levequests

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  • The Mog Log: Final Fantasy XIV beta phase 1 and 2 - quests

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.04.2013

    We know now that the next test phase for Final Fantasy XIV will not be until June. This is good insofar as the next test will contain a lot more stuff and bad insofar as I want to play. Those of you living vicariously through impressions articles such as this one probably have less of a struggle with this scenario. And there is still a chunk of the first two phases to be discussed, obviously. If combat is the usual "how" of MMOs, quests are the usual "what." Final Fantasy XIV started out with a handful of quests and gained several more during Naoki Yoshida's tenure, but quests still weren't the main leveling content in version 1.0. That was a function reserved for guildleves, which have taken on a new role in the beta phases just as quests are enjoying an expanded importance. But it's not as simple as that change might imply.

  • Final Fantasy XIV previews levequests and group combat

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.20.2012

    Final Fantasy XIV is changing a lot with its relaunch, but many of those changes are a matter of giving the old a new purpose and function. Such is the case with the much-maligned levequest, previewed in the latest video update from the game's alpha version. The new system seems much cleaner, with more narrow level bands, a distributor right at the camp, and a much simpler interface for starting and finishing one of these quick repeatable bursts of content. Looking forward to working in a team a bit more? Then you'll be happy that the second half of the video is devoted to an early preview of group combat, switching back and forth between several members locked in battle with large opponents. While the abilities and balance are still rough, it's a clear departure from how the game looked and felt in the first version. Check out the full video just past the break.

  • Choose My Adventure: Getting crafty

    by 
    Matt Daniel
    Matt Daniel
    11.16.2011

    All right, folks, it's that time again. No, not happy hour. That's not until later. It's Choose My Adventure time, so take a swig of the most potent nearby beverage and sit tight. Last week, you folks voted for me to give Final Fantasy XIV's dungeon-crawling a go so that I could have a sample of party mechanics and do something that wasn't a levequest. However, after standing around for a couple of hours on Sunday and a few more hours on Monday, screaming my lungs out in Ul'Dah asking for a group, I came up empty-handed. The vast majority of parties I saw being advertised were for higher-level content (mostly level 30 to 40+), and I'm still sitting pretty at level 10 and change. So what did I do with my playtime instead? Well, I took the first runner-up (botany and alchemy) and went with that. And what did I glean from choppin' trees and mixin' chemicals? Well, just follow along past the cut and I'll tell you.

  • Choose My Adventure: Do all the levequests!

    by 
    Matt Daniel
    Matt Daniel
    11.09.2011

    Hello again, ladies and gentlefolk, and welcome back to another riveting installment of Choose My Adventure: Final Fantasy XIV edition. Last week you fine people voted for me to dive headlong into combat in pursuit of Lancer level 15. Also, you had me betray my home of Limsa Lominsa for Ul'Dah, and I hope you're happy with yourselves because I have a few bones to pick with you for that. But more on that later. I regret to say that I did not quite succeed in my goal of reaching level 15 because in the name of all that is sweet and holy I could not grind out another levequest without shoving the nearest pointy object into my eyes. However, I did make it to about level 10, so nine levels and a billion levequests later, I think I have a pretty good impression of combat. So follow on past the cut and join me as I share it with you, would you kindly?

  • The Mog Log: Patch 1.19

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.08.2011

    So there was a Final Fantasy XIV patch on Tuesday. Maybe you heard about it. It was only all over the parts of the internet that care about Final Fantasy XIV, and even some that don't. This was not a patch in the traditional sense; it was a huge reworking and revamping of several parts of the game. It's a big patch, that's what I'm getting at. And I've spent the past several days diving into it with all the time I've had because this is the sort of thing that really changes a lot of core assumptions about the game. So it's been a time of empirical testing, a time of leveling, a time of dropping a lot of gil on new pieces of equipment and getting ready to tell my readers whether this patch was everything promised or fell flat. And truth be told, there's too much to address even in one column. But I can at least get started.

