Author Topic: World Maps (and viewing area related stuff)  (Read 6282 times)

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Offline Mongo

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Re: World Maps (and viewing area related stuff)
« Reply #20 on: June 05, 2012, 12:27:07 pm »
I didn't mean everyone should be constantly lost all the time.

If you wander off the beaten path into the deep woods, if you didn't prepare a map or keep track of your direction, you should get lost.

I think Minecraft handled it pretty well. Unless you had a map and/or compass, it was easy to lose your bearings and sense of direction. You could follow the sun, but that's only assuming you were keeping track of what direction you were going in to begin with.
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Offline Mickey Kudlo

Re: World Maps (and viewing area related stuff)
« Reply #21 on: June 05, 2012, 12:42:50 pm »
I been thinkning about this the past week cuz I feel like I am getting closer to needing maps on the client.

My idea is players need parchments and quill/ink in order to make/use maps. They can auto-record them but it uses "Mapping/Cartography" skill and the better the skill the more crisp the map else it is fuzzier. Manual editing allowed somehow. For sure marking spots and labeling them. Then players can copy and sell them to players or NPCs. And maybe a button to record a spot/landmark using the systems name like "Orc Cave"

I been wondering if I should put coordinates on screen as well. Maybe only if they have a map and the numbers would be "fuzzy" depending on their skill.

And is that picture of a player... naked!?!?
You may have conquered my worlds, but I destroyed them!

Offline Mickey Kudlo

Re: World Maps (and viewing area related stuff)
« Reply #22 on: June 05, 2012, 12:45:54 pm »
Showing coordinates or not could be tied to what difficulty you choose when you start. Like Easy gets exact coords, Normal levels get fuzzy coords but hard levels doesn't get them unless they have a map.
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Offline Mongo

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Re: World Maps (and viewing area related stuff)
« Reply #23 on: June 05, 2012, 01:40:11 pm »
Maybe only if they have a map and the numbers would be "fuzzy" depending on their skill.

Could you give an example of what you mean by "Fuzzy"?

And is that picture of a player... naked!?!?

He has a shield!
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Offline Mickey Kudlo

Re: World Maps (and viewing area related stuff)
« Reply #24 on: June 05, 2012, 01:48:36 pm »
A fuzzy example would be random plus/minus 10 of the real numbers. The skill of the player would determine the variance/delta number. So it wouldn't jump around so much, I would use some static variable determined when you first enter the world so it would always lean plus or always lean minus for the X and Y but each would have their own direction. Technical talk.
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Offline mechanical keyboard enthusiast

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Re: World Maps (and viewing area related stuff)
« Reply #25 on: June 05, 2012, 01:51:06 pm »
How to grind Mapping / Cartography ?

Offline Mickey Kudlo

Re: World Maps (and viewing area related stuff)
« Reply #26 on: June 05, 2012, 01:56:29 pm »
How to grind Mapping / Cartography ?

Grind as in raise it? Um, you use it... a lot? Maybe do a lot of copies? Raise attributes?
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Offline Mongo

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Re: World Maps (and viewing area related stuff)
« Reply #27 on: June 05, 2012, 01:57:02 pm »
Quote
A reply has been posted to a topic you are watching by Award System.

.. just got that as an email when you posted, chaosknight.

Are you the award system!?!?
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Offline mechanical keyboard enthusiast

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Re: World Maps (and viewing area related stuff)
« Reply #28 on: June 05, 2012, 01:59:27 pm »
How to grind Mapping / Cartography ?

Grind as in raise it? Um, you use it... a lot? Maybe do a lot of copies? Raise attributes?
I mean  ,  it`s going to be just making tons of map and stuff ? Will ther ebe more experience if map is more detailed ? What happen on failure , does map disappear or can you make eraser by tapping tree for rubber ?

or am i thinking too far ahead..

Offline Mickey Kudlo

Re: World Maps (and viewing area related stuff)
« Reply #29 on: June 05, 2012, 02:26:50 pm »
Something like:

Detailed, made with good skill:



Fuzzy, made with bad skill:




You may have conquered my worlds, but I destroyed them!

Offline Tokoshoran

Re: World Maps (and viewing area related stuff)
« Reply #30 on: June 05, 2012, 03:57:24 pm »
Something I don't like about the way minimaps currently work is sectors. Sectors are all well and good, but running along the very edge of one and NOT getting the map filled out for the adjacent one you're looking at is annoying. I want to be able to lock my minimap centered on me, not the sector.

