

There are too many flaws that need resolving to get this to work well. Keep in mind that this already happened in HW, and worked in every single expansion beyond that. Its an easy way to force effectively more zones into the 6 you get. And provide areas with decently leveled enemies alongside it.
2nd: it doesnt matter if a zone has lvl 91 enemies on 1 side, and 100 on the other. If there is an aetheryte at the 100 spot. People will just dodge mobs in order to get to that aetheryte. Fields op show how easily this is managed. It barely adds exploration feelings. The only reason the older areas felt like they did was because the lvls were more impactful stat wise, and because you lacked experience and gear to get further. These days with tomestone gear of lvl 90 you can already get to lvl 96 easily, which means all the mobs below that are easy.
What i do hope they wont be doing is to force people into a 2 zone split in the beginning. I rather see them quickly visiting 1 area, then the next one. They can both still be half blocked off, but instead of just teleporting, it now at least demanded players to cross it themselve.
Oh, and areas like living memory and ultima thule should be skipped entirely, or given its own 7th area. Such forced splitting of areas just isnt fun since you know it ends up unlocking a small piece every single time. It was ok in azys lla being the first time. But any later time just failed massively. If you want such area, at least place it in a section similar to tempest where most of the zone is still a normal exploration zone. These always feel like a wasted zone to me with anoying gatekeeping. Either its the element of surprise when the zone gets released (ahm araeng, kholusia, peaks, laby all did a good job here), or the zone itself should be an entire surpise.
I dont want the predictable: here is a corner, here is the next one, im lvl 99, so soon those other 2 will be opened up. Why do i need to follow the msq if i can already see the zone at a distance anyway? Its boring, let me explore, and do guesses on how the msq is going to use the zone. It feels too restrictive and pushes too much on: follow the msq to unlock everything quickly. It should feel more natural, and not feel like 'im missing out on something' because you can see fates spawn on the map.
the 7th area implementation could even be in field op style, which then potentialy could mean several zones are yet to be unlocked, and there not being any map visible of the area until you reached it. That gives a good element of surprise then.
uh sorry but i'm more referring too making zones feel more alive in general with more locals and sights to see etc. not like how the areas themselves are meant to function etc we need more things to explore and visit. i really like rak'tika for this reason cause it gave us ancient ruins to visit and underwater areas to find and see,
and i really enjoyed ARR's open world as you could go into shops, go into buildings and see people interacting in them an the areas had alot of variation this is what i want them to do for future expansions to really flesh out the world and make us want to explore it and find places or monuments or areas of interest we aren't called "Adventurer" for nothing after all and the open areas should reflect that they should be an adventure all on their own not just a "farm" simulator that we return to farm gathering materials or spam fates, hunts, etc. another good zone is Lakeland its immersive an feels surreal i want them to do more of that kinda stuff



I think there could be a diversity of environments underground besides just stone caverns. Subterranean forests like in Journey to the Center of the Earth, for example.
But Iscah's also right, I was mainly imagining all the possibilities to explore in general for Gelmorra, and beneath the Shroud. There'd be room for other locales to fill those niches in an expansion like that.![]()
On the topic of zones, while I adore the more natural zones, especially ones that remind me of places I've been to IRL, I have fallen in love with Heritage Found, and just how fantastical it is. It's cowboys, castles, and robots haphazardly smashed together. No one belongs anymore, and yet they do. It reminds me of some of the locations in The Dark Tower series or The Real World from The Matrix. I hope they take me somewhere I've never been to in 8.0 like they have with Heritage Found, I hope we get more fantastical zones.



Heritage Found is such an interesting zone, in that I'm genuinely not even sure how you would approach making 'more zones like Heritage Found'. It's such an extremely specific concept for a zone, that I don't even think it's possible to repeat; you just have to go that high-concept again and hope you hit the mark a second time in a different way.
It's around my Youtube channel and videos! The link's not hard to find, but you can probably understand, I'm not about to link it here!