  • Final Fantasy XIV releases notes for patch 1.19

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.30.2011

    It's going to take another few days before Final Fantasy XIV drops the enormous patch 1.19 onto the live servers, but the patch notes have already been released. And most players will likely agree upon glancing at the extensive list of updates that the patch is well worth the wait. Several portions of the update have already been previewed, ranging from the crafting changes to the battle mechanic updates, but there's also a long list of improvements, additions, and other elements to look forward to. More details are available regarding the many additions to the Grand Company system, including Company leves, new quests, and the details for obtaining a Company chocobo along with obtaining membership. There's also a listing of new items available, a rundown of the new materia system, and a variety of updates and improvements to stats, mechanics, and abilities. The patch is planned for release on Tuesday, October 4th, a date that the game's players will likely be awaiting with bated breath.

  • Patch 1.19 bringing leve reset changes for Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.09.2011

    The reset timer for leves has long been a point of contention for Final Fantasy XIV players, with the 36-hour interval feeling rather stifling at the best of times. But that system is being changed, and while there will still be limitations on how many leves a player can have at one time, the restrictions will be greatly lessened. The new system has just been outlined on the official site, with a new 12-hour timer for resets being just the tip of the metaphorical iceberg. At each 12-hour reset, players will be given an opportunity to acquire four new leves, with up to 99 total allowances stacking. These resets are shared across all leve types, ensuring that players will always have full access to content of an appropriate level for whatever classes they care to level. There's also a new evaluation system in place that allows players to acquire new leves based on recent history, replacing the old evaluation system with the promise of further content enhancements. While 1.19 doesn't yet have a release date on the table, most players will likely be excited enough by the promise of an easier and more straightforward system for leveling any chosen discipline.

  • Final Fantasy XIV launches patch 1.18

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.21.2011

    Final Fantasy XIV players have been waiting for patch 1.18 to drop for quite some time, but the wait is finally over. Players can finally access the variety of updates and improvements that the newest patch has promised, including a large overhaul to the combat system that ushers in auto-attack functionality and the addition of the new Grand Companies. While the former is just the first step toward making a more thorough overhaul of the game's combat engine, the latter will give players rank 22 and up new missions to participate in while attempting to safeguard Eorzea. Other improvements include a streamlining of the enmity system complete with in-game warnings, improvements to repair functionality, and a general streamlining and adjustment of the guildleve system. All told, it's quite a large change to the existing elements of the game, something that Final Fantasy XIV players will no doubt want to devote a fair chunk of time to exploring.

  • The Mog Log: Nothing changes when you leve

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.02.2011

    Apparently, my not-really strategy of promising a column on a given topic in the following week has ensured that we're kept in a steady stream of interesting Final Fantasy XIV and Final Fantasy XI news, just enough that my plans for the following week are derailed. It does make the "next week" sentence a bit useless, but I'm not really complaining. So while I was going to talk about timing, this week we're talking about guildleves instead because Naoki Yoshida certainly wants to talk about the changes being made to guildleves. I talked a while back about the place that guildleves have in the game's overall scheme of content -- namely, that they serve the role of effective repeatable content that fills in the gaps between memorable content. The funny thing is, for all the talk in both the producer's letter and the subsequent outline of changes about what will be altered, I don't think the real change is coming down on our end. I think it's just a change in production values.

  • The Mog Log: Starting fresh in Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.30.2011

    You've just started Final Fantasy XIV. You have your introductory storyline quests designed to give you an idea of where the various guilds are and what's going on within the city, and then you're essentially left to twist in the wind. And now you've happened upon the immortal and entirely reasonable question -- what in the world am I supposed to do now? In a way, Final Fantasy XI had an easier time here. It barely pretended it was going to give you a structure, instead opting for "here, go give this coupon to that guy and get out of my sight." You were better prepared to start making up what you would do as you went along. Plus, no matter what, you could step out the front door of the city and start killing bees, or rabbits, or whatever the heck you're supposed to do in Windurst. Still, the games share elements of the same structure (or non-structure, to be more accurate), and so there are some lessons to be taken from starting up in Final Fantasy XI, as I've learned from helping to coach someone just getting started in Final Fantasy XIV of late. Whether you're new to the game or starting fresh on your return, let's look at where you go after the initial quests have worn off.

