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Discovery and Exploration Methods

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WarBird
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Discovery and Exploration Methods

This was starting to spring up in another thread, thought I'd give it its own discussion space here. (Maybe this is a long past thread, dunno)

So, basically, how would we like/expect the city to be "revealed" to us?

For myself, I think when you first begin playing the game, level 0, you should be able to see the whole extent of the map. I mean, it's a city, right? The Chamber of Commerce will give you one for free. Probably with a few of the major landmarks already on it. Prominent buildings, Parks, Statues/memorial structures, names of various neighborhoods, that sort of thing.

Then, as one explores, it gets filled in with details like Contacts, Stores and other smaller landmarks. Perhaps the special RP/contest locations that have been mentioned in other threads.

It might be neat to see the map as a collage of low-rez "neighborhoods", maybe with a distinctive color overlay, that gradually becomes more detailed with buiding and street outlines as you explore. I'd even throw this in, The details don't show up until you see it from BELOW a certain altitude. Like, "you can't get to know a nighborhood by flying over it."

Additionally, and this goes more to map functionality than exploring, I'd like to be able to put down permanent "Map Pins" on my own map. And, if possible, I'd like a way to share a personal pin with someone else. Kind of a "meet me here" thing.

I don't think the "totally dark" map that is uncovered as you explore makes sense in anything but a "wilderness" type campaign. Essentially a place you've never been before and couldn't easily acquire a map. OTH, I'm okay with this being the general method for mapping an instanced mission.

What else?

Redlynne
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This topic actually covers

This topic actually covers more than it might at first appear. You've got the World Map, the Zone Map (which in City of Heroes was NOT synonymous with the World Map), and the Mini-map (technically not used in City of Heroes).

World Maps tend to have the least amount of detail, since they usually just outline geography shapes and mark major landmarks.
Zone Maps have more localized detail but are mainly about figuring how to go from here to there since they mainly give terrain information.
Mini-maps are typically used to provide the most relevant close range details, centered on the Character, usually showing the arrangement of Foes and Resources nearby.

In City of Heroes ... the "[url=http://paragonwiki.com/wiki/Fog_of_war]Fog of War[/url]" made very little sense in the Open World. Its usefulness was completely overturned by [url=http://paragonwiki.com/wiki/Veteran_Reward_Powers#Reveal]Reveal[/url], the 63 month veteran reward, which allowed you to clear the Fog of War from a zone every 5 minutes ... which usually got used to Reveal entire Instance Mission Maps so that people knew where to go when they "ninja-ed" the map to find the Boss.

However, there were situations and circumstances where a Fog of War should have been used and would be useful to have. Places like Instance Mission Maps (obviously), and perhaps certain "specialized" locations, such as sewer mazes and the like, where Players "aren't supposed to know" how to get from here to there with unerring accuracy (use of [url=http://paragonwiki.com/wiki/VidiotMaps]vidiotmaps[/url] notwithstanding). It just wasn't something that needed to be a factor "everywhere" in the world. That said, the interest in "clearing the map" could sometimes become a journey in and of itself (I know that I spiraled my way around [url=http://paragonwiki.com/wiki/The_Hive]The Hive[/url] just to clear off the Fog of War while waiting for Hamidon Raids to get started on more than once character before getting my 63 month veteran reward Power).

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]

Fireheart
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I agree, the 'fog of war' has

I agree, the 'fog of war' has limited application in this genre and should be replaced with a more sophisticated form of obscurity.

Our heroic 'PDA' should come pre-loaded with a map of the city, as well as roads and landmarks in the surrounding countryside. From personal use and experience, an 'online maps' functionality should allow us to get a more detailed view of our destination. Further, it seems appropriate that, at some point in our careers, we'd make a contact in City Hall, or some 'Super Database Information Clearinghouse', which would allow us to view basic structural floorplans of many (if not most, or even all) of the buildings in town.

