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About: Final Fantasy XIV: A Realm Reborn (x)

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Gouki Guild in Final Fantasy XIV

By: goukijones Sep 11, 2010 | 6 Comments

I’m looking for some serious people to get down and destroy this Final Fantasy XIV. Team up with the Gouki Guild.

Gouki Guild in Final Fantasy XIV. Number 1 in the Eorzea!

Final Fantasy XIV world map

I haven’t decided what town and or Job or craft I will do just yet. I will tell you I will not start in the castle town of Ul’dah. That is nubfarm. So lets talk about Gridania, it’s in the woods. The Bontanist, carpenters, and archer’s guild are all in Gridinia. Also the lancer's and Conjurrer's guilds as well. Those are all classes I’ve considered really focusing on. Bontanist for sure. I will be doing bontany, for a few reasons. One, it gets you out of the town. Chopping down trees and hacking away at flowers and other foliage. 

I don’t think it will matter about which city we start in. The other option is Limsa Lominsa. My only issue is with this place is that it’s an island. That probably won’t make a difference once we unlock all of the travel routes. I like the water town because it’s open, blue and green. Gridania is just dark green and seems like it’s in the shade everywhere. 

As a guild we will focus on working together throughout the world. Choose any class or profession you like. It’s more important to have fun than anything else. We’ll combine whatever we choose and work from there. I’m sure there will be plenty of things we will be able to take advantage of early one. Especially with my experience with the beta at this point. I got one Jimmy maxed out for the beta. Tons of items, maxed gear and a ton of money. What I need is some partners in crime and to take our Jimmys out and level them up. 

So if you want to join the Gouki Guild sign up for Gouki.com and leave a comment on this story. On September 22, 2010 when Final Fantasy XIV is released we’ll meet and figure out what planet we’re gonna be on and go from there. Don’t be a Jimmy!

Holyshit new content for Final Fantasy XIV! Nevermind, there isn't 1 second of actual gameplay. Not much is actually explained at all. The computer graphics look beautiful. Square Enix, really just wants to make movies.

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Watch this reh-tard whack trees & rocks for an hour. Leveling up. The key to leveling up while gathering is ...

Accuracy & Speed.

The more strikes that DON'T miss, the more XP & items you get. Moving from node to node & not missing any strikes is all about speed. What is your GPH? That's Gathering Per Hour, nubfarm. I'm guessing mine is around 720GPH during this video. I connected with a node 720 times during the hour. I think I'm low balling myself too. I did go from 27 to 29 in less than an hour. 

Yeah I leve'd up, but yo it's 1 of the fastest ways to level up. The other option that I've been experimenting with is going back a few levels & chasing HQs. Earlier today I was after Wyvern Obsidian. I was getting 700+XP for HQ's. I got total 99 NQ's & 26 HQ's when I was done. I haven't done any of the math on this to see if it was a more valuable usage of my time. More on that to come. 

Back to the strategy here. I mount my Chocobo immediately -I never move a step on the ground without being on my Chocobo- Okay, that's a lie. I will run to a close node, sometimes & I mean very rarely for me thus far. That is faster than calling in the mount. I see level 30's now STILL running around on foot. Don't be a Jimmy!

More on the gathering to come next week after Zero pulls his head from his ass & we can get back on track to 50. 

Gouki.tv

Thanks for watching. 

Episode 8 in my weekly Final Fantasy XIV gathering show. At level 44, level 50 is closing in. Check out my strategies on maximum gathering time spent & my shortcuts to XP. Gouki.tv Exclusive!

At this point in the game I'm looking for every shortcut possible to speed up the gathering. Grinding out nodes is ridiculous & even after the update to XP a few weeks back, it's still the worst thing in the game to do. ESPECIALLY when you don't make any money & you are just wasting your time. 

So check your Grand Company dailies & get double. Those will always sell on the MP & you won't be wasting your time if Raw Rubellite shows up 2 days in a row. If it's starred, it's worth DOUBLE on turn in. 

You can watch the LIVE SHOW every Thursday at/around 1PM Pacific time on Gouki.tv

 

Featuring GoukiJones, BatRastered, Choke & FnJimmy. We talk about Salt Fest & Final Fantasy XI. Plus other video game & relevant nerd news stuff.

