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Thread: Unique Zones

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  1. #30
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by BHGlobbd View Post
    Edit: The zone could present dangers beyond just monsters lurking in the mist, pitfalls shrouded in the mist that if fallen into, warps your character back to the aetheryte in the first quest hub/town of the map. Even dynamic weather systems could play a role. The normal visibility of the fog could be something like 15-20 yalms, but when the dense fog weather system rolls in, the FoV decreases to 10-15 yalms. A sand storm weather system (credit to Aldora) that does damage to the player if they are outside during the storm, to avoid it you would need to hide in a cave system or go above the fog into one of the quest hubs/camps.
    I had a similar idea way back in 2.1 but instead I wanted zones with no teleport crystal. It was more of an "open-zone" dungeon if that makes sense. Places like the Blind Iron Mines that connected Lower La Noscea to Middle La Noscea always fascinated me as to how it would look like if we could traverse it. I imagined it would have high level monsters for the time and occasional random spawning boss mobs and you had to pitch a "tent" to create your own temporary base for about 30 mins where you can change jobs without a cd penalty.

    Wishful thinking I know, but that's what I get for trying to imagine a more immersive world where you don't teleport from point to point, which is what this game is slowly becoming.
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    Last edited by Marxam; 01-28-2016 at 09:08 AM.