FFXIV Secure: 72 man, hands down

In 72 man, you had enough capture points that securing them actually made a difference to the final score, and players were constantly fighting over them. Drone spawns were just there for an added bonus, and were not the main point. In 24 man, once you caught your primary capture point everyone just cluttered up on the top of the tower and waited on Drones. Drones spawned. Dps check started. Drones died. People pecked at each other for a bit, but mostly, people just split up and waited for the next drones. It was stupid and boring, and there was more PvE than PvP (sound familiar?).

The only time I’d like to see 24 man Secure brought back is if they take the stupid Drones out of it entirely and replace them with a fourth flag on the top of the tower.

Slaughter: 24 man, I guess…

Honestly, I don’t really care, because that game mode was a huge s*** show from start to finish, no matter how many people were in it. 24 man seems the most viable way to do it, though. Given that there’s practically no objectives and the map is huge, it would be best to split the map up into smaller zones and just make it 24 man.

Seize: Either, but I preferred the 72 man.

This is mostly just because of the size of the map, and the fact that it’s a 3-way fight. It’s next to impossible for a 8 man team to split up and still be effective, so in 24 man matches there’s always one GC who could potentially be left out from all of the combat. That’s kind of lame. 72-man had more possibilities, and it was less likely for any teams to be completely uncontested.

Shatter: 24 man, but it’s really hard to judge this one.

So far, the spawn pattern of the Shatter Points has had more of an effect on how fun the Shatter game mode is than the actual size of the teams. I’ll take 24 man for faster queue times and more team-oriented game play, but so long as Shatter is just a big game of whack-a-mole, I don’t think the size of the team makes a big enough difference to care about.

E3 2016: A step forward into Final Fantasy XV on mogffxiv

The realm of the possible and impossible seem to grey when you ride the escalator up and enter the doors of E3. Taking a quick glimpse back, all you can see are smiles as fellow gamers slowly make their way up. As I walked through the glass doors strewn with advertisements of games I love, my eyes became fixed on what laid before me.

Square Enix’s booth shined bright. Music from Afrojack blared as I moved closer to the game I was waiting to see. My fear from the previous day’s conference slowly faded and I finally decided to take the dive. First up I had to play Final Fantasy XII: The Zodiac Age. To you Final Fantasy fans, you understand. I had to get a taste of that time-based but active feel before I attempted to try the new action platform Final Fantasy XV was using.

FFXII was incredible. Apart from a few small facial shading issues when the game went to HD, it played perfectly. It is what every FFXII fan would love and appreciate when seeing it revived for the current generation.

Next up was a media event celebrating what Final Fantasy XV had to offer the public ran by the game’s director Hajime Tabata. We were welcomed to the briefing and told to expect a bit of a bonus during each of the day’s live streams. “All right already,” I thought to myself – still worried about whether I should be excited or disappointed. At that point I still had no idea what to expect.

He began the presentation with the catchphrase: Final Fantasy XV is Leading Edge. My immediate thought was, “What the hell does that mean?” But as he spoke, it became clear. Not only is FFXV the first major attempt at bringing the series we know and love to a new medium, but the battle system has been changed to more of an action-style feel along with open-world sensibilities. It’s the latter point that caused my fears to subside – granted I know this might not be the best game in the series based on what was shown but there’s still hope.

After Tabata finished I decided it was time to finally dive into the demo proper. I’ll be honest – I decided to pass on the demo they provided last year out of fear it wouldn’t live up to my expectations. I was also hesitant about the E3 demo, after they attempted to show it off during the Microsoft conference.

Getting into the booth to play was easy enough. Picking up the controller, the demo brought me through some quick basics and then into the fray. My opponent was Titan – and part of build much further along than what we saw on display the day before, according to director Tabata. Not only did it run smoother but actually playing it felt a lot more intuitive than we were lead to believe.

The Titan Challenge starts out somewhat subdued – lead character Noctis has to take out a few smaller enemies as both Gladiolus and he work their way up to the massive boss arena. After some story bits with Titan speaking to our irritated protagonist, he brings out his sword ready for battle. It’s up to you to stay alive until Noctis’ other friends can make their way through.

As this goes on, Noctis takes on Titan’s assault – a massive arm thrown his way as I hit a command prompt to defend. The demo made use of several Quick Time Event button prompts in order to parry and subsequently attack the beast. Going back and forth, it was all very overwhelming for our heroes. You’re forced to run further and Titan begins his counterattack as Noctis is allowed to warp around, evading damage.

