Map mode for Sojourn?
Map mode for Sojourn?
I just want to see what people thinks, do we want to a world map code like duris so its easier to get around?
Because when i played sojourn it took hours to walk to places, took a long time to rest for moves, and then walk again..
I know that most people just don't have time for that and want to get to the action
maybe a map code can be put in to make it more enjoyable!
Because when i played sojourn it took hours to walk to places, took a long time to rest for moves, and then walk again..
I know that most people just don't have time for that and want to get to the action
maybe a map code can be put in to make it more enjoyable!
Personally I like muds better without that map mode. You need to use your brain and remember more where to go. Also exploring is a lot more realistic as you cant see all the surrounding rooms. I remember it was FUN and a CHALLENGE just to find easy place likes SS, BS, IC, etc. It wouldnt have been the same or as fun if I could see the zone where I was headed, 10 rooms beforehand.
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- Sojourner
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heya cazin long time no see bro
and let me just put in a "oh HELL no" for the map mode a la duris. damn i HATE that stupid map mode. its a cool idea but not on a mud. it reminds me of playing blade master or angband :P if i wanna play angband i'll play it. if i wanna mud i dont wanna play angband. nuff said
and let me just put in a "oh HELL no" for the map mode a la duris. damn i HATE that stupid map mode. its a cool idea but not on a mud. it reminds me of playing blade master or angband :P if i wanna play angband i'll play it. if i wanna mud i dont wanna play angband. nuff said
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- Sojourner
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- Sojourner
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- Sojourner
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- Joined: Thu Feb 01, 2001 6:01 am
Never. No offense to those MUDs that do have overhead maps. We decided early on in our development phase that that a map was not something Sojourn would ever have - it's just not the way we prefer to go, and it's not right for our kind of game.
We did, though, decide to do some work on easing travel times and also beef up several of the road zones and add some more while we're at it, to make travel less of a headache.
-- Shevy
We did, though, decide to do some work on easing travel times and also beef up several of the road zones and add some more while we're at it, to make travel less of a headache.
-- Shevy
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Shevarash:
We did, though, decide to do some work on easing travel times and also beef up several of the road zones and add some more while we're at it, to make travel less of a headache.</font><HR></BLOCKQUOTE>
*cough*gloomhaven ferry*cough*
/Jegzed
We did, though, decide to do some work on easing travel times and also beef up several of the road zones and add some more while we're at it, to make travel less of a headache.</font><HR></BLOCKQUOTE>
*cough*gloomhaven ferry*cough*
/Jegzed
A vmap takes the fun out of exploration. I know in my travels, I would sometimes come across a twist in the path I hadn't seen before, or an intersection I would note for future exploration. Usually I'd find a fascinating new area and spend hours exploring every crevice and cranny. Then I'd come back to WD all excited and Kildran would be like "wtf were you doing in Arabel, there's nothing there". But I had a blast
A vmap clearly and precisely notes the location of all major zones, leaving nothing to the imagination. Finding a new zone is as complicated as seeing a ^ mark that didn't used to be there. *yawn*
- Ragorn
A vmap clearly and precisely notes the location of all major zones, leaving nothing to the imagination. Finding a new zone is as complicated as seeing a ^ mark that didn't used to be there. *yawn*
- Ragorn
Cherzr.. we have gotten lazy, my friend....
sigh....
I am SO gonna miss chasing the *P* on the map
and finding you, nurz, urkta, cim :P rakka, etc
may have to log on bast on occasion to keep the pkill fever
*Savak tells you in common 'relo in, follow consent .. evils NOWW!!!!'*
*Savak gives you his consent.*
*Savak places his Silence, bleh bleh dagger, into the spine of a Goblin.....
A Goblin is DEAD!!!*
*You get some stone gauntlets from the corpse of Cim.*
*smirk*
-Jenny
sigh....
I am SO gonna miss chasing the *P* on the map
and finding you, nurz, urkta, cim :P rakka, etc
may have to log on bast on occasion to keep the pkill fever
*Savak tells you in common 'relo in, follow consent .. evils NOWW!!!!'*
*Savak gives you his consent.*
*Savak places his Silence, bleh bleh dagger, into the spine of a Goblin.....
A Goblin is DEAD!!!*
*You get some stone gauntlets from the corpse of Cim.*
*smirk*
-Jenny
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- Sojourner
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- Sojourner
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- Location: Gloomhaven, Underdark, Faerun
- Contact:
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Jegzed:
<B> *cough*gloomhaven ferry*cough*
/Jegzed
</B></font><HR></BLOCKQUOTE>
ROFL JEGZED! Oh hellz yes, fix the damn ferry (please).... I have a character that is STILL waiting to get from one side to the other....
<B> *cough*gloomhaven ferry*cough*
/Jegzed
</B></font><HR></BLOCKQUOTE>
ROFL JEGZED! Oh hellz yes, fix the damn ferry (please).... I have a character that is STILL waiting to get from one side to the other....
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- Sojourner
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- Joined: Tue Jan 30, 2001 6:01 am
- Location: West Plains, MO USA
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There's a difference between laziness and ease. I can understand all your points of view concerning exploration and whatnot. But since you've sketched all the zone matrkers and know where most of the main zones are - that's far from game mastery. The muds mentioned here that do posess maps are PK muds; and though their constituency is the same alphabet that populates your text game as well - they are far from similar.
Nothing stops mapmakers from implementing secret rooms on the map - that would add a degree of challenge that's inequivocable. Try searching on maps in a PK mud for hidden zones - there's an adrenaline rush.
Anyways, I'm not disproving your decision - but perhaps just exposing why other muds might opt for maps.
