Archive for the 'Final Fantasy XI' Category

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FFXI Expansion announced at TGS

[Final Fantasy XI] Square Enix annouced the new Final Fantasy XI expansion at the Tokyo Game Show yesterday. Treasures of Aht Urghan is the title (which was guessed long ago when a trademark search was done on SE and it was the only title that didn’t already have some already known information) and it looks fantastic! Sorry, went a little fanboi there for a sec.

SE’s official announcement:

Images from the new FINAL FANTASY XI expansion, “Treasures of Aht Urhgan,” have finally been released to the public at the Tokyo Game Show (September 16-18)! And soon, players will be able to view a sneak peek of the new content from this site!

This page will continuously be updated with the most up-to-date information on exciting new content from “Treasures of Aht Urhgan,” so keep your eyes peeled for more!

The most intriguing thing is that in the video I have seen, there is obviously a new job that follows the classic Final Fantasy Blue Mage character.

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PS: Linkage, you ask and you shall receive!
Video
Pics of “Blue Mage”
More pics of the expansion

FFXI Update coming early October

[Final Fantasy XI] From the wise sages at SquareEnix:

The FINAL FANTASY XI development team is currently working on the next version update! Adventurers can expect additions to the Fellowship system, new areas, and several other changes. Details will be posted to the Topics section as soon as they are released, so keep checking back for more information! The version update will take place in early October.

More NPC quests, though not that appealing to me, seem to make the player base quite happy. The other changes so far seem to be only slight modifications. There is nothing that is standing out as any huge difference so far, but in the last patch they announced a radical changing of the ranger job just days before the update was released. So we shall see.

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Promyvions: The gateway to the expansion.

[Final Fantasy XI] The Promyvions (Promy’s for short) are the first set of quests to get through to open some of the new areas that were introduced in the Chains of Promathia expansion. An expansion that was introduced 9 months ago.

I would just like to know what has caused people to think that the promy’s are difficult? Last night, I led a group to beat Holla (my third successful run) which is thought to be the most difficult Promy. The party was war/nin, war/nin, sam/war, drg/war, blm/whm, whm/blm. This is a basic xp party for lvl 30. No smn, no rng. Oh, and we broke the server record for Holla.

The really sad thing to me was that of the people that I was taking through the promys one person had failed Holla 4 times, and one person had failed Mea 4 times and Dem 4 times… I mean, come on, Dem? The Dem bosses special attack is “Makes silly faces!”

Do people just not know that animas make the run incredibly easy? Do people not have strategies for the bosses? Do they not come prepared?

I mean the lack of understanding extends outside the bosses also, some people think that the mobs on the final level of the promys are some undefeatable foes, when in fact they are only T-IT mobs that you would be leveling on if you were in an xp party.

Any insight into this would be appreciated.

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Cut scenes, cut scenes, cut scenes!

[Final Fantasy XI, World of Warcraft] This is my mantra. Yes, I am going on to bash World of Warcraft again. Well maybe not bash, but point out why it is not all what it is cracked up to be. Last night, I completed Rank Mission 5-2 in Final Fantasy XI. Rank Mission 5-2 was the last mission of the original release of Final Fantasy, and is the beginning of the first expansion. After completing the battle at the end of Rank Mission 5-2 I was treated to near a half hour of amazing cut scenes. I can’t really describe just how epic they make the game feel, and just how involved they make the player feel within the online world.

Sadly, WoW has none of this. There is nothing beside the scratching of a quill to make you feel involved in the world, to make you feel that you are not just a part of the world but also have some impact on the world. Now I have heard that Blizzard is working on cutscenes to be introduced in the expansion, but I dont understand why they are not in the original version. Another example of a rushed product that shouldn’t have been on the market for another 6 months to a year.

FFXI should have set the standard for MMO’s by using cutscenes. Truthfully, I do not know if another game used cutscenes before FFXI but the level of detail and writing involved in the cutscenes in FFXI are just amazing. They are so vivid and deep as to make you feel like you are actually playing a game in the Final Fantasy series rather than just a break off MMO that stole the name. Why other games, especially a game like WoW that was developed to eliminate the weak points and emulate the strong points of other MMO’s, didn’t pick up on this is beyond me. Maybe the cutscenes are too far into the FFXI for other developers to grasp the importance of them, maybe they were deemed unnecessary for a game built around the ADHD generation, but in the end WoW is less of a game for it.

So to Blizzard: get working on some cutscenes. From what I understand, Blizzard used them in most of the Warcraft games before this one. Why stop now? Why stop with your biggest creation yet?

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Oh come on…

[Final Fantasy XI] Ok, seriously, I am still holding back all comments, and its not like this is some major change, but COME ON, I DONT NEED TO KNOW EVERY LITTLE DETAIL HANDED OUT LIKE CHRUMBS TO A BEGGER! Ummm… yeah, deep breath time.

