pets, some elements of the role will change based on which pet is active. Veteran players needn’t worry, however, as the designers are trying to ensure that every class needs to be raised to only about 30 for you to have all the important abilities for cross-class skills.

There’s a lot to explore even in the game’s current beta build, but the fact that there’s still more on the near horizon should keep players excited. The original launch left a bad taste in players’ mouths by promising more to come and not delivering, but the new game seems to promise more and then deliver even more than expected.

FFXIV news:opening up the Grand Companies

ffxiv grandcompany epl 715 Final Fantasy XIV opening up the Grand Companies

They’ve been previewed on the main page, they’ve been hinted at in quest texts, but the Grand Companies of Final Fantasy XIV haven’t been seen in the game — at least, not until now. Along with all of the mechanical shifts, patch 1.18 is also bringing the long-awaited organizations into play, offering players new opportunities for adventure and advancement. A new official preview has placed the process for joining the Companies and adventuring with them in the spotlight, giving a clearer picture of what can be expected from the upcoming patch.

As previously noted, there will be a company in each of the three city-states, but players are not required to join the company corresponding to their home state. Rather, characters past rank 22 will be presented with a mission, and success will give the opportunity to join the company. There will also be a new part of the UI added to track a character’s standing with the Company of choice. The full preview should help get Final Fantasy XIV players excited for the patch, due to release late next week.

Final Fantasy Xiv:Races

There are five playable races resembling those from Final Fantasy XI.Each race has a new name and their appearance has been altered; additionally, each is divided into two clans. The “missing genders” for some races (Female Roegadyn, Male Miqo’te and Female Highlander Hyur) will become available upon the PlayStation 3 release. [1] A recent player’s poll presented the possibility of mixed races (Miqo’te-Lalafell, Hyur-Elezen), though nothing is confirmed as of yet.280px AkihikoYoshida FinalFantasyXIV Final Fantasy Xiv:Races

·Hyur

The Hyur are a race not originally from Eorzea, having migrated there and brought their technology with them. They are split into two clans, the Highlanders and the Midlanders. They are similar to Humes from Final Fantasy XI.

·Lalafell

The Lalafell are a race from the seas south of Eorzea. The race consists of the Plainsfolk and the Dunesfolk. They are similar to the Tarutaru.

·Miqo’te

The Miqo’te are a race from Eorzea, and like the Hyur, are not native to the region. Miqo’tes are either Seekers of the Sun or Keepers of the Moon. They are cat-like beings, and similar to the Mithra.

·Roegadyn

The Roegadyn are a race from the seas north of Eorzea. This maritime race is broken into two tribes; the Sea Wolves and the Hellsguard. They are like the Galka, though they lack tails.

·Elezen

The Elezen are the race that has lived in Eorzea the longest and co-exist peacefully with the other races. Elezen can either be Wildwood Elezen or Duskwight Elezen. They are similar to the Elvaan.

Final Fantasy Xiv:Huge Materia

Huge Materia
“An extremely large materia.”
—Description, Dissidia 012 Final Fantasy. 250px ObservatoryHG Final Fantasy Xiv:Huge Materia

The Huge Materia (ヒュージマテリア, Hyūji Materia?) in Final Fantasy VII are extraordinarily powerful Materia, produced in the core of a Mako Reactor. They are high density Materia that have 330 times the power of a regular Materia. The Huge Materia bear an uncanny resemblance to the traditional Crystals of the Final Fantasy series.

When Shinra Electric Power Company decides to destroy the Meteor, they set out to gather the four Huge Materia and fire them on the Shinra No. 26 rocket into the Meteor. Cloud Strife and the party want the Materia for themselves and attempt to stop Shinra, though the game continues even if the party is unsuccessful.

Acquiring Huge Materia

The first Huge Materia is found in North Corel and must be taken from a runaway train. If they succeed, Barret is hailed a hero, and the player will be given the Ultima Materia. If the player catches up with the train but does not stop it they will not get the Materia and will have to pay for the Ultima Materia. If the player fails to catch up to the train they get neither the Huge Materia or any chance of getting Ultima.

The second Huge Materia can be found in Fort Condor and is won after the battle minigame. The player does not need to win the minigame, they simply must face the boss that attacks the group. If they lose to the boss Fort Condor is defeated and the Huge Materia is lost.

The third is found on the Bottom of the Sea near Junon and on the sunken red submarine. If the player fails to destroy the submarine in the torpedo minigame, the Huge Materia is lost.

