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View Full Version : Map improvements - Shrines/Chests



Tolero
02-06-2009, 05:25 PM
As part of our effort to help new and returning players, we're continuing to refine our in-game map...

One of these changes is a quest/adventure area feature that shows shrines and chests on the map once you've discovered them!

No more "where was that chest we found a minute ago". No more "this blueish area I think was where a shrine was". And there's nothing quite like being almost out of resources, only to reveal that there is a shrine close by! As you make your way through a zone and uncover the Fog of War, you will be able to see the icon of the shrines and chests on your full map, as well as your radar. Never lose track of your shrines and chests again!

Mhykke
02-06-2009, 06:26 PM
Nice.

HeavenlyCloud
02-06-2009, 06:27 PM
Nice.

stop trolling :D

Double nice.

Tolero
02-06-2009, 06:29 PM
For the time being these threads will hang out here in Development until their new home is set up :) where it will be easier to follow along

Borror0
02-06-2009, 06:29 PM
Screenshots?

Oh, and it sucks for the players who took the time to draw maps. Now they'll have to redo them.

k1dwizard
02-06-2009, 06:29 PM
yay! our weekly anouncement!
honestly this is a good one, but then again i am infamous for falling behind in my groups, nothing says good party like, "dude where are you?" followed by chuckling as my health bar goes down. lol!

not a fighter capstone, but a good update none the less thank you T

Gunga
02-06-2009, 06:31 PM
Dece.

Impaqt
02-06-2009, 06:32 PM
Oh, and it sucks for the players who took the time to draw maps. Now they'll have to redo them.

Why? :confused:THe Maps arent changing, Turbine is just providing a clear icon for locations of Chests and Shrines....

Most of the map folks already drop their own icons in for these anyway.

Angelus_dead
02-06-2009, 06:33 PM
As part of our effort to help new and returning players, we're continuing to refine our in-game map...
Want to really refine the map?

1. Multiple maps per instance, such as for indoor/outdoor or upstairs/downstairs adventures.
2. Teammate dots are numbered.
3. Teammate dots are highlighted for some conditions, such as talking, typing, or dying.
4. A high Listen score can reveal red blips for nearby active foes.
5. Players can designate a waypoint/marker to be seen by their allies.

deathtouch
02-06-2009, 06:34 PM
What about after you have explored the map then the map is always shown filled out when I log back in or after the instance has reset?

Borror0
02-06-2009, 06:35 PM
Why? :confused:THe Maps arent changing, Turbine is just providing a clear icon for locations of Chests and Shrines....
Perfectionism. Knowing the guys who bother making maps, like Dorim, trust me they will.

Of course, that was me thinking out loud. Nothing that concerns Turbine in anyway.

Borror0
02-06-2009, 06:36 PM
1. Multiple maps per instance, such as for indoor/outdoor or upstairs/downstairs adventures.
Must be done.

4. A high Listen score can reveal red blips for nearby active foes.
Nice suggestion.

redoubt
02-06-2009, 06:37 PM
Thank you for all three of these threads. This is a definate step in the right direction as far as communication with us goes.

:D

Hendrik
02-06-2009, 06:38 PM
Another nice enhancement.

2/3 so far...

Oreg
02-06-2009, 06:38 PM
I like this one.

Garth_of_Sarlona
02-06-2009, 06:41 PM
How about - lower the tooltip timer on the blue dots on the maps, so that hovering over a blue dot will immediately display the player name rather than having to wait the default tooltip time. I had a few more suggestions but A_D beat me to them :)

Garth

Phax
02-06-2009, 06:43 PM
What about after you have explored the map then the map is always shown filled out when I log back in or after the instance has reset?

You'll be seeing something along these lines.

Gratch
02-06-2009, 06:48 PM
4. A high Listen score can reveal red blips for nearby active foes.


"You're not readin' it right man!"
"Let me see that thing Hudson... that's inside the room..."

eldorniliel
02-06-2009, 06:49 PM
Yay! I always find myself losing where I put the shrine or chests, especially in outdoor areas or quests I don't know very well yet. This is a great idea for those of us easily lost :)

also, thanks for the posts and info!

