ffxivbook – Final Fantasy XIV’s free trial drops 14-day restriction

Square Enix is removing the 14-day restriction on Final Fantasy XIV‘s trial version in preparation for the upcoming release of Stormblood – the game’s next expansion due out June 20. That means you can now play through the game – up to level 35 – for as long as you like.

This promotion extends to existing and expired free trial accounts as well. Free trial players can access all content up to level 35, create up to eight playable characters (one per World), join parties or linkshell groups with fellow players, and even battle their way to Floor 10 in the Deep Dungeon.

This news comes hot on the heels of today’s Patch 3.56, which sees the conclusion of Heavensward‘s main scenario content. For more on Patch 3.56 be sure to check out the official patch notes here.

Final Fantasy XIV's 3.5 Patch Adds A Ton Of New Party Options – ffxivbook.com

A substantial patch for Final Fantasy XIV just went live, changing up the MMORPG’s party system in a big way. Players had complained that it was a little sterile, with minimal options for customization. Now, players can recruit each other for cross-server parties, form password-protected private parties and keep their Chocobo companions summoned when they’ve registered for duties.

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Patch 3.5 added a cross-server party finder to the game. So not only can cross-server parties register for the duty-finder and raid-finder, but the pool for potential parties (and friends!) is now much, much larger. But FFXIV players may be disappointed by the new feature’s limitations: They can’t form alliances or do FATEs, quest battles, treasure hunts or deep dungeons with cross-world parties. A more obvious limitation is that players can’t recruit each other from across data centers—just servers.

To start a cross-world party, hit the “Recruit Members Across Data Center” option under the “Recruitment Criteria” menu. It’s now a default option.

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FFXIV also added an option to form a private party. These are password-protected, so you can hit the Binding Coil of Bahamut with your exclusive A-team.

With Patch 3.5, players can also use several filters and a new search feature to find the exact type of party they’re looking for, filtering by the level of privacy, objective type, recruiter name, etc. And, if you’re like me and you’re too shy to ask a good player you’ve partied with to be friends, you can now look them up with the “Contact List” feature, which names the last 50 people you’ve partied with via the duty or raid finders. The reverse is also true—if you’ve been griefed or harassed by a random player from a party, you can hold them accountable even if you forget their name.

Some other fun updates: Players with the Summoner job can change the appearance of their Egi (although the quest to unlock that is for level 50 players) and a few new mounts, hairstyles and emotes have been added.

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The hefty patch anticipates FFXIV’s second major expansion, Stormblood, coming June 20th. You can view the full 3.5 patch notes here.

Prepare to play as Ariana Grande; a message from the producers of Final Fantasy Brave Exvius on ffxivbook

Square Enix has unveiled a chunk of information on its collaboration between Final Fantasy Brave Exvius and American actress and singer Ariana Grande including a message from the producers of the game, a promotional music video and some screenshots of the celebrity’s in-game character.

From February 2 onward, all players will be able to obtain the “Dangerous Ariana” character by successfully completing the “Dangerous Woman Tour” event stage on the ‘Easy Mode’ difficulty. Various pieces of equipment specifically for the Ariana Grande-inspired character are also available through the stage to obtain, equip and use in battle.

Message from the producers

Promotional music video

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Final Fantasy Brave Exvius is available to download for iOS and Android devices on the Apple App Store and Google Play Store respectively.

ffxivbook – Yes, Final Fantasy XIV Really Was This Bad The First Time Around

The Black Shroud was a nightmare in 1.0.

Since its 2013 relaunch as A Realm Reborn, Final Fantasy XIV is one of the best massively multiplayer role-playing games going, but let’s not forget the poor performance, shoddy lighting effects and nightmarish copy-pasted landscapes from the original 2010 release that made the relaunch necessary in the first place.

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YouTube’s Speakers Network has launched the first in its “The Fall and Rise Of Final Fantasy XIV” video series, detailing the various problems that led to Final Fantasy XIV’s original release being scrapped completely and reworked into something players didn’t actively hate. Warning: If you played version 1.0, prepare to be triggered.

Final Fantasy XIV 1.0 wasn’t an unattractive game, but much of the attraction was superficial. Map assets were pretty and filled with nifty touches on higher end machines (I loved the swirling leaves effect), but upon closer inspection many of those intriguing elements were the same intriguing elements used over and over again. No area was a worse offender than the original Black Shroud, pictured atop this post, which was just a maze of utter bullshit.

