Final Fantasy XIV (PS3/PC)

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  • DakkoN
    All Star
    • Sep 2006
    • 5611

    #16
    Re: Final Fantasy XIV (PS3/PC)

    FFXIV Alpha starts tomorrow morning for people who were chosen to be in it. Following a short Alpha test, the first wave of the Beta will start followed by the 2nd wave of Beta (which the PS3 users will be allowed in on).

    FINAL FANTASY XIV is a cross-nation, cross-platform massively multi-player online role-playing game (MMORPG) that brings together people from all across the world to compete, cooperate, and communicate within the virtual fantasy realm known as Eorzea. While solo adventuring is always an option, most will agree that joining forces with their fellow gamers not only makes the game that much easier, but that much more fun as well!
    * The Alpha/Beta versions contain only a fraction of what is planned in the full version. This includes playable races and clans, character customization options, selectable classes, and available areas, to name a few.
    1. After logging in, select “New” from the Character Selection screen.
    2. Select your character’s race, clan, and gender.
    3. Choose a preset appearance for your character.
    4. Customize various aspects of your character’s appearance via the available menus.
    5. Select your character’s starting class*.
    6. Select your character’s nameday (birthday) and guardian (patron deity).
    7. Input your character’s first and last name.
    8. Select the city-state in which you wish to begin your adventure.
    9. Finally, select “Enter” to create your character and begin the game.

    Classes

    In FINAL FANTASY XIV, a player’s class is determined by the arm or tool in his/her hand. The class chosen during character creation simply determines the items a player begins the game with. Players can change their class at any time by simply equipping different items they purchase, find, or create.
    - Note
    In the Alpha Version, a character’s race, clan, gender, nameday, and guardian do not affect his/her attributes.
    At the onset of the game, you will find yourself on a boat, though at this point your character is already within what is called an instanced area, meaning it will not be occupied by any other players.
    * Instanced areas, or instances, are areas in which only players directly related to or involved in what happens within may enter. The initial stages of gameplay in the Alpha Test will take place in instanced areas which only single players may occupy.
    Instances will only be used for special events, such as the game’s opening sequence. For the most part, gameplay will take place within public areas occupied by any of a number of players.
    As you progress through the opening event, the ship will eventually make port. After arriving, speak to the NPC Hob, who will be located directly ahead of you. At certain points in the game, Hob will present you with a list of options in accordance with your progress. For now, select the option presented to continue through the current event.
    After speaking with NPC Hob and proceeding to the location to which you have been directed, there will be another NPC named Baderon who will present you with another set of options. After speaking to Baderon, you will automatically be transported from to a public area.
    In public areas you will come across many other players. As fellow adventurers, it is up to you to make the most of your time in Eorzea together!
    Passive Mode

    1. Display Name
    The color of a display name reveals important information.
    White – Other PCs
    Blue – Party members
    Green – NPCs
    Yellow – Enemies
    Red – Engaged enemies
    * Semi-Transparent Display Names
    When the display name of a PC is semi-transparent, it indicates that player is currently in a different area than you. These PCs are still displayed on-screen to help contribute to the seamless transitioning between areas. However, players should note that party invites cannot be extended across areas.
    2. Minimap
    The minimap displays the immediate vicinity around you, the direction you are facing, the direction the camera is facing, and the position of various NPCs.
    3. Log
    This display contains all of the various logs used to display text within the game, such as the system log, combat log, and chat log. Players may input text by selecting the chat prompt area.
    4. Unit Frame
    The unit frame displays various aspects of your character’s status, such as HP, MP, and TP.
    5. Connection Status
    Active Mode

    1. Action Bar
    This bar displays the various commands available for use in relation to the PC or NPC you are currently targeting.
    2. Action Gauge
    This gauge tells how much time is left before the next action may be executed. Though there are a few exceptions, for the most part all attacks, abilities, weapon skills, and spells require that the action gauge be full.
    For certain classes, a secondary action gauge will appear when a shield is equipped in the off hand. All shield-related commands will make use of this gauge.
    The action gauges of the main hand and off hand are entirely independent of one another. Should a character have a shield equipped in their off hand, two action gauges will be displayed simultaneously.
    3. Effect Gauge
    The effect gauge comes to life once the action gauge has completely filled. When a command is executed, the state of the effect gauge will determine certain bonuses to factors such as accuracy, power, or potency. These bonuses apply to all actions, both physical and magical.
    - Other
    - Passive Mode and Active Mode
    “Passive Mode” is the designation given to the state in which a player’s arm or tool is not drawn. In this mode, hit points regenerate automatically.
    “Active Mode” refers to the state in which a player’s arm or tool is drawn. In this mode, various battle commands are available, but movement speed is reduced in comparison to passive mode.
    - Arms and Tools
    There are a vast array of arms and tools in FINAL FANTASY XIV which allow players to assume the role of any of a number of classes. However, the following conditions should be kept in mind when changing equipment.
    Equipping Arms – Players must be in passive mode and not engaged with an enemy.
    Equipping Tools – Players must be in passive mode.
    During the Alpha Test phase, there will be a total of nine types of arms and tools available (swords, hand-to-hand weapons, axes, polearms, bows, conjurer arms, thaumaturge arms, hammers, and pickaxes). Players can change their class simply by virtue of changing the arm or tool they have equipped in their hand.
    The Flow of Battle
    1. Ready an arm or tool, changing from passive mode to active mode.
    2. Target an enemy.
    3. Select a command from the action bar, and make use of the action and effect gauges to execute it effectively.
    4. Strategize with other party members, deciding upon an appropriate Battle Regimen*.
    5. Gain victory in battle to be rewarded with experience and skill points.
    6. Obtain and distribute any loot dropped by the enemy.

