I honestly think Coil was just too hard for a lot of people.
Well, there's that but coil was also a massive time investment that not everyone was willing to pay. And getting a stable static was tough too.
I honestly think Coil was just too hard for a lot of people.
Finally got to wander around Western Coerthas last night. I've barely unlocked any of the map and the zone feels a lot bigger or at least more open than the ARR zones. Loving it
Well, there's that but coil was also a massive time investment that not everyone was willing to pay. And getting a stable static was tough too.
All of the Heavensward zones are way bigger than the ARR zones
Kinda curious how large Heavensward's maps are compared to Xenoblade Chronicle X.
That's what I mean. It was too hard to really do with randoms.
All of the Heavensward zones are way bigger than the ARR zones
I wonder if the guys who designed the maps came to Canada or Russia. Cause there sure is a whole lot of nothing in the areas.
Were the WoW raids so important to the story and lore? Coil is basically an extension of the events from 1.0.Isn't it standard for raids to be too difficult to do with randoms across most MMOs? WoW intrigued flex raids and raid finder which appar early made them easier to do with randoms. Before that though I'm guessing it had to be done with a static.
Any WoW players around who can comment?
Were the WoW raids so important to the story and lore? Coil is basically an extension of the events from 1.0.
The actual terrain itself is fine. However, the person who translated it all to the map... that person is just a horrible human being, and I hope his mother forgets his birthday this year.I for one do not care for the new maps at all. Reminds me of 1.0's big and empty environments that took forever to get anywhere. I also hate the verticality with all the cliffs and ledges. Incredibly painful, misleading and time consuming without flying. Yes, flying make all of them trivial, but just because you implement the feature, doesn't excuse the poor design. There was a reason why all of the maps got a size reduction in ARR.
Flex raids are good to make with your friends, which are the same as normal, but you can do it with as many people as you want and the difficult will adjust.Isn't it standard for raids to be too difficult to do with randoms across most MMOs? WoW intrigued flex raids and raid finder which appar early made them easier to do with randoms. Before that though I'm guessing it had to be done with a static.
Any WoW players around who can comment?
It's quite good. A lot of feels from that place.I never actually knew this until today. Now I kinda want to git gud.
Gaius was right.Galvus is also right.
The concept for a Thought Form or Tulpa is actually an old concept. It's pretty interesting. Supernatural had an episode about one.
The Wrath of the Lich King raids ending with Arthas as the final boss seem important. Whether or not it's to the same degree as XIV I have no idea.Were the WoW raids so important to the story and lore? Coil is basically an extension of the events from 1.0.
The actual terrain itself is fine. However, the person who translated it all to the map... that person is just a horrible human being, and I hope his mother forgets his birthday this year.
Flex raids are good to make with your friends, which are the same as normal, but you can do it with as many people as you want and the difficult will adjust.
Raid Finder is the dumb down version of the dungeon, it removes the most complex mechanics so people can pug it and wont have any problems. This way everyone can enjoy the whole story, but the drops have ilvl lower than normal raid.
A lot of the areas are used in side quests. A lot of the other areas are obvious for things like future dungeons.
Plus hunting.
Huh,so WoW dungeon finder removes mechanics? Or specifically the raid finder?
The actual terrain itself is fine. However, the person who translated it all to the map... that person is just a horrible human being, and I hope his mother forgets his birthday this year.
The actual terrain itself is fine. However, the person who translated it all to the map... that person is just a horrible human being, and I hope his mother forgets his birthday this year.
It's as if they made all these elevations just to excuse having flying, but what they didn't consider is that most of the questing is done when you don't have flying yet. So we have to endure all the painful navigation on foot, and when you can finally fly in a zone, you're practically done there already.
The final boss of coil (I assume everyone knows who it is by now but I won't say it just in case) is mentioned in the story in a sort of subtle way, and it sucks that it's never acknowledged that it was killed by the player (if the player actually completed the content). Although story-wise, I think the decision was made amongst the people involved to not mention anything that happened in the coils to anyone else, lest they freak tf out.
Going into Dravanian Forelands for the first time and seeing that big ass mountain thinking it's a backdrop and thenwas absolutely great.finding out you can scale it and it has two caves in it and the huge crystal on top is the next dungeon
My friend and I both went "wow" at the same time.
Why is FF14 such an enjoyable MMO? I mean it is SO traditionell but...it just works.
Wait, WTF happens in the coils?
Final Coil Spoiler:
The coils were built as a means of trapping and reconstructing Bahamut, who was last seen at the end of FF14 1.0 being freed from Dalamud (meteor) as he wrecked havoc on the land.
Throughout all of the Coil of Bahamut you venture down into these ships constructed by the ancient empire who originally enslaved Bahamut - the allagans. You fight their creations with the ultimate goal of stopping the regeneration of Bahamut, which has already begun upon the player character's destination at the end of the Binding (First) Coil.
The final boss is - as you might expect - Bahamut. Though he hasn't fully regenerated by the final Turn in body, the player and 7 of his friends go up against a smaller version that he's created within his own "heart."
There's more to that of course but the coil story is one of my favorites in the game so far.
Final Coil Spoiler:
The coils were built as a means of trapping and reconstructing Bahamut, who was last seen at the end of FF14 1.0 being freed from Dalamud (meteor) as he wrecked havoc on the land.
Throughout all of the Coil of Bahamut you venture down into these ships constructed by the ancient empire who originally enslaved Bahamut - the allagans. You fight their creations with the ultimate goal of stopping the regeneration of Bahamut, which has already begun upon the player character's destination at the end of the Binding (First) Coil.
The final boss is - as you might expect - Bahamut. Though he hasn't fully regenerated by the final Turn in body, the player and 7 of his friends go up against a smaller version that he's created within his own "heart."
There's more to that of course but the coil story is one of my favorites in the game so far.
Huh,so WoW dungeon finder removes mechanics? Or specifically the raid finder?
I honestly didn't realize that it had such a story to it. It always just sounded so intimidating.
Yeah, the world building in FF14 is top notch and having it extend to the raid is just extra icing on the cake for something considered "optional" content by many. They even put a full CGI cutscene in there which shows you how much effort they put into it.
I'm almost 60 but I have no quests to do, I don't know what else I can do other than Library again and again.
Woah, they did? I gotta find like, a coil playthrough on Youtube.