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All the FIFA 16 Trophies for Playstation

List of all FIFA 16 Trophies for Playstation 3 and Playstation 4 including trophy name, description, gamerscore and short instructions about how to perform them

Try-outs – 15 (1)
Use all 7 substitutions in a Pre-Season game in Career Mode

Head start – 15 (1)
Win a Pre-Season tournament in Career Mode

All bases covered – 15 (1)
Complete all basic Skill Games

Teacher’s pet – 15 (1)
Get an A grade for all the drills in a Skill Games category

Lead by example – 15 (1)
Improve 1 attribute in Player Career Mode

I’ll do it myself – 15 (1)
Play 5 training drills in Manager Career Mode

Proving grounds – 15 (1)
Play a Drop-In Match in Pro Clubs

More to come – 15 (1)
Complete and win your first Pro Club Seasons league match

Just a little off the sides – 15 (1)
Change your Online Pro haircut

Grab the popcorn – 15 (1)
Watch an EA SPORTS News video

Going Pro – 15 (1)
Join a club with your Online Pro and play your first match in Pro Clubs

We are the champions – 30 (1)
Win a Division Title in Online Head to Head Seasons (must be obtained through game-play)

Can’t Touch This – 15
Beat an opposing player using no touch dribbling

Threading the needle – 15
Assist a goal using a driven ground pass

Take Aim – 30
Have 100% shot accuracy in a match (10 shots minimum)

I am the boss – 15
Substitute your star player in a match (highest rated player in the team)

I brought the ball – 15
Have more than 65% possession in a match
Fair Play – 15
Finish a match without conceding a foul against you (offsides do not count)

Around the wall – 15
Score a goal with a curled shot from a free kick

Set-piece specialist – 15
Score 2 goals from a corner in a match

It’s a lottery – 15
Win a penalty shoot-out

Go for it! – 15
During open play, score a long-distance goal with a defender (25 yards out)

Half-Time pep-talk – 15
Win a match against the Legendary CPU after being down at half-time

The Invincibles – 80
Win all 4 matches in an Online Draft Mode session in FIFA Ultimate Team

Testing the Waters – 15
Win all 4 matches in a Single Player Draft Mode session in FIFA Ultimate Team

Legacy in the making – 30
First appearance of a player bought from the Transfer Market in Ultimate Team

FUT 50 – 105
Have a player score their 50th goal at the club in FIFA Ultimate Team

No hard feelings, right? – 15
Win a Friendly Season in FIFA Ultimate Team

Trial offer – 15
Sign a Loan Player from the EASFC Catalogue

FIFA 16

A loyal ally is hard to find – 15
Buy a player from the FUT Transfer Market and earn his loyalty by playing 10 or more games with him

Molded to perfection – 15
Apply your first Chemistry Style consumable in FUT

Trial of Power – 15
Challenge and complete a match against the Team of the Week in FUT

Class of ’16 – 15
Win a division title in FUT Seasons

Mutiny! – 15
Change your captain in FUT

Adding some context – 15
Play a full match with the “FIFA Trainer” overlays turned on

Dream-team in progress – 30
Sign a world class player in manager Career mode (80+ rated)

Going up? – 15
Earn a Promotion in Seasons

Friendship test – 15
Finish an Online Friendlies Season

Social craving – 15
Share an EA SPORTS Football Club Activity

Giving back – 15
Gift an EA SPORTS Football Club Catalogue item

All for myself – 15
Purchase an EA SPORTS Football Club Catalogue item

We’re in the game! – 15
Play a women’s football match

New Silverware – 25
Win the Women’s International Cup tournament

5 Star performance – 15
Score 5 goals in a women’s football match

I got this! – 15
Perform a slide tackle and keep possession of the ball in a women’s football match

Got flair? – 15
Score a goal with Flair Shot in a women’s football match

Just for inspiration – 15
Copy a Squad from the end of an online match in FIFA Ultimate Team

Play Beautiful – 60
Score a goal after 10 consecutive passes in the opposing third of the pitch

FIFA 16 Trophies are almost the same for XBox. If you want to know the FIFA 16 Achievements for XBox, click here.

Source from: http://goo.gl/7bPL3o

Fifa 16 Coins – 5Mins Delivery

 

 

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Details about FIFA 16

Career Mode

FIFA 16

The FIFA series dominates gamers’ free time not just because of the licenses or even the gameplay. It’s also thanks to the excitement of building your own team via FIFA Ultimate Team and the challenge of steering your club to greatness in its career mode. Developer EA Canada has announced a host of additions and improvements to these modes for FIFA 16, and they could be big enough to strengthen the game’s career mode and either deepen your addiction to Ultimate Team or make you try it for the first time.

