And you also said:I haven't played for many years, I don't know about recent content - I even said:
In my FFXI experience no matter what the end game content it was silly easy compared to the difficult WoW fights.
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And you also said:I haven't played for many years, I don't know about recent content - I even said:
In my FFXI experience no matter what the end game content it was silly easy compared to the difficult WoW fights.
And you know if this game went by any other name, people here would be talking about how much it sucks. The ONLY reason the people here are sticking with it is because it's final fantasy.FFXIV just sucks, sorry. There's a reason it's getting such poor reviews. It's not fun for the majority of people who play it. You can wax "Oh, it's more in-depth than WoW." or whatever, but just because it takes 8 menu options to complete a task doesn't mean it's more in-depth, it means it's just annoying and not fun. AND...the combat is horrible.
Just read player reviews... Out of about 1,000, the average is 4.4. http://www.gamespot.com/pc/rpg/finalfantasy14/players.html?tag=scoresummary;user-score
It's a step back for MMOs. Just because it's "different," doesn't make it good or fun.
And you know if this game went by any other name, people here would be talking about how much it sucks. The ONLY reason the people here are sticking with it is because it's final fantasy.
...make myself like it in the first place.
New Patch:
http://lodestone.finalfantasyxiv.com/pl/news/detail?newsId=dbb5a630f338f84b0b3583928bd4c19715154f30
Free Trial Extended:
http://lodestone.finalfantasyxiv.com/pl/news/detail?newsId=60bd5ecff1b7645d4e1ead107941f0d8c4e88994
Ask The Devs:
http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=c07a85c2f170a53057f5a39f56e6fc02b03b1184
Message From Director:
http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=f2cf790e548828eb22d3c4dff5f04bf0793632b5
maybe this will helpGood to hear. Maybe I'll be able to get back into the game. I'll have to look when I get home though, blocked at work
2010-10-15 01:45 From : FINAL FANTASY XIV
FINAL FANTASY XIV Version Update (Oct. 15)
A version update of FINAL FANTASY XIV was performed at the following time.
*The software client will begin updating automatically the next time you run FINAL FANTASY XIV.
[Date & Time]
Oct. 15, 2010 at 1:45 AM (PDT)
[Affected Service]
FINAL FANTASY XIV
[Important Update Details]
- Market wards have been modified as follows:
* Wards are now assigned specific item categories.
* Items corresponding to a ward’s item category will receive lower tax rates than items that do not correspond to the category.
* For an example of the new ward names and item categories, please visit the following page:
( http://lodestone.finalfantasyxiv.com/pl/topics/detail?id=693682a80ae927d74b11a0381c7cd1af570568aa )
- Targeting and selecting a retainer will automatically open their Bazaar.
- The party bonus system (which awards bonus skill points for battles fought in a party) has been changed so that the bonus is awarded based on the number of fellow party members in the same area who are within the appropriate skill rank range, not simply the total number of party members.
* The party bonus system awards more points when there are more party members within the appropriate skill rank range.
* In this case, "appropriate skill rank range" means a skill rank no more than five ranks lower or higher than your own.
- The maximum numbers of crystals and shards each character and retainer is capable of carrying have been changed to 9,999.
* With the maximun numbers of crystals and shards that can be transferred at one time through trade and bazaar will remain as 999.
* This is a temporary measure and crystals or shards obtained in excess of this amount will automatically be discarded. The system is undergoing a fundamental redesign and adjustments will continue to be made.
* Caution on numbers that can be traded at one time through trade and bazaar has been added at around 2:50 PDT on Oct. 15, 2010.
- NPC display priority has been modified. This will ensure that important NPCs, such as Baderon, are displayed first.
- An issue where the retainer would not appear when summoned with the Summoning Bell has been fixed.
- An issue where the retainer would be visible to other players when summoned with the bell has been fixed.
- An issue where text commands could be used to equip items that the player should not have been able to equip has been fixed.
The development and management teams continue to address the questions and concerns of the community in an ongoing FAQ.
The topic addressed this time around is the upcoming version update.
User Interface
Q. Exactly what type of adjustments or additions to the user interface are being planned?
A. Since the game's official release, the development team has continued their efforts in designing various new features, as well as retooling and improving existing ones. Currently, we are focusing on addressing the issues about which players have been most vocal, and are pleased to announce several key changes set to be implemented as soon as next month. The following is a partial list of what we have planned:
–Inventory Sort Feature
The late-November version update will include the addition of a feature that will allow players to sort their inventories.
–Menu Navigation
We are currently working on methods to make navigating the game's menus simpler and more efficient. In the forthcoming version update, we will focus on improving the Actions & Traits menu, starting by automating the selection of main/off hand.
