• Tag Archives RPG
  • 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.


  • the Outer Worlds: PERIL on GORGON

    The Outer Worlds‘ first major DLC offering, Peril on Gorgon, adds quite a bit of content to the game. Practically equivalent to the amount you find on Monarch.

    There is however a catch: Only the environments and quests/flavor text is new. The weapons and enemies you’ll find over the course of the DLC are (essentially) the same as those in the base game. Meaning it’s more of the same.

    That in and of itself isn’t necessarily a problem if you greatly enjoy the core experience (here shifted a bit more toward Bioshock thanks to the introduction of audiologs), but it ends up dampened by some technical issues. Parts of the DLC feel unfinished… as though a final QC pass or playtesting session was skipped. Relatively minor things like the club added to Terra 2 not having the loot flagged as theft, enemies on Gorgon respawning quite often, and some of the main quest dialog not being responsive to sequence breaks all stand out.

    And while exploring Gorgon itself something just felt missing/off…. As though I were walking through a setpiece, or like the companions were unnaturally silent or something. I can’t quite pinpoint it.

    Anyway, is the DLC worth the money? Absolutely. So long as, again, you don’t mind getting a whole lot more of what the base game already provides.


  • the Outer Worlds

    A combination of New Vegas and Bioshock with a No Man’s Sky aesthetic, this game takes place in a hellish corporation-first reality quite similar to our own.

    While shorter than it looks based on the navigation map (you’ll spend the vast majority of your time on Terra 2 and Monarch), there’s plenty of stuff to do (despite missing the entire Roseway section I still managed to hit max level at the start of the last area) and quests to complete. Quests which are good at giving choices (you can play as a savior, a money-hungry mercenary, a corporate bootlicker, or any combination thereof), with even combat-centric ones often being accomplishable through stealth.

    There’s not much reason to skip the combat though. It’s pretty fluid with a more active iteration of the VATS system, only really stumbling when it comes to dodging… which is not implemented well at all. The companions are also pretty good at killing things while not suiciding themselves.

    The loot situation is a definite low point however, bogged-down as it is with innumerable junk items/consumables and tied to an equipment degradation system. See, you have repair your equipment (fairly often) with parts acquired from breaking down equipment. This leads to finding a massive number of generic guns laying around which clog up your inventory until you take the time to manually break them down; they should’ve just increased the durability rather than flooding areas with dreck. The ‘unique’ items aren’t very exciting either.

    All-in-all a perfectly fine RPG worth checking out if you’re a fan of Bioshock-like messaging or/and happen to see it on sale for $20 or so.


  • Assassin’S CREED: VALHALLA – Conclusion

    Oxenefordscire ended up more like the beginning of the midgame rather than the midpoint of the game itself.

    While exploration and combat never changes from that point, the main questlines take a hard turn into railroad central. Early main quests are good at giving you the illusion of choice; later ones not so much. This works on a thematic level (the whole unchangeable fate/destiny thing) but it’s not a lot of fun to experience. Oh, I guess there was one change in the exploration aspects: You’ll want to clear all 10 Anomalies before completing the Norway quest that sends you to the far northeastern point of the map.

    Ultimately ended up at 142 hours with 94% completion, all areas cleared, and 65 Mastery points. I never did find any Black Bears or Wolf Fangs for the hunter requests though (or small Sturgeons and big Redfish for the fishing requests), and had to look up the location where to use those various Mysterious Tablets (the area is instantly recognizable, but also easily overlooked since there’s no treasure chests there).

    One final thing:

    If you’re experiencing random freezes, try installing the “Visual Studio 2015, 2017 and 2019” C++ update. The x64 one fixed the issue for me.


  • Assassin’S CREED: VALHALLA – Midgame

    With roughly 50% of England cleared (Oxenefordscire, Lunden, and everything lower level), 7 zealots killed, 11 Order members killed, all non-feast buildings constructed, silver equipment, and 205 skill points this seems a decent enough place to mark as the midpoint of the game.

    With ~55 hours invested so far it’s quite large, larger than it seems because there’s also an Asgard ‘dream world’ map (cleared that too) along with apparently a Vinland area (haven’t gone there yet). What’s really remarkable about this is that each area so far has felt pretty distinct in both the landscape and questing departments, all of which was enjoyable until the bizarre Odyssey-like change in the Eivor/Sigurd dynamic that occurs in Oxenefordscire.

