WoTg lack of content

I dont know about that.. its only 20 years in the past (which didnt make sense in the first place.. feels like it should have been longer ago). Not having airships 20 yrs ago in game is like saying our parents didnt have airplanes when they were our age.

edit: mithra originated in kazham.. and mithra play a huge role in the windurst campaign in the past. They must have someway to transport all those felines to the mainland. Even without airships, a boat ride from windurst to kazham shouldnt be any worse than a selbina or nashmau ride.
No, they didn't. Khazam is a colony, not the mithra homeland.
 
u want a cookie?

that still doesnt explain the mithra...

you were a lil off base with how long it would take.. it looks to me like the distance between windy and kazham is shorter than selbina and mhuara >.>
Mithra originate from the southern continent, not Kazham. Most of them came solo or in small groups and became mercenaries.
 
well still.. if you look at a map of vanadiel, the distance between mhuara and selbina is clearly larger than windurst to kazham. There should be a boat!
 
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well still.. if you look at a map of quon, the distance between mhuara and selbina is clearly larger than windurst to kazham. There should be a boat!
But there isn't.
Deal with it.
 
no! ill swim if i have to! we must stop the tonberries in the past before its too late!
 
no! ill swim if i have to! we must stop the tonberries in the past before its too late!
Outside of assasinations on the mainlands, tonberries play no part in the war. We'll probably see them in Xarcabard or Castle Zvahl.
 
we must prevent them from taking over our future! If we kill them in the past, then they wont be there to conquer us in the future.. During the war, the tonberries sit in their temple, cultivating their dark power, and sharpening their throat stabbin daggers!
 
we must prevent them from taking over our future! If we kill them in the past, then they wont be there to conquer us in the future.. During the war, the tonberries sit in their temple, cultivating their dark power, and sharpening their throat stabbin daggers!
And then ZM4 never happens, you never get the dark stone or w/e, and you never get sky access.
 
we must prevent them from taking over our future! If we kill them in the past, then they wont be there to conquer us in the future.. During the war, the tonberries sit in their temple, cultivating their dark power, and sharpening their throat stabbin daggers!

of justice?
 
WotG has about as many zones as ToAU, and both have about 75% as many zones as RoZ or CoP (I don't feel like listing off those two though).

ToAU initially unlocked (24 counting boat rides, 20 if you don't):
Aht Urhgan Whitegate
Al Zahbi
Nashmau
Wajaom Woodlands
Bhaflau Thickets
Caedarva Mire
Mt. Zhayolm
Halvung
Mamook
Arrapago Reef
Aydeewa Subterrane
Jade Sepulcher
Navukgo Execution Chamber
Talacca Cove
Hazhalm Testing Grounds
Periqia
Leujaoam Sanctum
Ilrusi Atoll
Lebros Cavern
Mamool Ja Training Grounds
... and also the 4 boat rides (Whitegate to/from Nashmau, Whitegate to/from Mhaura)

ToAU initially locked (8 ):
Alzadaal Undersea Ruins
Nyzul Isle
Silver Sea Remnants
Bhaflau Remnants
Arrapago Remnants
Zhayolm Remnants
Colosseum
Chocobo Circuit

And if you recall, even among those initially unlocked areas, quite a lot of them weren't nearly as fleshed-out at the beginning as they are now. Al Zahbi's Besieged, the Assault areas, the BC/ISNM areas, the Einherjar area, parts of Bhaflau and Caedarva, etc.

WotG initially unlocked (21):
Sauromugue
Batallia
Rolanberry
Garlaige
Eldieme
Crawlers' Nest
Meriphataud
Jugner
Pashhow
Fort Taruname
Vunkerl
Grauberg
West Saruta
East Ronfaure
North Gustaberg
Windy Waters
South Sandy
Bastok Markets
Ghoyus Reverie
Everbloom Hollow
Ruhotz Silvermines

(Noting that the last three are subject to campaign performance under rules that aren't really understood yet. You get there in certain Campaign Ops which some people in some countries on some servers can do, and most people can't yet. Not sure why they don't have an either.)

