Sylvanar wrote: » Maybe as a profession then? Lets say the default map has the name of locations and stuff but apart from that barely any information. This way people who do not want to leave their comfort zone can still navigate from location A to location B, but not much else. The cartographer can make notes on the map, highlight important routes, NPCs and stuff. I dont know much about this but whatever is possible. This way each cartographers will have a unique map. Maybe they can then sell their maps and earn in game currency from it. Map becomes more and more expensive with more information added to it.@CROW3 maybe you can expand on this as I don't have any knowledge regarding cartography.
Sylvanar wrote: » 1. Let me just point out that Verra is 480 sq. km. 2. If there were some perk to exploration like say general flight or teleportation then it would have some meaning otherwise what is the reward to taking this immensely time consuming risk? 3. This is not about leaving comfort zone. Let me paint a scenario: A: There is a world boss spawning near *insert location name*. B: Ah, I dont know where that is... As there is no world map, your friend cannot even help you unless you have explored some common area to use as reference. 4. I wonder how often you guyz use google maps for travelling? Edit: I am not trying to be negative, but I doubt living in stone age would be interesting after a day or 2 when you cant find the NPC to whom you have to submit the quest. It's just impractical. CROW3 wrote: » There is something wholly unique about being out there, away from ‘civilization’, being vulnerable, yet determined. Make notes. Make mistakes. Get lost. Let there be a cost to exploration, risk, and consequences. Ask your friend to tell you about some place like a restaurant or a building or anything about which you dont know anything. Dont ask anyone where that place is. Find that place without any help. Make notes. Make mistakes. Get lost. See if you like the experience. The idea is to simulate being "away from civilization".
CROW3 wrote: » There is something wholly unique about being out there, away from ‘civilization’, being vulnerable, yet determined. Make notes. Make mistakes. Get lost. Let there be a cost to exploration, risk, and consequences.
Hystorix wrote: » modern games feel they have to have an in game map I guess for the impatient generation /shrug
CROW3 wrote: » I’ve spent enough time wandering around the wild spaces of this world to fill a book or two. There is something wholly unique about being out there, away from ‘civilization’, being vulnerable, yet determined. Being lost is a novelty now, and it would be nice to have that feeling in AoC. Instead of giving me omniscient access to a world map, give me the ability to make maps and use them. Let me iterate them. Make notes. Make mistakes. Get lost. Let there be a cost to exploration, risk, and consequences.
Kneczhevo wrote: » How do we create a system for Cartography? Well, I think I have one. I know it won't be popular, with some. But how do you do "map making" in a game, especially when everyone will have knowledge of most all places? As a non progression skill. Cartography can follow the simple mechanics AoC provides. T1 - Compass. Standard 360 compass we all know. Encluding compass markers. T2 - Mini-Map. This is an upgrade to compass (obviously). You know, that little radar we all have used in all our games, and rely on. T3 - Full Map. Full World Map with fog of war (places you've been). Investing points should give you a big advantage. This would give a big boon to navigators. Ya, I know... It leaves out those who don't have (freshies), and can't tell north from south. But, it makes the skill and profession relivent. Thoughts?
neuroguy wrote: » I don't mean to rain on anyone's parade here but the whole cartography thing doesn't seem compatible with the released information about node specific perks. For example scientific nodes can have players upload information on "Locations and last known quantity of gatherable resources" and "Locations and inhabitants of new Dungeons or POIs (Points of Interest) that have spawned" and that sort of thing. It feels like a formal system for information dissemination. My understanding is that you don't need to upload information so people don't download it but yeah... I personally hated this news . I will say this though, there may be some room for cartography in the naval/ocean system, that's the only place I can think of where something may be viable. Source: -https://ashesofcreation.com/news/2019-04-10-know-your-nodes-scientific-node-type -https://ashesofcreation.com/news/2019-05-32-know-your-nodes-economic-node-type I think it isn't really the sense of being lost that we all look for, and that's incredibly difficult to provide anyways, but rather a sense of uncertainty and mystery. I made some posts in the old forums about the use of imperfect information to drive this sense of exploration but I'm too lazy to dig them up. I do have something of the sort in this iteration of the forums (https://forums.ashesofcreation.com/discussion/42537/lost-opportunity/p1). Just a brief TL/DR of my thoughts in those old threads and this one: since initially Intrepid said the game would use imperfect information to drive intrigue I envisioned a rumor system that would be perfect and only possible with the evolving world of AoC. Since when nodes level up the world changes and new points of interest may be available, it would be cool if when you talked to NPCs you could learn about rumors that they may have heard about the world. Now these rumors may 1) be false 2) be true or 3) be currently false but could be true if the state of the world changed e.g. the node level up revealing the rumored location. This sense of uncertainty about the information provided by rumors + a changing world would have you going back to zones and taking off to explore to try to find out if the rumors are true or not and have some cool adventures on the way. But alas it feels like with the node-specific perks this is not really going to be possible or supported .
winner909098 wrote: » but that would only be for the vassal nodes and metro area. cartography would cover everything else
neuroguy wrote: » winner909098 wrote: » but that would only be for the vassal nodes and metro area. cartography would cover everything else That would be fairly poor game design to have a profession that is only useful in some cases and redundant otherwise. Especially when you consider that the whole world will be covered by the ZOI of 5 metros. I just don't see it having long term utility and would become obsolete quickly, I don't know.
Warth wrote: » neuroguy wrote: » winner909098 wrote: » but that would only be for the vassal nodes and metro area. cartography would cover everything else That would be fairly poor game design to have a profession that is only useful in some cases and redundant otherwise. Especially when you consider that the whole world will be covered by the ZOI of 5 metros. I just don't see it having long term utility and would become obsolete quickly, I don't know. Not if the maps just displayed what it was like at the time of drawing. Maps should be very in-detail, including all the monsters types, roads, dungeons, resources you see but not change depending on the development of the world. If the nodes on your map are LvL3, but they have developed to level 5, then the old map should not display that, should not display the new roads, dungeons, monster spawns, events etc. That should require a newly created map.