Indeed, the main story was written with all the teleporting in mind. I'll always prefer one big journey to 10 fetch quests that end up taking the same amount of time though. :/I didn't care about money and others didn't as well we just wanted to get though the story quests. The game sends you back to Horizon like every other quest during some parts of the story. I and a lot of other people got so sick of traveling from Horizon to Vesper Bay just to get to the Waking Sands that we all questioned why there wasn't just an aetherctye in Vesper Bay. If new players had to travel from the somewhere in the Shroud or La Noscea back to Gridania and Limsa respectively take an airship back to Ul'dah then travel west to Vesper Bay then travel all the way back to their location to continue their quest then to only have to head back to Horizon again in a few quests there would be so much rage. That's not enjoyable that's just tedious.
Yar.
Game has no interesting content; player base in turn asks to be forced to manually travel everywhere.
My god, if people even read what they wrote. Only in MMOs does this mentality exist.
No.....because travel would only be fun if I didn't have to see a loading screen every 100 ft
Stone ages of travel? So having far bigger maps, having no mounts of any sort, and having teleports cost so much that they weren't worth doing unless it was absolutely necessary? No airships, the ferry was an actual 5 minute boat ride (and showed up in real time, so if you just missed it you were waiting five minutes for one of the two ferries to come back and get you), and don't forget the level 55+ mobs (easily up to level 99, and they weren't even that far from starter areas).
Been there. It was 1.0 before patch 1.18 gave us Chocobos. There's a reason most of us older players have at least one gathering job leveled up. Back then we had skills that increased our run speed if far enough away from a node :P.
Last edited by LlenCoram; 02-20-2014 at 05:32 AM.
Do it like FFXI conquest. Weekly tallies of item turn-ins, quests, FATEs, etc. per Grand Company per camp. 1st place GC for each camp gets reduced teleport fees to that camp for that week, 3rd place gets increased fees. Camps that don't get enough action to be claimed can't be teleported to.
Doing the treasure maps a few times I've said "Wow. I forgot how pretty this area is." While it was a massive pain in the junk sometimes, the limited teleports per day thing was actually sort of cool back in 1.0
They weren't even that limited near the end. If you made friends with a fisher, young indigo herrings could come up ten fish to the catch. A stack of those would give nearly the max amount of anima. My shellmates were never in want of anima because I kept the young indigo herring coming, and the hamlets always wanted them.
I've still got 56 stacks of the damned things on my retainer.
When I started this game I discovered all area's (with a few exceptions end game dungeons and coil...etc.) by running around. I actually leveled my armorer this way from 41-44ish maybe 45.
And it was grand and beautiful. Now I just use my Choco and really the only time I teleport is when I do Coil, or use the "return" (does that one even count?)
But I enjoy the scenery and the music, I actually turned my choco music off so I could enjoy the sounds/noises/music
-HAVING SAID THAT- I disagree with OP. The way we have it now is best of both worlds..."you choose" to teleport, and "I choose" to Choco/Run![]()
Last edited by Meshico; 02-20-2014 at 06:36 AM. Reason: I said you but meant "you"
Hmm, that had already happened during the calamity. The old aetheryte network was totally destroyed and a company from Ul'dah rebuilded it (the reason why teleport cost now gil).
All the Aetheryte you see now ingame are not older than 5 years (Eorzea time).
Last edited by Felis; 02-20-2014 at 06:46 AM.
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