• *
    *
    *
    *
    *
    Fields marked with an asterisk (*) are required.
  • Increase font size
  • Default font size
  • Decrease font size
A Further Glimpse of Guildleves PDF Print E-mail
Written by Jonn   
Sunday, 13 June 2010 15:12

FFXIVCore translated the following article:

4Gamer sheds a little more light on what exactly guildleves are and what they entail. Translation by SteveManly and Savalithos.

Attached Image Attached Image


Square is currently running a closed alpha test for Final Fantasy XIV. This version of the game is still at a stage of development where it should not be shown to the public, but in order to receive feedback on the game earlier, they are proceeding with alpha test sessions from one to three times a week.



Because of that gameplay is still far from perfect, but like the log-in issue we feel the lag solution is only a matter of time. Because we’re still in the alpha phase, the game has yet to achieve the caliber of a Square-Enix title. As such, we hope you, the readers, don’t pass hasty judgement based on the limited information available at this time.

Well then, this time around we’ll be talking all about guildleves, their content and the whole nine yards. Go ahead and sate your pre-E3 information cravings on these morsels.

Attached Image Attached Image Attached Image Attached Image


Guildleves: Quests Quelled Quickly

Most of us are already somewhat familiar with guildleves and their capacity as the main source of quests in the game. Adventurers can use these gilded tarot-like cards at aetherytes crystals in each area to begin a whole bevy and bounty of quests.

Attached Image Attached Image

Depending on the type of guildleve you take, quests can be handled solo, in a party and even, in some cases, a raid. They were designed to require little preparation or play time and allow you to focus on the task at hand. What’s more, you can enjoy things at your own pace without having to worry about people outside your group interfering.
The first goal of the alpha test was to clear up any log-in or server stability issues, a fundamental problem any MMO in the making must endure. Since that hurdle has been cleared, the next step is to gather feedback on guildleves, which are more or less the main content of the game.

Attached Image


Trying a Battle-type Guildleve on for Size

Let’s take a look at the actual process, from start to finish. Guildleves are divided into two main groups, battle-type and gathering-type Regional Leves and synthesis-type Local Leves. When you talk to the NPCs in charge of doling out duties, a list of quests tailored to your level of ability appears.

Attached Image
Upon talking to the NPC, I was shown three different leves. You can have up to eight in your possession at a time.


The details given tell you what the quest entails along with the reward and the aetheryte from whence it commences. Each adventurer will undoubtedly become very familiar with aetheryte, as it acts as the staging point for all leves. Many have already been spotted in alpha, but the first Regional Leves available all take place at the first camp, Bearded Rock.

Attached Image
Pay attention to the starting point listed on the leve information page. It will tell you where to start the quest.

Attached Image
Leaving Limsa Lominsa to head toward the first aetheryte. Since you don’t initially have access to the Teleport feature, you’ll have to hoof it.


Bearded Rock is the closest aetheryte to the city and is about a three minute run north-northeast. Keep an eye out for the giant floating crystal.

Attached Image
Aetheryte locations will be displayed on the map. The first is but a hair’s breadth from Limsa Lominsa.


Regardless of whether you have any leves or not, your HP and MP will be restored free of charge upon touching the crystal. Once you’ve visited an aetheryte crystal, you can revisit it in an instant via the Teleport option, definitely a handy tool for any adventurer. Sometimes you’ll find the immediate area around an aetheryte more lively than even Limsa Lominsa itself. It seems likely to become a haven for party-seekers and traders alike.

Upon approaching the aetheryte, the appropriate leve will start. A window in the upper-left will display quest progress along with the time limit, usually thirty minutes. Those who have played other MMO titles should have no problem with battle-type Regional Leve objectives such as “Kill 5 Plague Rats Within 30 Minutes”.

Attached Image
If you follow your map you should find a huge crystal, the aetheryte in question.

Attached Image
Touching the crystal starts a quest as well as the countdown.


The mini-map will display arrows and circles pointing you toward the location of your prey. FFXI didn’t really have anything quite like it, so this alone allows for quite a bit of comfort. Even better is the fact that only you and participating party members can see your prey. If that’s not enough, as in FFXI once you attack a beast it will become tagged, or not attackable by other players.

Attached Image
Keep an eye on the mini-map. Red arrows will lead you to your target and keep you from getting lost.

Attached Image
Target sighted! If you choose the lowest difficulty, even a level one character can get the job done.


As you continue along, the progress window will keep track of target enemies slain. The quest will be cleared once you reach the required amount, upon which a warp point back to the aetheryte will appear.

That is the general flow of things. If you just pay attention to the quest target and stick to your mini-map, nothing out of the ordinary should happen. The level of detail concerning quests provided in-game should be a breath of fresh air to FFXI veterans as well a good introduction for those of whom FFXIV is their first online game.

Attached Image
You can keep track of your progress in the upper-left window. Keep an eye on that time limit.

