New SG's grid *Updated*

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Re: New SG's grid *Updated*

Postby exewu » Fri May 14, 2010 11:42 pm

Shagrath wrote:So congratulations, exewu, you've accused me of overcomplicating while your given solution is just the same.

I was refering to everyone who keeps suggesting we use some arbitrary system where there are no negative numbers or we use letters/numbers combinations...
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Re: New SG's grid *Updated*

Postby theTrav » Sat May 15, 2010 12:47 am

I prefer to use roman numerals spiraling out from the center, I, II, III, IV, V, VI, VII, IIX, IX,X etc
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Re: New SG's grid *Updated*

Postby DatOneGuy » Sat May 15, 2010 7:26 am

Sever wrote: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.

I don't ever see a point to need to be more specific than the supergrid, anything past that is just ridiculous, a party can get you there easily, or simple directions.
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Re: New SG's grid *Updated*

Postby exewu » Sat May 15, 2010 7:28 pm

theTrav wrote:I prefer to use roman numerals spiraling out from the center, I, II, III, IV, V, VI, VII, IIX, IX,X etc


Counter-clockwise obviously
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Re: New SG's grid *Updated*

Postby Shagrath » Tue May 18, 2010 12:54 am

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.


You see, you obviously didn't get it at all. As you system is just the same but with letters added to it.
My (1,1) becomes your (N1E1). Yeah, that's really a lot less complicated >.>
I'm not saying your system is bad, not at all, I'm just saying you actually didn't get it at all (like most people, it seems).
The point of the whole system, if anyone even read the first post, is the fact that it can be used in a very simple way but can just as well be used to pinpoint a tile (and yes, occasionally it's actually useful if you think about it for 2 seconds).

So, before you all go QQ again, about how my system is overcomplicated, read the first post and you'll be amazed by the fact that tile coordinates are optional, just like the minimap coordinates.
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Re: New SG's grid *Updated*

Postby theTrav » Tue May 18, 2010 7:47 am

exewu wrote:
theTrav wrote:I prefer to use roman numerals spiraling out from the center, I, II, III, IV, V, VI, VII, IIX, IX,X etc


Counter-clockwise obviously

widdershins and hubward!
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Re: New SG's grid *Updated*

Postby johnsmith » Fri Jun 18, 2010 4:52 pm

I vote that one of the moderators sets the standard and we all stick with that. Make it official and have a sticky made by the gods.
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