Final Fantasy XIV

Healing & tanking

Though the first class I ended up leveling in Final Fantasy XIV was arcanist, I never really ended up playing scholar that much, mostly focusing on summoner—the two jobs the class can specialize in—and consequently it wasn’t until I started leveling as a conjurer/white mage that I ended up actually doing any sort of healing. It has been interesting so far, though rather easy still, as I haven’t gotten overly far to be fair, but the curious thing has been that it has once again reminded me why I like healing, something I had curiously managed to forget. Well, not really forget, but I had been expecting that the slower pace of the game—or more specifically, the longer global cooldown—would mean that healing would be less enjoyable to me, and as such I didn’t really think I would enjoy it as much, yet to my surprise my experience so far has been almost the opposite: I think I enjoy it more than healing in World of Warcraft at the moment.

It’s way too early to make any sort of final judgement on that front though, as the types of content I do in both of the games is so vastly different that the gameplay isn’t really comparable at all.

Speaking of things that I rediscovered recently: tanking. Well, not really rediscovered, but I have been playing as a gunbreaker more recently, leveling through duties and tanking. It has actually been really fun again, especially since I tend to end up doing the same duty several times due to level restrictions, meaning I really get to learn and optimize my play therein, allowing me to actually start thinking about how I pull and where I use my cooldowns. What also really helps strangely is going back to the duty finder from doing trusts—trusts are basically duties (dungeons) that you do with NPCs, duty finder is finding random players to do it with—because even though the interactions are generally rather limited and I do tend to get unreasonably nervous about the prospect of having to interact with new people and afraid of being judged, I think those same fears play into it being that much more rewarding when things go in a reasonable way like they are wont to do. It is curious though, these fears seem much more prominent while playing a tank than a healer for me, probably because of the more visible role in having to lead the group—or perhaps because as a healer I haven’t been queuing alone but with a friend, which probably also helps a lot.

A slight drawback of actually playing with other players is the availability of such, and the increased queue times in trying to find players to run with, which are actually while still not long per se surprisingly long as a tank, generally somewhere between 2-10 minutes. The variance is of course rather high, depending on many factors, but it is still rather interesting to see since I’m somewhat used to tanks being the most in-demand role. Healer queues on the other hand have been surprisingly fast, essentially instantly being put in a party, which is also something of a surprise to me. Perhaps the level range also plays a role, more of the playerbase being available.

At any rate, both of these factors have given me a rather great deal of renewed interest towards the game which I have been happy to see, since it is nice to have something to do once more that I enjoy.

Crafting in games

Having played through the main story in Final Fantasy and consequently feeling a bit lost as what to do next since the story was the driving force keeping me engaged with the game, I decided to take a closer look at leveling the other jobs I was interested in and had already started on earlier, only to not really feel that feeling of purpose that kept me going. I still intend to level those jobs at some point, and have been doing so sporadically, but the thing that ended up really catching my focus in recent days was crafting and gathering, primarily because of some cosmetics I ended up wanting that were gated behind those activities.

I have to admit, despite having heard that the crafting and gathering in Final Fantasy XIV is supposed to be great, I was very skeptical since it isn’t usually something that I find overly interesting in games; it has for the most part just felt like extra steps from having something simply be a drop from a mob or a quest reward, and despite having studied a bit of economics the market aspect of it hasn’t really captured me either. Then again, I notice now, the problem might be that the implementations I had seen before were made either in a way that I find boring (i.e. Assassin’s Creed) or simply poorly (i.e. World of Warcraft), where crafting is naught more than getting the ingredients and pressing a button.

Yet here, crafting and gathering both, are separate classes (or jobs, as the game tends to call classes), with a good 20+ skills. Sure, especially for gathering which I have done more of, there are a lot of skills that end up doing the same thing with different cost and efficacy, but it is still a degree of actual decision-making that I have yet to see from any such system before. In World of Warcraft, the biggest decision is simply where to gather, the rest is more or less running in a circle and hope something interesting happens to be on the way while dodging enemies and hoping not to get dismounted; in Final Fantasy, you have skills that point you to the nearest node and make you permanently stealthed to the local fauna meaning you can focus on the actual gathering of things instead of getting derailed by annoying things like combat with trivial mobs.

Sidenote: I’m one of those probably strange people that actually kind of enjoyed archeology in World of Warcraft—but I was also lucky enough never to be forced to do it to get any relevant power increases, due to not playing during a time when that was possible—with the only thing really annoying me about it was all of the trash mobs one tended to have to deal with while working on the digs. Sure, it was a lesser problem when one went back to do it in older content, but it was really annoying in current content.

The gathering itself is also a lot more engaging and involved, in that while the nodes are common what’s on them might not be, and even if it is especially for the quests one tends to need to gather it in high quality meaning the different skills one has at one’s disposal tend to come in very handy. Then come the decisions of when to use those skills, since while they do not have a cooldown you do have gathering points—mana, essentially—which regenerates somewhat slowly, so you can’t just blast out all of the skills on every node, meaning you have to think how to achieve whatever goal you have in mind in the most efficient way possible. This then also extends to things like collectables, that have their own separate mini-game allowing you to try to make their collectability as high as possible, and while the primary skills there do not require any GP, boosting them does, and maximizing collectability without them is rather unlikely. Gear also helps all of this along, increasing chance for HQ items or GP or merely the chance to gather something in the first place, meaning there is some real actual depth to it all.

Now, I am still a very goal-oriented person and I don’t think I would end up running around gathering things just for the fun of it, but I have to admit the time I have spent gathering has been going by surprisingly quickly and I find myself looking for reasons to keep going.

It really is a strange feeling, realizing that I didn’t dislike some activity, but that I merely disliked it when it was implemented poorly and having only seen such implementations I couldn’t really imagine what it would be like to do it when it was implemented well.

Otherwise occupied

Still adventuring in Eorzea, not found the time to really sit down and write. I know, already happened last week without notice or mention, but I simply do not have the energy for it at this time.