Overall, Final Fantasy XV’s showing at E3 left me feeling fairly positive. It became extremely clear Square Enix is trying to make the most out of a difficult situation.

Eventually Ignis and Prompto join in, with Titan at the ready once more. It’s here the demo triggered me to cast Blizzara – the efforts of all my team members working together to shatter Titan’s arm and finally defeat him.

The demo was interesting, to say the least. The new battle system took some time to master with Noctis warping everywhere around the map. Once I got the hang of it, however, my gripes remaining boiled down to camera and image quality. I can only hope these issues will be fixed prior to release since they ultimately detracted from an otherwise positive experience during my play.

Overall, Final Fantasy XV‘s showing at E3 left me feeling fairly positive. It became extremely clear Square Enix is trying to make the most out of a difficult situation, which is not an easy task by any means. As more demonstrations become available following the batch of news we received throughout the week, I hope my fears continue to subside. As I said, I want to love this game and it’s getting there. They just have a bit to go before I’d consider it a home-run.

E3 2016: All the news, stories and more rounded up – mogffxiv.com

There’s no doubt E3 2016 was one of Square Enix’s biggest showings in recent memory. With a booth packed to the brim with playable demos, lengthy new trailers and a few exciting announcements the company is on track to deliver a banner year.

There’s quite a bit to digest – the staff put in their hardest here – but there’s more to come in just a few short months between Gamescom, Tokyo Game Show and PlayStation Experience. Should you have missed anything from this year’s show, we’ve rounded up all the big news for you below.

  • World of Final Fantasy broadcast reveals new gameplay, merchandise
  • International version of Kingsglaive: Final Fantasy XV complete
  • Kingsglaive Final Fantasy XV poster reveals Aug 19 release date, in select theaters
  • Final Fantasy XV gameplay shown off at Microsoft E3 press conference
  • Final Fantasy XV – New Trailer + VR Experience Revealed (Update: New Trailer, Images)
  • Kingsglaive, Brotherhood Final Fantasy XV – E3 2016 Trailers
  • NieR Automata E3 2016 Trailer – game releasing in Early 2017
  • A King’s Tale: Final Fantasy XV pre-order exclusive game revealed
  • Final Fantasy XV North American “near-final” boxart revealed
  • Brotherhood Final Fantasy XV – Episode 2 “Dogged Runner” now online
  • Final Fantasy XV Special Presentation at E3 shows off gameplay tenets, new Wait Mode in battle
  • Final Fantasy XV videos feature gameplay, cutscenes, and design approach
  • Star Ocean Integrity and Faithlessness – E3 2016 Trailer, Relia spotlight, voice cast, & spaceship videos
  • Nomura comments on the possibility of The World Ends with You sequel, Final Fantasy VII Remake still far away
  • Square Enix hasn’t ruled out porting the previous Kingdom Hearts collections to PS4
  • Dragon Quest Builders release date revealed for North America and Europe
  • Kingdom Hearts Dream Drop Distance HD runs at 1080p and 60fps
  • Nomura talks Kingdom Hearts III and HD 2.8
  • New Altissia footage revealed and more during Final Fantasy XV’s ATR
  • Tabata and Nozue discuss Kingsglaive Final Fantasy XV in the game’s universe
  • Final Fantasy XIV Live Letter @ E3 2016 Summary
  • Dragon Quest VII 3DS E3 2016 trailer; arrives September 16 in North America and Europe
  • Here’s a look at NieR Automata gameplay from E3 2016
  • Final Fantasy XII The Zodiac Age gameplay shows off brand-new features
  • E3 2016: Final Fantasy XV director Hajime Tabata answers 16 questions from fans
  • Dragon Quest Heroes II PS Vita demo releases next week in Japan
  • E3 2016: New Kingdom Hearts HD 2.8 Final Chapter Prologue screenshots
  • Three Kingsglaive: Final Fantasy XV characters further revealed
  • E3 2016: A step forward into Final Fantasy XV

Did we miss anything? Let us know in the comments section below.

mogffxiv – Tabata on why the Niflheim invasion was cut from Final Fantasy XV

Final Fantasy XV has undergone a lot of changes over the years. From a generational shift, to mainline status and an all-new director – it’s clear this isn’t quite the same game drawn up 10 years ago.

