Alright, one day after and I've had everything sink in from last night. I'll start with the good, and then the bad. Everything I've listed here has been posted on the beta forums in their respected categories:
The good:
1) Battle speed. Its faster, provided you engage the mob with weapon drawn from range and run into the mob. Standing next to a mob engaged is to your disadvantage, as you'll only get a few its in before you become tired, and then the battle speed slows down to a crawl. This also makes it very tough to chain mobs, when combined with the awkward camera targeting (corpses come first before live mobs). The speed isn't bad, but its best to party if you want to mass chain so that everyone only has to land a few initial strikes, and can spend the time moving to the next mob to stay in active mode and recharge. Its probably too soon to worry about end-game, since we'll be stringing in skills that raise TP and hopefully stamina, but for longer low level fights, you better hope your defense is high or you don't have hate.
Troof here. When doing a leve, as soon as you hit the ring border on the minimap pull out your weapon and by the time you get to hte mob you won't have issues. Also, the direction you face is of paramount importance, and it won't tell you you're facing the wrong way, it will just say out of range.
Graphics: What can I say? Gorgeous. Kuya is right with some of the facial options not showing up very well, and I think some of that is because of the soft shaders and lighting options SE employs. Some of the eye and nose shapes are going to be hard to see from a distance, and I wish they'd upgrade the facial hair for the men (looks like it was painted on), but my Hyur looked damned good in cutscenes with his piercing, empty stare, so I won't hate on it.
Environment: I was able to fall down some taller rocks and whatnot this time around, compared to Alpha, so that was a relief. I didn't spend a lot of time just auto-running to see what kind of crap would trip me up, but I'll do that when I'm at a higher level with some armor and don't have to worry about some insane crab chewing my face off. A lot of shit out there, real close to town can one-shot your face off: far more than FFXI. I don't know if its just a Beta thing; them wanting us to see a wide variety of mobs and test them, but jesus fuck.
I never fell through anything, but I did see someone who had and was running in the air. I'd imagine the higher/aggressive stuff will get moved, but the [S] zones around the towns in XI make me think that isn't 100%. I hope though.
Guildelves: I hope they do a mix of Alpha and Beta here. The timer is too punishing, combined with the lack of crafting leves avaliable. There just isn't anything to do other than spend your precious few gold (you'll have, at best, 4k when you finish the quest chain, and at least 1k of that will go towards buying starter weapons for other classes), and cash comes very slowly, at least initially. I'm sure some people are going to say that Alpha was "EZ-mode" and will hail the return of our grinding overlords, but it was nice to be able to put in a good day's work and afford a new piece of armor for my Lancer in Alpha. I looked at some of the rewards for the level 10 leves and saw one that was worth 1,100 gil, so I'm going to push to hit lancer level 10 so I can get started on those and hopefully find some armor to upgrade so I'm not getting 3-shot.
My issue with leves is that the levemobs appear to be difficulty checking incorrectly. I did all of the fighting ones at bearded rock and at 3pug/5phys every levemob was red, despite me being able to handle 2 at once. I think part of the reason it was checking red was because I selected party-level while being solo. They need to refine their checking system still to account for 2 types of levels and party size.
Crafting: I worked with botany and mining. Botany is kind of fun, but slow right now, although I don't know if its server lag or just that classic FFXI slow. I'm guessing the latter, considering so many other maneuvers were quick, especially the opening flurry of hits in combat. The actual task of "hot-and-cold" on the tree is a little annoying, but nice when you win, although I'd like more lumber and less water shards, but that's neither here nor there. Gathering from the ground is much better, IMO, because you simply click and pray for the goods, then sprint off to the next one. If they stick with how slow the process is with in Beta for launch, RMT won't be having a lot of fun, that's for sure. They also need to do a better job of integrating both the mini-map and the full-scale map with the botanist abilities. The abilities claim to tell you the general direction of the next tree, but I didn't see anything but my pretty little recast timer come up, although I did get my flee speed from my second ability. Perhaps using the arrows or the orange circle that comes with a leve would be a solution.
Now for some of the bad:
Movement: God. Awful, and I'm not just talking about what they did to the direction keys. My biggest gripe is the flawed targeting and lock on feature that was ripped right from the entrails of FFXI (just for you, Hyan). Sure, rotating around a locked on mob with the cool heroic sidestep is great and all, but what if that mob hits you once for a third of your life, and you realize its time to roll out? Better not try to disengage to get your speed back. The odds of you hitting it more than once due to server lag and seeing the delay on the feedback message is extremely high, and each time you do it, you come to a COMPLETE stop. Meanwhile the mobs in this game are equipped with close range and long range abilities, so you're either getting tailed or pelted. You finally disengage your lock and start running, but the camera sits on your chest and presto, you've not run into a cliff wall without actually being able to see it. Using the first-person view isn't much better because of the combination of the changed movement controls and the fact that the camera pans slowly to the direction you eventually want to face.
Its like SE considered having to escape from battles as an afterthought. Many games give you abilities to allow you to escape, but unless FFXIV employs some crazy forms of crowd control or hate-shedding, I can't see much escape with this current system. The masses of corpses I saw on my server strewn about seem to emphasize that point. This is one place where the controls are just too similar to an outdated FFXI movement system, especially in battle.
Not using the lock will help some of your issues I think. I never used it personally and didn't have trouble running. You also need to "have faith" when you hit the active/passive button. I did have cases where I thought it didn't register so I hit it again and did the hokey pokey for a bit, but if you just go with the gut and hit the button and keep on gettin it you should be ok. The whole stopping to put your weapon away is pretty lulz though. Also, if the mob doesn't have a check dot, don't fuck with it lol. I know it's not an option for everyone, but the game is far easier to play on a controller, not to say that they shouldn't fix the keyboard/mouse. But I think they've shown they are not going to make the mouse work like every other mmo. /sadpanda
I'll do more later - this post is long enough as is.