Change needed to the expert coin flip

With a patch cycle spanning close to 4 months a mere 2 dungeons is making me more and more unwilling to cap, especially if I have other things to do RL I am now unlikely to take the time to get it done. But the fact that there is only 2 outcomes to the “roulette” is not the only problem here, it is that I end up with getting the same dungeons almost all the time.

But there are fixes that can be made.

1: Add more dungeons each patch or rename the “roulette” to “coin flip” since that is what it is at the moment.

2: Each time you get the same dungeon, reduce the likelihood that you will get it again ex: day1 50-50, day2 25-75, day3 0-100. And when you get the other dungeon it resets.

I know that they did, I just happen to think it was a poor decision. 3 dungeons was already a bit on the low end, but at least it took me to the last couple of weeks of said patch cycle before being tired of them, but 2 dungeons is just far of the too few cliff. And while I find PoTD fun, it is a fun that requires some hours from 3 ppl you know in order to be that fun, on the other hand diadem was well… err… well it is a good idea that was fumbled. Now I do not mind them trying new things, I just wish it was not done at the expense of a much needed variation in our weekly <insert newest tombs name> cap since the capping of these are something I think most players feel they have to do. Hopefully the SE tops get their heads out of whatever place they got them stuck in and give the FFXIV team enough resources to try new things without sacrificing something else.

Neverland is looking for a WAR/PLD/DRK – 3.4 Progression

Bonjour!

We are a group of friends, who have been playing the game for over 2 years already. As a group, we are dedicated and passionate about what we do.

Raid Information:

– Flexibility on raid times.
– Being able to raid as much as possible during the first week of progression; until the content is down. Expecting 12 hours+
– On the regular content farm; our raid time starts from 6 GMT to 9/10 GMT. (Sometimes an hour earlier or later, depending on everybody’s working schedule.)
– Being open to speedruns after clearing content.

What is expected from you:

– Raid experience overall. Since the raid tier is over we would like you to have A8 down (knowledge of the fight is a minimum requirement). It would be plus if you did stuff like SCoB Savage when it was relevant/not brutforceable.
– Know your job. Keyword careertank, understand your limits and synergy with other jobs etc.
– Have a decent amount of knowledge regarding your parsing tool and FFlogs.
– Be able to support your team with informative techniques and open communication.

What we also care about:

– We have a very good and chill atmosphere so we don’t appreciate toxic behavior or selfish attitude.
– We expect all of our members to constantly improve with each pull.
– Be open to criticism, if necessary, and don’t be shy to speak up if something is weighting you down. Communicate your thoughts maturely.
– Voice communication is very important to us. TS3 is a Must.

Feel free to leave a reply here or send a tell ingame!

Let’s talk about the free trial

I feel the free trial needs to be reworked in some areas, I don’t feel it gives people a good idea on how the game works, it’s more like, a very limited summary, almost like the cliff notes version. The main purpose of it is to grab players attention and obtain a sub within 90 days, now I been running around on a trial character on my new system for about 3 days, and I have the feeling of immense loneliness as this alt.

I can’t talk to really anyone, tells, yell and shouts are disabled because RMT. I can’t create FCs or join one, I can’t create a LS only join, parties can’t be started only invited, and I can’t use mog mail. So looking at this as a new trial player, my main way of talking with players is through say or a player sends me a LS or party invite. This seems more harmful to new players, you can’t really make friends, the subbed players really have to be the ones looking for new people and initiate all formalities. Which makes me wonder if people are developing bad habits and antisocial feelings early in the game because it almost takes away all form of community and conversation.

Another issue I’ve noticed and I’m pretty sure this is because of RMT, is I can’t even use the MB or a retainer. So as a potential player, not being able to see what the server looks like in terms of market prices and whether or not they’re stable, would leave a rather empty feeling in my experience.

So then we have the level cap at 35, well that’s a good place to cap, but remember a new player can’t talk really to anyone, so you as new player can’t really reach out and ask for any advice if you’re struggling. Given that 35 leaves you off at Brayflox, that can be a tough dungeon to run through if you are not at a decent understanding of your class. Now all this zero player interactions so far could be in part of the fact I’m on Jenova and I’m not even in the mentor channel, which is something I don’t even know a demo players can access.

Lastly is the size of the demo, it’s a 22 gig give or take download, I went through steam and it downloaded 8.5 gigs off steam and then the game launcher had to patch 15 gigs of content into it. Now I don’t know why 15 gigs of patches is need up to level 35, but it was downloading patches from late 2015 and early this year. That part just seemed a bit odd and bit obsessive given I think those were just QoL adjustments, but I’m not sure on that.