Perhaps the biggest changes came with Final Fantasy XV‘s story. Instead of a massive “epic” spanning possible multiple games, Hajime Tabata and team were tasked with cutting the story down to just one entry – which meant changing various elements and the removal of several key scenes already shown to the public. One such scene involved the game’s original opening – a Midgar-esque start off in the modern city of Insomnia in which Noctis and friends would eventually escape from Niflheim’s invasion.

It’s clear those ideas and more from the E3 2013 trailer were simply not meant to be. Now the main invasion will take place away from the main characters – with the bulk of those events transformed into the CG movie, Kingsglaive. Speaking with Kotaku, Tabata explained his decision further:

“When we first sat down to re-plan the project that’s Final Fantasy XV, we really looked at which elements we need and should use and could do to create that kind of unique gameplay experience that we wouldn’t really get anywhere else. It was a very in-depth discussion about what elements to keep and what to throw away or change. We felt because the theme we’re trying to handle here with the story is such a massive epic tale, we really couldn’t fit all of that into the game that we had the time to make. So we wanted to show the essential things to get the best story across, which is where we decided on that—that’s reflected in the final form of the game.

“It’s not that we don’t need to show the Niflheim invasion to get the story across, but because that episode is something that would take up so much effort and time that rather than force it into the game, we started up its own separate project independently, and that’s the tale we wanted to tell with the film. That’s why we moved that to Kingsglaive. From a story perspective we’d have to have both the game and the film, both of these together in one package, but realistically that’s not something we could have done in one game, it’s too much.

“It’s very similar to the kind of decision we had to ask ourselves, OK do we spend another six years to develop that whole complete package as one game or do we spend three years to do it in the way that we’re doing now? I think, it really doesn’t affect it which one you get to see—from a story perspective whether you see it as part of the game or through the film, and how we tell that story is not such a thing which is affected by that choice. We really are confident that we’ve made a really great experience with that. We felt the most important thing we needed to depict through the game was that idea of traveling together with these comrades and watching them all grow and develop as people emotionally at the same time. We really have gotten that in there, so from a story perspective I think we’ve done the best we can.”

mogffxiv – New Dissidia Final Fantasy character to be revealed next week

Square Enix is set to reveal a new character on the Chaos (villain) side of things next week during a special broadcast promoting Dissidia Final Fantasy for arcade. Fans can tune in to Niconico on June 27 starting at 21:00 JST to catch the latest information on the upcoming June 30 version update – including a look at a new character, existing character balancing and details on a tournament for the game to be held this Summer.

Dissidia Final Fantasy has already added a couple new characters to its initial 14 character roster including Final Fantasy Tactics‘ Ramza and Final Fantasy‘s Garland. The game was released exclusively in Japan this past November, with a home console version expected some time in the future.

mogffxiv | Square Enix explains why NieR Automata got delayed

Speaking to Destructoid at E3 last week, Square Enix revealed the reason behind the delay for NieR Automata. Originally, the company planned to release the title in November 2016, but due to concerns of the game going up “against other big titles” during that period, they came to the decision to hold it back until early 2017.

Platinum Games intends to use the extra development time to improve the game and give quality testers a suitable amount of time to check for any bugs and gameplay issues.

Lead designer Takahisa Taura mentioned another major concern was that they need to make sure the hardcore action elements Platinum Games is known for are well balanced and enjoyable to fans of the original game. Taura-san believes the additional time will allow Platinum Games to meet that goal.

NieR Automata is due out exclusively on PlayStation 4 early next year.

About the same FFXIV issue

Issue

Disconnection from client and error 90002 when teleporting or going through any form of loading screen. It also frequently occurs when out of combat, but never during (very peculiar).

Frequency
Five to six times a day, at completely random times. It may go a full day without happening, or it may occur several times throughout the day.

Internet Provider
Virgin Media UK. There are multiple threads on their own forums, as well as here and on Reddit, that detail this exact problem, but none of them offer a solution.

Threads about the same issue:
• An open letter to VM regarding Final Fantasy XIV
• Is anybody here on Virgin Media (UK)?
• Any solutions to the 90002/90001 problem?

Worth noting that I have the 50Mb fiber connection package, which is otherwise extremely reliable in all sorts of games and software – except for FFXIV.

Troubleshooting
Tried resetting the router back to factory defaults; set up port forwarding and firewall; completely reinstall the game; switched from wireless to wired.

Additional Notes
While the game client boots me back to the main menu, everything else remains connected – such as Teamspeak and Discord – and nothing else loses connection. The computer itself also never loses connection to the router.

