Posted in Valheim

Valheim: Making Moder Cry

So, where we left off in our last Valheim adventures was the long search to find the runestone that would point us to the location of the next boss, Moder. We explored mountain after mountain after mountain with no luck until we exhausted all the mountain biomes that we’d brushed up against during our earlier travels.

We had to set out to see to find new islands with mountains, all the while trying to avoid the plains as much as possible – which isn’t always easy as these biomes often fall next to each other. Despite finding another larger mountain biome on the next new island, we didn’t find the Moder runestone… and instead found the runestone for the next boss!

It’s been a couple of weekends of play that we’ve been on the search, so when this past weekend rolled around, I looked at what we’d uncovered on our map and made a suggestion. Since we were going to be sailing to find new locations anyhow, and we don’t know the location of Moder, why not sail towards the next boss since we do know that location and see if we can find mountains around there to search? That way, we’re making some sort of progress that we can use later.

That’s what we did.

It was quite a sail from the known lands to the south east, but we made it down to the island very near where Yagluth resides. Along the way, we found two Leviathans side by side, so made a quick stop for chitin.

We also had a humorous moment where we became hunted while out on the waters. This usually means a wolf pack is coming to attack on that location, but seeing we were in the ocean, we just sailed away from the spot, and it wasn’t very effective. The event still remains on our map, however.

When we finally got down to the Yagluth island, we did run across some mountain biome. So, just as before, we tossed up a quick outpost (we’ve been building them into the side of the mountains lately) and a portal for quick access.

Guess what we found?

Not one… but TWO runestones for Moder in those mountains!

Seeing that Syn and I split up a bit, we also found them at just about the same time in the same sort of structure – tucked up under the stairs in those tall stone towers.

That’s just painful irony right there. But at least we knew where to finally find Moder.

Though on the map, this looks like quite a distance, it turned out to only be a day’s sail from the closest Outpost. Luckily, we haven’t had any more run-ins with the serpent, either.

So, we made the trip to Moder Island, built a little outpost in the side of the mountain fairly close to her altar and got ready for the fight. I knew from briefly reading on her mechanics what we were looking at – this is the first and probably last boss fight that I read up on before we went in. But I’m glad I had a little guidance because she could have easily been fatal otherwise.

We had a few close calls during the fight, and it was especially irritating when wolves and drakes started to interfere. But having two people working on her – one to keep her distracted while both players worked down her health – was a huge help.

We took her down on the first try and retrieved her tears — which allowed us to make some new crafting stations back at the base! And, of course, gave us a new trophy to hang.

We only had a few pieces of black iron from our short ventures into the plains. And crafting the first ingots using the new blast furnace didn’t open up as much as I’d hoped in terms of gear. Just a couple of shields. So we’re missing some components somewhere that we haven’t discovered yet to make progress.

We then went back to Yagluth Island where there were plains near our little mountain outpost, but we got too close to an enemy village and they ganged up on us pretty fast. After that death, we had to consider how we were going to approach this.

So far, what we know is that the little Fulings drop the iron. You might be able to get it another way, too, but that’s all we’ve found so far. I have a thought about what the missing component might be seeing we were also given a spinning wheel station to make so…

Doing some more exploration on Yagluth Island, we found that the landmass is large and there’s a lot of biome variety there. In fact, we found an extensive meadows including a large deserted village. We’ve found smaller villages, or farms, of course. But this one had large buildings that looked like meeting halls – even had a raven throne!

We had to clear the draugr out of the buildings – interesting – is that what became of the inhabitants that once lived there? But once we did, it made for a great starting point for a new base on Yagluth Island.

Thus far, we’ve built several outposts, but no real major bases. Since this is at the foot of the mountain, Syn wants to bring down some wolves to tame and see if they can be a help to us in the plains.

So while I expected to be raiding the plains at this point, instead, we’re setting up a new base!

This one puts us close to all biomes, though, which will likely be helpful going forward. Plus, it was just a really cool find to begin with.