FUT DRAFT & ULTIMATE TEAMUltimate Team

Similar to Madden 16’s Draft Champions feature, FUT Draft is designed as a quick experience: Draft a squad of Ultimate Team players from multiple rounds of randomly generated players, play a four-game single-elimination tournament online or off, and reap the rewards.

I haven’t gotten our hands on the mode yet, but if it’s like Madden’s Draft Champions, I could see this as the primary way many people play Ultimate Team from here on out because of its no-fuss approach.

Here’s some more details on the new mode, as well as info on regular Ultimate Team:

  • You start by paying the entrance fee of FUT coins or points.

  • Choose from one of five formations (this will be your default formation for the duration of the tournament) and pick a captain from a set of superstars.

  • Through multiple rounds you’ll pick from a list of five players randomly drawn from the FUT database to build out a 23-man squad. The FUT cards have varying degrees of quality. I’ve seen the basic chemistry style listed on the cards, but I don’t know if cards with other styles will also come up.

  • Subs and reserves can also be manually selected, although you can also auto-complete your roster.

  • If you’re playing the mode on an Xbox console, FUT Legend cards can also come up in your draft. More on the new Ultimate Team Legends below.

  • Naturally, you can shift your roster around for the best chemistry.

  • The further your progress in the tourney, the better the coins or points rewards, but even if you bomb out in the first game you’ll at least get back what you’ve initially invested. There is also something called a draft token you can win, but were not sure what it is exactly.

  • It’s unknown if consumables, can be used in FUT Draft. I also don’t know about the role, if any, of managers in FUT Draft.

  • You can still play the regular Ultimate Team, and EA Canada says it’s made improvements to the mode’s interface, squad screen, and consumables. Consumables are now recommended to you.

  • The overall presentation of FUT matches will now look more like those in a regular match, with graphics highlighting players, for instance.

  • It’s unknown at this time if the mobile app and web browser transfer market – which was taken down to try and curb coin sellers and farmers – will be restored for FIFA 16.

  • There are 10 new FUT Legends for players on Xbox consoles. The eight players currently confirmed are: George Best, Deco, Jari Litmanen, Gennaro Gattuso, Javier Zanetti, Vítor Baía, Alessandro Nesta, and Ryan Giggs. There is also Legends chemistry links between Legends and squad players.

CAREER MODE

Career Mode

The two big additions to the mode are pre-season tournaments and mid-week training. Both will help develop the younger players you don’t loan out, and the pre-season tournaments in particular provide an influx of cash for your club.

Pre-Season Tournaments

  • Pre-season tournaments consist of eight teams total from around the globe, and range in difficulty. The three listed I saw were the Champions Trophy (Asia), American Challenge Cup, and Invitational Cup (Australia). It’s unknown how many different tourneys will be available from year to year.

  • In these friendlies you can make more subs than in a league/cup match.

Training

  • There are more than 30 drills, and each one boosts a particular attribute. For instance, el rondo works on interceptions, slide tackles, standing tackles, and marking.

  • Five players can be trained per week.

  • You can perform all the drills, simulate any individual drill, or sim all of them.

  • It’s unknown how many attribute points can be gained per week through training and what impact, if at all, each player’s overall development arc has on that increase.

  • Training drills do not affect a player rehabbing an injury or their overall health.

General

  • Free agents can be signed outside the transfer windows.

  • A percentage of your budget carries over from year to year depending on your club’s performance.

  • There are now two-year loans, and short-term loans last six months.

  • Managers have improved job security. I don’t know the specifics around this, but I hope that it means you’re not dismissed just for missing your domestic objective by one place in the standings, for instance.

  • Improved transfer values and authenticity, and general fixes for the Global Transfer Network. Hopefully scouts don’t run out of players to recommend this year.

  • Scouts recommend three players based on your squad’s weaknesses.

  • Scouting reports now last a year.

  • Improved fixture congestion. I don’t know if this only applies to the re-scheduling of fixtures.

PRESENTATION

  • 900+ new club chants. I double checked this one, and that’s indeed what EA is saying.

  • 450 total headscans, including 14 new ones for Real Madrid players, including Cristiano Ronaldo.

