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【日/美版】Final Fantasy XIV ARR Online - 8月27号正式上市! 24号Early Access !
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楼主 |
发表于 1-4-2010 10:41 PM
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[首页目录]
3楼 = 游戏版本解说 / Amazon PC Digital Download Preorder 流程 / Phase 4 beta 主程式下载
4楼 = 游戏载图
5楼 = 游戏视频
6楼 = 种族介绍
7楼 = 职业介绍
8楼 = Official Benchmark 下载
9楼 = 保留更新~
10楼 = 保留更新~
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本帖最后由 momo1212 于 11-8-2013 09:44 PM 编辑
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楼主 |
发表于 1-4-2010 10:41 PM
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游戏版本解说~
这游戏有分 美服 欧服 日服
不管你的账号是哪个国家, 进游戏时是可自由选伺服器! 所以不用担心~
LEGACY伺服是1.0舊玩家的伺服器, NEW就是2.0新加開的伺服 (可自由选, 没限制)
转自巴哈jasonkiddx提供的图
个人建议是买美服(NA) , 这里大部分都是选美服,
要买欧版也可以, 月费会比美版便宜一点点,
日版也行 , 你要懂的看日文
要选哪国的账号就看你自己喜欢~
Amazon PC Digital Download Preorder 流程!
Digital Download是数码版! 意思是你预购后只收到游戏的CD Key, 没有CD安装, 必须用网路下载,
这游戏本体是要购买+月费制!
目前SE官网不支援我国的线上预购 (已测试目前是这样, 未来会不会开放就没人知)
这个流程是针对 Amazon PC Digital Standard Edition Download Preorder Only!
Amazon 账号必须设定美国地址, 要不然预购会失败!
流程开始!
在这里 http://na.finalfantasyxiv.com/product/index.html 点选Amazon
在 Standard Edition 部分, 有一个红色的 Pre-Order Now,
点击后会出现一堆预购网站的List, 点击 Amazon ,
进去后点选 "$29.90 PC " , 进去之后.....
请注意, 在这部分要选 PC Download , 要不然默认是PC 盒装!!! 到时候扣钱寄去假地址就悲剧了
Amazon 预购成功会收到2封email, 其中一封会提供你 Your promotional code
你登入官网SE, 进入你的profile, 点击 ADD New Game,
就会出现一排空格, 这排空格就是要你输入你刚刚收到的 promotional code !
输入后点击 register Game, 成功的话, 你的list 会出现 FF XIV ARR 的标图了, 这就完成了
以上是本人购买流程, 如有错误请告知~
Phase 4 beta 主程式下载
下载: http://gdl.square-enix.com/ffxiv/inst/ffxivsetup.exe
档案只有109MB而已, 这只是主程式安装, 要等15号, 才能 patch 主程式! 请先准备20GB空位 (这是官网的建议)
如果你对我提供的链接有任何怀疑, 你可以自己去官网论坛下载~
http://forum.square-enix.com/ARR-Test/threads/7065-Download-and-Install-the-FFXIV-ARR-Beta-Test-Software-%28Windows%29
本帖最后由 momo1212 于 23-8-2013 10:10 PM 编辑
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发表于 1-4-2010 10:41 PM
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[载图分享]
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本帖最后由 momo1212 于 27-6-2013 11:56 PM 编辑
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楼主 |
发表于 1-4-2010 10:41 PM
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[游戏视频]
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本帖最后由 momo1212 于 28-6-2013 12:07 AM 编辑
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发表于 1-4-2010 10:42 PM
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[种族介绍]
Over the course of some one thousand years and three great migratory waves,
the Hyur have come to be the most populous of the civilized races in Eorzea.
Compared to the others, theirs is an average physique,
both in terms of height and build. The Hyur champion personal freedom and liberty,
and their espousal of an eclectic variety of languages and traditions is a legacy of their diverse heritage―as is their resulting lack of a unified cultural identity.
Though their presence in Eorzea is lesser than that of the other races,
the Miqo'te are easily distinguished by their large, projecting ears and restless,
feline tails. The ancestors of this line first made their way to the realm during the Age of Endless Frost in the Fifth Umbral Era,
traversing frozen seas in pursuit of the wildlife upon which they subsisted.
Instinctual territoriality causes many among them to lead solitary lifestyles.
Males in particular are said to shy from contact with others.
The Elezen are a characteristically tall people, long of limb and slender of build.
They are also possessed of a somewhat extended lifespan in comparison to the Hyur.
The Elezen once claimed sole dominion over Eorzea, their presence predating that of the other races,
and, as such, developed a heightened sense of honor and pride.
In years past, the Hyur migration into Elezen lands sparked bitter conflict. At present,
however, the mutual understanding reached between the two races allows them to work towards mutual peace and prosperity.
The Roegadyn are easily identified by their massive, muscular frames.
They are descended from a maritime people that roamed the northern seas,
though many of their ancestors turned their longships south to brave the crossing into Eorzean waters.
Often considered a barbaric race,
the fiercely competitive Roegadyn are also known for their compassion and unswerving loyalty.
Many of the greatest warriors in history were born of Roegadyn stock.
