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  1. #1
    Player
    Kyros's Avatar
    Join Date
    Nov 2013
    Posts
    306
    Character
    Odiron Dulmare
    World
    Balmung
    Main Class
    Marauder Lv 60
    While we are at it, add a Shard to Armor/Blacksmith guild in limsa. Kind of dumb we have 3 aetherytes for the market, 1 for each other guild, but none for 2 guilds sharing a single space.
    (4)

  2. #2
    Player
    HakuroDK's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    2,052
    Character
    Kinnison Cooke
    World
    Malboro
    Main Class
    Gunbreaker Lv 90
    Edited my original topic with the most popular Aetheryte choices.

    Didn't add Vesper Bay because, as much as I 100% agree that it needs one, especially when going through the 2.0/2.1 storyline, it's that lack of an aetheryte that is one of the major reasons the Scions move from Thanalan to Mor Dhona. If they have an aetheryte, that part of the story becomes completely contradictory.

    Quote Originally Posted by Eirwen View Post
    Also, while we're at it, place one at Minfilia so we don't have to go zone through two doors. or, a bit more seriously, one at St. Coinach's.
    To be honest, it would be nice to remove the zoning from the Waking Sands/Rising Stones to the Solar. Makes very little sense.
    (5)

  3. #3
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by HakuroDK View Post
    To be honest, it would be nice to remove the zoning from the Waking Sands/Rising Stones to the Solar. Makes very little sense.
    That is there due to player load problems. They can instance the Solar and Waking Sands/Rising Stones separately if there are to many people. During the early part of 2.0 there were occasions where you could have close to 200+ players in that small room at one time.
    (0)

  4. #4
    Player
    Eirwen's Avatar
    Join Date
    Oct 2012
    Location
    Limsa Lominsa
    Posts
    114
    Character
    Eirwen Mackenzie
    World
    Excalibur
    Main Class
    Bard Lv 60
    Quote Originally Posted by Ultimatecalibur View Post
    That is there due to player load problems. They can instance the Solar and Waking Sands/Rising Stones separately if there are to many people. During the early part of 2.0 there were occasions where you could have close to 200+ players in that small room at one time.
    But now it's two seperate instances and you are the only player in that small space now, which should allow for the door to the Solar to just be a door. Makes little sense to me otherwise now in 2.4.
    (1)

  5. #5
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    Quote Originally Posted by Eirwen View Post
    But now it's two seperate instances and you are the only player in that small space now, which should allow for the door to the Solar to just be a door. Makes little sense to me otherwise now in 2.4.
    They are 2 separate rooms because the story.
    1 room that you enter before the garleans raid it, 1 room you enter after this event.
    (1)

  6. #6
    Player Lithera's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    1,225
    Character
    Randolont Althoreaux
    World
    Midgardsormr
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Felis View Post
    They are 2 separate rooms because the story.
    1 room that you enter before the garleans raid it, 1 room you enter after this event.
    More or less this. The game has to check your mission flags when you enter Waking Sands etc to load the proper version of the area. If they were a part of the zone as a whole the game would have to check the flags every time you zone into Western Thanalan which is a traffic increase on the server and more loading time when you zone.
    (1)

  7. #7
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    I'd rather not see more aetherytes in the open world maps; however, I think the city shard being in zone with the market board makes a lot of sense and +1'd OP for that reason alone.

    Maybe a compromise to those wanting even more instant travel is a one way aether gate like 1.0 had (from a gate you can travel to the zone's aetheryte but may not teleport to the gate itself). Anyway, the zones are not that big and adding more instant travel just makes everything feel smaller. You may argue you don't have to use them so ignore the people who care about scale, but you then do not understand people, people will generally do what is most effective even if it isn't the most enjoyable choice.
    (1)

  8. #8
    Player
    Rocco's Avatar
    Join Date
    Mar 2011
    Posts
    40
    Character
    Skai Rossi
    World
    Leviathan
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Shougun View Post
    I'd rather not see more aetherytes in the open world maps; however, I think the city shard being in zone with the market board makes a lot of sense and +1'd OP for that reason alone.

    Maybe a compromise to those wanting even more instant travel is a one way aether gate like 1.0 had (from a gate you can travel to the zone's aetheryte but may not teleport to the gate itself). Anyway, the zones are not that big and adding more instant travel just makes everything feel smaller. You may argue you don't have to use them so ignore the people who care about scale, but you then do not understand people, people will generally do what is most effective even if it isn't the most enjoyable choice.
    Agreed, the world already feels small as it is, adding more instant travel options just trivializes the world that was created in the first place. And don't get me started on the zone lines implemented because of the PS3. The world already feels small and with each zone being instanced it takes away the feel from the being one large world.
    (2)

  9. #9
    Player Jynx's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,964
    Character
    Jynx Masamune
    World
    Diabolos
    Main Class
    Thaumaturge Lv 100
    My legs they don't work!
    (0)

  10. #10
    Player
    Grey_Cain's Avatar
    Join Date
    Oct 2011
    Posts
    426
    Character
    Cara Verant
    World
    Ultros
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by HakuroDK View Post
    Hey there! This is a very minor request. You know how, in Limsa Lominsa, there's an Aetheryte Shard right in the middle of Hawker's Alley? Well I was wondering if it would be possible for there to be one right in the middle of the Ruby Road Exchange in Ul'dah.
    There are some shortcuts available, although a bit circuitous and occasionally just one-way.

    Ruby Road Exchange/Airships:
    Take the aethernet to the Chamber of Rule and then hop on the elevator. I agree, though, that the Adventurer's Guild aetheryte shard could stand to be moved just inside the zone border on the Sapphire Avenue Exchange side (I figure that's where you actually want it) or a brand new one by the FC chest in the markets. Likewise to the airships, Gridania's airship area could benefit from an aetheryte shard.

    Red Rooster Stead:
    Limsa Aetheryte to residential aethernet and leave out the front door, but of course everyone should know that. What you may not know is that there's a ferry in the residential area that takes you back to Limsa. Aethernet over and talk to the Maelstrom soldier by the boat and choose to leave the residential area (also works in Gridania's residential area, I don't know about Ul'dah's, but that's just around the corner from the city anyway).

    Blacksmith/Armorer's Guild:
    Coming back from the Limsa residential area puts you nearby, but loading times easily make up the difference from just running there from the Aftcastle. Could really use an aethernet shard to get back to the rest of the city.

    Moraby Bay:
    Take the Fishermen's Guild ferry to Aleport, then take the Aleport ferry to Candlekeep Quay (80 gil total one-way). Return the same way.

    Vesper Bay:
    Take the Arcanist Guild ferry straight to Vesper for 80 gil one-way, also returns. Great for getting to Cape Westwind in a hurry.

    Whitebrim Front:
    Nope, no shortcuts. This one definitely needs an aetheryte. If you just need to get to Boulder Downs, it's faster to go from Mor Dhona. The Observatory, however, is about equidistant between Mor Dhona, Fallsgourd Float, and the Coerthas aetheryte.

    St. Coinach's Find:
    While closer to Mor Dhona than Whitebrim is to Coerthas, and certainly shorter than the distance between Quarrymill and Camp Tranquil, it's still a fair jog out to go to a dead-end. An aetheryte here isn't really necessary, but it wouldn't be a dealbreaker. It's even longer getting to the Fogfens (Ceruleum Processing Plant is faster to the imperials, about the same to swamps), but I somehow doubt they'd want to set up an aetheryte in enemy territory.
    (1)
    Last edited by Grey_Cain; 11-14-2014 at 10:27 AM.

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