I remember some time ago when Yoshida said death-warping doesn't fit inside or make sense in a Final Fantasy world. That's why they abolished anima cost for Return. It's just ironic you're encouraging it.
Printable View
I remember some time ago when Yoshida said death-warping doesn't fit inside or make sense in a Final Fantasy world. That's why they abolished anima cost for Return. It's just ironic you're encouraging it.
Is this thread about cake now? Carrot cake or gtfo.
Anima in general doesn't make sense in the XIV world yet. Is there even any lore for it?
I've made some suggestions before, but I think anima should be better integrated into the game rather than just an imaginary number in your menu.
OOoooh I'm happy you asked that question! here ya go~ http://forum.square-enix.com/ffxiv/t...99-Anima-Death
Ok I can see the issue with this. The idea in mind is "suppose" to encourage people to set their HP's for an inn in other places other then Ulda, however that won't happen. The Ulda Inn will be use as the main Homepoint used to travel back to town when needed while the secondary HP will be used when doing things like Ifrit so they can travel back and forth quicker without having to use anima or at the least only need to use anima once.
There are different ways to go about it. The one mentioned was the return timer would be the same 15 min shared timer but what if the inn timer was longer. The Inn return timer should be 12hrs, since the main idea for the Inn return is so you can log out for the night and gain rested xp. There's no need to have the Inn be set for 15 mins, unless you for some reason need to go back and pull things out of storage every 15 mins.
I like your logic. Tomorrow, I'm gonna march the streets protesting the use of forks. Forks make eating food far too convenient - I think people might abuse forks and have an unfair advantage over my own method of eating.
I don't like forks. Nobody should have the option of using forks.
Why even have an overworld?
Just have the cities and dungeons you choose from a menu and a little area to fight enemies around your level/complete quests.
You do realize when they implement this, it's still 1 Inn and 1 Camp right?
If you resort to death warping, then it means the game's been poorly designed as death warps are a very, very off-concept of fun. . . .
And if someone would care to explain, how is death warping not being plain lazy?
A good strawman arguing strategy is to ask for SE to remove the whole world, because obviously the only thing the overworld can do is be traversed and artificially add playtime in the form of 10-60 minute chocobo rides.
...Skipping over the OP.
Good job SE this sounds like a great idea. Also I'm surprised about people worrying about this making airships pointless. Am I the only one who'd set the 'second' HP as somewhere useful that costs a lot of anima (i.e. not a town or a favoured destination) then just use my inn and airship to other cities?
Anyways love this change, disagree with OP entirely.
They should just bring back exp loss
This just in from Jynx News Network: calling people out on stupid posts is one and the same as complaining.
http://medtips.in/wp-content/uploads...1/baby-cry.jpg
Petition to ban OP
General Forums are nearing rock bottom.
I don't care who posted this, I'm completely against being able to set your HP in a city and your Inn in a different one AND three favored teleport spots.
Stop thinking about stuff FFS
http://www.youtube.com/watch?v=7Pa5qZmAa2Q
I think 2 HPs would make people "getting out of Uldah" easier, if you can have an HP at Uldah & your city of choice think of how much less bothersome it would be to check the wards. You can return to uldah, check the wards & return to a less laggy destination.
The airships are convenient, but are a pain when you just want it quick. 2 HPs won't solve the anima gripe, but at least it would make the little things like moving from town to town, or town to raid nicer...