But if I had to say would I sub to this game based off my run in with the demo? I’d say no, maybe if I was put in a demo world with other players, then yes. But as it is now, it doesn’t even feel like the game I play, it almost feels like a game that has been abandoned. Which isn’t the idea behind a demo, it’s supposed to sink me into the games world and let me experience a little bit of everything, instead I’m wondering how new players can even deal with the barebones they get.

ffxivbook | How Final Fantasy XIV Stays Weird

ffxivbook | How Final Fantasy XIV Stays Weird

Somehow, Final Fantasy XIV has become one of the best Final Fantasy games in recent memory, thanks to a bunch of winning factors that elevate it from the ranks of MMO dreck to a game that’s worth playing even if you’re by yourself.

One of those factors: It doesn’t take itself too seriously. Sure, there are crystals and heroes and all of the melancholy things you might expect from an FF game, but Final Fantasy XIV is often just as happy to get weird. Characters in the game will send you on tongue-in-cheek fetch quests, goof around with emotes, and subvert your expectations in some funny ways over the course of the game’s many, many quests and stories.

During an interview at E3 earlier this month, I asked director Naoki “Yoshi-P” Yoshida how he draws the line for this stuff. Have they ever come up with ideas or quests that are just too weird? Where do they find a balance?

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“When I instruct my team members to come up with content ideas, I instruct them: Go too far, first, and then we’ll dial it down to make it fit in Final Fantasy,” Yoshida said, speaking through a translator. “You may be familiar with the Hildibrand quest – that’s actually already dialed down.”

The Hildibrand quest, of course, is a chain of preposterous sidequests centering around the comic relief character Hildibrand Manderville. They’ve become fan favorites over the past two years, thanks to dapper zombies and Hildibrand’s penchant for getting himself into the most ridiculous situations possible.

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Too ridiculous, sometimes.

“Somebody brought up the idea of having Hildibrand fight Bahamut one on one,” said Yoshida, laughing. “I remember not approving that concept. It was just way too much.”

I also asked Yoshida about future content. Final Fantasy XIV has long seen a steady flow of content updates—and in just a couple of weeks we’ll see the crazy-looking Deep Dungeon—but what about the next big expansion pack?

“We actually are making plans for our next expansion,” he said. “The progress is moving along fairly smoothly. With Heavensward, because that was our first-ever expansion, we didn’t quite have a grasp on how the process should be, how scheduling should be, and we wanted to add in as much content as we possibly could, so it did turn out to be a rather aggressive schedule. With this next expansion, we’re trying to make it so our workflow is more organized and streamlined and that we try to make it so we’re planning ahead and making sure we have our ducks in a row.”

That next expansion will be announced at the Fan Festival in October, Yoshida has said. He wouldn’t say what the theme will be, but he did note that they’ve got a “rough ballpark estimate of the flow” of new content updates—4.x, they’ll be called—that we’ll see over the next couple of years.

I also asked Yoshida if he has a master plan in mind for the game—if he already knows how Final Fantasy XIV’s overall story will end.

“It’s an interesting question you ask, because this is an online game that we would love to continue for as long as we can, so in other words, it’s supposed to be perpetual,” he said.

“But that being said, yeah, there are different milestones that we would hit, and so there’s an arc, or like a chapter that we do have in mind. If there’s so much demand and love and desire for the fans and the company to continue Final Fantasy XIV beyond that milestone that we’re currently thinking about, then maybe we can start considering, ‘OK, so where do we want to travel next? Do we go to the world of Ivalice, or do we go to Final Fantasy III or do we go to Final Fantasy IV’s world?’ Things like that.”

“Would you ever consider adding those worlds to the current game?” I asked. “Like a continent of Ivalice or an area from another Final Fantasy game? You guys have already added bosses and characters from other Final Fantasy games—would you ever want to do an entire expansion pack on Final Fantasy IV or something like that?”

“If we were to start thinking about that I think it literally has to be if we were able to depict all of what we can for Final Fantasy XIV first, like all of the narratives, whatever it is that we can think about,” Yoshida said. “And then once we’ve gone past that point, then maybe it’s something that we might think about. If we were to do content like that, I think it would be something large-scale like an expansion, not something like a patch update.”

