• Category Archives Video Game Related
  • FINAL FANTASY XIV: ONLINE – Crafting

    So I’ve briefly mentioned crafting before… but didn’t really say anything about it. The thing is, all the crafting classes have the exact same abilities and produce items in the exact same manner. It’s just the items they can create are different.

    Early on you don’t have to worry about anything other than using the Basic Synthesis ability. Once you need to start crafting high quality items for class quests it gets a bit trickier, since quite a number of the abilities are traps.

    A simple (if highly risky) way of handling them is by starting with Inner Quiet and then using some combination of Innovation, Waste Not, Hasty Touch, and Basic/Standard Touch combos. Any Tricks of the Trade that trigger can be used to replace Hasty’s with Basic’s, just make sure to use Trial Synthesis beforehand to see exactly what kind of synthesis combo you need to finish with; Basic Synthesis || Veneration + Basic Synthesis || Name of the Elements + Brand of the Elements.

    Once you hit level 50 though you’ll want a reliable process to quickly craft the various master gear. Pretty much all of the macros I’ve seen around are for level 70 crafting and aren’t applicable for new(er) characters, so I put one together myself and it makes perfect high quality 80 durability level 50 items with a single button press (no high quality ingredients required):

      262 CP (with at least 280 Craftmanship and 255 Control)
      /ac “Inner Quiet” <wait.2>
      /ac “Hasty Touch” <wait.3>
      /ac “Hasty Touch” <wait.3>
      /ac “Hasty Touch” <wait.3>
      /ac “Hasty Touch” <wait.3>
      /ac “Waste Not II” <wait.2>
      /ac “Innovation” <wait.2>
      /ac “Basic Touch” <wait.3>
      /ac “Standard Touch” <wait.3>
      /ac “Basic Touch” <wait.3>
      /ac “Standard Touch” <wait.3>
      /ac “Great Strides” <wait.2>
      /ac “Byregot’s Blessing” <wait.3>
      /ac “Basic Synthesis” <wait.3>
      /ac “Basic Synthesis” <wait.3>

  • FINAL FANTASY XIV: ONLINE – Healing

    Decided to go with the second option, which is to say switched over to Conjurer/White Mage to continue the main questline… and yet again I hit level 50 before finishing it. After the level 41 quest this time.

    The healer role is quite a bit more involved than the DPS role. Rather than simply attacking the weakest target(s) until they die while trying to avoid telegraphed attacks, you have to watch your party’s status while at the same time hopefully getting in a few hits of your own. Moreover, unlike DPS which mostly just has to worry about accidentally drawing too much aggro, the healer has to worry about both the tank and DPS classes drawing too much aggro.

    There’s nothing quite so annoying as a tank running ahead to pull 6+ enemies and getting themselves killed in less than 5 seconds. Seriously, how exactly am I supposed to react to that?

    On the positive side of things there really does seem to be a dearth of people playing healers, as the mandatory party quests (in addition to the ones I mentioned earlier, there are more at levels 24, 28, 32, 34, & 41) launched almost instantly this time around. It’s also pretty easy to rake in player commendations so long as you display the slightest bit of competence.

      My strategy as a White Mage ended up being quite simple:
      1) Cast Regen on the tank and any melee DPS.
      2) Cast Aero on any enemies.
      3) Cast Cure on the tank if necessary, otherwise use Stone if it’s a boss/miniboss.
      4) Repeat from the top.

    You’ve got to watch out for unavoidable AOE attacks of course and the lack of fast mana regen can certainly be an issue if you spam Cure II too much (Lucid Dreaming helps). This is the reason to not bother casting Stone on basic enemies in the dungeon; the DPS classes should be able to handle them fine (especially with Aero support) and that mana may be necessary to spam Cure II or Medica if the tank gets overzealous.

    All that aside, since I just hit 50 again it seems time to switch to another class. Arcanist is all that’s left of the basic magic classes, and interestingly enough it has both a DPS and a healer specialization. Which fits quite nicely into this character‘s theme.


  • FINAL FANTASY XIV: ONLINE – Level 50

    So I just hit level 50 with my combat class (the gathering/crafting classes hit it earlier). On a level 25 main quest.

    Why yes, it seems I did progress in the most inefficient manner possible. Leveling the gathering/crafting classes first was a terrible idea if for no other reason than walking around everywhere without the speed increases the main questline unlocks can end up taking quite a bit of time. I did however get to play a whole bunch of Triple Triad and can now completely ignore the crafting side of things for the foreseeable future. Which brings me to my current crossroads.

    1) Activate the full game and switch over to Red Mage.

      2) Keep playing the trial and either:
      – Switch to leveling Conjurer/White Mage or Arcanist/Summoner for the remaining main quests.
      – Create a second character with a different specialization (I ultimately want to have 3; this one, a Ninja/Dancer, and a Dark Knight).

    The trial has some very real limitations. In addition to not having access to the more recent expansion-added classes, you also don’t have access to the in-game economy. Meaning if you don’t level fishing for example then you won’t be able to complete the Goldsmith or Carpenter questlines (both require an item that can only be found by fishing). In the full version you can just visit the marketplace and buy the items from another player who did happen to level fishing.