That’s where we stand as of this weekend. Setting up a new base and getting ready to explore the plains next time!

Oh, yeah, and several times now lately, we’ve caught Odin creeping on us. I’ve never been fast enough to get a picture, but it’s a little unnerving to see him watching us from the shore as we sail by…

Have a nice comfy portal picture instead.
Posted in Valheim

Valheim: World Wandering

Last time I left off in my Valheim posts, Syn and I had reached the mountains and were making good progress on upgrading our gear. I was enjoying my time in the mountains, which I said was far easier than the swamp had been.

I’ve learned since then that this is only true during the day. At night, things get real. We’d already run across the Fenring that comes out at night in the previous play sessions, so that didn’t take us by surprise. It’s really the wandering wolf packs of 5-6 wolves, often with a one star wolf, that did me in.

Unless you can make yourself a cozy cave hideout – or you have a safe base in the mountains – staying overnight isn’t usually a good idea. Wood cabins don’t hold out against drakes or wolve packs for long.

That’s not to say I like the mountains any less. I just wish… the mountains would finally give up their secrets. That is to say, after searching for hours high and low in mountain range after mountain range, we still haven’t found the runestone that uncovers the location to the next boss.

See that picture at the top? That’s a Maypole.

There’s a toss-up if this structure even appears in a world at all. But I found it in our game… of all things. And yet, I still haven’t found the location for Moder.

Note: A new patch has added the Maypole as a craftable object so it is no longer a rare find. Back when I discovered it, however, it was still very rare!

This is slowly becoming an issue. Syn has upgraded all of her silver gear as high as it will go, and I’m getting very close to be fully upgraded. Not finding the next boss location is stopping our progress hard at this point.

See this?

In between mountain ranges as we were searching for Moder’s rune we find…

A rune that points to the Yagluth boss instead! I’m assuming that’s the next boss beyond Moder, and while it’s very nice to have this already on our map, it’s crazy that we’ve spent hours in the mountains only to stumble on the next boss location before we have found our current boss location.

Of course, this forces us out into the world to explore, especially since we’ve already exhausted all of the mountain biomes we’re aware of. Even this huge mountain biome below gave us nothing but silver, snow and my night wolf-pack death.

We also ran face to face with another Serpent in our travels. This time, armed with poison arrows and Draugr Fangs, we were able to kill it. It was still a close call as one more strike would have taken our little Karve out from under us.

In the meantime, the main base has continued to expand and thrive. We did end up building a more distant wolf pen to help with the constant howling sounds that started to drive me nuts. But then, we had so many wolves that they were somehow making it out of the pen by stacking on top of each other to do so (when they got riled up over a monster being outside).

Syn began to form wolf packs that she takes out and about for the fun of it since we have so many wolves… and after hunting through so many mountains, we don’t really need extra wolf parts anymore.

W

While exploring the world is fun (we even joked that we’re going to go to the north pole!), finding the next boss location would be even more fun. Eventually, we do want to explore more of the world, but it would be really nice to be able to finally break into the plains and have a wider access to whatever Moder will unlock for us first.

Until then, we keep searching!

Posted in Valheim

Valheim: The Wolf Pack

This last post for the week will finally catch us up to the point we left off in the game the past weekend! Told you that we’d accomplished a lot!

Once the silver in the mountains started rolling in, we identified the bottleneck in materials to be the wolf parts. We knew that wolves were tamable – though we didn’t know that wolves followed when tame. So, we headed up to the small mountain biome near our base in search of wolves.

We found exactly two of them, and between Syn and I, we led the angry critters all the way back to our base. Looking back on it, if I’d known that tame wolves followed, I’d have done it differently. But what we did worked more or less. We just had to keep the stone walls of the pen we’d built reparied because wolves pack a punch!

In the middle of trying to tame the wolves, we got a new type of attack on our base – the smell of sulfur that indicates surtlings are on the rise.

Though these things move crazy fast in the open area (compared to the ones in the swamp), they weren’t all that difficult to fend off. I don’t know if their flames would have been bad news for things built out of wood, but we also didn’t experiment to find out.