Ganak
02-06-2009, 06:51 PM
Outstanding!

kingfisher
02-06-2009, 06:53 PM
this is cool. specially for tards like me who dont memorize the quests

InSoNiAc
02-06-2009, 06:56 PM
Looks like a nice touch to help new players - and me :)

Any plans to modify the maps to make them more helpful in quests which have a number of areas which are stacked on top of each other or which have a number of indoor outdoor areas?

Some which spring to mind are Chains of Flame, Caverns of Corromar, Tempest Spine.

Great work on the dev updates.

cdbd3rd
02-06-2009, 07:05 PM
As part of our effort to help new and returning players, we're continuing to refine our in-game map...

One of these changes is a quest/adventure area feature that shows shrines and chests on the map once you've discovered them!!


YES!!!


Nuff said. :D

SqtYork
02-06-2009, 07:07 PM
thanks

Deathseeker
02-06-2009, 07:07 PM
"You're not readin' it right man!"
"Let me see that thing Hudson... that's inside the room..."

Game over man, game over!

Aliens was the best sequel in the history of movies, period!

Deathseeker
02-06-2009, 07:08 PM
Cant see any downside to this one. Very nice and very handy!

bobbryan2
02-06-2009, 07:10 PM
Go run TS, or Coal chamber, or Chains in the desert and then tell me that it'll be easy to find the shrine.

This is a good change.. but please don't stop there. We need altitude on the maps. 2d maps of 3d areas is beyond useless. And.. can we PLEASE get maps of caves inside instances...

Restless Isles is TERRIBLE!

bobbryan2
02-06-2009, 07:18 PM
Wait a minute..

Are you saying that whenever a partymember finds a shrine or chest, it updates EVERYBODY'S map?

If it just updates the map of hte person who found it... how exactly does that help the lost person find it easier?

Hafeal
02-06-2009, 07:23 PM
These changes are good start. I like Angelus_dead's suggestions.

How about the notation of traps, levers, switches, plates or other items which a party would find significant in their exploration?

This is nice too:

What about after you have explored the map then the map is always shown filled out when I log back in or after the instance has reset?


You'll be seeing something along these lines.

SableShadow
02-06-2009, 07:25 PM
Waaaaaaay cool. :D

Rindalathar
02-06-2009, 08:32 PM
This will make it feel more like real PnP, in so much as, I always expected my players to mark important points on their map as I uncovered it for them. I like this addition.

Mellifera
02-06-2009, 08:47 PM
Huzzah!

I still wish we had the ability to mark points of interest ourselves on maps. But considering mapping has long needed an overhaul I wont complain. Some progress is better than none at all.

binnsr
02-06-2009, 09:01 PM
4. A high Listen score can reveal red blips for nearby active foes.
Should allow both spot and listen to work this way, although I could understand not having spot work this way due to the line-of-sight argument.

5. Players can designate a waypoint/marker to be seen by their allies.
That's one thing that I really liked about GuildWars -- you could not only designate markers on the map, but could actually draw on it as well.. Was great for explaining strategies to folks who hadn't done something before.

Lorien_the_First_One
02-06-2009, 09:09 PM
Nice change. As others have said, getting mapping to actually work in all cases and adding some 3d effect would be a bonus, but marked maps is a nice start.

vtecfiend99
02-06-2009, 09:20 PM
UI improvements are sweet. I love when little things like this get added to make things just a bit easier you know?

SteeleTrueheart
02-06-2009, 09:50 PM
Nice.

But I will echo what others have said. Multilevel maps need a serious overhaul.

yk49
02-06-2009, 10:35 PM
Oh, and it sucks for the players who took the time to draw maps. Now they'll have to redo them.


Thats not such a huge deal, just have to copy and paste icons onto original maps.
As for helping map makers, toggle switch for not showing player dots would be cool tho.
Saves us taking 2 screenshots, layering them, doing some eraser etc...
Im usually too lazy and leave dots but hey...

