That's what they said on the T-rex description, yes. That the wind aether changed it,but it would still needs some physical change to it. Or else, the whole theory of evolution wouldn't apply to Hydaelyn and birds wouldn't needs wings to fly. It's most likely that a being or a machine would need tremendous amount of aether to be able to fly without wings or proper device.
And don't tell me the namazu are flying the mikoshi with sheer willpower alone x)
Tough it's out of topic, it's probably a really interesting discussion and something to see on the lore forum.
It's still interesting to see if something fits the lore. If you just accept everything cool without caring about it, you will just end up with something really idiotic like space demons flying in galactic ships trying to take hold of a well of power or something like that.
Not when they are hanging on for dear life.
In-game explanation is of a similar bent to how the flying chair (made by Alchemists) works - enough Cloudsbreath added during construction (intended to make it easier/light enough to carry for the Namazu) had the additional effect of aspecting it enough to wind that it can fly.
Hmm, then why is the T-rex not showing any change? I mean, okay I can let it pass for the elephant since he can fly thanks to "magicked carpets affixed to its back". It's stupid but I can look away from this one.
Here's the item description from XIVDB :
Wouldn't it make more sense if he some physiological modification if he was exposed so much to it? And wouldn't it take multiple generation before one of them gain the ability of flight?Alarmed scholars report that the “T-Rex”—as it is called by those short on ink—has gained the power of flight through continued exposure to the Isle of Val's turbulent aether.
Side note : I won't think the game is "unplayable" because of it. I just like to know how things tie to the lore. If the explanation is just "The T-rex can fly with the power of cool" then fine. I'll be slightly annoyed, but I can live with it.
Oh yeah, I remember them saying something about making it "lighter". Which is probably why they are hanging to it, now that you mention it...


We don't really know because they haven't gone on a lenghty explanation on how it happens, they have just done a quest about it to explain the change on the pirates of sastasha and that was it we don't know exactly how much aether it takes to create mutations or how long it tales to be able to fly, we don't even know if it's something that can be easily learned, we do know however that a good win aetherconduction can effortlessly make island float though


You said other developers are silent and SE wasn't. That's very heavily implying that you believe one is better than the other. You've since clarified your position though so we can move on from this though.
You didn't dispel anything and it's not a myth, it's real. SE uses that excuse by a staggering margin for many technical requests the playerbase requests. Everyone knows that other companies suffer from it. That's common sense.And I was also trying to dispel this myth some people believe that SE experience an outstanding epidemic of server and engine limitations compared to other mmos when the truth is all dev teams experience them daily. It just so happens SE openly mention theirs very very often.
Agreed. I will retract my statement that you are a white knight. You've successfully demonstrated the ability to have a rational discussion and cite logical examples to clarify your position. I respect that.And to dispel this idea that I'm a white knight. snip
Hey Buddy, haven't seen you on MMO champ in a while.
Just wanted to chime in on this one - while it's true that FF14 has more dungeons (by end of expac) than WoW does, I'm not sure that we can simply measure quantity vs. quantity and call it even.
FF14 dungeons are exceptionally linear and follow the exact same formula each time. To add to it, they're extremely narrow in focus (i.e. rewards, target playerbase, etc.), lack depth, and are released 1 to 2 at time.
WoW dungeons start you off with a lot more variety and are considerably more deep, as well as offering scalable challenges and rewards for multiple player types. Not only that, but they aren't identical in format or layout.
So while it is a factual statement that FF14 produces MORE dungeon content than WoW, I'm not sold that it's a fair comparison.
Upgrading your games codebase from UE3 to UE4 is not some one script and done affair. It's a complete redesign of the games code...A commendable effort...
But one that sounds significantly less impressive when you consider that it's from one version of the game's engine to a new version of the same engine, and much/most (and possibly all) of the work actually developing that engine was done by an entirely different company.
This is pretty reductive - but it's not far off. If SE developed more deep/robust content they could mitigate some of this risk. It would allow times when they devote more effort to QoL to not be so painstakingly shallow for the playerbase.
