how to know where you are in nave

what do you want implemented ?


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    26

Bladeer01

Active member
Aug 1, 2021
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so , who , never , ever have been lost in nave ? i think no one can say it never happened to him

so , let's see what we have and what can be done ;

we have mortal online map ; while it's helpul and better than nothing , it's not up to scale and not that accurate ;
since SV will probably never provide a map ( hardcore all that ) this map , will being better in the future , it will remain as a general direction tool

a skill about mapping ? mehh , i do want that but i doubt we will ever see it ...

last but not leat , we have road sign .... with nothing wrote on it ; frankly i think sv should make full use of those road sign , that's the least nave could provide to it's citizen
 

Raknor

Well-known member
Sep 14, 2021
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Hyllspeia
Cartography will come (one day... eventually... we hope). But what is this story about signs needing to be useful? I've seen a few without text and others oddly located but for the most part I have found them useful already.

I like there is no official map, I even like that the player made map is so obviously wrong in some places. I know... I'm weird.
 

Najwalaylah

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May 28, 2020
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I can't say the MO1 map never helped me, but no map helps me as much as simple familarity with the territory from going over it repeatedly. (In RL, too.)

A mechanical mapping skill might not really be a skill, just a gradual hurdle, kind of like "Sense Heading" in EverQuest.

Real skill at making maps in your head or 'on paper' is not something Star Vault can give you, I think.

In Nave, they should probably give you road signs that— where they exist at all, and that should not be everywhere— have meaningful names, arrows, or other symbols on them in Mortal Online 2. It's been tens of decades since the Irruption, after all. If the signs aren't useful, why are they there? If they were very old, and not useful, wouldn't they have been dragged away for campfires? (I want a little game logic, just like @Nefnate & @Tuhtram .)

SPOILER: New players might not know, but the Sun (Sunna) rises in the West, and sets in the East. I once got the Worst. Directions. Ever. over VOIP from someone who'd forgotten that, but should have known better. Long story, but fortunately, I didn't wake up the Risar Camp I nearly fell into.

I haven't seen any of hte once-recognisable constellations of Nave for a long time. I suppose they're not around in M)@, but I'd be glad to be wrong about that. If they're not up there, Star Vault should think of a way to restore them.

MZc7eTG.jpg

We were using the Thunderbird AKA Sword of Tindrem AKA the Ship
to find (approximately) North since before we had
the primitive compass (shown).

The constellation shown was skewed a little if you weren't right under it, which gave you some indication of how far you were and in what basic direction from that area.
#SkyBoxProblemsFeatures

From what I have seen of Mortal Online 2, vegetation varies more than it used to, but with the devellopment of moving/roaming/impermanent spawns, one will no longer be able to say 'turn left when you hear the Belbus on the hillside, and if you run into a herd of Donkeys, you're too far West". But there are more regional varieties of critters slated, so some day that may be a help.

Are Keeps going to have maps "in the basement" or anywhere inside, once built and occupied? Does anyone know?
 

Bladeer01

Active member
Aug 1, 2021
257
128
43
I can't say the MO1 map never helped me, but no map helps me as much as simple familarity with the territory from going over it repeatedly. (In RL, too.)

A mechanical mapping skill might not really be a skill, just a gradual hurdle, kind of like "Sense Heading" in EverQuest.

Real skill at making maps in your head or 'on paper' is not something Star Vault can give you, I think.

In Nave, they should probably give you road signs that— where they exist at all, and that should not be everywhere— have meaningful names, arrows, or other symbols on them in Mortal Online 2. It's been tens of decades since the Irruption, after all. If the signs aren't useful, why are they there? If they were very old, and not useful, wouldn't they have been dragged away for campfires? (I want a little game logic, just like @Nefnate & @Tuhtram .)

SPOILER: New players might not know, but the Sun (Sunna) rises in the West, and sets in the East. I once got the Worst. Directions. Ever. over VOIP from someone who'd forgotten that, but should have known better. Long story, but fortunately, I didn't wake up the Risar Camp I nearly fell into.

