FFXIV crafting and gathering parts of the game

That about sums up my thoughts on the crafting and gathering parts of the game, but I’m nowhere near level 50 with a Disciple of the Hand or Land, so you may want to take them with a grain of salt. So what’s the takeaway from all of this? As far as I’m concerned, it’s this: Final Fantasy XIV has come a long, long way since its… let’s say “humble” beginnings back in 1.0, but it’s still not quite where it needs to be. There are a number of adjustments that could (and in my opinion should) be made in a variety of different areas, but somehow, they don’t entirely rob the game of its appeal.

I really enjoy the way that crafting forces you to evaluate your options and find the best possible combination of abilities that can be used with the available crafting points, which — as mentioned — makes it feel very satisfying when you find that perfect rotation that maximizes quality without wasting precious CP. But unlike crafting points, which regenerate between each item crafted, gathering points do not regenerate between each node, but instead replenish themselves very slowly over time, meaning either you have to be very sparing in your ability use or simply blow all your abilities straightaway and again each time you have the GP to do so. ff14 gil Whichever way you do it, once you run out of GP and are waiting for it to regenerate, harvesting is simply a game of hoping the RNG comes out in your favor.

Sure, it’s an imperfect game, but its imperfections largely come from the fact that it tries to do things differently and, occasionally, falls short. But for every time that it falls flat, there are many instances where it knocks things right out of the park. If you’re willing to put up with some of those imperfections (maybe even a lot of imperfections) which will hopefully end up fixed sooner rather than later, you’ll discover an enchanting game that, despite some derivative features, feels like something novel and exciting. For that reason alone I’ll remain an inhabitant of Eorzea for at least a while longer.

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FFXIV the game’s economy

The reason, of course, is that right now we also have a rush of people trying to level crafts, which means that Ash Lumber exists in more abundance than the actual logs needed to make that lumber. With more people at high levels and unwilling to waste time on the low-level lumber, things will balance out a bit more. More supply than demand, in other words.

Of course, that’s not what most of these complaints are about. Usually if someone’s complaining about the game’s current economy they’re complaining about the fact that it’s quite possible for you to mount repair bills in Amdapor Keep without ever seeing a big influx of gil. And the thought is that this must be an oversight, that you’re playing the game correctly by chain-running this one instance and the game isn’t giving you proper rewards.

I honestly find this kind of amusing, because I’ve made more money since the relaunch than I had when it started. And that’s with buying relic precursors, gear, repairs, and so forth.

There are some issues with the game’s economy, definitely, but some of those issues simply come from people being unfamiliar with how the game handles things like making money. The past several years have taught us how to make money in an MMO, but ff14 gil doesn’t back those ideas up. It’s a different paradigm here.

I can wholeheartedly agree with people who claim the economy is a little borked right now. The real point of contention isn’t whether or not it has issues, it’s the reason and volume of those issues and whether or not those issues include being able to make money.

Right now, the lower-grade weapons and armor are severely devalued because of the fact that most of them can also be purchased on a vendor. Even high-end professions often are skewed to support selling component parts over finished products, because the finished products retail for much less unless you’ve rocked an HQ and someone’s willing to pay extra. A few places are actually selling some items for less than the vendor price, which is a quick way for observant players to make some cheap gil but not a good thing as a whole.

Nope! The rewards are where they’re supposed to be. The error lies not with the gil rewards, but with ourselves.

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Final Fantasy XIV focused style of combat

A Realm Reborn introduces a more mobility-focused style of combat, as players will frequently be required to move out of large attacks, which are telegraphed by red area-of-effect indicators on the ground. In theory, this is a great addition to the combat system that requires players to stay on their toes if they don’t want to end up taking a dirt-nap. In practice, however, it leaves a lot to be desired. Enemy attack animations rarely sync up with the ability’s cast time, and since the game determines whether or not a player is hit based on his location when the ability finishes casting rather than when the animation plays or when the red AoE indicator disappears, this can lead to great deals of frustration when you seem to have dodged the attack but end up taking damage anyway.

There’s also a noticeable, pervasive sense of delay in ability executions. It’s something that’s hard to describe but very evident if you actually play the game. ff14 gil Abilities that are supposedly off the GCD often don’t execute when you want them to (generally while the GCD is ticking down), and it feels as if I often have to wait for ability animations to finish before I execute another one, even though the cast time itself has already finished. In general, combat just feels… unresponsive. I find myself all too frequently mashing an ability’s hotkey over and over just to ensure it executes properly.

And one more thing that I have to gripe about as a healer is the game’s targeting system. For some reason it seems to be virtually impossible to target allies when they’re in motion (and sometimes when they’re standing still, for that matter), which makes healing players not in my party exceptionally difficult. The game’s overhead nameplates don’t make matters any easier, as they seem to be just as elusive to my mouse-clicks as the character models themselves and are often concealed by scenery, mobs, and other players. The thought of adequately healing non-group members in large FATEs is downright laughable.

