Quick question. Assuming you pre-ordered and are eligible for early access, do you have to wait until the day that opens to download/patch the game or is there a way to do it earlier to jump straight into playing?
Also this would be my first time playing, I didn't play 1.0.
Also just to say this.I love the idea that we get bonus's every 30days of subscription. granted everyone will have the same but its still nice ( and a nice way to hook in the people who take a break but still keep their account active) anyways i think that they should consider the legacy members who had paid for months of ffxiv before ARR.
Legacy only pays 9.99/19.98/29.97 for 30/60/90 day subscription...
Legacy gets an exclusive chocobo...
Legacy gets an exclusive tattoo on our backs...
And Legacy members were able to sign their names into the credits that will be displayed on the game...
I think we Legacy people got more than enough for paying all those months. >_>
We get an exclusive choco? and a tattoo? >.> I never knew of this
Also just to say this.I love the idea that we get bonus's every 30days of subscription. granted everyone will have the same but its still nice ( and a nice way to hook in the people who take a break but still keep their account active) anyways i think that they should consider the legacy members who had paid for months of ffxiv before ARR.
Legacy only pays 9.99/19.98/29.97 for 30/60/90 day subscription...
Legacy gets an exclusive chocobo...
Legacy gets an exclusive tattoo on our backs...
And Legacy members were able to sign their names into the credits that will be displayed on the game...
I think we Legacy people got more than enough for paying all those months. >_>
We get an exclusive choco? and a tattoo? >.> I never knew of this
Tattoo
Best picture I can find of the legacy chocobo (since they're not distributed yet) is the one from the End of an Era follow up vid (where they show the heroes in the forest and yada yada)
A 12 minute video advertisement for XIV and goes into detail of 1.0 ending, beginning of 2.0, character creator, introduction to cities, etc., all in Japanese of course tho :<
Played Fisher today... It's a lot more laid back that before.
- Buy bait from NPCs in town then use the Bait Box action to equip a certain bait. Different bait will attract different fish. (There is a Fisher's Journal separate from the gathering logs for BTN/MNR.
- Action button 2 has you cast the line out. Then you wait... It will make a sound and move once when you have caught something (sometimes the sound goes for 2 seconds, sometimes it goes for half a second. Have to be quick) When you hear/see it...
- Action button 3 reels in the fish. The game will tell you whether the fish is HQ or not, and how much it weighs. The weight of the biggest fish, divided into categories (freshwater/saltwater/deepsea etc... Will get the proper names of each category tomorrow.) Atm this seems to be purely for a personal record of sorts, but who knows? Anyway, one of two things will happen here... Either
A) Fish is placed in your inventory.
OR
B) Mooting chance occurs. This only happens at Lv26+ FSH (Beta cap is 20 but my fisher was 29 before servers shut down,) and only for certain fish. The fish currently on the line may be cast out into the water to act as bait for rarer fish. (In Limsa, I caught some Lv3 Sardines. Moot'd them and caught Lv21 Octopi.) To do this, you press the Cast action button. If you do not wish to Moot the fish, press the 4th action button which puts the line away.
Now, some things I wanted to note...
- the guild NPC mentioned that "fish get smarter the more you cast into their territory." It seemed to hint at that, should you attempt to gather from one spot too long, your odds of catching rare fish (or any fish) might decrease. This would make sense and could be possible. Need to test this.
- Fisher gains two interesting Class Traits when they reach higher levels (I want to say 35 and 45 off the top of my head... I really should have wrote my observations down...) The first is Sandfishing. This allows you to fish... In deserts. Kinda makes you wonder what's living down there in the first place.....
The second trait is Skyfishing. This allows you to fish in one particular area, casting your line into clouds below you.
- Gathering trait is hinted at increasing the gathering attempts at fishing holes before fish start to "catch on" to you; thus eluding at you. Perception was stated flat out that it increases the likelihood of HQ/Rare fish. Might possibly affect Moot chance (just imo. Needs testing.)
Overall, I'm happy with the changes to fishing and can't wait to be able to earn actual exp. (since no exp can be earned for classes over 20 atm. :x)
So far all reports of successful Mooch come from catching a HQ version of the smallest type of fish in a fishing spot. Then there's a higher level job trait for Fisher that lets you Mooch with a Mooch'd fish.
If a bait would not attract any fish in that fishing spot, it will tell you to try changing baits.