Surtling cores are always welcome, so we didn’t mind this attack so much.

Finally, after appeasing our new wolf additions for a couple days, they became tame and began to produce cubs. I’m going to have a harder time using these wolves for what they were intended – parts for gear – simply because they do follow and stay and fight for you.

To help myself feel a little better about this situation, I picked out one wolf to be my pet and built him his own wolf house away from the others. Syn was gracious enough to let me take from our resources – and while it’s silly… I just want a wolf pet!

The only thing that’s annoying about having a wolf pack around the house is all the howling! I wish there was a way to lower the frequency of wolf sounds. We might eventually have to build a pen somewhere else so that we can sleep at night.

In the meantime, Syn had continued to cull the boar population until we had nothing left but two star boar stock. She also began to further extend the boar pens, eventually taking down the walls between the massive turnip gardens and the boars so they could roam free.

While she worked on her farming projects, I headed out to the mountains to mine silver, explore and take down monsters. I noted that I really could use an upgraded bow for the drakes – I was still only using the fine wood bow at the time. It got the job done, but butter is better.

So that started us on a mini-quest for guck, which is needed to craft the Draugr Fang bow. This led us back into the swamps for a short time, but it didn’t take too long to get what we needed to make a bow for each of us.

This was the first weapon that really made me go “wow” in this game. Just look at that glow!

Bringing back wolf parts from my expeditions – we haven’t started culling our tame wolves yet – we were also both able to create new wolf cloaks which look equal parts cool and somewhat disturbing with that wolf head on there…

That’s where we left off in last weekend’s playthrough. We still need to upgrade the gear we’ve made. We have lots of mountains to explore yet. I have found one dragon egg, and I know what it’s for.

Not a bad bit of progress for a long holiday weekend, indeed!

Posted in Valheim

Valheim: Into the Mountains

After taking down Bonemass and earning the wishbone item, we brewed up some frost resistance potions and headed out to the next biome – the mountains. Without the potion, the freezing effect will eventually whittle down your health, like poison does. Thankfully, the potions last quite a while and aren’t too difficult to make.

The only other thing you have to watch for is rain or water in general. Even with frost protection, if you try to go into the mountain biome while wet, you’re going to hurt! Of course, this means that Valheim had to storm just when we were going to set out to the mountains time and again…

There was a small mountain zone near our main base on our home island. So we decided to get our feet wet (well not really wet) and see how things worked. All we found here were a few wolves and no pings from the wishbone. This was okay, because this was actually something that would work in our favor on down the line.

We got our first wolf drops from fighting the wolves, got an idea of what the biome felt like and how difficult the creatures were there. After the big difficulty jump with the swamp, where we didn’t dare tread the area alone, I was expecting something just as challenging.

It turns out that mountains are my new favorite area. Not only is it really pretty up there, but the difficulty curve when first entering the biome is so much better tuned than the swamp was. Whereas the swamp was so oppressive and the death count was high – we almost quit the game from the frustration of the zone when it was new to us – I had no fear of walking into the mountains and exploring on my own after our first couple trips.

There was a larger mountain area near our trader, so we set out to explore there with our wishbones ready. Again, I really enjoy the treasure hunt mechanics, and I get so excited anytime the wishbone starts to ping!

Up on this mountain, we found our first silver vein.

I’d go on to find about four or five of these viens in this area. Silver has been far more plentiful than the iron was so far. In fact, we have so much silver that it’s really wolf parts that we’re missing when it comes to crafting new gear.

The very first thing we both went for was the new chest piece which has frost resistance built into it. Testing it somewhat warily at first, I confirmed that the gear did take the place of the frost potions – again as long as you’re not wet. There’s also a new wolf cloak that protects against the cold, and looks pretty cool as well!

I upgraded to a silver sword and we began working on getting a baseline of silver gear across the board. This has been helpful in taking on the new encounters – things such as drakes and golems.