Using the Crystal Tools engine from Final Fantasy XIII proved a bad idea, as the requirements for a static game world and a persistent world with realistic day and night cycles are quite different. Nighttime was daytime with a blue tint applied. Indoor lighting maps were the same as the outdoor ones, with shadows unaffected by light sources that weren’t the sun.

Great!

The best part of the first video here is it goes into several issues I was barely aware of in the initial release, and there are so many more to get to, like over-complicated systems, chocobos we couldn’t ride and much, much more. Really looking forward to the nightmares the rest of this series will bring.

There are so many moral lessons and real life comparisons

Wow, just wow! That was quite the enjoyable read, and I’m so amazed at the intricacies of this language for dragons. So many faux pas could be made even attempting to try to communicate with a dragon in dragon speak! It’s so intriguing and yet so baffling! Kudos all around! I’m still trying to wrap my head around all of this honestly, but you seem to be happy with that thought I’m sure of lol.

This is absolutely fascinating. Makes me wish Square-Enix would consider publishing a full-fledged lore compendium for FFXIV, in English and other languages for international audiences. There’s already quite a fair bit available to allow for independent tabletop RPG campaigns, old-school style.

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But in an article like this, I can’t help but succumb to the hazards of my profession, and point out that English is an S-V-O language, not S-O-V. Even the example you used above (“The wombat [subject] ate [verb] the Lalafell [object]”) is in SVO, not SOV. You may have been thinking about Japanese instead.

To be able to write these (or approximations) using Word you can use the Equation Editor. In 2013 go to Insert -> Equation -> Matrices -> and select empty 3×1 matrix (typing the actual letter in the middle box). You can then approximate your notation with a large number of different symbols instead of writing them by hand, placing them in the top or bottom box. It might not be as easy when an accent covers multiple characters though.

You never cease to amaze me, Ferne. I just love reading (or hearing, when you’re doing panels) about all the little details and the intricate thought process that goes into all the things that makes my favourite game so wonderful.

We’re lucky the FFXIV team has you on board. Not only are you working hard to prepare quality content for the game, but you’re also taking a lot of your time to share your experience with us and give us a glimpse of how things happen behind the scenes.

Nice to see that you captured that concept of people using other languages (albeit most times incorrectly) and incorporating it to their own everyday life. Don’t we all do that. English words that sometimes doesn’t make sense but sounds cool as hell in japanese anime songs, tattoos with Japanese or Chinese words, or even random french in restaurant menus that doesn’t always make sense. Guess being “different” makes people look cool, but since everyone wants to be different in the same way they end up being similar again.. like how you pictured the Allagans.

There are so many moral lessons and real life comparisons made in the storyline that makes you feel the lore team is very wise.. I always imagined the life of someone who lived through it all and know which are lies from truths, much like Hraesvelgr. Politics and religion doesn’t mean crap to him, he lived through it and how truth is twisted and history rewritten by momentary victors, and how there’s no real “right” or “wrong” in life, only different actions and values in different time and circumstance.

I love the idea that the First Brood have lived so long, they’ve pared language down to its bare essentials and communication involves a great deal more than words. It makes a lot of sense. It’s very different from the direction Tolkien went in for Entish – he made that interminably slow, verbose and very frustrating for anyone else to listen to – but it works.

I’m a little worried that I was so excited to see that you’d posted on the Lore forum; I think I may be getting too obsessed with lore stoof! Also you made me loathe the Allaghans even more than I already did, although I’m glad their intellectual hubris came back to bite them on the ass big-time.

It’s not that we are not doing anything to gear up

End game, BC runs, we will get there, but what’s the rush? What will you do then when you have gotten everything? It’s not that we are not doing anything to gear up, but we are gearing up. Some of us have become addicted to crafting! And even fishing!

We cannot guarantee that you will always get help from our people, but if we can take some time off to help you progress, we will. Whether it is questions, whether it is to get a party to run some dungeons, we will try our best to serve your needs. (I myself want to run the Brayflox dungeon for the sets)

Our FC chats can get a little crazy at times. If worst comes to worst, just give a /t to us to get our attention. That’ll stand out from party chats, FC chats, LS chats, Shouts, you know, it can get a little exhausting)

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I am currently interested in moving to a new server, like Tonberry, I’d like to basically find people I could play with, do coil raids etc, since my server is dead and almost every single geared person left, and the ones that are still around, either have already their static group, or just try to pug members to do stuff together, but its really hard again due the playerbase.

