That's where I was trying to bump the idea with mount flavor stuff. Maybe a high peak area needs a mountain chocobo - which you might not unlock right away either to give your noodle some extra progression and thoughts to the area (at first you might just have a shallow stream boco, and you've to examine the map and miss certain quests, but through work in the area you'd unlock mountain walking rank 1 giving you a short period of time to 'climb' a mountain (think skyrim horse lol), which can climb mountains while using stamina or something (to prevent it from being like ground flying, but actually mountain climbing). Or you might have a open stretch area, and if you don't have too much cargo, you could do a running sprint leap that causes you to jump farther than normal (crossing a large distance).
Also, depending on the depth of content in an area, you might be able to construct and repair facilities- adding bridges or stairs, shortcut caves, ramps, secret of mana cannons. . . w.e / etc lol. Wouldn't make sense if you've like 2 missions in an area, but if they utilized Amh Araeng for like 10 repeatable quests that have mutations and their own variants (meaning a lot of possible opportunities), then the depth could be nice.
I'd love to see tent and some camping stuff in the game, tents were a huge part of older FF games, and of course FFXV. It would be cool if you could gain buffs and such from having more of a road trip journey. Like if each zone had some basic local ingredients you could make a potent in-that-zone buff (that lasts quite some time, ranging from stat to QoL, like one might be like sprnt speed 100% while another may be sprint duration 500%), similar to how there were food buffs in FFXV, this camp buff not replacing normal cooking food buffs (perhaps if you combine your camp meal your CUL meal will last longer as well). Maybe a sort of zone guide for each area that comes with some tidbits of lore on plants and animals (that you can use for your benefit).



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