damokles wrote: » @jinxthegamer I really want a scribe artisan class that makes maps. Every player would start out with a rough sketch of the surrounding area of his starting node(the map would be something to equip and you would have to upgrade it with more sketches etc). If you set up a new node, one of the first npcs will sell another scetch upgrade for the corresponding surroundings. A scribe class player can in turn create detailed maps.
wanderingmist wrote: » muridious wrote: » wanderingmist wrote: » muridious wrote: » toastinator wrote: » We will see. I think, we can all agree, we want freedom of choice, when it comes to our UI. Lets wait, untill we see it and then further disguss this issue Also, if anyone has furter ideas about this topic and wants to share them, be free to do so here I wouldn't mind hearing what people here think about handholding quests. And maybe an option to turn it off or on. Although I wouldn't really call it UI customization. How do you define "handholding" quests? @toastinator @wanderingmist I guess a quest that tells you exactly where to go either by quest marker or text. As opposed to having to figure it out with just basic directions (west, north-east near the village). Or the minimap just showing exactly what area a resource or monster is located. I think you should discover these things by interacting with the world and / or other players. Sorry for the late response.... I've been getting 502 errors on the forums lately for some reason Ok, I see where you are getting at here and agree somewhat. A lot of it comes down to what you want the focus to be on, and how you plan to challenge the player. If the focus is on exploration with the incentive to discover hidden things, etc then the quests should reflect that. It would be very weird and immersion-breaking if you were told that you were exploring an unexplored new land and yet knew exactly where to go to complete your quest. On the other hand if the focus of the gameplay is more on overcoming difficult enemies, then giving vague directions on top of that will just be needlessly frustrating. In that scenario it makes more sense to give more accurate directions and it allows the player to focus more on the difficult combat than on finding their way around. Ori and the Blind Forest is a perfect example of this. In that game, you have a very detailed map that becomes more visible over time, and your core objective is always shown on the map. This may seem like handholding until you realise that without those markers, you would just wander around aimlessly not knowing what to do or where to go. This is a problem because of the way the game blocks off areas of the map until you unlock the relevant ability to overcome it. The challenge the focus of the game is on getting through the puzzles and traps to reach your objective, rather than figuring it all out on your own.
muridious wrote: » wanderingmist wrote: » muridious wrote: » toastinator wrote: » We will see. I think, we can all agree, we want freedom of choice, when it comes to our UI. Lets wait, untill we see it and then further disguss this issue Also, if anyone has furter ideas about this topic and wants to share them, be free to do so here I wouldn't mind hearing what people here think about handholding quests. And maybe an option to turn it off or on. Although I wouldn't really call it UI customization. How do you define "handholding" quests? @toastinator @wanderingmist I guess a quest that tells you exactly where to go either by quest marker or text. As opposed to having to figure it out with just basic directions (west, north-east near the village). Or the minimap just showing exactly what area a resource or monster is located. I think you should discover these things by interacting with the world and / or other players. Sorry for the late response.... I've been getting 502 errors on the forums lately for some reason
wanderingmist wrote: » muridious wrote: » toastinator wrote: » We will see. I think, we can all agree, we want freedom of choice, when it comes to our UI. Lets wait, untill we see it and then further disguss this issue Also, if anyone has furter ideas about this topic and wants to share them, be free to do so here I wouldn't mind hearing what people here think about handholding quests. And maybe an option to turn it off or on. Although I wouldn't really call it UI customization. How do you define "handholding" quests?
muridious wrote: » toastinator wrote: » We will see. I think, we can all agree, we want freedom of choice, when it comes to our UI. Lets wait, untill we see it and then further disguss this issue Also, if anyone has furter ideas about this topic and wants to share them, be free to do so here I wouldn't mind hearing what people here think about handholding quests. And maybe an option to turn it off or on. Although I wouldn't really call it UI customization.
toastinator wrote: » We will see. I think, we can all agree, we want freedom of choice, when it comes to our UI. Lets wait, untill we see it and then further disguss this issue Also, if anyone has furter ideas about this topic and wants to share them, be free to do so here
jinxthegamer wrote: » blackhearted wrote: » I dont think we need quest indicators in game as that would lead to too easy design. Leaving dots out of map will lead to players going as far as they can and only googling things when theyre stuck. I hope we will get the possibility to scale, hide and move every single window on our screen. If it was up to me I would design "lego" UI meaning you get sets of hotbars in which every slot can be snapped from any side with a different slot. This way players can build their own hotbars which have a custom shape. Ofc. all windows on the screen can be moved. For the map, I would give people a blank piece of paper with drawing accessories so people would need to draw their own maps as they discover the world
blackhearted wrote: » I dont think we need quest indicators in game as that would lead to too easy design. Leaving dots out of map will lead to players going as far as they can and only googling things when theyre stuck. I hope we will get the possibility to scale, hide and move every single window on our screen.
jinxthegamer wrote: » If it was up to me I would design "lego" UI meaning you get sets of hotbars in which every slot can be snapped from any side with a different slot. This way players can build their own hotbars which have a custom shape. Ofc. all windows on the screen can be moved. :
muridious wrote: » @jinxthegamer Drawing your own map mechanic would definitely be interesting. But also very tedious to, I think, a lot of players. Having a map is expected in big games and without it, navigating would probably be near impossible (unless the world is very well designed). So if a mechanic like this would be in any game. I think a "Scribe artisan class" like @damokles suggested would be an absolute requirement, because it would only give the burden of mapping to the players that would enjoy it. How this would interact with other professions or mechanics though, I'm unsure.
elf wrote: » I agree with that part but I would prefer a map with fog-of-war that you can add markers for points of interest, mobs, etc.
wanderingmist wrote: » One thing that really annoyed me in WoW was when the quest text said "West of this location" and it was totally wrong.
muridious wrote: » @toastinator @wanderingmist I guess a quest that tells you exactly where to go either by quest marker or text. As opposed to having to figure it out with just basic directions (west, north-east near the village). Or the minimap just showing exactly what area a resource or monster is located. I think you should discover these things by interacting with the world and / or other players.
akabear wrote: » Would like to see a mod capable UI so that there is option to change to a UI that best suits your own playstyle, info and aesthetic
jinxthegamer wrote: » akabear wrote: » Would like to see a mod capable UI so that there is option to change to a UI that best suits your own playstyle, info and aesthetic No mod needed because they can design fully customizable UI like ElvUI from WoW where you can change pretty much everything
dygz wrote: » If bounty hunters can track Corrupted on their maps - which has been stated to be the case - there should also be mechanisms for players to track mobs and NPCs. Could be via Ranger or Rogue skills and augments or could be from the Thieves Guild or another Social or Religious Org. That way, players who don't that kind of help can choose not to seek it out.