One thing that is really bugging me is they need to add the % complete for fates to the map. I get so pissed running across the entire map only to have the fate finish right as I get there.
Also quick question I purchased the CE from Amazon Here and I just saw someone riding their Coeurl mount and they said they got it from the moogle. My moogle only had the moogle hat and caitsith doll thing. Did I miss something to get the rest of the stuff? Or I though I remember reading you needed to be lvl 30 to get them and im not 30 yet maybe its that? Anyone know?
From what I've heard "Early Release" has been extended until the 29th. So early adopters are really still open beta testers. I started on Siren, created 2 characters and got in about 4 hours of play time and got kicked off with an error message and wasn't able to log back onto Siren. I was able to create a new character on Valefore and got arc to level 15, I feel like an *** for deleting my legacy 1.0 character.
I was able to get the onion helm, gloves, chocobo whistle and goggles by talking to the delivery moogle.
Extending early release just means pushing back official.hopefully Poole arnt too upset, they are already bitching all over the realm reborn facebook wall.
So what does that mean? Everyone who goes out and buys the game today wont be able to log in? I have serveral people who are planning to pick up 14 and start today.
Edit2: Although... I kinda don't want my early access extended >.> I'm pretty sure that's why I can't receive my Coeurl mount yet. My XIV account shows no account added at all yet. It just says "none".
Extending early release only means that you can still play if you pre-ordered, did the code thing to log in, and HAVE YET to pick up the physical copy of the game.
Basically you don't need a registration code until the 29, and the free 30 days doesn't end til Sept 29 instead of the 27th.
If anyone can help me with someone quick. I was told you need to be so far in the story to be able to use mounts. Im like a quest or 2 past where you do the first 3 dungeons. Is it soon after that? Am I even on the right track?
Sucks I cant even enjoy the main story... pretty much just spamming through until I unlock my mount at this point.
Edit: uhhhh so now I have to do another dungeon for to defeat ifrit? All this to be able to ride a mount?
Yes. like Alyric said, just continue with the story until you join a grand company. When you do you will also need to get 2k 'seals' by doing fates or leves(i think? have yet to try since joining).
Sucks I cant even enjoy the main story... pretty much just spamming through until I unlock my mount at this point.
Edit: uhhhh so now I have to do another dungeon for to defeat ifrit? All this to be able to ride a mount?
Yes. like Alyric said, just continue with the story until you join a grand company. When you do you will also need to get 2k 'seals' by doing fates or leves(i think? have yet to try since joining).
Ya im at the Grand Company meetings now. I completely over estimated that Ifrit fight lol. I've seen videos before but I now understand why it's called hard mode. This was super duper easy mode. But lots of fun too!
Ignore the dead archer >.> I didn't even know anyone died until I just uploaded that SS lol. Must have been an AoE.
I love crafting, god I love crafting, oh help me.... craft some more!
In all seriousness once I found out that level 15 of each craft gets its own unique cross class actions I think lost it and am now just going nuts trying to level everything....
Ok so quick question. Finally got accepted to Grand Company and now I need the 2000 seals. Do I have to specifically accept a quest or something for seals or can I just go on a grinding fest and stock up on em?
I believe you could do fates for them in the beta, but that might have changed. I do know you can take on grand company levequests for them. For example you can find a flame sergeant in drybone.
Addendum: You can also turn in limited time wanted items to your grand company for seals. I think they only accept a certain number of X thing. Luckily they usually have a large list of things they want.
Ok so quick question. Finally got accepted to Grand Company and now I need the 2000 seals. Do I have to specifically accept a quest or something for seals or can I just go on a grinding fest and stock up on em?
first boss of the dungeon.....after 65 minutes....we gave up...
AoE Doom and 2x Bee final sting paradise without a way to dodge it! ; ;.......
sometimes the bee pop when it does doom......so you are looking for floor tiles that take out doom and trying to kill the bee before the final sting...... @.@......
P.S. I will try again tomorrow....my head got melted by 2xfinal sting 592 - 690 damage to me.... and Triclip for 692 which is instant cast @.@......
