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 FFXIV Release Party in Yebisu Japan

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Khalus Akuhei
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PostSubject: FFXIV Release Party in Yebisu Japan    Mon Sep 13, 2010 3:10 pm

Well its not live until Sept. 14th, but still its gonna pretty awesome...I hope!

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Quote :
Recently we had the chance to sit down with Sage Sundi and Yasu Kurosawa to talk about what’s in store for the Final Fantasy XIV community. One of the things that was brought up during our interview was the Ebisu event that will be occurring on September 14th. According to Sundi, it was originally a closed event that would not be streamed. However it seems that things have changed and the event will be streamed live (in Japanese) via the website here.It’s also been tweeted that there will be updates via twitter during the event so those of us with no understanding of the Japanese language can follow along as we watch!

The event will start at 6:00pm JST tomorrow!

Which is 14hrs from now, or 4am CST, 5am EST and 2am PST
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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 11:41 am

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Update (9/14/2010) The show is over, here is the translation in full. Special thanks to phizzco for his awesome translating services.

To kick things off, the FFXIV Prerelease event kicked off with a bang, when a string quartet played an arranged rendition of the FFXIV Theme Song. Immediately afterward, Hirochimi Tanaka and Nobuo Uematsu take the stage in FFXIV gear, and the heated discussions commenced.


Tanaka and Uematsu Take the Stage

The name of the song that the orchestra arranged is 'Answers'. They commend the orchestra for doing a good job, but would prefer if Susan would come and perform it live.

Next, they bust out their shiny new copies of the FFXIV Soundtrack. It is releasing on the 29th of September, to coincide with the Japanese game release. It should also be noted that Uematsu's song is going to appear this year's Goddess Festival, which takes place in Japan. In the mean time, Tanaka will be finishing up Beta, and looking forward to the game release.

Lately, Uematsu has been going to the hospital often. The doctor says he can't eat anymore fatty foods or drink alcohol. According to his doctor, soba is good for the body, so he will be eating that in place of the oilier ramen noodles.

In FFXIV, Uematsu was asked to do the entire soundtrack to the game. It has been 10 years since SE last requested he do this. There are so many different song variations that need to be made for a game, especially an online game (as they are much longer than console games). As a result, the songs written would have to be able to be listened to for a long time without getting too old. A short, single chorus song will definitely not do the trick for FFXIV, that is for sure.

For this reason, Uematsu had a difficult time composing and arranging all the music. He is very proud of his work, and would love to do a concert with the newly composed songs of FFXIV sometime in the future.

Tanaka sends Uematsu off, and another intermission.



A Talk with the Developers

Seiji Nakamura (voice actor) comes out and joins Tanaka at the podium. Mochizuki is taking part as well. This part is a thank you to all people who have participated in Beta.

Beta testers asked for a hardware mouse the most, and they are working on implementing it as soon as possible. The time it takes to draw and put back your weapon (causes a loss of action) was the second biggest issue to Beta testers, and are currently working on improving this further.

They are also adding a payment plan where you can pay for up to 6 months up front and get a discount. On the other hand, Japanese players will only have access to a 3 month plan.

Currently, the game caps at level 50, because it fits the current design and infrastructure of the game. It doesn't have a special meaning or anything like that.

The five Development Team leaders have now arrived. They decide to kick things off by talking about the continents. Once they bust out the world map, they introduce the continents in full. They have taken time to implement a long history to the landscape and the world. Limsa Lominsa is a bustling harbor. Ul'dah is a desert land, something like Istanbul. Gridania is very Japanese, reminiscent of Nara.

All character data will be wiped when beta closes, but names will be saved. Sato-san will now discuss important things about city states. All quest NPC's that are important to the story lines in each main city-state will have voices implemented in the game very soon.

Instead of making people attached specifically to the city and designs, you can make your own character that is completely different from the premade characters and lands in the game. When you complete quests, you get some of the following:


1. Guild Tokens
2. Money
3. Gear


Right now, the game is made so it is possible to solo, but game play is still intended for groups. You will get better benefits for grouping, joining a linkshell, etc.

Okada-san (developer) has brought out some questions and comments to go over.


