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Final Fantasy XI takes place in a world named
Vana'diel.
There are currently 31 servers available for play. These
worlds are named after summoned creatures from earlier Final Fantasy games (Diabolos, Ifrit, Ramuh etc.). PC
and PS2 and Xbox 360 players from across all
nationalities play together on all servers.
A player is allocated to a random world when they create
their first character. Subsequent characters will be
assigned to the same server unless the player has obtained a
world pass to another server. A worldpass (a 10-digit
passcode), when given to a player, will allow the player
access to a particular world. Once on a world, a player may
not move to another world, except during World Migration
which only happens when there is an imbalance in server
population.
The four main cities in Vana'diel are the cities of Bastok,
San d'Oria, Windurst, and Jeuno. The rest of Vana'diel is
made up of a number of outdoor, dungeon, and minor town
areas that have a complex topology. While most areas are
accessible by walking, various modes of transportation
facilitate movement. Each area in FFXI is
quite large and much of the game play consists of getting
from point A to point B.
FFXI Forms of Transportation:
- Walking/Running
- Chocobo Rental (Requires
completion of the Chocobo's Wounds Quest to acquire a
license)
- Ferry (Selbina<->Mhaura)
- Barge (Bibiki Bay<->Purgonorgo
Isle, Carpenter's Landing)
- Airship -- Airship Pass
obtainable via any of the following methods:
-Purchase for 500,000 gil -Earned by achieving Rank 5 -Completion of the Khazam Airship Pass Quest [2] or
purchase pass for 150,000 gil
(Airship to Khazam only)
- Teleport (White Mage spell) to
various Crags around the world
- Warp (Black Mage spell)/Instant
Warp (scroll) to a specified Home Point
- Outpost Teleport (Requires
completion of Regional Supply quest
- Bloodporting (Also called:
Deathwarp. When a player dies to return to one's
homepoint, this is done on purpose)
- Certain items also have the
affect to Teleport, Outpost Teleport and Warp (Mea-Ring,
Scroll of Instant Warp, etc).
FFXI People and Politics:
Races
There are five races that a player may choose from in Final
Fantasy XI:
Elvaan — the "Elves" of Final
Fantasy XI. Steeped in the tradition of knighthood, the
Elvaan consider themselves better than the other races.
There are male and female Elvaan. They founded the Kingdom
of San d'Oria and the Marquisiate of Tavnazia.
Hume — An adaptable race most
resembling humans. There are male and female Humes. They
formed the Republic of Bastok and the Grand Duchy of Jeuno
using the mineral resources of the surrounding area.
Galka — large, beast-like
humanoids who possess incredible strength and endurance. The
Galka reproduce through reincarnation and therefore have no
specific gender, though the race is generally considered
male. They form the minority population of the Republic of
Bastok but originated in the lands of Kuzotz in the far
south, where their civilization was destroyed by the Antican
beastmen.
Mithra — Cat-like humanoids
with agility and grace. There are very few male Mithra and
only females venture into Vana'diel. They live in the
Federation of Windurst and the tropical island of Kazham. It
has been hinted that Mithras from Kazham come from a
southern island known as Tsahya.
Tarutaru — Tiny humanoids with
incredible intellect and an innate talent for magic. They
founded the Federation of Windurst.
The following two races are featured in the main
Final
Fantasy storyline and its expansions.
Zilart — An ancient race that existed 10,000 years
before the present events. Their continued attempts to open
the Gate of the Gods is the focus of the Rise of the Zilart
storyline. In the game's second expansion "Chains of
Promathia," the Zilart are revealed to be alive and well.
Kuluu - An ancient race that existed during the same
time period as the Zilart and were considered inferior to
them. Only two Kuluu have survived until the present day,
however they were unaccounted for until the Chains of
Promathia storyline began.
FFXI Beastmen
There are different races that oppose the original 5, called
the Beastmen. These are made up of the following species,
most of which together follow the Shadow Lord behind the
original story's misfortunes:
- Aerns (Lumoria/Al'Taeiu/Sea's
version of beastmen.)
- Ahriman (Flying demons with 1
large eye.)
- Antica (Ant-like humanoids.)
- Bugbears (Genetically enhanced
Moblin slaves.)
