The races are "the same" visually as in FFXI (although more detailed with slight tweaks; Galkas no longer have tails, mithra looks slightly different (better imo in XIV), taru are slightly taller/more "real", which is both a bad and good thing). Each race has different names, now, and completely new backstories. They are only aesthetically similar to XI.
Taru=Lalafell
Galka=Roegadyn ("Roo-gah-deen")
Mithra=Mi'qote
Hume=Hyur
Elvaan=Elezen
Also each race has two "sects" or something, which alters the way they look and <something else we're not quite sure on>, for example, Mithra have Seekers of the Sun that are more tan skinned, and _________something of the Moon, which are pale skinned. However, the character creator has a lot of things to choose from, see here:
http://www.google.com/url?sa=t&sourc...YmW4KfPuK_9RCw
The official website (
www.finalfantasyxiv.com) is the best source for this, for now. Jobs work different from XI - XIV is going to have "a lot" of jobs, in that your job (now called
class) changes based on what weapon you are equipping. You level up in class skill by using the weapon, which unlocks abilities. You can then combine abilities from different classes, although you are penalized when using some out of their main class (I believe), and some don't work (like Shield Bash but you have no shield equipped). Your character's HP/MP level up separately from their class. You can change class any time you are out of combat.
Similar in pacing to FFXI, but improved and made more interactive. You now must tell it every attack you wish to make, but you have many options to choose from on your action bars. You have an action gauge, which starts full but drains as you use abilities (and slowly refills over time). It's a bit tough to explain but it's a fairly simple concept - you can see more here:
http://www.youtube.com/watch?v=z6nSbqhcQqQ
Also to note, they plan on implementing things like targeting specific body parts on monsters to weaken them, having larger battles (for example fighting 5 monsters at once will be more common), mob AI is more varied (sometimes they run away, sometimes if you attack a female mob the nearby male mobs will aggro you, etc).
Mixed is the best answer. You can grind mobs if you choose, however it seems best to XP by doing Guildleves. Guildleves are like quests in WOW, however, they are unique in their own way:
- Guildleves can be completed alone, or with up to an alliance-sized group. They also range in difficulty, and are timed (but the time limit for most XPing guildleves is pretty generous).
- Guildleves are designed to be completed in under 30 minutes (most of them, anyway)
- You can teleport to the start of a guildleve via an Aetherite (sp?) crystal. When you finish a guildleve, you can teleport back to that crystal. The crystals should make good gathering points for people to party up.
- As long as one person in a party has been to an aetherite, they can teleport the whole party to it. However teleporting uses up some sort of resource ("SP" or something) your character has, which replenishes over time.
- Guildleve rewards can vary between gil, items, or "XP" as it relates to your class (I think?)
Guildleves are somewhat instanced, in that only you/your party are supposed to be able to engage the guildleve mobs. I'm not sure about World Bosses, I don't think there were any in Alpha, but it's pretty much an MMO standard that will be some kind of world bosses/NM's.
1 character, just like XI. Having only one character makes sense now especially that you can change class without having to return to a mog house. Also, your character automatically gets one "retainer", which is like a mule account/shopkeeper. Not quite sure how they work yet, but it's theorized that you can set up your retainer in a mini storefront/bazaar, use it as storage for items and to list your wares, even while you're out XPing or when you're offline.