1. Are there any plans for group centered battle balance?

Even after the game releases, the developers will constantly be hard at work improving battle balance in FFXIV.


2. Are there any plans to increase mana regeneration?

Mana management is a very important part of the game, and magic is very powerful. That being said, they want players to think carefully when they use each spell. They do, however plan on increasing mana regeneration in the future. When it comes, it will be quickly all at once, rather than little by little.


3. Are there any plans for skill chains?

They want to make skill chains easier for groups, so it isn't too difficult to execute. The development team will be adding more skill chains later on to help take down more difficult enemies in the game.

When using skills from a sub class the strength of the ability is much weaker than if you were playing said class as a main. Using ability skill up you can use a sub classes ability at a higher effective level than normal. You can also do weapon skills with the following order: Spell > Spell > Weapon Skill.

If you use specific weapon skills on given enemies, they will take partial damage, like in monster hunter. If you use a blunt Weapon Skill on a Rhino, you may knock a horn off when slashing won't.


4. Is there going to be any PvP?


The developers created all of these ideas with PvP in mind. Currently, PvP is in FF14, but it is still in development.


5. Will the Market Economy remain the same?

Now they move onto the Market Economy discussion. The developers want people to feel like they're building the world with their crafts, especially those not into group play. This is meant so even someone who wants to play slowly can still get by and make money in FFXIV.


6. Why is the crafting system the way it is?

They begin by explaining how to play a Botanist and Blacksmith. Afterward, they proceed to show off the crafting synthesis options (Bold, Rapid, and Standard). If you are a weaver, you can use these syntheses for so many options, you will almost feel like a fashion designer.


7. How much of an impact will physical level have on craft effectiveness?

It'll have an influence on the type of items you can select when crafting, etc. It will also increase the likelihood of getting HQ items. There are going to be more hints to crafting this time, and things aren't going to be as secret as FF11 in that regard.

Negotiation is a big part of the game, and you can negotiate with people on item prices. You can see a gauge on the right, and get stuff for free depending on your negotiating performance. Some people can get rare items from NPC's and sometimes, the NPC's will request things from you in order for you to get free stuff or discounted prices. There is a limit to the shoutbox, so after a minute you may not be able to read stuff from the beginning. Overall, the system will become lighter and smoother as SE continues to optimize the game.


8. What about Guildleves?

Guildleves will become normal and familiar to people as they play through FF14. The developers are currently working on adding new types of leves as well. If you fail a guildleve, you currently cannot redo it. The levequests themselves are intended to give bonuses, and if you mess up, you will try harder next time. If they allow us to redo them, people will get sloppy.

When people have the same levequests and do them together, they'll get additional bonuses. People are still reviewing the current leves right now. Some of these will be shortened, so the travel time isn't so long, and made to be easily replayed.

Here are some of the final tidbits the developers added before they rushed off the stage:

* Anima is going to recharge faster, which will in turn make traveling easier.
* As you level up, you will get more access to new areas, and more types of enemies to encounter.
* Action leves will be added to the game at higher levels.
* More quests will be added at higher levels, as opposed to only guildleves.



The developers stormed off the stage, and left the audience with the official game intro. It's one of SE's finest videos to date, so make sure you watch it.



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Cecilia White

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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 11:56 am

yeah the trailer was bitchin
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Khalus Akuhei
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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 11:56 am

Oh nices...that trailer is amazing, and shows off how we're able to see the past events, as they happened but can't change them. Did ya all notice the deities emerge from that light at the end of the battle...very intriguing!
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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 12:20 pm

Even more info, better translated from Core: {highlighted the most exciting changes coming!~}

Quote :

# Guildleve availability/cooldown
Right now, there is a 2 day cooldown for guildleves. This is not enough for a single person, but the aim was that people would share guildleves to extend this time. This is why we have the leve-link and the bonus rewards for higher difficulty selection, to make it more rewarding and better exp/skill gains to play in a party. However, the time was just too long, and we heard many complaints of this nature, so we will shorten it. With that, we can see the problem with having to travel via teleport more frequently, so we are currently tweaking an anima regen increase.

