I actually really like the idea of the 'Teleport Stones.'
I actually really like the idea of the 'Teleport Stones.'
Or rare/common drop item from different mobs. Which then would lead to the question, how many would you be able to carry at a time? I'd go for the 9,999 stack, ya dig?
We're theorycrafting, I don't like this. Discuss facts.
sounds dumb/waste of limited inventory.
how about nothing or just gil
You are just so lovely to have around.
There are alternate inventory options that wouldn't take up space. I'm sorry you can't think past your nose on this.
That I don't want an illusory system that costs gil to take the place of gil so Xzibit can port me to Dragonhead.
The only fact that's new is "Anima is gone". Everything else is waffling on the dev's part because they haven't decided on anything else yet. What we CAN talk about that's not strictly theory crafting is what no more anima means in terms of design logic. For example, what was the anima system? How did you gain anima? How often was it spent? Are they getting rid of it simply because they don't see a point in gating travel at all or did they realize that there were better ways to do it?
Personally, I believe they're getting rid of anima not because they want players to teleport whenever they want at no cost, but they want the cost to be paid in a more accessible way. You gained anima either by waiting or by participating in restricted events. If they decide they want it to be more accessible, but don't care about interactivity, they'll slap a CD on it and call it a day. If they decide they like accessibility, but believe that you should be able to affect your frequency of usage, they'll add a system for players to play with.
They probably got rid of it because it felt like a remnant of SE's original attempt at anti-China-ing the game through unnecessary blocks to keep people from playing too much so that the Chinese government would allow the game to be sold there and thus, allow SE to capture the potential millions of players there had the game actually been any good in the end. The game was not, of course, it essentially went F2P, and I assume SE scrapped their expecations of trillions of subs and thus, went away from the anti-RMT stuff as much as possible.
Getting rid of it completely in 2.0 seems like another way that SE is attempting to completely purge 2.0 of any bad influences of 1.0, especially as there's better, less punishing ways to handle fast travel.
1.0 had airship landing docks within regions, such as by Skull Valley and Treespeak but the airships to these locations never got implemented. That would have made traveling far out in regions a bit better without anima but they were still too few and far between to completely replace anima. Now imagine if they placed something like that within each zone, a zone being an aetheryte camp.
And yeah I clearly didn't get into alpha because of my good CPU + average GPU combo, they were probably after balanced specs. Oh well bring on beta.
I think they should simply remove the recast on Return at this point and implement one for Teleport. Hard to abuse this anyway considering Return only works with 1-2 specific locations.
They could have kept Anima but just allowed us to recharge it by using crystals. Say some BS like we consume the mist from them.
I hope the teleport effect is changed from the Alzadaal Undersea Ruins one to something new, that actually reflects the lore behind Aetheryte teleportation. Every time I teleported it bugged me they just used an XI animation. /first world problem
u wot m8?
The timer on return was especially stupid since you could just carry around a weathered [thing] to change to a lvl 1 job and chuck a stone at the nearest mob to a timer-free return anyway.
An option you actually lost out on if you had every single job at 50.
My weathered skillet was my forever-reusable scroll of instant warp.
Can't you still do that? Set one of your equip sets with a level 1 weapon and no gear on? Shouldn't affect your 50 but idk, I haven't played 1.0 since like March, and not much even then.
Only penalty on death is gear dmg so yea, if you just made a macro to unequip everything except a lv 1 weapon, it was essentially the same thing as a free warp.
You can but the higher level your lowest job is the more likely it is you'll have to do some traveling just to find something able to kill you in a reasonable amount of time.
Hahaha, or the surprise antlings when wandering about Thanalan. Good times.
There is no way they didn't pick people for Alpha based on their GFX card, I have a shitty ATI:HD 4650 and I got in, that card is so shitty. I am saving to build a new computer though![]()
Yeah, that was always pretty WTF to me, having to get somewhere (Mor Dhona?) by sneaking past level 98 goblins. I could understand stuff like level 52 mobs, something you might actually survive a couple of hits from, but 98? What was the point of putting them so high when the cap would not even be conceivably raised that high for months/years/ever? Tanaka logic I guess.
Goblins didn't aggro.
They were probably wondering wtf you were doin hiding in the bushes.