  • Presentation graphics for the Bundesliga that matches that league’s TV broadcast.

  • There are some new body models for male players.

  • Players can run over and celebrate with the cameraman or the subs on the bench.

  • New commentary for stat tracking, transfers, and player debuts to help make the commentary more specific to your club.

  • Rain intensity can change as a match progresses, and matches also have different kick off times.

  • New stadiums: Vicarage Road (Watford), Dean Court (Bournemouth), Carrow Road (Norwich City), Borussia-Park (Borussia Mönchengladbach), CenturyLink Field (Seattle Sounders), King Abdullah Sports City (Saudia Arabia), El Monumental (River Plate), and Stade Vélodrome (Olympique de Marseille).

  • Also included in the game is Fratton Park, home of Portsmouth FC. The stadium is included in remembrance of Simon Humber, the late co-creator of Ultimate Team (among many accomplishments with the team) who was a massive Portsmouth fan. After Humber passed away from cancer earlier this year, Portsmouth placed flowers next to the goals at Fratton Park in his honor, which is represented in the game.

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FIFA 16:An Essential Guide

FIFA 16 Guide

FIFA 16 Guide

The following tips, tactics and tricks have been written with online play in mind, but many of the techniques will translate into single-player sessions. If you’re struggling in general, we’d advise that you head to Seasons mode to practice in a realistic, live-fire environment: this way, there’s less chance that you’ll encounter the squads of human bulldozers that savvy Ultimate Team players are assembling. That said, stick to teams of a no more than a four-and-a-half star rating to avoid an interminable succession of Real Madrid fanboys. Those guys are arseholes, and you’ll learn little by filling the air with choice invective as they run Ronaldo in inexplicably effective straight lines.

1. Resist the urge to sprint

So important, it’s the first entry in the list. Sprinting reduces pass accuracy, and makes your players easier to tackle. Until there’s a specific opportunity to inject a burst of pace, it’s much, much easier to maintain possession if you walk with the ball.

Once you get into a rhythm, you can frustrate an opponent who favours a high-intensity pressure game (so: approximately 97.2% of all Ultimate Team adversaries) with a simple pass-and-move approach, largely because walking players aren’t tracked as aggressively by the AI assistance that can transform defending teams into swarms of homing missiles.

With subtle turns and walking-pace football, slide tackles become less potent. You’ll know you’ve got the rhythm just right when your opponent’s defensive approach begins to look like a re-enactment of the iconic ice scene from Bambi.  

2. Hold the directional stick until a pass is played

This is a fundamental FIFA technique, and one that countless players forget or even fail to grasp, habitually releasing the left stick once they’ve set the strength of a pass. If the player under control then takes an extra touch, or receives a minor knock from an opponent, the delay will cause the pass to be played in the current direction that the left stick is held. In short: don’t switch off until the ball actually leaves a player’s feet.

In a similar vein, note that heavy physical pressure from an opponent in close proximity can cause a pass to be cancelled. If you see your player stumble or otherwise react to a sliding opponent, shirt tug or barge, be ready to set up a replacement pass.

3. Watch that first touch

A good first touch is equally as important as the quality of the pass that came before it. Your initial contact with the ball should always set up the next part of a move, either creating space or establishing an angle for the next pass. Try not to sprint as you receive a pass to feet: this can lead to awkward bounces and extra touches, though it’s less of an issue if you’re running onto a pass into space.

A natural instinct in this situation is to turn and attempt to beat the defender. But we also know that our opponent knows that…

…so we turn away from his anticipated lunge (which would probably have worked had we turned to face goal), and take the gift-wrapped penalty. 

4. Pick a formation, then practice to understand it

From our experience so far, it seems harder to play a possession game with formations that feature a flat bank of central midfielders.

If you want to dominate a game, you’ll need a system that gives you the necessary angles and movement.

As a general rule of thumb, we’ve found that fluid passing sequences are less likely to break down if you have a quality central attacking midfielder. A playmaker in the CAM role will habitually take up space between the lines, acting as a pivot in attacking moves, or drifting into pockets of space in and around the penalty area when the ball is played to the wings.

There is no right or wrong formation, no “magic bullet” system that conquers all others:  just different ways of setting your team up. You can play some beautiful football with the ‘4-3-3 (4)’ system… but you’d better be adept at defending counter-attacks, because everyone but the two centre-backs will push forwards at the merest mention that someone, somewhere, is considering the merits of dropping a hat. Conversely, the ‘4-4-2 (2)’ is a struggle; it’s hard to play the short game, though we can see how it might work well for a percentages strategy, with driven passes drilled up to the two strikers with minimal prior build-up.