One thing that FFXIV has going in its favor is the sheer variety of progression options available for both Disciples of War/Magic and Disciples of the Hand/Land, though in this installment I’ll be focusing on the former. Players can earn experience for their adventuring classes through numerous methods, from traditional quests, to FATEs, to guildleves and guildhests, and more. Unlike the game’s previous incarnation, A Realm Reborn offers a progression system that puts more of an emphasis on traditional questing (at least the first time around) than on mob or levequest grinding, and the FATE public quests provide an additional boost to experience gain.

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FFXIV judge an MMO?

All that said, I felt similarly about RIFT when it launched. There’s no way I could have seen even a fraction of what the game offers in an hour’s worth of play time, but an hour was nonetheless all I could stand.

I was telling a friend about ff14 gil the other day, and based on my recommendation, he paid for the client and gave it a whirl. As it turns out, the game isn’t for him, though I was surprised that he came to that conclusion prior to level 10. See, at the early levels FFXIV is just like every other themepark MMO, and it’s only after you unlock multiclassing, dungeons, and a few other features that the game starts to distinguish itself.

So, how about it, Massively readers? How long does it take you to judge a new MMO?

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FFXIV resumes online sales

Sales were halted soon after FFXIV’s re-launch due to server instability and quite a few other problems. Those who were lucky enough to snag a copy before sales went offline have been suffering through login restrictions and other emergency measures put in place to help even things out and keep the servers from exploding.

In the wake of server issues, queue struggles, and player complaints, it looks as though Square Enix is feeling a little better about the operational state of ff14 gil: A Realm Reborn — so much better that the game is once again available for purchase in digital form from the official Square Enix store.

With sales back online and more people rushing into the fray, Final Fantasy XIV seems to finally be moving forward, one Chocobo-sized step at a time.

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FFXIV game system

If there’s going to be combat, it needs to be good. That goes for every game system, really, but combat is an obvious one and nearly universal. I don’t care what system you use — you could use the traditional MMO hotbar-and-target system, you could go with TERA or WildStar’s more active approaches, you could make it a third-person shooter, or you could make combat into a puzzle minigame a la Puzzle Quest. That isn’t the point because all of those systems can be done well or done poorly. Whichever system you choose needs to be done well and offer strategic options, and it should be polished.

It needs to have setting, for one. A thin layer of generic fantasy nonsense doesn’t cut it; if I suspect your setting to have started life in a spiral-bound notebook, I am not going to be happy. The setting needs to have cultures, regions, religions, villains, heroes, turns of phrase, languages — it needs character. And that means it also needs a story, something going on that’s bigger than just where I choose to build a farm. I should have a reason to care about this place.

There’s no universal answer to this. FFXIV Gold For some people the answer is EVE Online, for others it’s World of Warcraft, and for a vocal and presently quite unhappy portion of the population the answer is City of Heroes or Star Wars Galaxies. If there were one template for what MMOs should be, we wouldn’t have a plethora of different games; we would have one that occasionally received a major update. What I can say with authority is what I want from an MMO, what makes a game something special.

I’m a big proponent of celebrating what you love instead of tearing down what you don’t like, so now that I’ve hopefully angered everyone still reading, let’s take a step back. What actually makes for a good MMO?

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WOW Brewfest Guide

It’s that time of year again in World of Warcraft for us to all celebrate the most inebriating holiday there is. That’s right, Brewfest has hit WoW again the third year running with a few changes, a lot of memorable drinking and tons of fun. What’s Brewfest you ask? Well, just look at the first word! It’s all about brew and the various types of spirits along with sausages, strange clothing, and well more drinking!

Teetotalers back up and get away because Brewfest is a drinking holiday where you’ll be doing a lot of that, drinking, and advocating the fine distilleries throughout Azeroth. There are achievements (that play into the world event meta achievement), epic items, and tons of souvenirs too. Are you ready to get your game on? Let’s start!

Brewfest has returned to World of Warcraft so grab a mug and head out to our 2013 Brewfest Guide to discover what’s new and how to earn your achievements.

2013 Updates
This year there are only very minor changes. The loot is still item level 470, but there are two new epic items available from the seasonal boss. They are both ilevel 470 weapons to help out those players that are not in the raiding scene. In addition to the new items the new zones of the Timeless Isle and the Siege of Orgrimmar are also decorated for the festivities. This year the event runs from September 20th through to October 5th, so if you plan on getting in on the action, do so quickly.

2012 Updates
Small changes again this year, the loot is now ilvl 470. Players have until the middle of October to reach level 89 in order to taken Coren on. The Pandaren Brewpack, which replaces your ability bar with the ability to throw brew or drink it and the Brewhelm which puts two brews on your head like the popular sport drink hats. Brewfest will run September 28 through October 13.

2011 Updates
Brewfast has changed slightly this year. The loot included off of the boss is ilvl 365.

2010 Updates
Nothing new this year, other than the boss battle is now located within the dungeon finder instead of having to use the remote or walking there to do it.

