2444: Wondrous Tails and the Accursed Hoard

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Spent a bit more time with the non-story aspects of FFXIV’s 3.4 patch Soul Surrender today, so here’s a few thoughts with that in mind.

First up, I finished my first Wondrous Tails journal, albeit rather poorly, so I have a good handle of what that’s all about now.

Wondrous Tails is a new weekly quest where you acquire a journal from the adorable young Miqo’te Khloe Aliapoh. Khloe wants to hear all about your adventures, so you agree to help her out by filling in her journal with tales of some of your exploits. You are then presented with 16 different challenges for the week, nine of which you need to clear to complete the journal.

On the opposite page to the challenges you are to face is a 4×4 grid of blank spaces for stickers. You acquire these stickers by completing the challenges — one per challenge, though you don’t get to choose which sticker you get. Fill a line in the journal and there’s a reward separate from the one for completing 9 challenges. Fill two lines and there’s another reward. Fill three and there’s another still. These rewards are significant, at higher tiers consisting of Allagan Tomestones of Scripture, the current “top end” endgame currency, and even item level 250 armour which, while not the best in the game at the moment, is certainly pretty good.

They are not, however, easy to accomplish, as I’ve discovered this week. It’s not completely random chance as to whether or not you fill some lines — by helping new players complete duties for the first time, you earn “Second Chance” points, which can be used in one of two ways: firstly, to mark a completed challenge as incomplete while marking an incomplete one as complete. This effectively allows you to do something again while removing the need to do something you don’t want to do. You can choose the complete challenge to make incomplete, but not the incomplete challenge to make complete. Alternatively, you can spend two Second Chance points to shuffle the entire board of seals (including the ones you’ve already placed) in the hope that you will get a more advantageous arrangement. In order to make three lines with nine seals, you need their placement to be absolutely perfect — a horizontal, a vertical and a diagonal. As such, it’s a bit of a gamble that you can’t necessarily rely on.

I gambled and failed, ending up with no lines at all by the time I had nine seals — you can only use the shuffle option when you have between three and seven seals, so you can’t just shuffle a completed board around. Still, I at least got the reward for completing the journal for the week, which is meaningful in itself, and there’s always next week to try again.

Next up, I jumped in to the randomly generated Palace of the Dead in an attempt to finish my Aetherpool weapon and get something to take the place of my outdated i210 Anima weapon until I can finish the upgrade process. New to Palace of the Dead in this patch is the addition of the Accursed Hoard, a series of hidden treasures that can only be located by using Pomanders of Intuition, which last until you unearth a piece of the Accursed Hoard. Your party banks the pieces of the Hoard until you complete the tier of the Palace that you’re on, and like everything else, if you party wipes you lose them.

Assuming you successfully completed a tier, each piece of the Hoard the party acquired will reward you with a sealed sack which must be taken to a new NPC in Quarrymill to appraise. There then follows a gacha-style appraisal sequence, during which you can anticipate how good the item you’re about to get is via the animation that plays (or not!) during the appraisal sequence. There are some decent items available through this system — in my first batch of three sacks, I got a paissa minion, the expensive Thavnairian Bustier top and a firework. In the seven other sacks I acquired throughout the evening, I got more fireworks. It seems fireworks are the default “normal” draw, at least from the common bronze sacks, but there seems to be an above-zero chance of getting rare items from this, too, making Palace of the Dead a worthwhile activity for reasons other than acquiring the weapon.

There’s obviously a lot of RNG in both of these systems that I’ve described, and some people don’t like that, preferring a predictable goal that you can take aim for and always see your progress towards. Final Fantasy XIV has always been heavily RNG-driven, however, and so these two systems, while having the potential for enormous frustration, are firmly in keeping with what we’ve come to expect from the game to date!

2442: Planning for Patch Day

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It’s Patch 3.4 for Final Fantasy XIV tomorrow, so naturally any players of the game have been poring over the patch notes, which were released in their entirety today.

Different people have different priorities when it comes to MMO patches. Here’s what I intend to get up to:

Main scenario

Whenever a new patch comes out, I always do the main scenario quests first, because these usually 1) unlock at least some of the new content and 2) mean that I can’t be hit with inadvertent spoilers from loose lips.

In the case of Patch 3.4, it’s an exciting time for the game, since we not only get to find out a bit more about the mysterious “Warrior of Darkness” — seemingly our dark counterparts, and possibly even something to do with the character used in all the game’s CG cutscenes — but we also start the run-up to the next expansion, which is set to be revealed in the not too distant future.

