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As always, I would like to welcome any of the users here to sign up for a free account at fantheonmmo.com -- this site was started last year with the hope of giving folks that haven't pledged to the game an option to get involved with the community and join in on some of the theory crafting discussions that take place. Also, it's using the IPBoard platform which is what the official Pantheon website will be upgraded to in the near ("soon") future. I wanted to share a post today regarding a potential cartography system and how it could work in an MMO. I understand that some folks are vehemently against maps and that's okay -- my stance on this topic is that I can live with or without maps, but if they do ever end up being a thing in Pantheon my hope is that they will be something that is largely player driven. Here is a link to a thread with better formatting if anybody would like to share any feedback: http://www.fantheonmmo.com/topic/94-cartography/
Cartography has been discussed for years within the Pantheon community. I would venture to say that the majority of players don't want to see the traditional "Press M and a fully drawn out map opens up" kind of experience. Furthermore, GPS indicators are basically viewed as the plague. When you combine both of them, a lot of players end up opening their maps and focusing on a little dot that represents their character in the world while they travel or adventure, and will do this for extended periods of time. Doing so takes away from the beauty, luster, and sense of exploration from the world itself and causes serious issues with the "It's about the journey, not the destination" argument. I think a fog of war mechanic could be really beneficial for both map-makers, and map-users. If a cartographer wants to create a map, they must be physically present in the area they are trying to record. For players that purchase maps, they would start off as a basic shell -- only after exploring an area will the fog of war dissipate and finer details start to emerge on the parchment.
There is plenty of merit in the idea that having the ability to create player-made maps would be good for immersion, social interaction, commerce, and achievement. Cartography would be a great crafting profession for explorer types as it would allow them to enjoy a sense of progression that is tied into their preferred playstyle. After doing some research on the Bartle Study ( https://en.wikipedia.org/wiki/Bartle_taxonomy_of_player_types ) it would seem to me that cartography could be enjoyable for most player types. Explorers seem like the natural fit, but as an Achiever, I must admit that a feature like this would be really appealing to me as well. Socializers could also benefit from a variety of cartography-induced scenarios. Whether it's assisting another player who is making a map or trying to communicate an interpretation of a map in their possession to friends, there are ample opportunities for social interaction. Due to the nature of how player-made maps could work, bartering would also be commonplace.
I would like to propose a rough outline of how this feature could work. Feel free to respond with any observations/comments/feedback.
Map Types:
Map Resources:
Comments
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
- Ensuring a player is on-site to make the map, and isn't a file-reader.
- Allowing for a cartography skill and some degree of 'error' from both creator and reader.
- Colored inks relating to map colors. What happens when a maker runs out of blue?
- Fixed ink colors matching terrain types and distinguishing terrain from lines.
Additionally, the idea of fog-of-war works well in games with top-down views. How well will this work with view more typical to an MMORPG will create problems. For instance, the beautiful artwork of a mountain that serves as a zone barrier. How close do you need to get to the mountain in order to remove the fog-of-war and see the horizon? Will this operate differently from the draw distance? And will this fog-of-war be 3-dimensional or 2-dimensional? Some of the vistas that have already appeared in Pantheon involve looking way, way, way down on another part of zone. Will that be obscured by height?My preference would be pre-drawn maps that exist as in-game objects. This way, the developers could control the artwork for all maps. There's no real need for me to be able to draw my own maps. I'd rather collect maps (and map fragments) from the game. I've made maps in real life. There's not much appeal to make more. So, I'd rather map-making NOT be a player driven activity.
So, I would vote, Yes to maps, but no to player-created maps. But that's not an option in another badly created poll.
Logic, my dear, merely enables one to be wrong with great authority.
What's wrong with the first two options? Sorry the poll wasn't up to your standards. Also, just to be clear, the cartography system as explained here was nothing more than speculation. VR has never provided an inkling of a detail on how the system would actually work if it ends up being something they pursue.
- Maps - yes/no/undecided.
- GPS - yes/no/undecided.
- Player crafted - yes/no/undecided.