At first, the golem was a bit intimidating, but once I figured out his patterns, I’ve been able to roam about the mountains solo whenever I wanted to. This is a huge step up from the swamp, again, where we were afraid to solo much (until now, of course).

While we haven’t totally dumped the frost potions (never know when you might need one), I’ve been much happier and feel much more free in the mountains. And as I already mentioned, it is really a pretty area and a nice change in scenery. I wouldn’t want to set up a base there, but it’s fun to explore.

Now, we just needed to get a whole lot of wolf parts for our gear and upgrades. That was not a problem at all, as it turns out. I’ll talk about that next time.

Posted in Valheim

Valheim: Taking on Bonemass

Due to Syn’s preference for the karve’s easier handling, I built a second karve at our boathouse. The nice thing about the boathouse is that it’s on the side of the island we’d need to launch from closest to Bonemass’ location.

So that’s what we did.

Not far into the expedition, we came upon an island. Since the map was still hidden from us, it was hard to tell if this was a small island next to the island that contained Bonemass or the island we needed to travel to. It was also hard to tell how far north and south this landmass extended.

Syn gave me the option – sail north or sail south.

I chose north. After sailing all the way around the island northward, I think I chose wrong.

Okay, yeah. We took the long way around.

However, that trip was not wasted. We found a good stretch of plains, for one. We also found a large mountain biome on the island as well. It will make for some good exploration in the future.

Not to mention, as we were sailing, I saw a strange island that contained what looked like barnacles at first glance. Syn and I had rarely stopped for anything in our expeditions, but I asked her to park the boat for this out of curiosity.

Mining the barnacles, I began to gather chitin. I also began to hear a strange whale-like sound, and took note that the island was rumbling – we became very suspicious that this island wasn’t an island at all. After mining three barnacles, the island suddenly submerged, leaving me in the water.

Thankfully, the Syn sent the boat my way and we were able to beat it out of there. After the run-in with the serpent, we didn’t know if this creature was going to come after us. Looking it up, I discovered this was not the case – it merely sinks. It was still a fun encounter and I marked the location in case it should rise up again.

Eventually, we came across to the west side and found some meadows to set up an outpost (we try not to make a base in the swamp). We were further away from the Bonemass location than I’d wanted to be. The last thing we needed was to die on the boss and have to try to make a long run through the swamp with bronze gear to get our corpses.

As we started to make our way northward, we discovered a thin strip of black forest that ran parallel to the swamp. So we decided to make a second outpost as close to Bonemass as we could, moving the portal to the new location.

Once that was complete, we set out into the swamp to take down the boss.

The summoning spot

Bonemass was fairly manageable as a boss. I’m not sure if there were any tricks to him other than to keep a poison resistance potion up at all times. That, and constantly being wet, were the two things that hindered the fight – especially since you can’t use a new potion until your current potion wears off.

There was a point where we each had to take a step back from the fight to wait for the potion counter to time out before using a new potion. With the amount of poising flying around and the adds Bonemass summoned, I think it would have been a lot harder solo. It was good to have someone to juggle boss aggro with throughout the fight.

Once we defeated the boss, we got a new special item…

I immediately liked the idea behind the wishbone. I was also glad that Hugin gave us a lot of information about the kind of things the wishbone could find – including the next step up in crafting gear – silver.

Returning to main base, the Meadows didn’t have silver to offer, but I did run across some of those treasure chests! Once I got to play with it some, I really like the treasure hunting aspect of the wishbone just as much as I thought I would.

Treasure!

Meanwhile, back on the farming side of our base, Syn found and lead a two star boar into our tamed pig pens. Taming this boar would allow us to start breeding two star stock into our current one star boars.

She was also hard at work with the turnip crops – expanding our harvest from the few starting seeds to hundreds of turnips! The meat from the boars combined with the turnips make for fantastic stew that has become a staple of our food source, along with sausages.

We were already very self sufficient – and even able to fight off the troll invasion that rolled down on our base – but increasing the quality of boar stock could only make it better.

