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  1. #21
    Founder binnsr's Avatar
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    Quote Originally Posted by Mad_Bombardier View Post
    You know what would really help? Putting N/E/S/W on the frickin' map orb. It's something that all of us should know, but it's amazing how many people don't.

    Me: straight ahead, then east. (looking at the map, helping someone find their way )
    Them: which way is east? (apparently never having taken middle school social studies )
    Me: /sigh
    While I agree that adding the cardinal directions to the map would be handy, I have to take exception to your example. In game, I tend to think in terms of left, right, in front, behind, etc.. When someone tells me come south and you'll find us, I have to stop and think about it.

    And just as a frame of reference, I completed a 4hr land navigation course in less than 1hr when I was in the military, so I do kind of know my way around a map..


    In other news, the lack of in-cave maps and all maps being single-tiered has been a sore point for me since I started playing 2 years ago. As has been mentioned by others, I really liked the way that GuildWars implemented their maps - although I guess they never had to deal with multi-level maps.
    -=]ArchAngels[=-

  2. #22
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    Perhaps replacing the little blue dot that represents players, with a little blue arrow so we can see which way they are facing would help too. That way i can tell them left or right, for those who seem incapable of following east/west.

    Certainly if they add a compass i'd like to see an option to disable it, i can find my direction with out it and i really don't need more UI clutter. Especially with all the annoying new UI windows taking up 20-30% more screen real estate then they used too.
    • NEW – Tip #52 no longer mistakenly says that the Jump skill reduces falling damage. The appropriate skill is, in fact, tumble.

  3. #23
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    Hafeal's Avatar
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    Default In that direction

    I am in favor of map improvements. In fact, I thought they had changed the maps now so that it becomes marked once you "discover" a rare encounter in the outdoor areas it shows up in your map (but not before) - that is how it works for me.

    Turbine just has not extended that to individual dungeon settings as they "reset" after the are complete since you need to repeat them to get back in. It would be nice if the dungeon maps had a 3D option and better depictions of stairs, ladders, alters, significant quest marker events once discovered.

    Many quests have multiple levels that make it difficult to get around on your map. Saying "Go East" when your blue dot is east does not mean much if you need to go west to get to the ladder to take you down to the next level.

    Also, many dungeons have "circular" up/down areas which can be really confusing (Threnal East comes to mind, as does the underwater necro quest), especially the first time you go through.
    Last edited by Hafeal; 10-08-2007 at 03:01 PM.
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  4. #24
    Community Member barabel's Avatar
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    Default The Maps need some attention for sure

    As Kinjal pointed out, the maps are less of an issue for those folks who have run the missions enough to know them well, but new folks can/will/do get frustrated with some of these areas.

    I personally won't run Ghola fan or Shrieking Mines with any other characters due to the mass confusion of getting to these quests. I mean, my god, I tip my hat to anyone and everyone who sail through this part. Your memory and pathfinding skills are truly extraordinary!


  5. #25
    Community Member Nott's Avatar
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    Quote Originally Posted by Solstyse View Post
    When I first started playing games like this I learned my way around by rocks and trees, diffrent colored stones inside dungeons ( anyoen remeber the small tree in SK that ment you were going the right way to get to the Aviak village )
    Not sure how many people this is obvious to, but clearly (to me) you're talking about EverQuest and the "KFC" The Karanas were large enough to need a map even before EQ supported them!

    Personally I like maps. I get to know the area with or without them (though perhaps a little slower without them), but I'm not a detriment to my group due to being lost (at least, not as much, when the map works). DDO's maps could certainly use some improvements in that regard.

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