guildleves

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  • The Mog Log: Answering unasked questions

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.25.2010

    Sometimes, you wind up with what amounts to a perfect case of convergence. After a busy and stressful week, there's nothing I'd like more than to have an opportunity to relax with an enjoyable game -- and gee, Final Fantasy XIV came out on Wednesday. Seeing the release means a lot to me for a variety of reasons, but the most immediate reason is it means I have something to do from the moment I wake up Saturday to the moment I go to sleep Sunday. I couldn't be happier about that. Of course, a certain amount of confusion is going to go hand-in-hand with that, so I'm slightly cheating on our regular format, helped by the fact that this month has been a little light on normal questions. The last Saturday of the month always covers questions and answers... but this month, I'm going to be covering the questions that come up most frequently while playing Final Fantasy XIV that don't fall under any of our prior articles on the game. So yes, it's another week without much Final Fantasy XI love. I beg your forgiveness, but I will stay the course.

  • 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?

  • Post-beta for Final Fantasy XIV and the coming launch

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.21.2010

    With the hours slowly ticking by until the launch of Final Fantasy XIV, hopeful players will be happy to know that the Lodestone site for players is already open. (Technically, the servers even open this evening, but that doesn't give you the actual client to log in.) It's the time for reflection as well as preparation, and a recent translated interview from GAME Watch sheds some light on the overall process of testing as well as the vision of the game in the near future. Among the several pieces of interesting information from the interview is the analogy used for guildleves, addressing the question of whether or not they're the main content of the game. Guildleves are compared to a staple food such as rice or bread -- useful and filling, but not the complete meal by itself. Other topics of discussion are regular quests, with the main story quests described as being only the tip of the iceberg. It sounds as if the amount of content available to players of Final Fantasy XIV will be greater than anyone would expect, so players should keep their eyes open to enjoy the post-beta environment.

  • 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.

  • 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.

  • The Mog Log: Community watch

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.21.2010

    The summer slump is just about over, and those who have enjoyed an entire summer away from school are going to have to get back into the swing of it in the very near future. The rest of us will simply have to acclimate ourselves to the decrease in the temperature, the decrease in big-budget movies, and the increase in game release schedules. But there's one last gasp of summer to be had, and let's spend it watching our favorite ongoing entertainment: community forum discussions. There's no shortage of topics for discussion lately, what with Final Fantasy XIV stampeding ever closer to launch, Final Fantasy XI's September version update stampeding ever closer, and various other stampedes taking place somewhere. (I kind of started that sentence without a conclusion prepared.) September is going to be a busy month in general, and even with a couple weeks to go there's a lot of talk being flung around. So let's get right into the meat of the community, shall we?

  • Persistent issues and Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.19.2010

    There are certain recurring complaints heard about Final Fantasy XIV's beta, especially with players freely able to share their experiences. The fact that guildleves are on a 48-hour timer and the lack of easy and efficient mana regeneration are two of the more persistent ones, and a recent interview with Hiromichi Tanaka at Gamescom address just those complaints among others. But it's not all roses and sunshine -- if you're one of the testers hoping for the guildleve timer to be reduced, you're flat out of luck. Tanaka makes it clear that several of these issues are part of the intended design -- guildleves, for instance, are doable solo or in groups, but they aren't meant to just be burned through solo each time they're up. As a result, the team is looking into how to give better incentives to group up and share guildleves. MP regeneration is meant to be difficult, and spells are supposed to be a choice of using up limited resources. There are several interesting answers in the interview, but not every Final Fantasy XIV player will be happy with the content of those answers

  • Party like a rock star in Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.30.2010

    There are players out there who might be dreading parties in Final Fantasy XIV. Well, not precisely; they might well be dreading that the mechanics will be similar to the parties from Final Fantasy XI, where some classes could seemingly wait for ages without a trace of a group. Mercifully, the fine bilingual team at FFXIVCore has continued its apparent tradition of translating information to coincide with the new beta testing, with the newest translation being a guide to getting a working group in the game. Guildleves are the game's core leveling mechanics, but new ones can only be accepted every so often, and they can be hard to complete on higher settings alone. By grouping up, players gain access to more guildleves from other players and more support in tackling the game's bigger challenges. The full translation has information on everything from the interface to form a party to the game's battle regiments, the equivalent of Final Fantasy XI's skillchains. (We're guessing they meant regimens, but that's the challenge of translation.) Final Fantasy XIV fans are advised to take a look at the article to start gearing up for the game's release in two months.