Battlefields by excellence.
Nothing stops mapmakers from implementing secret rooms on the map - that would add a degree of challenge that's inequivocable. Try searching on maps in a PK mud for hidden zones - there's an adrenaline rush.
Anyways, I'm not disproving your decision - but perhaps just exposing why other muds might opt for maps.
Battlefields by excellence.
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Ragorn:
<B>A vmap takes the fun out of exploration. I know in my travels, I would sometimes come across a twist in the path I hadn't seen before, or an intersection I would note for future exploration. Usually I'd find a fascinating new area and spend hours exploring every crevice and cranny. Then I'd come back to WD all excited and Kildran would be like "wtf were you doing in Arabel, there's nothing there". But I had a blast
A vmap clearly and precisely notes the location of all major zones, leaving nothing to the imagination. Finding a new zone is as complicated as seeing a ^ mark that didn't used to be there. *yawn*
- Ragorn</B></font><HR></BLOCKQUOTE>
I've gotta disagree. First, zone markers don't have to be visible on a vmap. Second, in a road system like Sojourns whenever you see one of those intersections you _know_ it will lead somewhere. That's not exploring, it's following a path that leads you somewhere.
Imagine a zone placed in the middle of a 100 room forest, without a visible zone marker. How long would that take you to find? One day you're cutting through the woods for a shortcut and suddenly find yourself in the Tower of Ashrakk Kull. Not <u>that's</u> exploring.
With a roads you'd be walking through a road in the woods, and see a path leading north. So you walk north and end up at the entrance to a tower. *yawn*
Sarvis
<B>A vmap takes the fun out of exploration. I know in my travels, I would sometimes come across a twist in the path I hadn't seen before, or an intersection I would note for future exploration. Usually I'd find a fascinating new area and spend hours exploring every crevice and cranny. Then I'd come back to WD all excited and Kildran would be like "wtf were you doing in Arabel, there's nothing there". But I had a blast
A vmap clearly and precisely notes the location of all major zones, leaving nothing to the imagination. Finding a new zone is as complicated as seeing a ^ mark that didn't used to be there. *yawn*
- Ragorn</B></font><HR></BLOCKQUOTE>
I've gotta disagree. First, zone markers don't have to be visible on a vmap. Second, in a road system like Sojourns whenever you see one of those intersections you _know_ it will lead somewhere. That's not exploring, it's following a path that leads you somewhere.
Imagine a zone placed in the middle of a 100 room forest, without a visible zone marker. How long would that take you to find? One day you're cutting through the woods for a shortcut and suddenly find yourself in the Tower of Ashrakk Kull. Not <u>that's</u> exploring.
With a roads you'd be walking through a road in the woods, and see a path leading north. So you walk north and end up at the entrance to a tower. *yawn*
Sarvis
Thanks Sarvis. I was wondering what everyone was talking about when they said "You will see the zone". That is that way on most muds because that's the way they like it. I'm torn both ways...I'm to old and don't mud enough to really want to learn a new mud map system so I love maps on muds that I stop in at. I do feel that roads are better though and since I already know most of the backbone of Sojourn it doesn't matter much to me.
Marforp / Sasdor
p.s. Why we bothering since this is about as likely to come in as PK.
Marforp / Sasdor
p.s. Why we bothering since this is about as likely to come in as PK.
Sarvis,
That's not exploring, that's finding zones by sheer dumb luck. In order to find a hidden zone in a 10x10 forest, you have to walk through up to 99 unmarked rooms before you find it. When a new zone goes in under a vmap system, either you see it right away, or someone finds it 3 months later by simple blind luck.
I know I found 2 unmarked zones in the Duris underdark by luck. I'd been playing an evil for like 6 months, I happened to take a different route to drst, and I happened to see that even though north was a wall, there was a north exit.
Without a vmap system it's different. You're walking along a path, and a new branch heads east. You take it. You end up at another 3 way intersection, you pick a path and go down it. It branches off again and you pick a path. Any of these paths could lead to a zone you've never been to, or it could lead to another intersection, or it could lead to a dead end. Try walking from the turning point to Zhentil Keep. There's probably close to 20 paths branching off the main road for you to explore. There's BGR, the back way to Dusk Road, Arabel, the Flame Tower, a small village, an inn, an underground river that leads up near Spiderhaunt, and a dozen or so other small areas to play in.
Not a single piece of useful equipment to a 45th level ranger except a neat flagon, but it kept me interested for a week.
- Ragorn
That's not exploring, that's finding zones by sheer dumb luck. In order to find a hidden zone in a 10x10 forest, you have to walk through up to 99 unmarked rooms before you find it. When a new zone goes in under a vmap system, either you see it right away, or someone finds it 3 months later by simple blind luck.
I know I found 2 unmarked zones in the Duris underdark by luck. I'd been playing an evil for like 6 months, I happened to take a different route to drst, and I happened to see that even though north was a wall, there was a north exit.
Without a vmap system it's different. You're walking along a path, and a new branch heads east. You take it. You end up at another 3 way intersection, you pick a path and go down it. It branches off again and you pick a path. Any of these paths could lead to a zone you've never been to, or it could lead to another intersection, or it could lead to a dead end. Try walking from the turning point to Zhentil Keep. There's probably close to 20 paths branching off the main road for you to explore. There's BGR, the back way to Dusk Road, Arabel, the Flame Tower, a small village, an inn, an underground river that leads up near Spiderhaunt, and a dozen or so other small areas to play in.
Not a single piece of useful equipment to a 45th level ranger except a neat flagon, but it kept me interested for a week.
- Ragorn
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