The Big Bad Beta Breakdown … For FFXIV
Tuesday, September 7th, 2010My feed may be all a-Twitter (/wrists) with debate, discussion and fury about the Cataclysm beta, but I’m not particularly interested in Cataclysm. Call me a luddite, but the massive overhaul of the talent system and the merging of a lot of stats is a little too… Cataclysmic (I’m just full of them, aren’t I?) for my tastes.
Instead, my beta attentions have been focused on FFXIV, having managed to get in the last few days of closed beta, and poke around the open beta.. I’ve been rather looking forward to FFXIV since it was announced last year, hoping that SE would have learned from the mistakes of FFXI – namely, the crippling difficulty in doing anything without a party, the iffy controls and the clunky UI – and produce an MMO that would be fun and easy to play. I’m not sure why I got my hopes up. I’m not saying it’s a total trainwreck, but it’s far from great. Let’s look at each area, and score it out of 10.
Story
Pros
I’ve finished the intro section of story for each of the three City States, and found all the stories to be pretty intriguing, enough that if I do pick up the final release, I’m no longer sure just which city I’ll start in. Also of interest is that it seems the storylines of the three city states will come together at some point – each intro involves at least one character with a strange pair of tattoos on their neck, suggesting there’s some sort of overarching plot to the game.
Cons
Emote quests. As the intro story basically serves as a tutorial to the game, there’s a small bit in each city state where you have to emote at an NPC. In Limsa-Lominsa, this quests was merely a bit boring and time consuming – it was pretty clear which emote you had to use. In Ul’dah, it was significantly less clear which emote you had to use, and, critically, in what order. In Gridania, you seriously begin to wonder if it’d be possible to repeal child cruelty laws, because there is very little explanation given of what emotes to use, and the Children don’t even use the right actions. It’s just fortunate you only have to do that once.
Score: 8
Aesthetics
Pros
Character models are excellent – if I looked half as good as my character, I’d be gettin’ all the girls (I’m just sayin’!) Plenty of options for customisation, and very detailed. Monster models are also pretty detailed – assuming you’re fighting something that isn’t basically a balloon animal, a la the mole a bit below.
The cities each have their own distinct feel, and look pretty good.
Cons
The starting areas are pretty large expanses of… sameness. They look kinda pretty, but they aren’t all that detailed in actual fact, and they seem the drag on and on forever.
Score: 7
Combat System
Pros
The combat system in FFXIV is pretty good – when compared to FFXI, at any rate. In FFXI, most melee classes were simply about auto-attacking enemies until you had enough TP to fire off a weaponskill, repeated ad nauseum. If you were a lucky class like THF, you might have had an ability or two you could use every minute, which was highly exciting in comparison.
Firstly, there’s no auto-attack option in FFXIV – you instead have to press a key for your basic attack. This has recieved some criticism, but I don’t see it as a particularly bad thing – it makes it seem (very slightly) more like an Action RPG than your usual MMO. In addition, while the level of additional abilities in no way approaches the level of WoW for melee classes, you do get a good few buttons to press, and TP is far easier to generate than in FFXI (and is not all used up in one attack), so if you have multiple weaponskills equipped you can often fire two or three in quick succession for massive damage.
The ability to fuse abilities from one class with another is effectively a much improved subjob system, and allows for at least a degree of customisation on your character.
Cons
Occasional difficulty in targeting an enemy – more than once I’ve targeted an enemy right in front of me, only to be told “you are not facing the target.” This has cost me a couple of battles against aggressive mobs. Likewise, you cannot attack enemies that are, say, on a small ledge (less than a couple of feet high) above you, even if you happen to be an Archer, which is pretty pathetic.
Score: 8
Synthesis System
Pros
Cool animations during crafting – if you are a blacksmith, you do it at a little anvil, a carpenter has a workbench, a weaver has… that… circular thingy with cloth on it that people use for embroidery. It’s a nice little touch. Synthesis actually involves active pressing of options – allowing (in theory) you to chose between making high quality items, at significant risk of failure, or making them quickly and efficiently, but the resulting goods being of poor quality.
Cons
You’re told to watch what your synthesis is doing to determine what actions to use, but that’s rather cryptic. The only way to find recipes in game seems to be to be told them after local guildleves, of which you are lucky to get three in a two day period. There’s community involvement, then there is forcing people to use time they want to be playing the game to use that time to find recipes.
Even early, basic component recipes often need full crystals, rather than the shards which you will obtain easily from killing mobs. I had plenty of materials on blacksmith to make a few bronze nuggets, and from the nuggets, some other items – but I needed Fire Crystals to make said nuggets. There had better be an auction house in the final release, otherwise obtaining crystals and materials is going to be ridiculously difficult.
Score: 6
Gathering System
Pros
I haven’t tried Fishing or Harvesting, but I did give mining a shot for a good while, to gather some materials for smithing. Gathering at a point starts a simple mini game, so that the gathering process is a bit more involved than “find node, auto hit node, find next node.” Gathering is never likely to be exciting, but it is, at the very least, not boring.
Cons
Only real con is a small niggle with the gathering interface, which is simply one problem within the gigantic problem that is the UI. Basically, why do I have to press the menu button labelled “Strike” when they could either make it automatically start the minigame, or the first click in the minigame wheel would start it.
Gathering: 7
Levelling
Pros
Guildleves are relatively easy, able to tailor them to group size if solo isn’t your thing, and provide a source of gil and the occasional piece of gear.
Cons
Hoo boy. Here’s the first big criticism section.
There simply aren’t enough Guildleves. People were optimistic during closed Beta on this score – “Oh, well, there may not be many Guildleves, but they won’t be the only way of leveling, who knows what other aspects of the game will be revealed in Open Beta!”