    Battle Regimen

    Battle Regimens are combat tactics which party members may employ against a single enemy. By coordinating and executing battle commands in a precise order, players may cause certain additional beneficial effects to occur.
    A Battle Regimen begins with the stacking of battle commands. All party members who wish to take part in the Battle Regimen must stack their actions in the correct order against the desired target. One of the members then initiates the Battle Regimen, and the stacked actions will be executed automatically.
    Step 1: Consult with other party members to determine the best Battle Regimen to use against a specific target. The battle commands and the order in which they are to be executed should all be decided.
    Step 2: Wait until your position in the queue comes around to switch to Battle Regimen mode and select the battle command you wish to stack.
    Step 3: After all participating party members have stacked their battle commands, one of the party members selects to initiate the Battle Regimen.
    Step 4: Once the Battle Regimen is initiated, the stacked battle commands will all be executed automatically, chaining together to create additional effects.
    Please note that factors such as distance from the enemy may prevent stacked battle commands from being executed once the Battle Regimen is initiated. In these cases, the Battle Regimen will not end, but will instead proceed on to the next command in the queue.
    Enemy Toughness
    An enemy’s degree of difficulty is represented by the color of the circle located in the extreme left portion of the unit frame. This display takes into account whether the player is solo or a member of a party.
    Red – Incredibly Tough
    Orange – Very Tough
    Yellow – Tough
    Green – Decent Challenge
    Blue – Easy Prey
    Physical Levels and Skill Ranks
    In FINAL FANTASY XIV, a character’s progress is measured in two ways. Physical levels represent one’s actual physical development, while skill ranks measure how adept one is with various arms and tools.
    - Physical Levels
    Characters gain physical levels by accumulating a certain amount of experience points.
    (During the Alpha Test phase, experience points will be obtainable only by achieving victory in battle.)
    - Skill Ranks
    Skill ranks are gained by accumulating skill points from various endeavors, such as combat or crafting. As a character’s skill rank increases, they will learn new actions, such as abilities and weapon skills.
    * Physical level and skill rank caps will be set at 20 for the Alpha Test Phase.
    Setting Actions for Use
    Actions that have been acquired by a character can be set to the action bar for use. During the Alpha Test phase, the maximum number of actions available at any given time will be limited to 20.
    Barring a few class-specific exceptions, actions will be available for use even when using a class different from the one on which the action learned. However, the power and efficacy of each action is determined by its affinity with the character’s active skill.
    The Spoils of War
    Any items received after a battle will be placed in a player’s loot list. During party play, items are distributed randomly to the lists of each member.
    After a certain period of time, items on a loot list will be automatically moved to a player’s inventory. Should the player’s inventory be full, the items will be lost.
    Items on a loot list are not considered in a player’s possession until they are added to his/her inventory. Until then, any items, including those which are rare (untradeable) and unique (players can possess no more than one), can be transferred to another party member’s list.
    * Items received while mining/quarrying will also be added to the loot list before being moved to a player’s inventory.
    If a character’s HP is reduced to 0, he/she will be “knocked out” and no longer able to move or act. A character can be revived by selecting “Return” from the main menu and choosing a destination from the listed aetheryte camps or aetherial gates.
    * If a character is KO’d while participating in a levequest, he/she will be teleported back to the corresponding aetheryte.
    * For the duration of the Alpha Test, characters KO’d will receive a weakness penalty which will not only lower total HP, but also reduce the speed with which their action gauge fills, as well as increase the length of casting times. This penalty will last five minutes before wearing off.
    Last edited by DakkoN; 04-07-2010, 10:54 PM.
    PSN: UK2K_Ch33k0
    XBL: Ch33k0
    Twitch: http://www.twitch.tv/Ch33k0

    Comment

    • DakkoN
      All Star
      • Sep 2006
      • 5611

      #17
      Re: Final Fantasy XIV (PS3/PC)

      Part 2 of manual:

      FINAL FANTASY XIV is a cross-nation, cross-platform massively multi-player online role-playing game (MMORPG) that brings together people from all across the world to compete, cooperate, and communicate within the virtual fantasy realm known as Eorzea. While solo adventuring is always an option, most will agree that joining forces with their fellow gamers not only makes the game that much easier, but that much more fun as well!
      * The Alpha/Beta versions contain only a fraction of what is planned in the full version. This includes playable races and clans, character customization options, selectable classes, and available areas, to name a few.
      1. After logging in, select “New” from the Character Selection screen.
      2. Select your character’s race, clan, and gender.
      3. Choose a preset appearance for your character.
      4. Customize various aspects of your character’s appearance via the available menus.
      5. Select your character’s starting class*.
      6. Select your character’s nameday (birthday) and guardian (patron deity).
      7. Input your character’s first and last name.
      8. Select the city-state in which you wish to begin your adventure.
      9. Finally, select “Enter” to create your character and begin the game.

