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Final Fantasy XIV The best of the best

Batraal (Dzemael Darkhold)
By now it’s pretty obvious that I prefer fights wherein everyone has to be on the ball in order to win. Batraal doesn’t let anyone off the hook in terms of performance; one lazy member can easily wipe the group regardless of gear. More than that, though, there’s something achingly fun going on in this fight, and it’s more than just dodging lasers and pools while breaking down crystals.

Batraal actually feels dangerous. Your assault on Darkhold isn’t meant to stop an urgent threat, really, but despite that this boss has a sense of malevolence and intent. In a just world he would be sitting at the end of Amdapor Keep, leering and threatening, even his defeat feeling like it’s only a temporary respite. Alas, it wasn’t to be, but he’s still really cool.

Isgebind (Stone Vigil)
This one hits all the notes. The mechanics of the fight are reasonably simple to understand and create a challenging and shifting layout. Everyone in the group has to be on the ball. No one thing will cause a wipe, but an accumulation of mistakes will. And you get a sense of Isgebind before you fight him as he drops in and assaults you during an earlier boss fight. Classic stuff.

How much do I love Stone Vigil? It’s the one dungeon I’ll run with classes that no longer gain anything from it; I might be at the level cap and no longer need the drops, but I’ll still sign on for trips through. So what could beat out Isgebind?

Ultima Weapon (Praetorium)
Look, Ultima Weapon is cake. You can wipe on this fight, but you have to be really bad at dodging things; odds are good that everyone will be up and ready to go on his second stage countdown and able to smash him to pieces. Despite that, this fight wins out because darn it, the whole thing feels unbelievably epic, and that’s a hard trick to pull off.

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Most games give you a seemingly invincible foe and then make him significantly easier to fight than you’d expect, which winds up creating an anticlimax. Or the boss is hidden behind huge numbers, so you have to gather two dozen friends to fight him and you basically swarm him to death. But Ultima Weapon is legitimately powerful, and you get legitimate reasons for why you were able to bring him down with only seven other people as backup. I look forward to the Omega version.

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Final Fantasy XIV: Letter from the Producer

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.

So in my last letter when I announced we’d be prioritizing the upcoming seasonal event in 1.17, it didn’t clandestinely imply we’d be halting other tasks in other areas. No need for worry there. Some players are also voicing concern over the difference between patch content and the more fundamental changes planned. The latter, such as overhauling the battle system, are planned for the long-term and don’t coincide with the pace of our regular patches. They are designed in parallel with other large-scale changes, such as new events or UI revamps, and we only begin testing their implementation after careful consideration of both specs and cost. This is why the whole process takes time. Of course, that isn’t to say we don’t want you to see any visible changes during this period. We are implementing the things that can be implemented, and can be done so quickly. I hope I can squash these and any further misconceptions in future letters and forum posts.

The dev team is actually split up into a bunch of smaller teams, each dedicated to a certain facet of the game. Off the top of my head, there’s the scenario team, the world settings team (including seasonal events), the item team, the crafting and gathering team, the battle team, the level design team, the art team, the character team, the BG team, the UI team, and so on and so forth. Each team focuses on certain game content or a particular system, and all teams’ tasks are ongoing simultaneously. There are VFX, animation, and cutscenes as well, so quite a few teams. Within each, there are staff members whose job it is to carry out the tasks of each patch, and others who focus on the large-scale elements and core of the game.

This is why the whole process takes time. Of course, that isn’t to say we don’t want you to see any visible changes during this period. We are implementing the things that can be implemented, and can be done so quickly. I hope I can squash these and any further misconceptions in future letters and forum posts.

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To sum up, we’re updating those aspects of the game whose priority is high, and which can be updated relatively easily, while more radical and profound changes, such as those revolving around latency, auto-attack, battle, the Armoury system, the job system, dungeons, movement, modes of transport—these are currently under development on their own, completely independent schedules.

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FFXIV a variety of PvP systems are coming

The game isn’t for everyone and isn’t really meant to be. It’s aimed at a very specific portion of the population, a portion that hates the idea that you can have your elaborate housing and crafting systems or your polished combat and directed dungeons. People who don’t freak out at the idea that this MMO has a story but also don’t freak out at the idea that I have to fill in my own story too. An experience not streamlined or simplified but polished and refined.

If you want to climb a gear ladder, fine. If you want to focus on crafting and harvesting, fine. The game does not care.

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And this is just at launch. This is based off of playing the actual live game for less than a month. We know that housing and a variety of PvP systems are coming, not in the vague “we’d like to do it maybe” sense but the “yeah, first patch, just ironing out the kinks” sense because we got to test a bit of these systems in the last beta test. We know that vanity systems are coming along with new classes and jobs and new ways to interact with the world.

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Final Fantasy XIV scholarly

Being scholarly here. (Literally. Scholar level 33.)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?

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.

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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.

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Final Fantasy XIV materia system

When you add in the materia system, which encourages you to break down your gear to turn it into materia, incentivizing you to seek out new stuff, it keeps the whole in-game economy flowing much better by not allowing rare items to rest exclusively in the hands of a ruling class.

If you’re in an area that has trees or grasses to harvest, you’ll see four or five nodes on your mini map. As soon as you empty one node, another will pop up. I’ve never seen fewer than two, no matter how fast I work. You can’t run out.

You go out and find some trees or plants and start harvesting the nodes you find. Another player runs up and starts harvesting the same node you’re working. How does this affect you? Not one bit. The nodes are instanced. You get your own private nodes to harvest. The player next to you, working the exact same spot, is working his own private node that has nothing to do with yours.