If you find that a formation has merit but isn’t quite working for you, adjustments of the team’s attack/defence level (double-tap left and right on the directional pad during the match) can be a revelation.

The 4-2-3-1 variant with wide midfielders and a single CAM is defensively sound, but it’s hard to build attacking momentum.  Adjust the attack/defence level to Attacking, though, and you sacrifice a relatively small measure of stability at the back in exchange for runs and support that you’ll rarely find on the default Balanced setting. Similarly, switching that exciting but fragile 4-3-3 (4) formation to Defensive or even Ultra Defensive can put men behind the ball without completely sacrificing forward movement when you need to keep things tight in the last 10 minutes.

5. Learn to see the whole picture

If you really want to play a passing game, a zoomed-out camera view is practically a requisite. Not everyone will be able to cope with the distant but tactically excellent overview offered by the Co-op camera (especially during the new ‘cataract mode’ foggy weather conditions), but you can still choose a custom zoom level for your preferred option to provide a slightly wider view of proceedings.

It’s an unusual concept to grasp at first, but try readjusting your focus to look at the entire screen during passing moves, rather than staring intently at the individual player under your control. It’s a revelation if you can master it: you start to see passes and movement that you were oblivious to moments beforehand.

6. Go backwards to go forwards

This is a mistake that we see time and time again: players blind to options behind them, always passing to the most advanced player within reach. If a move isn’t going anywhere, or the defending team are camped in their own half, it’s better to send the ball back to deep-lying players than to risk squandering possession on a hopeful pass or cross. Maintaining ownership of the ball is the purest and most effective form of defending.

A backwards pass can open up new angles and opportunities. The most critical attacking contribution in the counter-attack shown in this clip? It’s not the initial header (it’s a weak corner), or the lofted through-ball towards the end. It’s the backwards pass in defence that provides the two key runners with a split-second to break clear of the chasing pack. 

7. Use the right weight of pass

Broadly speaking, there are three weights of ground pass: the cushioned short ball (press X button/A button, then tap L2/left trigger before the pass is played), standard X button/A button distribution (with the speed determined by the direction played and length of button press), and the new driven pass where you hold R1/right bumper as a modifier with a standard pass.

With defending players much, much more adept at sticking out a foot to intercept the ball, faster passes are more likely to reach their destination, but they’re harder to control when they arrive. Slower passes are great for the receiving player – but simple for a defender who has read your intentions to steal. Building a passing move, then, is a constant struggle with risk and reward. In busy midfield areas, the general weight of pass that offers a high completion rate is usually too hard for a player to control with ease, with extra control touches killing the momentum of a move.

The solution is to integrate through-ball passes (triangle button/Y button) into your build-up play. It takes practice, and it’s not something that you can master overnight, but stroking the ball into the path of a teammate will usually leave them with their head up and ready to use it after no more than a single touch.

Passes played into space are always easier to work with than balls played to feet. Better still, they encourage all-important movement in situations where a standard pass can leave a player static.

A simple demonstration of three feathered through-balls employed to set up a tap-in.

Try to use only as much power as you need. With one eye on Mane, and having noted that our opponent liked to spring the offside trap, a little cushioned through-ball was all it took to reward a well-timed run with a goal.  

8. Use more lofted passes

The lofted through-ball as you knew it in FIFA 15 – the master key to any defence, and catenaccio be damned – is a much diminished beast in FIFA 16. However, a lot of players have failed to realise that you can replicate much of its functionality with square button/X button passes.

If you have an opponent attempting to mark your passing lanes, but players in space, try a simple chip. Even if there’s a defender in attendance to contest a header, you have the advantage of being able to move into position a split-second before they do.

For any possession-based game, the crossfield ball is a mainstay that you can’t do without. When play gets congested on one side of the pitch, use a full-power lofted pass to switch the ball to the opposite flank.

Get the weight of a lofted pass just right, and they’re actually easier to control – or pass first-time – than many ground passes. You also potentially benefit from the fact that a fairly significant proportion of FIFA players struggle to contest headers in midfield areas (unless, alas, you are one of them).

9. Fight for the ball

Whenever you compete for a loose ball or pass made into space, don’t forget to tap circle button/square button to apply physical pressure if you have an opponent in close proximity.