The smart money is on us finally heading to Ala Mhigo in the next expansion, as it’s a place that has been frequently referenced in the game lore, and which is of particular importance to Raubahn, who has been a major character in the entire storyline so far. Our visit to the Ixali region of Xelphatol in 3.4 would seem to indicate our overall “journey” heading in that direction, too, but ultimately the truth remains to be seen.

Dungeons

Since I’m probably going to romp through the main scenario stuff first, I’ll probably complete Xelphatol first, with The Great Gubal Library (Hard) coming afterwards, since it’s just a sidequest.

I enjoy Final Fantasy XIV’s dungeons, but they’re always a bit too easy for my liking. This is almost certainly deliberate, as a means to make them friendly to casual players rather than hardcore raiders, but it would be nice to have some new dungeons that the majority of the playerbase don’t vastly outgear the moment they step inside.

At least if nothing else the new dungeons will provide some gear to help people “catch up” to the cutting-edge item level, and dungeon boss fights are always memorable experiences. I can’t honestly say I’m hugely excited about either of the dungeons coming up in this patch, but I will reserve judgement until I see them for myself!

Sophia, the Goddess

A new Trial is always enjoyable, because although they’re just single boss fights, they tend to be absolutely spectacular, with some of the best music and graphical effects in the game. The preview footage for the battle with Sophia looks to be no exception to this; hopefully it won’t become another Sephirot, where people moan and complain every time it comes up in Trials roulette mere days after it being released. (I actually quite liked the Sephirot fight!)

Alexander

I’ve been underwhelmed by Alexander throughout the 3.x patch cycle, but then, I wasn’t anticipating it to be particularly up my alley from the moment it was first announced. I’m not a big fan of steampunk and the comic relief that the Goblins generally provide in Final Fantasy XIV doesn’t lend itself well to the sort of epic conflict that raids, for me, need to be truly exciting. Also the music in Alexander up until now is awful (although admittedly in keeping with the Goblin theme) and I hope to God we at least get some suitably epic music for the final battle.

All that said, I’m particularly interested to see how the Alexander cycle ends. We were promised some sort of interesting encounter involving time manipulation, so I’m very interested to see where that goes. Beyond that, I hope the team have learned some valuable lessons from Alexander’s development and the lukewarm to poor reception it has had from the player base.

Squadrons

This content caught my eye when it was first announced, and it’s probably going to be little more than glorified Retainer Ventures — i.e. wind up a minion, send them on their way to do something off-screen for 18 hours, then check the results when they get back — but I like the idea, nonetheless, plus there’s potential for it to be expanded in the future. In fact, the developers have specifically said they’d like to make it so that players’ Squadron members can be taken into dungeons, so that will immediately make this stuff worthwhile.

Wondrous Tails

I’m intrigued by this: a randomly selected series of weekly objectives with some significant rewards on offer for completing them. What I’m most interested in is exactly what content is going to be involved with this. Are we going to see something that expects us to do Extreme difficulty trials and The Binding Coil of Bahamut at its original difficulty level? (Or, at least, not unsynced with level 60 gear and stats)?

Mechanically speaking, Wondrous Tails sounds like a way to make old content relevant again, something which has historically been accomplished with the Relic weapon quests. Wondrous Tails is divorced from all other aspects of progression, however, so it can be tackled alongside whatever route you want to go with, be it raiding, Relic or a combination thereof.

Palace of the Dead

I like Palace of the Dead a lot, and it’s getting some tweaks in 3.4, the exact details of which haven’t been given. What I’m most looking forward to is it being extended to the full 200 floors in patch 3.45, with floor 100 being the end of its “story mode” and floors 101-200 being effectively a “hard mode”. Palace of the Dead already offers some worthwhile rewards in the form of weapons; I’m interested to see what the deeper floors will offer.

Apartments

Since they’re set to sell for just 500,000 gil, I’ll likely finally get my own piece of personal housing in the form of an apartment. It’s a pity you can’t do gardening in them, since gardening is one of the key benefits of having either a personal or a Free Company house, but I’ll enjoy having a space to call my own that I can fiddle around with and decorate.

The onward grind

I’m making decent progress on my Dark Knight Anima weapon, and will continue to do this throughout 3.4; hopefully the new additions to the game will make this process more varied and interesting.

Beyond that, I’ve been levelling White Mage and enjoying it, so I might try my hand at a bit more healing than I have been doing in the past, though naturally gearing WHM up will have to be balanced with gearing DRK, which is still my main.

Overall, I’m really interested to see where 3.4 takes the game, and especially interested to hear the first details of the new expansion when they finally arrive. Hopefully it won’t be too much of a tease when it’s revealed!