Just release the update information already.

Ticket to Japan: $1000
Two nights in seedy Japanese motel: $2
Enough Saki to kill the pain: $5
Killing the teasing idiot that writes these update updates: Priceless

Simpler Title Selection and a New NPC Fortuneteller!

The next version update will introduce changes to the character title selection system and reveal a new NPC fortuneteller.

New Character Title Selection System
-Currently, when using the services of an NPC bard to change your title, you must pay gil to receive a list of earned titles that you can select from. However, in the next version update, you may see your list of titles without paying. It will still cost gil to change your title, but the price will be lowered.

-After altering your character’s title, the surrounding adventurers will be notified by a /say message announcing the change.

-Players will now have the option to have one of their titles selected randomly for free once each day (Earth time).

New NPC Fortuneteller
-A new NPC will tell the player’s fortune regarding character titles and other “elements.”

Keep checking this site for the newest information regarding the version update in mid-July!

Ripped from the dead cold grip of some idiot SE programmer at the FINAL FANTASY XI Development Team webpage.

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What?

[Final Fantasy XI]

Introducing the Fellowship Quest

The Fellowship Quest will be added in the next version update. After completing the quest, you will receive an item that will allow you to call an NPC to come to your aid!

Adventure together, defeat fearsome monsters together, and gain experience together! That’s right–your NPC friend can also gain experience and level up alongside you! After you’ve fought a few battles together, your ally might show up wearing new gear the next time you call for it! This new feature will open up the excitement of Vana’diel like never before!

The next version update coming in mid-July is full of new adventures and features designed to maximize your enjoyment in Vana’diel. Keep your eyes peeled for more information!

FINAL FANTASY XI Development Team (7/11/2005)

Wow, I dont know what to make of all these changes…

Are they trying to make the game like Guild Wars? Hired NPC’s? I find this troubling as it could radically unbalance the party system…

Plundered from the FINAL FANTASY XI Development Team webpage.

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So release the update already…

[Final Fantasy XI] So more update information, this time it deals with tweaks to experience in level capped areas and the experience you get from lower conning mobs. I am not even going to go into this stuff until the update is released…

Changes to Experience Acquisition

The next version update will bring the following changes:

-Chain Bonuses in Level-Restricted Areas
Currently, when fighting in level-restricted Chains of Promathia areas, EXP chain bonuses are determined by a player’s actual level. However, after the version update, bonuses will be determined by the player’s level within the area. This means adventurers will soon be able to earn extra EXP by defeating multiple enemies that are “even match” or higher, just as if the player was fighting in a regular area.

-Slight Adjustments in Experience Acquisition
The player will soon be able to earn experience from monsters of a slightly wider level range than previously possible. As a result, experience points earned by defeating “decent challenge” and “easy prey” monsters will slightly increase.

Check the FINAL FANTASY XI main page for more information as it is released!

FINAL FANTASY XI Development Team (7/7/2005)

Rogued from the FINAL FANTASY XI Development Team webpage.

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FFXI PvP News.

[Final Fantasy XI] In a move to placate, well, I have no idea who they are placating with this one, Square Enix is further revamping Ballista for Final Fantasy XI. This along with the rest of the news so far seems to indicate that there is alot coming in the next update. I am going to reserve comment on the update until all of the information is released (not because I am wholistic or anything, just basically because I am lazy).

Here is the info:

Upcoming Changes to Ballista Rules

In mid-July, Ballista will undergo a series of rule alterations and additions.

-If one side of an official match is low on members, entry into that force will be possible even if a match is already underway. In this case, experience may still be gained if certain conditions are met, just as if the player had entered the match from the start.

-In the past, special rules have been adapted for Ballista matches. These include a special rule that adjusts the location of the two camps when the number of participants in a match is less than 40, and reduces the number of Rooks to two when there is a significant difference in the number of players on each side. Another rule allows each player to receive experience points for participating in an official match. Following the version update, these two methods of play will lose their status as special rules and become the norm for Ballista matches.

-The current system of “Open Entry” for official matches, in which all adventurers are allowed to join the force with the smallest number of participants, will be done away with and replaced by a system called “Temporary Entry,” in which players may join a force regardless of allegiance. However, the player’s entry will be temporary, and similar to Diorama Abdhaljs-Ghelsba’s “Auto-Balance” feature, the players may be redistributed for balance when the match begins.

-In Ru’Lude Gardens, the player will be able to view Diorama Abdhaljs-Ghelsba’s reservation status.

-The player will no longer be able to adjust Petra selection settings in Diorama Abdhaljs-Ghelsba, but when in possession of the new key item “Ballista Band,” the player will be given the option of what to do with the first Petra quarried in Diorama Abdhaljs-Ghelsba and official Ballista matches. *The Ballista Band may not be used during Ballista Royale.