I haven't seen any of hte once-recognisable constellations of Nave for a long time. I suppose they're not around in M)@, but I'd be glad to be wrong about that. If they're not up there, Star Vault should think of a way to restore them.

MZc7eTG.jpg

We were using the Thunderbird AKA Sword of Tindrem AKA the Ship
to find (approximately) North since before we had
the primitive compass (shown).

The constellation shown was skewed a little if you weren't right under it, which gave you some indication of how far you were and in what basic direction from that area.
#SkyBoxProblemsFeatures

From what I have seen of Mortal Online 2, vegetation varies more than it used to, but with the devellopment of moving/roaming/impermanent spawns, one will no longer be able to say 'turn left when you hear the Belbus on the hillside, and if you run into a herd of Donkeys, you're too far West". But there are more regional varieties of critters slated, so some day that may be a help.

Are Keeps going to have maps "in the basement" or anywhere inside, once built and occupied? Does anyone know?


well , a mapping skill would would not be a life changer in itself , and shoulb be heavyly limited ;

but imagine the ability to map , let''s say , 2km per 2 km ( so 4km² )

just for pve , it would be a great item to sell ; could be a scam opportunity if the map's point are manually made ( i imagine the terrain itself will be auto made on your map , and you would manually had pve point , etc , with yourself as a semi accurate point on it


it could implement lot of trading/scamming/noob help opportunity
 

Zbuciorn

Active member
Jun 3, 2020
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I like road signs.Those should be on most of road crosings.
Also territories controlled by guilds could use signs to mark their borders and even have a local rules explained on those.
 
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Amadman

Well-known member
May 28, 2020
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A padded room.
I think getting lost and having to find your way is part of the games charm.

So I do not think SV should provide a detailed map in game.

Though at the same time, players should not have to rely on outside sources to find their way.

Take the current road signs, a possible skill for players to make maps, and possibly NPCs that can provide basic directions to nearby towns. Add to these the ability for players to use their own real experience to find their way with landmarks or to ask other players for assistance. Together you have a close to real world situation where players would be in less need of an out of game map.

Not that players would stop using online maps. But that would be more of a choice than necessity.
 

Najwalaylah

Well-known member
May 28, 2020
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Draw distance is huge. You can see half the Myrland from high hill.
I seem to remember the explanation, offered in the first iteration of the Mortal world, that what you saw in the farthest distance wasn't really drawn from what was there at the time, but more like the painted backdrop of a diorama in front of which things, including built structures & dynamic things, were drawn in 3D.

Sometimes things didn't appear until you were right on top of them. Mortal Online 2 is much improved in this way over thefirst game, which saw the mishap resulting in this screenshot:
BoDVKc0.jpg

SPOILER="Old Story: Beware False Prophets Who Scout For You In Cheap Clothing"
So I log into the Zealots of Nave forums of 2015 one day, on Godkin's account, and what do I find? This thread:
"Foothold - Farming in Myrland" AKA the Zealots' Plan for the Aegis Imperium Village, Urðr.

Full version as image: https://web.archive.org/web/20211106063256if_/https://i.imgur.com/ykYJPw5.png ....
because no way am I linking our archive page.

ykYJPw5l.png


From Heroes:
"Our labors have opened an opportunity in Nave. We can place a dwelling, a guild stone, and create a farming station in the ruins of the Old AI village. This would be a temporary arrangement, but with no taxes, it would quickly become profitable. We will need resources for our move to Sarducca, this could be the opportunity we need, if only for a few weeks to a couple of months."

To Zeroes:
..."We're back on the boulder grind for now. Turns out that tower is still there. 3 million hitpoints (300 boulders) and all. It just hadn't loaded in."