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Haukke Manor is a level 28 story quest dungeon. I'm a level 28 MRD & Zero is a level 25 BRD. We had some nubfarm Monk on this squad. Don't be a Jimmy!

Leave any questions below. If you have any suggestions for that Imp & Skeleton, I'd love to hear it. Make note of all the Tiny Keys. You can't get the last chest if you don't pick up all of the Tiny Keys.

Thanks for watching. 

A full-on update from FFXIV producer Yoshi-P. Warning: Wall of text!

Upcoming Changes to Allagan Tomestone Acquisition

Producer and director Yoshi-P here.

Recently, we've noticed a number of threads discussing the weekly limit on Allagan tomestones of mythology. I'd like to talk about the reasons for this limit, as well as changes coming in patch 2.1 that will affect their acquisition.

Progression in FFXIV

As you'd expect, there are many more factors to consider when designing an MMORPG like FFXIV, compared to a stand-alone console game. These factors heavily influence combat design and balance.

Each encounter in FFXIV: ARR is crafted with a particular difficulty in mind. As players grow stronger by increasing their level, they will be able to complete early encounters. However, upon reaching level 50, players who wish to become even more powerful and tackle the hardest challenges must instead obtain better gear, thus increasing their item level. The time required to do so is dictated either by drop rates, or by the rate at which tomestones can be acquired, depending on the gear being sought.

Progression can therefore be described as follows:

  • Players reach level 50 while clearing the main scenario.

  • Upon reaching level 50, players begin acquiring gear to raise their item level.

  • Players take on encounters appropriate for their item level, acquiring new gear.

  • Upon acquiring new gear, players raise their item level, allowing them to challenge more difficult encounters.

Our ultimate goal is to give players the freedom to advance at their own pace. Having said that, the current design has room for improvement, which is why we will be implementing changes with patch 2.1.

Expectations for Progression Until Patch 2.1

From the initial release of FFXIV: ARR, we predicted it would take roughly a month and a half for the most dedicated players to reach the Binding of Coil of Bahamut, and roughly two months for the general player population. Furthermore, we wanted players to acquire gear using Allagan tomestones of mythology in tandem with clearing the Binding Coil. This served as the basis for determining the rate at which tomestones can be earned, which is currently limited to 300 tomestones of mythology per week. With the release of patch 2.1, this limit will be increased to about 450 tomestones per week, for reasons which will be explained at the end.

The Two Paths for Player Progression

One unique quality of MMORPGs is that, depending on how much time they have to play, a disparity between players can easily emerge. For example, let's say player A plays two hours per day, and player B plays five hours per day. After a week, there's a difference of 21 hours, after five weeks a difference of 105 hours, and after ten weeks a difference of 210 hours. MMORPGs are designed to be played over a long period of time, and as such, this gap between players will only increase as time goes on. This inevitably leads to several problems:

  • It becomes difficult for new players to join.

  • Casual players are likely to lose motivation to play.

  • The community is likely to become fragmented.

In an attempt to combat these trends, and also to encourage users to continue playing, most developers of the first generation of MMORPGs decided that items should only a fraction of the time. Because the chance of obtaining items was so low, it took a relatively long amount of time to obtain gear, meaning users would play longer.

However, when considering the lifestyle of users in today's market, the freedom to play at a more leisurely pace is essential. With no option but to continue running through instances, with no guarantee that the desired can be obtained, users are more likely to become stressed and stop playing all together.

These concerns led to the birth of the token system, which we have adopted for FFXIV: ARR. The merit of this system is that, although there is a limit on tomestone acquisition, users are guaranteed to obtain desired items after obtaining a set number of tokens.

Because every duty in ARR offers a set number of tomestones, players can easily determine how many instances they need to clear and how much time it will take. They can then play at their own pace to acquire the gear they desire. Furthermore, the more difficult encounters also incorporate a more traditional system of drop rewards. This offers players two options:

  • Play through the Binding Coil of Bahamut and obtain gear from drops.

  • Collect Allagan tomestones of mythology to exchange for gear.

