![]() All of the inconveniences of past parties were now gone, and the players had a viable way to “solo” their way to the level cap. For a time, the way S-E handled this event was considered by the player base as near-perfect no experience loss no need to find parties, as everyone was working together (including large groups of friendly NPCs) to defeat the enemy and quick teleportation to and from the battlefields. The longer you stayed and the more you did, the heftier your end reward, in the form of experience points, Allied Notes (the equivalent to Conquest Points from the game’s original content), and rare treasure. These battles could take anywhere from 5 minutes to over an hour. Sign up for a campaign battle, and prepare for waves of enemies. Semi-scheduled battles took place in each of the recycled “past” zones, as well as three new ones: Grauberg, Fort Karugo-Narugo, and Vunkerl Inlet. ![]() For about 18 months, “Campaign” was the most popular event for FFXI players. In many Western RPGs (and RTS games), the “campaign” is synonymous with the plot arc. This really is a shame, and I’m frustrated with how it all came about. Abyssea and Magian Trial weapons captured the attention of players, and the story didn’t matter anymore. Square Enix sat on this content far too long, and I personally think they realized it otherwise, why would they have made the end boss so easy to level 90 players that it could almost be solo’ed, if not duo’ed? Answer: because approximately 1% of players bothered to keep up with the story. Sadly, while the final hours of Wings of the Goddess were somewhat interesting, they were in no way worth the three year wait. Players who want to see the main plot of Wings of the Goddess to completion (available since December 6, 2010) have to clear at least one of these “past” nation quest lines. If memory serves, this one also was the most fetch-quest-ridden of the three nation subplots. Players beware: even at the current level cap of 90, the hardest fights in all of this expansion await you if you take this path. The mini-ending for this series of missions was probably the best part of the entire storyline found in Wings of the Goddess.īastok’s quest line is also interesting, as it involves stories of revenge and betrayal regarding a female Hume captain and her trusted Galka companion. Lehko’s true motives for helping the people of Windurst are slowly unveiled as you follow the nation-specific quests. ![]() His name is Lehko Habhoka, and he’s on the run from both love-struck ladies and the Shikaree, who believe he has done something wrong back in the Mithra’s homeland (an area yet to be available to FFXI players). An almost-never-seen male Mithra (or, as we call them, “Manthra”) is the key character of this story. The most interesting, by far, takes place in Windurst. That competing future is being brought about by an evil queen named Lilith and her Spite Wardens.Īmidst this main plot are three diverging sub-plots for each of the three nations. What’s more, her will, at least on the surface, seems to be to stop a “competing future” from coming into existence. Together you will bring about her divine will. Now, it took a solid year before this was all fleshed out, but over time, players who trudge through the story missions discover that Altana has chosen you (the player) and Lilisette to be the two Wings of the Goddess. For Zilart it was Lion, for Promathia it was Prishe, for Aht Urhgan it was Nashmeira, and now in Wings of the Goddess, it’s Lilisette. Every expansion has centered around one female lead NPC. Also of significance is a young half-elf dancer named Lilisette. Key NPC characters from each nation, as well as their beastman counterparts (Yagudo, Quadav, and Orc) are doing the time warp. It’s not just you, and the thousands of other FFXI players, hopping through the maws, however. He has the power to suck up everything, including time. ![]() You also discover early in the plot line that those Cavernous Maws are tiny embodiments of Atomos. You also meet up with the world’s cutest cat-thing, Cait Sith, who makes his debut into this particularly entry of the series with this expansion. Your initial objectives are to align yourself with one of the three nations (Windurst, Bastok, or San d’Oria) in this new timeline and begin to help with the Crystal War. These “Cavernous Maws” had a strange and special power: knock the player back into the thick of the Crystal War (by the game’s plot, about 20 years before the main events of the game). Across the main continents of Vana’diel (Quon and Mindartia), these crazy giant-gaping-mouth statues appeared.
0 Comments
Leave a Reply. |