Stupid question, but how is traveling in this game? Does it take quite a while to get from one place to another on foot like in XI?
Stupid question, but how is traveling in this game? Does it take quite a while to get from one place to another on foot like in XI?
If you traveled everywhere on foot it would be roughly the same as FFXI. As Xux said though there are lots more options for getting around this time, but like FFXI you have to visit a place before you can teleport to it.
you can cover terrain pretty fast on foot. but you will likely only run to any distant place of import once, since you can make use of aetherytes for teleporting. They work like a bunch of star networks
For now, you can teleport to any camp that you've already visited once simply by selecting from the menu.. from anywhere as long as youre in passive mode.
i suspect they might categorize them further or limit the reach of teleports because there's already like 5 camps in the existing areas.. the list will be much bigger when the full extent of areas get released.
Aetheryte camps are your hubs of each area. There can be more than one hub per area tho, as is the case with Western La Noscea. Camps are safe grounds and no mobs roam its immediate vicinity. Camps also allow you to teleport to nearby Aetherial Gates that you've already visited (touched), at no cost.
Aetherial gates are found scattered around every region. I'd say they're like waypoints that represent various sub-areas. These are not necessarily safe spots cos monsters can walk near it. Assuming Cassiopeia Hollow counts as a dungeon (its a cave/tunnel of sorts), you can also teleport into dungeons that have gates.
Return brings you back to the last camp or gate you visited. You can currently do this from anywhere in passive mode.. and when you KO. Takes 30seconds
edit: correction
Aetherial Nodes currently only spawn after you clear a guildleve. These are the things that you check to get your leve rewards. You can also choose to return to the camp (i'm assuming specifically the one that the guildleve was flagged from) through it. This teleport might be immediate i think.
Also, all camp aetheryte, gates and nodes restore your HP and MP when you touch them.
they're pretty far apart from one another.. but im sure some PTs could run circuits that come back to a gate so you can replenish HP/MP.
generally speaking i dont think HP is really an issue because if you can switch into passive mode to move from mob to mob, you can still get a small amount of it back..
MP would depend on how well you conserve it and when you use the MP recovery abilities (for DoMs)..
also since Cure is AoE, the likelihood of people waiting for the party to sustain evenly distrubuted damage before curing for better efficiency is higher, i think.
lol. FFXIV circuit parties.
You lose tp pretty quickly in passive mode atm. I'm curious to see how party play will develop.
"Don't rest dude you lose TP" sound familiar?
You gain TP at a pretty fast rate too, however.
Ugh. :: pinches bridge of nose:::"Don't rest dude you lose TP" sound familiar?
Tell me about it.
I really thought they had something going on there with passive mode recovering HP. What a brilliant way to circumvent the whole 'can't find a healer' issue. Not by trying to coerce people who aren't interested in healing into the position, via including damaging capabilities or trying to shoehorn in a gun somewhere in the theme. But by lessening demand so that it meets the already present supply.
But, no.
As soon as I saw that TP outright evaporate into thin air, I thought to myself "Welp, so much for that mechanic." It true you gain TP faster too, but people have a certain knee-jerk reaction to loss. The mechanics are only a part of the formula, ultimately it's our culture that will define our practices, and part of our population is already ingrained against making that trade-off.
I really hope there's something more going here that a few videos of alpha can't capture, because as it stands it's pretty painful to watch that golden opportunity just sail above our heads.
TP depletes in active aswell as passive mode, its just faster in passive.
As Hyan says though its easy to gain during a fight, perhaps SE want to avoid TP burn parties.
Or make all parties TP burn? Y'know, with TP being easier to get and more (all?) of the abilities requiring it? >_>
Can just invite another DD if there's no healer around... Sure, you lose TP when you get HP, but you have one more DD to deliver and take hits.As soon as I saw that TP outright evaporate into thin air, I thought to myself "Welp, so much for that mechanic." It true you gain TP faster too, but people have a certain knee-jerk reaction to loss. The mechanics are only a part of the formula, ultimately it's our culture that will define our practices, and part of our population is already ingrained against making that trade-off.
As for the loss of TP between battles: up to this point, it's an insignificant thing. Not all abilities require TP, just the "Weapon Skill" oriented ones...which makes perfect sense. If at any point the consistent loss of TP prevents you from damaging a mob, then it would become a problem. I don't think we'll end up seeing that, though.
At this point as far as we've seen you'll be drowning in TP. Casters even get tp from casting damaging spells. This is really a noone issue. You wont die from not being able to start a combat with a TP move.
EDIT: Also I assume the out of combat TP loss is to promote the "roaming" they've stated they want players to do. Don't wait for puller to come back cause all your TP will be lost. Just run for the next mob fast.
Does letting a "WS" charge up consume more TP and what sort of TP generation occurs from using a WS?
No the WS uses a set amount of TP then you can charge the second guage for whatever extra effect that may have.
So say you lose 1000 TP, do you drop 1000 set or lose 1000 the gain 100 (example) so lose 900 in total?
EDIT: In relation to landing the WS
Okay then, thanks for clarification