Final Fantasy XIV Official Release Thread

Yeah, years of playing FFXI on a gamepad makes FFXIV's UI (from a design perspective) a non-issue for me. Latency is my primary complaint, especially during inventory management, but it's still similar to FFXI in a lot of ways.
 
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.
 
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.

Absolutely no doubt about that. If it hadnt been FFXIV i wouldnt have even tried to make myself like it in the first place.
 
...make myself like it in the first place.

Hah, that's one way of putting it. For me, I'm actually enjoying the game, faulty as it may be. What keeps me going is that I see some major potential for this game to be great, and am willing to stick around to see it get there.

But in all honesty, I would rather have had them extend the release date out a few months and play a much more mature game at launch. What we have now is simply not release-worthy, and I can't blame anyone for not wanting to continue at this point.
 
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Good 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 :(
 
Good 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 :(
maybe this will help



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.
 
Some of that is encouraging. Some of it is disapointing. Another month for an inventory sort feature? Wow that seems disturbing that it'll take that long. Perhaps I'll log back in now that I can actually find some new armor and such, who knows. Somehow I thought the development team would be more than 5 people, but it sounds like that's exactly how large it is. :(
 
I hope they fix it. I enjoyed FFXI and was hoping FFXIV would be an updated and improved version. If they really fix all the current issue, I'll definitely look into picking it up.
 
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.
 
I'll prob keep playing this until SWTOR comes out. Having a blast even though im just crafting.
 
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.

All of which was just addressed in the faq today.
 
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.
 
Well this leaves me speechless. So they are actually going to scrap the UI and come up with something usable within a decent timetable. And extend our play time to 60 days free. I can't complain one bit about the announcement. Not one iota.

I purchased the game thinking that because it was a Square Enix title it was most likely to be good, then with the Final Fantasy tag on it I thought it couldn't miss if they just copy pasted whatever worked before. When it came out and the UI was so hideous, the UI lag so unbearable, the map so unusable, I was flabbergasted. I couldn't fathom what they were thinking when they designed the game, but they were just "pushing it out" to meet a deadline.

But with today's announcement I probably will go back to playing to catch up with my buddies. Actually I think they quit also, so I have to email them to tell them that it's "safe to play" by November. I think I can handle the pain if I know there's a light at the end of the tunnel.

Thx for the update guys! I greatly appreciate it.

:)
 
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.

Well they came through with their promise on the market; although I haven't logged in to check it out. So I'm not going to be pessimistic; I'll give them the benefit of the doubt. I'm glad to actually get an update from them. I thought they were going to be aloof about the whole thing for a long time because of the lack of a forum.

I can handle them taking their time to fix it if they get it right this time around.
 
So how's is this game any different from FFXI besides it have a butt load of problems.
 
I logged in for a little bit this morning. I was able to complete some leves without horrid lag, I was able to find some of the things I was looking for in the market wards. They're better, but not great now. I would still like to see an AH, but it looks like that's not going to happen. I'm going to have some spare time this week, perhaps I'll play some more. Just not sure yet.
 
They finally changed a lot of things which I had a problem with; I bought the game a couple of days ago but I decided to hold off installing it until the first major patch.

I'm installing it right now
 
After reading all the upcoming changes,

I have a brain boner.

I cancelled a little over a week ago. I found joy in nothing in the game. Even the combat was a chore to me, and if not even that delivered some sort of cheap thrill it was over from the start.

The in depth world of creating MIGHTY socks for myself or others to wear has even less appeal as a primary gameplay element (I think I might prefer having my eyes scraped out by a rabies infested claw), just completely wrong for me as a game. But I do not blame SE, I jumped in blindly, and got burned. My fault, not theirs.



I just wish there was something else that interested me. Gothic looks like it might be a bust, usually I'd try anyway, but the abject bile and poisoned experience I had with ffxiv has so damaged my soul I am wary of giving games a try without being damn sure I will enjoy them.


I don't want to have the feeling that I took near a one hundred dollar bill, and lit a match under it.
 
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. ;)

I heard that later in the game one of the classes jumps when you're fighting. So keep leveling to figure out which it is! I assume they added in the no jumping feature to keep us on the trail from place to place and not climbing walls instead.
 
My friend needs some help. For some reason it plays in a window and he can't get it to go to fulllscreen.
 
He has to change it in the Config launcher. Click General then Video Settings. It's right there.
 
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 :/
 
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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. ;)

FFXI never had a jump feature, so they are probably following that for some reason.
You can't jump in GW either.
 
Why the hell do people want a jump feature so bad? Seriously? It does nothing. They either put in a jump, and then make the cliffs they don't want you to jump over 10 feet high, or they don't put in a jump feature and you don't have to jump just to go up a small bump. Jumping is seriously over rated. People seem to think they'll somehow be able to access the thing the devs didn't want them to have easy access to if they could just jump. Aion with Flying at least added a new dimension, although even then it was all still pretty damn flat when you think about it.
 
I have a char in Rabanastre, probably the most NA-heavy server, so I'm a little surprised none of the posters in this thread is there.
 
I think they should add a "punt the lalafell" button? I think that would be better then jump :p
 
FFXI never had a jump feature, so they are probably following that for some reason.
You can't jump in GW either.

There are many things you cannot do in the original that they may add in the sequel. I think I remember hearing they wished their engine could support things like flying mounts like wow does.


That is a perk of creating a whole new game, presumably you get to add in better things, or copy paste mechanics and limitations works too I guess.
 
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 :/

I'm on Wutai. As are a couple others here. We are in a Linkshell that was formed by FFXI players who still play FFXI. LS Leader told me he's never played WoW.

PM me if you'd like to give our LS a try. We just finished a 9 hour Giant Crabs grind yesterday.

Otherwise I'm pretty excited about the upcoming changes. The Market Wards would be nicer if people used them a little more correctly. I was in the ward for "Crystals" in Ul'dah. Not ONE retainer in the entire ward was selling a crystal or shard. However, if you're short on Moko Grass, Alumen, or Marmot Meat...there is plenty to be found.
 
I think they need to add 2 wards, a "general" at the top of the list, and a "general armor" at the top of the armor list. That way all the crap hits there instead of people looking for weapons.

I still think it's a horrid system. And they really need to break down, admit it and move to an Auction house.
 
PM me if you'd like to give our LS a try. We just finished a 9 hour Giant Crabs grind yesterday.

So out of curiosity, what does one accomplish in a 9 hour long crab grinding session?
 
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