The Lalafell are a folk both rotund and diminutive. Small by any race's standards and possessed of a childlike countenance,
it proves difficult for non-Lalafell to gauge an individual's age with any degree of accuracy.
Originally an agricultural people inhabiting the fertile islands of the south seas, they found their way to Eorzea via the burgeoning trade routes.
Lalafell are welcoming of outsiders, and share prosperous relations with all of the other races of Eorzea.
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本帖最后由 momo1212 于 27-6-2013 11:37 PM 编辑
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发表于 1-4-2010 10:42 PM
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[ Job 和 Class 介绍]
更新中.......
Jobs refer to those martial paths that thrived in former times but have since fallen into disuse. Recent developments,
however, have occasioned something of a revival in their popularity.
By achieving sufficient mastery in a certain class, adventurers will be able to begin undertaking the mantle of a related job.
For instance, gladiators may rise up as paladins, stout swordsmen who shield comrades from harm; thaumaturges may aspire to become black mages,
masters of offensive magic; while conjurers may find a new calling as white mages, masters of healing.
The foremost appeal of jobs is the unparalleled degree of specialization they offer. Their potential is best realized in party situations,
where having well-defined roles is the key to success. There can be no doubt that jobs shine the brightest in the company of others.
For centuries, the elite of the Sultansworn have served as personal bodyguards to the royal family of Ul'dah. Known as paladins,
these men and women marry exquisite swordplay with stalwart shieldwork to create a style of combat uncompromising in its defense.
Clad in brilliant silver armor, they charge fearlessly into battle, ever ready to lay down their lives for their liege.
To be a paladin is to protect, and those who choose to walk this path will become the iron foundation upon which the party's defense is built.
Though now under Garlean rule,
the city-state of Ala Mhigo once boasted the greatest military might of all Eorzea.
Among its standing armies were the monks—ascetic warriors as dreaded by foes on the field of battle as the city-state's great pikemen.
The monks comprised an order known as the Fist of Rhalgr, and it was to this god—the Destroyer—that they devoted their lives of worship.
By mastering seats of power within the body known as chakra, they are capable of performing extraordinary physical feats.
On the northernmost edge of Abalathia's Spine exists a mountain tribe renowned for producing fearsome mercenaries.
Wielding greataxes and known as warriors, these men and women learn to harness their inner-beasts and translate that power to unbridled savagery on the battlefield.
In former times which saw war waged ceaselessly in Eorzea, the warriors featured prominently on the frontlines of battle. With the arrival of peacetime,
however, their art has descended into the shadows of obscurity, where it remains to this day.
Of all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragoon.
Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat,
that they might better pierce the scaled hides of their mortal foes.
Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every onze of their bodies behind the blow.
It is this penetrative power that characterizes the dragoon.
The word "bard" ordinarily puts folk in mind of those itinerant minstrels, fair of voice and nimble of finger, who earn their coin performing in taverns and the halls of great lords. Few know, however, that bards in fact trace their origins back to the bowmen of eld, who sang in the heat of battle to fortify the spirits of their companions. In time, their impassioned songs came to hold sway over the hearts of men, inspiring their comrades to great feats and granting peace unto those who lay upon the precipice of death.
White magic, the arcane art of succor, was conceived eras past that the world might know comfort. Alas, man began perverting its powers for self-gain,
and by his wickedness brought about the Sixth Umbral catastrophe. Although the art subsequently became forbidden,
it is now in the midst of a revival at the hands of the Padjal, chosen of the elementals.
Those who would walk the path of the white mage are healers without peer,
possessed of the power to deliver comrades from the direst of afflictions—even the icy grip of death itself.
In days long past, there existed an occult and arcane art known as black magic—
a potent magic of pure destructive force born forth by a sorceress of unparalleled power.
Those who learned to wield this instrument of ruin came to be called black mages, out of both fear and respect for their gift.
Yet great power served to corrupt the judgment of mortal man, and so he unknowingly set out upon the path of ruin.
Adventurers who take the black will become agents of devastation, capable of annihilating those who oppose them through little more than the force of their will.
The beast tribes of Eorzea worship and summon forth beings known as primals, among which are Ifrit, Garuda, and Titan.
Yet what is a god to one man is a demon to another, for the city-states of Eorzea see these beings as a grave threat to their collective survival.
In times immemorial, there lived mages who had not only the power to summon the primals, but also the means to transmute the primals' essences,
thus binding them to their will. Known simply as summoners, the existence of these men and women and their arcane art have been all but lost to the ages.
In an age long past, when mankind flourished under the radiance of arcane mastery, the island of Vylbrand was home to a city-state called Nym.
Though the history of that age tells of countless wars waged with earth-shattering incantations,
it was the brilliant strategic maneuvering of Nym's scholars that allowed their mundane army of mariners to throw back would-be conquerers time and again.
These learned men and women defended the freedom of their tiny nation with their unique command over spell-weaving faeries,
utilizing the creatures' magicks to heal the wounded and bolster the strength of their allies.
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Eorzea is home to myriad disciplines─professions that adventurers can take up. So as to be better prepared to brave the wilds,
all adventurers begin their journey as either a Disciple of War—a master of arms who lives for the call of battle—or a Disciple of Magic—an erudite researcher of all things esoteric.
