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Article Translation: "Information Buffet"

#1 User is offline   Zyuu 

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Posted 30 July 2010 - 12:56 PM

Gamewatch gives us a broad look at how parties will function and a glance at some new beasts. At the end there's also an in-depth look at various key vendors in Limsa Lominsa. Enjoy!

Translation by the devilishly handsome Savalithos.

Update #3: And there we go, translation finished. Final section added.
Update #2: A section on beasts added. Last part is being worked on.
Update #1: A big chuck of information has been translated. More is on the way.

A Look at Party Play and More
Attached Image: ff49.jpg
So we’ve finally moved into phase 2 of beta testing. The focus will be adjusting things server-side as well as optimizing the game for various graphics cards. You can look for overhauls in the game system in the upcoming phase 3.

Seeking and Recruiting Parties and Members
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It may be the main content of FFXIV, but Guildleves can only be accepted once every two days. As most know, leves let you choose from five difficulty levels. Once you’re past level 10, these quests would prove difficult to complete on the highest difficulty solo. Since difficulty is directly proportional to the reward, adventurers will find parties a good solution to this conundrum. Parties can have up to fifteen players. In XIV, they’ve really tried to lessen the burden on party leaders, sharing the responsibility among willing party members.

First off, the player chooses desired class, rank, party size, location, etc. and begin seeking. Those wishing to join can search and join the party of their choosing with the click of a button. Currently you must be in the same area to join the party, however. Not to mention those who click to join will be automatically added, something that doesn’t gel well with the Japanese play style. It definitely seems like something the developers are still testing out.

Mobilizing
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Now that you have your optimal party set up, it’s time to get to work. If you’ve visited the target area’s aetheryte before, you can simply Teleport everyone there. Simply make the party leader someone who can warp there and have them use their Teleport ability. Teleport allows your party to warp without using everyone’s anima in the process.

Aside from the aetherytes which usually act as a main camp, there are also aetherial nodes. Aetherytes usually have various crafting facilities as well as places to purchase sundries. Nodes are more like the front lines of battle. They lack the conveniences of a camp but have tougher enemies in larger quantities. They’re directly linked with their associated aetheryte, so you can certainly make use of both.

When hoofing it to your hunting grounds, it’s best not to get lost. If you target a nearby party member and lock-on, you’ll automatically follow them. This is particularly useful when going somewhere for the first time. Currently the world map doesn’t display party members’ locations or give you a means to relay your own, so regrouping can take quite some time. Good communication is essential, and it’s best to travel in a tightly knit group. Also, if you type /p in the chat window, the default will be set to party chat.

Parties and Leves
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Once your weapon rank is 10 you can take guildleves for Skull Valley

If multiple members wish to undertake the same quest, they must all gather near the aetheryte and have the holder of the particular guildleve activate it. If you aren’t nearby, you miss out. When a member activates it, you’ll have a window pop up (just as in solo play) asking if you accept the quest. The flow is the same. Follow the arrow, kill the target.

Depending on your level the campsite will differ. In beta levels 1-9 use Camp Bearded Rock, 10-19 use Camp Skull Valley and 20 onwards use Camp Blood Shore. Leves at Bearded Rock are usually quite simple, such as “kill five rats.” Skull Valley gets a little trickier. A guildleve that originally asked you to simply kill all dodos has you ultimately fighting six of them. So we set to clearing the dodos nearby. When there was but one left, it ran off at a speed we couldn’t match. When we caught up to it, it called a friend for help and increased the number of total targets from six to seven. This kind of gimmick shows up in other guildleves, and there are other nice twists waiting out there for adventurers, no doubt.

If multiple members have similar quests, your’s might be cleared automatically when someone else in the party clears theirs. Since guildleves are only available once every other day, you’ll clear them quickly solo and then have nothing to do. The best route to follow (and the fundamental play style of XIV) is to join people who have varying guildleves and chip away at them all. The selection of guildleves is still limited. Faction Leves, bought with Faction Credit, will allow for a wider variety of guildleves to combine and extend the life of a party.

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Fighting some dodos on the highest difficulty resulted in them linking and knocking us out one-by-one.

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The last one ran off and summoned help, bringing the total to seven.

