The existing in-game mapping system is a really cool concept, but minimap stitching is so much more efficient for large maps, or maps meant to be shared that pretty much anyone* will use it for long exploratory journeys. That said, in the interests of making in-game cartography more competitive, please consider the following:
Do away with the in-game map items
Have cartography be a state like combat, during which every nth minimap drains another parchment and 0.m litres of ink. Build the actual resized (25%, 33% of original?) map server-side and whenever cartography is interrupted or the player runs out of ink just link the latest section as a PNG, and delete it after a few hours. Keep material drain s.t. 2-3 jars of ink and the rest of a backpack inventory full of paper will be enough to map like ~0.5 square SGs or something
Make the cartography state get interrupted by combat (no turning it on as just bonus LP for hunting / make hunting and mapping more distinct than they are now) or interacting with an object (allow prospecting / digging only?) and keep the LP low
Basically just putting the stuff those clients/scripts that spit out a map per session do serverside to avoid some effort and empty patches from lag, and let you map on a per leg-of-your-journey rather than per session basis
Thoughts????
*whose heard of minimap stitching and isn't just being a purist
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sabinati
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Re: On maps and mapping
i really think some kind of automapping should be implemented. anywhere you go should update your personal knowledge of that area. much like a fog-of-war concept, you would only see the current version of the place where you are and a small radius around it, everything else would be the version you saw last. you should still be able to make maps, of course, but they would be to trade to people in-game to update their own personal knowledge of the world. the exploration skill should play some role.
it would probably be an implementation and operation nightmare, at least with the current system of map data...
it would probably be an implementation and operation nightmare, at least with the current system of map data...
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Potjeh
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Re: On maps and mapping
I like it. One big problem with in-game maps is that they take a long time to display when there's any lag. If maps were cached client-side, it'd be perfect.
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mvgulik
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Re: On maps and mapping
??? I might just be me. But I completely do not get what it is that is suggested here. And what the problem is that it is suppose to be addressing.
Ignored(29): "Would you like to know more"
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fartbarter
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Re: On maps and mapping
...thanks for your inputmvgulik wrote:??? I might just be me. But I completely do not get what it is that is suggested here. And what the problem is that it is suppose to be addressing.
The 'problem' (it isnt really a problem) is that making maps by piecing together in photoshop the actual minimap files the server sends you instead of using the in-game cartography system is waaaay better in that you get a map that you can -freely email/link around -see perfect detail on -never lose or forget -edit to include landmarks, directions, routes, names -change and update. Without having to sit around in game or use items, not that the stuff for mapping is any trouble to get en masse.
An in-game synthesis of the two that just accepts the superiority of out of game, image file maps but forces players to use in-game systems and stuff to get them (also making it more accessible - anyone can get cartography, far fewer players A) use download clients B) know about minimap stitching and C) don't mind spending the time it takes in photoshop) would prolly be the best
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lordgoof
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Re: On maps and mapping
Let em expoundmvgulik wrote:??? I might just be me. But I completely do not get what it is that is suggested here. And what the problem is that it is suppose to be addressing.
The issue (or the problem as you put it):
in other words the ingame mapping system is a good idea but is a bit of a failureThe existing in-game mapping system is a really cool concept, but minimap stitching is so much more efficient for large maps, or maps meant to be shared that pretty much anyone* will use it for long exploratory journeys. That said, in the interests of making in-game cartography more competitive, please consider the following:
The solution (suggestion to fix said issue):
his sentence structure in that last paragraph is a bit ambiguous but other than that it seems pretty straight forward to me.Do away with the in-game map items
Have cartography be a state like combat, during which every nth minimap drains another parchment and 0.m litres of ink. Build the actual resized (25%, 33% of original?) map server-side and whenever cartography is interrupted or the player runs out of ink just link the latest section as a PNG, and delete it after a few hours. Keep material drain s.t. 2-3 jars of ink and the rest of a backpack inventory full of paper will be enough to map like ~0.5 square SGs or something
Make the cartography state get interrupted by combat (no turning it on as just bonus LP for hunting / make hunting and mapping more distinct than they are now) or interacting with an object (allow prospecting / digging only?) and keep the LP low
Basically just putting the stuff those clients/scripts that spit out a map per session do serverside to avoid some effort and empty patches from lag, and let you map on a per leg-of-your-journey rather than per session basis
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mvgulik
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Re: On maps and mapping
Thanks.
I have a clearer picture of the suggested idea now.
I have a clearer picture of the suggested idea now.
Ignored(29): "Would you like to know more"
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brohammed
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Re: On maps and mapping
Mapping should be difficult and fiddly, or every jimbobjunior and his alt will have maps. I like the current system.
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sabinati
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Re: On maps and mapping
maybe you missed the part about the client that automaps. already. people are using it right now.