The next step in game progression was to head into the mountains. We knew from past experience that walking into the biome started to freeze you. But we also knew that there were frost resistance potions to make.

Armed with our potions and our wishbones, we were more than ready to leave the swamps behind.

Posted in Valheim

Valheim – Dangers of the Deep

Syn and I spent a lot of time in Valheim over this past three day weekend. We’ve made so much progress – finally getting out of the swamp slump – that I’m going to have to break up our adventures into several posts.

We’ve mostly remained as spoiler free as we can, which leads to lots of fun discoveries and surprises. I say “mostly” because we’ve been a bit more open to looking up things when we discover them if we have questions or curiosities about them.

That lead to the realization that the plains were not the next in order for us…

So we finished upgrading all of our iron gear to as high as our forge would allow. Having done that, we turned our sights to locating Bonemass. We knew that this would involve sailing. We just didn’t know the adventures that sailing could bring.

Thanks to a comment from Bhagpuss, we knew that we could break up our little Karve that was on the other side of some islands to make an easier trip. However, there was a great big area of unmapped waters between the swamp island and our original home island.

So we decided to set out on a side adventure to sail between the islands and see what all was there. This didn’t seem to be an issue since we’d always had peaceful sailing before, but we also didn’t realize the dangers of sailing during a stormy night.

We weren’t too far from land in either direction, but far enough away that I knew we were in trouble at the first sight of the Serpent that was suddenly following our Karve. At first, we tried to speed away from it (in a storm) towards the nearest island.

This was the best shot I got of it before we had to try to engage and fight it off

We realized quickly that the Serpent was faster than our little boat, so we began to try to fight it off with swords and maces. This… wasn’t effective at all and was starting to damage our Karve instead. So, out came our bows.

We only had fire arrows on hand, but that did damage it. It almost seemed like we’d frightened it off at one point as well, but then it came back around. The Serpent made little work of destroying our Karve (it didn’t help that we probably damaged our own boat trying to swing weapons at the monster).

And while we were in sight of the shore, neither of us made it out of the shipwreck alive.

The one positive thing about all this was that we learned that dying on the ocean leaves a floating tombstone. I was afraid that death on the ocean meant the loss of everything as it sank to the bottom. I had opted to leave all of my iron gear back in the base for this expedition, so all that I lost was the old bronze set and my tools. But we still wanted to get our stuff back if possible.

The one negative thing – looking up information on the Serpent – we learned that the Serpent would probably be hanging around our death spot.

We took the new longboat out for this run – though Syn decided she didn’t like how bulky it was in handling compared to the Karve. So the maiden run of the longboat is probably going to be its last (I know it’s faster and it can carry more, but maneuverability is important too).

It took a while for us to sail back out to where our corpses floated. We were really antsy after our first Serpent run-in, and my eyes were ever on the ocean when it rained or was night. I know there’s just a small chance of one popping up but… hey… it happened once, right?

Between our new-found fear of the deep and struggling with controls of the bigger boat, this took some time to do. When we approached our tombs, the Serpent was still very much out there and in sight, but at a good enough distance that we were able to sneak in and sneak out with our stuff.

Once we got back to our base and shook ourselves out from that adventure, we decided to build another Karve and set our sights on finding the location of the next boss, Bonemass.

Posted in Valheim

Valheim: Into the Stone Age

This past weekend, Syn and I dove back into the world of Valheim. When we’d left off, we were hitting up some swamp crypts to bring back iron and upgrade as much of our gear and tools as we could.

We did a little bit more of this, too, but then our gaming sessions went wildly astray in many different directions. This was especially due to the fact that we had a TON of stone lying around and could now work at replacing our wood structures with sturdier stone.

Boar Loves You

I don’t think I ever blogged about my tamed boars.

Way back in the original gaming sessions, I somehow managed to pen up a couple wild boars in a small abandoned farm just over the hill from our base and tame them. It was close enough that we could keep going over to check on them but far enough that sometimes we forgot to feed and breed them.