Party Battle via Regiments
The real thrill of party battles comes from the tactical combination of various skills to create special outcomes. These Battle Regiments are much akin to FFXI’s skill chains and work as follows:
(1) A member sets their attack in Battle Regiment mode
(2) Participating players then do the same
(3) The one to start the onslaught initiates the Battle Regiment
Battle Regiments can be interrupted by other abilities, and melee classes must have their attacks connect for it to count.

FFXI’s skill chains were based on the element of the weapon skill, but FFXIV’s system isn’t like that. Once the opening move is chosen, the other participating members can choose their abilities to their liking. This includes regular attacks or weapon skills. Once a Battle Regiment is set, the skill you chose will be displayed on-screen.

More than solo play, party play makes storing TP rather hard, so many Regiments in fights against standard monsters will consist mostly of standard attacks. This time around we tried combining regular attacks from a lancer, gladiator, marauder, etc. and came up with effects such as leeching the enemy’s HP or lowering its defense.

The effect will be displayed in the chat log, but that can be difficult to spot since things flow by pretty quickly in the heat of battle. It seems like something you’ll have to go back and check after the fight is over. It would be great if they added some way to tell what sort of effect it had mid-battle. Since there is also no way to tell what combination of skills results in what effect, many players typically act on a whim and repeat. While this does add its own brand of fun, in the future the ability to use Battle Regiments wisely and strategically would be most desirable.

Attached Image: ff12.jpgAttached Image: ff13.jpgAttached Image: ff14.jpgAttached Image: ff15.jpg
Battle Regiments have the ability to debuff enemies or buff allies.

Watch Out for These Big Baddies!
Attached Image: ff40.jpg
Many caves in La Noscea appear to have been formed by erosion
Welcome to La Noscea. Many beasts roam the vast field outside of Limsa Lominsa. Many of those found in the highlands are non-aggressive and will not attack without provocation from your blade. However, innumerable fearsome creatures inhabiting caves or shorelines are indeed aggressive and will attack at the drop of a hat. These are but the few that our roving reporter found on his field trip.

Attached Image: ff41.jpg
Storm Biast: A dragon-like foe found underground in Moraby Bay. Uses long-range abilities. Since it’s aggressive, you had better steer clear if you stumble upon one.

Attached Image: ff43.jpg
Yarzon Scavenger: (not entirely sure of the spelling) an aggressive monster found unusually close to the road. Low levels best watch out.

Attached Image: ff42.jpg
Jackal: a beast found near the shoreline south of Camp Blood Shore. There’s also guildleve monsters (Wolves) that uses the same model.

Attached Image: ff44.jpg
Fallen Captain: (Shades! This translator is now excited, mwahaha) a mysterious humanoid enemy found in the caves near Moraby Bay. You might also run into its friend the Fallen Archmage, too, depending on your luck.

And here are some other monsters you might see:

Attached Image: ff45.jpg
Carrion Crow (non-aggressive)

Attached Image: ff46.jpg
Eft (non-aggressive)

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Mossy Goobbue (non-aggressive)

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Vodyanoi (aggressive!)

Limsa Lominsa Shop Guide
Since the Armory System allows you to change class with a simple change of weapons, we figured it’d be good to show you where you can pick up the tools of the trade.

East Hawkers’ Alley:
Attached Image: ff16.jpg
If you leave the chocobo stables underneath the Drowning Wench and pass through the Octant plaza, you’ll stumple upon a collection of shops along with a bell to summon your retainer, if you like.

Attached Image: ff17.jpg
The Weavers’ Guild booth: This female Elezen (her name is something like Eozile?) is selling items involved in the weaving trade. You can buy things such as the main tool “Needle”, sub-tool “Spinning Wheel”, thread, fletching and other materials as well as fabric and thread dyes and canvas.

Attached Image: ff18.jpg
The Tanners’ Guild booth: This male Hyuran named Arnold sells tanner equipment like the main tool “Knife” and sub-tool “Awl”, hides, alum as well as sheepskin dye, buffalo leather dye, etc.

The Eastern Trade Organization booth: The Mi’qote named Su’Nayakku (spelling?) peddles wares used in the crafting of weapons, such as bow grips, sword grips, harpoon heads, etc.

Attached Image: ff20.jpg
The Alchemists’ Guild booth: The male Lalafell named Zuzudesu sells glue, growth formula, carbon fiber, beeswax, alum, etc.