P.S.S. The tank got one shot once by 4k damage from 1 Bee with frightful roar on and maybe critical
Do Grand Companies give noteworthy gear to specific jobs still?
In 1.0, you were generally better going with Twin Adders (Grid) as a Mage-main, Flames as a melee-main and maybe LL as a melee or something, I dunno >_>;
Is this still the case? One of my friends is asking me which GC she should choose as an overall melee main (MRD/WAR is likely going to be her first 50), whereas me and my other friend are loving ACN (and I have CNJ/THM from 1.0 aswell). Are all GC's created equal, or does each still give a higher benefit to certain jobs than others?
• Since the hardware specs of the PS4 are high and Final Fantasy XIV: A Realm Reborn will use them to their full potential, there will be a large improvement in the number of characters displayed on screen at the same time compared to the PS3 version, and in the quality of each character. The difference in graphical fidelity will be very visible.
• Remote Play with the PS Vita will be fully supported. Yoshida-san makes the example of gathering, fishing, crafting or questing solo while relaxing on the couch on the PS Vita, and then, when the time for party play starts, one can switch to the PS4 to enjoy the challenging dungeon content on the big screen.
• A companion app for the PS Vita is planned, including a database and the features of the new Lodestone, but Remote Play is the priority.
• It will be possible to point and click in the PS4 version using the touch pad of the DualShock 4, improving the user interface further.
• It’ll be possible to upload video using the Share button of the PS4 due to licensing agreements done with voice actors (Japanese laws are rather strict on this), also, videos made with the Share button will be useful to learn how to do difficult high level dungeons.
• There will be no change in the content of the game moving from the PS3 version to the PS4 version, as the game will be fully cross platform, so you’ll still be able to play with the same friends.
• Yoshida-san encourages players to consider switching to the PS4 version from the PS3 version, because the PS4′s hardware allows for an impressive performance, much better graphics and displaying 100 or 200 people at the same time on the screen. The passage will be immediate and seamless because the servers are the same and transferring character data is not necessary.
• When asked about his point of view as a creator on what he likes the most of the PS4 Yoshida-san responded that it’s the memory size, because it gives more freedom of expression and design. You can create higher quality characters and levels. He also appreciates the wider choices of play style represented by the share button, Remote Play and companion apps. He feels that the PS4 will test the development team, making things easier and harder at the same time.
first boss of the dungeon.....after 65 minutes....we gave up...
AoE Doom and 2x Bee final sting paradise without a way to dodge it! ; ;.......
sometimes the bee pop when it does doom......so you are looking for floor tiles that take out doom and trying to kill the bee before the final sting...... @.@......
P.S. I will try again tomorrow....my head got melted by 2xfinal sting 592 - 690 damage to me.... and Triclip for 692 which is instant cast @.@......
P.S.S. The tank got one shot once by 4k damage from 1 Bee with frightful roar on and maybe critical
The boss will only summon bees 5~6 times. DDs should INSTANTLY change to the bees and kill them asap. If you have a SCH/SMN/ACN present, tell the tank to keep the tauri where the bees spawn as best as possible. This way, you can Bane dots over to bees and have some progress made on the second when the first dies.
If you need to remove doom, run to the glowing square. That is the only way to remove it. Running over it rather than running and stopping is suggested, especially for sch/smn/anc. This will remove doom from the pet also.
It's an easy enough fight if you can get people to listen. :x
Do Grand Companies give noteworthy gear to specific jobs still?
In 1.0, you were generally better going with Twin Adders (Grid) as a Mage-main, Flames as a melee-main and maybe LL as a melee or something, I dunno >_>;
Is this still the case? One of my friends is asking me which GC she should choose as an overall melee main (MRD/WAR is likely going to be her first 50), whereas me and my other friend are loving ACN (and I have CNJ/THM from 1.0 aswell). Are all GC's created equal, or does each still give a higher benefit to certain jobs than others?
I just read somewhere recently that Adder gear is DD, Flames are Tank, and Maelstrom is mage. I can't remember where though. I'll try to source it out.
first boss of the dungeon.....after 65 minutes....we gave up...
AoE Doom and 2x Bee final sting paradise without a way to dodge it! ; ;.......
sometimes the bee pop when it does doom......so you are looking for floor tiles that take out doom and trying to kill the bee before the final sting...... @.@......
