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Alternatives to maps and minimaps

dynamicipftwdynamicipftw Member UncommonPosts: 206

Since we don't like maps let's think of alternative ways to help the players find their way while keeping them immersed. The less stuff is on the UI the more immersive the game IMO.

 

Here are my suggestions:

- small compass (on the UI but can be hidden).  After a few months I didn't even need a compass for Emain/Odin's.

- less precise /loc command with fewer numbers (example: 20,35 instead of 20000, 35000)

- dirt roads and signs

- realistic sunrise and sunset

- randomly roaming friendly NPCs that you can ask for directions (usually found on roads or houses/farms). 

Comments

  • KuldebarKuldebar Member UncommonPosts: 67

    MJ said simple maps, so there will be a map but it won't be glitzy and have arrows and X marks the spots.

     

    But, we definitely need a compass, got to be able to have a heading to where you are going.

     

    Also /loc

    Those who tread with ill intent
    Beneath our sacred firmament,
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  • rojoArcueidrojoArcueid Member EpicPosts: 10,722

    it would be nice to have an actual guide map along with a compass, not a satellite image like in every mmo where you can see every single location, house, farm, etc, killing the excitement of exploring and getting lost.

     





  • SyrixIISyrixII Member Posts: 43
    I think mini map is unneccessary, but a map you can open/close with generic topography like mountain rnages, rivers, things like that, would be great. As we hope to be building and destroying structures, anything more would ruin the aspect of going out into the world to see what's changed. I find it intriguing that you can always round a corner you've went around a thousand times and still not know what to expect structure wise. Yea, i am sure chat will be rolling, but still, it's got some appeal to it.
  • Tawn47Tawn47 Member Posts: 512

    One thing I really liked about DaoC was the darkness.  Not the slight shadiness of all other MMO's to indicate night, but so dark you could hardly see in front of you.  This also applied when you explored deep into forests in the daylight.  With no maps this made xploration a fun and challenging experience.

    Activating your torch was a feature which you could use to see a bit better, but had the cost of making you stand out like a beacon to enemies.

    CU could implement what we used to have, but it would be really nice if magic classes used spells which could light up the terrain in interesting ways.  Perahaps spells primarily for this reason to make enemies visible etc..

    As others have said a compass is a must and we had those with DaoC...  but what if certain magic users could also cast spells on the battlefield which messed up everyones compasses for a while?  Yeah players will learn to read the terrain, but still, could inject a bit of fun into situations.. especially where there are fewer identifiable features. 

    So whilst im talking about pie in the sky navigation ideas, what if ranger classes had true tracking abilities?  i.e. they could switch on an ability which gave them a coloured overlay on the terrain showing where enemies had recently passed?  Ranger-like classes might also be able to erase the tracks of allies.

  • AdeptusArbitratorAdeptusArbitrator Member Posts: 35
    Plenty of landmarks, signs, roads. Make it an unofficial reward for learning your way around so to speak.

    camelot-rp.enjin.com - A hub for roleplayers in Camelot Unchained!

  • dynamicipftwdynamicipftw Member UncommonPosts: 206
    Originally posted by Tawn47

    One thing I really liked about DaoC was the darkness.  Not the slight shadiness of all other MMO's to indicate night, but so dark you could hardly see in front of you.  This also applied when you explored deep into forests in the daylight.  With no maps this made xploration a fun and challenging experience.

    Activating your torch was a feature which you could use to see a bit better, but had the cost of making you stand out like a beacon to enemies.

    CU could implement what we used to have, but it would be really nice if magic classes used spells which could light up the terrain in interesting ways.  Perahaps spells primarily for this reason to make enemies visible etc..

    As others have said a compass is a must and we had those with DaoC...  but what if certain magic users could also cast spells on the battlefield which messed up everyones compasses for a while?  Yeah players will learn to read the terrain, but still, could inject a bit of fun into situations.. especially where there are fewer identifiable features. 

    So whilst im talking about pie in the sky navigation ideas, what if ranger classes had true tracking abilities?  i.e. they could switch on an ability which gave them a coloured overlay on the terrain showing where enemies had recently passed?  Ranger-like classes might also be able to erase the tracks of allies.

    That torch thing in DAoC was a terrible bug. I had to turn my gamma all the way up to be able to see at night. I hope it's really dark but we should be able to use the torch without consequences.

     

    Ranger tracking is a great idea! As long as it isn't shown on the UI of course. 

  • TasarocaTasaroca Member Posts: 16

    maps in the dark ages where very rare very expencive items and also very very inaccurate altho i think  the game will need one for players  well becouse  no one wants to run around lost for 4 hours trying to find a major town

    i think it would be cool if eveyones maps to start with are inaccurate  say theres a town in the north of the map and no one of 20 ppls maps will show it in the same location  and until you have been to it your map  will be wrong  but afterwards it would be right becouse youve beenthere and now know where it is also  your map should show things that you have found  and places you have been to becouse you know they are there and would have added it to your personel maps  say you find a waystation/ or a hunters hut in a forest you could mark that on your map  it wount be on any one elses unless they have been there

    that in it self would make exploring  fun i think

    Tasaroca Troll ( I am not a buff bot damit) Shamy

    Midgaurd /Prydwen / EU

  • WightyWighty Member UncommonPosts: 699

    One of the greatest pleasures for me in DAoC (aside from the remarkable RvRvR/PVP) was the exploration... I had printed out a physical map book that I kept on my desk and made handwritten notes on as i found new landmarks and also noted special "ambush" spots...

     

    This was so much better and more immersive than hitting "M" of having a tom tom in the corner of the screen. I really hope they bring back the old way. It was a much better way of interacting with the world because it was up to YOU the player to find a solution that worked for you...

     

    I recall by the time I stopped playing DAoC my maps had so many notes on them if anyone were to find them it would have looked like some crude Indiana Jones treasure map... I still have them...

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  • SpeelySpeely Member CommonPosts: 861
    How bout maos being a) simple, and b) crafter-made? Cartography could be a crafting skill, and lower level maps could be simple, outlining main features of a small region (say Connacht, for example) while higher-level maps would cover large regions. Maps of territories would have to be made using materials brought back from players in the form of "journals" which could only be obtained from enemies.

    Hmmm.
  • LoktofeitLoktofeit Member RarePosts: 14,247
    Originally posted by PerfArt
    How bout maos being a) simple, and b) crafter-made? Cartography could be a crafting skill, and lower level maps could be simple, outlining main features of a small region (say Connacht, for example) while higher-level maps would cover large regions. Maps of territories would have to be made using materials brought back from players in the form of "journals" which could only be obtained from enemies.

    Hmmm.

    I really like that idea. It would work well in games with low emphasis on quests, as the evolution of the minimap has been a byproduct of quest-dependent progression.

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
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