How does something that's written in the lore of the game kill immersion?
How does something that's written in the lore of the game kill immersion?
Sorry OP.
It's Established Lore that teleportation is an archaic means of travel that is typically used by adventurers, Mages, and others in possession of large inner aether reserves.
It's not as common because one, only what you have on your person (Clothes, weapons, snack cakes in your left pocket, ect) can be teleported with you combined with the fact that not everyone is physically capable of using it often if at all.
So, adventurers teleport to Aetherytes they've discovered as a convenient form of travel, Merchants and Common Folk use Chocobo Carriages for transporting goods and everyday travel, And Dignitaries and The Eristocracy use airships out of both convenience and privilege.
It's actually more lore breaking to be wearing one of the glamour outfits from the veteran's rewards since the characters those costumes are based on have never been in Hydaelyn. I'll give a pass on the FF13 gear as Lightning was actually physically here for a while.
The big secret is, they teleported there ahead of you, but all that armor you repaired before meeting them took about 20 minutes a piece to repair and it also took about two and a half hours to walk the 8 malms to where they were waiting for you. So they're tiffed that they beat you there and have to play triple triad for hours waiting of "The Warrior of Light" <Mocking Tone> to grace them with their presence. And since we ALL know Tataru cheats that's certainly no fun.
the silly part is that every quest asks you to teleport between every corner of the realm, and make it sound like a grand and tough journey...ya, no...it took a few second - and when you get there, the NPCs have already been waiting for you, for a few hours - annoyed that you took so long.
So if aetherytes are lore, then why do NPCs expect you to run from Dravania to S-Than, and back? then to limsa ->gridania->dravania, for good measure.
Last edited by Kaiser-Ace; 02-11-2016 at 10:56 PM.
Teleporting is convenient and is already a large part of how people play. If it were taken out now, the outcry from the players would be extreme.
However, I would like the option to utilize longer modes of travel. I often miss the boat rides in FFXI, where I could watch the scenery pass by while fishing. Or getting a bird's eye view of the landscape while chatting with friends on the airship ride.
Those were fun and memorable.
One of the things that I hated in XI and (and other MMO's) is how long it took to get places. Judging by the boards plenty of people disagree with me but in a video game I don't want to have to factor in commute time to my fun. I like the teleport system in FFXIV. I don't always use it--I take chocobo porters and airships a fair amount, but I'm glad it is there as an option.
You can use Choco Porters and The Airships to travel if you want. The three main city states can fly you to each other for 1500 a pop then there is a Chocobo Porter or Chocobo stone just about everywhere and connected to all the others. But the airships just have a short fast travel CS and the Porters are on Auto Pilot usually making it easier to just walk or ride your own chocobo. I actually had to ride from Mor Dohna to to Limsa because I ran out of teleport money once. I make sure to keep about 5k on me at all times now.
As you said, airship rides in FFXIV are just short cut scenes. Its not the same.
Nostalgically, I remember one chocobo trip I took from Bastok to Jueno as a level 20 Warrior.
Everything was going well, the scenery was wonderful and the background music relaxing. Everything changed when I entered Rolanberry Fields. My ever so faithful chocobo decided to abandon me because my time ran out!
I was forced to channel Solid Snake as I sneaked my way around mobs only to fail and make a last ditch effort to flee, training Goblins,Quadavs, and bees to the entrance of Jeuno passing bazaaring alts. Who hopefully weren't massacred after I zoned.
I remember taking a sigh of relief as made it to the zone and my screen turned black. Only to gasp in dismay when my screen finished loading and I found my character lying on the streets of Lower Jueno dead from a last hit of a Quadav sword. @_@
Travel was a large part of the experience in XI, whether it was traveling to the city or traveling to an XP location. It was always fun and provided it's own set of challenges.
I definitely don't miss the long wait times, and the drama the occurred when a member of your party would constantly die on the way to that premo camping spot, but I do kind of wish a form of that existed in XIV.
Boats and airships shouldn't have been reduced to black screens. We have too many fast travel options. The original lore of having to use anima I thought was a better system and with the addition of mounts it made it less of an issue. Sadly we live in a time where people want to rush everywhere and not be stuck traveling or actually having to think about where they want to teleport too.
To be honest, I completely agree. I hated the teleport system when I played GW2 and hate it here as well. WoW with the flight purchases worked quite well at getting you places relatively quickly, while also giving you the sense that the world is vast.
Because you are separated from the lore while using it. Firstly, I am not sure if gil costs are built into the lore - or why that makes sense. Second, you have this window pop up with your selected places to teleport that clearly disconnects you from the world around you.
The world is effectively made much smaller, and you interact more with pop up windows than you do with the open world. (between teleport, DF, PF etc).
I wouldn't mind some areas where you were forced to go on foot for long distances and have to decide fight or flight. Make like a labyrinth or something where some mobs you can take and some you need to sneak past or run for your life. The main reason I have such hatred from most games that do that is the exp death penalty where you can actually drop levels from dieing. FF14 has no death penalty so the risks don't have as high consequences. But 11 iirc could drop you entier levels for dieing too often. Which was, to me, a bad game design in an over all poorly designed game.As you said, airship rides in FFXIV are just short cut scenes. Its not the same.
Nostalgically, I remember one chocobo trip I took from Bastok to Jueno as a level 20 Warrior.
Everything was going well, the scenery was wonderful and the background music relaxing. Everything changed when I entered Rolanberry Fields. My ever so faithful chocobo decided to abandon me because my time ran out!
I was forced to channel Solid Snake as I sneaked my way around mobs only to fail and make a last ditch effort to flee, training Goblins,Quadavs, and bees to the entrance of Jeuno passing bazaaring alts. Who hopefully weren't massacred after I zoned.
I remember taking a sigh of relief as made it to the zone and my screen turned black. Only to gasp in dismay when my screen finished loading and I found my character lying on the streets of Lower Jueno dead from a last hit of a Quadav sword. @_@
Travel was a large part of the experience in XI, whether it was traveling to the city or traveling to an XP location. It was always fun and provided it's own set of challenges.
I definitely don't miss the long wait times, and the drama the occurred when a member of your party would constantly die on the way to that premo camping spot, but I do kind of wish a form of that existed in XIV.
Because the Aetheryte system was basically demolished in 1.0's end, there was a lot of expensive rebuilding. When we teleport, the fee is directed toward the debt the citystates have for putting up trillions of gil worth of aetherytes in 5 years, since it is a vital enough system they indebted themselves for it.To be honest, I completely agree. I hated the teleport system when I played GW2 and hate it here as well. WoW with the flight purchases worked quite well at getting you places relatively quickly, while also giving you the sense that the world is vast.
Because you are separated from the lore while using it. Firstly, I am not sure if gil costs are built into the lore - or why that makes sense. Second, you have this window pop up with your selected places to teleport that clearly disconnects you from the world around you.
The world is effectively made much smaller, and you interact more with pop up windows than you do with the open world. (between teleport, DF, PF etc).
Its also in lore why there was no aetheryte near Waking Sands; Ul'Dah was trying to coerce Minfillia into allying the Scions with them by taking away convenience.
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