The final one must be saved from the Shinra No. 26 rocket while in space by inputting a code. If the party fails to guess the code in time, the Huge Materia will be lost.
After the party escapes the rocket in an escape pod it will plow into Meteor, but fail to destroy it. Even if the player fails to save the Huge Materia, Shinra’s plan will still fail.

If the player loses any one of the Huge Materia, they miss out on the blue Huge Materia. If this happens, the player can still get Bahamut ZERO from Bone Village. If the player loses two Huge Materia they miss out of the red and blue Huge Materia, and if they only save one Huge Materia it will be the yellow one. It is possible to lose all four and if the party arrives to Bugenhagen’s observatory with no Huge Materia in their possession, the party will be unable to access the upper floor of the observatory for the rest of the game.
Master Materia

If all the Huge Materia the player saved are gathered and taken to the observatory in Cosmo Canyon, Bugenhagen will let the player store them there. If Cloud has both the Bahamut and Neo Bahamut Summon Materia, they will receive the Bahamut ZERO Materia through the blue Huge Materia. Through the other three, Cloud can gain use of the three Master Materia, but each one comes at a price.

By mastering all of the possible Materia orbs in a specific group — e.g., all green Magic Materia orbs — Cloud can obtain the Master Magic Materia, but will have to sacrifice all the “MASTERED” (fully grown or full stars) normal Materia. Since all mastered Materia immediately “give birth to” or spawn an identical Materia at the basic level (one star), it is possible to have all mastered Materia, as well as the Master Materia. Master Materia does not gain Ability Points.

The three Master Materia are Master Magic (green), Master Command (yellow), and Master Summon (red). Because the Master Command Materia does not possess all the available commands, the player doesn’t have to master all Command Materia to get it. Master Materia can be created for an infinite amount of times.

If the player failed to score any Huge Materia the set of Master Materia can still be acquired from the Kalm Traveler.

ku xlarge Final Fantasy XIV: A Realm Reborn Has Screens  It’d Like to Share

Final Fantasy XIV:Socially Inclined

Okay, we’re back with another edition of our Final Fantasy XIV: A Realm Reborn previewand we still have so much to cover. Don’t worry; we’ll get there, I promise. If you missed our introduction to character creation or battle systems make sure to head over and check them out.

This time around we will visit on a few major topics within the social interworking of Ezorea. So, once again let’s dive right in, this week up on the docket are the game’s best ways for players reach out to other players: Linkshells, Free Company and The Duty Finder.

[ Linkshells ]

I think this is the most appropriate place to start, as it seems Linkshells may very well be the heart and soul of the social community in FFXIV: A Realm Reborn. There is no doubt that FFXI players have a general idea of this concept, although it isn’t exactly what they might expect. The first thing to note for anyone who is coming from FFXI is the fact that Linkshells are not guild affiliated, nor do they any type of inventory system associated with them.

ffxiv2013 06 2214 57 43 10 1 Final Fantasy XIV:Socially Inclined

These Linkshells are in fact a way for you to group and stay in touch with anyone you meet, be they friend or simple acquaintance. Luckily, they are also relatively easy to form and manage, so have no fear when starting up your first Linkshell. Starting one up is as simple as visiting your local Linkshell Distributor located in your home city.

Once you’ve met up with your new distributor, I suggest choosing the option “Learn about Linkshells” since this will not only tell you but show you the intricacies of the system itself. Now that you have a hold on the look and feel of the system, just choose a name and it’s off to the races.

It is worth noting that the Linkshells do have different ranks within them including Master, Leader, and Member. If you are the creator of the particular Linkshell, you also have the ability to disband it, if you so choose. Another power handed to Linkshell creators is the fact that you can promote or demote members, which is easily achieved by a simple click on their name inside the Linkshell menu.

Whether you intend to use them simply for chat, to plan adventures, or even plot out elaborate raids Linkshells work wonderfully. They do work well when used properly but there is a limitation of eight Linkshells that you can belong to, so choose wisely.