  • Final Fantasy XIV's Hiromichi Tanaka on the goals of the game

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.21.2010

    Hiromichi Tanaka has been making the rounds of late -- while we had our own chance to interview him during E3, he's been giving several different interviews on a multitude of topics as Final Fantasy XIV nears its launch date. The most recent translated interview from JeuxVideo has Tanaka talking in brief about the upcoming game, but also about his own play experiences. Among the more quotable parts of the interview is a simple statement: Square-Enix isn't trying to compete with World of Warcraft, but to draw in players who might not have looked at the genre before. As Tanaka puts it, the game is designed to be accessible to fans of the long-running franchise who may never have considered playing something multiplayer. He also stresses the emphasis on allowing players to use their time in the game as effectively as possible, citing the Guildleves and the Armory system as two examples wherein players can maximize the useful time spent in-game. Lastly, when asked about other games he's enjoyed, he somewhat happily admits that he's been too focused on developing Final Fantasy XIV to enjoy much since Final Fantasy XI. The full translation is transcribed here, with the embedded video in French (if you happen to be fluent).

  • 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%

  • 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.

  • 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.

  • New Dengeki translations highlight the experience of playing Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.06.2010

    If you've been following the leadup to Final Fantasy XIV's release faithfully, you can no doubt rattle off a surprising amount of information regarding the systems and the world's lore. But unless you're lucky enough to be in the alpha, you can't say much about what the experience of actually playing the game is like. While there are certainly plenty of us in the same boat, the most recent alpha test article from Dengeki seems aimed at precisely that -- rather than focusing on the facts of the game, the editors have focused on the actual feel of playing in the game's world. Translated by FFXIVCore, the newest information gives some facts we hadn't heard before, such as the specifics of setting the difficulty on Guildleves based on party strength and the time limits involved. For the most part, though, it's focused on the actual moment-to-moment experience of taking part in gameplay, and the overall impression seems to be a positive one. There's no real antidote for not yet being involved in the testing of Final Fantasy XIV, but reading the translations does help take the edge off.

  • Preparation is key! Too bad there's so little counter space, between the extra bottles and the spices that are out on the counter. Just enough room for a few bottles, a bowl, cup, and the food processor base. It's best to have everything you'll need out before you begin. Learned that the hard way.

    Final Fantasy XIV site updated with new story and game information

    by 
    Kyle Horner
    Kyle Horner
    08.07.2009

    We're very happy with all this Final Fantasy XIV news lately, and at the same time are fairly amazed it keeps coming so rapidly. First it was the removal of levels and experience, then info on the new race names and jobs. Now, Square Enix has updated the official website with new information on the Eorzea and its races' history as well as the job system. Plus, there's tons of new screenshots, so let's dig in!For instance, we now know that players may specialize into four differing job branches however they see fit, also known as forging a Discipline. The four are: Disciple of War, Disciple of Magic, Disciple of Land and Disciple of Hand, which correlate to melee combat, magic combat, gathering crafting materials and crafting, respectively.Then there's Guildleves, which is a way for players to tailor a quest to their party makeup, whether that be themselves or a larger group of differing job types. If players attempt a riskier Guildleves, the reward is also improved as well. So it would seem that, interestingly enough, Final Fantasy XIV may be looking to attract people looking for all sorts of difficulty in their MMO.%Gallery-69600%