The original slapped-together pig pen

One of the major base expansions that Syn started working on was really putting to use the open space we have in our meadow. She set up some nice farming blocks and a new and much more improved boar pen.

We then built what we called a “boar highway” that consisted of a fenced road from the old pen to the new pen, transporting about 5 adults and 1 piggy successfully. I wish I’d taken screens of that, but for some reason, Valheim decided to bug my screenshot button for a while. It fixed itself on its own, so I have no idea what cause that.

After that, Syn managed to capture a one star boar. She’s been breeding that into the old stock and now we have a group of one stars to provide a renewable source of meat to go with the radishes she’s been growing for stew.

New improved pig pen with a stock of one star boars
New gardening area next to the pig pen

Gonna Need a Bigger Boat

Since we have a lot of sailing ahead of us in the direction opposite of where our little karve resides, and we had the extra iron to do it, I decided to experiment with building our first longboat. But in order to do that, we needed a bigger dock out by the shiphouse.

These docks weren’t as frustrating to build as my original docks, nor did they take anywhere near as much time. While we’re not quite ready to sail off to the island where the next boss resides just yet, we now have a larger boat to make that journey on when we decide to explore!

Loooooongboat

Expanding the Main Base

Not only did we start restructuring the outer walls and garden area in stone, but Syn vastly expanded the area within the walls giving us much more room for portals and structures.

Then I took on a particular pet peeve of mine – the mish-mash of forge upgrades that were littered around the yard. When we first put down the forge, we had no idea that we’d need space near it for six or so other objects that further upgraded that forge. Same for the workbench to a lesser extent.

Since the forge was up against an outer wall, I’d started just throwing these things out in the yard as near to the wall as I could. And that became a cluttered mess.

So I set about tearing down the wood wall and expanding it out in stone so we could have a properly organized forge and workbench area. So much better!

New Forge Workstation Area

Syn also reworked the layout of the entire house – reorganized our storage chests, upgraded the floor to stone, and added a nice big hearth.

Much, much better!

The Swamp Stinks

We’ve started to get the warning “A foul smell from the swamp” popping up lately. The first time this happened, we were at our little docking outpost that was actually near a swamp. So we thought that maybe we’d built a little too close to the swamp and were being attacked for it.

But no.

They’re attacking our main base now, too, despite the fact there’s no swamp on the island that we know of! We’ve had no problem fending them off between the stone wall and our upgraded gear. So that’s an encouraging thing!

Phew! You need a bath!

Trying out Fishing

After raiding the crypts in the swamps, we’ve accumulated a big stack of gold and valuables. So, I decided to take it to the merchant, sell it off and invest in a fishing rod and bait. I know that the fishing system is pretty barebones right now, but I fish in any game that has fishing. Valheim is no exception!

I’d taken note that fish were around the longboat dock area when I was building there, so I settled in for a bit to see what fishing was like.

I learned that fishing is an active hobby in this game. It’s easy to lose bait (which costs gold – but we have plenty). You can also fish out an area quickly – I wish the spawn would last a little longer, to be honest.

It was fun to try, though I can’t really do anything effective with the raw fish I took from it. I know later you can make high quality food from it, but we don’t have all the materials for that just yet. So, for now, I’ll poke around at it here and there, but we have more important things to do!

Exploring the Plains

…Like exploring the plains!

Or, well, a little tiny bit of plains. Basically, now that we had some rank 4 iron gear, I wanted to see if we could take on deathsquitos. After being slaughtered by one due to accidentally stepping into the plains for just a moment, we’ve been avoiding the zone completely.

We’ve come a long way in terms of confidence in moving through the swamps now, so I was super curious to see how we’d fair in the plains.

Things we learned:

  • Deathsquitos still hurt, but with good food, we can take them down easily
  • There are huge scary beasts in the plains that can tear us up badly (I survived and ran away)
  • There are small little creatures in the plains that can tear us up, but we can kill them

The area of the plains that we explored was very small, just a corner of the island. So we didn’t really discover anything of interest out there aside from some cloudberries.