      Classes

      In FINAL FANTASY XIV, a player’s class is determined by the arm or tool in his/her hand. The class chosen during character creation simply determines the items a player begins the game with. Players can change their class at any time by simply equipping different items they purchase, find, or create.
      - Note
      In the Alpha Version, a character’s race, clan, gender, nameday, and guardian do not affect his/her attributes.
      At the onset of the game, you will find yourself on a boat, though at this point your character is already within what is called an instanced area, meaning it will not be occupied by any other players.
      * Instanced areas, or instances, are areas in which only players directly related to or involved in what happens within may enter. The initial stages of gameplay in the Alpha Test will take place in instanced areas which only single players may occupy.
      Instances will only be used for special events, such as the game’s opening sequence. For the most part, gameplay will take place within public areas occupied by any of a number of players.
      As you progress through the opening event, the ship will eventually make port. After arriving, speak to the NPC Hob, who will be located directly ahead of you. At certain points in the game, Hob will present you with a list of options in accordance with your progress. For now, select the option presented to continue through the current event.
      After speaking with NPC Hob and proceeding to the location to which you have been directed, there will be another NPC named Baderon who will present you with another set of options. After speaking to Baderon, you will automatically be transported from to a public area.
      In public areas you will come across many other players. As fellow adventurers, it is up to you to make the most of your time in Eorzea together!
      Passive Mode

      1. Display Name
      The color of a display name reveals important information.
      White – Other PCs
      Blue – Party members
      Green – NPCs
      Yellow – Enemies
      Red – Engaged enemies
      * Semi-Transparent Display Names
      When the display name of a PC is semi-transparent, it indicates that player is currently in a different area than you. These PCs are still displayed on-screen to help contribute to the seamless transitioning between areas. However, players should note that party invites cannot be extended across areas.
      2. Minimap
      The minimap displays the immediate vicinity around you, the direction you are facing, the direction the camera is facing, and the position of various NPCs.
      3. Log
      This display contains all of the various logs used to display text within the game, such as the system log, combat log, and chat log. Players may input text by selecting the chat prompt area.
      4. Unit Frame
      The unit frame displays various aspects of your character’s status, such as HP, MP, and TP.
      5. Connection Status
      Active Mode

      1. Action Bar
      This bar displays the various commands available for use in relation to the PC or NPC you are currently targeting.
      2. Action Gauge
      This gauge tells how much time is left before the next action may be executed. Though there are a few exceptions, for the most part all attacks, abilities, weapon skills, and spells require that the action gauge be full.
      For certain classes, a secondary action gauge will appear when a shield is equipped in the off hand. All shield-related commands will make use of this gauge.
      The action gauges of the main hand and off hand are entirely independent of one another. Should a character have a shield equipped in their off hand, two action gauges will be displayed simultaneously.
      3. Effect Gauge
      The effect gauge comes to life once the action gauge has completely filled. When a command is executed, the state of the effect gauge will determine certain bonuses to factors such as accuracy, power, or potency. These bonuses apply to all actions, both physical and magical.
      - Other
      - Passive Mode and Active Mode
      “Passive Mode” is the designation given to the state in which a player’s arm or tool is not drawn. In this mode, hit points regenerate automatically.
      “Active Mode” refers to the state in which a player’s arm or tool is drawn. In this mode, various battle commands are available, but movement speed is reduced in comparison to passive mode.
      - Arms and Tools
      There are a vast array of arms and tools in FINAL FANTASY XIV which allow players to assume the role of any of a number of classes. However, the following conditions should be kept in mind when changing equipment.
      Equipping Arms – Players must be in passive mode and not engaged with an enemy.
      Equipping Tools – Players must be in passive mode.
      During the Alpha Test phase, there will be a total of nine types of arms and tools available (swords, hand-to-hand weapons, axes, polearms, bows, conjurer arms, thaumaturge arms, hammers, and pickaxes). Players can change their class simply by virtue of changing the arm or tool they have equipped in their hand.
      The Flow of Battle
      1. Ready an arm or tool, changing from passive mode to active mode.
      2. Target an enemy.
      3. Select a command from the action bar, and make use of the action and effect gauges to execute it effectively.
      4. Strategize with other party members, deciding upon an appropriate Battle Regimen*.
      5. Gain victory in battle to be rewarded with experience and skill points.
      6. Obtain and distribute any loot dropped by the enemy.

      Battle Regimen

      Battle Regimens are combat tactics which party members may employ against a single enemy. By coordinating and executing battle commands in a precise order, players may cause certain additional beneficial effects to occur.
      A Battle Regimen begins with the stacking of battle commands. All party members who wish to take part in the Battle Regimen must stack their actions in the correct order against the desired target. One of the members then initiates the Battle Regimen, and the stacked actions will be executed automatically.
      Step 1: Consult with other party members to determine the best Battle Regimen to use against a specific target. The battle commands and the order in which they are to be executed should all be decided.
      Step 2: Wait until your position in the queue comes around to switch to Battle Regimen mode and select the battle command you wish to stack.
      Step 3: After all participating party members have stacked their battle commands, one of the party members selects to initiate the Battle Regimen.
      Step 4: Once the Battle Regimen is initiated, the stacked battle commands will all be executed automatically, chaining together to create additional effects.
      Please note that factors such as distance from the enemy may prevent stacked battle commands from being executed once the Battle Regimen is initiated. In these cases, the Battle Regimen will not end, but will instead proceed on to the next command in the queue.
      Enemy Toughness
      An enemy’s degree of difficulty is represented by the color of the circle located in the extreme left portion of the unit frame. This display takes into account whether the player is solo or a member of a party.
      Red – Incredibly Tough
      Orange – Very Tough
      Yellow – Tough
      Green – Decent Challenge
      Blue – Easy Prey
      Physical Levels and Skill Ranks
      In FINAL FANTASY XIV, a character’s progress is measured in two ways. Physical levels represent one’s actual physical development, while skill ranks measure how adept one is with various arms and tools.
      - Physical Levels
      Characters gain physical levels by accumulating a certain amount of experience points.
      (During the Alpha Test phase, experience points will be obtainable only by achieving victory in battle.)
      - Skill Ranks
      Skill ranks are gained by accumulating skill points from various endeavors, such as combat or crafting. As a character’s skill rank increases, they will learn new actions, such as abilities and weapon skills.
      * Physical level and skill rank caps will be set at 20 for the Alpha Test Phase.
      Setting Actions for Use
      Actions that have been acquired by a character can be set to the action bar for use. During the Alpha Test phase, the maximum number of actions available at any given time will be limited to 20.
      Barring a few class-specific exceptions, actions will be available for use even when using a class different from the one on which the action learned. However, the power and efficacy of each action is determined by its affinity with the character’s active skill.
      The Spoils of War
      Any items received after a battle will be placed in a player’s loot list. During party play, items are distributed randomly to the lists of each member.
      After a certain period of time, items on a loot list will be automatically moved to a player’s inventory. Should the player’s inventory be full, the items will be lost.
      Items on a loot list are not considered in a player’s possession until they are added to his/her inventory. Until then, any items, including those which are rare (untradeable) and unique (players can possess no more than one), can be transferred to another party member’s list.
      * Items received while mining/quarrying will also be added to the loot list before being moved to a player’s inventory.
      If a character’s HP is reduced to 0, he/she will be “knocked out” and no longer able to move or act. A character can be revived by selecting “Return” from the main menu and choosing a destination from the listed aetheryte camps or aetherial gates.
      * If a character is KO’d while participating in a levequest, he/she will be teleported back to the corresponding aetheryte.
      * For the duration of the Alpha Test, characters KO’d will receive a weakness penalty which will not only lower total HP, but also reduce the speed with which their action gauge fills, as well as increase the length of casting times. This penalty will last five minutes before wearing off.
      Last edited by DakkoN; 04-07-2010, 10:55 PM.
      PSN: UK2K_Ch33k0
      XBL: Ch33k0
      Twitch: http://www.twitch.tv/Ch33k0