- Corses (Undead beastmen.)
- Fomors (Undead versions of the 5
races.)
- Gigas (Giants.)
- Goblins (Diverse,intelligient
beastmen.)
- Imps (Diminutive, cowardly
species of demons.)
- Kindred (Beastmen known as Demons
that were created by the Shadow Lord.
- Lamiae (Form of organic weapon
called chimera created from parts of various organisms.)
- Moblins (A tribe of goblins that
are mobile.)
- Orcs (Orcish brutes.)
- Quadav (Turtle-like humanoids.)
- Sahagin (Fish-like humanoids.)
- Taurus (Large species of demons.)
- Tonberries (Kuluu mutated by the
Meltdown.)
- Yagudo (Bird-like humanoids.)
Final Fantasy National Allegiance:
At the start of the game, players may choose whether to side
with Bastok, San d'Oria or Windurst. Players who select the
"Home Nation" for their specific race get a nation specific
ring. The objective of implementing national allegiances is
to fight for your country and help it conquer as much of
Vana'diel as possible. Engaging in successful battles (while
having Signet on) with the enemy in each region will earn
Regional Influence points for the Nation the player
character belongs to. At the end of every week (at midnight
Japan time on Sunday night), a Conquest Tally will be
conducted. The Nation with the highest influence will
control the region for the week. If the ratio of player
deaths to beastmen deaths gets too high, the region falls
under Beastmen control, preventing many of these activities
until a nation regains control.
Advantages of controlling a region include:
- Regional Vendors will now supply
Regional products to your home nation.
- Outpost Teleport will now be
cheaper for that region.
- Ability to renew Signet at the
Outpost or any outpost guard.
- Ability to set Homepoint in the
region with no charge
FFXI Job Selections:
One of Final Fantasy XI's most dynamic features is the
flexibility of its job system, adapted from previous Final
Fantasy titles. Players are able to change their jobs in
their residence freely and without penalty, allowing the
player to experiment with a variety of play styles before
settling on a single one.
There are currently (November 2005) a total of 15 jobs to
choose from. Players may choose one of the following six
basic Jobs to start with (most likely in homage to the six
job classes available in the original Final Fantasy.)
Final Fantasy Online Standard Jobs:
Warrior (WAR): A melee class
with high proficiency in many weapon types, especially the
Great Axe or one-handed Axe. Offensively and defensively
balanced. The WAR's main ability is Provoke, which draws the
attention of the target. In party mode, this is often used
to protect magic-wielding jobs when they draw the enemy's
attention. Another Warrior ability is Double Attack, which
randomly adds a second strike to a melee attack. The
Warrior's 2-hour ability, Mighty Strikes, guarantees
critical hits for 30 seconds.
Thief (THF): A melee class with
crucial enmity control abilities. In party situations,
responsible for managing enmity with high-damage
back-stabbing abilities. Thieves often use daggers, swords
or hand-to-hand weapons to deal massive spike damage. At
level 15, Thieves gain a technique called Sneak Attack,
which causes a high damage critical hit when positioned
behind an enemy. At level 30, Thieves gain the Trick Attack
ability which requires them to attack the mob behind another
Player Character. This will then transfer the enmity to the
player character in front of the thief. At this point,
Thieves are able to perform SATA, an acronym for
Sneak-Attack-Trick-Attack, which involves activating both of
those abilities to create and transfer a large amount of
enmity to another party member (when the party member is
behind the enemy, between the Thief and target). Thief
abilities besides SATA include Steal, which sometimes robs
opponents of items, and Flee, which increases movement
speed. The Thief's 2-hour ability, Perfect Dodge, allows the
Thief to dodge all melee attacks for the next 30 seconds
(although ranged attacks and magic will still hit normally).
Monk (MNK): A melee class with
high HP and damage output. Almost always found with
Hand-to-Hand weapons, the Monk also has some proficiency
with staves. Monk abilities include Boost, a stackable
ability which increases the power of the next melee attack,
and Chi Blast, a long-range energy attack. The Monk's 2-hour
ability, Hundred Fists, enables nonstop melee attacks for 60
seconds.
