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Map functions

7 replies [Last post]
Mon, 07/30/2012 - 15:52
Blandaxt's picture
Blandaxt

additional functions for the map.

i think adding the ability to see minerals, materials, drop weapons, and roam to teammates on the map would be a wonderful function. this is my idea of how it would work.

If anyone have played the game star ocean the end of time, they would know how the map function works there.

- http://en.wikipedia.org/wiki/Star_Ocean:_Till_the_End_of_Time

the function i am referring to here is where the player has to create the map as he or she adventures. SK map function already gives u a full created map that is shown to the player as he or she moves throughout the dungeon. i do not want to remove this idea, it seems like it is balanced but i am suggesting to have additional functions to the mini-map.

After the player has finished exploring through the dungeon and has been to all of its corners, have the player when he or she is not in the midst of battle which means not taking any damage be able to roam the mini map like a satellite looking down from above. the mini - map will have an expanded view where it will expand to half more of its original size. the roam function will work by having four directional buttons the player can click on to move throughout the explored dungeon. the player can only move the map to where he or she has been and nowhere else. While the player is roaming the map, the speed he or she is roaming is of course faster then the player can move.

This function is important because:

- the player can save time do not have to go through dangerous traps that may put the players life at risk.

- during the roaming function, the player can see any minerals that he or she may have left behind. the player can also see any materials she
or he forgot to pick up, and any vials, pills, he or she forgot to pick up. The ability to see broken down minerals, vials, pills, and materials
would be added with the roaming function.

Another function i would like to add to the mini - map for the pve section of the game is player location. Have an option to see a teammates location from overhead like a satellite view. While viewing the player, you would be able to see if the player is disconnected from the game or not, and see if the player was revived or not.

this function is important because:

- having to go back to a player that is falling behind or a player that is staying still would waste time, this function would save that time.

- knowing if a player is revived or not would let you know how to deal with a dead player that is far from your location and not have to go
back to try and revive him or her even though they might be revived. currently the only way to know if a player is revived is by clicking on
their name on the top left and see if the option to revive them is available.

- knowing if a player is disconnected from the game would save time then to have to go back to see why a player is staying still and being
unresponsive.

*AS an extra issue, well a what if, please do not rage from this minor suggestion. ( What if the indication to know if a player is roaming or not would be a snipe ( bird ) like the ones in haven. it would represent where the player is roaming. when the player starts to use the mini - map to roam, a small animation would show the knight letting a small snipe out of its bird cage. when the player stops roaming, it would show a small animation of the skype teleporting to the knight and going back in its cage. this animation would be like the sit animation and would only take 1 second to initiate. The snipe appearance would be able to be modified and it would be interact able like the npc knight we see down in haven. when interacted with, it would tweet or just ignore the teammate player. This would almost solve the pet issue, hehe.) :)

Mon, 07/30/2012 - 16:20
#1
Autofire's picture
Autofire
Sorry no. At least some of

Sorry no. At least some of it. Now, first thing's first, I may not be understanding what you are getting at. You need to clean up your post some. Like, you said "well a what if". This is, um, messy. (Sorry for being a grammar police or anything, though your idea is hard to understand.)

As for your suggestion, having a scrollable map doesn't help much. For one, a fun thing about the clockworks is that it is random. You don't know if you are heading into a trap yet. You are taking chances. Things are random so that you don't know exactly what is here or there. When someone disconnects, I think it should not only show the icon above their head, but it should also show the icon over there face shot that displays their name, so you could see it easily. Having it on the map seems a little more messy. Heck, I don't even look at it much.

For the last part, I can't understand it AT ALL. Please fix this. What does Skype have to do this this?

Mon, 07/30/2012 - 16:32
#2
Blandaxt's picture
Blandaxt
well

did u take the note that i said that this function for the roaming only works after u have completed the dungeons, and u cannot see the traps on the map. i only said u dont have to go through the traps a second time. please read it over if u have the time.

Mon, 07/30/2012 - 16:41
#3
Mk-Vl's picture
Mk-Vl
Nope

There's no reason for this. You've already been through all the areas so if you missed something that's your fault. And none of he maps are so massive that it'll take an absurd amount of time if someone dies way back. Also being a team game there should never be someone left behind. If you see them not following you deal with it then instead of running off willy-nilly. Go solo if you want to do that.

In other words I wouldn't even use your idea to make mystery meat at taco bell.

Mon, 07/30/2012 - 16:45
#4
Blandaxt's picture
Blandaxt
well...

thanks for your response, i hope i get to hear from you more in the future. :)

Mon, 07/30/2012 - 19:15
#5
Yttriu's picture
Yttriu
I've said this once and I'll say it again.

Sorry, but the lack of a map lends itself to the fact that th Clockworks is a crazy mixed up place that is truly unnavigatable (is that a word?) and is trying to kill you. You have some good ideas, but it's not in the spirit of the game to know exactly what's ahead.

Mon, 07/30/2012 - 19:25
#6
Little-Juances's picture
Little-Juances

Roaming to see a place you might end up going anyways does the opposite of saving time. And chances are, after seeing what you may get, you'll be tempted to go for it.

Besides by skipping those 'dangerous traps that put your life at risk' (spikes will never hurt you unless you run blind) you're also skipping some random loot. There's always loot, if not green boxes, at least random enemies dropping heat.

Tue, 07/31/2012 - 07:01
#7
Aplauses's picture
Aplauses

Clockwork is random. Except for the boss stage.

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