      Comment

      • DakkoN
        All Star
        • Sep 2006
        • 5611

        #18
        Re: Final Fantasy XIV (PS3/PC)

        Part 3 of Alpha Test manual:

        Guildleves are special passes that allow their bearers to participate in a plethora of different tasks known as levequests. They are issued by the Adventurers’ Guild in each city-state, and can be obtained at the Drowning Wench in Limsa Lominsa.
        In general, there are two different types of guildleves: regional and local. Regional levequests most often involve tasks that take place outside the protective walls of the city-states, such as felling fearsome beasts or locating mineral veins. Local levequests, on the other hand, usually involve some sort of synthesis, and can sometimes be completed without even venturing out into the perilous wilds.
        There are countless variations of guildleves and the quests that they represent—each with different objectives and rewards. Players can possess up to eight leves at any one time.
        During the Alpha Test, the list of guildleves made available by the Adventurers’ Guild will change once every two hours (Earth time). Until that list is updated, players may not accept the same levequest twice, nor may they return an incomplete levequest having accepted it.
        Regional Guildleves Speak with Piralnaut in the Drowning Wench to browse the various regional guildleves available in Limsa Lominsa. After selecting a guildleve, travel to the aetheryte indicated in the levequest objectives to start the quest. Any players in your party at this time will also be able to participate in the levequest. Party members who possess the same guildleve will not only be able to participate, but also receive any rewards indicated in the levequest objectives.
        The objectives for completing a levequest will be readily visible in a window throughout the quest’s duration. Main map and minimap markers will also appear, and can be used to help navigate. Targets will also always have a special icon next to their names, making them easy to recognize.
        Finally, levequest targets can only be seen by members participating in the quest, so players will never have to worry about their quarry being snatched up by the occasional passerby.
        At the successful completion of a regional levequest, an aetherial node will appear. Players can (but are not required to) use this temporary portal to return to the aetheryte where they triggered the quest. It is at this time that they will receive any rewards specified on the guildleve. If a levequest is failed, a node will not appear.
        Players who are KO’d during a levequest can continue participating in the quest upon returning to their home point.
        • Moving to a different area or logging out during a levequest will result in quest failure for that participant. All other party members can continue with the quest.
        • Levequest participants include all party members (who are not already participating in another levequest) at the time the guildleve is activated. Changing party makeup after activating a guildleve will not affect a player’s participation status.
        • Only those participating in a levequest can attack the targets indicated in the quest objectives.

        Local Guildleves Local guildleves are available from T’mokkri, stationed next to Piralnaut in the Drowning Wench. Unlike regional levequests, local ones do not need to be activated at an aetheryte crystal and do not have any time limits. A local levequest is started by pressing the Synthesize button located near the action menu. From the new window, select Requested Items to bring up a list of available quests. While normal synthesis involves procuring the proper items and crystals to craft an item, the clients of local levequests will usually provide those they hire with the necessary materials; however, this involves finding the client and speaking with him or her.
        • The materials provided for local levequests are not added to a player’s regular inventory, and are only available for use in completing the requested items indicated on the guildleve.
        • After speaking with the client and receiving the materials, the items will appear automatically in the synthesis window after selecting a levequest from the Requested Items menu (see above). Proceed with synthesis (as described in the Synthesis section below) to craft the items.
        • Completed items will not be placed in a player’s inventory. Levequest progress can be followed by viewing the guildleve.
        • Items made with materials provided by a levequest client cannot be used, sold, or traded.
        • Speak with the client after using up all the materials to receive payment. Payment will vary based on overall performance.

