To The Guy That Designed The Maps For WOTG |
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To the guy that designed the maps for WOTG
2 at most
But WotG is a waste of space thats for sure.
Almost nothing to do in those zones. They really didn't use those areas properly for sure.
I remember when we'd take SSs of Sandworm near us when we'd do Campaign, then when it became relevant along with Ixion and then, well, WoE. That's about it. Oh yeah I did farm NMs in Beadeaux [S] for quite some time, remember duoing that NM that dropped I think Terror Shield and other stuff, was nice money. Would be nice if they found them a use. The thing about WOTG maps, is that tako completely ignores obstacles.
I ran through Jugner_S the right way, once, never again. Offline
Posts: 89
WotG maps are indeed the worst.
Jugner Forest (S) in particular is unnecessarily restrictive. At least you have mounts and chocobos now. When it first released it was walking only.
"Now" that it doesn't matter anymore and you have absolutely no reason at all to go to those zones unless you're doing WotG missions and/or need some beastmen for the monthly ambuscade, you mean?
Wow! So useful indeed! xD (I mean, it IS nice, it just hardly matters these days) One of the best threads lately, gj
Gotta make more old recycled maps that have new blocks so you can only go 1 way.
Then make quests with stupid rewards that makes you go back and forth... Also, gonna make them a requirement for Empy+3 gear. Offline
don't think thats well spent dev time anymore to create more playtime. if most haven't already, players will just utilize project taco to get around it.
empy+3 is probably going to be sealed behind some instanced content with lockouts of XX hours with shared treasure pool cause its a simple and more efficient way to prolong playtime. I think there are some clever lore-related changes to some of the maps (North Gustaberg [S] comes to mind) but most of the time yeah, it's just *** annoying.
Also, Grauberg is the *** worst
WotG areas have the best lighting system though.
Best skies too maybe? I dunno what's different and why they didn't replicate it in Adoulin, but WotG areas use quite a different lighting system, completely different from anything that came before (or after). Quite noticeable at dusk and dawn, it looks beautiful and makes you wonder why they didn't use that technology as a baseline for Adoulin zones, honestly. As far as comments in general I think people already pointed out most things. Some zones were really a mess to navigate. Personally I also got mixed feelings about how "cleverly" they created "new zones" to compensate for their refusal of making Shadowreign versions of La Theine, Konschtat and Tahrongi. There is a thin explanation in terms of lore as to why those new zones aren't accessible in the present (is there a reason why La Theine/Kon/Tahr aren't in the past tho?) but it's pretty meh. That's on one hand. On the other hand we players got the chance to lay our hands on completely new/fresh zones so I don't feel there's much to complain in the end. Also I loved the WoTG musics, mostly. Phoenix.Dabackpack said: » Also, Grauberg is the *** worst Asura.Sechs said: » WotG areas have the best lighting system though. Best skies too maybe? I dunno what's different and why they didn't replicate it in Adoulin, but WotG areas use quite a different lighting system, completely different from anything that came before (or after). Quite noticeable at dusk and dawn, it looks beautiful and makes you wonder why they didn't use that technology as a baseline for Adoulin zones, honestly. I agree but this isn't really a property of the maps themselves but more of the stage lights and map materials Phoenix.Dabackpack said: » I agree but this isn't really a property of the maps themselves but more of the stage lights and map materials Still makes me wonder why they didn't use that tech in the zones they developed after (Adoulin!) Asura.Sechs said: » Phoenix.Dabackpack said: » I agree but this isn't really a property of the maps themselves but more of the stage lights and map materials Still makes me wonder why they didn't use that tech in the zones they developed after (Adoulin!) Yeah I'm just being pedantic lol I don't know why they didn't keep it, but I would just guess it didn't fit with the aesthetic style of Adoulin -- esp considering it was thematically focused around colonization, exploration, and mystery. Compare against the style and atmosphere around the WotG environments which were more serene (the music really helps in this department... love the WotG OST) Offline
Posts: 35422
axetofall said: » *** you The worst is Jugner Forest S the most annoying map... axetofall said: » *** you lol I hope there's an angry japanese man having his morning tea, reading this, and going " !!! hey! *** you too roundeye! " why are we not on page 2 yet?
WotG has some Yuhtunga/Yhoator jungle level maps but it’s as annoying as Adoulin. Almost every zone in that stupid expansion has a bad map with random blocked off points. God, Square really loved their bad maps.
Incoming
"We have read your feedback regarding maps in the "S" era... Some of you wondered why we never used the lightning style in Adoulin, which gave us a different idea..... Empy +2/+3 will be in Yorcia_S! We will combine one way drops of Jugner_S with random spinny ***like Pso'Xja doorways. Also, we're bringing back the bushes that block paths. Enjoy! Please look forward to it," Also requiring drops from Delve (S), Voidwatch (S) and, Vagary (S). Same (recycled) content just with an obnoxiously low drop rate!
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