    Another issue is one of inventory. There’s a lot of materials to collect and not having access to the Retainer system definitely starts putting the squeeze on you once hidden items start showing up. Of course, if you completely ignore gathering/crafting then it’s not much of an issue until you get into the expansions.

    As far as questing goes the sidequests have been pretty generic and grindy (all available ones through Mor Dhona have been cleared) while the main quests haven’t been much better. The class quests are serviceable for the most part, though the themes of the Botanist and Leatherworking ones are kinda bad. Frankly it’s pretty much just the collection aspect (there’s so many things to collect) that has me invested in the game so far. That and I do enjoy the Thaumaturgist/Black Mage‘s gameplay style of swapping between Fire and Ice to maximize both damage and mana regen.


  • FINAL FANTASY XIV: ONLINE – Duty Finder

    Of course shortly after I posted about not having to join a party I run into the mandatory party quests: There are 3 immediately following the ‘visit the other two starting cities’ main quest (for levels 15, 16, & 17) and another as the first level 20 main quest.

    They’re… not great. While it helps quite a bit that apparently any player who’s completed the quest before can join up, there’s still notable wait times (expect at least 10 minutes for a DPS class) and playing with random people who may or may not know what they’re doing (and I include myself in that group) is less than ideal. I don’t like the rigid 1 Tank, 1 Healer, 2 DPS party requirements either. I’m not looking forward to future instances of the mechanic and wish they had added that NPC party option introduced in the most recent expansion to the earlier content.

    In other news I tried out crafting; it’s a little overwhelming with all the various quality-related abilities. The way the system is set up, making a high-level item is almost like fighting a turn-based battle. It’s a bit odd really and kind of annoying in regards to crafting low level items even despite the ‘quick synthesis’ option.


  • FINAL FANTASY XIV: ONLINE – First Impressions

    Long have I ignored FFXIV despite hearing nothing but good things about it. Partly because it’s an MMO game, and partly because it’s unusually expensive; generally you’ll have to either pay for the game/expansions and not have a re-occurring cost, or be able to download the game for free but have to pay a re-occurring cost. This requires both buying the game and paying a monthly fee on top of that.

    Recently however I found out that the Free Trial gives you access to both the default game and first expansion for free (albeit with certain restrictions). So I figured now would be as good a time as any to see whether all those claims of high quality and being able to play it solo it were true.

    After ~10 hours I’m at level 24 in Thaumaturge and 17 in Miner and enjoying myself quite a bit. The server-specific doubled experience for low-level characters plays a large role in that though, as without it the game seems like it would be quite grindy (hence all the random FATE quests popping up all over, which I’ve mostly ignored). I have yet to be forced to find a party and it does in fact look like you can solo the majority of main quests.

    Said main questline has been mildly interesting so far, but the Thaumaturge questline took a hard turn into idiocy during the level 15 & 20 quests. There is also of course a large focus on fetch/deliver and generic monster extermination quests in the early game. If you’re the type who complained about having to “collect bear asses” in DA: Inquisition for example then you probably won’t have much fun here either.

    Visually it’s quite impressive and I’m shocked at how much variety they fit into an action as simple as mining. Like, Miner is a full-blown class with tons of abilities. Combat is a bit more complex than I expected as well, with there even being a focus on avoiding powerful incoming attacks. I haven’t tried any of the crafting classes yet, so I’m not sure how they compare, but even just switching back and forth between blasting things with Fire and chipping away at mineral deposits seems like it will keep me occupied for some time.

    We’ll see how things go at level 50.


  • WARHAMMER: CHAOSBANE

    I had been waffling on this game for some time now when I saw it was once again on sale for $20. Which seemed like an acceptable price for the base game plus all the DLC.

    Ended up… decent, I guess? Rather than Diablo, it reminds me more of Shadows: Heretic Kingdoms in structure, gameplay, and visual style. It does a few interesting things, such as having all skills unlock as you level (you can only equip a limited number), not having a level cap (legendary levels go into increasing a unique set of triggerable passive abilities), and not having any merchants (you donate equipment in exchange for progress toward unlocking extra skills).

    And while repetitious enemies and backtracking are still a problem, fortunately many of the early complaints about the game appear to have been addressed over time. The only issues I’ve had with it so far (just completed the base game with the archer; Health Regen/Poison build) beyond the repetition issue were not being able to re-enter areas if I accidentally left them, and one time it looked like my character had been deleted. Turned out the game just created a new profile and copying over the data from the old profile (in the “Warhammer Chaosbane/Data/Save” directory) to the new one restored them.

    Some things to be aware of:
    – There’s little reason to wear +Loot Quality gear. Save a set for opening chests though.
    – The 3rd level of a skill is not always better than the 2nd level.
    – On the inventory and skill screens, take note that some functions (appearance changes, DLC skills, Legendary skills) appear via small tabs on the very bottom.
    – Raise the difficulty as soon as possible (the difficulty system here is like Diablo III‘s). I started on Normal and raised it one level each chapter.


