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The GD mapFollow

#27 Aug 18 2013 at 6:56 AM Rating: Good
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491 posts
MallocArray wrote:
I don't like the big map either. half the time it looks like quests are in the middle of the ocean and I can't figure out where to go. The names of the Aetherite jump points don't seem to make any sense to me either.


Actually, I'm fine with the maps. What would be nice though, would be to have in parentheses, next to the camp name when porting, what zone it is actually in. (Or even show it on the map when confirming)

Archmage Callinon wrote:

Give 2.0 a chance.


Everybody's talkin' 'bout
Bagism, Shagism, Dragism, Magism, Ragism, Tagism
This-ism, that-ism, ism ism ism
All we are saying is ____ ___ _ ______!
#28 Aug 18 2013 at 7:48 PM Rating: Decent
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826 posts
Killua125 wrote:
The large map is horribly marked imo. I figured out where I'm going but the map design is retarded, so... no thanks to that. With a lot of the labels it looks like they ran out of room and just stuffed in the label really awkwardly. Definitely needs a lot of tweaking.


This is definitely my issue with it. I don't want to see the icon for 'talk to this NPC' highlighting every zone-line marker on my map, especially when i'm in a city. It makes me constantly switch maps and look in other areas to see who I missed. In fairness, it would probably be a little less annoying if some of the quest dialog and direction text was a bit more clear. Some of them in the journal simply tell you about what the NPC needs, but no information other than that. Even the zone categories are wrong for a handful. This is why allowing all zones to be fully tested in every aspect, not just battle and stress, is just as important during betas.

Some tweaking with both the map and quest journal would do a world of good.

Edited, Aug 18th 2013 6:49pm by Dallie
#29 Aug 18 2013 at 8:25 PM Rating: Excellent
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676 posts
Archmage Callinon wrote:
swisa wrote:
It's not the ps3 that is limiting the maps. They did one big zone and everyone complained about it being too copy pasty. Every bush looked the same simply because it was. To fix this, they split one large zone into multiple smaller ones so they could use unique and original parts of the environment instead of the same one constantly. In order to use only one big map, they would HAVE to us the same copy and pasty method they uses in 1.0 and everyone wouldn't like it the 2nd time around as well.


I'm sorry but that simply isn't so.

You can have large maps that aren't endless arrays of copy/pasta. But the PS3 has to be able to load the entire map so it's not being drawn in while it's also processing a hundred other players and NPCs at the same time. The PS3 has 256MB of RAM, that's MB.. with an M. That's not very much, and these maps are gorgeous. A normal PC with 2-4GB of RAM can handle that fine, a PS3 with 0.25GB of RAM cannot.


I understand what you mean. For all I know, that really is the reason, but I was quoting yoshi p from an interview he's done in the past answering why they remade the maps instead of just patching them in. He specifically said that they weren't able to make the larger maps with no zone lines because of the way the servers were and that they HAD to reuse the same environmental models. If they didn't, the servers wouldn't be able to handle loading every single unique object in on the map.
#30 Aug 18 2013 at 8:55 PM Rating: Decent
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184 posts
I like the map and haven't had any issues using it though I'm playing on PC with mouse/keyboard as I can't stand using a controller. My wife (who could get lost inside her inn room) hasn't had any issues with the map either once she took a few minutes to learn what clicking here or there does and how it displays information. That being said, it seems to me like the map was designed more around a mouse/keyboard player given how it works but that could just be my preference influencing me.
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