Final Fantasy XIV Details Revealed: World Design, Gameplay Adjustments, Etc.

In a recent panel, members of the Final Fantasy XIV development team revealed more information about the upcoming MMO, and how some facets have changed since beta testing began.  Of particular note are the following:

  • Regional control on the continent of Eorzea was likened to city-states of ancient Greece, with shifting alliances and a long history of war.  A slow but recent advance by the nearby Garlean Empire has further complicated things, and the current situation is “similar to the months before the Persian Empire marched on Greece.”
  • City-state questlines were explained: Limsa Lominsa’s involves a search for an ancient treasure; Gridania’s deals with a belief system grounded in nature, potentially at risk of being upended by new findings; and a warning to the city of Ul’dah goes undelivered when the messenger is killed in an accident.
  • Unlike Final Fantasy XI, there are no races predisposed to starting in any nation; no race will get any bonus items for choosing a particular starting point.
  • Most city-state questlines were designed with solo completion in mind, and the exceptions appear to require only small groups at most.
  • Besides the Aetheryte system and certain class abilities, there will be other means of recovering MP in the field.  These were not specified.
  • Battle regimens – timed sequential attacks by parties – will produce beneficial effects alongside dealing damage.  For instance, successive basic attacks will lower an enemy’s defense, while following an attack with a spell can increase an enemy’s casting time or MP consumption.
  • Some monsters will have multiple parts that can be targeted, producing various effects.  When damaged, these can prevent the use of certain abilities or allow players to recover the damaged part.
  • PVP will exist to some degree, and certain existing class abilities have been designed with this in mind.
  • Player stats and elemental affinities will have some effect on crafting quality and gathering results.
  • Levequests initially could not be immediately retried; the stated reason was to prevent players from exploiting the system by bailing on a quest and restarting it for the experience bonus, as leves provide more XP per target.  Players will be able to retry leves by speaking with the person that issued them.
  • Previously, downtime between getting a new set of leves was two Earth days, and anima regeneration – anima being necessary to teleport – was also slow.  These wait times will see “a significant reduction.”
  • Guildleve-based Notorious Monster battles will be implemented.
  • A discounted monthly fee system is in the works, with 3-month plans in Japan, and both 3 and 6-month plans in North America and Europe.
  • At release, the level cap will be 50.

The full details are hosted on the Japanese official website, along with an English translation which can be found here.



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