Bear in mind, this is pissing a lot of people off. Mostly the people that are used to shortcutting by lurking near nodes, playing at odd hours, and just in general trying to slip the system beyond what was really intended.

Maybe I’m spoiled from Xenoblade and only having to answer to myself, but questing should be simple. They tell me to go kill ten of something, I do so, I get a reward, and a new assignment until my brain seizes up. That’s pretty much the basis of the whole system.

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The more elite “hardcore” gamers don’t like that because it was the artificial scarcity they manipulated that allowed them to hog the best gear that others couldn’t really hope to ever get because no matter how good you get at a game you’ll never be better than someone who has unlimited time to work around the edges.

I’m not sure I’ll ever be much of a MMORPG player, but I’ll say this for Final Fantasy XIV… I have never seen a game go so out of it’s way to make a player feel like they could really accomplish anything in-world.

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FFXIV Being a piece of the puzzle

In an MMORPG, combat for a single player with their single character should never be as simple or as smooth as that in a game designed for single-player combat. That’s because, in an MMORPG, you play as a piece of a larger combat puzzle. It’s a small puzzle for the early dungeons (four-player groups in FFXIV), but it eventually leads to larger parties and raids composed of dozens of people with clearly defined roles: healing, dealing damage, or drawing and absorbing massive attacks (i.e. the “tank” role).

I’m playing as a tank class in FFXIV Gil almost by accident—I picked the Marauder with the big two-handed axe, but it turns out they’re slotted in to absorb damage more than to deal it out. But tanking is what I know best in these kinds of games—during my raiding period in World Of Warcraft: The Burning Crusade I played as a protection warrior, the purest of its three tanking classes.

Here’s the reason Final Fantasy XIV: A Realm Reborn (FFXIV) is good: it’s bad. That is, it’s bad at following the conventional wisdom that says MMORPGs are bad when they’re too much like work, when they’re harder to play alone, and most of all, when they’re not accessible enough. The creators of FFXIV know that these are actually the trends making the genre bad, and by ignoring them, the game manages to be good.

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FFXIV The people pillar

Reader Eri had this observation while playing a recent beta: “Firefall seems to have quite a few community events regularly going on and it always amuses me at the end how it devolves into the ancient art of people stacking. This tower was during the stress test a month or so ago after a few invasions had finished. There were a lot of people around and a rival tower was being built in Sunken Harbour as well. Everyone was laughing and having a lot of fun, talking in chat while serving as a human pillar, and there was usually a dance party going on at the bottom of it. While this one did get big, apparently the dastardly Sunken Harbour Folks beat us.”

Are you ready to jump into the people pile? If so, FFXIV Gil we’ve got more for you after the break!

It’s good to remember that even if you’re just checking out a game or spending a couple of days in beta, there’s always the opportunity to take and pass along a few pictures! Reader gets the One Shots golden star this week for going deep into Mog country and coming back with proof.

How are MMOs different than real life? There are many answers to that question, but our opening screenshot today reminds me that I don’t actively seek to run into a sweaty, heaving mass of humanity just because they’ll provide localized healing and damage boosts. Everyone always tries to use that excuse at conventions, and all I come away with is an intestinal debuff.

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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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Final Fantasy XIV Dzemael Darkhold

This place was brutal in 1.0. It’s still pretty intense now, but somewhat less so. What does drag the overall experience down a bit is how many patrols wander through the place, often out of sight until they crash into you face-first. It makes the paths between the bosses far more stressful than they need to be.

As for the bosses, the first one requires players to move between safe zones while managing adds and the otherwise invulnerable boss, a mechanic nicely foreshadowed before the fight by showing off the boss along the way. FFXIV Gil The second is fairly boring, but the third is another very mobile fight requiring a lot of effort from the whole party without ever being cheap. There are adds (after a fashion) and even an instant-death attack that’s as fair as you can ask for in an MMO.

And this is only the stuff leading up to the endgame runs. Five more dungeons remain from here on out.

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Final Fantasy XIV gathering abilities

It works like this: First, you have to find a node that contains the resource you want to harvest. Thankfully, your handy dandy gathering log tells you, roughly, where each resource harvestable at your current level is located. After a node has been found, you interact with it and a little menu pops up displaying all of the resources that can be gathered from that node and the odds of successfully harvesting each one. You can then use any of the gathering abilities that you’ve unlocked at that point, which can increase your chances of success, make you more likely to harvest high-quality resources, or impart a number of other useful effects.

Then, essentially, you just harvest whatever material(s) you’re Screenshot — FFXIV Gil after until the node is depleted. Occasionally, a node will have a special effect attached to it that can be activated if your stats meet a certain requirement. For instance, some might give you an extra harvesting chance if your perception is high enough, or some might grant you an increase to your success rate. It’s an interesting system, overall, but the fact of the matter is that it’s basically a gambling minigame. The various gathering abilities throw an interesting wildcard into the mix, allowing you to harvest items that you would otherwise be unable to, but I wish the gathering system had been designed a bit more like the crafting one was.

Players from 1.0 might remember that gathering resources back in the day used to entail playing a sort of mini-game. Well, no longer. Gathering has been greatly simplified, and to be honest, this kind of disappointed me. I’m not going to go so far as to say that the gathering mechanics in 1.0 were good, but they were certainly interesting and I was hoping that the devs would bring the mini-games back in a more refined form. Alas. Still, FFXIV does things differently enough from most games that even routine gathering feels like a refreshing change.

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