Upon being kicked back to the main menu, I can immediately reattempt to log back in, although I am greeted by the typical “your character is still logged in” error, which forces me to wait a minute or two.

Final Words
Please help me address this issue. Playing Final Fantasy has become a rather frustrating experience with the constant disconnections. It would be rather unpleasant if this was the reason I eventually stopped playing the game.

Liveletter “feedback”?

Hi everyone,

So after watching another liveletter I decided that I need to give SE a little piece of my mind haha. Anyway, before all liveletters we are asked to post our questions in a thread and they will answer some of them. Now I don’t know how many times I have seen a sick amount of votes for some questions just to see the community manager just completely ignore them. I did not even bother checking the thread this time so I don’t know if the questions this time were the ones people actually wanted answered the most or if it was simply the way it usually is.

Also maybe the forums are not representative of the playerbase in general and I am in a minority, but even so I believe there could be more balance in how to approach the questions.

I have seen a lot of liveletters, even when I don’t subscribe I usually follow them, and I have come to realize they don’t cater to people like me in liveletters at all. What I mean is that I don’t give a *piiiiip* about hats, minions, housing items, emote poses etc. I care about the gameplay. I want to know about what their plans are for more interesting itemization, ability bloat, horizontal vs vertical progression and so on and so forth. Questions like these so rarely even being recognized is so frustrating to watch. It is as if players like me are just completely ignored for the most part by either the community manager who might think minions are more important or SE because they just don’t want to answer other types of questions unless they have to.

The liveletter we just got was E3, now personally when I think of E3 I think about excitment and something a little more special than usual. That is part of what makes E3 so cool. I was looking forward to the liveletter partly because I really am excited for Deepest Dungeon (it looks great), but also because I figured if there was ever a good time for some more interesting information and some cool announcements that might not be at the level of new jobs which are saved for fanfests, it was at E3. Boy was I wrong.

More or less every single question was about housing, minions, emotes, RMT (which we already know they are working to stop) etc. Not a single question was asked that was interesting to me and just from reading the Twitch chat I know I was not alone in thinking that and unless people just stopped asking interesting questions in those threads (like I said I didn’t read them this time) I can’t for the life of me understand why the focus is so extremely tilted towards one type of player.

I have nothing at all against questions about minions etc, I have nothing against players that enjoy that type of thing and I want SE to answer those questions. It is just that what I would also like to see is a little balance. Please understand that there are some of us out there that really would like other questions answered as well. Even if just a couple. Please try to balance it more between different types of questions.

Lastly, just one thing… I have already learned that SE are experts at announcements of annoucements, but even so I always get my hopes up and yesterday was a good example. If you are at E3 and you claim to have some cool announcements at the end of the stream, again please try to balance those towards your whole playerbase. Plushies and dates for fanfest? I wasn’t even expecting a lot because I know most things will come at the fanfests, but that just took the cake in uninteresting information for me. Again, do I mind that is announced? No of course not I know there are a lot of people that get excited about that type of thing, but could you not have give us at least something small about the actual game? It was E3.

Do we really need stats tied to the gear?

Just a little thought about the current gear system.

It seems that the developers expect us to gear up only one/two jobs due to all the lockouts and grinding. My question is: why couldn’t we just gear up our character instead of the jobs?

We have gear for stats and we have gear for glamour. We also have the severely limited option to gear up all the jobs – playing all the jobs on one character is the main feature of the game, yet certainly limited due to gear. Sometimes we get shared gear, which is great if you play only one role, but people usually want to play multiple ones to keep content fresh which – too bad – do not share gear. Why couldn’t all the jobs share the gear then?

4.0 would be a great time removing the glamour prisms from the game.

I would like you to think about a system that would work better with multiple jobs.

Imagine that the current gear would be turned into glamour. You could just equip it to look nice.

Imagine that there would be a new gear looking similarly to materia made only of item levels (or maybe also rarity if it needs be) and there would be second page of gear where you would equip those item levels. Then based on your selected job these “orbs” would change their stats to match the job.

This would mean that if you gear up the warrior etc. with a simple click of button you could change to geared up black mage, because the stats would change automatically.

In my opinion this would be a more fitting system for this game and it would make playing multiple jobs/roles much easier which would of course decrease the tediousness and increase the fun.

Making the prisms one per a type would in my opinion ruin the gil making possibilities so much that there would be no point keeping them at all. ^^

The good question is how to keep crafting relevant with my suggestion.

