Final Fantasy XIV Stormblood: The ffxivbook Review

I haven’t completed the final battle in the Final Fantasy XIV Stormblood expansions’ main story line. The titular quest has been sitting in the top left corner of my screen for a week, and I’ve been doing everything I can to ignore it. I don’t want it to end.

Being a highly successful massively multiplayer online role-playing game, Final Fantasy XIV isn’t going to end any time soon. The story of Stormblood, in which the forces of good in the world of Hydaelyn attempt to liberate two city-states from the oppressive grip of the Garlean Empire, will continue in some form or another until the next Final Fantasy XIV expansion arrives.

I just fear that once the final boss falls and the credits roll it’ll be all over. No more late nights spent tackling a seemingly endless string of “one last” quests. No more shuffling off in the middle of the workday to play a little more “for review purposes.” Hours played per day will become hours played per week.

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Stormblood’s fast-paced story doesn’t help. After a failed attempt at rebellion against the Garleans in the city-state of Ala Mhigo, the Warrior of Light (the player) and their contingent of non-player character allies hatch a plan. They travel to the other side of the planet, to the Asian-inspired lands of Doma, and help that city-state liberate itself from decades of Garlean rule. Then, with the Empire’s resources stretched thin, the Eorzean alliance returns to Ala Mhigo to finish the job.

If there’s a place you got to go, he’s the one you need to know, he’s the map.

Reading over it now, it doesn’t seem like the sort of thing that can be accomplished in the span of a few weeks, even with the ridiculously powerful (when the plot calls for it at least) Warrior of Light on the good guys’ team. Alliances are formed, tribes are united and massive battles are pitched with a speed that would make a Game of Thrones fan’s head spin.

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It’s not all epic battles and monumental feats of diplomacy. Between story quests the Warrior of Light, champion of Eorzea, killer of gods, spends time fetching people’s food, weeding their gardens, handing out flyers—you know, side quest stuff. Square Enix does its best this time around to keep the menial labor somewhat exciting, with longer, more story-rich quest lines trumping one-off “kill X of Y” types.

This time side quests aren’t limited to the land. The expansion introduces swimming to Final Fantasy XIV, allowing players to dive into select areas to explore the briny deep. It’s an impressive means of travel with some very cool special effects. It’s also woefully underutilized. With no underwater combat, the watery depths of Eorzea are home to simple fetch quests. Of the handful I encountered, two involved fetching a dropped fishing pole. Epic adventure, right there.

The side quests are mainly a chance to explore the expansion’s beautiful new environments and outstanding soundtrack between rapid-fire rebellions and revolutions. Shit goes down fast in Stormblood. It’s silly, but it’s a welcome change of pace from the meandering side story that was Final Fantasy XIV’s previous expansion, Heavensward. The narrative that began when the game relaunched in 2013 as A Realm Reborn kicks into high gear here, setting the stage for the updates to come and, according to game director Naoki Yoshida in a recent interview with Kotaku, at least two more expansions.

In my quest to avoid the ending of Stormblood, I’ve spent a lot of time exploring the streamlined job progression system introduced in the expansion. Previously a player who wanted to be a Paladin, for example, would have to level two lower-tier jobs, Marauder and Conjurer, to 30 and 15 respectively. That job-juggling’s been done away with, and now all one has to do to become a Paladin is level the Gladiator job to 30 and undertake a simple quest.

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Rather than have players level up extraneous jobs in order to unlock borrow-able skills for their main, each job role now gets a pool of role-specific abilities that unlock as they level. Again it’s less job-juggling, plus the role-specific abilities help give newer players a sense of what their place is an a party.

Coupled with experience percentage bonuses introduced for the expansion’s launch, these changes make leveling up new job classes a joy. I started my new character, Clan Destine, as a level 60 Black Mage (thanks to a job potion purchased for $25 from Square Enix’s Mog Station store). Now I am a level 53 Bard, level 30 White Mage, level 30 Summoner, level 30 Astrologian, level 20 Gladiator and level 8 Lancer. On top of that I’ve also dabbled in the game’s two new jobs, Red Mage and Samurai.

I’m also a level 51 Fisher. I fish all the fish.

In a game with essentially three roles—damage, healing and tanking—adding two more damage jobs to the mix was an odd choice. The addition of Red Mage and Saurai bring the total damage jobs in Final Fantasy XIV to nine, compared to three each healer and tank.

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The new additions are a blast to play with some very cool mechanics. The Red Mage, which I’ve leveled all the way up to the new cap of 70, has a mechanic where the player builds up a balance of white and black magic and then unleashes them in a flurry of powerful sword strokes. It’s so satisfying. Not as satisfying as it must be for a healer or a tank to hop into the “duty finder” and get matched with a team immediately while damage jobs wait in half-hour queues, but pretty good.

With two new job classes to master and more enjoyable ways to level up the previous thirteen, there’s plenty for me to enjoy in Stormblood without having to pull the trigger on that final battle. Now that the initial new and returning player rush, server issues and frequent DDOS attacks have subsided, I’ve got all the time in the world to fish, forage, craft and fight my way around the liberation of Ala Mhigo. They’ve been oppressed for a while. A few more weeks won’t kill many of them.

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Final Fantasy XIV is one of the best massively multiplayer online role-playing games going, one of the few able to maintain a monthly subscription model in a day when even an Elder Scrolls MMO has to go free-to-play. Stormblood’s epic narrative, gorgeous new locales, spectacular battles and some fresh gameplay mechanics make a great game even better.

Nope.

I am never going to finish it and no one can make me.

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.