White Mage (WHM): A mage class
that specializes in healing and restorative magic, as well
as enhancing and some enfeebling magic. White mages use
clubs and staves almost exclusively and may also equip
shields. White Mage abilities include Divine Seal, which
doubles the power of the next curative spell, and Auto-Regen,
which gives constant HP regeneration. The White Mage's
2-hour ability, Benediction, instantly restores full HP to
the whole party. The downside of using Benediction during
battle is an extreme increase in enmity toward the White
Mage due to sheer amount of HP healed.
Black Mage (BLM): A mage class
that specializes in "nuking" by using damaging magic. Black
Mages use staves and clubs almost exclusively and, unlike
the White Mage, may equip very few shields. Black Mage
abilities include Elemental Seal, which raises the accuracy
of the next spell cast, and Conserve MP, which may randomly
lower the MP cost of a spell. The Black Mage's 2-hour
ability is Manafont, which allows the player to cast spells
without consuming MP, which cannot be interrupted, for 30
seconds.
Red Mage (RDM): A mage/melee
hybrid class with particular aptitude for enhancing and
enfeebling magic. It is a point of some contention whether
low-level RDMs are better off using their weapons in combat
or staying back with the other mages, though it is generally
preferred that they choose the latter at higher levels. Red
Mages may equip a variety of weapons from swords and daggers
for melee damage to wands and staves for stat bonuses.
Particular interest of this job is the exclusive Red Mage
spell of Refresh which regenerates a total of 150 MP at 3 MP
every 3 seconds. Red Mage abilities include Fast Cast, which
quickens spellcasting, and Convert, which swaps current HP
and MP pools. The Red Mage's 2-hour ability, Chainspell,
allows instantaneous and uninterruptible spellcasting for 30
seconds.
FFXI Extra Jobs
Once a player attains level 30 with any one of the above
classes, the player may complete quests to obtain the extra
jobs:
Dark Knight (DRK): A melee class possessing very high
attack, low defense, and capable of casting some black magic
spells. Commonly uses a Scythe and/or Great Sword. Dark
Knight abilities include Souleater, which sacrifices HP for
added attack damage, and Last Resort, which sacrifices
defense for added attack damage. Dark Knights are very
strong against arcana. The DRK's 2-hour ability, Blood
Weapon, produces a large HP drain effect for every melee
attack for 30 seconds.
Paladin (PLD): A melee class who possess very high
defense, low attack and are capable of casting some white
magic spells. Paladins are often found with swords, but may
be seen using staves or greatswords as well. Paladin
abilities include Shield Bash, a blunt attack, and Cover,
which allows the Paladin to take damage in place of a party
member. Paladins are strong against the undead. The
Paladin's 2-hour ability, Invincible, reduces all physical
damage taken by the Paladin to 0 for 30 seconds. In
addition, Invincible generates the highest amount of enmity
of any action in the game -- Paladins often use Invincible
in tandem with the White Mage's Benediction ability, to
counter the high enmity generated by the latter.
Beastmaster (BST): A pet/melee class that can tame
monsters to do their bidding. Beastmasters are the only job
capable of gaining significant experience points without a
group above the lowest levels. Beastmasters are commonly
found with an axe. Abilities include Charm, which tames
monsters, Call Beast, which creates a pet that lasts 20+
minutes, and Sic, which commands pets to perform their
special attack. Beastmasters are very strong against a
multitude of enemy types. The Beastmaster's 2-hour ability,
Familiar, extends the duration of a charm, and slightly
increases pet potency. A recent patch has made it so that
Beastmasters now get 100% of the experience when using a
monster summoned with Call Beast.
Ranger (RNG): A melee class that specialises in
ranged weapons. Because ammunition is expensive, Rangers
essentially pay for their damage output and the upper limit
on what can be spent (and thus how much damage can be dealt)
is very high. Rangers use bows, crossbows, guns for ranged
damage as well as daggers or axes for close-range melee
damage. Ranger abilities include Barrage, which fires
multiple arrows at once, and Shadowbind, which binds a
target in place. However, due to an update regarding the
mechanics of the class late-July 2005, Ranger's
pay-what-you-deal ratio was severely curbed by an average of
30% less damage-per-hit if the Ranger continues to use the
old play style. The mechanics of the new update include an
accuracy/hitpower ratio depending on how far away the ranger
is from the target, and depending on what weapon the ranger
wields. The Ranger now requires to position himself at the
appropriate distance for each type of ranged weapon for
optimum damage to be dealt. The Ranger's 2-hour ability,
Eagle Eye Shot, is an instantaneous ranged attack with
tremendous power and accuracy.
