This was the initiative we needed to find out more about gardening, and put it to use. In order to train and dye chocobos, your FC has to raise specific foods.
My FC largely ignored gardening until chocobo raising hit the scene. I also like how tied to crafting and gathering the system is. The fun of it is in crossbreeding seeds with specific topsoil in hopes of earning rare seeds and plants. Anyone in your FC can also tend your garden at any time. You can fertilize your garden using fishmeal, which is crafted material. From there, you just need the seeds (accumulated in different ways – purchase, botany harvesting, etc) and topsoil (obtained through mining) to plant your garden. You purchase a gardening plot (you can purchase more than one depending on your house size) and place it in the yard. Gardening is open to FCs who have a house. Especially considering the gardening and chocobo raising systems are directly attached to housing. It was a fun group project, and it has paid off. While I do like games that provide housing for everyone easily, I must admit that my FC overall values our house much more considering how much we had to raise together to get the house we wanted. Some folks are grouchy that housing is end game, and not something easily achieved at earlier levels. If you want a personal room, you must be level 50 in at least one class and have max rank in your Grand Company. Your FC must have rank 6 and the gil required to purchase the plot and the house.
#Tidal barding full#
In the future, full houses will be available for individuals, but I really hate to see how much one is going to cost (one room is 300K gil).įFXIV indicates that housing is something players must work towards at end game. So if your FC doesn’t have a house, you’re out of luck for now.
#Tidal barding free#
FFXIV currently provides Free Company (FC) housing (at a premium price), and personal rooms for members of the FC within the house. Personal and guild housing is always a big deal when talking about fluff. It’s the best of both worlds, and I feel it’s done well, overall. Those patches, and the patches inbetween, bring additional content, often in the form of fluffy systems, minigames and cosmetics. Big patches drop full dungeons, raids, primal battles and progression in Coil regularly. That’s often what I see happening in Final Fantasy XIV as it develops.
However, I repeat that a well-balanced game can produce both fluff and “real” content side-by-side, pleasing people on both ends. I’m not a raider and I’m honestly not much of a group dungeon runner, so to me, fluff is more relevant than any 20-man raid will ever be.
I’m not going to get into the long-time argument of how developing fluff takes away from developing the “more important” aspects of a game - such as raids, or whatever. Which means, I don’t see it as fluff at all. Even though it’s called “fluff,” I’m of a mind that as long as the core game is solid and going in the right direction, fluff is content that a well-rounded MMO can’t do without. This can be cosmetic, like outfits or mounts, or extra content, such as housing or mini-games. When we call something “fluff” in a MMO, it usually refers to content that has no direct effect on a character’s progression. I want to take a moment to talk about fluff in FFXIV.