In this way, we develop ways of clearing out successive layers of obscurity, without giving away the 'surprise' of discovering something that's not on the map. And the Devs can still have the occasional hidden project that needs to be discovered first-hand.

Be Well!
Fireheart

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Fireheart wrote:
Fireheart wrote:

Further, it seems appropriate that, at some point in our careers, we'd make a contact in City Hall, or some 'Super Database Information Clearinghouse', which would allow us to view basic structural floorplans of many (if not most, or even all) of the buildings in town.

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[/img]

Mostly joking :P

I don't get mad, I restructure the laws of quantum physics and resolve the situation with temporal engineering.

Fireheart
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It just seems like some sort

It just seems like some sort of super-hero (and villain) information service would be one of the 'things' one would expect in a city full of heroes. Basic stuff, like... well, the Wiki entry on a given faction, or an 'accurate as of a couple of months ago' satellite photo of a particular neighborhood. If I can can do a basic web-search for info about a real place, then that's the sort of data I'd expect, as a minimum, to find regarding our fictional space. Not 'Oracle' level info, just basic stuff.

It would be nifty, if Beta Testers and people on the Public Beta Server were encouraged to post... Tweets, I guess, reports from the field, as they roamed the city, which could then be collected and de-spoilered and made part of the info-dump regarding a location. "Visited Tony's Pizzeria, the calzone was superb. Also noticed a high level of (mafia) presence on the block."

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Fireheart

Radiac
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My thoughts on maps:

My thoughts on maps:
1. I assume there will eventually be hacked map cheats. I say, let that happen organically, then roll out the official "annotated map" after the players post it online. Basically, what CoH did. I don't want to have to hack the game to have my "complete" map of the sewers, the town burbs by badguy type, etc but I think the devs should wait until people actually do that before spoiling it to the rest of us.
2. Fog of war is unnecessary in public outdoor zones like Atlas Park, but good in mission maps.
3. The "No Map Available" map option is necessary and good in more challenging missions.
4. Bad guys should not appear on the map as if you had perfect radar on the bad guys. The idea that one actually knows to complete precision where oneself is on the map provided is already somewhat sketchy sometimes, putting virtual lojack on the bad guys is totally unrealistic, unless it's a plotline of the mission or a superpower of some kind.
5. I'm not against the idea of super powers or NPC contacts or "Bat-computer" tech (whether it's in your personal lair or your SG's base) that gives you better intel on mission maps and whatnot. I think that's very flavorful. It could be a set of missions to unlock it, salvage and recipes to craft it, and continuing influence/prestige/whatever to keep it up and running, all of which promotes more fun game play.

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Radiac wrote:
Radiac wrote:

. . .super powers or NPC contacts or "Bat-computer" tech (whether it's in your personal lair or your SG's base) that gives you better intel on mission maps and whatnot. I think that's very flavorful. It could be a set of missions to unlock it, salvage and recipes to craft it, and continuing influence/prestige/whatever to keep it up and running, all of which promotes more fun game play.

Brilliant. This last part. (I also generally agree with the rest of Radiac's list)

Heck, except for content creation issues, I could see making a mini-game before every mission of hacking info about your next mission location. Completely optional. You can go in all devil-may-care if that suits your Character Concept, or research the map and maybe get a little intel on enemy strengths, etc.

This may be better suited to solo play, but if you want to start up a team for a mission, you could go and do the map-mission first as a service.

Using a power "slot" (hyper hearing, aetherial sensitivity, etc.) to gain some localized info about enemy movements is also a great idea. Adding to the utility and diversity of more offbeat builds would be fantastic.

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Use kiosks for the most part.

Use kiosks for the most part. Its tried and true.

Just don't be afraid of what i'll call "pop up missions". Things that happen on the map the player can find on their own.. hopefully with Emergent AI spawning.

