Jump to content
FORUMS
Sign in to follow this  
Starym

Secret Elven Island in Exile's Reach

Recommended Posts

SfeHKzH.jpg
 

It seems there's more to Exile's Reach than we knew! You've probably noticed an island way off in the distance in the zone with a clearly Elven tower on top, but now we know you can actually get there, with some difficulty! ArmouredSpacePony took his Shaman, leveled it to 8 to get the Reincarnation Reincarnation self-rez, and with a whole lot of patience waited for the cooldown every time he died to fatigue on his way to the island! But luckily we don't have to go through all that, as he chronicled his visit to the island, with some Stormheim and Naga assets, as well as the Elven tower and temple, Forsaken camp, ship and more.

Whether this was planned as part of the zone or was just thrown together to be a misty island in the background is unclear, but it's a cool video to check out nonetheless:

Source.

  • Like 2

Share this post


Link to post
Share on other sites

After watching this video here all, most of the areas on this island reminds me of areas that were used in Stormheim in Legion.  They are identical.  he also mentioned that in the video as well.  

Share this post


Link to post
Share on other sites
13 minutes ago, Maddy said:

After watching this video here all, most of the areas on this island reminds me of areas that were used in Stormheim in Legion.  They are identical.  he also mentioned that in the video as well.  

considering exile's reach itself is mostly made from reused assets (highmaul exterior and part of the raid,for instance) its not that surprising

Share this post


Link to post
Share on other sites

Dollars to doughnuts they were planning on this island being the 11-20 zone originally (or, perhaps, that ER was going to be 1-5 and this island was going to be 5-11). That is a LOT of assets (especially the underwater ones) to place and plan on that island for there to have been no plan aside from it being a backdrop. I don't think this is something to be used down the line. Since the second island is a mish-mash of parts like Exile's Reach is, I think it's meant to give players a taste of the world at large, not be the scene for an endgame event, since most endgame zones have a bit more continuity. This second island is essentially a visual portmanteau of all the zones in legion. Just feels like a "bit off more than they could chew" situation.

Regardless, I'm personally more interested the reason all the animals on ER are placed in such odd positions and seem to be communicating. It's so pervasive throughout that island that I really feel like there's a lore reason behind it. /shrug

Share this post


Link to post
Share on other sites
2 minutes ago, ORCSMASH said:

Dollars to doughnuts they were planning on this island being the 11-20 zone originally (or, perhaps, that ER was going to be 1-5 and this island was going to be 5-11). That is a LOT of assets (especially the underwater ones) to place and plan on that island for there to have been no plan aside from it being a backdrop. I don't think this is something to be used down the line. Since the second island is a mish-mash of parts like Exile's Reach is, I think it's meant to give players a taste of the world at large, not be the scene for an endgame event, since most endgame zones have a bit more continuity. This second island is essentially a visual portmanteau of all the zones in legion. Just feels like a "bit off more than they could chew" situation.

Regardless, I'm personally more interested the reason all the animals on ER are placed in such odd positions and seem to be communicating. It's so pervasive throughout that island that I really feel like there's a lore reason behind it. /shrug

reminds me of the original dark souls,where a low res version of firelink shrine exists where it's supposed to only be seen from far away,but can actually be reached even revealing a cut shortcut

  • Like 1

Share this post


Link to post
Share on other sites
1 minute ago, Ulzorn said:

considering exile's reach itself is mostly made from reused assets (highmaul exterior and part of the raid,for instance) its not that surprising

No, but what is surprising and a bit newsworthy here is that they actually built that whole second island and didn't invisible wall it or facade it, like Silvermoon City. That's a decent bit of hours to plan it, terraform it, choose assets, plan assets, place assets, test, etc. (even if nothing was made specifically for it) for there to have been no purpose. This isn't the "Outlands Testing Area" where they were just dumping stuff on a throw-away canvas to see what worked.

Share this post


Link to post
Share on other sites

Anyone else feel that it’ll be for future allied races?? Looks like 4-5 different races sections like Naga, Vrykul, maybe some light based undead faction for alliance... 

Share this post


Link to post
Share on other sites

Wonder if the Horde were originally supposed to have a different starter area, and for some reason Blizz decided both would hit Exile's Reach?

Or, there'll be another class coming, and this is its starting zone...

 

Share this post


Link to post
Share on other sites
5 hours ago, ORCSMASH said:

No, but what is surprising and a bit newsworthy here is that they actually built that whole second island and didn't invisible wall it or facade it, like Silvermoon City. That's a decent bit of hours to plan it, terraform it, choose assets, plan assets, place assets, test, etc. (even if nothing was made specifically for it) for there to have been no purpose. This isn't the "Outlands Testing Area" where they were just dumping stuff on a throw-away canvas to see what worked.