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WOW hunters pets

WOW hunters pets
Your hunter will start with a pet — different depending on your race — and any other pets you want you must find and tame. This can require a lot of tramping about the game world, especially if you’re in search of pets with unique looks. These are the different pet species available to every hunter: basilisk, bat, bear, beetle, bird of prey, boar, carrion bird, cat, crab, crane, crocolisk, dire horn, dog, dragon hawk, fox, goat, gorilla, hyena, monkey, moth, nether ray, porcupine, raptor, ravager, scarped, serpent, spider, spore bat, tallstrider, turtle, warp stalker, wasp, wind serpent, and wolf. In addition, beast mastery hunters can tame special, “exotic” pets, which have extra abilities. These pets include: chimaera, core hound, devilsaur, quilen, rhino, shale spider, silithid, spirit beast, water strider, and worm. In short, many creatures you see in the game world can be tamed as a hunter pet.

Pets are a key aspect to the class. Hunters tame beasts throughout the land — a hunter can tame 29 (37 for beast mastery hunters) different species of pet with their own special abilities and numerous unique looks. Just like your character, your pet has a talent specialization: each pet can be cunning (which focuses on utility and mobility, making for a good all-around spec), ferocity (which focuses on dealing damage), or tenacity (which focuses on defense). Wow Gold Any new pet you tame will have a default talent specialization based on its species, but you can swap it out if you’d rather have a different one.

If you can’t settle on just one, that’s fine, because you can tame many pets — up to 50. However, you can only have one out at a time: any extra pets must be stabled while not with you (stable masters in towns will look after your pet for you while you’re out adventuring). A certain number of pets can be stabled as “active” pets, which means you can call them and swap them for the pet you currently have no matter where in the game world you are. “Inactive” pets you’ll have to visit a stable master to collect.

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WOW A druid’s shapeshifting options

WOW A druid’s shapeshifting options
Shapeshifting is key to the druid class. In fact, no matter what race you choose, your druid will be spending most of their time shapeshifted into something else. Helpfully for druids who PvP, shapeshifting will clear movement impairments and shapeshift forms cannot be polymorphed. Here’s what a druid can shift into:

Cat Form: At level 6, a druid can turn into a cat, which increases their damage and movement speed. A cat druid is focused on melee DPS and cat abilities use energy — like rogues and windwalker monks — rather than mana. Cats also have the ability to stealth, letting them sneak around enemies and ambush them.

Bear Form: At level 8, a druid can turn into a bear, which increases their armor, stamina, and threat generation. Wow Gold Bear is a tank form and a bear’s abilities use rage like a warrior.

Travel Form: At level 16, travel form lets druids move 40% faster than normal, making it a great way to get around. (At least outdoors, since it can’t be used indoors.)

Aquatic Form: At level 18, a druid gains aquatic form, which is useful for traveling through water. In this form, druids can breathe under water and swim faster. And, if you don’t care for the form’s seal-like looks, Glyph of the Orca turns your Aquatic Form into — surprise! — an Orca.

Moonkin Form: Available to balance druids starting at level 29, Moonkin Form increases both arcane and nature damage done as well as reducing damage taken. And as a buff to other casters in your party or raid, moonkin druids increase the spell haste of party and raid members within 100 yards of your character.

Flight Form: For those who long to fly, at level 58, this ability will allow you to instantly shift into flight form. The fact that this is instant cast when using an actual mount would have a cast time makes it the travel option of choice for all druids, as well as the envy of other classes. As a plus, you don’t even have to train Expert Riding — you get it as a bonus when you learn Flight Form.

Tree of Life Form: Tree of Life isn’t a traditional shapeshifting form because, unlike the rest, it is temporary, lasting only for 30 seconds on a 3 minute cooldown. Restoration druids who pick the Incarnation talent at level 60 gain access to this shapeshift, which increases boosts their healing abilities and armor.

Swift Flight Form: At level 70, druids get swift flight form, which as you might expect, allows for faster flying. However, to gain access to this ability (which replaces Flight Form), you will have to train Artisan Riding, just like everyone else.

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MLG Columbus, IEM NYC not adopt League of Legends


Major League game “Championship Columbus” campaign will be held November 22-24 Greater Columbus Convention Center feature League of Legends. The news comes shortly after the announcement, Intel Extreme Masters League can not play professional IEM New York event, citing the proximity of Riot Games’ 2013 World Championship.

This will be the first MLG circuit event of Riot Games MOBA2012 in Anaheim circuits because it looks nothing special, and that during June. Finally MLG event function League of Legends, Major League Spring Championship game, breaking records, there are 4.7 million unique viewers tuning to watch the game, in addition to “StarCraft II and Call of Duty tournament.Here to supply buy FFXIV Gil

MLG recently announced, DOTA2 will attend the event, with $ 50,000 and several world-class team of international competition in the valve. With the league legend “non-appearance” StarCraft II “will not be able to Columbus game was the first time since the introduction in 2011 of the circuit.

MLG cooperation, on May turbine DC Comics MOBA Infinite Crisis, the recent game at PAX Prime. Infinite Crisis may make appearance, while MLG Columbus announced that Treyarch’s Call Call of Duty: Black Ops II is the second main stage games.

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