The answer, of course, was absolutely bugger all. When you are out of Guildleves, suddenly you are back in FFXI and you have to grind mobs for EXP. In a modern MMO, that is just ridiculous. You are able to get through the first five Battlecraft leves in the space of about half an hour, and after that… you’re somewhat at a loss. Their stated aim with FFXIV is to attract more casual players – but it seems, to me, that this has went so far past “casual” they are almost approaching “hardcore” from the opposite end. Honestly, how little time are we meant to be playing a day? Fifteen minutes? Yeah, right.
Grinding mobs, quite aside from not really being any fun, is also highly inefficient due to the absolutely stupid way you level up. You have your “Physical Level” which affects your stats (STR, DEX etc) and elemental resistances, and then you have your “Rank” which is effectively your level for whatever class your playing. Mobs give far too much Physical experience relative to Rank experience. Given that we are being encouraged to play multiple classes to mix and match their abilities, the fact your Physical level goes up far quicker than your Rank is ridiculous.
The reason it goes up so much faster than your rank is that mobs give set physical EXP. However, to rank up, you are reliant on getting class skill increases during combat, which are then awarded at the end of combat. With guildleve mobs, the contrast is stark – you may be fighting a bug that takes two or three hits to kill, thus providing little opportunity for skillups, but it then gives you something ridiculous like 900 Physical Exp. Even in longer fights, sometimes you get a good run of them, other times you are lucky to get one skillup of 40 in an entire battle.
The speed of Physical levelling itself is not a problem to me – it’s just a problem when compared to how much your rank lags behind, given you are encouraged to rank up multiple classes. It’s disheartening to be 3-4 Physical levels above your Rank when you haven’t even tried other classes yet.
Score: 4
Controls
Pros
Uhhh… If you played FFXI you might not have a huge amount of bother? That’s not really a pro, is it? No, FFXIV loyalist community, it most certainly is not. Movement isn’t too bad, as it’s standard WASD. That’s not really a pro either, it’s only a pro when compared to FFXI.
Cons
Mouse controls still pretty awful. No actual hardware mouse, so movement is laggy, targeting sometimes iffy, and there’s a distinct lack of hotkeys. There is a map hotkey, praise be, but no hotkeys for anything else – given how absolutely dire the UI is, some hotkeys to go straight to menus would be appreciated.
Score: 2
UI
Pros
Nothing.
Cons
Everything.
The UI is absolutely god awful. It makes me want to cry bitter, bitter tears. Absolutely nothing learned from FFXI in this department, it seems. First of all, takes way too many menus to do anything. For example, let’s take changing your weapon. You need to go through the following shenanigans;
- Open main menu, either via Home Key or clicking menu button.
- Open the Attributes and Gear submenu.
- Click the main hand slot.
- Find the weapon you want to equip, click it.
- Press the “equip” button.
In this day and age, that’s far too much in the way of buttons. I really could not care a fig they are releasing this for PS3 at somepoint, and that’s the kind of menu a console game is limited to. This is the frickin’ PC version, I expect a UI tailored for a PC gamer. Seriously.
Interacting with objects is also a huge pain in the butt. You approach an object, a bouncing ! sign appears on your screen. You press this button and, rather than take you straight to a list of interactions for that object, it takes you to the main menu. Where you then click the button with the ! next to it, and then you are taken to the interaction list. What? That is just totally uneccessary. Skip the main menu, take me straight to the action list. In fact, skip the having to click the ! button that’s in the corner of the screen – allow me to click the damn object. Why does it have to be so hard?
The Synthesis interface is fine once you actually start the crafting process, but getting to that point requires much clicking and picking. Much to my amusement, people on FFXIV community forums have been deriding the “recipe list” of WoW crafting, but given the extremely clunky UI and control system, I’d much rather press “synthesis” and then pick an item to make from a list, rather than pressing synthesis, then choosing which hand to use, then picking ingredients (one at a frickin’ time) to use for crafting, then that brings up a list of what can be made with those items, then you have to confirm the item you are making, and finally you are told what crystals it needs to be made. Too. Many. Fricking. Hoops.
Score: 0
Other Stuff that’s probably terrible but I haven’t experienced
Repair system; requires that players do it if you want repairs anything past 50%, which is pretty sucky. Better than an EXP loss system, but why do NPCs only do it to 50%? That’s penalising people for either not having that craft themselves, or for not seeking crafters out. Instead of a 50% durability penalty, how about a bonus for people who DO get a player to do it? Maybe their gear can be repaired to 120% durability?
“Surplus” system; I may think you get too much Physical experience right now, but a system of gradually reducing EXP is not cool. It’s also not the answer to balancing “casual” and “hardcore” players – it’s just gonna piss people off. Again, like the repair thing, this is punishing people for the sake of balance. Why not give players who don’t play often some sort of EXP bonus, rather than inflict an EXP penalty on those that do? You should never punish players for playing.
Overall
Averaging out the scores I allocated above, FFXIV gets a score of 5.25/10. Yikes.
I really, really want to enjoy FFXIV, as in many ways it is a much improved version of FFXI, which I played for many years, and there are large parts of the game I do like – but the problems with controls, the UI and levelling are so fundamental to playing the game that unless those are resolved for release, I’m not going to be playing FFXIV. If I’m feeling faithful in SE in a weeks time, I will leave me pre-order, get the game, and give it at least a good go for a month. If, by then, these issues haven’t been resolved to my satisfaction, SE won’t be recieving a subscription from me, unless someone comes to me in a few months and tells me that everything has been fixed and the game is wonderful.
Yeah, right.






