point of impact
point of impact
Im wondering myself..
Before 1.0.
After 2.0. ??
could this be the midgard dragon, which we see on the structure in Mhordona in 1.0.?
well questions over questions.
Last edited by Tonkra; 01-09-2013 at 04:55 PM.
or the sea creature from lominsan opening cs. o_o more questions than answers, can't wait to get in it and go go GO.!.
If the yellow object IS the tree like structure, (and i cant tell because from some angles it looks similar and from others it doesnt....) i don't think it will have anything to do with the impact events following Bahamuts attack. And i forget but was the tree not part of Coerthas in the roadmap? I have vague memories but i could be totally wrong there. A few things have changed since that first roadmap package we got anyway.
I remember for a long time after reading about the tree, i was expecting it in every patch. They talked about it being a mystery that we would unravel quite early on in the dalamud disaster. Nothing came and then information about it completely died down to nothing. I was actually beginning to think they'd scrapped the whole idea or it was one of those little promises they cant fulfill, so they keep hush and hope no one brings it up.
But either way, if the tree was supposed to be introduced /before/ Bahamut razed everything and before Dalamud fell, then it makes sense that its entire concept was based on something else, something other than the actual impact/destruction moment.
Then again, they may have gotten halfway and changed its concept entirely, making it a post impact feature, which might explain why it was never talked about. I can see why SE wouldn't have mentioned it, as a creator i think you'd feel a bit silly announcing something then changing your mind and saying "Actually its not THAT, forget THAT, i had a better idea. Its actually THIS."
Perhaps, but I have my doubts after poking around in alpha >.> hush-hush and all of that. . . . We'll see, but it does look somewhat logical, those 2 pics.
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Well I think we may have jumped the gun on some of the ideas about the concepts as a whole. We assumed the original eruption and the LL crater were concepts for the new town designs (which in retrospect since there was not detailed concepts as of yet the Grid Adventurer hall came much later so it was the only conclusion) but if you look at them now and then watch the opening cinematic you can see the angle, view platform, and even the arrangement of for lighting effects mirror them exactly. So it is possible the CG was constructed with out thought of when or where but to escalate the grand new world feeling and they used some artistic renderings of landmarks even though the surrounding area might not be the same when we reach it in game.If the yellow object IS the tree like structure, (and i cant tell because from some angles it looks similar and from others it doesnt....) i don't think it will have anything to do with the impact events following Bahamuts attack. And i forget but was the tree not part of Coerthas in the roadmap? I have vague memories but i could be totally wrong there. A few things have changed since that first roadmap package we got anyway.
Also with the zone lines there will be some distortion between placement of things so lets say that (And I am not intentionally breaking any nda as I have not seen 2.0 Corethas or Mor Dhona in any shape or form this just for explanation purposes) Corethas is broken into 6 zones with a 7th optional for when Ishgard opens. Any land mark that can be see from Ul'dah will not accurately perceive where it is. So you clear the canyon pass of blue fog and go into Mor Dhona and lets say that broken up into 5 zones. Now in Mor Dhona which is northward of Thanalan you might have to look east or west for the same landmark just because the walk able zones are configured as such that you may clear a considerable distance entering it. So the maps until we have the entire one is a persons personal perception of elimination. So the data road maps might have hurt the sense of direction more so then helped.
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It's not the same logic as what they use for in-game chocobos. I could fathom that chocobos are staying in your vicinity while you are on adventures and that allows them to be called so quickly. Having them wait for five years in the exact same spot is a lot less believable.I had no problem with this because it's using the same in-game logic we've had all along. The cg chocobos arrive the exact same way our chocobos have always arrived for us. Granted it's weird how they appear/disappear so suddenly, but the game has long accepted that that's just how it works.
Would be great to have some ingame lore built up on chocobos.It's not the same logic as what they use for in-game chocobos. I could fathom that chocobos are staying in your vicinity while you are on adventures and that allows them to be called so quickly. Having them wait for five years in the exact same spot is a lot less believable.
I imagine that the chocobo's bond to their masters' in such a way that they develope a magical bond and can detect their masters presence and beckon. Like some real life animals have insane sense of home, even displaced great distances. So I don't think the chocobos just sat there, but rather felt their masters presence return and came rushing to be ready to be called.
Maybe SE can give us a fun quest to retrive our goobbues from the forest, since the animals should exhibit differences (blanket statements on mounts for easy / lazy reasoning is boring and cheap ;p )
What you wrote could make sense but at this point it's just your own explanation without any in-game evidence. As far as I know lore wise, there is no explanation other than "they just come when they're called." Maybe they stay close by as you adventure, maybe they run from the city-states and just look like they popped up to save us time, maybe the whistles teleport them, maybe the cg chocobos sensed their masters will reappear and were waiting in the vicinity, who knows. But what we do know is that when you whistle in the game, they seem to come out of nowhere and when you get off they seem to run off and disappear.It's not the same logic as what they use for in-game chocobos. I could fathom that chocobos are staying in your vicinity while you are on adventures and that allows them to be called so quickly. Having them wait for five years in the exact same spot is a lot less believable.
What I mean when I say it follows the same in-game logic is that the cg chocobos appearing out of nowhere is just a movie illustration of what happens with our in-game chocobos - they both just suddenly appear when called. I'm not saying it makes logical sense perse, as the question of where did they come from still exists. If we want to question where the cg chocobos came from, we should start by questioning where any of our chocobos come from when called. But if we accept that in-game chocobos seem to appear out of thin air when called, then we should accept that these cg chocobos do the same. Asking how the chocobos still do this after a 5 year time-skip certainly seems to add more questions, but it's built on top of an accepted fantastical logic.
Interesting side note, the legacy chocobo was originally a rental like the other party members in the "A New Adventure" trailer but was changed later. If the midlander used his 1.0 whistle, it should've called his original chocobo since they're trained to listen to specific whistles. SE probably just overlooked this and wanted to show us legacy chocobos but mayyybe it's an indication that our 1.0 chocobos "turn into" legacy chocobos instead of us having 2 birds..? No other evidence to suggest this though so I'm just throwing it out there for now.
Last edited by KaMuiSouZou; 01-12-2013 at 08:24 AM.
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