In addition to the aforementioned improvements, the following adjustments are also planned:
Map
Players will be able to scroll their maps via dragging the mouse
A player's current coordinates will now be displayed on the main map
A player's current coordinates will now be displayed on journal maps (as long as the player is in the same area)
Players will be able to relay their current coordinates to others using the text command <pos>
The area name will be added to journal maps
A journal map feature will be added to the main map
The log window will no longer be hidden when maps are displayed
Log Window and Chat
New tabs will be added to the log window
Players will be able to open multiple log windows
Controller functionality will be added to the log window
Players will be able to use Ctrl+R to send instant replies to /tells
Players will be able to change chat modes via menu options
The Home and End keys will now function in the chat log
For players typing multi-byte characters, starting a new message with "/" will automatically switch the typeset to single byte
Players will be able to adjust the font color for various chat modes
Adjustments will be made to the transparency of the log window when unfocused
Menu
A Loot List icon will be added
A Loot List option will be added to the System Menu
The general layout of several menus will be adjusted
Previously completed quests will now appear in players' journals
Targeting
Adjustments will be made to target priority when using the Tab key to cycle through nearby targets
When targeting a party member, a target mark will now appear next to the target's name in the party member list
Players will be able to target party members via the party member list
Keyboard Settings
Several new functions will be added to the keyboard, such as a key used for targeting NPCs
Players will now be able to re-map all functions to any key (other than Esc)
Looking beyond the late-November version update, the team is also working on introducing drag and drop functionality to the Equipment & Gear and Actions & Traits menus, map markers indicating the location of party members, a method to initiate message input in the chat log without having to press the space bar, and more.
Markets and Retainers
Q. Today's maintenance introduced several changes to the Markets. Are there further changes planned?
A. The Markets have been a hot topic since the game's release, and today's maintenance was the first step in making this feature better suited to the needs of the players. With that step we saw the introduction of a one-click targeting system, making it easier to access a retainer's list of wares. We also saw a renaming of the wards combined with a reduced-tax system aimed to promote a more organized distribution of goods, therefore making it easier for players to find the items they seek.
For our next step, we plan on introducing additional features to make navigating the Markets even easier. These include the implementation of a search feature that will not only help players locate items in a Market district, but then display an icon next to the retainers who have those items, reducing the hassle of having to look through the inventories of retainers who may not have what a player seeks.
Return and Teleport Cost
Q. Return and Teleport have made travel within Eorzea quick and easy, but it seems like I am always running out of anima. Are there any adjustments being planned?
A. Yes. The first adjustment, which increased the speed at which anima regenerates, was implemented during a recent maintenance. The second adjustment, planned for the late-November version update, will see a significant reduction in the amount of anima required to teleport or return. To be specific, the cost for Returning will be reduced to 1, and halved for Teleportation to one of up to three "favorite" aetheryte destinations designated by the player.
Battle Balance
Q. What is the development team doing in the way of balancing battle?
A. Without straying from our original stance to provide players with a feasible means to play solo, we are working on improvements to the battle system that will make party play just as rewarding. One of the reasons players have little motivation to form a party is because there are currently few battles that require contriving a detailed plan of attack. To rectify this, we are currently conducting adjustments to areas such as enmity distribution rates and Battle Regimen effects. We will also be introducing several powerful creatures that will be better suited for party-based battles.
Monster Placement
Q. Where are all the monsters?
A. At the time of release, server load issues limited the number of enemies that could appear in areas where large amounts of PCs gathered, such as aetheryte camps situated near city-states. To alleviate this, we have increased the number of servers. This, combined with the fact that players are moving away from these areas and have begun to spread out over the world, will now allow us to increase the number of enemies roaming the realm.
Guildleves
Q. What changes and additions are planned for guildleves?
A. In the late-November update, we will be adding a new feature that allows players to adjust levequest difficulty after activating the guildleve. Furthermore, we will also be adding a feature that will allow players to abandon local levequests after accepting them.
The mid-December version update will introduce many new guildleves; among them special faction leves that pit players against deadly notorious monsters.
Synthesis
Q. What kind of changes are planned for synthesis?
A. The late-November patch will see adjustments to the required ranks and difficulty levels of various existing recipes, ensuring that players will have a better chance to successfully create items when reaching the optimal skill level.
For the mid-December update, we will be adding several new recipes, including ones for crafting new gear. In addition, we will be introducing a new feature that will allow players to select recipes from a list of recently crafted items and recipes learned through levequests, and set all of the appropriate ingredients with the touch of a single button, thus making repeated synthesis of a single item a snap!
Server Load
Q. The lag in some areas is lowering UI and battle response times, making it difficult to play. Why is this happening?
A. Even if a World server is not crowded, a large number of players gathering in a single place would increase server load, adversely affecting gameplay. To alleviate this, we have pinpointed heavy-traffic areas and split up their processing duties over multiple servers, reducing the chances that a single server will become overloaded.
Not really. All they changed was the market ward, and it's still far too cumbersome and unnecessarily complicated. Menus are still insane and server-side, map isn't navigable, horrible performance is still there, and so forth.
Not all, and though some of it may have been 'addressed', most of those 'addressed' issues won't be fixed for at least 2 months, if at all. Thans to SE's history of lack of communication, I won't hold my breath either.
After reading all the upcoming changes,
I have a brain boner.
After reading all the upcoming changes,
I have a brain boner.
how do i jump in this game?
It's too advanced to have a "jump" feature. They want to distance themselves from WoW so much that they took the jump feature out.
Also; someone add me T___T I'm getting kinda lonely, haha
My character is a Rank 10 Archer, Physical 11: Razrael Heikou
That's kind of useless without specifying your server.
FFXI never had a jump feature, so they are probably following that for some reason.
You can't jump in GW either.
I think the Lancer ends up jumping around sooner or later.
I also found it a lot more useful for keeping the game windowed; easier to switch back and forth from the online help for the game and stuff.
Also; someone add me T___T I'm getting kinda lonely, haha
My character is a Rank 10 Archer, Physical 11: Razrael Heikou
Wutai Server
Someone hit me up sometime so we can share each others' leves; ranking up is getting way too grindy otherwise :/
PM me if you'd like to give our LS a try. We just finished a 9 hour Giant Crabs grind yesterday.