Oh yea and what about "taking screenshots in png format" option?
Quality of .jpgs created by DDOclient arent super high.

secondchance
02-07-2009, 01:17 AM
now this I like .... one thing though is there any plan do work on the maps them selfs I mean any map of a instance where there are multi lvls is really lacking (think tempest spine here, and the pit) will shrines and chests still be clear in these cases?

flash145
02-07-2009, 01:51 AM
Phex/Tolero what about chests and shrines other in party find but not you.

For instance,

East guys and West side guys. West finds chest/shrine. East guys, not being near have no clue where chest/shrine is.

Will new icon show for enire party in map or only those who cleared fog of war?

Would really love if icon showed up even if map is still obscured by fog of war. This way East guys heading west, after west guys head south, can make way to chest and loot, or shrine.

Wizzly_Bear
02-07-2009, 01:52 AM
i dont care about this one personally, but it will definitely help a lot of people.

Kaldaka
02-07-2009, 09:14 AM
Go run TS, or Coal chamber, or Chains in the desert and then tell me that it'll be easy to find the shrine.

This is a good change.. but please don't stop there. We need altitude on the maps. 2d maps of 3d areas is beyond useless. And.. can we PLEASE get maps of caves inside instances...

Restless Isles is TERRIBLE!

Just two words:

The Pit :D



Wait a minute..

Are you saying that whenever a partymember finds a shrine or chest, it updates EVERYBODY'S map?

If it just updates the map of the person who found it... how exactly does that help the lost person find it easier?


Yeah, I'd also like an answer to this one ....

YoDKC
02-07-2009, 10:04 AM
Please allow us the ability to resize the map. The enlarged size in many cases is still too small. Make it so we can enlarge it like other windows where we can drag the corner up to the full size of the screen and don't forget zoom (+/-).

Gornin
02-07-2009, 10:09 AM
A step in the right direction. Nice.

Anthios888
02-07-2009, 11:07 AM
Awesome! This was something I really struggled with when I started playing the game. I remember how "going back to the shrine, guys" was potentially a death sentence if I managed to get myself lost. Great addition.

Phax
02-07-2009, 11:19 AM
The chest and shrine mapnotes will only appear when *you* find them.

There are a couple other map improvements that you'll be hearing about soon.

Something many of you have brought up, multi level maps, and indoor/outdoor maps are not in the works at this time. There are some technical issues we need to work out (we do know it would be great to have!).

moorewr
02-07-2009, 11:19 AM
This is a very nice addition, and one that was, as these things go, easy to add.

However, let me add my voice to the chorus about caves within larger instances, and vertical maps. For me the map is worse than useless in many places - Caverns of Korromar, the Pit, Coalescence Chamber, etc etc.

If you undertake a larger revamp of maps - add layers (floors, if you will) for vertical maps that you can tab through.. or even controls so you can rotate the map in three dimensions.. and add a button for caves etc you can click on to spawn a map of that space.

EDIT: dev ninja! Thanks, Phax - I figure those involve a lot more work, but so long as you have thought about them that's good.

cdbd3rd
02-07-2009, 11:57 AM
The chest and shrine mapnotes will only appear when *you* find them.




Oh.... http://home.att.net/~cdbd3rd/wellumm.gif

Well, in the spirit of 'discussion', why? ? ?

Once *we* find it, we're already there. That isn't really helpful info. (Can already kinda see where shrines are at once we've map-cleared them). The real advantage to [how I thought it would work] would be once a party member finds them, they would tell us where it's at.

Is it a matter of workablility of the mapping code, or something else?

:confused:

Wrustle
02-07-2009, 11:58 AM
Great news thanks.

moorewr
02-07-2009, 12:14 PM
Oh.... http://home.att.net/~cdbd3rd/wellumm.gif

Well, in the spirit of 'discussion', why? ? ?

Once *we* find it, we're already there. That isn't really helpful info. (Can already kinda see where shrines are at once we've map-cleared them). The real advantage to [how I thought it would work] would be once a party member finds them, they would tell us where it's at.