Bard (BRD): A mage class that specialises in
enhancing and enfeebling songs. Although Bards are
considered a mage class, they do not require MP to do their
job. Bards equip instruments as ranged weapons and also
light melee weaponry including clubs and daggers. Bards are
particularly favored for their area of effect (AOE) sleep
song and their group MP regeneration song. Besides their
songs, Bards have only four job abilities: three passive
Resist Silence traits, and the 2-hour ability, Soul Voice,
which doubles the effect of songs.
Final Fantasy XI Rise of the Zilart Jobs
The following extra jobs were introduced with the Rise of
the Zilart expansion to Final Fantasy XI. If the expansion
is installed, these jobs may be aquired once the player
reaches level 30 the same as the initial extra jobs.
Dragoon (DRG): A melee/pet class with the ability to
summon a Wyvern and perform jump attacks. The polearm (i.e.
lance or spear) is the Dragoon's main weapon. Dragoon
abilities include Super Jump, which allows the Dragoon to
leap high into the air, escaping danger for 5 seconds, and
Spirit Link, which heals the wyvern. At level 60, Dragoons
are able to wear their Artifact Armor helmet, which
drastically increases the effectiveness of the Wyvern. If
the dragoon's subjob is of a mage class, when the dragoon,
or someone in the dragoon's party is at critical health, and
the dragoon casts any magic spell, the Wyvern will cast a
'healing breath' on the party member. When the Dragoon uses
a weapon skill when they have a mage subjob, the wyvern can
remove status ailments using a similar 'breath', including
Poison, Paralyze, and Blind. Dragoons are very strong
against dragons. The Dragoon's 2-hour ability, Spirit Surge,
gives the Dragoon the power of its wyvern for a short time,
giving him/her a strength increase, a maximum HP increase,
the wyvern's current TP, cured for the amount of the
wyvern's current HP, as well as special additions to the
"Jump" commands.
Ninja (NIN): A melee class that specializes in
variety combat, and uses "Ninjutsu" (Ninja skill) magic.
Their magic is unique because it uses special items in the
inventory everytime a Ninjutsu spell is used, essentially
making them one time use tools and weapons as opposed to
magic athlough it counts as one. Generally plays the role of
a "blink tank," by repeatedly casting "Utsusemi" to create
shadow images that absorb all damage. Ninja's naturally high
evasion rate and agility aid this purpose very nicely as
well. Ninja can also use other types of "Ninjutsu" to
inflict damage and enfeeble their opponent to make them
easier to keep at bay. Ninja almost always use a pair of
1-handed katanas for weapons. Ninja abilities include
Stealth, which reduces the chance of being detected by
enemies, and Dual Wield, which allows the Ninja to equip two
weapons at once. This skill adds the delay of both weapons
and decreases it by a certain percentge, making it a bit
slow at first. At levels 25, 45, and 65 respectively
however, the job will recieve innate upgrades to this trait
making the delay shorter and thus, making the Ninja strike
faster. Lots of gear also specifically upgrades this
particular trait for very fast dual wielding. The Ninja's
2-hour ability, Mijin Gakure, is a suicide attack that deals
damage with no experience penalty for the death. The ability
is fire based, and its damage is calculated based on your
immediate maximum HP. The Ninja is a very multi-faceted
damage dealer/tank hybrid job, capable of diverting lots of
damage as a tank, but also capable of dealing immense damage
under the right circumstances and when equipped for a more
offensive stance. More Dual Wield upgrades and deadlier
Katana's are made available as the player progresses in
level, making this possible. A patch in the past year
altered Utsusemi slightly to make it so that a little bit of
the Ninja's emnity is decreased with each shadow image
taken. While this caused suspicions of Ninja being taken
away from the role of a tank, SquareEnix has released lots
of gear designed around tanking and the patch has proven to
be a miniscule thing to worry about as the emnity loss
versus emnity gained tends to be very little.