Podcast: Final Fantasy XIV Is The Best Final Fantasy In Years on ffxivbook

Podcast: Final Fantasy XIV Is The Best Final Fantasy In Years on ffxivbook

Kirk’s off this week, so today on Kotaku Splitscreen I’m joined by Mike Fahey to talk Final Fantasy XIV, 7th Dragon III Code VFD, and fanservice games. Also: the story of why he wasn’t allowed to go to the Tokyo Game Show.

Originally posted on 7/14/2016.

Seriously, guys, if you’re into JRPGs and have the time/money, Final Fantasy XIV is well worth it. Earlier this week I finished up the last of the post-main story stuff and it gets really, really good. From what I hear, Heavensward’s story is even better, so I’m pretty stoked for that too.

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You can listen to today’s episode on iTunes or Google Play, or get it directly on Simplecast right here. (MP3 download here.) As always, you can reach us at splitscreen@kotaku.com with all questions, comments, and wonderful anime fan-art.

Watch Us Play Final Fantasy XIV's New Dungeon on ffxivbook

Watch Us Play Final Fantasy XIV's New Dungeon on ffxivbook

Today’s Final Fantasy XIV patch opens up the Palace of the Dead, a fascinating new dungeon that has randomized floors and self-contained equipment and leveling systems. Let’s check it out.

Watch Fahey, Cecilia and I take a trip through this new dungeon, seeing how far we can get before Fahey gets stuck in a trap and causes us all to wipe.

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You can access the Palace of the Dead after hitting level 17 and getting a quick quest in New Gridania (full patch notes here).

Final Fantasy XIV's Exciting New Dungeon Is Not Very Exciting Yet [UPDATE] on ffxivbook

Final Fantasy XIV's Exciting New Dungeon Is Not Very Exciting Yet [UPDATE] on ffxivbook
Final Fantasy XIV

When Final Fantasy XIV director Naoki Yoshida revealed the MMORPG’s upcoming Palace of the Dead dungeon last April, I had what I now realize was an embarrassingly romantic notion of what it would be: dungeon-crawling with friendly strangers, sneaking by traps and strategically navigating its roguelike-inspired, randomized maps to best an onslaught of challenging monsters.

Perhaps I was disappointed by my own expectations, something I’ve struggled with since FFXIV’s release in 2010, and even after its exhaustive redesign two years later. Everything about the Palace of the Dead seemed, at face, jagged and engaging and fun and troublesome. Unfortunately, up to its 40th floor, when I stopped, it felt very, very safe. Even grindy.

In FFXIV, I’ve been hunting the rushes I received from Final Fantasy XI, a frustratingly idiosyncratic MMORPG that, at times, felt like a punishing inside joke. Some monsters attack by sight, others by sound, and if players don’t consult their mental Excel spreadsheet of imminent death every few steps, imminent death will soon become inevitable. Often, in FFXI, players are forced to cross huge swaths of a zone saturated with belligerent mobs. Before hitting an outpost, they might die a half dozen times. And this all happens before level 20.

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FFXIV patch 3.35’s highly-anticipated new dungeon, 40 unpredictable floors (50 if you have the Heavensward expansion) stuffed with various undead monsters, sounded at first like a nod to FFXI’s more severe features. Players can access the dungeon through a short quest once they hit level 17. Upon entering, their levels are reset to 1. In the isolated Palace of the Dead world, they can level up to 60, reaping experience points for their extra-dungeon character as well. They’re warned that its pathways will be changing constantly, reflecting the dungeon’s unique roguelike-inspired component, and that traps like exploring coffers will dot the maps. A checkpoint every 10 floors, after a boss, acts as a save point and rest stop.

You can solo it. Also, you can enter with up to three other players, friends or strangers. Players who solo report a more challenging and strategically complex experience—I opted to play with a matched party after my colleagues, Jason Schreier and Mike Fahey, and I tested it out live earlier this week. In June, Shreier spoke with FFXIV’s game director Yoshida about the dungeon:

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The goal, Yoshida says, is to create something totally new. It’s meant to feel more accessible than high-level raids or other chunks of endgame content that require people to play through hundreds of hours worth of story.

“There are actually two large concepts behind the Deep Dungeon,” Yoshida said. “The first is to have veteran and new players come together and play this content.”

The second, he added, is to switch up the rhythm of typical dungeons and boss fights and create something that’s easier for casual players to jump into. The dungeon will have its own story, but it’ll feel very different, which should be welcome to lapsed or new Final Fantasy XIV players.