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WarBird wrote:
WarBird wrote:

Heck, except for content creation issues, I could see making a mini-game before every mission of hacking info about your next mission location. Completely optional. You can go in all devil-may-care if that suits your Character Concept, or research the map and maybe get a little intel on enemy strengths, etc.
This may be better suited to solo play, but if you want to start up a team for a mission, you could go and do the map-mission first as a service.

So ... basically [b][url=http://cityoftitans.com/comment/26379#comment-26379]this idea[/url][/b] I posted back on 29 October 2013?

Redlynne wrote:

Tangential to this discussion is something that Cryptic did VERY RIGHT in their Star Trek Online game. They gave everybody tricorders. What this means is that instead of having a triangle marker on your screen as a "go here, stupid" way of directing people to where they need to go, then instead just activate their tricorder and a beam of light (color coded by faction) shoots out giving you a bearing to your nearest objective. Nearest objective means either a glowie (not all glowies are mission related) or to a mission objective (which could just be a "enter this region" thing). This works both in space and on the ground, since it gives you a "go thataway" cue that is intuitively obvious and can direct you towards objectives that aren't even visible on screen, either due to obstruction or just simple range. The thing is, this system is "absolutely reliable" in that wherever it points to, you KNOW there's something there. Only failing of it is when an objective spawns *behind* an obstruction or inside terrain or whatever where it isn't accessible. It turns the task of being able to "find" an objective into an active rather than passive activity. It turns all kinds of "find this" kinds of tasks into something of a minigame ... and has the benefit of "directing traffic" towards an objective that otherwise could have been missed or overlooked, since it's basically a "gimmie a hint" system.

One of the things that always felt oversimplified about CoX was that a mission door was always marked so that you COULD find it in the clutter of the terrain. I always felt that it would have been more interesting (if potentially more frustrating) to do more of a "staged reveal" of where a mission door was, instead of just simply "knowing" when you enter the zone. So your Contact would send you to a particular [b]region[/b] of a zone map, and then once you were within that region you'd begin the process of finding the mission door, instead of just zooming straight to it (because it's "obvious"). Once the mission door is "located" by anyone on the team, it gets marked for everyone on the team. Actually finding the door inside of that region could be done as a simple matter of proximity (if within X meters then reveal) such that when entering a particular neighborhood you might (might!) need to do a little searching first in order to find the door. Alternatively, you could call your Contact to get a "hint" as to which direction you ought to go from where you are in order to get close enough to isolate the mission door's location. Thus you wind up with a sort of Exploration Mini-game that you play when you receive new missions, which has the side benefit of getting players to pay more attention to their surroundings than just speeding right through them, ignoring everything between them and where they want to be.

Followed up by these [b][url=http://cityoftitans.com/comment/26405#comment-26405]additional thoughts[/url][/b] I posted about 100 minutes later?

Redlynne wrote:

Ah ... but you aren't viewing the flexibility that you might have with such a system! Difficulty rankings are, of course, notional just to get the point across:

Rookie Level: mission door is revealed upon entering the zone
Qualified Level: mission door is revealed upon entering neighborhood the mission door is in
Veteran Level: mission door is revealed upon being within 400 meters of mission door when inside correct neighborhood region (think of Independence Port)
Champion Level: mission door is revealed upon being within 200 meters of the mission door when inside correct neighborhood region
Ace Level: mission door is revealed upon being within 100 meters of the mission door when inside correct neighborhood region
Insanity Level: mission door is only revealed when the "correct" door is clicked on (ie. no hints)

in other words, it doesn't have to be a One Size Fits All, meaning that people who don't want to play the mini-game of "finding" the mission door don't have to. You could then set up the Task Force interface so as to give everyone on the team a Vote as to which level of door hunting they want to have for the group, with a plurality of votes winning and in the event of a tie between two options, asks for a re-vote with only the two options available and gives the tiebreaker vote (if necessary) to the team leader in the runoff. Or it could just be that it would use the Leader's setting when launching the Task Force, much like CoH did. In short, there's different ways to finangle this, not all of which have to be tricky.