[ Free Company ]

ffxiv2013 06 2919 57 31 74 Final Fantasy XIV:Socially Inclined

A Free Company definitely has some similarities to the above mention Linkshells but also offers additional features for your group. While both offer dedicated forms of communication, a Free Company aims to focus a set network of players on tasks together. Another thing to take notice of is that you are only able to belong to one Free Company at a time, unlike the Linkshell’s limit of eight. So, in this case you would actually have to leave the one you belong to before joining another.

ffxiv2013 06 2919 57 52 54 Final Fantasy XIV:Socially Inclined

Of course a big difference is that a Linkshell may be created at anytime but there are a few tasks that must be finished before you can enter into a Free Company.

ffxiv2013 06 2919 58 00 99 Final Fantasy XIV:Socially Inclined

If you’d like to create your own Free Company, the first hurdle to overcome will be reaching level 25. If you haven’t already found a Free Company to call home once you’ve obtained this level in the game, it’s time to finally begin the arduous task of creating your own place to call home. Just like the Linkshell Distributor, there will be an NPC you must speak with before anything can be set in place.

ffxiv2013 06 2919 57 34 62 Final Fantasy XIV:Socially Inclined

Locating the Administrator is simple enough because they will always be located within your Grand Company Headquarters. Upon speaking to them you will be able to choose a name as well as a five-letter tag, which will appear next to your members name. Once this is done you will be required to payout a 15,000 Gil fee, but only after you have accrued three other players into your Free Company.

ffxiv2013 06 2919 57 33 41 Final Fantasy XIV:Socially Inclined

While I have not had a chance to experience it myself, it looks as though Square Enix has some ambitious plans for Free Companies. At E3 they briefly touched on the subject of housing, and in doing so mentioned a tasty morsel about Free Companies as well. It seems that they will be allowing Free Companies to purchase plots of land, but it may be a trial and error type affair. If all goes well and the idea picks up, they are considering the notion of letting players purchase their own individual homes.

[ The Duty Finder ]

So, what is the Duty Finder? Well, I suppose that’s a pretty good, albeit obvious question. Well, if we compare the concept to other MMOs you will see that it essentially is a dungeon or party finder. This feature is a way for Square Enix to try and stomp out the problem of being unable to find people to fight alongside.

The Duty Finder will allow you to form anything from small parties to alliances composed of multiple parties at once. You will even have the option to form these groups with players who aren’t in the same world as you. So, when preparing for a dungeon or a large-scale battle with a Primal, this will be a invaluable tool at your disposal.

This tool is aiming to simplify the entire process of forming groups, especially for those who have a hard time finding others. Beginning the process may seem daunting, but it is pretty straight forward; even beginners should be able to grasp it.

The first thing that must be done to use the Duty Finder is to bring up the menu. It starts with a simple press of either the start button on your PS3 controller or the menu in the bottom right of your PC screen. Once you’ve open the Duty Finder up, you will find yourself presented with a list of dungeons and raids that you have already come across, now the real fun begins.

Make sure to get geared up and ready before clicking on the raid or particular dungeon you wish to tackle. Hit the “join” button and sit back (or continue solo questing) while the game attempts to find other players looking to take on the same quest as you. Additionally, it doesn’t just look for any players available, it also fills the different roles needed for a battle. This means when you do finally group up to fight, you will have a solid attack and defense team in place.

ffxiv2013 07 0617 14 54 30 Final Fantasy XIV:Socially Inclined

The system itself is simplistic, yet it has incredible depth. It’s just another way FFXIV: ARR looks to bring players together. I must say that this actually works really well and looks to be a extremely prominent and useful tool in the world of Ezorea.

[ Wrap Up ]

It looks like there are big plans in store for the social network within the reborn realm of Final Fantasy XIV. Taking a look at the world’s different methods of networking, it’s beginning to become clear just how massive this game is attempting to be. All the social aspects detailed here seem to lend a hand to players’ ability to create a thriving community amongst themselves.

So, do you think these options have something special to offer or is it the same ole same ole? Let us know in the comments below what you think or as always you can shout directly at me on Twitter by clicking there —>Follow @John_Osiecki . Don’t forget we will be back soon with another FFXIV: A Realm Reborn preview and make sure to stay tuned here at Exilic for all your MMO news.

Final Fantasy Xiv:Development

ku xlarge Final Fantasy XIV: A Realm Reborn Has Screens  It’d Like to Share

“A new age is upon us…and we fight, to make it ours.”
—Final Fantasy XIV: A Realm Reborn Game Trailer

180px FFXIV 2.0 Concept FFXIV:Development

To complete the cycle of modifying the game after the initial reception, Square Enix announced a “2.0″ update of the game named Final Fantasy XIV: A Realm Reborn. A Realm Reborn is not an expansion pack, but an entire reworking of the game built from the ground up. The project’s Alpha testing began in November 2012.