Accessibility was achieved, but, in my opinion, at the expense of charm. The Palace’s first few floors are your typical brownish, stone dungeon. Not just with regard to its look, which is torch-lit insipidness, but its play. As a black mage, I barely had time to cast “Fire” before our fighter two-shotted enemies. After he killed one mob, we achieved level two. 8 minutes in, we were already on the 4th floor. I felt like I was being rewarded simply for playing.

Then, there was the foot cutscene. It was, as I said, a cutscene of a foot. Yes, I thought, a vertical pan of this woman’s body totally constitutes a developing plotline. The next cutscene was a vertical pan of her dress.

Throughout the dungeon, my armor and weapon, which remained aesthetically but not functionally the same as my outside-world gear, leveled up when we found silver chests. This turned out to be an issue for me. After the first ten, effortless floors, we entered a purgatory room, where other players waited around. Then, my party left. I tried to follow them, but apparently my Palace of the Dead gear was not leveled enough for me to continue.

“Hey,” I asked a nearby elf in fancy gear. “Why does it say my armor isn’t strong enough? I just went through the dungeon like everyone else.”

“I think you still have to gain item ups from the first 10 levels,” he explained, “to access more levels.”

“So I have to run through again?” I clarified.

“Yes.”

All right, I said, to nobody in particular, at 1:30 in the morning. Okay. Dungeon homework.

What made the second go-through worthwhile was trying out the various new “pomander” items. One transformed me into a succubus. Another metamorphosed enemies into cute little creatures, which was particularly fulfilling around floor 30, when we were aggroed by a half dozen “Nightmare Gourmands.”

As we leveled, the floors steadily added more frequent and difficult monsters. Area-of-effect attacks and enfeebling spells become more common among mobs, although the bosses remained relatively easy. Higher floors were decorated with shining crystals or fiery igneous rock, but none paralleled even the first FFXIV dungeon, Sastasha, in intrigue or beauty (to be fair, Sastasha’s neon, glowing plants are just amazing).

The whole Palace felt very classic in its approach to dungeon-crawling, a trait that some players have been praising as they level up new classes. I see its merits there: The Palace of the Dead is the ideal scenario for figuring out the ins and outs of a skillset. And, for more experienced players, I’m sure the Palace of the Dead is background to a lively chat conversation between friends. But truly, it is grinding:

The mobs’ battle mechanics aren’t particularly interesting for the dungeon’s first 20 levels. The randomized maps don’t affect strategy much, and actually made me wonder whether the “roguelike” draw was simply an excuse to skimp on level design costs. I advanced with unprecedented felicity, despite the fact that the dungeon didn’t require my full attention until the 30th floor (in no time, though, my level 42 black mage gained two levels). As someone who has seen what the game (and its predecessor) has to offer in terms of epic boss fights, beautiful zones and curious monsters, I was not impressed. Unlike FFXIV’s other dungeons, The Palace of the Dead felt unengaging.

Soon, new floors will be added. The experience, in all likelihood will be improved upon. Final Fantasy XIV is, we have seen, fantastic at improving itself (The game’s initial release was a complete flop. Subsequently, it was redesigned into one of the best MMORPGs of all time).

In my mind, FFXIV’s new dungeon could have been the solution to a certain flattening and streamlining of the Final Fantasy MMORPG franchise. FFXIV has, to me, at points felt like a railroad on which I am seamlessly ushered to experience points and benchmarks and quests. To many players, it feels like a better-designed game than FFXI. I wouldn’t disagree. It’s an amazing MMORPG. Perhaps my issue is that I like feeling frustrated—but only for the right reasons.

Update 7/26/2016: The FFXIV team announced today that they have made adjustments to the Palace of the Dead. Aetherpool Gear buffs will be more common upon opening silver coffers, decreasing the likelihood that players will have to re-run sections of the dungeon. Additionally, players will gain +1 enhancements on Aetherpool Gear after defeating the 50th floor boss.

ffxivbook – Final Fantasy XIV's New Fat Moogle Mount Costs A Whopping $30

ffxivbook - Final Fantasy XIV's New Fat Moogle Mount Costs A Whopping $30

I’m over Fat Chocobo, the bloated bird that has enraptured Final Fantasy fans for two decades. In Final Fantasy XIV, the gluttonous avian became a popular mount and meme when it was released as a part of 2014’s A Realm Reborn Collector’s Edition.

Today, the FFXIV team has unleashed what will inevitably take Fat Chocobo’s place in the fleshiest cockerels of our hearts: Fat Moogle. And it’s really expensive.