It was getting late at that point, and we’d played more than our fill, so our adventures into the plains will have to hold off for a while longer yet. We still have more crypts to dig out and a boss to find!

Posted in FFXIV

FFXIV Fanfest – Endwalker Release Date & Highlights

Endwalker prepurchases are live at the official SquareEnix store!

Just don’t expect to get your hands on the Limited Edition box because it’s already sold out.

A LOT of exciting information was released in last night’s FFXIV Fanfest Keynote event. So much that I’m just going to give a bulleted list of information confirmed with a bit of commentary after.

Here’s the newest full-length trailer to start you off!

Now, on to Things We Learned about Endwalker:

  • Release date – November 23, 2021
  • Early access starts – November 19, 2021 – Preorder for early access
  • New Melee DPS job – Reaper – Scythe-wielding, channels voidsent (?), shares gear with Dragoon
  • New area: Old Sharlayan
  • Lots of FFIV references such as the Magus Sisters and Hummingways Loporrits
  • Original FFXIV Alliance Raid – Myths of the Realm – Focuses on the Twelve
  • Male Viera – Female Hrothgar confirmed but forthcoming
  • Oceania Data Center Incoming
  • Cross Data Center travel coming before the expansion drops
  • Preorders already for sale – CE already sold out

Though I’d wished we’d heard something more about the Island Sanctuary, the rest of the keynote pretty much checked all the boxes I was hoping for and beyond.

I’m happy about most things about the Reaper (a term that I noted in one of my previous blog posts). It fits everything I needed for an existing character I have to transition into the new job. It looks and moves the way I hoped it to. I’m just not so sure about this voidsent element – I’ll wait and see what that’s all about.

That we’re going to Old Sharlayan didn’t surprise me. Much like Thavnair, this has been a location that we’ve heard about since early on in the MSQ but have never gone to. It feels like we’re getting a bunch of this as the overarching storyline is coming to a close, and that makes sense to me.

As a major FFIV fan, I’m just basking in all of the FFIV references – something I’ve wanted to see for a very long time in FFXIV! From the minions to some of the remixed music in the trailers… I’m a happy fan. Though I’m pleased at getting Palom and Porom, I remain curious as to where our Paladin Cecil minion is… and I have theories that might be far off base that we might… maybe… even see a form of Cecil as an NPC in the MSQ and that’s where the minion will be?

I can dream, right? But they’ve used NPCs from other FF series games aplenty already!

So, those male Viera. I was not one of those people who were super upset about the lack of male Viera and female Hrothgar – though I understand why some people are. I knew hopes were high for the addition of these two, but I didn’t expect it after the team said they weren’t adding any more new races to the game.

But then, they bust out the male Viera. And boy did Twitter explode!

Way to go above and beyond to make your players over the moon happy – pun intended.

This is why I’ve stuck with this game so long. I totally praise the team for taking in the feedback and tackling the tough job of adding an unexpected feature like this to make people happy. Especially when they were already working double hard to try to get the expansion out due to COVID setbacks.

Nice job, team. You’ve earned my preorder for sure. And that’s not something I’ve been saying about many games as of late.

Oh, and congrats to Oceania for getting a much needed Data Center! The fact that S/E is sinking that much money into a whole new Data Center for the game instills a lot of confidence in me about how long they expect to continue to develop and support FFXIV in the future. Not to mention the current growth and population.

Day two of the FanFest starts tonight for us in the US. I’m looking forward most to the information we’ll get in the Live Letter tonight more than anything else.

Posted in FFXIV

FFXIV: Digital FanFest Incoming! Mog Tomes Event Going!

Click here to watch the FFXIV Digital FanFest – starting Friday May 14 at 8PM PDT.

I’ve been a little out of it the past couple days thanks to my second COVID shot putting me down and out. I’m feeling a little better today, but in the middle of the muddle, I realized I got the days mixed up for the FFXIV FanFest. For some reason I thought it was Saturday and Sunday, when it is actually Friday (tonight) and Saturday.

