FFXIV The best of Garuda and Aiatar

Aiatar (Brayflox’s Longstop)
I make no secret of the fact that I absolutely adore Brayflox, and the final boss is one of the reasons. The trick is that the boss is actually very simple to face, with only a couple of abilities that anyone needs to worry about. But the complexity all comes entirely down to execution. Tanks have to learn to dodge his breath and drag him, DPS has to react quickly to pools and positioning, and healers either force through the slowly accumulating poison or clear it off.

This is also a fight where a lot of people struggle, partly because keeping track of all the subtle ways things change can be a really hard skill to learn. Tanks especially have to learn that the breath is about where most dodged abilities will be later in the game — you do not have a wide margin for error. When you see it, move.

Garuda (The Howling Eye)
In stark contrast to Aiatar, both versions of Garuda have a lot of stuff going on at once. Unlike a lot of fights, though, Garuda isn’t a battle with a single failure point. There are ways to screw up that still result in a clear, albeit a harder one. So the trick becomes minimizing those mistakes rather than having a flawless run and learning to recover after something goes cross-eyed.

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When I first did Garuda’s story version, our tank opined that Garuda is the fight that teaches you how to wipe and learn. I think it’s an appropriate description. The good groups with Garuda might not pull her down the first time, but each try will bring you a little closer. That’s commendable.

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FFXIV A New Lodestone Feature

Through defeating monsters, crafting items, and completing quests, players accumulate experience points (EXP) which, when a certain threshold is reached, automatically increments the player’s level. The player’s level affects attributes such as HP (health/hit points), MP (magic/mana points), and the amount of abilities available to them. By wielding different weapons and crafting tools, players are able to change their class, allowing them to switch roles in the field. Compared to Final Fantasy XI, group play has been de-emphasised, and solo play can be equally rewarding.

Players of Final Fantasy XIV can now visit the Lodestone Web site to view all of their latest achievements. The list includes milestones such as dinging a physical level, discovering an aetheryte crystal or slaying your 500th foe. The page is accessible through the “History” option located in the burgundy “My site” menu along the top of your character page.

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Two other features were also added to the Lodestone Web site. An RSS reader for breaking news topics allows players to have Square Enix’s regular “Ask the Devs!” articles, maintenance notices and other features sent straight to their RSS readers. Also, a “How to Use This Web site” feature was added to the Lodestone site.

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FFXIV craft guide

Want to craft instead? Then craft. Try to strike a balance of quality and overall item durability. Get it just right and you wind up with a much more powerful item; get it wrong and you’ve got a mess. Crafting is a fully developed game in and of itself, along with the option to just mass-produce items if you don’t care about quality but just need plenty of lumber.

Want to gather? Go out, scout out locations, find out where to harvest rare items, sell them on the free market or use them yourself. The game does not care. You turn a corner and you find another fleshed-out system waiting for you. If you’re not interested in one thing, you don’t have to take part.

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Don’t want to quest to level up a class? Run dungeons or do FATEs (yeah, we’ve got dynamic events here, what of it?) or do leves or fill out your hunting log. Whatever. Queue up for a dungeon and then go craft for a bit. That’s cool. We’ll tell you when it’s ready. Go harvest some logs and then turn them into furniture. Whatever you like.

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FFXIV themeparks sandboxes

And that is a bad thing. Sure, your sandbox features a great housing system, but so does The Sims 3, and the latter doesn’t abandon me in a featureless wasteland that eschews actual content in favor of letting me choose my final destination (here’s a hint: All those destinations are grinding). Yes, Mr. Themepark, I see you chuckling in the background, but your single leveling path followed by the exact same huge-group gear-grabbing jamboree is not better, just annoying in a different way.

Much like “nerf,” these are two terms that have been beaten into the ground until they no longer have any intrinsic meaning. The original “themepark” game was freaking EverQuest, which is not what anyone thinks of when he uses the term in a more modern sense.There’s more concern given to whether or not a game fits into a given category than whether or not it’s actually fun to play.

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Final Fantasy XIV: A Realm Reborn is an MMORPG and features many of the trappings of the genre. Players create and customize their characters for use in the game, including name, race, gender, facial features, and starting class. Unlike in the original release, players may only choose to be a Disciple of War or Magic as a starting class—Disciples of the Hand and Land are initially unavailable. Players must also select a game world for characters to exist on. While servers are not explicitly delineated by language, data centers have been placed in the supported regions (i.e., North America, Europe, Japan) to improve the communication latency between the server and the client computer and players are recommended to choose a server in their region. Regardless of server or language, the game features a large library of automatically translated game terms and general phrases which allow players who speak different languages to communicate.

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FFXIV MMORPG experience

Final Fantasy XIV is my first real MMORPG experience. When I was growing up I watched my brother descend into an EverQuest addiction that left me treating the very concept of online adventuring with the same trepidation that the DARE program taught me to avoid drugs. What can I say, fear works on me. I’m a scaredy cat.
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That said, I did get a review copy, and I had a friend who assured me that she would be my Navi, albeit less annoying, in teaching me the ropes of MMORPG gaming. She’s real private about her identity online, so we’ll call her Lufia Mooglekicker.