Outlands is a bit of an outlier though and was clearly not designed to be seen. It's more like old Stratholme or Quel'thalas, no (although more complex)? And it's similar to the plaguelands underneath Naxxramas in a sense. Heck, it's probably closest to Karazhan Crypts.

Which isn't to contradict you. Definitely weird. The Forsaken camp particularly, since it seems to be aimed at the main island, and the underwater assets are completely useless like you say. 

It's possible it could've been intended for a cutscene, perhaps. 

  • Like 1

Share this post


Link to post
Share on other sites

Looks like typical cut content. Perhaps they had some more quests planned over there, but then decided to make whole introduction shorter.

Share this post


Link to post
Share on other sites
6 hours ago, Arcling said:

Looks like typical cut content. Perhaps they had some more quests planned over there, but then decided to make whole introduction shorter.

It could also be that there was too much there? With the level squish and exp needed being reduced having a 2nd island could bring people out of it near level 20 which would be too high?

Share this post


Link to post
Share on other sites

Might be Exile’s reach has been planned since BfA or Legion and this is an early prototype they left in to provide some distant scenery.

  • Like 1

Share this post


Link to post
Share on other sites
On 10/22/2020 at 3:31 AM, Arcling said:

Looks like typical cut content. Perhaps they had some more quests planned over there, but then decided to make whole introduction shorter.

I suppose what's fuelling most of our wild speculation is the fact we don't really know what typical cut content looks like 100%. We know plenty gets cut, but at what stage?

Vanilla clearly had a lot of random stuff going on which never came to anything on release, but you kind of expect that from Vanilla. Did most of BFA's zones have large, later removed, areas built and sparsely populated like this?

Edited by Halock

Share this post


Link to post
Share on other sites
14 hours ago, Halock said:

I suppose what's fuelling most of our wild speculation is the fact we don't really know what typical cut content looks like 100%. We know plenty gets cut, but at what stage?

Vanilla clearly had a lot of random stuff going on which never came to anything on release, but you kind of expect that from Vanilla. Did most of BFA's zones have large, later removed, areas built and sparsely populated like this?

No idea, even if they had them, they would have to remove them, due to flying. I guess in vanilla they didn't have to bother with removing unfinished areas, since there were no flying mounts, so most people wouldn't see them anyway (except for those abusing jumping mechanics or some other exploits). Perhaps Exile's Reach was supposed to last longer. But even main are reuses existing assets. I find it rather strange for it to have Gorian structures from Draenor, when everywhere else ogres built simple huts. Yet somehow one group, settled on one remote island, was able to rebuilt structures in this style (and with same materials?).

  • Like 1

Share this post


Link to post
Share on other sites
13 hours ago, Arcling said:

I guess in vanilla they didn't have to bother with removing unfinished areas, since there were no flying mounts, so most people wouldn't see them anyway (except for those abusing jumping mechanics or some other exploits). 

True, but quite apart from that I assume there was simply more space for something to be started, abandoned and go unnoticed. I get the sense Vanilla's construction was way more haphazard than today's zones.

 

13 hours ago, Arcling said:

 I find it rather strange for it to have Gorian structures from Draenor, when everywhere else ogres built simple huts. Yet somehow one group, settled on one remote island, was able to rebuilt structures in this style (and with same materials?).

Damn. Of the things which have been bothering me about that zone, that just jumped to the top of my list.

Un-thank you. 

  • Like 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      We have another triple entry in the hotfix ledger, as Radiant Echoes gets more improvements in retail, while Season of Discovery and Cata Classic get additional class changes.
       August 7  (Source)
      Player-characters
      Steady Flight should no longer be removed after entering an Arena. Quests
      We tuned up the Prototype Shredder MK-03 so that “Eye for an Eye” can be completed. Radiant Echoes Event
      Increased Flightstone and upgrade Crest drop rates in the event. Reduced the HP scaling on all event bosses so that they should be killable in a more-reasonable timeframe. Developers’ notes: This includes both ‘minibosses’ (e.g. Hogger, Thorim) and final bosses (e.g. Remembered Onyxia, Ragnaros). Season of Discovery
      Hunter Heart of the Lion once again has a 100 yard range. Warrior The Focused Rage rune will now correctly reduce the cost of Meathook by 3. Cataclysm Classic
      Fixed an issue where Faerie Fire did not deal intended amounts of threat when used on NPCs targeting another unit.
    • By Stan
      Due to a bug introduced with the War Within pre-patch, some players are receiving item level 250 gear from the weekly cache.
      We've seen numerous reports on Reddit and the official forums that the Last Hurrah weekly quest on live servers drop low-level gear for some players. Apparently, the bug was first introduced with the War Within pre-patch two weeks ago and still hasn't been fixed.
      Here's an example of a low item level drop from the Cache of Awakened Treasures by Omnifox.

