In game mapping mechanic

Thoughts on the further development of Haven & Hearth? Feel free to opine!

In game mapping mechanic

Postby Hardsun » Wed Sep 09, 2015 8:56 pm

While no doubt HnH needs mapping yet i was hoping to see some elegant ingame mapping mechanics being
1) not useless compared to custom tools (so it would not render useless at all)
2) having some logic and not destroing ingame immersion right away like custom tools do.
In other words im not aiming to "rule them all not matter what" and map/kill asap everything you can reach ... but more about some ingame mapping/orientation convinience still being logic from the point of game and require skills/time ingame.

Probably something like old Cartography skill - but with more detailed maps letting you place marks / QL zones with proper skills ? I mean maps being actually usefull and not just for being there - also an option to decor house walls :D
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Re: In game mapping mechanic

Postby jorb » Wed Sep 09, 2015 9:55 pm

Myeah, idk. People have been asking for it, but it just feels so pointless.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: In game mapping mechanic

Postby Redlaw » Wed Sep 09, 2015 9:59 pm

Some people like to try and play the game pure, so no mapping no clients, only pushing money into your pockets if they can. If you added the option to add and an X or something so it could act as a treasure map ect... people could play games with it ect... even if they are to mess with people.
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Re: In game mapping mechanic

Postby Hardsun » Wed Sep 09, 2015 10:10 pm

jorb wrote:Myeah, idk. People have been asking for it, but it just feels so pointless.

People would use mapping tools anyway - so why dont make it ingame feature but better - so outside mapping would die off (or probably would left for really big maps).
I would say original Cartography lacked detailes, map legend (like different biomes colors with tips on each color, marks itc - actual usability). Probably veterans can add other fetures they would like to see with ingame mapping...
Last edited by Hardsun on Wed Sep 09, 2015 10:19 pm, edited 1 time in total.
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Re: In game mapping mechanic

Postby Hardsun » Wed Sep 09, 2015 10:13 pm

Redlaw wrote:Some people like to try and play the game pure, so no mapping no clients, only pushing money into your pockets if they can. If you added the option to add and an X or something so it could act as a treasure map ect... people could play games with it ect... even if they are to mess with people.

Playing with original client and im fine ... powergaming "kills" game for me instead being pointed at achieving something over game itself.
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Re: In game mapping mechanic

Postby sabinati » Wed Sep 09, 2015 10:23 pm

jorb wrote:Myeah, idk. People have been asking for it, but it just feels so pointless.


- built in adds to ease of use for newcomer & doesn't require finding archaic mysteries such as custom clients, mapmergers, etc etc or a public hosted map
- preferably have the world map knowledge per character, such that you can orient yourself starting out, without any skill or resources
- you could add ability to put notes or symbols on the map
- players could trade unmarked mapped segments via physical copy (requires skill/resources to make)
- players could have marked/noted locations of points of interest optionally on said physical copy
- players could add to their world map knowledge by studying a traded map
- wall decoration
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Re: In game mapping mechanic

Postby LadyV » Wed Sep 09, 2015 10:32 pm

Some sort of in game cartography would be nice. But in all fairness it should not be a live map. If you map it fine its what you map not the adjusted terrain as we manipulate the environment.
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