P.S. I will try again tomorrow....my head got melted by 2xfinal sting 592 - 690 damage to me.... and Triclip for 692 which is instant cast @.@......
P.S.S. The tank got one shot once by 4k damage from 1 Bee with frightful roar on and maybe critical
The boss will only summon bees 5~6 times. DDs should INSTANTLY change to the bees and kill them asap. If you have a SCH/SMN/ACN present, tell the tank to keep the tauri where the bees spawn as best as possible. This way, you can Bane dots over to bees and have some progress made on the second when the first dies.
If you need to remove doom, run to the glowing square. That is the only way to remove it. Running over it rather than running and stopping is suggested, especially for sch/smn/anc. This will remove doom from the pet also.
It's an easy enough fight if you can get people to listen. :x
Yeah...the dungeon itself is easy....but the problem is the people ; ; LOL I gave up on it for the time being
Square Enix has confirmed today that Final Fantasy XIV: A Realm Reborn will be getting a beta for Play Station 4. Currently it is scheduled to start on February 22, 2014, which is the same day when Play Station 4 is going to come out in Japan. More details on how it will work will be revealed soon.
In addition to that news, it has been confirmed that those who bought the game for Plasy Station 3 and wish to continue playing the game on Play Station 4 will be able to upgrade to it at no additional cost
Well seeing as we're getting a load of threads pop up on different things popping into the game, I thought it would be easier if I made a general thread.
Firstly, I'd like to say the following:
If you want to come into this thread just to start shit with people who are going to buy XIV, please refrain from doing so. I'm not making you do this, but nearly every XIV thread so far has gone to the flame-core, and I'd rather keep at least one topic about the game that will be civil. If you have a personal opinion on the game, then feel free to vent it, but please do it in a positive way instead of flame-baiting. Thanks.
I thought I'd start off with some general information on the different aspects of the game. All this information has been gathered from The XIV website or interviews.
Here we go!
Story The Age of Adventure Men are wont to suffer
And forget wherein they’ve sinned
Ne’er hearkening back on tragedies past
Lest the Twelve might humble them
— Unknown
Countless moons have waxed and waned since wandering tribes from across Hydaelyn first arrived in Eorzea and settled its untamed lands. The benevolent deities who ruled the empty continent and its surrounding islands were impressed with the resilience of these primitive men and women, and in an act of mercy each saw fit to ensure their welfare.
These gods and goddesses soon came to be known as the Twelve, and the villages thrived in their light until the land was bespeckled with several independent city-states. Though, where man walks, strife follows, and for generations, these tiny nations carved out a history of blood and betrayal built upon broken oaths and the sun-bleached bones of the fallen.
However, the fate of the land would soon change. Not fifteen years past, a new threat appeared without warning from the east. Metal-clad warriors brandishing weapons that spewed streams of fire, fleets of behemoth airships belching oily smoke that would block out the sun for days at a time... A resistance was amassed, but to little avail, and it was not long before Ala Mhigo, once considered the most powerful of the remaining six Eorzean city-states, had fallen to the mighty Garlean Empire.
As the empire’s dreadnaughts continued their march of terror across the blood-soaked fields of the north, the remaining nations put aside their differences and clandestinely joined hands to form a loose alliance to ensure they not meet the same fate, should the invaders turn their eyes southward.
Fortunately, the invasion never came, and just as quickly as it had arrived, the empire was gone again. However, echoes of their grim message rang clear in the hearts of Eorzea’s people—its effect on them, profound and irreversible. The realm would never be the same.
And it was thus that Eorzea slipped into the “Age of Calm,” during which an uneasy peace prevailed.
To prepare for the coming storm, the first task of the newly-formed alliance was to fortify their defenses. In the previous era, few city-states maintained organized militaries, opting instead to hire the services of mercenaries and hedge knights to champion their causes. However, after the fall of Ala Mhigo, city guard units were restructured into legitimate standing armies which could be quickly called upon and mobilized if the need arose.
