Agreed. It's odd, then, that they decided to move from exactly that (alternate tools and supplementary systems, such as rockets, hooks, and gliders -> rentals and limited flight -> unlimited but slower fight -> unlimited and full-speed flight) to what we see now. It was from their having already had and done all that that I suggested those gradations.
I'd have to greatly disagree. Not every WoW zone has incredible design, but atop what all aspects of visuals alone by which the better among WoW's zones may already rival the better among XIV's, there's far more interesting use of topography and, outside of scaled areas (or prior to their becoming entirely player-scaled), mob diversity.I think the other problem with the way WoW unlock flight is that, from a personal point of view, the open world of WoW is not interesting (that said, no open world of any MMO I've played in recent years is interesting beyond questing for the main story, including FFXIV). And so, I spent more time in the open world to unlock flight than what I would on my own. It is essentially forced content for a quality-of-life feature for that said content. It just seems like backward design.
I disagree, so long as the zone or world affected is threatening by ground but not by air, as is typically the case initially in new WoW zones. I'd of course prefer to see them simply add aerial threats, but such is easier said than done. (And could you imagine XIV attempting that, given that its Z axis is basically a non-factor and mobs able to hit you from some 40 yalms below?)In regard to taking away gameplay, I think having flight should be accepted as part of it. Being able to walk, run, mount up, or fly, to decide to engage in or avoid PVP, for instance, is part of the players' choice in how they engage in the gameplay.
I'm also not sure how or why PvP would factor into it. In WoW, one simply chooses to or not to partake in world PvP. Before that was the case, moreover, flying mounts (though sometimes a boon for those disadvantaged by massively lopsided faction populations in a given zone, if there was cover enough to go unseen) were known almost solely to cheapen any form of world PvP. Since PvE objectives would require grounding, flight in the open world with PvP unlocked (as on the old PvP Servers) always carried a "third-party" or "ambusher's" advantage, since one could immediately attack from their 310% movement speed flying mount at the nearest moment of opportunity but the defender could not similarly avoid this threat without being held at a stalemate, unable to leave their mount. Given the power of movement skills and CC in the game, the existence of mere ground mounts did not necessitate the same stalemates nor advantage higher gearer, burstier players (as to make them unable to see reprisal by most classes due to how quickly they can engage, kill, and escape) in the way that flight did. Since Burning Crusade, flight has led to more kills and yet fewer actual 'fights' so to speak (a smaller portion of kills contributing to 'Honorable Kill' counts) and generated to generally lower opinion of the game's World PvP. It forgoes holding, threatening, or taking ground, navigating around one another, etc., in favor of punishing whoever first partakes in PvE elements.
My apologies for reordering your comments, but I wanted to address them as coupled as my response is interlinked.In terms of taking away from the feeling of a zone, I think being "artificially" grounded for such a lengthy amount of time does take away from the immersion in a world where flight does exist.
As for feeling lonely, make more interesting contents for people to want to go down on the ground even with flight unlocked.
I agree that so long as flight exists, seeming to suddenly un-learn how to fly is... well, bull, unless there's an obvious difference in the environment as would affect flight.
For that reason, when I first heard that HW was to have flight I --in naive, pipedream fashion-- hoped that we'd have literal (air/aether) currents that'd supplement a stamina-based flight system. You might, for instance, take a sprinting start before diving off a cliff into a deep ravine, catching a current that passes down and through the chasm, refilling stamina even as you glide or hover (chocobos' obviously aether-assisted flapping). In such a way, topography would still be relevant and, since you'd have to figure out where these (air/aether) currents flowed and how they shifted over the course of the day or different weather patterns, there'd still be an element of progression: there'd be the real, player knowledge component and then perhaps a further, subtle artificial "attunement" bonus by which stamina costs could be decreased and max speed increased with time spent in the zone or along its currents, etc. It'd neither require suspension of disbelief as our mounts repeatedly forgets how to fly just because this zone is arid and has no river instead being arid and split by a river, etc. Instead, flight would only be as different as the zone's topography and a bit of arbitrating randomness (especially if air and aether currents aren't quite one and the same).
But alas.
Same, though locking it behind the extra few sidestory quests seems a little odd to me, even if I understand that it aids the questmakers' ability to slightly push their curation upon the players. I'd still love some actual flight physics and the aforementioned unlock system, though.But anyways, it is what it is. As it stands now, regardless of any issue people might have with FFXIV's open world, one thing I'm more than satisfied with is its flight unlock system.