Samurai (SAM): A melee class that specialises in
performing skillchains. Excels in gaining TP due to job
specific abilities. Samurai wield 2-handed Great Katanas
almost exclusively. Samurai abilities include Store TP,
which increases TP gain, and Meditate, which quickly
generates TP. Samurai are also strong against demons. The
Samurai's 2-hour ability, Meikyo Shisui, generates 300 TP,
and allows the user to execute weapons skills by expending
only 100 TP (instead of draining the TP pool completely) --
a Samurai with 300 TP can thus execute three weapon skills,
and effectively "Skill Chain," while under the effect of
Meikyo Shisui.
Summoner (SMN): A mage class that is able to summon,
at a certain MP/second cost, magical avatars (known as
summons, espers, GFs, eidolons, or aeons in past FFs) to aid
in battle. The currentlist of Prime Avatars are: Titan,
Leviathan, Garuda, Ifrit, Shiva, Ramuh, Carbuncle, Fenrir,
and Diabolos. The list of spirit pacts with the game's 8
cardinal elements are: Earth, Water, Air, Fire, Ice,
Lightning, Light, and Dark. Summoners must battle and defeat
each of the Prime Avatars before being able to summon them.
Summoners use staves and clubs primarily. Summoner abilities
include Blood Pact, which enables the avatar to use its own
abilities, and Auto-Refresh (constant MP regeneration).
Various avatars have their own special abilities. The
Summoner's 2-hour ability, Astral Flow, inflicts a 3 minute
status on the Summoner during which Avatars no longer cost
MP to remained summoned and the Avatar is now able to use
their Special Ability (which is their traditional attack in
previous FFs). They are also capable of party enhancement
spells, via the Blood Pact ability
FFXI Support Job (Sub Job)
Additionally, once the player has attained level 18 on any
job, he may complete a Support Job quest in either Selbina
or Mhaura. Upon completion, the player will now be able to
add a support job to complement their abilities. This
support job may be any other job that the player has.
Support Jobs operate at a maximum of half the level of the
player's main job, and gives the character abilities, spells
and stat bonuses from that job at that level.
Final Fantasy XI Level Cap
The current maximum level in Final Fantasy XI is 75. Level
limits are placed at 50, 55, 60, 65, and 70. They are
typically referred to as Genkai (level limit) 1, 2, 3, 4,
and 5 respectively. For instance, a character who has not
finished Genkai 1 will not be able to level to 51 until he
or she completes the quest for Genkai 1.
Once achieving level 75, a character may continue to earn
experience points for two reasons: to get a "buffer" for exp
so that exp losses due to deaths do not cause the character
to return to level 74, and to earn merit points to be traded
in to raise specific stats and gain other enhancements in
the merit system.
FFXI Merit Points
After a character reaches level 75 improvements can still be
made aside from better gear. Points gained from defeating
monsters in the game are called experience points unless you
are in merit mode at level 75 in which case they are called
limit points. There is no difference in the amount of points
you gain depending on mode. So if you gain 46 experience
points from fighting a monster, you would gain 46 limit
points if you had been participating in the limit system. A
player can gain one merit point per 10,000 limit points.
Experience point scrolls can not be used to gain merit
points. Many level 75 players do various quests for
experience point scrolls to make up for lost experience
points due to death. Limit points are never lost due to
death. Once a player has limit points, they can spend them
on various permanant modifications to the character. An
example of using the merit system to improve a characters
evasion skill would be as follows. Spending one merit point
would get you level one, and your base evasion skill would
raise two points. The second level would cost two merit
points, and also raise the base skill two points, and the
third level would cost 3 points and raise the base skill two
points. Since you can raise evasion skill three times, the
total cost to do so would be 60,000 limit points, and your
total skill raised would be 6 points.
Since a player can merit all the character statistics and
weapon skills, mana points, hit points, and many other
"hidden" effects such as enemy critical hit rate, or emnity,
the amount of time you could potentially spend meriting a
level 75 character might outweigh the amount of time you
spent leveling that character to level 75 in the first
place. One could speculate that a fully merited level 75
character might be more like a level 80 character.