Attached Image: ff21.jpg
The Gridania Crafting Coalition booth: The Lalafell named Kikimo sells Conjurer weapons in both large and small sizes. Aside from the starting weapon, the larger variety is only available for rank 23 and up here. There are different elemental variants of a rank 17 wand available here as well.

Attached Image: ff22.jpg
Retainer Bell: where you can call upon the retainer in your employ.

West Hawkers’ Alley:
Attached Image: ff23.jpg
Along with other merchants, you’ll find an NPC here who can repair your gear up to the 50% mark.

Attached Image: ff24.jpg
Woodworkers’ Guild booth: The female Hyuran named Cicely sells the main tool “Saw”, sub-tool “Hammer”, bows and arrows. She also carries a selection of timber, lacquer, bowstring, and arrowheads.

Attached Image: ff25.jpg
The Gatherers Support booth: The Mi’qote named Be’Ndorobo sells hatchets, scythes, picks, as well as mauls for finding rocks.

Attached Image: ff26.jpg
The Ul’dah Crafting Coalition booth: This Roegadyn named Niestblum sells four types of knuckles for pugilists and a large Staff along with a smaller Scepter, Cudgel and Brand for Thaumaturges.

Attached Image: ff27.jpg
The Goldsmiths’ Guild booth: The male Lalafell Teteu sells accessories such as earrings, chokers, wristlets, rings, Circlets, etc. which boost various parameters and stats. Things here seem a bit pricy.

Attached Image: ff28.jpg
The Qiqirn Mutual Aid Society booth: this male Elezen (Fusquenei?...Elezen names are hard…) sells metallic materials and ingredients such as metal buckles, etc.

Attached Image: ff29.jpg
Braetonieu: a repair NPC that restores your items up to 50% durability.

(not clear on the spelling of some of these shop names)
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Fishery “Hyallein”: a shop west of the aetheryte plaza. The Roegadyn Horasphis sells tortoise shells and distilled water.

Attached Image: ff32.jpgAttached Image: ff33.jpg
Weapon Store “Thunder Squall”: south of Hyallein. The female Hyuran Refreda sells shields while the male Hyuran Kelihhi sells metallic weaponry. There’s even a level 23 belt called a “Tasset”. Kelihhi also sells the starting weapons for gladiators, marauders and lancers.

Attached Image: ff34.jpgAttached Image: ff35.jpg
Naldiq & Vymelli’s, Blacksmiths’ Guild, Armorers’ Guild: south of Thunder Squall. The Roegadyn Smidheiml here sells the starting blacksmith tools: the main-hand “Cross Pein Hammer” and off-hand “File”. He also sells copper ore, tin, ingots, etc. Outside the building the female Elezen Jaueleaux sells ingredients for use in armorsmithing.

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Pharmacy “Sevens’ Sage”: on the north side of the Drowning Wench. The Mi’qote Jo’Lanmaya sells potions and ethers.

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Restaurant Bismark, Culinarians’ Guild: On the west side of Sevens’ Sage. The female Hyuran Yosshi behind the guild booth sells ingredients.

That’s it, folks. Hope you had a good read!
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#2 User is offline   Cerulean Shaman 

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Posted 30 July 2010 - 01:21 PM

Square Enix is feeling awfully generous. Translations will be up shortly.

Hopefully we'll get more information as the August progresses.
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#3 User is offline   Tonka 

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Posted 30 July 2010 - 02:01 PM

Awesome buffet! I will be back for seconds! :D
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#4 User is offline   Patoot 

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Posted 30 July 2010 - 02:03 PM

wow that was cool, but now I want to know more about these regiments. :th_070_goodjob:
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#5 User is offline   MrBiggelsworth 

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Posted 30 July 2010 - 02:11 PM

Cannot wait
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#6 User is offline   HamadShi 

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Posted 30 July 2010 - 02:21 PM

Auto Follow, Seeking Parties and Recruiting, Party member number varies from 4~ to 15, Different areas different Levels, Level 20+, Combination of Skills results in Skill chain like.

:th_084_: Cool !!
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#7 User is offline   Xaimera 

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Posted 30 July 2010 - 02:23 PM

im gonna dig a hole and crawl into it until the release date! :th_080_: ;; lol why does time go by so slowly x.x

:th_018_:

TY for translation! im alrdy full i can never go back for seconds D:! curse my tiny stomach! :th_009_:
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#8 User is offline   Cerulean Shaman 

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Posted 30 July 2010 - 02:24 PM

Now that this info about the leves has been revealed to the public let me say that I am not happy with it at all. A party's life should not be decided by the amount of leves each member has, that is pathetic.