# Upcoming guildleve introduction
We will be adding not just normal guildleves, but a wide variety of types of guildleves. First, there will be higher level guildleves. Among those, many will have more variance in the rules/goals as well as being able to fight with more varied monsters in many more target areas. In particular, we heard many comments of "I want to fight more and more NMs!" so we want to respond to that quickly. Also, the faction leves that were in the Open Beta are designed to be a somewhat "different taste" from regular leves, with hidden starting conditions or npcs. The rewards for these are fairly good, so please try them out! Finally, we are going to be steadily adding more and more leves that encourage coordination between all the classes including gathering/crafting/magic/war. Please look forward to it!

# Notorious Monsters
Soon, there will be NM's even in the world of FFXIV. These will look very different from most of the other normal monsters. We're planning to introduce NM's that are so huge they make a Malboro look small. The tranquil era is about to end! We're going to torment adventurers with these powered up, aesthetically varied NM's which we've prepared "episodes" for.

# Damaging monster body parts:
There are monsters which have different body parts that can be damaged. Using a specific weapon skill while standing in a specified position can lead to cutting a monster's body part off. For example, you can cut Malboro's vines or a horn/tail if the enemy has one. In addition to changing the monster's appearance, those actions can have the following effects:
- Weakening the monster
- Preventing monsters from using specific skills
- Acquiring materials from cut/damaged body parts

# Other: By combining a particular race's equipment etc with city-state it's unavoidable that a certain degree of being tied down will occur, so this time we are not thinking of doing that. [I'm a little unclear here but I think this means they want to avoid certain races being tied to certain city-states]
Scenario's are balanced, basically, completely soloable or depending on the situation doable with a small number of people. "For the most part, soloable"

# City-states' Guilds: Not all guilds are in every city-state
By passing a certain condition, "class quests" will become available at guilds. Class quests are of course related directly to the class itself, but at the same time are a way to truly learn the details of each city-state. Please enjoy the story revealed in these quests, in addition to the quest rewards themselves.
When you complete a quest, you will receive Guild Tokens [marks?]. We are planning to add more and more things to exchange tokens for.

# Balances to enmity in party battle: In beta, they made adjustments to enmity based on magic and abilities, but they have plans for more. These changes, however, will probably take a while to implement. They plan on adjusting the enmity according to contents, equipment, abilities, monsters, and so on. These changes will be made continuously after service begins based on how things are going.

# Mana Regeneration: In FFXIV, management of your MP use is supposed to be an important part of strategy. They’d also like magic to have explosive power in fewer hits, and not just be used to spam enemies with light damage attacks. To promote this, they’d like to continue to balance the recovery methods used for MP, including the abilities and aetherite, as well as adding new methods later on.

# Usefulness of Battle Regimen
Battle regimen serve a double purpose: to expand the strategy of party play, and to reduce the difficulty/rigidness in forming parties. They are not just for doing extra damage, there are lots of various effects. For example:

# - Phys Resistance Debuff
# Normal melee attack -> Normal melee attack (ex. slash -> punch [these are basic DoW abilities])
# - Magic Resistance Debuff
# Normal melee attack -> Normal magical attack (ex. slash -> spirit dart)
# - Cast speed down MP consumption up
# Normal melee attack -> Magic (ex. slash -> Fire)
# - TP gain reduction TP consumption up
# Normal melee attack -> Weapon skill (ex. Slash -> Red Lotus)
# - Action aptitude up (Using a different class ability on the current class grants the same effect as when used on the other class)
# Same class magic -> Magic
# Same class Weapon skill -> Weapon skill (ex. Trunksplitter -> Brandish)
# - Damage up
# Various class WS -> WS -> Magic
# Various class magic -> Magic -> WS (ex. Blizzard -> Scourge -> Puncture)
# For example, if it's difficult to continue dealing physical damage, use Phys resistance debuff. If it's a casting monster, use cast time debuff MP consumption increase etc.

# Negotiations are another way of obtaining loot (other than battles). By choosing the right conversation subject with a NPC, player can engage in negotiations and receive items in exchange for items wanted by the NPC. If player does exceptionally well, it's possible to get some free stuff as an extra.

# Ishgard: Ishgard's people have long been at war with man-eating dragons, and thus have not taken on Adventurers. In this city, there are already several quests appearing for the "Dragon Slayers" [faction?] who are at war with the dragons.