It is still very useful, since as is, since you can't make map notes, you just have to remember where you saw the shrine. Depending on the map that can be very, very difficult.

Also, the parts of the map you haven't been to yet are dark - and think of this in PnP terms - why would you know where a refuge was coming up when you explored the unknown?

geoffhanna
02-07-2009, 12:31 PM
Very nice thanks!

Phax
02-07-2009, 12:35 PM
Oh.... http://home.att.net/~cdbd3rd/wellumm.gif

Well, in the spirit of 'discussion', why? ? ?

Once *we* find it, we're already there. That isn't really helpful info. (Can already kinda see where shrines are at once we've map-cleared them). The real advantage to [how I thought it would work] would be once a party member finds them, they would tell us where it's at.

Is it a matter of workablility of the mapping code, or something else?

:confused:

You need to explore the area, just like how all our other mapnotes work. And, like moorewr has stated, this will still be very helpful for people who need to find their way back to a shrine or chest.

WestiesMA
02-07-2009, 01:10 PM
Ok this is nice especially for those of us who are directionally challenged, but...

this should be completed AFTER we have druids, half-orcs, half-elves and MUCH MORE CONTENT!!!!

Hambo
02-07-2009, 01:19 PM
Oh.... http://home.att.net/~cdbd3rd/wellumm.gif

Well, in the spirit of 'discussion', why? ? ?

Once *we* find it, we're already there. That isn't really helpful info. (Can already kinda see where shrines are at once we've map-cleared them). The real advantage to [how I thought it would work] would be once a party member finds them, they would tell us where it's at.

Is it a matter of workablility of the mapping code, or something else?

:confused:

Added advantage to being a Rogue, perhaps? "Yah, I could tell you where I found the shrine... Just sneak past all the (your most hated mob here) and there you are! :D

Seriously, psionics are not a part of the game yet, at least not for PCs, so how would you know that a shrine was found by a party member? (Let's be nice and not bring up that voice chat works over distances that would alert every mob in the place to the party presence if it were actual character speech...) :D

Vordax
02-07-2009, 01:22 PM
Ok this is nice especially for those of us who are directionally challenged, but...

this should be completed AFTER we have druids, half-orcs, half-elves and MUCH MORE CONTENT!!!!

I would guess that the UI team (person?) is separate from the content team, so UI work does not really interfere with content development.

Vordax

Ustice
02-07-2009, 01:31 PM
You need to explore the area, just like how all our other mapnotes work. And, like moorewr has stated, this will still be very helpful for people who need to find their way back to a shrine or chest.

Any thought about persistent map notes? even better would be where your could import/export the notes. It would be easy to do with XML.

Borror0
02-07-2009, 01:36 PM
Any thought about persistent map notes?
Why should there be persistent map notes?

cdbd3rd
02-07-2009, 01:45 PM
You need to explore the area, just like how all our other mapnotes work. And, like moorewr has stated, this will still be very helpful for people who need to find their way back to a shrine or chest.

Ah, okay. Gotcha. So the zergers know where to come "back" to for stuff they ran past, as opposed to the turtles being able to find stuff up ahead where the zergers are... :rolleyes: :D

/Hides from 5 servers full of raged barbs come looking for the rogue that poked fun at them.... :o


Yeah, I know it would be a big step outside of realism. (I actually think it really would be hilarious if mobs could 'hear' us when we talk too loud on voice chat...) I'm just saying that party members finding chests/shrines (usually) will let the rest of the party know they're at a chest/shrine. We still look at the map to see where their dot is at (another case of unreality, btw ;) ) to have an idea of where they're talking about. Adding the icon to the map when they find the chest/shrine is just a workaround to not having an interactive map. (yet?)

See?

http://home.att.net/~cdbd3rd/smile.gif

cdbd3rd
02-07-2009, 01:50 PM
Why should there be persistent map notes?

To more accurately represent our characters actually drawing a map as we explore an area.

I think text notes would be too cumbersome for our current map system, but just a few icons to interactively plonk onto the map where we click it would be a boon. (suggestions: tiny flags {several of diff colors}, tiny skull, tiny exclamation mark, etc.)


