Final Fantasy XIV:ARR First Impressions

As the realm of Final Fantasy XIV rises up from the ashes, join Corey Jenkins as he shares his adventures of the newly revived land of Eorzea

The Rebirth of Traditional Questing

Immediately after stepping foot in front of the gates of Ul’dah I had bumped into an NPC with the oh so familiar “!” over his head and without beating around the bush I will say that, yes, Final Fantasy XIV does have a lot of traditional questing. Many of the quests start with you getting a quest with an NPC who has an “!” over his or her head and proceeding to collect X of Y, killing Y out of X creatures, or talking to person A, B or C. So there’s nothing really new and ground breaking here in terms of questing, but I don’t necessarily think that this is a bad thing for the game. Traditional questing allows players familiar with MMOs or even most regular RPGs to quickly get in and understand what’s going on. This is something that the original game lacked with its guildleve system, which was essentially traditional questing masked in an overly complicated coat of paint.


While traditional questing is definitely a safe way to go, I think it has also helped pave the way for XIV to sprinkle additional layers of content in other areas of the game. For example, aside from just regular filler quests, XIV does offer cool main story quests as well as class specific quest lines.

The main story quests are exactly what they sound like and help bring the main story of XIV to life. Class quests act as side-stories that are specific to your class, but also teach you the basics of how to play that class. While early class quests are pretty simple and along the lines of “go use this skill chain on a monster 3 times” they get increasingly more difficult and upon their completion will allow you to unlock powerful class abilities and class-specific gear. The inclusion of the main story quests are pretty standard in most MMOs these days but, including class specific quest-lines are something that I think many players enjoy in their games and gives a sense of “class pride” if you will.

Personally, while only completing the first initial class quests I found the class story to be equally as interesting as the main story and wanted to see more of it after getting a hint that a rogue member of the Pugilists Guild was lurking about. For my level 15 quest I would also receive a classy new chest piece and a cool new class ability to keep me interested in following the road to becoming a Master Pugilist. While I can’t speak for how interesting the other class’s quests were, I can say that they offer additional content that I think most players will enjoy.


The second layer of the XIV questing system is the return of guildleves. However, this new guildleve system is a lot more “new player friendly” than its original conception; acting more along the lines of daily quests that can be completed 5 times a day on varying levels of difficulty. While they do offer bonus exp. and rewards for leveling, they  didn't seem to be forced on you if you didn't want to do them.

Lastly, as far as questing goes, is the Full Active Time Event system, or FATE. Dynamic events seem to be the new hotness in MMOs, and the XIV FATE system is essentially just that. As you’re out questing FATEs will occur around you and you’ll be notified as soon as you’ve entered one. Your map will also indicate where nearby FATEs are taking place. Just like in other games such as Guild Wars 2, FATEs scale in difficulty based on the number of players participating and will also reward players based on their contribution. Additionally, players who are above the recommended level for a FATE will be asked if they would like their level to be scaled down. While you don’t have to choose to be scaled down, you’ll get little to no reward for participating in a FATE event above the recommended level. So while level synching makes it more challenging, it also gives you better loot.

 

Killing Stuff, Final Fantasy Style>>

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Thank you!
# Jun 19 2013 at 9:11 AM Rating: Decent
Thank you and Michael so much for these awesome previews! I've been on the fence about this game for awhile and these write ups are extremely helpful.

One of my primary concerns about the game was whether or not it was solo friendly? Any by that I mean compared to say WoW or Rift, etc. I played FFXI for over a year after it came out and really did enjoy it, but I couldn't always devote the time to finding a full party to go hunt mobs and I had the worst luck with static parties. Since questing seems very prevalent now in FFXIV I would assume the game is more solo friendly but would love to hear your opinion on it!
Thank you!
# Jun 19 2013 at 12:50 PM Rating: Decent
19 posts
Thanks! I'm glad that we could provide you with some useful information about the game, it really was a pretty enjoyable experience. As far as it being solo friendly, I found it very much so at least in those early levels. Mainly with how the questing seemed to work and the fact that it was very similar to WoW, Swtor, Rift etc. The addition of the FATE system was also pretty solo friendly as well. If you've never played Guild Wars, then think how the rift events in Rift worked; events you could pretty much join in on whenever you were near, but could then go back to solo questing as soon as they were complete without really even needing to form an official party.

The group oriented guildhestes seemed completely optional missions as far as I could tell and just gave additional gold and exp, but weren't connected to the main story in anyway. So if you prefer soloing I don't think you would need to feel pressured in doing them. One thing I will say though in regards to that is that they do provide a lot of exp. which I think helped me stay on track as far as the leveling curve went. But I did skip a few of the first couple side-quests( and there are a lot) so that might have been why. If you find yourself needing some additional exp though the solo guildleve quests and the FATEs give a ton also.

Again this is only my experience up until a little past level 15, so I'm not entirely sure how it will change( if at all) at the higher levels, but if I'm able to get there and see what it's like then I'll probably do a follow up piece aimed more at the high level/endgame experience. I hope this helps though and thanks for reading our stuff. :)
Nice...
# Jun 18 2013 at 3:01 PM Rating: Decent
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125 posts
Very good writeup, and a nice read. Really enjoyed it.
Nice...
# Jun 18 2013 at 8:00 PM Rating: Decent
19 posts
Thanks! Glad you liked it.
My Take
# Jun 18 2013 at 12:52 PM Rating: Decent
The article was very informative. I'd have to say though; as a Pugilist myself, I don't see the battle system being any different, other than the Limit Break system. I am definitely looking forward to the FATE system (I enjoyed Guild War 2's "FATE" system but the game wasn't any near as refined as FF), Limit Break, and of course the new contents; plus, we have a JUMP now!

As someone who played FFXI religiously, I actually enjoyed the original FFXIV, sans the painstakingly slow UI and lack of Content & AH, so ARR looks quite amazing to me!
My Take
# Jun 18 2013 at 8:04 PM Rating: Decent
19 posts
Yeah, I don't seeing people who played in 1.0 or even in FF11 really seeing a huge difference in the way the combat works. Mainly just those who have never played either.
My Take
# Jun 18 2013 at 1:20 PM Rating: Decent
I guess it is similar, but the Pugilist plays totally different from 1.0. Gated skills that are only activated by other weaponskills is quite different to me. A lot different from Lancer too
Fantastic first impression, and a huge improvement!
# Jun 18 2013 at 11:29 AM Rating: Decent
Really good writeup, you covered just about everything of concern in the main gameplay, and for the crafting and stuff that you didn't cover, Michael will cover. Very thorough first impression of the game.
Fantastic first impression, and a huge improvement!
# Jun 18 2013 at 8:06 PM Rating: Decent
19 posts
Thanks man, glad you enjoyed it!
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