        The Synthesis Process 1. Having equipped the proper tool, select yourself to display the action bar and choose the Synthesize option. 2. Select from among the available slots and set the desired ingredients from your inventory to be used in the synthesis. 3. Choose the Begin command corresponding to the tool you wish to use—either main hand or off hand—to commence crafting. 4. Observe the status of your crafting and select commands as it progresses until it reaches completion. 5. Obtain the item you crafted, together with an award of skill points.
        Synthesis Properties Each synthesis attempt is governed by three distinct factors. These are listed below with a brief description of each.
        • Progress Progress, which begins at 0% and ends at 100%, denotes how close the current synthesis is to completion.
        • Durability Durability will diminish each time a command is executed during the crafting process. Should the durability reach zero, the synthesis will fail and the ingredients will be lost.
        • Focus Higher degrees of focus allow for a greater chance of creating high-quality items, while at the same time increasing difficulty. Such crafting results will yield higher rewards from synthesis-oriented local levequests.

        Viewing the graphic results of a command can help to determine whether the command produced positive or negative results. Through such careful observation, players can increase not only their overall chances of success, but the likelihood of high-quality yields as well.
        Basic Commands The four commands listed below make up the basic commands of synthesis.
        • Standard Synthesis Executing this command will lower durability to a certain extent, but at the same time increase the overall likelihood of success while reducing any negative impact on synthesis ingredients.
        • Rapid Synthesis This command is capable of yielding dramatic results. With luck, it will advance progress with little impact on durability. However, it does place significant strain on synthesis materials. It is perhaps best employed to attempt to turn a failing synthesis into a surprising success.
        • Careful Synthesis This command increases a player’s focus with the specific intent of creating a high-quality item. Due to the fact that it greatly reduces durability, it is essential that it be used in conjunction with certain synthesis-related abilities, as described below.
        • Wait Waiting means that a player simply stands by and waits for the synthesis to perhaps stabilize or take a turn for the better. Observing to excess, however, will result in a decline in durability.

        Using Abilities During Synthesis In addition to the basic commands outlined above, there are also a number of abilities which can only be used during synthesis. These are learned by characters as their crafting skill increases.
        There are, however, some important differences. First, synthesis abilities cannot be used twice in succession, meaning that the most frequently they may be executed is every other command. Second, there are no ability costs for using synthesis abilities, such as MP or TP consumption, and no recast timers. The probability of such abilities becoming available for use during synthesis instead depends upon factors such as skill rank and player attributes.
        • In the Alpha Test, the abilities with which a player begins the game cannot be removed from the action bar.

        Differences Among Tools Tools employed by the Disciples of the Hand are split into two categories: primary tools (main hand) and secondary tools (off hand). When beginning a synthesis, players must choose the tool with which they wish to craft. Though the synthesis may be conducted with either, the results may differ based on the nature of the recipe or pattern being followed.
        • For the Alpha Test, the only differences taken into account will be between item attributes.

        Members of the Miners’ Guild will find that they are able to engage in either of two activities—mining, made possible through use of a miner’s primary tools, and quarrying, made possible by secondary tools. Please be aware that even with miner as the active class, a player will not be able to quarry without the proper secondary tool equipped.
        • For the Alpha Test, even characters who cannot mine may still undertake guildleves which require them to do so. Please exercise caution when making your selections. ** In the current version, Prospect and Lithoscan results are erroneously displayed in malms (roughly equivalent to miles) rather than yalms (roughly equivalent to yards). This is a known issue and will be rectified in the near future.

        How to Mine 1. Use the Prospect ability to search for nearby mining points. 2. Follow the Prospect results to approach a mining point and select the Excavate option when it appears. 3. The mining process will now begin, and is split into two phases: a. Searching for minable veins. b. Extracting items from discovered veins. 4. Excessive mining will result in a player becoming temporarily unable to mine the same point. 5. Once a mining point is exhausted, another must be found before mining can continue.
        How to Quarry In many ways, quarrying is much like mining, although somewhat simpler. 1. Use the Lithoscan ability to search for nearby quarrying points. 2. Follow the Lithoscan results to approach a quarrying point and select the Excavate option when it appears. 3. The quarrying process will now begin. Should an item be extracted from the quarrying point, the point will collapse. Be sure to search again, as there is very likely to be another quarrying point nearby. If a player is unable to procure an item, the point will remain and may be quarried again. 4. Excessive quarrying will result in a player becoming temporarily unable to quarry in the immediate vicinity. 5. Once a quarrying point is exhausted, another must be found before quarrying can continue.
        Guildleves – There are several types of regional guildleves available to miners. Select Fieldcraft Leves when speaking with Piralnaut to bring up a list of guildleves specially tailored for Disciples of the Land. – Currently, the levequest “Quarrying Bearded Rock” has a recommended skill rank of 5 and above. Though the quest can be initiated as early as rank 1, successful completion of the quest requires tools that may only be equipped at rank 5. Please consider this before activating the quest. – While participating in a mining levequest, the Lithoscan and Prospect commands will only produce results for mining or quarrying points related to the quest. However, players who happen to find regular points can access them if they please (though the results will not count toward the levequest).
        Only a small portion of the content planned for the commercial release of the game will be implemented during the Alpha Test. Therefore, the features available for testing will be somewhat limited, and the game itself will be available for only abbreviated periods of play. Bearing that in mind, the Alpha Test will be conducted in line with the following:
        • Test periods will take place three days per week.
        • Each test day, the game server will be available during three 4-hour windows corresponding to core playing times in Japan, North America, and Europe
        • Testing under the above two conditions will be conducted for a period of several weeks.
        • To adjust and observe various setting and balance issues, all character data may be deleted at times to allow for testing with newly created characters.

