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  1. #21
    Community Member kingfisher's Avatar
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    this is cool. specially for tards like me who dont memorize the quests

  2. #22
    Community Member InSoNiAc's Avatar
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    Thumbs up Good improvement

    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.

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  3. #23
    Founder & Hero cdbd3rd's Avatar
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    Quote Originally Posted by Tolero View Post
    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.
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  4. #24
    Community Member SqtYork's Avatar
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    Default /clap

    thanks

  5. #25

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    Quote Originally Posted by Gratch View Post
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    Game over man, game over!

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  6. #26

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    Cant see any downside to this one. Very nice and very handy!
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  7. #27
    Community Member bobbryan2's Avatar
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    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!

  8. #28
    Community Member bobbryan2's Avatar
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    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?

  9. #29
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    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:
    Quote Originally Posted by deathtouch View Post
    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?
    Quote Originally Posted by Phax View Post
    You'll be seeing something along these lines.
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  10. #30

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    Waaaaaaay cool.
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  11. #31
    Community Member Rindalathar's Avatar
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    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.
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  12. #32
    Founder Mellifera's Avatar
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    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.


    Quote Originally Posted by jackabat View Post
    The point of being a pure rogue isn't handling traps, it's murdering people.

  13. #33
    Founder binnsr's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    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.
    Quote Originally Posted by Angelus_dead View Post
    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.
    -=]ArchAngels[=-

  14. #34
    Community Member Lorien_the_First_One's Avatar
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    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.

  15. #35
    Community Member vtecfiend99's Avatar
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    UI improvements are sweet. I love when little things like this get added to make things just a bit easier you know?

  16. #36
    Community Member SteeleTrueheart's Avatar
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    Nice.

    But I will echo what others have said. Multilevel maps need a serious overhaul.
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  17. #37
    DDOWiki
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    Quote Originally Posted by Borror0 View Post
    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.
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  18. #38
    Community Member secondchance's Avatar
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    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?
    I've been here for quite awhile.
    JayWade

  19. #39
    Community Member flash145's Avatar
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    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.
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  20. #40
    Community Member Wizzly_Bear's Avatar
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    i dont care about this one personally, but it will definitely help a lot of people.

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