Attached Image
Your target monster will have a square-shaped icon to the left of its name. It seems like other players can’t see them.

Attached Image
A warp point appears upon finishing a quest. It looks like travel won’t take much effort.


The Unknown Possibilities of Guildleves

As touched on earlier, leves come in three separate genres: battle, gathering and synthesis. Even though the flow of the latter two might be different from that of a battle-type leve, the concept is the same. That is to say, even if you only have a little bit of time to play, you can still fully enjoy what the game has to offer.

Attached Image
You won’t find any hints on the mini-map during gathering-type quests. Just like normal gathering, you’ll find your goal via use of your abilities.


This play style might be likened to Fields of Valor (FoV) for you FFXI vets out there. Simply put, FoV was a system introduced in FFXI in December, 2008, that turned the game from mostly full-party focused to one that allowed for soloing or partying with only a few people. The incorporation of that kind of gameplay in FFXIV should be a great relief for many.

Attached Image
The Leve system draws a lot upon the knowhow gathered from FFXI, a la FoV, delivery quests and assaults.


Of course that isn’t to say guildleves are a direct copy of FoV. The entire system has been refined, adding comforts like aforementioned mini-map hints and teleportation have been added. Also, the battle leve we discussed was the most basic type, with a whole array of leves catering to a wide variety of play styles.

Attached Image
When starting a quest, there are five levels of difficulty to choose from. Even if a friend of yours just logged in and wants to join, you can adjust the difficulty accordingly.

Attached Image
In alpha, the leves offered are shuffled once every two hours. Rare ones are bound to show up!


I mentioned earlier that you can have up to eight leves at a time. If other party members come along with different leves in their possession, it can give birth to a whole new type of quest. Also, you can tailor the difficulty of the quest to your ability level or party size.

Currently, we don’t have a full grasp on the depth of the guildleve system, but the main point to carry home is that its designed to appease many different play styles and provide proper goals and rewards, or at least that’s the way I see it. I’ll definitely be keeping an eye on how it fleshes out in the coming months.

Attached Image
Teleport takes you to aetheryte crystals you’ve visited before. Guildleves aside, it seems like quite a handy short cut.

Attached Image
With guildleves the need to return to a main city is lessened. This aetheryte seems to have become the focal point of a community all its own.

 
Discuss (2 posts)
Re:A Further Glimpse of Guildleves
Jun 13 2010 20:30:16
I must say, I am really starting to get excited over the guild leve system. It sounds like everything I like in an MMO.

#1220
Re:A Further Glimpse of Guildleves
Jun 13 2010 23:10:23
I love how this is developing, too! Customizable complexity in a convenient package - choose your difficulty and party size - quest-helping arrows and a warp function when you're done. The best part is, this is different than what most of us have been used to for a long time. What more could anyone ask for?

Well, I do have a couple small concerns. >.<

It seems like they're all timed. I guess I can understand some of the reasoning behind this, but that puts the pressure on to play completely uninterrupted while questing. What if someone calls on the phone? What if your toddler comes bounding into the room? What if the oven timer goes off? You'll be nervous about losing precious minutes. This isn't a game-breaker for me, by any means (because it's not like I'm not used to running dungeons or raids in WoW where I really can't be interrupted because I'm a healer), it's not something I'm a fan of.

If that’s not enough, as in FFXI once you attack a beast it will become tagged, or not attackable by other players.

This is something I did not expect or particularly want them to put in this game. This was a mechanic of FFXI that I honestly did not like. In that game, if you engaged something and begin to attack, if someone was not in your party, then they couldn't attack it. If you were fighting something and it turned out you weren't going to be able to defeat it and you were too far away from town to run for your life, the only way for bystanders to help you (with the exception of outside healing, which was always possible), you had to use a command that would call for help. Once you did, it would announce to everyone around, "<Name> calls for help!" and others could then attack the monster. You would then no longer get any exp or loot for it, but it was better than dying and losing exp over it. But using the command was a gamble. If the people near you were jerks and didn't help you, and you fought tooth and nail and it turns out you were able to finish it off by yourself, you still incurred that penalty of no exp or loot.

Just to be clear, I'm not a fan of killstealing. I don't want a setup like Aion where, even if you tag it first, someone could come along and do more damage and take the kill from you. I personally like WoW's setup where you tag it first, you get credit.

Maybe SE still feels that allows for too much cheating. But the thought of the system they used in FFXI makes me uncomfortable. And they're gonna need to revamp that before I change my mind.

Just so I can end my post on a positive note...

If other party members come along with different leves in their possession, it can give birth to a whole new type of quest.

Guildleve combos? Wow! That's a new concept, entirely.

In alpha, the leves offered are shuffled once every two hours. Rare ones are bound to show up!

Rare quests? Made of win!
#1224

You need to login or register to post comments.
Discuss this item on the forums. (2 posts)
jeux gratuit