    • By Starym
      Week 2 brings quite a few changes, as Hunters in particular rise up, while Shadow has a really bad time. The top 3 remains the same and very consistent, so let's jump in and see what's going on.
      Warcraft Logs Points
      The below logs are based on POINTS, and not actual damage or healing, meaning they log the timed completion for the specs, with higher keys getting more points, obviously. The time in which the dungeon is completed is also a factor, but a much, much smaller one, as it grants very few points if you do it significantly faster than just any in-time completion. We're also using the Normalized Aggregate Scores numbers, for clarity, meaning the top spec is marked as 100 and then the rest are ranked in relation to that peak point.
      All Keys
      95th percentile DPS
      The top 3 remains quite stable with the Evoker-Paladin-Warrior trio reigning supreme. We see the first change of the week right after that though, as Frost DK continues its upward march in dungeons as well as in raids, taking 4th from Elemental. Both DKs are on the rise, as Unholy also moves a spot up, taking advantage of Shadow's precipitous 5-spot fall to the bottom of the top 10. Arms remains stable as two Hunters burst in, Beast Mastery taking 8th and Marksmanship 9th, as Frost Mage disappears down towards the bottom. Speaking of the bottom, Devastation gets some new roommates there, as Outlaw and Destruction fall and give Enhancement and Feral a break.

      Mythic+ All Keys 95th Percentile Data by Warcraft Logs.
      All Percentiles
      As with the top percentiles, the top 3 remains solid, but 4th is immediately changed, thanks to Shadow's massive drop in performance this week. The Priest loses even more ground here, falling 9 spots into 13th, opening 4th up for Arms. Beast Mastery moves even higher here, grabbing 5th and moving in front of Elemental and Frost DK, as Marksmanship brings up the rear and completes the Hunter sandwich in 8th. Affliction breaks into the top 10, just ahead of Unholy which dropped to the final spot.

      Mythic+ All Keys All Percentile Data by Warcraft Logs.
      Raw DPS U.GG DPS Rankings
      U.gg's rankings are based on actual DPS taken from Warcraft Logs data, focusing on the top players and span the past two weeks.
      Frost DK finds itself on top in the raw DPS rankings, as Augmentation isn't calculated properly here. Fury and Arms grab the next two spots, moving ahead of Ret, and the Fyr'alath wins continue in 5th, where Unholy finished the legendary axe streak. Even Survival joins the Hunter good times in 8th, where all three specs gather, just ahead of Balance who closes out the top 10.
      Mythic+ All Keystone DPS rankings by u.gg.
       
       
      For even more in-depth data for each individual key head on over to Warcraft Logs. And if you're interested in more info on the specs themselves you can always check out our class guides (updated for the pre-patch), as well as our Mythic+ guides and Mythic+ tier list.
    • By Stan
      For the next two weeks, the Archaeology quest for Spirit of Eche'ro is available on live servers, so don't forget to get the rare mount before it's gone for 6 months!
      How to Get the Spirit of Eche'ro Mount
      1. Download MapCoords or some other add-os that displays coordinates in the game.
      2. Teleport to Azsuna from the Stormwind/Orgrimmar Portal Room or use your Dalaran Hearthstone to reach Dalaran (Legion) if you have one in your inventory.
      3. Seek out Archaeology Trainer Dariness the Learned in Dalaran at 41,26 and learn Archaeology if you already haven't.
      4. Accept The Right Path quest from the Archaeology Trainer and make your way to Thunder Totem in Highmountain.
      5. Talk to Lessah Moonwater to accept Laying to Rest. For the quest, you must collect 600 Bone Fragments of Eche'ro by rotating between four digsites in Highmountain. The exact locations with coords are outlined below.
      Digsite 1: Darkfeather Valley (50, 44) Digsite 2: Dragon's Falls (58, 72) Digsite 3: Path of Huin (44, 72) Digsite 4: Whitewater Wash (39, 65) it takes roughly around 2 hours to get the mount.
      Spirit of Eche'ro
      "The spirit of Huln Highmountain's pet moose."

      Hurry up! You only have until August 21, 2024, to get the mount!
    • By Stan
      MoP Remix characters that will transfer over to retail will receive a gear boost!
      With Patch 11.0.2 now live on Public Test Realms, you can copy over MoP Remix characters from retail! It appears all MoP Remix characters will receive a character boost so you can dive straight into action when the War Within expansion launches.

      We can't unfortunately log in to the game with the MoP Remix char on the PTR so we can't confirm the Item Level of gear for max level characters. However, keep in mind that the gear boost will scale with your level, so if you're below max cap, you will receive gear appropriate to your current level.
      When Can We Expect MoP Remix Characters to Transfer to Retail?
      MoP Remix ends on August 19, so we assume the characters will need to be transferred to retail by August 22 when Early Access begins.
×
×
  • Create New...