        While we apologize for the relatively short amount of gameplay this permits, we feel that such scheduling is in the best interest of effective testing. We also plan to issue weekly announcements containing such information as areas or features of the game about which we would particularly like to receive tester feedback. Your cooperation is greatly appreciated.
        Next, we would like to specifyenumerate some of the ways in which the FINAL FANTASY XIV Alpha Version will differ from the commercial release.
        • Physical Levels and Skill Ranks During the Alpha Test, both physical levels and skill ranks will be capped at a maximum of 20. Presently, these limits are planned to be raised to at least 50 for the commercial release of FINAL FANTASY XIV.
        • Areas Only one of the three starting cities, Limsa Lominsa, and its immediate surroundings will be available to testers. This is roughly equivalent to 20% of the total game area planned for the initial commercial release.
        • Enemies and Guildleves Only a small number of low-level enemies will be used in the alpha version. Likewise, only select levequests with relatively simple objectives and conditions will be included as well.

        In addition, quests available will come from the first three portions of the Limsa Lominsa storyline only. These comprise a mere fraction of the epic series of quests which are still in being readied for release.
        Throughout the Alpha Test phase, there will no doubt be several aspects of gameplay which seem unclear or perhaps unfinished. We will notify all testers in the near future concerning features of the game which are still under development or absent from the alpha version.
        FINAL FANTASY XIV Director Nobuaki Komoto
        PSN: UK2K_Ch33k0
        XBL: Ch33k0
        Twitch: http://www.twitch.tv/Ch33k0

        Comment

        • DakkoN
          All Star
          • Sep 2006
          • 5611

          #19
          Re: Final Fantasy XIV (PS3/PC)

          Character creation info:

          In the latest Famitsu, magazine writers were able to get a up close and personal look at the Final Fantasy XIV Alpha Test! They wrote all about what players can expect, and provided some very juicy information and pictures for us to enjoy.
          Discuss this in the ZAM Forums!
          Character Creation
          Famitsu boasts that the character creation system is so deep, you'll be nitpicking your avatar setting all day long trying to get it just right. Even the alpha, while not complete, has a considerable amount of variations available such as face type, skin color, hair style and body size. There are even smaller details, like putting highlights or streaks in your hair, that are customizable. There will be brand new aspects of your character to select as well -- there will even be a number of different voice types.
          The character creation process begins with selecting one's race and customizing the avatar. Once your character is complete, you begin the game and set up your Class, birthday and Guardian Diety. What effects one's Guardian Diety will have in game are unknown at this time. Once all those steps are complete, you choose your name, which as we know consists of both a first and last name.
          Seamless Fields and Instanced Areas
          Leaving a town brings you into the Field Area where you have your adventures. FFXIV will have a seamless transition between areas that requires no loading time. From their experience with the game, Famitsu says this really gives Eorzea the feeling of a wide, expansive world. In addition, the background music transitions naturally between the areas you traverse.
          A new addition, familiar to many MMO players, is the Instanced Area. This is where a private copy of an area is created, into which only you and your party can enter. These will be used in FFXIV for special events, an example being when cut scenes take place in order to eliminate outside effects and noise, allowing the player to enjoy their cut scene in peace.
          The Menu System
          Status & Equip: Opens up the Status & Equip screen (pictured below)
          Action: Unknown... may contain commands like Trade, Craft etc?
          Physical Bonus: Unknown... a place to allocate points to stats?
          Item: Displays your inventory
          Journal: Opens up your Guildleve menus
          Party: Opens up party-related lists/functions
          Map: Displays the full area map
          Teleport: Instantly move to any Aetheryte you have visited at least once
          Warp: Instantly return to the last Aetheryte you visited
          Logout: Leave Eorzea and return to the harsh banality of Earth
          Guildleve and the Battle System
          Guildleves are like "quests" that you can undertake by visiting an adventurer's guild in a city. The contents of a Guildleve can vary player to player, and you can attempt them alone or with a group. To begin your selected Guildleve, first you must seek out Aetheryte in a Field Area. Players can move instantly to Aetheryte they have visited once before by selecting the "Teleport" command.
          Many Guildleves involved combat, and the Famitsu team was kind enough to explain the flow of combat below:
          1) Target your enemy - Find the enemy you wish to attack and select it. Once selected, the L3 button will initiate Target Lock, keeping you facing the enemy's direction.
          2) Ready your weapon - Move your cursor over your weapon of choice and press Circle. Once selected, R1 will take out your weapon and ready your stance. Now you are in "Active Mode" and able to engage the enemy.
          3) Select your commands - A list of your commands is displayed at the bottom of the screen. Underneath each icon is a gauge showing how much time remains until they are ready for use.
          4) Store up your Action Gauge - Once your Action Gauge is full, you can activate commands. To boost their effect, store up the Effect Gauge.
          5) Using the Effect Gauge - You can activate commands immediately, or you can enhance their effects by storing up your Effect Gauge. This gauge is constantly building, so timing is important.
          Convenience and Travel Time
          Aetheryte provides the foundation for adventure for all players. It exists out in Field Areas as well as inside cities. Aetheryte serves as a the launching point for a Guildleve and the destination for Teleport. All players are able to use Teleport right from the start. In addition, once a quest is complete, an Aethereal Node will appear, allowing players to easily warp back to the original Aetheryte they came from. Everything is designed to allow players to move around and enjoy the game with ease.
          Freedom of Growth
          In FFXIV, what most MMO players know as "levels" will be the character's "Physical Level." Points you accumulate in battle can be freely spent on HP/MP, physical strength, intelligence or a variety of other parameters. In other words, you can focus on one aspect of your character, or aim for balance between all stats. The ultimate decision regarding the direction of the character is completely up to the player.