Thanks for all the interest in our guild. The good news is that I now have more officers to help me with this recruitment. The names has been updated, and hopefully anyone of them will be online to help Rest assured we will also try to find you all if you leave a post here.

Sure! just submit your application in game or add me: Sille Kupo as up in game! We will try to contact you shortly, as most of us are at work, we can only reply you in the evening SGT.

Imma returning player. Rogue pulled me backed in, though I haven’t played since 2.1. Looking forward to starting new with you guys. Umm… Tried the searching thing, nothing came up out of all the names listed.

Hello. I’m interested in joining up! I live in Japan but I’m from the US, so English is no problem. I play mostly on my days off from work, so Sunday and Monday, and a little bit on Saturday nights sometimes.

Some parts will seem overwhelming

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Our FC consists of our four person family group only, two of whom play quite a lot, and two that play a bit less. We can field a Light Party for the group content, with a tank, a healer and two dps. We don’t plan on raiding, and our “end game” will be whatever group content is required by the storyline, and crafting and collecting.

Questions:

Is it likely that we’d get enough usage out of an airship to invest in the Workshop and parts?

With only four (and only two who play a lot) is all of it going to be so expensive that we’ll feel overwhelmed by the costs or the farming for materials? Will progress be really slow?

Will the four of us be able to clear enough content in the Diadem to make it worth going? We aren’t interested in finding four or more other people to go with and obviously we’re not looking to do Hard mode.

The biggest problem you;ll encounter with the workshop is that all 4 of you need to be present to push any phases to continue working on pieces, its a coommon problem even a lot of larger fcs run into from time to time, and in your case worse if not everybody is on at the same time, you can always use ishgards airships, but it is kind of worth it to have airships if not for anything but the materials it brings back. The aetherial wheel, on the other hand might be much more of a godsend for a small fc that doesnt pump out millions of fc creddits a week, as you can get free FC actions every few days to conserve the FC credit spending. All in all, theyre pretty fun and nice to have just keep that in mind.

I founded a FC and built 4 end-game airships (eventually going to do a second FC with 4 more airships) with just 2 players. Some parts will seem overwhelming, but the investment pays off. My suggestion is to farm and avoid the MB when you can.

As far as gathering, 4 people in is more than enough. I do it with 2 (sometimes solo with Titan-egi to get the currants if I can get a friend to help me queue in when my FC mate is offline). I’m not sure if 4-manning the mobs in Diadem is viable yet, but I haven’t tried.

After the replies above–including yours–I think this is my main concern actually. For the two of us that play a lot, the gathering will be great. For the other two, there needs to be something more. I’m hoping that if we set the mode to “Easy” that we’ll be able to 4-man enough of the battle content to see success with the objectives.

Honestly, we have rarely seen other groups in the zone, since there is subjectively little of value there. We’ll occasionally see a few, but haven’t teamed up to kill anything tough. If your objective is to accomplish the assigned tasks and get some sky pirate spoils on the way, you should be fine with just 4.

We will typically go in, unlock flying, then send 2 people to look for buried chests and crystals while 2 others clear the DOL objective(s). Then pick a camp and kill your favorite target until time runs out (we like Tarantula Hawks and Crabs).

Create services to reverse the process in case of error

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I’m not sure what use there would be for this, unless you really, really want to start from level 1/30 and do all the job quests again, without having to go through the MSQ again. Which could cause some consistency issues with the story.

Just don’t every use it again and put in your head-cannon you can’t. Imagine the outrage if someone “accidently” forgot a job and goes crying all over “why didn’t SE protect me against my stupidity” etc? In order to protect against this they would need to add additional safeguards, create services to reverse the process in case of error, etc, all work that can be spared if you just don’t switch to the jobs/classes anymore. A lot more simple for both parties.

Except for RP reasons, I really don’t see any use to such an option, and RP players are such an incredibly tiny minority in comparison to everyone else (who might accidently end up hitting the option), that this seems like a huge waste of resources.

If you didn’t want to play the class, why did you level it in the first place?
If you don’t play it right now because you don’t like it this patch/expansion, well, do you want to go from 1-70 again next expansion just because you suddenly like it again?

ffxivbook – Final Fantasy XV details PlayStation 4 Pro enhancements

Final Fantasy XV will be receiving a number of enhancements on PlayStation 4 Pro, Square Enix revealed today. During the latest Active Time Report broadcast, director Hajime Tabata delivered a number of details on performance, resolution and more.