Anytime a poll attempts to combine multiple questions, it faces special difficulties in order to make a clean poll and receive clear, statistically valid answers. Neither answers 1 nor 2 seemed to match my opinion. The entire poll (and proposed system) seems to neglect the one issue most people have with maps, a mini-map. (For the record, Maps - yes, GPS - undecided, Player crafted - no, mini-map - undecided)If you offer up an idea as speculation, you should be prepared for alternate opinions and viewpoints.
Logic, my dear, merely enables one to be wrong with great authority.
Here is a quote from Kilsin:
"Let's just take a deep breath and remember these are your personal opinions folks, some will love maps, some will despise them, either way, we have made our decision to not include maps in Pantheon, we will have an Atlas of the Terminus world and if people want to create their own maps externally, that is great, we encourage teamwork and the community coming together like that but we will not offer one in game and we have not decided on a cartography skill or not yet but it is something we could consider down the track.
If we get into testing and get overwhelming feedback that a map is needed, we can then look at options but for now, our focus is on getting the game into testing and that does not include a map."
You can read into that several different ways. My interpretation is that maps will never be freely "included" ... meaning you can't just press M and have free access to a map. It's possible that maps "might" be added in the future but that they would most likely be gated behind a system like cartography, and it ultimately depends on what kind of feedback is observed during testing.
SO after this post its clear nothing is actually decided and the whole issue of maps is low priority and a bit pie in the sky, glad the poll and post cleared all that up and made a huge difference to what really happens in the games making, golf claps all round.
In-game auto-mapping for each player from the very start is an immersion killer. It becomes a crutch and eliminates a vital sense of danger in an unknown world. One of the reasons we play fantasy MMOs is for the adventure. We are intentionally placing our character in jeopardy because it creates a sense of excitement and accomplishment when we are able to overcome the challenges the world throws at us. Why would you want to "nerf" the world by giving players a free tool to essentially bypass those challenges?
If you want to add some kind of mapping feature into an MMO, at least make it something that has to be earned and restrict it to a few select classes (Rangers and possibly druids are the natural choices); and integrate into the game in stages as the character progresses. Making it class restrictive makes that particular class more valuable to a group as well.
Just one man's opinion.
And sit their like a little kid and make my own.
I used to do this for deep dungeons, because using external web sites "as I'm playing" never cut it for me. However, I'll have to wait and see how hard it is to navigate in an open world first.
I'm actually excited to do this (if needed)
But all the indie games are coming in on a tight budget, a system like the OP mentioned would be an additional cost. I have no idea if that could be absorbed, one thing you get with a no map system is time and money to do some coding elsewhere. The OPs idea would cost more than the traditional map to implement.
Also Mendel came up with some genuine issues, I think the OP needs to get past the side issue of the poll and calm down.
Much better to simply create those as a dev with a system that's fun for folks to participate in, such as cartography.
However, if what you are suggesting is that they include an in-game tool where people can make maps (maybe sell them?) I'd be all for that. In any case "I voted" for the obvious choice given that bit.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
I just think that addressing it in no way whatsoever will only lead to 3rd party mods or sites that provide it and are widely used. I think that would be a missed opportunity in this day. But Prima would probably appreciate it!
The skill itself will be worthless because people will make maps online with or without the use of this skill and then bam, no more demand.
It would be a massive waste of time, money, and effort on VR's part.
That's why you would need all teleportation, boat rides, flying transport whatever to require you to have discovered the map. You can do other things as well like give some sort of bonus for having a map, just like crafting and wearing an item gives one.
Your point here seems much more applicable. As soon as zone files are downloaded to the client, someone will be building a map with some file interpreting software. That's likely to happen as soon as the zone files are finalized, maybe in the current pre-alpha phase, but surely by the beta testing phase. Spoiler sites, including maps, are going to be with us for awhile.
Logic, my dear, merely enables one to be wrong with great authority.
In fact just like in older games when you can't figure out where the camp is or how to get there the first question will be "Why don't you just look it up"? And you will be seen as a burden for not doing the bare minimum to avoid wasting other people's time.
Much like strategies for dungeons, raids, etc.
No matter how oldschool we make a game it will never be the same experience, times have changed and access to information is more widespread than ever. So too are the expectations of people to know what they're doing, at least to some extent.