FFXI Details
Final Fantasy Theme — includes
familiar elements from previous Final Fantasies, including
music, jobs, spells, summons, items, monsters, Moogles,
Chocobos, and the character Cid.
Job System
— A game system
adapted from previous entries in the Final Fantasy series,
the job system offers untold flexibility in class selection.
By visiting their player residence, players can change jobs
freely and without penalty. Additionally, players can later
add a "support job" to further enhance and customize their
character. Currently, with the 15 jobs there are, a total of
210 different combinations of jobs are possible.
Map — The world is broken up
into different regions, and then zones. Regions are a
composite of zones (Sarutabaruta is comprised of Eastern and
Western Sarutabaruta, as well as the Inner and Outer
Horutoto Ruins). Zones, such as the Inner Horutoto ruins,
are where the action actually takes place. Moving from one
zone to the next requires loading of data, and monsters
cannot pursue you from one zone to the next (this is called
"zoning"). On the other hand, this lets the game present
different sets of graphics/music/monsters in different zones
without taxing your computer/PS2.
Party System — FFXI forces
players to play as groups more so than other MMORPGs. Not
only are there functions that facilitate the formation of
parties, the experience gain system assures that one must
play as a group in order to gain levels past the beginner
stage. This allows jobs (classes) that are solely designed
for support of parties, such as Bards, to play a much more
significant role than solo play. After around the first 10
or so levels, players party as enemies jump in difficulty.
Parties can accommodate up to 6 players each, and for more
difficult missions and quests, up to three parties can form
an alliance to work together to take down difficult foes.
However, this system is not without faults. For instance, a
party may have enough of 1 class as it is, leaving the
player that's looking for a party out of luck. There is also
sometimes tension between the English speaking players and
the Japanese speaking players.
Storyline — Though there are
thousands of players, any one player can still achieve a
sense of individual heroism by completing quests and
missions. Cutscenes and conversations with NPCs place you as
an important character who participates with the plot as it
progresses. From the player's first steps in their starting
city to important tasks completed for certain characters,
the player is treated as if he or she is the first to
interact with such characters, giving the impression of such
events taking place in the present moment.
Other players do not view NPC interaction, despite being in
the same area, so NPCs are never "busy" talking to multiple
players at once. However, some NPCs may turn to face a
player's character and stay in that position until another
player's character interact with that specific NPC. Some
cutscenes do include other players, such as party members
participating in a quest or mission.
Quests provide some story and interaction with NPCs, while
missions give a more linear and developed plot. Later
missions include a dramatic backstory, and even a final boss
that can be defeated, though gameplay still continues. This
is a significant difference from many other MMORPGs.
There are six major plots in the Final Fantasy:
- San d'Oria Storyline
- Bastok Storyline
- Windurst Storyline
- Zilart Storyline
- Dynamis Storyline
- Chains of Promathia Storyline
The newest plots are often not available in their entirety
at first, and are unlocked gradually over time.
Item Synthesis — FFXI has a fairly complex item
synthesis system, in which players use Crystals obtained by
fighting the various beastmen to turn specific combinations
of items into other items. Different recipes, using
different classes of ingredients and different Craft skills
will produce different types of items. For example, items
produced by the Alchemy craft skill under the guidance of
the Alchemist's Guild tend to be medicines and antidotes,
whereas items produced by Smithing and Leathercrafting tend
to be armors of various sorts, and Goldsmithing crafts rings
and other accessories. A player may raise in rank within a
Guild as their skill for that craft increases, giving them
access to item recipes whose products grant higher benefits
or net the player more profit. The main flow of profit for
crafters in game is the creation of "HQ" or "High Quality"
synthing. These "HQ" items are synthesis of an item whose
cap is lower than that of the player's craft skill level.
Generally as the gap between both recipe cap and player
craft level increases the higher chance of a HQ synth
occurring. These items usually provide better stats than
their "NQ" or "Normal Quality" counterparts. These "HQ"
items are sometimes regarded by the community as a must
have; however, most of the time it is considered a status
item, an item that reveals that a player has considerable in
game wealth or devotion to a job. Much of the best equipment
within the game may not be bought from NPCs, and must be
crafted. Additionally, many of the items dropped by high
level monsters in the game are used in the synthesis of this
equipment.