  • Although these methods are different, each allows for the acquisition of level 90 gear.

In short, players who have ample time to play are free to collect tomestones, or challenge the Binding Coil, and those who have less time can still acquire tomestones at their leisure. Despite the difference in time available to players, the game is designed so that everyone can potentially obtain item level 90 gear.

However, please bear in mind that high-item-level gear alone may not enough to overcome some challenges. Because of the armory system’s design, end game encounters have been balanced for players who have not only leveled one job to 50, but who have also obtained abilities from other classes. That being said, we have no plans to make multiple jobs a requirement.

Providing Additional Paths for Player Progression

There's one key problem with the encounters available in 2.0: the limited number of options leads to linear progression for battle classes, and essentially leaves crafters and gathers by the wayside.

To be more specific, players are being pressured to join a party to play through a limited selection of instances for tomestones; there are few, if any, options for those who wish to collect them leisurely, efficiently, or even alone. Patch 2.1 will serve as a means to resolve this problem, giving players many more options to collect tomestones and play as they see fit.

Here is an example of how the upcoming update will appeal to more players:

Beast Tribe Quests

  • Learn about the beast tribes in daily quests and acquire tomestones.

Treasure Hunts

  • Search for buried treasure with up to four players and obtain crafting material, consumable items, and tomestones.

Duty Roulette

  • Join a duty at random and receive bonus tomestones and experience points.

Housing

  • Build and furnish a home with the aid of Eorzea's crafters and gatherers, or use your own skills to do the same.

Wolves' Den

  • Test your combat skills against your fellow players, earning fame and fortune.

Crystal Tower

  • Challenge an ancient tower with 23 of your strongest allies and face the dangers within.

Pharos Sirius

  • Explore an abandoned lighthouse to obtain new gear and tomestones.

Two Hard Mode Dungeons

  • Face greater dangers to obtain new gear and tomestones.

Aesthetician

  • Keep your characters fresh by changing their appearance.

Extreme Primal Battles and Good King Moggle Mog

  • Confront a mysterious new enemy and three familiar foes to obtain new gear and tomestones.

New Main Scenario Quests

  • Work together with the Scions of the Seventh Dawn for the sake of Eorzea.

New Side Quests

  • Take part in additional side stories to learn more about the peoples and cultures of Eorzea.

As you can see, this upcoming update will add more options for adventuring alone or in a group; the means to challenge other players in PvP; more incentive to craft, gather, and collect items; and new chapters in the game's ongoing story.

Patch 2.2 will introduce the next section of the Binding Coil of Bahamut, and we highly encourage players seeking a challenge to prepare for the new dangers ahead. To those of you have obtained all available gear in the Binding Coil, we hope you'll give the Wolves' Den a try and see how you fare against your fellow dungeon runners.

Raising the Tomestone Cap in 2.1

As I explained previously, because there are only a few ways to acquire tomestones, players have had no choice but to run the same dungeons over and over. While there are those who are fine with the current state of affairs, there are others who dislike the limit, as well as those who feel obligated to hit the weekly cap.

A. Players who dislike the limit:

  • -> “Once I reach the weekly cap, there's nothing else to do. If the limit was raised or removed, I would have a reason to play more.”

B. Players who feel obligated to hit the cap

  • -> “If I don't hit the weekly cap, I’ll fall behind. But having only a handful of dungeons is boring. I just want it over with fast.” If we were to increase the weekly limit before patch 2.1, players who fall under category B would increase significantly. To satisfy both types of players, we feel it best to prioritize giving players more options.

I realize patch 2.1 was originally scheduled to be released in November, but due to problems with server congestion, and the need for server and system improvements, we were forced to delay the release one month. However, I assure you that the wait will be worth it, as the upcoming patch will not only include plenty of new content, but also improvements to the user interface and additional system updates.

There have been several posts asking why we have not split patch 2.1 into several smaller updates, the answer to which can be found in a recent post here on the forum.

We're working to have everything ready in a timely fashion, and we greatly appreciate your continued patience

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It's clear early on in this fight that you have support. Most people shouldn't die on this quest. Most.

Pretty easy boss fight. You got a healer on your side.

Thanks for watching. 

