Friday, August 6, 2010

Beta 2 over, now to wait for beta 3

Yea, a few days ago the beta 2 version of FFXIV ended. I had gotten in on the beta 1 version, and that was basically a VERY limited time slot type of deal. Beta 2 was the first time that they turned the servers on for 24 hours straight for about a week or so.

So, now, there are a few sites out there where you can get in on Beta 3 keys. I'm not looking for one so not sure where they are. If you are on twitter, look up the hashtag #ffxiv and you should see some people posting about it. In beta 3 we can expect some nice things... but here's the official post from FFXIV devs on the forums:
Thank you for your continued participation in the FINAL FANTASY XIV Beta Test.

Phase 2 of beta testing will come to a close at 17:00 (PDT) on Wednesday, August 4th, with phase 3 (Beta 3) scheduled to begin mid-August.

In Beta 3, we will be adding new classes, new features such as linkshells, and a host of other adjustments and changes based on the feedback we've received thus far. The following is just a selection of what's in store for the next phase of testing.

[System-related]
- Significant adjustments to mouse controls
- Changes to the item menu display and controls for equipping gear
- The implementation of the following features:
  • Linkshells
  • Text commands
  • Auto-complete/auto-translation dictionary
  • Player macros

[Event-related]
- Local levequests will once again be available
- A sound effect and on-screen message will accompany the completion of a quest
- Completed quests will be recorded in the quest journal

[Battle-related]
- Changes to animations, effects, and combat speed
- Passive /Active mode will be toggled automatically when speaking to an NPC or locking on to a monster
- Players will be able to select either a single target or an area effect when casting spells
- Adjustments to balance guildleve rewards versus monster strength
- Various adjustments to overall battle balance

Full details will be announced in the Version Update Details section of the Beta Test Site on the day Beta 3 commences. Related updates to the manual will also be posted on the Beta Test Site.

We look forward to your continuing feedback and support.

NOTE: All character data will be deleted at the end of Beta 2.
All character profiles, images, and blogs on the Players' Site will also be deleted at this time.

Testers can continue to provide feedback on the Beta.
So, yea, those of us that were in beta 2 had our char's wiped, which isn't any big deal, some of them were pretty messed up with bugs LOL.

I myself am extremely happy to see that they're fixing things that have been complained about since alpha. Pretty much everything that they announced that they're fixing or making adjustments to are much needed.

As for the 'new classes' ... we can only assume they mean the cooking, fishing, alchemy, goldsmithing, and perhaps some new caster and fighter classes.

A little insight as to what you may want to do if you get in on this next step of beta testing ... before the servers go live ... which, we all hope they will either push back, or show some drastic improvements to the gameplay that would otherwise kill the game at launch. First and foremost, the more you use an item, the more it gets wear and tear on it ... all weapons must be repaired via blacksmithing, and possibly other crafts depending on what the weapon is made of/with...at least that's what I understand, as I've not tried the craft skills. Your weapon will be the most used of course, with armours being used less especially if you're a back-line fighter/caster and not getting hit. So, you'll more than likely want to raise up your different craft skills as you go.

Sure you could go to an NPC to repair your stuff, but they can only repair it up to 50% of it's max durability. Granted, that's good enough, but why spend that much money if you could repair it yourself ... or perhaps find someone to do it for you. I myself, as a caster, didn't see the need to repair my stuff that often...mainly because I wasn't getting hit unless I was soloing, and my weapon didn't get much wear on it that I saw.

There are some tricks that some of us beta testers had found out, that we'll more than likely attempt when the servers re-open, and hopefully they'll still work. We didn't see any way they could change the system to make our trick go away, but to us, that's all good. When and IF you get into the beta, make sure to search the forums for the Vent server that's set up for us, and being paid for by a fellow player. There are channels for the different servers, and channels for other things as well. It is a GREAT and possibly the BEST way to get a party set up and get in on some of the flippin great stuff if it's still working.

I myself will be going with a caster class again, although I may take up thaumaturge first, as it's abilities, while nifty, are only a CONE casting ... so in order to heal or do anything with anyone, you have to be facing them. Conjurers are complete sphere, so it doesn't matter if I'm facing away, towards, or off to the side, my stuff will still go off. This, and the fact that the thaumaturge heal spell is awesome in that it does a bulk heal, then applies a regen effect as well, this means that you get two chances to get experience for the class.

Each class, when you do a move, you have a chance of gaining skill in that weapon type you're holding at the time. This means that you could start of on pugulist, get to level 4, get the second wind skill (healing), go to lancer, be leveling that up, and whenever you use second wind, you'd get exp on lancer...even though it's a pug skill. Now, not all skills can be used by other classes. There are some that require that weapon type to be equipped. I believe the thaum heal skill can only be used by casters, while the conj heal skill can be used by either caster or melee.

The craft and gatherer classes are not really used in fighting monsters at all. Seeing as they get no real fighting skills, you can't even leech in a party. As stated before, you only get experience for using the skills while in that class...and the only combat skill that the crafters and gatherers have, is "throw rock", which is just throwing a rock, that does only 1 ... yes ONE ... point of damage. That doesn't do much of anything but piss off the monsters of course, and they like to go to kill whatever squishiest creature damaged it is.

I do hope that they keep the healing abilities off hate list, as that is one of the best things I've seen thus far... I can heal a party member that doesn't have taunt yet, let them be the one holding melee hate, and I can just keep piling on the heals getting skill ups and keeping them alive ... all while the creature doesn't turn to me. But, if they change that ... well, it'll suck some, but I'm sure I can work it out.

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