Even if you’re ostensibly in possession at the time – that is, the ball was played by someone on your team – you can and really should use this defensive function to contest a tussle. These battles are governed by player strength stats, and now favour individuals with genuine physical presence. If you have an imposing forward such as Benteke or Lukaku up front, it’s worth risking 50/50 balls into space just to set up an opportunity to bully a relatively lightweight defender.

10. Use first-time passes sparingly

If there’s one error that we’re encountering more than any other in FIFA 16, it’s this. The completion rate for first-time passes is much lower than in 15, which means that sequences of so-called “ping pong passing” are liable to break down at any moment. If players have to twist or turn to play the pass, expect the accuracy to suffer accordingly. A related issue occurs whenever players attempt to make immediate passes in the split-second after gaining possession, which can lead to some truly shocking distribution. To avoid this, it’s often prudent to allow your player to take a touch or two before you pass after making an interception or winning the ball with a standing tackle.

11. Player movement is critical to a passing game

In addition to automated player runs initiated by the AI, there are three ways to create your own off-the-ball movement.

  • Set up a one-two (hold L1/left bumper while making a standard pass), and the player will run forward after sending the ball to a teammate.
  • Tap L2/left trigger just after you make a pass to encourage the player to run forward.
  • Double-tap L1/left bumper while in possession to make a teammate you are facing (or, more precisely, pointing to with the left stick) make an off-the-ball run.

Creating, recognising and exploiting opportunities presented by player runs is the cornerstone of an intelligent passing game. It’s a technique that is really hard to teach, though: you first need to be familiar with a formation, and then learn how different players behave within that system.

A good starting point is to use the manual run functions detailed above to buy yourself an extra moment on the ball in the final third. Many players will habitually track the runner in these situations, which might give you a moment to find the killer pass that you’re looking for.

Sometimes, you need to slow a move down to create movement. After the quick turnover of possession in midfield, and the luxury of no immediate pressure, we wait for support to arrive from midfield before initiating a purposeful attack.

An example of a textbook ‘give and go’ set up with a simple, short L1/right bumper + X button/A button pass. 

12. Be smart with your distribution from goal-kicks

Goal-kicks can be a trial; an interception or header after the wrong pass from the keeper can put you on the back foot and scrambling to prevent a shot within seconds.

Playing a short ball to a defender is rarely a viable option, as most online opponents are wise to that, and consistently lurk close to your backline. Punts to midfielders or strikers are also a risk: it only takes one header to return the ball to an opposition forward.

The safest method of distribution, or so we’ve found so far, is to aim for positions close to wide midfielders or wingers on the touchlines. A lofted pass that fills the power bar by three-quarters will usually be just right for the near side; something closer to full power will be required to reach the far side. As long as you move the receiving player into position before the ball arrives, you’ll generally be favourite to win the ball even if an opponent contests it. Worst-case scenario, you’ll need to immediately nod or tap it back to the full-back.

As your keeper collects the ball, check the radar for a player in space – usually wide men. Most goalies can reach a position close to the halfway line with a full-power diagonal throw. For anything in your opponent’s half, you’ll need to kick it.

13. Use driven passes to up the tempo in the final third

The new driven pass (hold R1/right bumper while powering up a standard pass) is fantastic for setting up chances, but you really need to pick the right moment: play it over a short distance, and the receiving player’s first touch can kill a move. Used with precision, though, it’s a perfect way of upping the tempo of a passing move to create a shooting opportunity. If you haven’t practiced with it yet, do so: it’s an essential part of the FIFA 16 passing repertoire.

It’s something of an expert-grade trick, but you can also employ driven passes over short distances in the penalty area to manufacture unpredictable bounces – and then, if it falls kindly, smash the ball home with a volley or athletic strike.

14. Understand the dark arts of the driven pass

The driven pass is, it seems, the equivalent of the lofted through ball in FIFA 15: it’s the quickest way to get the ball from point A to point B, and it can be maddening to see a lucky bounce put a striker through on goal after you’ve had his team-mates penned into their half for the best part of a minute. Played correctly, this percentages-based style of play can be really hard to defend against. Get to the ball first, and a poor first touch can give a striker an easy tackle; be too slow to react, and it might sit kindly.

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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.

We are leading of FFXIV Power Leveling and FFXIV Gil provider.

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.

We are leading of FFXIV Power Leveling and FFXIV Gil provider.

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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