Not to mention this would also meet the functionality I was hoping the map icons as presented above would do. :)

Stanley_Nicholas
02-07-2009, 03:02 PM
I don't know if this has been suggested before, but showing vertical position would not necessarily require additional map layers/tabs or separate cross-sectional maps. All you would have to do is color code each player's dot on the map according to their current elevation (or if you prefer, the size of their dot could represent elevation).

It wouldn't be as good as a true vertical map or cross sectional map, but it would still be very helpful in vertical dungeons and would probably be easier to implement.

Lorien_the_First_One
02-07-2009, 04:07 PM
Oh.... http://home.att.net/~cdbd3rd/wellumm.gif

Well, in the spirit of 'discussion', why? ? ?

Once *we* find it, we're already there. That isn't really helpful info. (Can already kinda see where shrines are at once we've map-cleared them). The real advantage to [how I thought it would work] would be once a party member finds them, they would tell us where it's at.

Is it a matter of workablility of the mapping code, or something else?

:confused:


It's about going back to them later. I can't tell you how many times as a new player I tried to save a shrine and then couldnt find it....

Narmolanya
02-07-2009, 05:29 PM
Want to really refine the map?

1. Multiple maps per instance, such as for indoor/outdoor or upstairs/downstairs adventures.
2. Teammate dots are numbered.
3. Teammate dots are highlighted for some conditions, such as talking, typing, or dying.
4. A high Listen score can reveal red blips for nearby active foes.
5. Players can designate a waypoint/marker to be seen by their allies.


Thanks you saved me a bunch of iPhone typing. This is more or less what I was going to advocate for.

Kalari
02-07-2009, 05:30 PM
As part of our effort to help new and returning players, we're continuing to refine our in-game map...

One of these changes is a quest/adventure area feature that shows shrines and chests on the map once you've discovered them!

No more "where was that chest we found a minute ago". No more "this blueish area I think was where a shrine was". And there's nothing quite like being almost out of resources, only to reveal that there is a shrine close by! As you make your way through a zone and uncover the Fog of War, you will be able to see the icon of the shrines and chests on your full map, as well as your radar. Never lose track of your shrines and chests again!

This is awesome :) Madstone will finally not annoy me too much.

Praut_Ektor
02-07-2009, 06:42 PM
The chest and shrine mapnotes will only appear when *you* find them.

There are a couple other map improvements that you'll be hearing about soon.

Something many of you have brought up, multi level maps, and indoor/outdoor maps are not in the works at this time. There are some technical issues we need to work out (we do know it would be great to have!).

I hate to point this out but I thought the original idea was to work on this a year ago, like when Tangleroot was becoming and explorer zone.

It's been a little better with some maps, but I will believe it when I see it.

sephiroth1084
02-07-2009, 06:52 PM
Nice idea.

Definitely second the desire for some map feature to distinguish different floors and areas (indoor/outdoor).

Oh! And for those times when there is a portion of the map that isn't shown normally (some secret rooms), it'd be nice if, after discovering this area, we could get it filled it somehow.

Personally, I'd like any alterations to the map to look like character-made markings (think John Madden describing plays). This would be flavorful and would ensure that additions to the map would be clear:

PC 1: Hey guys, meet at the secret room.
PC 2: Uh...where is it?
PC 1: Check your map...
PC 2: Uh...the secret room has been filled in and now looks like everything else on the map, so...?

Riggs
02-08-2009, 02:23 AM
Cool.

And showing red dots on the map for enemies (and maybe yellow for NPCs) would be double awesomeness.

Ghirmeshk
02-08-2009, 03:46 AM
NPC dots would be nice, but this is a good change.

Solmage
02-08-2009, 09:31 AM
You need to explore the area, just like how all our other mapnotes work. And, like moorewr has stated, this will still be very helpful for people who need to find their way back to a shrine or chest.

Since you're apparently trying to make shrines easier to use...

- Any way you could make changes to dimension door or teleport so you can set one of the locations to the last shrine you visited (f.ex by casting the spell while targeting the shrine) and to also allow you to teleport back to a given party member?