          Alpha Test Hands-On Report
          The team from Famitsu were able to create characters and try out the Alpha Version of FFXIV. They put their experiences into two write-ups -- one for Disciples of War and one for Disciples of Magic. Here are the key points of what they had to say.
          Kikuo Saji: Roegadyn, Disciple of War, Pugilist
          - The Character Creation system is so deep, you'll spend all day tweaking your avatar
          - Don't fret too much over Class, you can change at anytime by changing your weapon
          - The size difference between Roegadyn and Lalafell is quite massive
          - You'll love the variety of new emotes -- Lalefell are especially adorable
          - Aetheryte warps you right to where you need to go for Guildleves
          - Guildleve difficulty is split into 5 levels, 1 star (easy) 5 stars (hard)
          - The locations of target monsters for Guildleve are clearly displayed on your map
          - There is a "weakened state" after dying -- HP/MP are lowered and it lasts for 5 minutes
          - The game feels incredibly expansive, and it feels like you could walk on forever
          - Crabs are back! Apparently Kikuo Saji found a giant one outside town that killed him in one strike!
          Opone Kikuchi: Lalafell, Disciple of Magic, Thaumaturge
          - There is so much more to do in the alpha compared with the Gamescom version 7 months ago
          - Again, feels character creation is like a day's work in and of itself
          - Once your MP is spent, you cannot recover it through resting
          - Disciples of Magic have a basic magical ranged attack that does not consume MP
          - It is possible to move while casting magic, but still important to be aware of the area of effect your spell will cover when cast
          - Sheathing your weapon puts you into Passive Mode, which begins to recover HP, making it possible for even magic users to solo effectively


          Also, the entire music score from the game has been discovered inside of the Alpha download and has found it's way onto the net. I won't post here how to get it, but it's definitely out there. I just have to say that it's some of Nobuo Uematsu's best work yet.
          PSN: UK2K_Ch33k0
          XBL: Ch33k0
          Twitch: http://www.twitch.tv/Ch33k0

          Comment

          • MachoMyers
            Old School
            • Jul 2002
            • 7670

            #20
            Re: Final Fantasy XIV (PS3/PC)

            Looks awesome. This will be the next BIG game I get into when its released or *fingers crossed* if I get into the beta.

            Comment

            • DakkoN
              All Star
              • Sep 2006
              • 5611

              #21
              Re: Final Fantasy XIV (PS3/PC)

              A TON of pictures from the Japan and Europe alpha tests from today. The English test starts at 9 PM EST.

              Warning: NOT Bandwidth friendly...

              Spoiler


              I honestly can't wait for this game.. Have been looking for a new MMO to play ever since quitting FFXI and really hated WoW. This is going to be a long couple of months...
              PSN: UK2K_Ch33k0
              XBL: Ch33k0
              Twitch: http://www.twitch.tv/Ch33k0

              Comment

              • DakkoN
                All Star
                • Sep 2006
                • 5611

                #22
                Re: Final Fantasy XIV (PS3/PC)

                Man.. this looks beautiful..

                PSN: UK2K_Ch33k0
                XBL: Ch33k0
                Twitch: http://www.twitch.tv/Ch33k0

                Comment

                • MachoMyers
                  Old School
                  • Jul 2002
                  • 7670

                  #23
                  Re: Final Fantasy XIV (PS3/PC)

                  I want it already. :wink:

                  Comment

                  • MachoMyers
                    Old School
                    • Jul 2002
                    • 7670

                    #24
                    Re: Final Fantasy XIV (PS3/PC)

                    Thanks for the leaked info Famitsu:

                    This information has been leaked to the Internet from this week's issue of Famitsu. It's about alpha, apparently. Hope you enjoy it!

                    Done by SteveManly

                    * Area changes between cities and the field are seemless
                    * BGM flows naturally
                    * Private instances will not be interrupted by things happening around you (chat, crowdedness)
                    * The L3 button is the target lock
                    * Everyone can use teleport from the beginning
                    * Warp (like FFXI) sends you back to your home point, which is defaulted to the last Aetherite you used.
                    * There are only male Highlanders.
                    * You can only play as female Miqo’te, but males exist.
                    * There is a difference in starting stats between tribes, but this can be overcome with character growth (?)
                    * Gender has no effect on play
                    * Roegadyn females exist (does not say they are playable)
                    * The difference between tribes isn’t that big
                    * The opening will be real time, not pre-rendered.
                    * Flow of battle:
                    o Select target with directional keys
                    o Draw weapon with R1
                    o Select commends with directional keys
                    o Effect gauge charges

                    * Alpha was made with casual gamers in mind, too, but it may still be difficult
                    * Players will be able to reallocate stats in the final version
                    * They want to make teleport and warp available for all classes, and make it low-cost.
                    * After alpha comes beta 1, then beta 2. PS3 should be playable from beta 2.
                    * Alpha and beta 1 will be mostly the same thing.
                    * Parties cannot be formed unless the other members are close to you when inviting them.
                    * There are five different ranks of guildleve difficulty.
                    * After being defeated in battle, there is a five minute “weakened” state (It may be possible to be revived without a raise spell?)
                    * There are things like attack magic which can be used without MP
                    * Casting while moving is possible
                    * There are MP restoring abilities
                    * HP regenerates pretty quickly in passive mode
                    Source: http://www.ffxivcore.com/topic/5024-...l-22nd-issue/?

                    Comment

                    • MachoMyers
                      Old School
                      • Jul 2002
                      • 7670

                      #25
                      Re: Final Fantasy XIV (PS3/PC)

                      Famitsu reveals world map, plenty of changes. Feels like it has been forever since an update.

