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Filia desert has big hills again
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I would like to see them stick around, so maybe I'll pitch a suggestion... .... ..... .... eventually . . . . . . . maybe.
And if this counts as a necro bump - it was for an important cause OKAY!
So, the whole desert becomes flat like a parking lot?
As for nerco bumping being a bad thing, I still don't agree. I followed site rules to the letter and produced 14 final merge threads. Was that better? I think it was worse. Others thought so and complained. I think it should be an anything goes policy. You can either start a new topic or bump an old one. Seriously, why is it even considered a problem?
As for the dunes I really wish they would go back to how they were. Do we even know if the flattening was intentional?
As for the necro-bump thing, I personally think it depends on the nature and spirit of the thread. Never mind that, though.
I'm thinking the eventual flattening probably has to do with the intricacies of the Pleione engine. It's something that could be investigated by the development team, but whether or not a (purely visual) feature for a barely visited area is actually worth its time is another thing. The director overseas said the development team is busy with trying to move from DirectX9 to DirectX11 to make way for improvements in graphics and client performance....... So eh.
All parking lots are un-level; they have to drain, but they don't have hills.
Creating caveats about necroing requires more effort by the staff and so shunts decision-making lower down the bureaucracy. This will lead to contradictions which reduces user moral. For managerial purposes, it's better to have a blanket rule. At the moment, that rule is no; I think yes is better.
Post-server merge update: sand dunes still appear in Connous on server Erinn. They still show up after maintenances before the landscape flattens out not long afterwards.
The wildlife seems happy about it.
Keep the sand dunes...Oh, for want of an 'e'!
It's surprising that they bothered to program that in.
(I mainly hang out at the outskirts of filia so I see the watchtower artifacts often)
And to derail a bit: An old giant!:
And a few more child NPCs wandering around at these trade hubs as well
It's always nice to see what older characters and children would look like in this game's simple motif artstyle.
Both trade hubs also have their own background music, which is a VERY unique thing to have in the Very Silent Iria region.
And it's also a very pet friendly experience, practically every NPC has pet-unique dialogue
For now, the musical functionality is a bit broken, and the trade hub music will persist throughout the entire desert and ice regions but only if you visit the trade hubs first to start the bg music playback
Also, the music functionality has been broken for a while now.... a looooong time. The BGM associated with certain encounters or instances will actually just stick when returning to the general Iria map, even upon changing channels. It's funny.
I've noticed strides have been taken with NPCs in more recent times, which is great. All the new NPCs on the boats and at some of the ports will respond to many of the keywords in the travel log - new keywords and old keywords obtained.
Beyond that: some of the dunes surrounding the Oasis have been cleared to make the whole space less closed, thus easier to pass through when completing commerce runs.
I saw other dunes in the desert in my commerce runs yesterday. Other users probably noticed them too now that there's traffic in the region.
I didn't notice any sand dunes today, so the landscape might be back to being completely flat now.
Not only do they disappear after a few hours. But now that I've actually CHASED a maintenance period, these hills are insanely big immediately after the server starts. They're huuuuuge right now
Even some of the 'dead grass' texture at the near border of Filia is raised
I think Reus River sometimes messed up as well. Black Buffalo will be normal for a while usually. But if you hang out near the frozen river for too long, it's like every Buffalo spawn in the region eventually glitches into itself and they all spawn at the edge of the river within a tiny 2x2 square meter area. Makes windmill training interesting, but obviously broken