The only parts of Anima I absolutely don't like is the teleport anywhere at anytime in the field and the anima resource penalty, and I abused that to hell and back. My 'ideal' teleport/fast travel system is as follows.
Abolish the Anima penalty. No more wondering if you can teleport just because you have done it too often. Believe it or not this is my biggest problem with the system, you can spend all your anima in one day without much trouble but if you are stingy or selective it won't drain very fast or not at all (especially if you hadn't played in a week or so) but this attitude splits the community between those that have anima, and those willing to share it.
Crystal to Crystal Teleportation network with maybe a bit of gil cost. No penalty for how often you do it, just a bit of gil and it scales with the distance traveled, you can't do it in the field, but there is usually a node or a crystal near by almost anywhere you are. Keep "Return" and every 30 minutes you can immediately teleport to network crystal anyways, but maybe increase the time on return to 60 minutes (or keep it, I don't know).
Basically I want the system streamlined where it doesn't favor the conservative or the stingy or people that haven't played recently, and it also favors traveling through the world at least once and makes your more attached to a specific location (Knowing at any time where a node is for fast travel). Keep the nodes in the city and at any time you can travel anywhere from there.
Last edited by Croy; 02-01-2012 at 02:51 AM.
So keep the same system, get rid of the resource number, and don't allow you to do it while in the field. That's your grand solution?The only parts of Anima I absolutely don't like is the teleport anywhere at anytime in the field and the anima resource penalty, and I abused that to hell and back. My 'ideal' teleport/fast travel system is as follows.
Abolish the Anima penalty. No more wondering if you can teleport just because you have done it too often. Believe it or not this is my biggest problem with the system, you can spend all your anima in one day without much trouble but if you are stingy or selective it won't drain very fast or not at all (especially if you hadn't played in a week or so) but this attitude splits the community between those that have anima, and those willing to share it.
Crystal to Crystal Teleportation network with maybe a bit of gil cost. No penalty for how often you do it, just a bit of gil and it scales with the distance traveled, you can't do it in the field, but there is usually a node or a crystal near by almost anywhere you are. Keep "Return" and every 30 minutes you can immediately teleport to network crystal anyways, but maybe increase the time on return to 60 minutes (or keep it, I don't know).
Basically I want the system streamlined where it doesn't favor the conservative or the stingy or people that haven't played recently, and it also favors traveling through the world at least once and makes your more attached to a specific location (Knowing at any time where a node is for fast travel). Keep the nodes in the city and at any time you can travel anywhere from there.
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I guess you also keep forgetting about the return function... you can still do it in the field. Also I said "ideal" for my tastes, I know full and well its not every ones. Its basically the same system used in WoW, FFXI and a whole host of other games. Overall my two main concerns is the ease it is to travel anywhere in the world from level 1 (Destroys the illusion of danger, I would like it to be you are forced to walk/choco whatever to a crystal and attune to it first and can't piggyback on another adventurer to do it), and yet at the same time I don't like how anima resource can split a community based on how often they play, and how often they use the function. I merely stated how I thought it 'best' to alleviate MY problems with it. Its an opinion not an ultimate solution.
Uh oh... you said it's something from WoW...................................INCOMING@! They are coming for you now.....I guess you also keep forgetting about the return function... you can still do it in the field. Also I said "ideal" for my tastes, I know full and well its not every ones. Its basically the same system used in WoW, FFXI and a whole host of other games. Overall my two main concerns is the ease it is to travel anywhere in the world from level 1 (Destroys the illusion of danger, I would like it to be you are forced to walk/choco whatever to a crystal and attune to it first and can't piggyback on another adventurer to do it), and yet at the same time I don't like how anima resource can split a community based on how often they play, and how often they use the function. I merely stated how I thought it 'best' to alleviate MY problems with it. Its an opinion not an ultimate solution.
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No for anima removal. Teleport and Warp spells were moved from spell to a game feature exactly so people wouldn't be forced to level up a class they don't want just for this. Also, the game is plenty of (useless) trasportation options so players don't really need to teleport wherever they go.
It's a matter of management, not a bad feature that needs to be removed.
I support this D mog. Anima kind of ruins the immersion. Plus, with the new zones in 2.0, I think it'd be better suited for walking/chocobo. That way you get to explore every zone and get that immersion feeling you expect from a FF title.
Because we talk and talk and talk about everything under the sun. We insist on pushing things down the development team's throats like they aren't capable of making any rational decisions about anything what so ever. If they keep anima they keep it, if they do not then they don't, I think they are smart enough ladies and gentlemen to decide what works. As far as my own personal view, I think it works like quick travel in almost every recent MMO I have played or seen. I say to those though that want to abolish it, especially those that have been here since September of 2010, have you not spammed yours and your friends anima to do... whatever?
There is lore to backup anima, how does it ruin immersion?
Anima is part of the World and has lore to back it up, therefore it should increase your immersion. Your move.
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