To start with, I think it's worth saying a few important things:
1. 7.3 is slated to be the end of Dawntrail's MSQ arc; Endwalker was unique in that the arc ended with 6.0 because it was a wrap for the MSQ arc that began in A Realm Reborn (or maybe even Legacy), so 6.X was just filler to get Dawntrail prepped and ready to go (not unlike 2.1 - 2.3 being filler for Heavensward). 8.0's MSQ arc should start being set up in 7.4.
2. The Scions already took a major backseat in 7.0 to Wuk Lamat. Complaints about the latter aside, I'm not sure how popular pulling them out of the spotlight has been. Also we need NPCs to run Trusts, and they're already there...
3. The whole point of sending us to the other side of the world seems to have been an effort for a fresh start. As such, I do not think we're going to go back and explore "old world" areas except as side content (Stellar Exploration, Deep Dungeons, Custom Deliveries, etc.). The MSQ writers clearly want to break away from preexisting lore and do their own thing; I can't fault them for that, though the results so far have been less than impressive.
The current trend seems to be setting up a reflection as a bizarro incarnation of a previous Final Fantasy title and us stepping in to resolve some crisis (after the fact). 6.X was the first taste, Tuliyollal seems to continue this (Gulool Ja Ja, Zoraal Ja, and Gurfurlur are all named after XI characters with characterizations contrary to their original incarnations), and Alexandria cements it. While they may pivot considering how poorly Dawntrail's been received (all you hear in news about it these days is how stale the game is and how subs are dropping like flies), the most likely path forward with what we know is using the Interdimensional Key to visit other reflections which will have similar bizarro setups to IV and the Thirteenth and IX and the Ninth. Where they go from here is anyone's guess, but if I had to venture a guess I'd say something to do with X (since it's sandwiched between the games Dawntrail references and one of the most popular games besides).
Will Preservation and Calyx have anything to do with it? Maybe. Will we go around eating Azem shards? Probably not. Will real Sphene join us on such adventures? It's a personal want, but who knows.
Apropos of Azem reflections, it's deliberately left vague as to whether or not the "original" Golbez or the RPR Avatar is "Thirteenth Azem." Yes, I know the EE suggests it's the latter, but there's too many suggestions in the game to rule out the former. It's a moot point regardless - if it's the former there's no way to actually retrieve them, since "original" Golbez's memoria crystal was lost or subsumed into Zeromus (whose own memoria crystal is being used to revitalize the First's Empty), and if it's the latter RPR doesn't function in-lore anymore.
Last edited by Cilia; 07-10-2025 at 06:26 AM.
Trpimir Ratyasch's Way Status (7.4 - End)
[ ]LOST [X]NOT LOST
"There is no hope in stubbornly clinging to the past. It is our duty to face the future and march onward, not retreat inward." -Sovetsky Soyuz, Azur Lane: Snowrealm Peregrination



From what I can generally vibe about people's responses to Dawntrail (and I'm generally pretty good at vibing out community responses to media), Dawntrail kind of hit an ugly midpoint that nobody was entirely happy with, where all the Scions were there but nobody was really doing anything. So nobody was really super happy with it; the people who wanted a Scion-free story still had them hanging around making their presence known, but anyone who wanted the Scions to actually have a Scion Story were annoyed that they didn't really contribute.
I'm squarely in the former camp but also see the latter, and like I said on the first page, I think it gets solved in the future by only bringing in Scions that actually have something to actively do.
the whole point of DT was supposed to be to have a vacation away from eorzea and the disbanded scions but unfortunately they still kept them in anyway an yes i think the trust component might be a factor to it but also the JP an CN communities often have this problem with idol worship.. an it shows with how they keep shoving y'shtola in ads an having the twins advocate for clothing lines etc.
but i think the scions need to go do their own things for at the very least one whole expansion like sure fine use them in sidecontent if they MUST but keep them there do not let them impact the story as whole and let our character for once have the spotlight back on them. this whole excuse of "they need npcs for main scenario" doesnt fly when in the same token the duty support they added adds in random people we've never even met or interacted with before but are allies none the less an i think a majority are okay with that having factions offer their aid to us via proxy representation or hell they could just combine our grand company squad to the duty support system and people would be content with that as well.
it just needs to make logical sense as to why they are there an not be shoe horned in at a whim. (looking at you Estenien )
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