Unfortunately, this left a majority of the realm’s hireswords with nowhere to pledge their fealty, and with their livelihood ripped out from under them, many of these men and women resorted to acts of villainy to survive. For fear of the situation worsening and the land falling into chaos, several respected leaders from around Eorzea gathered together and formed a network of guilds to provide these lost souls with the opportunity to redeem themselves by aiding others.
Through the foresight and resolve of these leaders a new industry known as “adventuring” emerged, its advent helping usher in the current era—an era of hope in a time when shadows of uncertainty loom ever closer.
A Realm Divided
It is nigh on ten years since the fearsome beings known as the primals first appeared in these lands. Ten years since they were summoned forth by the destructive ambition of the beast tribes. Ten years, and still those tribes, drunk on the power granted them by the primals, continue to wreak havoc upon the free peoples of Eorzea.
To the northeast, the Garlean Empire stirs, casting an ominous shadow across the realm. Seeking dominion over the continent of Aldenard, the Garleans set out on a campaign of conquest, smiting all opposition with their superior technology and overwhelming military might. In a relentless drive to the south and west, they lay ruin to the once flourishing city-state of Ala Mhigo.
It is in the midst of this embattled Eorzea that a mysterious power surfaces. Known simply as the Echo, it is said cause the souls of those touched by it to resonate with others. And of this is born the ability to relive their past experiences—to see and feel them as though they were one’s own.
Can these seeds of the past somehow serve to sow hope for the future?
What is the origin of this eldritch power?
Is it a deific gift of righteousness? Or the deception of some sinister sorcery?
To what end has it been given?
The search for the answers to such questions falls to you. So go forth. Seek out and join your brethren. And together claim your place among legends in the annals of time.
— Diversity in Numbers —
Boasting the largest population in Eorzea, the Hyur came from neighboring continents and islands in three great migratory waves. With them they brought a sophisticated technology and complex ethos tempered by the breadth of the outside world. They rapidly became a driving force behind cultural progress, and are now widely attributed with spearheading advances in Eorzean civilization.
One of the Hyur’s strengths is the staggering variety of languages and social institutions they exhibit. This is said to account for their firm conviction in individual freedoms, though it also results in a relative lack of solidarity and group cohesion.
Two distinct groups now exist among the Hyur-Highlanders, denizens of mountainous areas, and Midlanders, who reside in lower elevations.
Midlander
The Midlander clan comprises over half of the total population of Eorzea’s Hyur. They have established themselves throughout every city in the realm and lead lives as diverse as their heritage. Trained in letters from infancy, the Midlanders are generally more educated than many of the other races and clans.
Highlander
The Highlanders derive their name from a long tradition of inhabiting Eorzea’s mountainous regions. Compared to their Midland brethren, the Highlanders are noticeably larger in build. These days, it is rare to see Highlanders save for those who fled Ala Mhigo after its fall, and now work in the other city-states as mercenaries and sellswords.
— A Tribe of One —
During the Age of Endless Frost, as the seas turned to ice and passage over them became possible, Eorzea saw an influx of foreign fauna to her shores. This in turn brought the hunting tribes which subsisted upon them, the modern descendants of whom are today known as the Miqo’te.
Since then, the Miqo’te have diverged into two physically distinguishable groups — the diurnal Seekers of the Sun and the nocturnal Keepers of the Moon. Both groups share a superb olfactory sense and powerful leg musculature, results of a long evolution geared towards hunting and predation.
Comparatively few in number, they maintain an insular group mentality, tending to avoid contact with the other races. Many individuals lead isolated lifestyles, even when residing in the more populous cities.
Seekers of the Sun
The self-proclaimed Seekers of the Sun are the diurnal clan of the Miqo’te race. Their preference for the warm light of day pervades all aspects of their culture, as is apparent in their devout reverence for Azeyma the Warden, goddess of the sun. They are perhaps known best for their striking eyes — the result of their vertically aligned pupils and faintly colored irises.
Keepers of the Moon
The nocturnal among the Miqo’te have dubbed themselves the Keepers of the Moon. Shying from the garish light of day, they revel in the shroud of night, and offer their piety to Menphina the Lover, goddess of the moon. The custom of applying war paint to the face is still regularly practiced by the Keepers of the Moon, enhancing their already distinctive appearance.