So what we are seeing is basically the start of what will end up being a repeat of FFXI: parties will quickly burn through guild leves (if even, most likely they will be quickly consumed during solo play while lfg) and then resort to good 'ol mob grinding like in FFXI.

As much as I like FFXI the grind game is old and has broken games that have hidden it far better than FFXIV tries to (WAR, Aion). Unless they change this the required grinding groups will be forced to undergo will deal a devastating blow to the game's player base.

People already are tired of common things like fetch quest spam but flat out mindless grinding will turn away a lot of people which isn't a good thing. Guild Leves need to offer lengthy leves for party progression or Square needs to offer an alternative to group progression besides grinding.

Previous interviews and articles have indicated FFXIV will have dungeons, though we don't know much about them (or a lot of things, sigh), so my hopes are heavily upon them right now because guild leves and parties don't mix very well at the moment.
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#9 User is offline   magnux 

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Posted 30 July 2010 - 02:29 PM

View PostCerulean Shaman, on 30 July 2010 - 02:24 PM, said:


So what we are seeing is basically the start of what will end up being a repeat of FFXI: parties will quickly burn through guild leves (if even, most likely they will be quickly consumed during solo play while lfg) and then resort to good 'ol mob grinding like in FFXI.

As much as I like FFXI the grind game is old and has broken games that have hidden it far better than FFXIV tries to (WAR, Aion). Unless they change this the required grinding groups will be forced to undergo will deal a devastating blow to the game's player base.

People already are tired of common things like fetch quest spam but flat out mindless grinding will turn away a lot of people which isn't a good thing. Guild Leves need to offer lengthy leves for party progression or Square needs to offer an alternative to group progression besides grinding.

Previous interviews and articles have indicated FFXIV will have dungeons, though we don't know much about them (or a lot of things, sigh), so my hopes are heavily upon them right now because guild leves and parties don't mix very well at the moment.


Agree with you on the way they are going about it, it is a nice concept but it seems to make it extremely grindy. And when you finish the leve its even grindier. Hope they do a better job with it, I am excited to see what they come up with or how it will work. I guess we will have to wait until release.
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#10 User is offline   GoChetYourself 

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Posted 30 July 2010 - 02:34 PM

2 months and counting. Can't wait! Hope they release more on crafting classes soon. *hint, hint*
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#11 User is offline   Cerulean Shaman 

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Posted 30 July 2010 - 02:42 PM

View Postmagnux, on 30 July 2010 - 02:29 PM, said:

Agree with you on the way they are going about it, it is a nice concept but it seems to make it extremely grindy. And when you finish the leve its even grindier. Hope they do a better job with it, I am excited to see what they come up with or how it will work. I guess we will have to wait until release.


Aye, I have faith in them and the feedback so far has done amazing things. It's obvious they are actually listening so we'll see what the final result is. I really want FFXIV to succeed even more than FFXI did.
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#12 User is offline   Alxa 

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Posted 30 July 2010 - 02:44 PM

Interesting - hope there is more they still haven't told us about. I assume the limit is 1 every 48 hours. That's pretty steep.
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#13 User is offline   Gerry9688 

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Posted 30 July 2010 - 02:49 PM

View PostAlxa, on 30 July 2010 - 02:44 PM, said:

Interesting - hope there is more they still haven't told us about. I assume the limit is 1 every 48 hours. That's pretty steep.

1 time every 24 hours so if you have 8 leves you can do 8.

I really don't see what the difference is between grinding mobs all day and grinding mobs all day in a "quest" the only real difference is that in a quest you have to sort through the mobs on the field looking for the specific one you have to kill. It's true that people are detracted from grinding but, grinding is essentially in every mmo, and as long as theres a good amount of people on my server, i really don't mind if the subscriber numbers don't hit the 7 millions.
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#14 User is offline   captainkronos 

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Posted 30 July 2010 - 03:00 PM

Wow, this is a great deal of new-ish information! This is rock awesome! The information about party forming and the nature of guild leves is very, very nice to know.

I must say I echo Cerulean Shaman's concerns about running through the leves too quickly and then being forced to grind. This will get especially pronounced once groups get more efficient at doing the leves. They'll go through more of them in less time, thereby leaving them with a large number on the two-day cooldown at the same time. I'm hoping SE is realizing this fact and are working to put out more guild leves to remedy this.

