Famitsu and 4Gamer take another look at alpha build

Over the past few days Famitsu and 4Gamer released new looks at the alpha build – and since both are still there, we’ll take a look at what they discussed.  Together the articles looked at the user interface, menu items, emotes,  trading and the leveling system.  Since they overlap in a of areas we’ll look at them together.  So let’s dive right in…

User Interface

What is described is the absolute freedom that you have in configuring your user interface.  If something is in your way, or not where you want it, just grab and slide it around.  This allows for complete customization for each player, or for each battle for that matter.

Compare the location of the UI elements

Main Menu

The main menu has a number of options.  They are pretty self-explanatory – so we’ll just take a quick look interspersed with images.

  • Status & Gear: This is where you can check on your status (physical, weapon and elemental stats) and change equipment.  The twelve  equipment slots are: Primary/Secondary Arm, Large/Small Pouch, Head, Body, Hands, Waist, Legs, Feet, Undershirt/Undergarment.
  • Actions: This area allows you to place the class abilities into your action bar.  According to Famitsu, the status (i.e. growth) is split into two parts – “rank” and “physical level.”  Rank is associated with the weapon used – so as you gain more experience with a particular weapon, your “rank” with that weapon class increases.  As that rank increases, you will learn additional abilities.  Notably, once learned, these abilities remain with the character.  In other words, skills learned while a Pugilist, may be used while you are a Conjurer.  There will be certain restrictions on this, however, and not all abilities will be usable by any class, and there are penalties (strength of the effect and/or time limits) when using an “out-of-class” ability.  This leads to a very customizable character development.
  • Attribute Points: This is the second “leveling” aspect.  Physical level is not tied to your rank – so that level increases independently and remains static irrespective of your class.  As you gain experience, you are awarded points which you can allocate to various stats (HP, MP, TP, Strength, Vitality, Dexterity, Agility, Intelligence, Mind, Charisma, Luck, Fire, Ice, Wind, Earth, Lightning, Water).  So again we see, from the beginning, that customization is king in FFXIV.
  • Item List: Where you view your items.  The section is organized into three sections:  items, crystals and key items.
  • Journal: Where you track your Guildleves and  other quests or missions.
  • Map: Shows the ares map (also identifies camps and Aetheryte locations).
  • Teleport: Teleports you and your party to a previously-visited Aetheryte.
  • Return: Return you (only) to your most recently-visited Aetheryte.
  • Logout: Logs you out of FFXIV.

Emotes

Currently, there are 43 emotes that can activated via a menu on the UI, or via typed commands.  Some examples are: angry, applaud, beckon, blush, bored, bow, bye, cheer, clap, comfort, complain, console, cry, dance, deny, frustrated, joke, kneel, laugh, nod, panic, point, poke, praise, salute, shrug, shy, smile, stretch, sulk, surprised, think, upset, wave, wonder.

Trading and Bazaar

The system here is a lot like FFXI for those familiar with that system.  Trading involves opening up a window with another player and trading items or gil, with confirmations to ensure that the trade is as expected.  A bazaar allows a player to place things up for sale via their character, and another player can browse the wares and purchase.  Currently there is a 5% tax for these sales (paid by the seller).

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So there we have it.  A boatload more information to digest, discuss, or ignore since it is all from an alpha build – take your pick.  There were some additional images from 4Gamer – so we’ll include those here as well.