Offline Greatest

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Re: World Maps (and viewing area related stuff)
« Reply #31 on: June 05, 2012, 04:53:41 pm »
Something I don't like about the way minimaps currently work is sectors. Sectors are all well and good, but running along the very edge of one and NOT getting the map filled out for the adjacent one you're looking at is annoying. I want to be able to lock my minimap centered on me, not the sector.

I always hated that too...having to pop back and forth every few steps to get other side of the line was weird...

My idea is players need parchments and quill/ink in order to make/use maps. They can auto-record them but it uses "Mapping/Cartography" skill and the better the skill the more crisp the map else it is fuzzier. Manual editing allowed somehow. For sure marking spots and labeling them.

as long as its not something you have to click every few steps its fine, but the way he worded it originally was going to take forever to get a map...and get most people lost(I really like the way it is now and would prefer it remain that way)

now the question that must be asked: do you need a new parchment for every sector, or is it 1 map for the whole world?
why does Fox keep cancelling good shows?

Offline Mickey Kudlo

Re: World Maps (and viewing area related stuff)
« Reply #32 on: June 05, 2012, 05:13:04 pm »
Yeah, it would auto-map, no stopping and drawing or clicking a "Map Area" button.

I would say, 1 parchment for every 200x200 or per sector.
Gotta give the parchment makers something to do!
You may have conquered my worlds, but I destroyed them!

Offline Tokoshoran

Re: World Maps (and viewing area related stuff)
« Reply #33 on: June 05, 2012, 06:19:35 pm »
Could we have an "Atlas" that contains all of the maps we've started on? Would we be constantly running down the percentage of an ink well to fill up a map? I would imagine one ink well could only fill in so many plots worth of land, and then has to be refilled.

PS: The Atlas would work like a rune bag, holding maps that we don't want to clutter our main inventory with.
« Last Edit: June 05, 2012, 06:23:27 pm by Tokoshoran »

Offline Greatest

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Re: World Maps (and viewing area related stuff)
« Reply #34 on: June 05, 2012, 07:29:30 pm »
between this and spell scrolls, I see lots of usages for parchment when this comes out...

any chance we'll have real parchment instead of paper?  parchment is made from sheep skin(any skin will work but sheep is traditional) while scrolls and parchments in all previous versions of the game were made from plant fiber(wood pulp).  if you decide to make it real parchment, and add the different c-u-mbersomeness of armors, and spell scrolls, along with your planned change for animal spawns, I can see cattle and sheep going extinct really fast.

Toko made a lot of stuff come to mind with his post:
will the different map sections be stackable? 
what type of burden are you thinking for them? 
what happens if you drop your maps when you die? 
will there be a way to remember your map and redraw it? 
will we need different colors of ink(green/black/red/blue)?
what happens if we've already mapped an area and it changes? 
what happens if we have ink but its not the right color? 

 ??? I think I just like the old way...
why does Fox keep cancelling good shows?

Offline Mongo

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Re: World Maps (and viewing area related stuff)
« Reply #35 on: June 06, 2012, 08:24:35 am »
Hm, yeah. I can absolutely see how manually mapping would be tedious, but it was just a thought.



will the different map sections be stackable?
If they're combined in a container (see Atlas above), that solves this.
what type of burden are you thinking for them? 
I'd assume the minimum.
what happens if you drop your maps when you die? 
The atlas could be in the same category as a spellbook in that you can't drop it when you die
will there be a way to remember your map and redraw it? 
Mickey mentioned maybe being able to manually draw on the map
will we need different colors of ink(green/black/red/blue)?
I wouldn't think so
what happens if we've already mapped an area and it changes? 
Your map is outdated! This was one of the points I had in my original post - your map is only up-to-date if you keep it that way, how V1/2 worked.
what happens if we have ink but its not the right color? 
I honestly think there should just be a generic 'Ink'. Colors seem to over-complicate it.
??? I think I just like the old way...

The old way absolutely worked.. and worked well. If this was meant to be a remake of V1/V2, I would agree.. but I think the idea here is to make some creative changes. Obviously there's a lot of "If it ain't broke, don't fix it" mentality on this forum and that may be appropriate in some situations. It may be that some of these things are implemented and people absolutely HATE them.

On a side note, I love that Mickey is listening to our ideas but not just blindly accepting them. It means he has a strong idea of what direction he wants to go in and it will result in a better game. As some other games have proven, listening to the players' complaints can lead to flip-flopping of system balances and every other week a new class or skill is either OP or UP.
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