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FFXIV:ARR Ifrit Hard mode battle guide.

By: Zero2990 Oct 2, 2013 | 1 Comments

A guide to beating the first endgame raid boss, Ifrit 'Hardmode'

For those that follow my twitter, (@ZeroUktG by the way) you may know I finally reached endgame last week and from the get go it gets real!

After you finish the main quest line you will be sent to Vesper Bay to grab your first endgame quest you must head to Camp Drybone and the beast men stronghold to unlock the battle itself.

Ifrit HM was the first endgame fight upon beating the main story quest line. This is an 8 man fight which means there's no room for error, he hits very hard. His abilities are the near the same as Lv20 and the fight is fairly similar but just be aware of your surroundings, Ifrit's moves do follow patterns that are easy avoidable. 

Depending on your instance party it's wise to take a PLD for stun support and BLM or SMN for their AoE limit break. Both PLD and WAR are able to tank Ifrit with ease as long as he is positioned with his back to the party.

Incinerate
Front cone attack, should only effect your main tank. Deals minimal damage to all in range. With DPS attacking from behind this should be no problem for a quick heal to your tank.

Eruption. (Stunnable)
This will target a member of your party with an AoE attack, it's easy avoidable but depending on your tank setup have your PLD or WAR keep stun on cool down to interrupt this ability and avoid missing crucial heals and spells from the casters, if you are hit it can deal critical damage. In phase 2 Ifrit will cast multiple Eruptions so don't over do it with the stuns, he will build up resistance.

Vulcan Burst:
A knock back AoE attack that deals around 600 damage, can be avoided by ranged DPS and healers depending on your positioning.

At around 75% he will start casting Radiant Plume.

Radiant Plume:
For now he will only cast 2 versions of this and the order up to 50% hp will always be Outer rim then Middle. For casters and ranged DPS, stay far enough to avoid Vulcan Blast but be aware he will cast radiant plume so interrupt whatever you're casting. Later on he adds one more cast to this ability but I'll go over that in phase 2.

Crimson Cyclone
From the start of the fight around every 10-20% of hp we will warp to the side of the arena then zoom across the map in a line, if anyone is caught by this it will deal critical damage. To avoid this, crowd to the side of Ifrit or At 70% he will add a clone you can stack inbetween and after 50% he will add a third.

Phase 2 Infernal Nail and 50%-0%

Infernal Nail.
Like normal mode Ifrit spawns the Infernal nail at 50% but this time he will place 4 down, it's always important to go over the kill order before the fight, start at the one next to Ifrit and work your way around clockwise, if you have a BLM or SMN have them use the AoE limit break to kill them off quickly.
If you do not have AoE limits then have a Melee DPS limit the first nail, focus attack in the 2nd and 3rd and limit break the last. Have the best geared member always use the limit for maximum damage.

Hellfire.
If the Infernal nails aren't killed by the time limit it's instant K'O and a restart for the fight.

During phase 2 Ifrit uses all above abilities and Incineration twice as much. And adds his 3rd clone to Crimson Cyclone.
Every 30 seconds he will cast his 3 tier Radiant plume, this time after his middle plume all party members should stack up against Ifrit as Radiant Plume will cover the entire arena. The order is always run In/out/stack with around 10 seconds with each cast.

Ifrit is always a fun and challenging fight and hopefully your weapon will drop more frequently than mine.

Once I'm geared I will have Garuda and the dreaded Titan HM written

Thanks for reading,

@ZeroUKtG

Do you need the Collector's Edition with all that extra crap? From a Jack-in-the-Box to a remote control car with a video camera, Collector's Edition games are getting out of control. I want them all!

11 different Collector's Editions of some type coming out between now and the holidays? Well Actually there's probably more that, but you'll find some of the crazier shit below. Statues, USB's, decks of cards, an unbeleivable Jack-in-the-box and of course ... DLC galore! There's also a few other things I must remind you of. Check it.

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The latest video for FFXIV shows off some of the later dungeons in the game. They're not all dark in gloomy either. I can't wait to just queue up for random dungeons at some point.

Check out my other FFXIV stories.

Resource Guide

MRD Beginner's Guide

 

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