I guess the best course of action would be to allow the crafters to craft role specific upgrades for additional stats.
So example:

1. We would buy a tomestone head piece with item level 300. This item would give us basic stats depending on the selected job.

2. Then we could go to a crafter/MB for a tank upgrade item etc. and socket it in, which would make the gear have the values of i310 – for the tanks.

The other roles would still have values of i300 until additional role items are added in to upgrade it for them, but they would be playable even without it.
Imo it would be for the best to go a slightly different route than materia and allow crafters to make the upgrades in brackets:

For example upgrade for head pieces in i280-290, i300-310, i310-320 range for a specific gear slots to have more recipes for the crafters alongside glamour.

I hope the next expansion reverses Heavensward’s emphasis on rotations

To me, it was a breath of fresh air when A Realm Reborn was released and the combat emphasized reactive gameplay over proactive gameplay (dodging, and keeping close eye on the enemy as opposed to spamming large rotations over and over again). Sure, there certainly still were rotations with A Realm Reborn, but they were nowhere near as cumbersome than what Heavensward brought to the table. You still need to dodge and closely watch the enemy in Heavensward, only rotations have a much greater emphasis and have gotten much more complex.

With so many good games being released; many want a game they put down and easily pick up later. I by no means feel that difficulty should be nerfed, but I don’t think the investment time to get back into the game should be so high. Take a game such as Dark Souls. Difficult, (arguably) but the combat is simply light attack, heavy attack, roll, parry, etc. Highly addicting, fun and difficult gameplay that the player can simply pick up without having to research how to play again. With Heavensward, if I take a break, or if I want to switch jobs, I need to spend a good amount of time in front of a dummy just to memorize my rotation. To be honest, the thought of having to get familiar with the rotation again often prevents me from logging in. You can still have a difficult game without forcing the player to memorize attack patterns.

Those who have mastered the rotations and never take breaks from the game probably enjoy it. I’m sure many of you (likely most) will disagree with me. However, as someone who frequently likes to try out other great AAA titles; it can be frustrating to return and feel like I don’t know how to play anymore. I don’t think the amount of abilities should be reduced; however I feel like the game should be designed that you fire off an ability as a “reaction” as opposed to one huge “proactive” spam of abilities to buffer your attacks over and over again like a mindless drone. Memorization is not hard. It’s a growing pain I feel many have to repeat over and over again. My two cents. I’ll go hide now.

I really want to see the game start to not lean on the Tank/Healer/DPS trinity so much. I love the battles where the tank CAN’T tank the boss. Like in Stone Vigil HM…there are two of them, they can’t be tanked, and some of their attacks aren’t telegraphed by the usual AoE markers that people usually look for. Everyone has to dodge and pay attention and it creates a totally different feel to the battle. No more zombie rotations. Unfortunately….there aren’t very many battles like this one. I think it would also be good to have fights that would encourage players to mess around with the party makeup a bit.

Example: Titan HM during 2.0

The standard party makeup was 2 Tanks, 2 Healers, 4 DPS. Most everyone struggled with this fight trying to get their relics. It required memorizing the attack tables (especially if you were a healer) and some parties would replace a tank with a DPS. What few realized though was that other party makeups worked….unusual party makeups.

We used 6 Warriors, 1 Scholar, and 1 Monk. The average item level at the time was in the 70’s-80’s while everyone was still farming capped myth tomes for the i90 gear. We found that we could dependably down Titan with this party 3 times successfully in a half hour period. All of the nay-sayers would be like “It won’t work, you don’t have the DPS”.

6 Warriors could handle much of the Tumults and sometimes eat a Weight of the Land and shrug it off, where a DPS would normally die or be close to death requiring the healer to direct their attention to them and heal them sometimes leaving the MT vulnerable to Mountain Buster unmitigated by stoneskin or heals. Because of the Warriors being able to withstand this damage with ease, it left the healer to focus more on the MT as long as the SCH and the MNK stayed out of AoEs. The monk existed in the party for the Limit Break to kill the heart. After the heart was down, the Monk was no longer vital to the party and continued to DPS. So while many thought we were walking in with a fail party because we didn’t stick to the 2/2/4 makeup, we turned Titan into an easy farm even for beginners. Not that I recommend turning every fight into a faceroll…but it would be nice to see fights that allowed for many different party makeups so that we wouldn’t exactly have to rely on the trinity for queues. Imagine queueing for a duty and having a faster spot because it wasn’t so full of DPS trying to get int but only 4 slots were available per party. Like how can join Frontlines as any job.