- How about a mana storing item you could put your spare mana into? Obtainable as a favor reward, you could fill it with your excess mana at the shrine, and then shrine, later recalling the extra mana. A 10 second timer to get the mana out should help maintain game balance, as well as the container emptying (or breaking) on exit.

- Please allow spells to be changed at a shrine even if you already moved. Add a 30 second timer to do so if necessary, but it's a real pain as a wizard to not be able to memorize a new spell you realize you need in an area you've never been to before, or because - silly you - you cast a buff before swapping spells.

Hendrik
02-08-2009, 09:34 AM
Since you're apparently trying to make shrines easier to use...

- Any way you could make changes to dimension door or teleport so you can set one of the locations to the last shrine you visited (f.ex by casting the spell while targeting the shrine) and to also allow you to teleport back to a given party member?

- How about a mana storing item you could put your spare mana into? Obtainable as a favor reward, you could fill it with your excess mana at the shrine, and then shrine, later recalling the extra mana. A 10 second timer to get the mana out should help maintain game balance, as well as the container emptying (or breaking) on exit.

- Please allow spells to be changed at a shrine even if you already moved. Add a 30 second timer to do so if necessary, but it's a real pain as a wizard to not be able to memorize a new spell you realize you need in an area you've never been to before, or because - silly you - you cast a buff before swapping spells.


Actually, they are making the Map easier to use - not Shrines.

cdbd3rd
02-08-2009, 10:26 AM
NPC dots would be nice, but this is a good change.

Aye, even with my debate here, I will not ever say that any improvement on our maps is not a great thing.
Hopefully, the list of good suggestions here might make it onto the 'think list' to be considered later.

GlassCannon
02-08-2009, 10:31 AM
Excellent! No more extremely poorly drawn(intentionally...;)) MSPaint maps for me!

http://i233.photobucket.com/albums/ee307/sarin_elf/SimonsShroudMap.jpg


That aside, wonderful additions are yet to be experienced and I look forward to them with eager anticipation :)

Hendrik
02-08-2009, 11:14 AM
Excellent! No more extremely poorly drawn(intentionally...;)) MSPaint maps for me!

http://i233.photobucket.com/albums/ee307/sarin_elf/SimonsShroudMap.jpg


That aside, wonderful additions are yet to be experienced and I look forward to them with eager anticipation :)


Stop looking at my DDO Notes!!!!

:p

Anastasios
02-08-2009, 09:22 PM
I've been a big fan of the map interface as it stands...The only issue I had was with the outdoor instances always resetting when you left them and not staying filled out every time you went back into an instance. If this solves this problem then I am all for it, but I can't say the use of specific points and what not makes it all that much more interesting.

One of the highlights since the inception of the outdoor areas has been figuring out where the specifics are-this might kind of take some of that fun out, and make it a bit more noob friendly, which I guess isn't a bad thing, and should not cause alot of fuss. I know I am looking forward to seeing if there maybe was a shrine I never even knew about somewhere out there.

Just make sure you fix the map for the Black Anvil Forest...that place to this day messes me up, that instance is so huge and daunting....bad things happen to good people in there...

Mellkor
02-09-2009, 07:43 AM
It would be nice for the fog of war to remain in some form. I often use it in areas I know well to see where I have not been yet!

-JR

uncus2
02-09-2009, 11:06 AM
What about after you have explored the map then the map is always shown filled out when I log back in or after the instance has reset?

Ditto that! Especially in Explorer Areas!

Do'Urden
02-09-2009, 11:09 AM
Idea for Mod 9 named rare loot....fully programmable GPS Nav System!!!

szalkerous
02-09-2009, 01:04 PM
I will agree, I've wanted map enhancements for a long time, so this news is nothing but great to me.

I understand multi-level maps are not on the ticket this time around, but please understand the usefulness of that particular enhancement and be sure to seriously slate it in as soon as realistically possible. I know it's a huge amount of work, not so much programmatically, as it is to alter the map data. But I think that's a feature that would make the entire player base very happy.