# Guildleves in the Beta: We sincerely apologize to our open beta testers for the client errors that would occur more frequently during guildleves in the beta. In the release version, we are dealing with these diligently.

# Retainer: Right now, when you buy something from a retainer, there is an unnecessarily long delay. On release, we plan to make this a lot more smooth. We would like to make improvements to make commerce even easier for everyone.

# Relationship Crafting/Gathering & PC Status: PC's physical level & attributes will have an effect on crafting and gathering. There are hints in the game as to what does what, so please search for it.


# Crafting

# Physical:
Closely related to the tool being used and will particularly affect quality
# Attributes: related to "Godsend" [I think these are the extra result/HQ result] probability & "attribute stability" [?]


# Gathering

# Physical: Affects difficulty in obtaining items in the "gather" phase as well as the number of items obtained
# [translator note].. this is a literal translation of "physical" and "attribute" I wasn't sure here if they're talking about skill level or what, but judging from the use of katakana for Physical, I must assume it means physical level, even though that sounds odd to have an effect here.


# Market: We don't want crafters and gatherers to simply "put up" their items on the market and that's it. We want them to also act as salesmen and learn to play the market intelligently. For this purpose, we will begin with focus on the Bazaar market system. On that note, in order to be able to tell "What's for sale?" etc, we are planning to adjust policy and add functionality to improve the user friendliness.

# Retrying guildleves: The best way to level is with guildleves, that is, even without the guardian's favor, you will earn way more exp and skill points per each kill. For this reason, we wanted to prevent abusive use of leves by killing all the monsters but failing right at the end and then retrying on the spot. However, if you visit the NPC that gave you the leve, you can retry it.

# There will be hardware mouse support!

# We believe that the item selection interface should be very responsive, and by release we will have introduced a MUCH improved version. After release we will continue improving this.

# The FFXIV development team acknowledged that there's issues with the mouse and user interface and apologized about it. Hardware Mouse UI improvements will be a major focus for them.

# There will be package discount pricing on the subscription (Japan-3months, NA/EU 3/6 months)

# Due to game balance consideration, the level cap on release will be 50

# We will change it so you do not lose disabled abilities when changing class any more. [assume this means they won't leave the ability bar, they will probably just gray]

# Physical stat distribution will affect both crafting and gathering classes as much as it does everyone else.

# There aren't any "open world" NMs outside of guildleves.

# New hairstyles will be added, as well as the ability to change hairstyle in game after you make your character.

# Crafters will be able to cooperate in large-scale projects (boats, cannons, wedding cakes! YUM) so more fun for you and your company!

# There will be guildleves where crafters and adventurers have to cooperate.

# The guildleve issue will be fixed so they cooldown will be significantly decreased from 48 hours.

# Anima regeneration will have to be raised since you'll have to travel more for more frequent guildleves.

# The faction leves have you fight different beastman tribes and such.
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Khalus Akuhei
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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 12:35 pm


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Corday Rynir

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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 1:01 pm

Yay for ship building! Large-scale crafting projects like that were huge fun in Vanguard provided you had players who liked working together, and I think we'll have that in our LS.

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Never argue with an idiot. He will drag you down to his level, then beat you with experience.
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Roan Varuna

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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 2:11 pm

Very nice. It's looking very good for launch.
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Corday Rynir

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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 2:22 pm

Okay... am I alone in thinking this NPC negotiating mechanic has the potential of being really freakin' cool?

It will really make crafting easier because if for some reason you are missing just one single component (or shard perhaps?) you could go haggle with an NPC vendor rather than have to go out and hunt down a specific mob.

I could see it also having an indirect effect of keeping the player-driven economy in check. I know in beta people are selling items on the market at overly inflated prices. If you could negotiate that item with an NPC instead, it will drive the market prices down and keep them competitive.

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Never argue with an idiot. He will drag you down to his level, then beat you with experience.
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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 2:31 pm

Interesting theory, and would be fun to play with. The price gouging in beta I'm sure are select players trying to get as much for items as possible before there is an average price determined, which will happen with or without an AH. {why they're doing so in beta is odd since they don't get to keep the gil...rofl}
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Corday Rynir

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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 2:36 pm

These are probably the same few guys who bought gil from gold sellers... poor delusional souls.