Lufia has been doing this sort of thing for more than 20 years, and was a hardcore player of the last FF MMORPG to boot. So she had more than enough clout to teach my noob ass. Plus, she actually got on beta before I got my review copy, so in reality she’s probably better qualified to do a review than I. I owe at least half of this piece to her insights.

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Overall, I think the game lacks something on console systems. The interface was clearly designed for upclose PC play, and even on the big screen HD TV I have in-game instructions and actions are more or less too small to read on the PS3 version. That said, I’ve been doing regular RPGs long enough to get the hang of it. Still, anything but the most basic play would probably be better on a laptop, with console play being better for basic gathering and farming.

It is fun though.

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Final Fantasy XIV accessibility

Final Fantasy XIV stands unapologetically against all of these trends trying to make the genre “better.” The game charges a subscription fee. It allows for easy switching between classes, but those class roles are still quite rigid. It gives your character a personal main quest, but it still requires you work with other players in conventional dungeons. It has cut scenes and explanations for that main quest, but almost every other quest is essentially “go kill five antelope.”

Surprisingly enough, ff14 gil is actually better for avoiding the pitfalls of modern MMORPG design. That’s because the attempts to add accessibility to MMORPGs demonstrate a fundamental misunderstanding of how the genre works. The gameplay systems in the best MMORPGs are intentionally rigid, controlling player behavior to make the game work as a multiplayer experience. They’re designed around long-term planning, building expectations, the introduction of new things to work for, and work leading to reward.

In that respect, MMORPGs are more like strategy games like Civilization than most other games. These are not the kind of games that are made better or more fun by increasing accessibility or letting players earn rewards more easily. It’s about anticipation, planning, and breakthrough, not the act of playing itself. Final Fantasy XIV understands this more than any MMORPG I’ve played since World Of Warcraft back in the Burning Crusade days.

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FFXIV screenshot challenge

This week’s screenshot challenge should be a cinch: I’d like you to take a picture of your character lounging or hanging out in a local tavern. I don’t think you’ll have a problem finding one of those, will you now? Remember, special One Shots star stickers can be yours for the best screenshots!

“I took advantage of FFXIV’s free playing time to take some pretty screenshots,” he said. “My character is Arckes Liez, from the Japanese server Ixion. ff14 gil Here is a shot to showcase the beautiful world Square-Enix has designed. It’s generally very serene, despite all of the murderous creatures running amok. And then there are just superb locations, like this one. Carbuncle is not impressed.”

I recently posed an underwater screenshot challenge, and reader Becca rose to the occasion. She gets the One Shots silver star, which grants her a value-sized soft drink and small fries at Poppa McNuffin’s Chow Shack. Ignore the dog in front of the door, Becca; he’s all bark and only a very little bite. Probably want to have your rabies vaccinations up to date, though.

Becca sets the scene: “While I really dislike putting Vanguard’s bugs on display, they were so hilarious at times that I just had to take screenshots. In the lower left-hand corner is my boat, the proud Death Betty, riding the ocean floor despite my character furiously spamming her /bailwater emote.”

Everyone having fun tackling Taco in Guild Wars 2? Just remember the rallying cry, “If it’s overflow, it’s going to fail!” That always brings a tear to my eye.

Reader Christian has this jaw-dropping photo from that fight: “I’ve always liked the world boss fights even though they get a lot of flack from other players. This screenie is of my Elementalist (and everyone else) running for her life after getting hit by Tequatl the Sunless’ Fear spell. It also looks like we’re running away from his bad breath. Really, even the dog was running away.”

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WOW:What do you like to see made ​​into a movie MMO?

Therefore, the Warcraft movie has an official release date. It also has a skilled director, this is both good and bad. Duncan Jones, this is a good thing, because in fact possible to make a must-see movies, video games source material. It is bad, because I’ve got a laugh out of Uwe Boll or Blizzard’s brand on the big screen soiled his contemporaries.

In any event, assuming Warcraft flick is financial success, it may further MMO-film adaptation paved the way. Is there a particular people’s property, you want to see made ​​into a movie?(Here to supply buy Final Fantasy XIV Gil

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FFXIV Cutter’s Cry

Brayflox is memorably fun, Qarn is memorably awful, but Cutter’s Cry is just… there. This dungeon has precisely one redeeming feature, and that’s the final boss. The layout is annoying (as are the random sand explosions) and the treasure is nothing to write home about. Boss one is irritating as both a healer and a tank, and boss two is trivially simple.

The chimera at the end, though… this is where it gets interesting. Aside from requiring you to duck his cone effects that emerge at 45-degree angles from the front (enough to hit the tank in front while also catching unwary DPS on the flank), he also has three abilities to observe. ff14 gil One requires you to run away from him, one demands that you collapse onto him, and the last one sends a bolt of power for players to run from before it explodes.

It’s complex and requires a lot of management of position without ever relying upon adds or cheap tricks. I absolutely love it. It’s a shame it’s also in a dungeon that I otherwise will happily ignore from here on out because seriously, no point.

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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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