Experienced adventurers can take up other martial classes to diversify their skills. If you seek more peaceful pursuits,
you may consider becoming a Disciple of the Land—one who gathers and harvests Eorzea’s natural resources—
or a Disciple of the Hand—one who uses these resources to craft wares and turn a profit.
Gladiators specialize in the handling of all manner of one-handed blades, from daggers to longswords,
be they single- or double-edged, straight or curved. Tracing their roots to the Coliseum, where the roar of the crowd reigns supreme,
these melee combatants have learned to seamlessly flow between attack and defense in a dance that delights the eye.
Making use of their skill with the shield, gladiators can also draw the attention and attacks of an enemy upon themselves,
thereby protecting their comrades from harm.
The path of the pugilist is one of incessant training aimed at mastering the traditional techniques of hand-to-hand combat.
Though pugilists command formidable power when unarmed, they are wont to use metal, leather, and bone weaponry to maximize their destructive potential.
Their preference for fighting at close quarters makes negotiating distances an absolute necessity.
Many among them accomplish this by avoiding burdensome armor, allowing for maximum mobility while they move in for the kill.
Marauders are combat specialists whose weapon of choice is the greataxe—a fearsome arm long associated with Eorzea's pirates.
Their approach to battle is one of brute force, as they rely on pure strength and good steel to crush enemies and sunder weapons.
They are highly sought after for their ferocity and intimidating presence,
and are often employed to hunt down monsters plaguing the land or to turn the tide of battle between warring nations.
Skilled marauders have been known to take on entire packs of slavering beasts and emerge with little more than a few scrapes and bruises.
With a bow in hand and a quiver on his back, the archer strikes at the enemy from afar. In Eorzea,
two schools of archery have risen to prominence: that of the longbow sentries of the Elezen military, and that of the shortbow hunters among the Miqo'te.
Archers constantly assess the battlefield in order to determine the most advantageous ground from which to loose their arrows,
as well as the nature of the shaft, point, and fletching best suited to their foe.
It is said that master archers are capable of showering their targets with a veritable deluge of death well before a counterattack can ever be mounted.
The lancer is a master of polearms—weapons which have evolved from humble hunting tools. In former times,
the longspear saw the most widespread use, due in great part to the influence of the proud lancer legions of Ala Mhigo.
The lancer's weaponry has since expanded to include other lethal implements such as the halberd and trident.
While it is no easy task to wield a polearm as if it were an extension of one's body,
those who master the lancing arts come to be as a raging storm before their enemies, capable of delivering a barrage of devastating thrusts and slashes.
Conjury calls upon the elements of earth, wind, and water and concentrates them to a potency at which spells can be weaved.
Through practiced meditation on the essences of creation, conjurers draw forth and absorb aether from their immediate surroundings.
A wand or cane made from unworked wood is then utilized to focus the aether until it manifests as the desired spell.
Versed also in magicks that restore and strengthen, conjurers are regarded as accomplished healers.
In the hands of a skilled practitioner, thaumaturgy can be a force of terrifying destruction.
At the heart of this school of magic lies the ability to call forth and command the latent aether within oneself through deep introspection.
To then mold that aether into sorcery, the thaumaturge makes use of a scepter or staff,
within which is housed a medium—a natural stone imbued with magical properties.
Thus armed, the thaumaturge is capable of wreaking considerable havoc via ruinous spells and curses.
Adepts of the art of arcanum derive their might from symbols of power born of geometric techniques hailing from across the southern seas.
Held within occult grimoires, these symbols lend shape to the arcanist's aether, thereby allowing him to produce myriad powerful spells.
Using the selfsame symbols to unlock the latent power contained within gemstones,
arcanists are also able to summon forth the familiar known as Carbuncle to carry out their bidding.
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本帖最后由 momo1212 于 28-6-2013 12:25 AM 编辑
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楼主 |
发表于 1-4-2010 10:42 PM
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楼主 |
发表于 1-4-2010 10:42 PM
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保留提供資訊~~~~~~~~~ |
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楼主 |
发表于 1-4-2010 10:43 PM
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保留提供資訊~~~~~~~~~ |
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发表于 2-4-2010 12:22 AM
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系統要求還真的比其他游戲來得高。。。出了嗎?我英文版一個月前就注冊beta 了,只是后來都沒消息 |
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发表于 2-4-2010 01:47 AM
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为了这个GAME我特地去学了日语 |
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发表于 2-4-2010 08:32 AM
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日文不会看勒。。。
不懂会不会有台版 |
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发表于 2-4-2010 08:20 PM
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发表于 2-4-2010 09:35 PM
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发表于 5-4-2010 05:38 AM
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看起来很像.hack 里的the world 啊
期待期待 |
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发表于 5-4-2010 10:13 AM
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Final Fantasy XIV有英文版,90﹪不會有台版。 |
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发表于 5-4-2010 10:13 AM
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Final Fantasy XIV有英文版,90﹪不會有台版。 |
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发表于 5-4-2010 11:25 AM
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发表于 6-4-2010 04:32 PM
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