First up, we learned that Square Enix is preparing two different modes for the PS4 Pro. You’ve got the base one that will target an upscaled 4K resolution and 30 frames per second. The second mode will target 1080p and up to 60 frames per second. Currently, the development team has the game running between 40 and 50 FPS at 1080p with further plans to update it with even better performance with a patch sometime in December.

Additionally, Square Enix announced two pieces of free (for everyone) downloadable content including the “Booster Pack” and “Holiday Pack.” The Holiday Pack in particular will release around Christmas and decorate a certain city in a holiday theme.

What if, healers are not healers?

I don’t post here often (read:ever), and I likely won’t follow up on this thread for more than a few days after posting, but I’m going to write this anyways, maybe it’ll give someone some food for thought.

Stop for a moment to get off your Sylphie soap box and consider this: What if healers in this game *aren’t* healers?

There are plenty of mmo’s out there that don’t have any dedicated healer class, they’ll have different types of DPS, some with more support skills, some with more tank-y skills, some with more potent attack skills.

What if this is one of those games?! *gasp* At least maybe it’s almost like one.

Would all of our arguments cease if they name of the role that gets a green icon was just “support” instead of “healer?”

[For the sake of this thread, set aside the “support DPS” monniker for MCH and BRD. Yes they bring some utility at the SLIGHT cost of their own dps output, but the amount of actual support they bring is minimal. And that’s a thread for a different section.]

Why look at it like this? Why consider that healers aren’t meant to heal 100% of the time and are actually supporting DPS (EVEN when it’s been stated that fights are balanced based on ZERO dps contribution from the healers?!)?

Let’s look at tanks, first. Because tanks, like healers, have the ability to stance dance.

Tanks are a DPS, in that they are continuously contributing to the damage going out. No arguments here, right? They do damage per each second of the encounter, therefore tanks = DPS. And let’s not forget that the goal of every piece of content in this game (except casual side stuff like gold saucer) is to kill the monsters and enemies. Tanks are *not* DPS, they don’t get a red icon, it’s blue. But they also are DPS. Tanks have a tank stance (read: CS off) and a DPS stance (CS on). Tanks trade off high damage for being able to control the aggro of the battle field, and they can sacrifice a bit of that control by stance dancing for a bit more damage. The ability to mitigate and control aggro is what makes them “Tanks” despite also being DPS.

tl;dr:Tanks are damage dealing classes that sacrifice high bursty damage (except fell cleave, because warrior OP) for aggro control. Effective tanks put out as much DPS as possible while controlling monster hate, and mitigating through the extra damage happening. DPS also helps kill the monsters faster, which is not only the goal, but helps the tanks do their jobs more effectively (more damage = more aggro). No one suggests that tanks should lose their significant DPS and be *only* meat shields. Even though their name implies that’s what they should be.

Now let’s look at our regular old red icon’d DPS. They go pew pew, do the most damage, and things die. Pretty easy. They get some extra fancy skills that let’s them kill things in differently twisted ways (AOEs, DoT’s, bursty combos). Stuff dies, no one complains.

And in the green icon’d camp we have the “healers” but let’s call them support. They have these skills that support the others, in the form of heals, shields, and buffs (astro). Like a tank’s top priority is to hold aggro and mitigate (while also DPSing), a “Support’s” job is to keep the party alive using it’s variety of skills, while also meeting the end goal of the content (kill the thing!), because that’s everyone’s goal. They’re a lot like tanks in their design, with stances for different functions. Actually there’s a part of them that’s a lot like DPS too, which I’ll get to.

Let’s get all over-simplified hypothetical here and imagine every role in FFXIV had 9 skills only.

DPS would get 3 standard attacks (think your basic 1-2-3 combo), 3 more DPS attacks that cements their role as DPS (let’s say 3 DoT’s for a ranged class, or 3 AoE’s for a caster), and 3 EXTRA DPS skills (think proc’s or special circumstance skills, like bloodletter or trick attack), because their role defines them as the ones who put out more DPS, and their class separates them from the others.

Tanks would get 3 standard attacks for their average dps (1-2-3 combo), 3 aggro controlling skills (provoke, flash, tomahawk, etc.), and 3 damage mitigating skills (foresight, etc).