The FINAL FANTASY XI main page is frequently updated with news regarding mid-July’s version update. Please check often for more exciting information!

FINAL FANTASY XI Development Team (7/4/2005)

Illgottenly gained from the FINAL FANTASY XI Development Team webpage.

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Don’t know what to make of this…

[Final Fantasy XI] I don’t know what Square Enix’s plan is with doing this, but this appears to be an attempt to balance both Ninja and Ranger in the next update. The Ninja will now lose hate as they lose their blink shadows, and Ranger will now have its ranged attacks damage and accuracy vary with distance, also damage will be reduced when using ranged attacks against mobs of much higher level. The Ranger change makes sense, as they are very overpowered to begin with, and this brings ranged attacks in line with the way that melee damage is dealt. With Ninja, I am wondering if they are trying to reduce the use of Ninja as a tank. When Ninja was introduced as a class they were supposed to be a damage dealing class, but players started using their blink shadows to make the Ninja a tanking class. I am wondering how much the lose of hate will affect Ninja as a tanking class, if this is an attempt to kill them as a tanking class or to make paladin or even warrior or samurai as a viable tanking class.

We will see when the update is available.

Here is the information:

Changes to Utsusemi and Ranged Attacks

The next version update will make battle more strategic for players who use Utsusemi or ranged attacks.

*Changes to the ninjutsu “Utsusemi”
In the next update, the player’s enmity will decrease when a shadow image created by Utsusemi is absorbed by an attack.

*Changes to Ranged Attacks
Soon, the distance of the monster from the player will determine the damage and accuracy of ranged attacks. This determination will vary from weapon to weapon, as will the ideal distance for maximum damage. In addition, the higher the monster’s level is with regard to the player, the less damage will be dealt with a ranged attack. This system is similar to that of melee attacks, but the difference in damage will not be as great.

A score of new material and exciting new improvements awaits in the next version update in mid-July, so keep checking this site for details as the time approaches!

Appropriated from the FINAL FANTASY XI Development Team webpage.

Edit: Additional Thoughts:
After thinking about this for a little while I have come up with this:

Ninja – SE is attempting to make Ninja in line with Paladins when it comes to hate. Every time a character is hit buy a mob it loses a definite amount of hate, but before when a mob hit one of a ninja’s shadows the Ninja did not lose hate. This would advantage Ninjas over Paladins in maintaining hate just because of game programing. The effect will be that Ninjas will be required to use all of their ninjitsu to maintain hate on the mob. This will advantage good Ninja’s over those that just get Utsusemi and dont use any of the other Ninja spells. I am for anything that advantages good players over those that don’t take their job seriously.

Ranger – Based on the assumption that optimal ranged distance will be outside of melee distance, I believe that we will now see two kinds of rangers.

1) Damage Rangers. These will be rangers that will switch their sub to /WAR and will stay outside of melee range and will just fire off endless numbers of arrows doing alot of damage.

2) TP Rangers. These will be rangers that will keep /NIN are their sub and will stay in melee range and time attacks and arrow shots, then move out to optimal range and fire off their WS.

I think it is great for all players while still giving Rangers lot of options.

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I am a Ninja!

[Final Fantasy XI] More update information from our friends at Square Enix. Its not really much, just more storage tweaks mainly. The most important information though is the fact that Ninja’s can now create quiver-like bundling for ninja tools in much the same way that rangers have quivers for arrows. This makes alot of sense given that both ninja tools and arrows stack to 99. This will mean that I can store alot more ninja tools in the Mog House or on my character. It also means that I can buy more stacks of ninja tools while they are cheap and have them for later without having to mule them away.

Other information from the update includes new items that can be held by the storage NPC and new warp/teleport rings that are available for purchase through the conquest point system.

Here is the information in toto:

Bundling ninja tools, an addition to the storable equipment list, and new items earned by conquest points!

All this and more are coming up in the next version update in mid-July.

*Bundling Stacks of Ninja Tools
Similar to quivers, players will soon be able to bundle multiple stacks of 99 ninja tools as one item. The player can accumulate 12 stacks of 99 ninja tools in one item slot. In short, players will be able to carry twelve times more ninja tools in each slot than before!

*Equipment Storage
There is an NPC that players can talk to in order to have special equipment stored as a Key Item. This frees up inventory space for more items. Soon, Mythril Plate Armor will be added to the list of storable equipment.

*New Items Earned by Conquest Points
The Return Ring and the Homing Ring will be added to the list of items that can be obtained through exchanging conquest points.

Keep checking this section for more exciting news regarding July’s version update!

Mugged from the FINAL FANTASY XI Development Team webpage.

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