                      Translation here if you don't speak Japanese :wink: http://www.ffxivcore.com/

                      Comment

                      • DakkoN
                        All Star
                        • Sep 2006
                        • 5611

                        #26
                        Re: Final Fantasy XIV (PS3/PC)

                        PC version hitting European shelves on September 22nd; PS3 SKU arriving March 2011


                        Square Enix has announced that the PC Collector’s Edition version of MMO Final Fantasy XIV will be released in Europe on September 22nd. The standard SKU will hit retail on September 30th.
                        The PS3 version of the game will not be released until March 2011, with pricing to be announced at a later date.
                        The PC Collector’s Edition includes a behind-the-scenes DVD, a special branded security token, a FFXIV branded tumbler, map, a travel journal including concept art, the Onion Helm in-game item, a 30-day free trial period for the game and a pass that allows a guest to play for free for a limited time.
                        The monthly subscription fee will be £8.99 (€12.99) with additional characters available for £2.10 (€3.00) a month. A maximum of eight characters can be registered on any one account.
                        Each account is eligible for one free retainer (a non-playable character that maintains item sales and storage when users are logged out) with each additional retainer costing £0.70 (€1.00).
                        A beta version of the PC game will go live some time in early July. It will become available to pre-order with key retailers at some point today. Those who pre-order will receive another in-game freebie – a pair of Garlond Goggles that increases the speed at which characters progress.
                        Those who register their FFXIII Campaign Codes will receive the Asuran Armguards DLC, an extra that improves the effectiveness of tools.
                        “This September, players around the world will join together to explore the fascinating and exciting realm of Eorzea,” the game’s executive producer Hiromichi Tanaka stated.
                        “We’re presenting players with a new style of online gameplay, that we know will please avid fans of online games, but welcome more casual gamers as well with the variety of gameplay and story-driven content.”
                        The specs for the PC version are as follows: Windows XP/Vista/7, Intel Core 2 Duo 2GHz or AMD Athlon X2 2GHz, 2GB of RAM, 15GB HDD space, NVIDIA GeForce 9600 512MB or ATI Radeon HD 2900 512MB and DirectX 9.





                        PS3 version not coming until March is a real kick to the sack since I bought my PS3 JUST for this game. Had I known it was going to be 6 months later from the PC version, I would of just saved up and built a new PC....
                        PSN: UK2K_Ch33k0
                        XBL: Ch33k0
                        Twitch: http://www.twitch.tv/Ch33k0

                        Comment

                        • MachoMyers
                          Old School
                          • Jul 2002
                          • 7670

                          #27
                          Re: Final Fantasy XIV (PS3/PC)

                          Well at least the veil has been lifted on what can be discussed about the closed beta:


                          Still not sure what to make of this game. Will wait for reviews at this point.

                          Comment

                          • Crimsontide27
                            MVP
                            • Jul 2004
                            • 1505

                            #28
                            Re: Final Fantasy XIV (PS3/PC)

                            MMOs are my favorite genre and I have been keeping a close eye on this one as well. Ive played every major MMO released at least to the level cap and in WoW, EQ2, EQ1 bleeding edge progression raiding.

                            I enjoyed my time in FF11 as I was a Rng / Ninja / Theif for the most part, and then a BST / Nin / Whm near the end of my career.

                            However, Im not quite sure what I enjoyed then...I will enjoy now.

                            Looking back at my time in FF11 , it just wasnt very interesting...but I kept going trying to get to the < good > part of the game.

                            For instance, with the exception to the NMs or HNMs that were on a ridiculous spawn, there wasnt any loot to get since everything was crafted. Being that no gear was BoE, that gear circulated among thousands of people, so everyone looked exactly the same within certain level / gear teirs.

                            There was NEVER any reason to go off of the beaten path to get exp and since no class with the exception to the BST, and possibly the RDM, you had no other choice than to get sit in the same zones.

                            1-10 was always newbie zone
                            10-20 Everyone was in Valk Dunes
                            20-35ish everyone was in the Yhoater
                            35-50ish everyone was in Crawlers Nest. Only 1-2 camps in Garliegs that ever had people exping
                            50-65 You were in Boyadah tree killing the same 2 mobs you killed for the previous 15 levels
                            65-75 you were back doing the same mobs in a zone that looked exactly like Valkurn Dunes.

                            With the exception to Missions, there was tons of zones that no one ever saw because there was never any reason for people to go out of their way to see it.

                            Wow, Everquest 2, AoC, Warhammer, etc all made the paradigm shift in exp gain by keeping you moving all over the place, versus sitting at a zone line or safe area and just pulling mobs for countless hours on end.

                            Will FF 14 see this shift as well? I would much rather see all of the beautiful world that is created, versus sitting at a safe spot or zone line for hours getting exp because no one is willing to go deeper because there is no point.

                            Comment

                            • DakkoN
                              All Star
                              • Sep 2006
                              • 5611

                              #29
                              Re: Final Fantasy XIV (PS3/PC)

                              The beta test is now an open beta. You can request your beta code from entry.ffxiv.com Hope I got that right, posting from ipod.
                              PSN: UK2K_Ch33k0
                              XBL: Ch33k0
                              Twitch: http://www.twitch.tv/Ch33k0

                              Comment

                              • Crimsontide27
                                MVP
                                • Jul 2004
                                • 1505

                                #30
                                Re: Final Fantasy XIV (PS3/PC)

                                Anyone here in beta besides me?

                                Wouldnt mind having a friend to group with and learn how to play. So much of this game is un-intuitive so far, but would love to get with someone else to learn and play the game.

                                Since this is beta, I dont care what server or city etc. Right now I have a 4 guardian and a 3 miner.

                                Comment

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