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  • New Final Fantasy XIV producer's letter covers balance changes, guildleves

    by 
    Matt Daniel
    Matt Daniel
    06.27.2011

    Square Enix's Naoki Yoshida popped by the Final Fantasy XIV forums today to present the community with the latest Final Fantasy XIV Producer's Letter. The post deals with the game's upcoming patch 1.18 and the changes that it will bring. In particular, the letter addresses upcoming balance reforms, which will see Final Fantasy XIV's "shift from being a grind-centric game to one that offers enjoyment for all playing styles and circumstances with its ever-expanding variety of content." Yoshida also discusses the changes coming to guildleves, noting that at the game's launch, "it was stated... that guildleves [would] form the heart of the game." That claim has now been retracted, as Yoshida notes that central content "isn't a static thing" and that it's "new content that we continually develop for our fans' enjoyment, with no one item indefinitely bathing in the spotlight." All-in-all, the letter seems promising for the ongoing adjustments to the game. For the full text, head on over to the Final Fantasy XIV forums.

  • November brings updates to Final Fantasy XIV's travel and questing

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.22.2010

    The Final Fantasy series as a whole has been marked by a surfeit of crystals, and Final Fantasy XIV's Aetheryte is heir to the tradition. Floating just above the ground, these crystals serve as both a nexus of quests and a point of transportation. Both of these functions are getting a distinct boost with the pending November version update set for the 24th. Teleportation costs are being reduced for both the major cities and three player-selected "favorite" camps, allowing players to zap from place to place faster. Return costs are also being reduced to 1 anima, allowing players who are either lost or in a dangerous region a quick option to get to safety. Meanwhile, levequest functionality at crystals is being improved, with players able to scale the difficulty of a given levequest downward once the quest has been started. This goes hand-in-hand with adjustments to the strength of enemies found in guildleves and improvements to the rewards of leve-linking, giving players more incentive to try to push themselves to the limits of what they can accomplish. The changes should be welcome boons to Final Fantasy XIV players, allowing easier movement and questing under all circumstances.

  • Final Fantasy XIV moves forward with exploit patches and companies

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.27.2010

    The general release of Final Fantasy XIV is three days away, but the collector's edition has been out for nearly a week. As a result, early players have had the chance to start taking part in that most celebrated of ceremonies -- finding whatever exploits the programmers didn't catch and using them. The most recent exploits are at least team-oriented, as they seem to involve casting beneficial spells during a guildleve; regardless, the issues are being fixed as fast as they arrive. FFXIVCore has also translated a recent interview with Hiromichi Tanaka in which the game's producer discusses both his role in the history of the series as well as what prior lessons impacted the armoury system in Final Fantasy XIV. As he put it, one of the reasons for the flexibility was to allow players to choose their ability loadouts based on the situation, unlike the fairly fixed roles within Final Fantasy XI. The full interview also drops some hints about the as-yet-unseen company system, something which will be implemented in a patch after the full retail launch on Thursday.

  • The Mog Log: Final Fantasy XIV did not ruin your birthday party

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.04.2010

    If you were one of the many, many people trying desperately to get Square-Enix's account management page to work on Wednesday evening, you're probably not one of the people this week's article is aimed at. It's pretty clear that even amidst all of the recent controversy surrounding Final Fantasy XIV, there is no shortage of players who couldn't wait to get into the game at the first opportunity. So if you were also up until way too darn late hitting "Refresh" and getting sick of hearing that the connection was reset, you don't need to worry. But there are a lot of things that have prompted players to call the premature death of Final Fantasy XIV. The fatigue system in particular did a wonderful job of making roughly nobody happy, spawning rage-filled comments that are still showing up in my inbox. Guildleve cooldowns are another big complaint, the one that originally prompted me to start planning this article. (Yes, well before Komoto tried to calm people down and accidentally did precisely the opposite.) But the sky isn't actually falling, and these systems do have their positive points... and there are very good reasons that we shouldn't be worried.

  • The Mog Log: Each answer is the end of a question

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.28.2010

    Welcome to this week's edition of The Mog Log, in which we answer reader questions about Final Fantasy XI and Final Fantasy XIV while staying as far away from the drama of this past week as possible. Seriously, the sky is not falling here, folks. It seemed like such a nice week overall, too, with lots of great news coming out the whole week long. And for the record, there's also a special announcement at the end of the article, so by all means read through to the end in the unlikely event you normally don't. Roughly ten million people asked or said: "What the heck is the deal with the fatigue system?" I'm really hoping that by the time you're reading this, the full translation has mollified people somewhat regarding the system. But I'm going to write on the assumption that it hasn't, and believe me, it's at the top of the list for things to talk about next week. And it certainly does put a strict limit on what players can do in the game, much like guildleves and their infamous two-day turnaround.

  • Famitsu interview covers the testing of Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.20.2010

    After the recent interview confirming that some of the disliked aspects of the game weren't going away, it's understandable that some Final Fantasy XIV fans might have felt a bit disheartened. After all, it's easy to feel as if the developers weren't trying to listen to the players at all about their issues. The newest interview to come out of Gamescom, however, should help to alleviate some of those fears. Famitsu, frequently a good source for game information, had a chance to chat with some of the team about the game's testing schedule and their interactions with feedback. Two of the big issues highlighted are the controls and the user interface -- both polished since earlier phases and both continuing to be polished. The team wants control to be smooth with or without a gamepad, whether you don't have a gamepad or simply choose not to use one. There's also a mention of further classes possible, including pet classes, and the acknowledgment that the development team is currently debating the two-day guildleve timer after all. Take a look at the full interview if you're interested in Final Fantasy XIV, as it covers some interesting ground.

  • E3 2010: Hands on with Final Fantasy XIV

    by 
    Seraphina Brennan
    Seraphina Brennan
    06.18.2010

    I only have two words after playing Final Fantasy XIV. CRAB BATTLE! Ok, so perhaps I have more than two words to say after playing Final Fantasy XIV and interviewing the game's producer, Hiromichi Tanaka. I was finally able to wrap my mitts around the game here at E3 2010 and experience the meat of the game -- a short preview of the game's combat system and questing system and some time with the game's character creator. Final Fantasy XIV seems to be bridging elements of the old with elements of the new, and it's wrapping it all in a very gorgeous graphics engine. It's complicated without complication, simple on the surface yet teeming with a deeper game if you know where to look. %Gallery-95698%

  • A translated look at Final Fantasy XIV's Guildleve system

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.14.2010

    With the coming of a little show known as E3 -- you may have heard of it -- fans of several upcoming titles are hoping for new information. Final Fantasy XIV players are no exception, but as has slowly been the case ever since the testing began, little bits of information are becoming more readily available to players. FFXIVCore has recently translated a piece from 4Gamer, taking an in-depth look at one of the central features of the game, the Guildleve. The main source of quests in the game, the system promises to be somewhere between Final Fantasy XI's Fields of Valor and the timed battlefields. Once a Guildleve is accepted by a character, they're directed to an Aetheryte crystal to begin the quest. Touching the crystal fully restores HP and MP, as well as starting a time limit and making the targets of your quest visible. A given battle can be tuned based on party size, desired difficulty, and party level, giving players a variety of options for playstyle. The full translation has more screenshots and specifics on the core of Final Fantasy XIV's questing system, and fans are encouraged to take a look in anticipation of this week's news from E3.