  • CodeVein – Endgame

    So I just beat the game… at level 1, with everything cleared/collected (aside from the four bad end classes) and all equipment upgraded to +9 or higher.

    Hardest fights were Gilded Hunter (his power-up has a limited duration and can be guarded through), those twin Yetis in the Deeps (Fire Weapon & Ice Guard), the Spire Fire/Ice boss fight (used this build), and the final bosses (used this build, swapping Blood Guard for Hasten after Skull King fell).

    I’ve never really seen the appeal of low-level challenges, and honestly there were more than a few frustrating moments… yet after beating the game and leveling up to 90 for NG+ everything suddenly dies so satisfyingly fast. The contrast made it almost worth the effort. Ironically though, it seems I didn’t have to go through all that trouble in the first place since the level caps are much more generous than I thought. Wish I found that page earlier.

    Some other complaints would be:
    – Unlimited Queen’s Steel unlocks far too late.
    – The vestige scene walking speed is far too slow.
    – The Good/True ending doesn’t make a whole lot of sense.

    A mixed experience overall for sure, but an ultimate net positive I think.


  • HELLPOINT & CodeVein

    Hellpoint is essentially Dark Souls on a space station. Aside from the atmosphere, the main defining features are the additions of secret doors (if you see an otherwise smooth wall with two vertical indentations appearing to make a doorframe; chances are it’s a secret door) and the ability to jump. Many games including a jump feature don’t really do anything with it, this game however has quite a few platformer sections leading to loot/secrets along with a specific jump attack.

    The only notable flaws, beside the intense similarity to DS, is the kinda illogical leveling system (cost should be based on attribute level rather than total level) and somewhat janky menu system; clicking occasionally won’t work (you’ll have to use the Enter key) and dismantling/upgrading requires far too many confirmations.

    Also taking cues from Dark Souls is Code Vein, a heavily Anime action RPG which combines Souls‘ general structure and gameplay style with a job/class system. Assuming you don’t hate Anime character design it’s pretty damn good… so long as you don’t fall into the trap of actually leveling your character. See, turns out each area has a hidden level cap, and going over it results in extremely slow to nonexistent progress toward unlocking class abilities for universal use. You also don’t get much from leveling up besides more health. It’s far more effective to spend your currency on weapon/armor upgrades and ability unlocks.

    All that said, there’s an extra hurdle to enjoying the game: Actually getting it to launch. Numbers 6 & 8 on that list are ultimately what got it working for me (24bit 192000 Hz for the sound setting). Sometimes though it will simply refuse to launch no matter what, in which case you can try setting your system clock to UTC +9 (Osaka; and no, I have no clue why this works). Once you do manage to get to the title screen (if you do), be very careful with the settings… as changing some of those may cause it to stop launching again (in which case you’ll probably have to delete everything in the “AppData\Local\CodeVein\Saved\Config\WindowsNoEditor” folder).


  • Dungeon Siege II & IRON DANGER: Shard of time

    In a fit of nostalgia I decided to revisit Dungeon Siege II… only to discover I’d never played it before. What I thought were memories of II were in fact of the first game in the franchise.

    While notably better than that first game in the gameplay department, it suffers rather badly from some of the worst character interactions ever conceived. And though better than DS I the gameplay is still not particularly engaging. Rather than Diablo, it instead brings to mind a proto Titan Quest. There’s just a certain emptiness/soullessness about the enemies and loot situation which, when combined with the limited ability system, makes progressing past a certain point far more trouble than its worth.

    Sharing the malus of atrocious writing, Iron Danger takes a notably different path where gameplay is concerned. It’s a ‘real time with mandatory pause’ tactical RPG featuring a time manipulation mechanic you’d expect to see in a puzzle game. Rather than simply take turns acting, characters move about in segmented (paused) real time which you can advance or rewind at will even if your characters die. So every combat encounter essentially becomes an equation to solve by finding the right actions to take during the right segments to most efficiently eliminate the opposition. It’s pretty cool.

    The problem is of course the aforementioned writing; it’s infuriatingly bad. If this were an action RPG where the storyline didn’t matter it would be an acceptable price to pay for the innovative combat system… but that’s not the case. The game’s very clearly story/character driven, and that story and those characters are insufferable.


  • BATMAN: ARKHAM ASYLUM & ARKHAM CITY

    I heard lots of good things about these two games over the years, alongside seemingly never-ending comments about this or that game using “Arkham-style combat”.

    So perhaps my expectations going in were too high: Neither game is particularly impressive and the much vaunted combat is just your standard beat ’em up fair. Streets of Rage was released over a decade earlier for fuck’s sake.

    I will however grant that they both earn top marks for visual quality and implementing that age-old combat system flawlessly… but that’s not really enough to counteract the somewhat clunky non-combat movement and the complete and utter absence of any loot/pick-ups. Batman basically has everything he needs right at the beginning and doesn’t use conventional weapons so you’re just moving from point to point through static environments beating/creeping up on generic mooks.

    If you’re a beat ’em up fan this obviously won’t be an issue, but personally I need more than button-mashing for button-mashing’s sake to keep me invested in a game.