I’m super excited to hopefully check out the next new job, which I’m hoping to pick up on one of my characters if it’s a cool melee scythe class like many of us are guessing. I’m also hoping to hear more about the Island Sanctuary and the expansion in general.

Aside from that, the digital FanFest goodies are already on sale. They’ll be in the store for a limited time, though they work the same as any other item – so you can gift them.

While they’re no means cheap, S/E already has my money because FFIV is still my favorite non-online Final Fantasy in the series (as those who’ve known me for years know). I’ve hoped and hoped for more FFIV cross-over into FFXIV, so now that we’re getting it, I’m voting with my wallet enthusiastically.

I just hope that we’ll be getting a Cecil minion in the CE of the expansion. He’s the only one of the main cast we don’t have a minion of, and him being the ultimate Paladin, would make sense given the Paladin theme.

I’ve already bought the minions, just waiting for them to be delivered. You know how wonky the Mogstore deliveries get when the system is overworked.

I’ll have to wait until tonight to get the whale though, as Syn wants to gift that to me for my birthday and she won’t be back until later.

Oh, and the new Mog Tomes event is already going. Here’s the official page for that – lots of things I’d like to get this time around! Much Praetorium in my future. 🙂

Posted in FFXIV, MMORPGs

FFXIV: Hopes for the Island Sanctuary

The FFXIV Fanfest is broadcasting this weekend and I have hopes to hear about two things for the next expansion in particular: the new melee class and the Island Sanctuary.

Yesterday, I read an interview with Yoshi-P at MMORPG.com. The most exciting part was what he had to say about the Island Sanctuary vs. housing.

MMORPG: With Ishgardian housing coming as well as the Island Sanctuary, players are wondering — what will the overlap be, if any, between Housing/Estate activities and Island Sanctuary ones?

Yoshida: I won’t say there is no overlap in the gameplay, but they are fundamentally two separate pieces of content. If anything, we plan to incorporate many things that you can’t do within the housing/estate system into the Island Sanctuary. We’ll have more details down the road, so please stay tuned for further updates on this.

-Interview

I’m trying to be cautiously optimistic about this quote, but as a person who longs for the life skills and fluff in an MMO, this could be hinting that FFXIV could finally be working on providing all the things that I find elsewhere (BDO) that I’d love to see in Eorzea.

We all know that the current housing system is rubbish.

People like me who love the game and are lucky enough to own a house still think it’s rubbish.

Oh, the houses themselves are mostly fine. Though I could do with a lot more outside decoration slots and storage since all I could ever get was a small house… and every year, in game events keep piling more cool outdoor decorations on us.

The trouble comes because housing is extremely limited due to the non-instanced nature of the neighborhoods, that you have to camp for hours and pray you claim a spot when you do find an open lot, and the instanced housing we do have (apartments) are quaint but hardly a replacement for the size and functionality of a house.

While it’s cool to have neighborhoods, I think the FFXIV playerbase now understands the value of instanced housing and would be more than happy to take an instanced house with greater flexibility rather than (in many cases) no house at all.

I know I’m not the only one hoping that this new Island Sanctuary might be the instanced housing solution that we’ve needed for years. However, while the above quote could be taken to mean the Sanctuary is filling that blank, it could mean a lot of other things, too.

Saying “we plan to incorporate many things that you can’t do within the housing/estate system into the Island Sanctuary” could indicate that things like animal raising (which was mentioned already) couldn’t be done with the existing housing system but can be done here. It doesn’t necessarily indicate that Island Sanctuary is going to be additional instanced housing that every character can have, though.

So while I want to be hopeful for this feature, I’m also being cautious to curb my hopes. What I really want is for S/E to blow my mind when they do release information about the Island Sanctuary. And I do hope to hear more about it during Fanfest – I think they know that this particular feature has garnered interest in the community.

But for now, I guess we’ll just have to wait and see what we get this weekend!