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The Art (and Deception) of Cartography – A Player-Driven Map System

Idea:
I had a dream-inspired idea about making the cartography system more dynamic, strategic, and player-driven.

In game, you could purchase only a very basic map from NPC villagers – just the bare outline of the region. From there, a Cartographer profession (or skill-based activity) would allow players to create more detailed and specialized maps.

How it could work:

Specialized maps: Focused on specific resources or activities, such as mineral deposits, herbal gathering areas, dungeon entrances, fishing spots, or rare mob locations.

Custom annotations and names: The cartographer could add labels, drawings, routes, and icons. Maps could be given unique names for flavor or marketing.

Quality levels: Maps could be sold regardless of their level of detail, so even a rough draft might have value if it contains key info.

Map copying: Other players could copy your map with your permission, but copies would always be of lower quality than the original, and could not be re-copied.

Deceptive maps: Players could intentionally create false maps, leading adventurers into ambushes or dangerous locations. This could open new PvP and intrigue opportunities.

Timestamp on maps: Every map would display the date it was created, so outdated maps become a risk if the world has changed.

No real-time position cursor: Players would not see their exact location while moving, making navigation a true skill and maps more valuable.

Guild cartography:
A guild could maintain a master guild map, updated by a designated Cartography Officer. Members could scout, explore, and bring back intel for the officer to add to the guild’s map. These master maps could be sold, traded, or kept secret for strategic purposes.

Why this would be great for Ashes of Creation:

Encourages exploration and rewards player knowledge.

Creates an emergent economy for information.

Adds strategic depth for both PvE and PvP gameplay.

Fits perfectly with the evolving node system, since maps would need regular updates.

Opens room for both honest cartographers and “map tricksters”.

Makes navigation immersive and challenging without a magic GPS cursor.

This system could blend artistry, utility, and deception, making maps an actual player-driven market.

Comments

  • KorelaKorela Member
    It might have worked in the 2000s. It won't work now.
  • the internet ruined immersion. you can pretty much just have everything open on another monitor/device.
  • this is almost the same idea I already gave and also Lulludu already gave, possibly some other people already gave pretty much the same idea

    it is just a simple idea, not even a creative one and I admit I wasnt trying to be creative, if i had to be creative I would bring something jaw dropping
    PvE means: A handful of coins and a bag of boredom.
  • but its not my job comming up with a creative idea and i alredy work 6 days a week, so ill just save the energy
    PvE means: A handful of coins and a bag of boredom.
  • Ok then
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited August 20
    The only way something like this could happen (looking specifically at specialized resources and such), is if you didn't have access to those resources without the map. At this point though, you are buying access to the resources, not the map.

    The only way I can see maps in general being something players care about is if the area of game had a simulated mechanic for getting lost, that a map can prevent - something like a desert or ocean where the locations of various points of interest are randomized without a map, but guaranteed with one. You could set this so that the quality of a player made map reduces the randomization rather than prevent it - so with an average quality map you know an oasis or ruin is nearby, but you don't know exactly where.
  • CawwCaww Member, Alpha Two
    If detailed in-game maps existed what would our user guide website enthusiasts have to draw in the hopelessly lost?
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