— More Clever by Half —
The Lalafell were originally a group of agriculturalists inhabiting the fertile islands of the south seas. With the introduction of transmarine commerce, they soon found their way to Eorzea via trade routes. They are now one of the more populous races and are well established throughout the region, though they remain averse to cold climates.
The short, rotund builds of the Lalafell belie an incredible agility, and their seemingly feeble legs are capable of carrying them long distances over any terrain. Many among them are also known for possessing highly developed and cunning intellects.
The Lalafell place a great deal of significance on familial bonds, but are by no means unfriendly to outsiders. This is evidenced by the fact that they continue to share prosperous relations with all of the other races of Eorzea.
Plainsfolk
The flat landscapes of the Plainsfolk’s home islands are dotted with the clan’s traditional thatched huts, beneath which lie intricate networks of underground passageways. Their distinct hair coloration — a myriad of earthy and grassy tones — mimics their native environment, and their long, pointy ears are said to be able to detect the faintest scampering of the prairie’s various fauna.
Dunesfolk
Perhaps the most distinctive aspect of Dunesfolk culture is its traditional dwellings — structures affixed to the backs of large beasts of burden. The luminous eyes of the Dunesfolk are the result of a glossy, protective layer which covers the pupil, an evolutionary response to the glaring sunlight of their home region. Many individuals wear a small gemstone on their forehead, representing their zodiacal sign.
— Noble and Refined —
The Elezen are a traditionally nomadic people who in former times claimed sole dominion over Eorzea, their presence predating that of the other races. Believing this prominence to be ordained by the gods, they came to develop an esteemed sense of honor and pride.
Their characteristically tall, slim physiques and elongated limbs are part of a successful adaptation to the land’s various environments. Indeed, it is said that their highly sensitive ears can discern the squeak of a field mouse at a distance of up to several malms.
The Elezen perceived the immigration of the Hyur as tantamount to invasion, and as a result the two share a past plagued by warfare. At present, however, they can be seen coexisting peacefully, the exception being the reclusive Duskwight Elezen.
Wildwood Elezen
For hundreds of years the Wildwood Elezen have lived in the safety of Eorzea’s lush forests. They possess an incredibly keen sense of sight — a contributing factor in their unparalleled expertise as archers. With the formation of the realm’s governments, many Wildwood ventured forth from the forests, drawn either to the exhilarating cosmopolitanism of the urban centers or the simple nomadism of the plains.
The Duskwight Elezen
The Duskwight Elezen have spent centuries in the peace and seclusion of Eorzea’s caves and caverns. They have developed an acute sense of hearing, capable of detecting the faintest of sounds. This natural gift, and the uncanny awareness it grants, has proven advantageous in the field of hand-to-hand combat. Many of the reclusive Duskwight resort to robbery and pillaging to survive, earning them the scorn of their woodland relatives.
— Size Matters —
The Roegadyn are a maritime people whose largest concentrations are found in the northern seas, by way of which they came to Eorzea.
They possess enormous, muscular builds and are known for the cultural emphasis they place on competition and unflinching courage, though tender, introspective individuals can also be found. Roegadyn in and around the Limsa Lominsa area are typically seamen putting in at port, but many have also settled permanently, becoming mercenaries, bodyguards, or even pirates by trade. Far away, deep in the mountains of Ul’dah, live mountain clans of reclusive Roegadyn known as the Hellsguard, said to have mastered the magical arts.
Sea Wolves
The Sea Wolves originally hail from the islands of the far north seas, where they still subsist as fishermen and women. Long ago, no vessel or coastal village was safe from their maritime brand of brutality. Now, it is not uncommon to see them employed as sailors or naval mercenaries on all manner of vessels.
Hellsguard
The Hellsguard are a clan of Roegadyn with body and mind tempered by the unforgiving heat of the volcanic regions they inhabit. Believing these mountains of flame to be gates to the underworld, their line has for centuries stood vigil over them to prevent the passage of souls back to the realm of the living. Their sheer girth and steely demeanor open to the Hellsguard a wide range of paths, from the martial to the monastic.