When you cannot make more gathering attempts at a fishing spot, the message, "It seems the fish know something is askew. It might be best to change location" will appear on the screen.
Fishing records will record largest River Fish, Lake Fish, Deepsea Fish, Dune Fish and Sky Fish caught.
Question for anyone who leveled fisher during the beta while it was under Lv20;
Did you get the same exp for each fish of the same type you caught (boosted exp for HQ version of the fish) or did you get varied exp of the exact same fish with the only difference being the weight of it? I'm curious if the weight of the fish will affect exp gain...
....
Overall, I'm happy with the changes to fishing and can't wait to be able to earn actual exp. (since no exp can be earned for classes over 20 atm. :x)
Overall I am not.
No minigame, no fighting the fish, just cast and reel in.
Didn't try mooching as I was in a low level river right outside Ul'dah. L 30 fisher so no concept about EXPs either.
Also THEY STOLE ALL MY BAIT AND LURES. I thought only stuff unusable in ARR was going to be removed. I am not sure if I had crayfish balls in inventory after 1.xx but I know I had goby balls.
The bait box is an acceptable substitute for the ranged slot though.
....
Overall, I'm happy with the changes to fishing and can't wait to be able to earn actual exp. (since no exp can be earned for classes over 20 atm. :x)
Overall I am not.
No minigame, no fighting the fish, just cast and reel in.
Didn't try mooching as I was in a low level river right outside Ul'dah. L 30 fisher so no concept about EXPs either.
Also THEY STOLE ALL MY BAIT AND LURES. I thought only stuff unusable in ARR was going to be removed. I am not sure if I had crayfish balls in inventory after 1.xx but I know I had goby balls.
The bait box is an acceptable substitute for the ranged slot though.
That minigame was upsetting at times, let's be honest. :x Yoshida stated that he wanted to make fisher into a "relaxing" gathering job.
As for your Goby balls, you can catch Dusk Goby at the pond named Drybone in Eastern Thal. Fairly certain those may be crafted... I've noticed that every 5 or so levels on CUL you can craft fish into bait, so I'll most likely continue leveling fisher and cul at the same time. Also, Shark Oil is now used for the best crafting tools currently in game now. The shark required for it is a mooch only fish (I believe...? Might be mistaking it for another shark) And currently, one vial of Shark Oil sells for 10k a piece on Excalibur. That's 100k in 1.0 currency.
minigame in 1.0 and FFXI were balls, i like the simplier old school FFXI approuch to fishing. it can indeed be relaxing, no need to fight a fish for 2 minutes, and still have it get away, and piss you off
12.99 is the standard fee, so I guess 12.99/25.98/38.97 for 30/60/90 days
wasnt sure if the crysta prices would be an exact translation or not. I saw the standard cash prices but saw no announcement on crysta ones. I'll likely have to do crysta because SE's direct payment option is a *** joke
Ok so question. I believe I was on my blm before i logged off of 1.0 way back when in my full artifact armor. when I redid my char I chose to start as arcanist since it was the only thing i can level. now i cant find my blm armor.. not sure if i might have put it in a retainer. I know i had 2 retainers full of items. we still get those items when we rebuy our retainers... right?
I was playing yesterday and managed to meet up with my former mates from 11 and we were discussing LS' and free companies.
From what we were trying to figure out is that now free companies are your groups for events and now ls' are mainly for social aspect of the game? is this true? or will people still use ls' as a core group to do events?
I dont quite understand the difference, and what really a free companies entails in regards to the benefits of additional exp and such that i heard of.
Ls are mainly social, but I don't are why poeple couldn't use them as secondary guilds tho
yeah thats what i was wondering. even in 11 ls' themselves couldnt do anything, they were only a social list, but you used them to gether people for events of course.
From what it soujnded like Free companies get additional bonuses or something
Linkshells are mainly social now. You can own multiple of them. Free Companies however... You can only be in one free company at a time.
As players advance through the game and level classes/crafts/earn achievements etc the free company will earn points. Points cause the free company to level up. At Lv5 you can put your free company crest on armor.
Also, just speculation atm, but there is influence with grand companies that free companies can earn. Not 100% sure how it works and what benefits you get, but it seems that wherever you start the free company is the main influence. I'm guessing if you get members that join other grand companies then you'll start getting recognized by all grand companies.
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.