New SG's grid *Updated*

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Re: New SG's grid *Updated*

Postby theTrav » Fri May 14, 2010 6:19 am

crazy talk

Only way of giving real coordinates is (from sodom head towards bottleneck, but turn way left after you get past the second river (ignore the lake with the shack by the east bank))
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Re: New SG's grid *Updated*

Postby Lothaudus » Fri May 14, 2010 11:00 am

Yeah this looks waay over-complicated.
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Re: New SG's grid *Updated*

Postby niltrias » Fri May 14, 2010 11:23 am

theTrav wrote:crazy talk

Only way of giving real coordinates is (from sodom head towards bottleneck, but turn way left after you get past the second river (ignore the lake with the shack by the east bank))



Posting naming runestones on river intersections makes this even easier. Some runestones would be griefed from time to time, but shortly everyone in the area would know what was what anyway. Then it would sound more like:
From Horseshoe lake, take the Red River to Duck Lake, then the Green River to Twin Isles.
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Re: New SG's grid *Updated*

Postby exewu » Fri May 14, 2010 11:57 am

(x;y)

Stop overcomplicating everything.
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Re: New SG's grid *Updated*

Postby Shagrath » Fri May 14, 2010 12:38 pm

DatOneGuy wrote:Seems to have gotten overly complicated.

Counting minimaps is a pain in the balls, and it would be easier to use localmaps or regions to identify, and then simply the tiles within it, yes there are more tiles but it's simply easier that way, localmaps are easy to spot due to the 'line' on the map where trees and things break, but minimaps are just a ballbuster, and from there counting tiles? That's gotta be a yoke!


Not to mention you're right back to the problem with people mixing up graphs, t'would be a lot simpler (simple being good) and harder to fuck up with the N/E/W/S system and specifying the localmaps inside, example:

N3E0 5,1

Would be North 3 from world center, East 0 from world center, in the 5th localmap (X-axis), 1stlocalmap (Y-Axis).

Anything past localmap is ridiculous because at that point it is very simple to juts say "I'm at the bottom right", or "Dead middle", if you want to go on and specify the minimap that would be strictly optional, and would still be perhaps the MAX you'd ever need to divulge as you can see prety much a whole minimap easily and it takes less than 2 minutes to search it for something.


exewu wrote:(x;y)

Stop overcomplicating everything.

Lothaudus wrote:Yeah this looks waay over-complicated.



Well, either you didn't make it halfway the OP, or you just didn't get it.
The point was to have a reliable system that allows people to just point out their SG, (x,y)-style... like... well, what you just said ffs.
BUT it also allows people to be more accurate, without needing a completely new/other system and causing the same old trouble (mixing up the systems).

So congratulations, exewu, you've accused me of overcomplicating while your given solution is just the same.
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Re: New SG's grid *Updated*

Postby Lothaudus » Fri May 14, 2010 1:49 pm

Shagrath wrote:Well, either you didn't make it halfway the OP, or you just didn't get it.

Oh no, I get it. It's just waay over-complicated. Your system relies on having maps. Without maps, you'll have all sorts of fun figuring out how many mini-maps in from whatever corner you are and trying to pretend you can count all the tiles. Not having maps is in fact the whole problem of finding people. Meanwhile I'll just tell people "We're in the top-right of the 'nople grid. Come North, you'll find a river junction with 5 rivers and a runestone that says 'Big Bear Crossing'. Take the river NE of that to the swamp".

T.X and T.Y are too specific and unncessary and inaccurate under the current system where no-one knows the precise beginning and end point of a grid, without having a map made with the cartography tool. Even if you did, you still can't work out precisely what tile your character is on without a lot of work. Hell, I have a map of our entire super-grid and I couldn't even tell you what tile we're at with any accuracy because I'm not precisely certain where the grid begins and ends thanks to a few large patches of land near the edge.

And guess what? If you have a map, you show them the bloody map! Quite simple, no?

Image

... or for the easily confused:

Image

And using NSEW within a super-grid is sufficient (We're in the North-East corner, bottom South, mid-East etc...).
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Re: New SG's grid *Updated*

Postby Zamte » Fri May 14, 2010 2:28 pm

My vote goes to the TAANGS (Totally Arbitrary Animal Names Grid System) system.
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Re: New SG's grid *Updated*

Postby springyb » Fri May 14, 2010 2:42 pm

Lothaudus wrote:
Shagrath wrote:Well, either you didn't make it halfway the OP, or you just didn't get it.

Oh no, I get it. It's just waay over-complicated. Your system relies on having maps. Without maps, you'll have all sorts of fun figuring out how many mini-maps in from whatever corner you are and trying to pretend you can count all the tiles. Not having maps is in fact the whole problem of finding people. Meanwhile I'll just tell people "We're in the top-right of the 'nople grid. Come North, you'll find a river junction with 5 rivers and a runestone that says 'Big Bear Crossing'. Take the river NE of that to the swamp".

T.X and T.Y are too specific and unncessary and inaccurate under the current system where no-one knows the precise beginning and end point of a grid, without having a map made with the cartography tool. Even if you did, you still can't work out precisely what tile your character is on without a lot of work. Hell, I have a map of our entire super-grid and I couldn't even tell you what tile we're at with any accuracy because I'm not precisely certain where the grid begins and ends thanks to a few large patches of land near the edge.

And guess what? If you have a map, you show them the bloody map! Quite simple, no?

Image

... or for the easily confused:

Image

And using NSEW within a super-grid is sufficient (We're in the North-East corner, bottom South, mid-East etc...).


This is what I'm using. Forget the rest. This is probably as universal as it'll get.
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Re: New SG's grid *Updated*

Postby DatOneGuy » Fri May 14, 2010 2:50 pm

Agreed. Using that type, nothing else.

It's simple, it gets the job done, and can't be confused by anyone except a grue, and who wants a grue...
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Re: New SG's grid *Updated*

Postby Sever » Fri May 14, 2010 8:11 pm

To be truthful, all I ever used the NyEx system for was naming the screenshots of maps when I made them. It's pretty useless otherwise, except for specifying supergrids without confusion. "We're in the SE of the S2E2 supergrid, we'll use a party to guide you when you get close" is much simpler than trying to coax an exact position out of the game.
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