Last time I ran dungeons in WoW, they were also pretty linear. Some do allow for doing some bosses in a random order, but many are just as linear. I also don't see them as being any more or any less deep - you have trash to deal with, occasionally with a mechanic that needs to be handled, and then bosses with 3-4 major mechanics.
Not sure where you're getting that dungeons in FFXIV are identical in layout either - pretty sure each map is different. Often linear (as often as WoW's are, especially post-Vanilla content - the ones from the classic game are the only ones that really had the open variation, but that kind of design has been missing from new dungeons for about 11 years now), but that's nothing new for either MMO.
Speaking of identical - funny that of the two games, only one offers dungeons that are the "hard mode" of previous versions that are literally the same location, with the exact same bosses (occasionally you get that one extra tucked in a corner) and trash, and where everything just now hits harder and bosses maybe get a new ability or two...versus reimaginings of the location into a sort of "sequel" version of the dungeon that often leads to new spots on the map and has brand new bosses.
That all being said, you've missed the context of my comment, which was related to the amount of content (given that the person I was quoting specifically mocked what they saw as a decline with the suggestion that we'd be getting one new dungeon and one fight in savage, it's exceptionally clear they are talking about amount). WoW drops something like 5-7 with the expansion, keeps them around with additional difficulty modes (that are, again, the same dungeon with boosted enemies - they use that to great effect with their mythic system, but that's not what is being discussed - remember, the comment was about decline in amount, trying to switch it to a subjective discussion of quality just confuses the issue), and if those players are lucky they'll get 1-2 more in another patch before the 8 or so month lull before the next expansion (in a good year, which they've struggled to get back to after multiple year+ gaps).
As for the UE4 upgrade comment - I admit that I did undersell the effort on the part of the developer needed, but that was in response to what I feel was an overselling on your part. Bringing up that they are updating to a new engine, in a thread where talking about making upgrades to a game are common, and NOT clarifying that it's not an in-house engine and that another developer made the engine they are working with (in both cases, UE3 and UE4) implies that SQEX is holding back on us by not doing something similar.
When they'd have to redo their own engine/make a new one AND redo the code, you have a situation that isn't nearly as comparable as you seem to want to imply.
Last edited by Berethos; 06-15-2018 at 02:26 AM.
Worth noting:
There seems to be two possibilities - either they have been around for a while and developed the ability, as Eureka - once known as the Isle of Val - was described during those quests as being a fairly dangerous place in the first place, and part of why they chose that region...or what happened to it - the event that registered magicks related to dimensional compression - caused a significant enough shift that creatures on the island were simply warped in ways that changed them without requiring several generations of genetic development.
I'm putting my answers in spoiler, since this subject, tough interesting, is really out of topic.
Well, according to the tooltip, marids can fly thanks to a "magicked carpets affixed to its back". And those carpets are made by the Ananta, so we probably wouldn't find any wild flying elephants out there.
Still, your point hold for the tyrannosaur as we don't see any wild one in Eureka.
Interesting, so that's kind of a "grey zone" in the lore, right now?
Still, aren't Sastasha's pirates another story? I thought they were modified by the direct intervention of the primal Leviathan. And on this, it wouldn't be the first time a primal modified someone or something. If memory serves, Odin is doing the same thing with the player that kills him. But mutation by exposition to a large source of aether? That's kind of a first, I think.
And for the islands, you are probably talking about the Churning Mists and the Sea of Clouds. And it's true that they have large amount of crystals that generate a lot of wind aether, preventing them from falling. If I remember well, Bismark was actually feeding on those islands. But the tyrannosaur do not have those kind of crystals in it, so the mystery as to why it can fly still hold for me.
And as Penthea said, we don't see any wild T-rex flying around in Eureka.
I need to see the quest text again, but didn't Krile said that those monsters weren't here before the incident of Val happens? (Plus, how can living things survive a dimensional compression...?
|
|
![]() |
![]() |
![]() |
|
|