-sz

moorewr
02-09-2009, 01:17 PM
Ditto that! Especially in Explorer Areas!

Explorers do have a mechanism in place they could use.. fill in the area around explorers you have completed in your quest journal.. or reveal the whole map if you have completed the entire explorer "quest." Nice idea.. could be simple for them to implement, too...

UnderwearModel
02-09-2009, 01:28 PM
and can we get rid of the darn bench seats so when I run in I don't have to jump over them.

I can't sit on them anyway.
I cannot put a whoopee cushion on them. (Or can I?)

rfachini
02-09-2009, 06:02 PM
You need to explore the area, just like how all our other mapnotes work. And, like moorewr has stated, this will still be very helpful for people who need to find their way back to a shrine or chest.

I can see wanting to go back to a shrine, but going back to a chest I already opened is a pretty rare event. If you need to RP it, the rest of your party could have written an X on your map to show you where they found a chest or shrine.

There have been plenty of times when others have opened a chest I wasn't at yet, and I needed to find my way to it. Returning to a chest I already found, not so much. (Unless you change them to reset every 15 minutes on normal. :D:o:eek: )

Anyway, it would be nice to have spots others find marked on your map too- but either way this is a nice addition to the game. Thanks!

Alavatar
02-09-2009, 07:16 PM
Any chance of a map improvement that allows players to draw on it like an interactive white board?

Hordo
02-09-2009, 07:18 PM
Personally, I'd like any alterations to the map to look like character-made markings (think John Madden describing plays). This would be flavorful and would ensure that additions to the map would be clear:

If they do this...I sentence you to multiple Shroud runs with me where we just do Part 2 over and over again! :rolleyes:

Alavatar
02-09-2009, 07:20 PM
Any chance of a map improvement that allows players to draw on it like an interactive white board?

Where fellow party members can toggle who's notes/drawings they are looking at.

Phax
02-10-2009, 04:19 PM
Please allow us the ability to resize the map. The enlarged size in many cases is still too small. Make it so we can enlarge it like other windows where we can drag the corner up to the full size of the screen and don't forget zoom (+/-).

You will in fact be able to resize the map in M9. I'm quite excited about this (Thanks Zyrca!). If time permits giving the map optional transparency is another thing I'd love get done.

Borror0
02-10-2009, 04:28 PM
You will in fact be able to resize the map in M9. I'm quite excited about this (Thanks Zyrca!). If time permits giving the map optional transparency is another thing I'd love get done.
Neat.

stricq
02-10-2009, 04:37 PM
As part of our effort to help new and returning players, we're continuing to refine our in-game map...

One of these changes is a quest/adventure area feature that shows shrines and chests on the map once you've discovered them!

I'd like to see a 3D wire-frame map (perhaps transparently colored) that I can rotate in any direction and see where everything is located.

QuantumFX
02-10-2009, 05:02 PM
(Thanks Zyrca!)

Zyrca lives?!? Does this mean that there’s hope for more inventory space saving gear in Mod 9?

Raithe
02-10-2009, 05:04 PM
If time permits giving the map optional transparency is another thing I'd love get done.

I think this quote might end up in my signature the next time someone explains that the developers "don't have the time" for making an actual gameplay change.

moorewr
02-10-2009, 05:23 PM
You will in fact be able to resize the map in M9. I'm quite excited about this (Thanks Zyrca!). If time permits giving the map optional transparency is another thing I'd love get done.

Hurrah!

Ustice
02-10-2009, 05:31 PM
While we are fixing maps, will we finally get maps for areas like restless isles where there currently are none? (sub-maps)

szalkerous
02-10-2009, 06:52 PM
I think this quote might end up in my signature the next time someone explains that the developers "don't have the time" for making an actual gameplay change.

Negative nancy.

/troll

szalkerous
02-10-2009, 06:57 PM
You will in fact be able to resize the map in M9. I'm quite excited about this (Thanks Zyrca!). If time permits giving the map optional transparency is another thing I'd love get done.

Very cool.

Steveem
02-10-2009, 06:57 PM
Nice.