Look for a thread on mmorpg.com on Sept 22nd with a title "HEY Where'd all my stuff go?!?"

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Never argue with an idiot. He will drag you down to his level, then beat you with experience.
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Khalus Akuhei
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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 2:42 pm

Along with the, "but I backed up my character data!" QQ
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Liari Genki

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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 3:22 pm

That release trailer was the one I saw at Gamescom, finally you could see it also. Cool... Onigiri XD
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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 4:52 pm

Lots of good information here. :)
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Soten Enki

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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 7:16 pm

Very nice information.

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"There are some things that can beat smartness and foresight? Awkwardness and stupidity can. The best swordsman in the world doesn't need to fear the second best swordsman in the world; no, the person for him to be afraid of is some ignorant antagonist who has never had a sword in his hand before; he doesn't do the thing he ought to do, and so the expert isn't prepared for him; he does the thing he ought not to do; and often it catches the expert out and ends him on the spot."  -Mark Twain
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Cecilia White

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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 8:29 pm

so glad to see all these changes, but it there not gonna be any use for a mail system to send stuff to other players? or is there already one and I'm just oblivious?
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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 9:16 pm

Havn't seen one or actually looked, but I'm assuming with whatever new housing SE are planning for us will have it added then. I sure hope we get our own homes, since it would appear that there are separate zones specifically for that purpose. Like maybe a neighborhood type setting that LOTRO does, only better...
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Netheri Vaiusi



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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 9:48 pm

Amazing info there! Definitely some great additions and changes, I can't wait for release! My PC comes either tomorrow or Thursday. I think I'm going to focus on harvesting/crafting for the collectors week, but I'll have to get some levels (5-10) so I'm not stuck with the new crowd on the 30th.
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Cecilia White

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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Tue Sep 14, 2010 10:07 pm

oooh yeah I loved the lotro housing. that would be so cool to have that in ffxiv
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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Wed Sep 15, 2010 12:46 am

love the first video... !!! great find, thanks Onigiri Happy Hands (getting hyped)

building a ship would be great, mog house would be nice too or a linkshell house with your own personal room and ls bank in the house would be cool ~

or have the ship as your mog house / linkshell home and when it's out to sea, you better go defend it from pirates... haha..

well everything so far is perfect ~ anything extra is just too sweet..
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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Wed Sep 15, 2010 12:50 pm

Is it just my imagination, but at the end of that 8min trailer above, does the Miqo'te not say, "Let us give the bard something to sing!"

Course that could mean nothing other than 'lets create another story or adventure to be told by a bard' and not mean there is a bard class that will be singing while adventuring....anyway...hrm indeed!
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Kel Krius

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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Wed Sep 15, 2010 12:57 pm

never really understood bard and dancer jobs. it's like i will sing these monsters to death or i will dance you to death. oh snap you got served!
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Cecilia White

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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Wed Sep 15, 2010 3:19 pm

well teh beginning story has a bard in it for ul'dah maybe it's the same guy... I wouldn't mind a singer/bard class.. I like being a buffer
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Netheri Vaiusi



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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Wed Sep 15, 2010 3:30 pm

I had a bladedancer in Lineage 2, they wielded dual swords and were dark elves. They could keep 2 songs up all the time with the right stats, or do more and lose mp steadily, and the songs were very powerful. I only got my bd to 44ish because my main was a warsmith but they were really fun. The other class was the warcryer which was an orc shaman that had chants instead of dances.
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PostSubject: Re: FFXIV Release Party in Yebisu Japan    Wed Sep 22, 2010 12:06 am

A linkshell lodge would be great, with everyone having their own room. I guess the Roegadyn would have to sleep outside. Wah. At any rate, I'll be there with my needle and thread, ready to sew patches and team uniforms, ra ra ree and all that.

And I'm pretty sure that the miquo'te was talking about the bards in general, rather than a specific pair or group of bards. So she's thinking of having a great adventure, worthy of saga and song. I liked seing all the little summoned monster/eidolons/whatever they were, flying around at the end. I hoipe we get summoning classes later on. And mystics, the dedicated healing class, as Khalus mentioned. I think we have time to get accustomed to what we have first though.

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