  • New quests coming to Final Fantasy XIV on Thursday

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.02.2011

    The rapid update schedule for Final Fantasy XIV's post-launch patches continues, with the next one slated for release tomorrow, March 3rd. It should be a welcome piece of news to fans eager to dive into the biggest proimised feature, the addition of new sidequests separate from main story quests and the repeatable levequests. The addition has been previewed in the latest announcement on the official site, giving players a quick overview of what to expect from the new ventures. Various NPCs throughout the major cities will offer sidequests, denoted by the nigh-universal symbol of the questgiver, an exclamation mark. As usual, there are minimum class and rank prerequisites, and the update promises that quest content will be unique in focus, implying that the tasks will not fall under the "kill X" formats of levequests. Local levequests will also undergo adjustments to make the difficulty grade more uniform, addressing a long-standing discrepancy between rewards and difficulty of the task. Players can expect to see the changes in Final Fantasy XIV go live tomorrow, which should be good news for all of the players looking forward to the new content.

  • The Mog Log: The directed route

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.25.2010

    First things first: I should have pimped this last week, but the Aetheryte Radio Network's community show had me as a guest for the most recent episode. If you'd like to listen to my dulcet tones alongside Steak and Fusion as we discuss the game, The Mog Log, and how much we all hate Final Fantasy VIII, you are most definitely in luck. And because we've seen the last Final Fantasy XIV update we're going to get this year, the game seems like the thing to discuss. With the most recent update, pretty much anything that players claimed was just plain broken has been trimmed up and cleaned. (Whether or not that should have been the case in September is another discussion altogether.) So we're moving into the new year with everything working and a new team primed to start taking the game forward. So what exactly will that entail? Now that the functional issues of Final Fantasy XIV are tackled, there's just the other half of the equation to deal with -- making the game more engaging for a broader playerbase. Or to be more specific: the easy part is done, and now it's time to work on the hard part.

  • Final Fantasy XIV's December update goes live

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.15.2010

    Final Fantasy XIV players can take heart, as the first of two promised updates in December has just gone live. The game's last major update a month ago was centered on quality-of-life improvements, but this update is focused toward content as well, with the addition of several new guildleves and the promised notorious monsters. That doesn't mean that there's a shortage of improvements to the game's interface, however, with several persistent issues having been addressed or expanded, even beyond the previously known changes. Among the more welcome interface changes are the addition of visible timers to all status effects, an increase in the chat character limit, and improved display of an item's durability. As for content, players not looking to kill monsters can enjoy the first part of the promised recipe book and lessened spawns around gathering points, not to mention the option to abandon unwanted local levequests. Final Fantasy XIV players can look forward to a second update later in the month, that promises to build upon this update and offer further improvements to the game.

  • Third Final Fantasy XIV notorious monster previewed

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.08.2010

    Zanig'oh is a monster. Not really by his own decision, as he was bred to be a biological weapon, further augmented by alchemical arts and powerful warding runes etched into his scales. But as far as Final Fantasy XIV players will be concerned, he's still the sort of monster that needs to be put down as fast as possible. After all, he's the third notorious monster previewed by the development team, and he drops the runestones that are already known to be the key to powerful armor sets. That means it's drake-hunting season once the December update arrives. This newest preview also contains the third set available from the allagan runestones, with this set suited toward the more lightly-armored disciples of war. With a strong pirate theme, the set is heavy on evasion, thus making it ideal for players who prefer a more nimble playstyle. We're also promised further previews of the non-levequest notorious monsters, something that should entice Final Fantasy XIV players with the prospect of more rewards and challenges in the wilds of Eorzea. After drake-hunting season is over, anyway.

  • Final Fantasy XIV launches another notorious preview

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.07.2010

    We're not sure exactly when Final Fantasy XIV's large December update will be going live, but we do know that one of its major inclusions will be the addition of notorious monsters. The first of these powerful beasts has already been previewed, but a new one is now being shown for all to see... not that it would be easy to miss the enormous Tarbh Uisge. One of the last great buffalo, his mind has been eaten away through years of suppressive magics, leaving him as a bundle of violent rage. Tarbh Uisge appears to be in the same category as the previously demonstrated Deadeyes in more ways than one. This great beast is linked to a levequest as well, but he also drops the same set of runestones as his contemporary. The Templar armor previewed alongside the buffalo, therefore, can be obtained by players slaying either beast and accumulating drops, which frees players to pursue both or neither as they see fit. Final Fantasy XIV should be releasing this newest opponent in the near future, which should yield a notable boon to everyone not trampled underfoot.