I'm still wondering how the story line missions are going to work. Will this be through guild leves or some other form of quest tracking?
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#15 User is offline   Zink 

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Posted 30 July 2010 - 03:02 PM

48 hours is an extremely long time. I really hope they fix this.

This post has been edited by Zink: 30 July 2010 - 03:09 PM

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#16 User is offline   Zellot_Uni 

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Posted 30 July 2010 - 03:37 PM

View PostZink, on 30 July 2010 - 03:02 PM, said:

48 hours is an extremely long time. I really hope they fix this.


Let me see if I misunderstand something here... you're only allowed 8 guildleves in a 48 hour period?

But? After you've completed all of your leves, cant you just join someone elses even if you can't pick one up until cooldown is up?

If you can always join another person's leves, doesn't this contribute to party play whereby parties are easy to form?

Also, when you changes classes by changing your weapon, are you still restricted by the guildleve cooldown every 48 hours? So if my rank 20 Marauder becomes a rank 1 Gladiator, I can't go back and do the beginning leves if still on cooldown?
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#17 User is offline   thewhitefox44 

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Posted 30 July 2010 - 03:53 PM

View PostCerulean Shaman, on 30 July 2010 - 02:24 PM, said:

Now that this info about the leves has been revealed to the public let me say that I am not happy with it at all. A party's life should not be decided by the amount of leves each member has, that is pathetic.

So what we are seeing is basically the start of what will end up being a repeat of FFXI: parties will quickly burn through guild leves (if even, most likely they will be quickly consumed during solo play while lfg) and then resort to good 'ol mob grinding like in FFXI.

As much as I like FFXI the grind game is old and has broken games that have hidden it far better than FFXIV tries to (WAR, Aion). Unless they change this the required grinding groups will be forced to undergo will deal a devastating blow to the game's player base.

People already are tired of common things like fetch quest spam but flat out mindless grinding will turn away a lot of people which isn't a good thing. Guild Leves need to offer lengthy leves for party progression or Square needs to offer an alternative to group progression besides grinding.

Previous interviews and articles have indicated FFXIV will have dungeons, though we don't know much about them (or a lot of things, sigh), so my hopes are heavily upon them right now because guild leves and parties don't mix very well at the moment.



I think it will prolly end of going like this lol you want a party of 15 people, every person then picks up a different Leve but doesn't activate it, and the leader chooses when and how they wish to activate the 15 different leve's although that still only adds about 3 hours min of pt time, which is great in one hand and bad in the other, because what if when the party disbands that one guy or like i know alot of us are gonna be doing is just go right back to looking for a pt, but then only can solo grind and not do leves, i think leve cool down needs to be more like Fields of Valor cooldown, once every hour. Atleast then the casual gamers which SE is targeting will not be pushed to the side and leave the game because of the grinding fact. Quest gridning and Grinding are different and do go into different play styles in my mind. A casual gamer wants to be rewarded with items and money etc. if they are grinding, they are not satisfied with just the class or level gains from Grinding, they need more of a boost to push the casual rpg gamer audience to continue playing, And that 48 hour cooldown won't do the trick.
Casual RPG'ers just got left in the cold....:th_038_jolin: Please fix this SE...

This post has been edited by thewhitefox44: 30 July 2010 - 03:55 PM

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#18 User is offline   Alxa 

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Posted 30 July 2010 - 03:55 PM

I hope more info comes out on the limitation. I fear we may be speculating too much.

Thanks for the translation - it's good info to chew on while we await more.

I think I'll spin up FFXI this weekend... good old times :)
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#19 User is offline   Darklath 

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Posted 30 July 2010 - 03:55 PM

(Random paragraph voicing my negative opinion towards the stupid 2 day Guild Leve limit)

On another note. great job with the translation! :th_070_goodjob:
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#20 User is offline   Patoot 

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Posted 30 July 2010 - 04:09 PM

I have a feeling that as we level and unlock more levequests we will get to the point where this might be moot. I see that leveling will be a mix of XI grind and leves. I don't really see a problem with the cool down, especially if you get the gear reward every time. Now if it is only given once, then cool down that long would be shocking. Dunno, but I think we will have plenty of leves to do if that is all you really want to do.
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