    Combat-wise I’ve been using heavy dual-wielding. Started with a greatsword & dagger combo, switched to a spear & dagger combo, and then finally settled on a greatsword & spear combo (using the Dual Swap skill depending on whether it’s a boss fight or not). It’s extremely effective for plowing through enemies I can’t assassinate/headshot ahead of time (I do however still miss the 3-enemy chain assassination ability quite a bit).

    There’s no shortage of skill points (and you can respec whenever you want) so there’s not really any need for skill breakdowns, though Brush with Death and Advanced Assassination are godly, Explosive Corpse and Battlefield Bolt are garbage, Counter Roll is kind of sketchy since you need to dodge into attacks for it to work, and Auto-Loot is just plain nice to have. Abilities are a bit trickier. I’ve been rolling with Valkyrie Dive (great quick stun), Rage of Helheim (you have to hold the button to connect), and Throwing Axe Fury (crowd control). Bow abilities I’ve mostly been ignoring apart from Powder Trap (to blast through weak walls).

    As far as settlement buildings go, some are certainly more useful than others. The Blacksmith (equipment upgrades), Hidden Ones Bureau (quests, targets, rewards), Hunters’ Hut (quests, rewards), Seer’s Hut (quests), Museum (quest, rewards), and Fishing Hut (rewards, at least one Mystery event requires the fishing line) are probably the most important. The Barracks (cosmetics), Tattoo Shop (cosmetics), Shipyard (cosmetics), Stable (cosmetics, don’t have to travel for horse training), and Trading Post (don’t have to travel to other cities to shop) meanwhile are all nice to have. The feast-buffing ones are obviously situational (although the Bakery has a couple quests), and the Cartographer is completely useless if you happen to be the exploring type.

    At some point you’ll also get an Opal Shop for free. This serves as a method to buy Cash Shop items with in-game currency rather than actual money. On the positive side of things this currency is renewable through simple daily quests… on the negative, these quests award 5 opals a piece and you only get two a day (a new piece of equipment costs ~130 opals). So while you ~can~ technically get these pseudo-DLC items for free it’s not exactly something worth obsessing over (and besides, there’s plenty of equipment/customizables already in the game).

    All in all a very impressive showing so far even with the recent main plot hiccups. The only other thing I can really complain about is the inability to assassinate zealots the same way you could assassinate mercenaries in Odyssey. Oh, and I guess it’s also a bit annoying that the most efficient path forward is to complete the main questline in each area before exploring; it reduces backtracking and some items don’t appear until a quest triggers them (if you see a chest marker on your map that doesn’t have a related item for instance, chances are it’ll appear later during a quest).


  • Assassin’S CREED: VALHALLA – First Impressions

    The follow-up to Odyssey, Valhalla trades ancient Greece for medieval Europe (specifically Norway and the Viking invasion of England).

    The exploration aspects remain pretty much identical, though points of interest have been streamlined/condensed for a far less cluttered experience and it doesn’t appear to be possible to highlight enemies while in Bird View any longer (I suspect the ranged ability which automatically highlights enemies replaced it). You also now have to manually click on a chest marker if you want it shown on your compass rather than that happening automatically.

    Combat on the other hand is a bit different, with boss fights now being geared toward counters/parries and slower deliberate fighting instead of hectic hack & slashing (random trash mobs can still be attack-spammed into oblivion though). A particularly interesting choice is the implementation of a stamina system which drains when you dodge/block, use a power attack, or miss with an attack, but refills when you connect with normal attacks or just move around normally. This encourages a more engaged, hybrid playstyle and avoids the trap Elex fell into.

    The biggest change though is the equipment system: It’s been drastically simplified so that there’s only one or two varieties of a particular weapon or armor piece. Rather than continually finding new randomized variations with slightly better stats, you instead directly upgrade whichever particular weapon/armor type you want to use. I’m not sure how I feel about that just yet considering my fondness for collecting things, but it does make sense from a gameplay perspective and makes finding a new weapon something of a special event.

    All-in-all, at this point with Rygjafylke cleared (make sure to periodically check your map at its most zoomed-in setting to catch any resource chests; they show up as faint gold specks), I’m pretty well satisfied with this incremental upgrade so far. We’ll see how things progress when the assassination ability is finally unlocked and the action shifts to England.