WotG initially locked (9):
Oztroja
Davoi
Beadeaux
Beaucedine
Xarcabard
Zvahl Baileys
Zvahl Keep
Throne Room
Walk of Echoes

So anyway, that puts WotG with just about the same total number of zones, and just about the same proportion of unlocked to locked zones, as ToAU. It's a pretty decent number of new zones, it just doesn't seem like that many because in a sense, all but seven of them are "old" and familiar (although that's kinda the point). And probably just like ToAU, many of the initially unlocked zones will get fleshed out to be more interesting over the course of the expansion.

And no, the rest of Bastok, San d'Oria, and Windurst are not in there. Jeuno's not in there at all. Likely the past versions of those places will only be visited, if at all, in cutscenes (like Metalworks is visited in Bastok #3).
 
Let's give access to every single zone right when the expansion comes out so it gets boring and stale really fast.
 
Its nice that at 75 there are mobs dc-vt, but hopefuly there are more "new" zones, like Vunkerl Inlet .

Gnoles are too weak, even the decrepit gnoles are easy, solo, without sigil. I was soloing a Igniss Djinn, and noticed after 3-4 sleeps the spell wouldn't land ><.
 
Its nice that at 75 there are mobs dc-vt, but hopefuly there are more "new" zones, like Vunkerl Inlet .

Gnoles are too weak, even the decrepit gnoles are easy, solo, without sigil. I was soloing a Igniss Djinn, and noticed after 3-4 sleeps the spell wouldn't land ><.



Thats cuz they are dark based and seem to be super resistant to sleep ><
 
Anyone who thinks ToAU is the best expansion is an idiot.

Best storyline: COP

Outside of that, what does any expansion have on ToAU?

In ToAU you get:

Beseiged (a new concept, though a little lag intensive, can still be fun)

Assault (people forget about the equipment introduced with this, and not
just the ra/ex stuff)

Salvage (currently my favorite endgame event, very good equipment, also probably one of the more challenging concepts in endgame)

Not to mention the complete destruction of the old exp/hour barriers. How many were getting at least 15k/hour before the expansion, let alone the 30k that some of the better equipped groups hit? Hell I can get a high of ~10k/hour solo on BLU, mainly because Imps are paper thin.

Oh yeah, on a personal note, my favorite job came from the ToAU expansion.
 
COP sucked for one reason: Level Caped Areas

Who ever though of that idea should be beaten.
I thought it was a good idea.
Was able to get through some CoP missions while leveling.
 
Congrats. You're the only person in the world that liked CoP's progression system.

I liked it too. It was a perfect way to make people of all levels work together instead and a great way for a social ls to do something together with all of thier members without the lowbies feeeling useless.
The fact that I kept lv cap gear from the get go saved up for bcnms or leveling a similar job later made it slightly easier for me to always have the lv cap gear on hand.
If there were no level caps COP missions structured the way they are would suck even more to get people for.
You would either be told to :
Get a lv 75 to solo the whole thing for you. ( This is boring. I hate boring when in the middle of an epic saga) if lv 75 players could solo a large majority of the missions until sea then it also stands to reason that gilsellers could have flooded into sea and fucked up limbus unto an unusable state while maintaining a monopoly on coins. ( dont pretend they wouldnt do that if they could get thier accounts through COP fast enough)

or the missions wouldnt be beatable unless you were lv 75 which would completely exclude players from all the missions for an entire expansion until they had played the game for several months/years.

You can say there's a middle ground all you want but the lv caps are the middle ground.

The lv caps were actually a good idea however we as a playerbase required only X job to be used in X cop mission which is what really made lv caps suck imo. How many people enjoyed being forced to lv x job to y level before being allowed into a group?
I know i wasnt too happy about myself being excluded from COP missions on thf for I dont know how many months/years until I hit nin 75. Then after months of being told I cant jion in on COP because I have thf I do the missions only to find out that it's pure bullshit.
The only missions where my thf would have been a liability were ultima/omega(only because we didnt have another tank), COP pots, and The final promathia fight since I was the kiter.
EDIT: snolls probaby wouldnt have been that great an idea to use thf either.
 
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CoP was meant to appeal to the lower level people. Something like that might have been better for the RoZ expansion.

It doesnt really work when 80% of your players aren't low level :|
 
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