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  1. #1
    Player
    Zfz's Avatar
    Join Date
    Aug 2013
    Posts
    2,371
    Character
    Celenir Istarkh
    World
    Atomos
    Main Class
    Red Mage Lv 90
    I feel the problem with aether currents is that people who love exploration will explore with or without locking flying behind the currents; people who don't enjoy exploration simply feel like they're being forced to waste time.

    Being a theme park MMO where players are expected to pick and choose the parts of the content they like, I would agree that aether currents isn't something important enough to force on to all players (e.g. MSQ is something important enough, PVP isn't, crafting isn't, housing isn't, and nor is exploration).

    I would say a good compromise is to keep aether currents and use them for something else, and unlock flying at the end of the MSQ for the zone. Aether currents can be used to unlock maybe extra toys (like consumable toys one can buy using the FATE currency?) or even extra aether shards that only work for in-zone teleporting.
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    “There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
    ― Ernest Hemingway

  2. #2
    Player

    Join Date
    Jul 2020
    Posts
    1,759
    Quote Originally Posted by Zfz View Post
    I would say a good compromise is to keep aether currents and use them for something else, and unlock flying at the end of the MSQ for the zone. Aether currents can be used to unlock maybe extra toys (like consumable toys one can buy using the FATE currency?) or even extra aether shards that only work for in-zone teleporting.
    That's unnecessary as ARR flying is not mutually exclusive to aether currents.

    They can make it so that you can choose to collect aether currents if you want to fly sooner in a zone and unlock flying per zone or you wait until completing the .0 MSQ to unlock flying in all zones at one time.
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