Try not to think of GCD/oGCD or buff vs attack, the point here is to consider each class has 9 very simple “functions” to get their respective job done. Like an oversimplified mobile version of FFXIV.
Each class gets 3 standard attacks that every class gets, 3 skills that perform their “role” (DPS get damage skills, tanks get extra tanky skills, etc) this is what will set their colored icon as DPS/Tank, and 3 special skills that help separate their class from the others in the role (e.g. what makes a DRK not a WAR) basically what defines their job.

In this setup, healers would also get 3 basic attacks (e.g. stone, or broil, or malefic), 3 straight heals (e.g. cure or physick or benefic), and 3 special support skills to differentiate their roles (adlo, or regen, or card buffs)

The point is to strip everything down to the bare minimum and look at the basics of what every class was built out from. Every class gets the 3 basic attacks. The next set of skills it what defines their role (red DPS, blue tank, green support), and the last set of 3 is what defines their actual class (WAR/DRK/PLD, AST/WHM/SCH, etc).

You’ll notice DPS have all 9 skills as DPS oriented. Tanks have a dedicated 3, but some of their remaining 6 likely also add damage in addition to the tank functions. Healers get 3 attacks, and the other 6 are dedicated to their support, like the 6 dedicated to tanks being tanks.

If you can look at it this way, EVERY class, which already has the same goal of KILL THE THING, also has the same basic function to get that goal done. Party dynamics don’t change the presence of these basic abilities, they just provide more tools to work together as a team. Priorities will change depending on the role, for example tank is: Aggro first, mitigation next, DPS last. Support would be: Party health first, buffs (regens/shields/cards) next, and DPS last. DPS would be: Special utility your role brings first (caster bringing magic damage, or archer bringing dots), special class defining skills next (buffs, procs, etc), and basic DPS last (basically when 1 and 2 are met, you fill in the gaps with the 3rd, this applies to all 3 roles).

All of this boils down to the design not being, let’s place these completely different roles into an environment together and force them to mesh, but rather, let’s give everything the same basic design and then build them out to have unique ways of accomplishing the same task.

This isn’t a game of meat shield + heal slave + damage dealer
It’s a game of:
Slightly weak damage dealer with aggro skills + slightly weak damage dealer with healing skills + slightly weak damage dealer with strong damage dealing skills.

tl;dr I don’t believe at any point was a role designed or balanced to be 100% healing, it’s not how the core functions and mechanics of *this particular game* were made (long GCDs, slower builds of damage going out, etc). Other games have dedicated 100% healers who can’t do anything else. No role in this game is built so that they can *only* do one thing.

That said, it seems to me that the devs like to be adaptive to varying play styles. You can tank an entire dungeon run without leaving Defiance. That doesn’t mean it’s optimal, but you can be successful (to a degree) doing this, just like a healer can not DPS the entire run, and still be successful (to a degree).

Why is healer DPS not accounted for in balance? Because the whole backbone of healing requires an understanding of mechanics, which you’re not going to have when you’re learning new content. When you’re learning, you focus on your first, and maybe second priority. For tanks this still means they DPS (some, maybe in tank stance the entire time) because many of their role-defining skills also come in the form of attacks). Many slightly-above-casual healers, who are comfortable DPSing, won’t go into new content and holy bomb all over the place, they’ll pull back on DPS (if they DPS at all) and watch the damage going on while they’re learning. Balance is designed around this learning to clear phase. It’s like in sophia where the first phasar tilt mechanic doesn’t actually tilt. It’s there to demonstrate that one blue line = 3 small read ones and the board won’t tip. If you’re familiar with the fight, you don’t care about this, but when you’re trying to figure out the mechanics the first time, this is a huge clue. Just because it’s not expected for you to DPS while learning a fight, doesn’t mean DPS isn’t expected to be contributed.

Balanced is designed around the ability to learn to clear a fight, not around being able to farm a fight.

So stop for a moment and consider, what if healers aren’t healers? What if all classes had the same core basics (which they do), and then added more utility as you progress (which they do), that don’t override the core functions (which they don’t).

What if this isn’t a game with 100% healing healers? (which it isn’t) And while I wouldn’t argue this is a game *without* any healing roles, like other games have. I would argue that this game falls squarely (pun not intended) in the middle between no healers, and healer-only-healers, and does a fantastic job of meshing support DPS with healing.

Really real tl;dr Don’t you dare touch my cleric stance.