  • Final Fantasy XIV explains faction leves and server loads

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.04.2010

    The November update for Final Fantasy XIV brought with it a variety of improvements, and more are slated for the upcoming December update, but there's still a number of concepts within the core game that might be unclear. Previous developer dispatches have clarified a variety of topics, and the most recent one discusses the high-risk, high-reward faction levequests. It also talks about how server loads have been split up for areas, thus resulting in certain consequences for players wandering during regional levequests. Faction leves are familiar to any player over level 10 -- by completing several regional quests, a player may earn standing with a faction that can then be turned in for faction leves. The rewards for completing faction levequests are significant, but they require players to "spend" faction standing to access them. Of course, since successful completion can lead to more advanced leves, there's some motivation for players to take the plunge. Take a look at the official dispatch for the details as well as maps of how Final Fantasy XIV's regional server loads are divided.

  • Final Fantasy XIV updates official site with a guide to interactions and guildleves

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.01.2010

    Despite the in-game tutorial, players in Final Fantasy XIV aren't given a straightforward idea of where to go after the first few steps in the game. Early adopters have been gamely figuring out what comes next as they go, but Square-Enix has put together a small primer for new players covering two of the essentials -- interacting with objects (including the all-important aetheryte) and the specifics of acquiring guildleves and carrying out local leves. Some of the facts within the most recent dispatch will be familiar to players who have been in the game since the beginning, but the guide still includes interesting facts for all players, such as a map of the NPCs required for materials for some local leves. Veteran players can also appreciate the newly implemented History feature for individual characters, allowing one to track the progress of a character across Eorzea. Final Fantasy XIV newbies still won't have a straight line to walk through the game, but the addition of another guide should certainly help.

  • First Impressions: Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.22.2010

    There are times when my job is kind of a mixed blessing. Case in point: It falls to me to talk about my first impressions of Final Fantasy XIV, which is about as not for everyone as a game can possibly be. It features some things that seem custom-built to annoy certain players into apoplectic fits, starting with the controls and the hardware mouse that has been absent for the whole of beta. (I don't know whether it'll be in the launch today. But probably!) I would be remiss not to mention any of these elements. On the other hand, I adore this game. The game isn't what I would have made; it's better, and it hits so many notes in just the right way that I don't particularly care about the discordant elements. So that means that my job is to give a good idea of how Final Fantasy XIV plays without letting my deep, unrestrained affection run rampant. Still, enough about the balancing act I have to go through -- how does the game actually play?

  • Final Fantasy XIV fansite mines out guildleves and hidden models

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.06.2010

    Final Fantasy XIV is a game that's provoked no shortage of strong opinions, ranging from adoration to venomous loathing. If you're knee-deep in playing it, however, you could certainly use a full rundown of the guildleves available in the game. FFXIVCore, which has been quite active over the course of the beta, has provided a full rundown of the leves in the game, sortable by various criteria and listing all relevant data about each given levequest. Should that not be quite enough to tickle your fancy, some astute glancing through the data files for the game has revealed the ship models and several other currently unused files within the game. Although the models are untextured, there are some that should provide no end of fan speculation, such as the model very clearly resembling the ubiquitous Ifrit. Final Fantasy XIV hopefuls whose expectations have sunk will probably not care, but current players should be happy for the new resource.

  • E3 2010: Our exclusive interview with Final Fantasy XIV executive producer Hiromichi Tanaka

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.17.2010

    In the world of Final Fantasy XIV, Hiromichi Tanaka is kind of a big deal. In fact, he's kind of a big deal in the franchise's history as a whole, having worked on the design for several games and having been the lead developer on Final Fantasy XI. It seems fitting that one of the designers from the original game 23 years ago is now hard at work crafting the newest installment of the series -- one that promises to be many things to many players while retaining the core features that have captivated fans for years. Square-Enix have made a big push for their newest game at this year's E3, and we were lucky enough to have a few minutes of Mr. Tanaka's time to ask him about the game as a whole. There's a lot more still to be learned about the game, but from what we've seen in both the interview and our hands-on experience, it already has quite a bit to offer.