As for why anyone would want to set such a difficulty level for finding the mission door to be anything other than Rookie or Qualified, that sort of question would get into the Incentives offered for choosing the more arduous options. Such incentives could range from a slight bias in terms of drops, so a minor adjustment in the rate of drops, or it could be a slight XP bonus while inside the mission, or a slight currency bonus granted when earning currency while within the mission, or whatever. It wouldn't necessarily need to be anything more than a 0-5% bonus adjustment (ie. 1 for each level of difficulty, starting at zero) so it would be a minor thing, rather than a decisive one, and would only persist for as long as you're inside THAT mission door's instance.

Note also that a "give up" option could be offered in the form of simply calling your contact by cell phone and asking them if they have a better idea of where this place is you're supposed to be going to, and they just tell you (revealing the door) if you've tried and can't find it. You'd forfeit the "finder's bonus" for that one mission, but that would be the only penalty. On a Task Force, this call the contact option would have to be exercised by the Team Leader.

Also note that if you're playing on a Team, you could easily ratchet up the difficulty on this to a higher level and have your team "fan out" through the streets of the neighborhood, searching for the door so as to find it quicker, because once it is revealed for one, it is revealed to all on the Team. Of course, on Insanity Difficulty this would mean you'd have a team of players "knocking on doors" trying to find the right one (which would be "found" by the player who enters the instance first). Hey, as advertised, Insanity Difficulty would be pretty "insane" to try and do in a cluttered urban environment with plenty of Doors in it. ^_~

Just thinking out loud.

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Red's last 2 posts both

Red's last 2 posts both remind me of something akin to the Lord Recluse TF. Or at least the parts where you had to find the hidden doors. In any event, I'm sure theres room in the world for all kinds of missions, easy-to-find-ones and less-easy-to-find ones.

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WarBird wrote:
WarBird wrote:

Radiac wrote:
. . .super powers or NPC contacts or "Bat-computer" tech (whether it's in your personal lair or your SG's base) that gives you better intel on mission maps and whatnot. I think that's very flavorful. It could be a set of missions to unlock it, salvage and recipes to craft it, and continuing influence/prestige/whatever to keep it up and running, all of which promotes more fun game play.

Brilliant. This last part. (I also generally agree with the rest of Radiac's list)
Heck, except for content creation issues, I could see making a mini-game before every mission of hacking info about your next mission location. Completely optional. You can go in all devil-may-care if that suits your Character Concept, or research the map and maybe get a little intel on enemy strengths, etc.
This may be better suited to solo play, but if you want to start up a team for a mission, you could go and do the map-mission first as a service.
Using a power "slot" (hyper hearing, aetherial sensitivity, etc.) to gain some localized info about enemy movements is also a great idea. Adding to the utility and diversity of more offbeat builds would be fantastic.

Ah, guess I was sidetracked. My original question pertained mainly to "Zone" or "World" maps. But Radiac's post got me thinking about "In Mission" maps. That's what I was referencing in the above. Sorry for the confusion.

So, continuing that, I'm suggesting that you could "hack the security network" or "look up the building plans on-line" via a brief mini-puzzle that could get you the building layout. At which point the building interior of the instance would be available to you during the mission. If you don't want to spend the time, then you could just bust in "guns blazin'" and hope for the best.

Now, if you had "Hyper senses" like hearing or smell or "mystic lifeforce" sense, you could see blips representing friends and foes within a certain radius of you. If you didn't have the map too, they'd still show up, just on a dark background (whatever the default would be for "no map available", and you'd have to infer their locations from what your character can actually see as far as walls, etc.

OTH, back to the "zone" map, I'd rather not have to go through a lot of rigamarole just finding an entrance to a mission every time. But I like the idea that occasional missions require a bit of "leg work" to find a location.

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I like the various "super

I like the various "super-senses" and other "information warfare" ideas so far. Sounds like cool stuff if they could pull it off in a creative way.

R.S.O. of Phoenix Rising