Quote Originally Posted by Jpec07 View Post
If your argument stems from the notion that "I had to suffer through this, and so should everyone" or "this has never been a problem before" or anything similar (which it definitely seems to), I highly recommend you look up the logical fallacy "Appeal to Tradition."
If my argument is unclear from
Quote Originally Posted by Rongway View Post
That's a fair expectation but if you want to do that then you have to learn the zone's footpath boundaries and aethercurrent unavailability the hard way. Making the compass detect only aethercurrents on the lower level portion of a map would require an extra complication of the compass system that just isn't necessary. They want you to explore the zone and discover where you can and can't go, and that's a fair expectation too.
ask me what I mean instead of leaping directly to character assassination, thanks.

Quote Originally Posted by Jpec07 View Post
As it stands, Thavnair only has four of the ten exploration aether currents available in the first part, but while you're trying to find them, the compass keeps trying to take you to areas you can't get to--and there's no way to know if the current you're tracking is accessible or not, which can cause you to waste a lot of time on an impossible task. My suggestion would fix that.
That's exactly how it's supposed to be, and it's not something to fix. Rather, your suggestion would spoil at least the zone reachability timeline and discourage exploration. If only the reachable currents are tracked by the compass, then you would know with quite a bit of certainty how much of the zone you can and can't reach. You would stop exploring after the compass stops detecting currents instead of continuing to explore for the sake of exploring.

Obviously we're all expecting some zones to be split by MSQ walls, so it's no spoiler that some zones won't be completely explorable until later in the story. But you're meant to figure out how they're divided and by what story events on your own, not have the reachability limits fed to you by the compass. The exploration currents are near MSQ objectives, so just don't detour for anything over some short range threshhold--150y or 200y maybe--and you won't spend a lot of time searching for currents you can't reach except for maybe one or two that you'll realize are on the other side of a crevasse or cliff. If you can't find a way to the current, just wait until the MSQ has you return later. You will still be able to find them before the final MSQ , and you'll spend less time backtracking when you return than by trying to reach impossible-to-reach currents the first time through.

We're not actually arguing about interface here, because what you perceive as a flaw in the interface (the detection and reporting of currents you cannot actually reach) is a purposeful implementation of a game exploration mechanic, and it's fine for such a game mechanic to include frustrating or misleading information because it's just part of the game. And I'm posting so that the devs can see that even if some people think there's a problem, there are some people who understand that it's just part of the game and that there's nothing to fix.

Sometimes "it's just part of the game" isn't an absurd argument, and when we're talking about a literal game it's a much better argument than ad hominem attacks.