This is apparently a translation of information that S-E provided. Not sure if it's from the JP official page or through a third party, but FFXIVcore's staff translated. The meat of the text follows, though you should go there any way to see the pictures and information about new monsters.
A Look at Party Play and More
So we’ve finally moved into phase 2 of beta testing. The focus will be adjusting things server-side as well as optimizing the game for various graphics cards. You can look for overhauls in the game system in the upcoming phase 3.
Seeking and Recruiting Parties and Members
It may be the main content of FFXIV, but Guildleves can only be accepted once every two days. As most know, leves let you choose from five difficulty levels. Once you’re past level 10, these quests would prove difficult to complete on the highest difficulty solo. Since difficulty is directly proportional to the reward, adventurers will find parties a good solution to this conundrum. Parties can have up to fifteen players. In XIV, they’ve really tried to lessen the burden on party leaders, sharing the responsibility among willing party members.
First off, the player chooses desired class, rank, party size, location, etc. and begin seeking. Those wishing to join can search and join the party of their choosing with the click of a button. Currently you must be in the same area to join the party, however. Not to mention those who click to join will be automatically added, something that doesn’t gel well with the Japanese play style. It definitely seems like something the developers are still testing out.
Now that you have your optimal party set up, it’s time to get to work. If you’ve visited the target area’s aetheryte before, you can simply Teleport everyone there. Simply make the party leader someone who can warp there and have them use their Teleport ability. Teleport allows your party to warp without using everyone’s anima in the process.
Aside from the aetherytes which usually act as a main camp, there are also aetherial nodes. Aetherytes usually have various crafting facilities as well as places to purchase sundries. Nodes are more like the front lines of battle. They lack the conveniences of a camp but have tougher enemies in larger quantities. They’re directly linked with their associated aetheryte, so you can certainly make use of both.
When hoofing it to your hunting grounds, it’s best not to get lost. If you target a nearby party member and lock-on, you’ll automatically follow them. This is particularly useful when going somewhere for the first time. Currently the world map doesn’t display party members’ locations or give you a means to relay your own, so regrouping can take quite some time. Good communication is essential, and it’s best to travel in a tightly knit group. Also, if you type /p in the chat window, the default will be set to party chat.
Parties and Leves
Once your weapon rank is 10 you can take guildleves for Skull Valley
If multiple members wish to undertake the same quest, they must all gather near the aetheryte and have the holder of the particular guildleve activate it. If you aren’t nearby, you miss out. When a member activates it, you’ll have a window pop up (just as in solo play) asking if you accept the quest. The flow is the same. Follow the arrow, kill the target.
Depending on your level the campsite will differ. In beta levels 1-9 use Camp Bearded Rock, 10-19 use Camp Skull Valley and 20 onwards use Camp Blood Shore. Leves at Bearded Rock are usually quite simple, such as “kill five rats.” Skull Valley gets a little trickier. A guildleve that originally asked you to simply kill all dodos has you ultimately fighting six of them. So we set to clearing the dodos nearby. When there was but one left, it ran off at a speed we couldn’t match. When we caught up to it, it called a friend for help and increased the number of total targets from six to seven. This kind of gimmick shows up in other guildleves, and there are other nice twists waiting out there for adventurers, no doubt.
If multiple members have similar quests, your’s might be cleared automatically when someone else in the party clears theirs. Since guildleves are only available once every other day, you’ll clear them quickly solo and then have nothing to do. The best route to follow (and the fundamental play style of XIV) is to join people who have varying guildleves and chip away at them all. The selection of guildleves is still limited. Faction Leves, bought with Faction Credit, will allow for a wider variety of guildleves to combine and extend the life of a party.
Fighting some dodos on the highest difficulty resulted in them linking and knocking us out one-by-one.
The last one ran off and summoned help, bringing the total to seven.
Party Battle via Regiments
The real thrill of party battles comes from the tactical combination of various skills to create special outcomes. These Battle Regiments are much akin to FFXI’s skill chains and work as follows:
(1) A member sets their attack in Battle Regiment mode
(2) Participating players then do the same
(3) The one to start the onslaught initiates the Battle Regiment
Battle Regiments can be interrupted by other abilities, and melee classes must have their attacks connect for it to count.
FFXI’s skill chains were based on the element of the weapon skill, but FFXIV’s system isn’t like that. Once the opening move is chosen, the other participating members can choose their abilities to their liking. This includes regular attacks or weapon skills. Once a Battle Regiment is set, the skill you chose will be displayed on-screen.
More than solo play, party play makes storing TP rather hard, so many Regiments in fights against standard monsters will consist mostly of standard attacks. This time around we tried combining regular attacks from a lancer, gladiator, marauder, etc. and came up with effects such as leeching the enemy’s HP or lowering its defense.
The effect will be displayed in the chat log, but that can be difficult to spot since things flow by pretty quickly in the heat of battle. It seems like something you’ll have to go back and check after the fight is over. It would be great if they added some way to tell what sort of effect it had mid-battle. Since there is also no way to tell what combination of skills results in what effect, many players typically act on a whim and repeat. While this does add its own brand of fun, in the future the ability to use Battle Regiments wisely and strategically would be most desirable.