View Full Version : Update Discussion: February 16, 2018
srand
02-15-2018, 02:48 AM
The update notes are here: https://forum.projectgorgon.com/showthread.php?1083-Update-Notes-February-15-2018
Discussion in this thread! (But please remember to report any bugs through the in-game reporting system as well.)
Tagamogi
02-15-2018, 02:57 PM
Well, since nobody's jumped in on this thread yet, let me be the first to say that I am deeply saddened that it will no longer be helpful to drown myself to protest the long walk back to town after turning in a work order at the Serbule Docks.:p On the other hand ... having my favorite recall location stuck in Serbule may no longer be a bad thing, and having more teleportation spells is always good. It will be interesting to navigate without continually using dying as a shortcut.
I assume the portal to Rahu will be usable by characters that have not visited Rahu yet? That could be a fun shortcut for lower-level characters. I am looking forward to trying out the random destinations, too.
I am really excited about cartography and the coming map changes. I wish everything was already in tomorrow's patch to play with but at least I can anticipate it and hopefully the visible map fog will be ready soon.
drivendawn
02-16-2018, 12:55 PM
If a few more portals are added to the enter the light area, I am going to have to start calling it subway like in AC. :) I really love the fact that the fog is in dungeons as well.
Madmatx
02-16-2018, 05:29 PM
Can we change the fog to black or neon green or something so it's easier to see any spots we missed? The fog color works fine in other games because the map areas unlocked are usually so much bigger. It's a bit of a strain on the eyes to see if a small grey spot is part of the map or not, though.
Crissa
02-16-2018, 06:15 PM
Or maybe our cartography skill could have a recipe/ability that highlit the fogged areas? Like 'Boom! Next ten seconds, they're outlined in yellow!'
Karamasha
02-16-2018, 07:37 PM
Or maybe our cartography skill could have a recipe/ability that highlit the fogged areas? Like 'Boom! Next ten seconds, they're outlined in yellow!'
Yeah an ability you get after some levels in the skill.
I like the map fog but I don't like having points of interest marked for me.
Dibbuk
02-16-2018, 10:45 PM
I can learn to live with the map fog, but please get rid of the 2-tone aspect. It is especially bad in Serbule.
cr00cy
02-17-2018, 03:35 AM
if we talk about Teleportation changes, will there be some fix for Recall heart home recipe? My is stuck at Serbule ever since change to respawn points and "recall beginning" (and that was over year ago). Its not that it's some big issue, but it would be nice if it worked as intended.
ShieldBreaker
02-17-2018, 04:11 AM
The fog in caves works pretty nice. In the regular zones, the area that the fog is made semi-transparent seems too large. The revealed area might look better if the zero fog area took up 75% of the area currently revealed as both partly revealed and fully revealed. It should improve the look and feel of the map both zoomed in and zoomed out.
My opinion on the starting island having fog-of-war on map is, yes, it should. I just have a feeling the pros out way the cons, and it can be changed back if new players express concerns over it.
Like all the new Durstin Tallow stuff.
dalewj
02-17-2018, 05:37 AM
As president of the Teleport Deniers Club of Gorgon (TPDCG) all i have to say is UGH!
ShubiMaja
02-17-2018, 01:06 PM
The tutorial island does not have map fog, because we couldn't decide if it was too overwhelming for newbies or if it actually helped. (Your opinion is desired.) The dungeon on the newbie island DOES have map fog, however.
I *strongly* believe that Tutorial Island should have fog for a number of reasons:
1. Increase the excitement and spirit of exploration for those who value that sort of thing
2. As mentioned earlier, having map fog helps you retrace your steps
3. Give new players a reason to explore even if they are not normally into it.
4. Send a message to new players that this game is not afraid to break the mold of paper cutout games that are dime a dozen these days.
5. Encourage experienced players to come back to the starter island for maxing cartography and expose new players to a taste of whats to come by observing these experienced players. Also, afford the opportunity for older players to engage with new ones when normally they may not have a reason to engage them.
6. Convey the game's fun philosophy of there being a skill for everything (even just walking around).
That's all I can think of for now.
ShubiMaja
02-17-2018, 01:10 PM
I just want to point out, that I agree that the size/quantity of the semi-transparent area blocks revealed by walking might need fine tuning. (at times it feels a tiny bit messy/tedious right now)
Tagamogi
02-18-2018, 04:38 PM
Just adding another quick vote for having map fog on Anagoge. If I was starting out, I'd love map fog so I'd know what I've already explored and which areas I've missed. Having the fog may not make it quite as clear that it's an island, but I think it will actually make finding things easier.
Crissa
02-18-2018, 06:24 PM
Map fog on Anagoge - where the map itself is of less importance, and raw exploring is something you need to do - would be good to teach newbies about the mechanics.
I'm for leaving Anagoge free of fog. There are already many things one needs to learn to grasp how the game works, the fog can come later.
poulter
02-19-2018, 04:39 AM
I would also advocate no fog on Anagoge. The learning curve is already quite steep for new players and the fog could be very frustrating for people just starting to understand the UI.
cr00cy
02-19-2018, 06:29 AM
I'm not usre about for on Anagoge... i think it could go either way, but im lenaign slighty more towards fogged option.
Also, i think fog on explorable area should have different color than parts that are behind edges of map. As it is, its sometiem hard to judge if i explored to the edge of map, or no. Especially on low map zoom.
Crissa
02-19-2018, 04:49 PM
cr00cy I was thinking the same thing. Something making the edge of the zone where you bounce a slightly different tone, or a sharp edge, or a different kind of edge or a more parchment color... I don't want to give things away, but I do like to know when I'm about to hit the bounding box.
Tagamogi
02-19-2018, 09:32 PM
Like all the new Durstin Tallow stuff.
Yes, just did those quests and they are fun. And a nice newbie navigation help, too, I think.
(Now, will half orcs be a playable race? ;) )
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