The update will require an all new client, available for download to players around the release date. It uses a different engine and will drastically redesign the game world map and boast completely different graphical and server structures; the new engine is said to be better optimized for both lower end PCs and the PlayStation 3. The main storyline will be slightly modified to fit in with the new Eorzea, but ultimately be the same, happening five years after the fall of Meteor.

180px FFXIV   Magitek Armor FFXIV:DevelopmentSeveral other features are planned to be released around that date, including Player vs. Player (PvP) content. They have mentioned the addition of Miqo’te males, Highland Hyur and Roegadyn females as playable races, more character creation options, summoning and pet systems, auction houses (expanding on the current Market Wards), dungeon maps readable by disciples of the land, chocobo-back battles, player-run companies, and other adjustments and new systems, though many of these may appear after the 2.0 client has been released.

Recent artworks show concepts of Magitek armor from Final Fantasy VI planned to be a player mount, and inclusion of more monsters from earlier titles such as Behemoth and Iron Giant.
FFXIV PS3 InterfaceA screenshot of Playstation 3 version, showcasing the new UI.

During E3 2012, new information regarding the release for the PlayStation 3 version and the 2.0 revision of the game, along with new screens and artwork of the content for the update, was released.180px FFXIV PS3 Interface FFXIV:Development It included concept art for Typhon, a series recurring enemy, Fenrir with a design similar to that of the one seen in Final Fantasy XI, new screenshots of male Miqo’te as a Paladin and another as a Dragoon, as well as many new weapons and equipment. The first gameplay presentation was shown at Gamescom, and the Final Fantasy 25th Anniversary event on September 1st featured a keynote with Naoki Yoshida.

On July 5, 2012, Square Enix launched a new teaser site.

The Alpha Test, carried during the last several weeks of 2012, was an encouraging success. Many praised the Alpha for having far more content than was needed to conduct server stress tests.

180px Uldah ARR 03 FFXIV:DevelopmentThe Beta Test application site is currently open, and the ARR beta commenced on February 25th, 2013, with testing currently in Phase 3. Legacy members and players with a Final Fantasy XIII Members Registration Code will be given priority for selection in Phase 1 of the Beta, but more testers will be invited regularly until the game’s launch; Phase 4 is currently slated to be an “open beta” in which progress made will carry forward into the release game, and in which virtually everyone who applied for testing beforehand will be allowed in.

Barring any last-minute emergencies, ARR is currently scheduled to launch on August 27, 2013, on both the PC and with the long-awaited PlayStation 3 version. Players who pre-order ARR will get “early access” to the release game ahead of the official launch date.

 

Final Fantasy Xiv:Unrevisitable Locations

Unrevisitable Locations

Unrevisitable locations are locations that are accessed automatically during the storyline and inaccessible upon being left, thus, only visitable once in the entire play-through. Many unofficial guides and walkthroughs warn players of these locations beforehand, especially if they contain useful items.

Final Fantasy IV: The After Years

The player can revisit some areas in different Tales, but in some Tales they may be unrevisitable. Some locations become unrevisitable after the Point of No Return in a Tale, but reloading the player after completing the Tale may place them back at an earlier location, so areas that can be revisited upon reloading are not noted here.

In Ceodore’s Tale the player cannot re-enter the Adamant Isle Grotto and Mythril after leaving the area. In Rydia’s Tale the Underworld and all locations within become inaccessible after traveling to Agart. In Edge’s Tale the player visits the Dwarven Castle, Tower of Trials, Mount Ordeals and the Impact Crater with the members of the Eblan Four, and can only visit them in Edge’s Tale once.

In Porom’s Tale the locations visited in flashbacks – Kaipo, the Ancient Waterway, Mist and the Feymarch – cannot be revisited in the final part of the Tale. In Kain’s Tale, the Mist Cliff, Kaipo, Ancient Waterway and Damcyan cannot be revisited.

In The Crystals, the final tale, many cave areas are blocked off by meteor strikes or cave-ins or otherwise cannot be re-entered. These locations are – Underground Waterway, Devil’s Road, Mist Cave, Ancient Waterway, Antlion’s Den, Impact Crater, Mt. Hobs, Mount Ordeals, Adamant Isles Forest, Agart Mine, and Tower of Babil. Additionally the Red Moon is inaccessible outside of The Lunarian’s Tale.

1000px The imperial invasion Final Fantasy Xiv:Unrevisitable Locations