The two-person “plus-sized patrician” mount will be summonable with the Fat Moogle Bugle item (please say that out loud). Unlike Fat Chocobo, players won’t actually ride on Fat Moogle’s back. They’ll float through the sky in style, lounging on Fat Moogle’s garlanded bench. Two chibi Moogles will accompany players on either side. How does it fly? Who cares!

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The mount is available for $30.00, half the cost of the entire game (minus the monthly subscription fee). FFXIV players seem pretty upset about the exorbitant price for this big guy, many claiming that, even for a two-person mount, Fat Moogle isn’t worth a fat wad.

There needs to be harsher punishment for mentors breaking the rules

I say “harsher”, but it should really be “some form of”, for as far as I know, they don’t receive any discipline.

I am attempting to complete the achievement for completing 2000 runs of the mentor roulette, and I have noticed a trend in many mentors. If the instance they receive takes a while to complete naturally, or if the difficulty can greatly lengthen a run if some members are new or are not too familiar with a duty, they would rather not attempt to complete the duty. However, instead of simply leaving the duty and receiving a penalty, they will either fake a disconnection error in hopes of getting kicked by the party, or they will actually try to get the party to abandon the duty, if runs aren’t completed in a timely fashion.

Some mentors that do the above are looking to get quick, easy rewards for their daily roulette, but others are doing it so they can get the 2000 runs completed as fast and as easily as possible, in order to receive the mount awarded for doing so.

But it doesn’t stop there. A few days ago, I ran about 15 mentor roulette runs in a row. A lot of time, right? Nope. Took about 15 minutes total. The reason for that is I encountered two groups, both of which had a mentor, that were boosting mentor roulette runs of the Guildhest “Under the Armor”. For those unfamiliar, the quest takes under a minute to complete.

Both groups had the same setup: The mentor, another player on the same server, or even same FC as them, and a healer made on a dummy alt. One of the mentor’s actually had the nerve to accuse me of botting because I wasn’t helping to burn the boss as fast as possible, as I was trying to figure out what was going on, since something seemed off.

I had considered taking a break from using the mentor roulette when I got the same group and guildhest time and again, but it dawned on me how messed up it was that I should stop using a feature of the game because some mentors wanted to cheat to get a mount.

I reported the groups, but I don’t think anything was done. Of the two mentors in those groups, it so happens that I had reported one a few days prior for faking a disconnect to avoid a penalty for leaving. And that’s just from me. The mentor doing this is known across the data center, and not in a good way.

I have nothing against any of the mentors, and contrary to what some may think, many of the mentors I have encountered in the duty finder are quite competent…when they actually stick around. I also haven’t really seen any instances of mentors mouthing off, but by faking disconnects, they force the rest of the party to wait up to five minutes to remove them and require one member of the party to use their four-hour-cooldown vote kick. In some cases, the act of the disconnect causes the duty to be abandoned.

By boosting mentor roulette runs, they force unlucky mentors looking for a challenging or stimulating run to do the same instance over and over and over again.

Mentor Chicken – While not something that is in violation of any rules or something that should necessarily be punished, it shows how bad the situation is. Two mentors, that when placed in the same party and given a run that would take a while to complete, will pretend to be staying for the duration in order to convince the other mentor to leave first. If one mentor can get the other to leave, the second one can leave without suffering a penalty.

MogCN looking for a WAR or NIN for A8S

Greetings!

The Moguri group of Mognet Central is looking for a new warrior (preferred) or a ninja. We’re currently progressing through A8S, we’ve cleared the fight all the way up till and past Intermission One. Our current group composition is DRK/(WAR) WHM/SCH (NIN)/DRG/MCH/SMN. All of our group has previous experience from Coils and we’ve cleared Gordias. We do not require you to have any experience from previous raid tiers, however, it’s a plus.

Our raids start at 6:30 Server Time, each raid has one 5 minute break. Our raid schedule is the following:
Tue 6:30 – 8:30 (2 hours)
Wed 6:30 – 8:30 (2 hours)
Fri 6:30 – 9:30 (3 hours)
Sun 6:30 – 8:30 (2 hours)

What we expect from you:
Raid awareness.
Motivation to improve and continually best yourself.
Exceptional DPS.
Tolerance to bad puns and dad jokes.

What we offer you:
A group dedicated towards getting the content done and on farm.
An environment to improve yourself.
A place in our Free Company.

If we caught your interest, please leave a reply below, send me a PM or contact Kiree Moonchaser (yours truly), Azuruki Uddo or Caegon Relanah in-game.