Deuce
02-10-2009, 07:31 PM
Sweet!

muffinlad
02-10-2009, 08:20 PM
Looks like a nice touch to help new players - and me :)

Any plans to modify the maps to make them more helpful in quests which have a number of areas which are stacked on top of each other or which have a number of indoor outdoor areas?

Some which spring to mind are Chains of Flame, Caverns of Corromar, Tempest Spine.

Great work on the dev updates.

Indeed. Indoor/Outdoor maps, and views of the maps that can show levels would be a grand enhancement.

muffinmapper

ahpook
02-11-2009, 05:31 PM
i kind of like that many of the dungeon maps look like what you would see in the covers of a DnD module. I don't know about maps made with 3-d wire frames that you can rotate and zoom. For the most part they are not needed and quests are playable without always having a working map.

The RPer in me would like maps to be a function of intelligence so that those 3d zoomable wire frames are reserved for the INT 34 wizzies while those INT 8 barbarians get an empty box with the text "U r Hear" in a crayon like scrawl.

anyway, putting shrines and chest on the current maps are nice. Placeable notes/markers would also be nice if they could ever be added.

Tharlak
02-11-2009, 05:47 PM
The RPer in me would like maps to be a function of intelligence so that those 3d zoomable wire frames are reserved for the INT 34 wizzies while those INT 8 barbarians get an empty box with the text "U r Hear" in a crayon like scrawl.

Now that would be funny.

If it wasn't for all my 8 Int characters I would agree with you.

Solmage
02-11-2009, 10:50 PM
Actually, they are making the Map easier to use - not Shrines.

Meh. I see it as making the shrines easier to use by making it easier to find them =)

Now if only areas like tempest spine would show up properly in maps..

paldera
03-01-2009, 08:43 PM
The chest and shrine mapnotes will only appear when *you* find them.

There are a couple other map improvements that you'll be hearing about soon.

Something many of you have brought up, multi level maps, and indoor/outdoor maps are not in the works at this time. There are some technical issues we need to work out (we do know it would be great to have!).


Hail. Im so glad the map issue is being delt with. I personally hate having the WHERE DO I GO AND WHAT DO I DO part of the game SLOW me down.

I have played since launch and never left. Sure some of you will say I lack memory recall or even worse. But seriously. Im not alone.


I just hope someones listening when I say.

WE NEED THE WHOLE ADVENTURE COMPENDIUM OVERHAULED.

Just a few points, and this is for all those like myself who hate relying on the EVERYDAY, great memory recall players. To contantly tell us where to go that have to guide us like children sometimes.

Don't get me wronge. I know around 40% of the: AREAS, QUEST STAGES ECT.

But without being abe to pull anything up while the games up. Maps do me little good. Although I have printed out the outside areas like Meridia,Gianthold ect.

So anw with that said and my eggo exposed here is what would make the game so much more fun for myself. NOT TO MENTION: Create more people WILLING TO LEAD A GROUP like myself.

1) Example Quest Info: Quest A

a) pick quest up at (((this house at this location and talk to ect)))).
b) here is what the TOTAL OBJECTIVE is. If this includes a chain (say so and tell us who we will need to talk to)
c) JUST BE MORE SPECIFIC. There is so much useless information bout queast.
OK dummy proof if you want. Im not to thick to admit this is what Im asking for.

A) While in a quest. How about a ON/OFF tracer like I have seen in other games which show you where you should be going. A wronge way sighn so to speak. Im sure you all would figure the mechanics out just fine.

B) My main point is that the way it is now. Leaves 50% of us at a disadvantage and frankly gives cause not to quest. If it where easier to navigate. I believe the game would HOLD more players.


I tell you this much. If just these where improved. You would have at least 50% more leadership arise. Willing to LEAD PARTIES.

There are a good many players who HATE leading. These are some of the main reasons I have gathered.

Go ahead flamers. If you will.

On the other hand if anyone else can orchistrate the points Im trying to make, better. Have at it.

I just hope Nvigations do get better. Till then I'll be following someone else ;)