FFXI Game Economy
Overview — FFXI has an almost entirely player-based
economy with a heavy reliance on the Auction Houses in each
of the major cities of Vana'diel. Usually monsters in FFXI
do not drop gil. Various items used in crafting may drop off
the monsters that are defeated. Players who do not require
the item may sell it to other players via the Auction House.
The Auction House is also the primary method of obtaining
weapons, magic scrolls and other materials.
Financial Situation : Since
Final Fantasy XI
has been 'live' for over three years, the game economy has
expanded as more and more players acquire more and more gil
and items. As time passes, there will be more game currency
in any given server economy. This has lead to a natural
inflation of item prices, both of general consumables (food,
potions, etc.) and transferable assets (armor, weapons,
accessories, and the like). Hard figures are unknown, but it
would not be far-fetched to assume that some (if not many)
servers may have a GDP of well over a trillion Gil. However,
because there are servers that have been online for far
longer than others, the Purchasing power parity of players
on World X may differ greatly from that of players on World
Y. The massive difference in Purchasing Power Parity between
servers has been a source consternation for many players,
most obviously ones situated on servers with high inflation
rates. The laissez faire nature of the economy means there
are few price control measures that Square Enix can enact to
curb, what many players see, as rampant inflation. As is
detailed below, many players are content to blame inflation
problems on "Gil Sellers" while not taking into account that
inflation is inevitable whenever more and more currency is
introduced into an economy, or supply cannot meet demand.
Furthermore, as trans-server trade of Gil or game items is
not possible, inflation, and what is effectively a Consumer
Price Index, will continue to rise; regardless of the effect
of Gil selling, or real-money transfers (RMT), for in-game
currency and items. However, the above explantion does not
satisfy many members of the Final Fantasy XI community.
Especially those players who are of the opinion that the
impact of RMT actions are far more severe than may be
described here; a valid theory which holds significant sway
in many ciricles, and perhaps with a predominant majority of
FFXI players. Without an 'official' study of the economies
of the various Vana'diel worlds, it would be foolish to
proclaim one theory over another with absolute certainty.
Until such a study is accomplished in a relatively objective
manner, there will continue to be much discussion regarding
the situation of the Final Fantasy XI economy and how its
players are influenced by it.
Economic Controls
: While SquareEnix has developed
Final Fantasy XI's economy to be quite a "hands-off"
player-driven economy, there are still a few methods of
economic control that they can exercise (if that is their
wish). One economic and inflation control measure that is in
place are "gilsinks". By having player characters spend Gil
on services, most commonly transportation, or items provided
by Non-Player Characters, game currency is removed from the
economy as no player profits off these expenditures.
However, in the instance of item purchases, the vast
majority of players will purchase items from NPCs for the
purpose of crafting low-cost items into a high-cost product
in a value-added process. Thus, the profit the crafters will
reap negates the investment lost in the gilsinking action of
purchasing from an NPC. Until the game developers make
finished products like weapons, armor, and specific
consumables more available and competetively priced with
items that can be crafted in a value-added process by PCs
the system of gilsinks will remain an ineffective measure to
curb inflation.
FFXI Ballista (PvP System)
Final Fantasy XI's Player versus Player (PvP) system, is an
unique system where players do not incur the loss of
experience points. In order to participate in a "Ballista"
match, a player must complete a quest to gain a "Ballista
License". Thereafter, participants may apply to join various
matches and pay an application fee.
Requirements
- Complete Quest to obtain a
"Ballista License".
- Pay an application fee (according
to the Match Level cap) in order to participate.
- Minimum of 3 players per team (6
players total) before match commences.
Final Fantasy Match Play
Objective: Score points by throwing a "Petra" into a "Rook".
Participants may find "Petras" by using the Ballista Only
"Quarry" command. Once a "Petra" is found, the participant
may score only after attaining "Gate Breach" Status. "Gate
Breach" may be attained by killing an opposing team member,
or be within the vicinity when an opposing team member is
killed.
After attaining the 'Gate Breach" Status, participants have
3 minutes to throw the "Petra" into a "Rook" in order to
score points. A maximum of 5 Petras may be scored for each
period of "Gate Breach" status. Points may also be awarded
for taking out opposing team members.
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