Of course, fittingly enough, Soldeus hid Casilda's Tower in the sunshine while Godkin stood only yards away in the shadows. But they never did get the boulders together in time, either; there were boulders on the escarpment that the Tower was on, but the Zealots were afraid to explore far enough to find them, because of the Terror Birds.

this-is-why-zeal-never-found-the-boulders.PNG

By the time they finally brought a siege engine (presumably, all the way from Bakti to the far eastern end of hte upper jungle) to try to knock down the gate at the top of the stairs, it got stuck on the stairs, sank into the rock face, and stayed there for weeks. In the meantime, Kermit's House and some other structures built by Zzz's burned down for unpaid taxes, as they couldn't get back to them past the wall at the top of the cliff (thank you, Mhu).

/SPOILER

Sound familiar?
 
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Xunila

Well-known member
May 28, 2020
770
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Germany
A mapping skill would be nice to create maps and sell them to other players. But I hope they will never implement a "here you are on the map" feature. Even with a map you have to check where you are on the map.

As a long term MO1 player since beta of MO1 I can tell you that you will know most parts of the map after a year. Then you don't need a map any more.
 

Angelo

Well-known member
May 28, 2020
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https://t.me/pump_upp
t.me
Comparing to MO1, for me, orientation in MO2 is way more easier. There is huge difference in draw distance, which in itself gives a better sense of where you are. There are roads, that also helps a lot to get somewhere. Maybe not first time but when you remember it, you know that you just to need to find the road. We did not have roads in MO1. And there is road signs. Dont need to explain this.
 

Zbuciorn

Active member
Jun 3, 2020
207
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Comparing to MO1, for me, orientation in MO2 is way more easier. There is huge difference in draw distance, which in itself gives a better sense of where you are. There are roads, that also helps a lot to get somewhere. Maybe not first time but when you remember it, you know that you just to need to find the road. We did not have roads in MO1. And there is road signs. Dont need to explain this.
Draw distance really helps immersion and made navigating around the map more realistic comparing to MO1.When I got lost in woods I had to get on the hill,take a look to establish my position and being able to see landmarks far away made it easy.
 
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MazinkaiserDX

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Nov 4, 2021
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Well, as a complete new player in the world of Mortal Online who just got out of Haven, I think there should be a very general map, like the one you get for Haven. I understand, and want, the whole thing about immersion and so on. But... honestly... not having a map actually breaks my immersion. I mean, you can't expect me to believe that in a civilized land like that no one bothered to make maps. It could be something very generic, only with big guarded cities names, some mountains, lakes and forest shapes. A cartography skill players could use to make maps with more details, like bandit camps, lawless cities, dungeons, and so on, sounds great. Even the ability to actually get it wrong sending people who knows where, giving recognition to those players that actually make good maps. But yeah, maybe it's more trouble to implement than it's worth it.
Sure, people can always just use the online resources but, considering what I have read here, there should be plenty of people wanting the immersion and would rather use in-game tools. Also keep in mind that (afaik) the game will get new continents to explore, hence adding to the motivation for players to explore and be the first to discover stuff .
 
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Tzone

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May 16, 2021
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Well, as a complete new player in the world of Mortal Online who just got out of Haven, I think there should be a very general map, like the one you get for Haven. I understand, and want, the whole thing about immersion and so on. But... honestly... not having a map actually breaks my immersion. I mean, you can't expect me to believe that in a civilized land like that no one bothered to make maps. It could be something very generic, only with big guarded cities names, some mountains, lakes and forest shapes. A cartography skill players could use to make maps with more details, like bandit camps, lawless cities, dungeons, and so on, sounds great. Even the ability to actually get it wrong sending people who knows where, giving recognition to those players that actually make good maps. But yeah, maybe it's more trouble to implement than it's worth it.
Sure, people can always just use the online resources but, considering what I have read here, there should be plenty of people wanting the immersion and would rather use in-game tools. Also keep in mind that (afaik) the game will get new continents to explore, hence adding to the motivation for players to explore and be the first to discover stuff .

here you go.

I would at least have a NPC that tells you which direction and roughly how long till you get there. Along with more signs. Also the roads are very twisted which really just makes your travel time longer then it should be.
 

Zbuciorn

Active member
Jun 3, 2020
207
188
43
Well, as a complete new player in the world of Mortal Online who just got out of Haven, I think there should be a very general map, like the one you get for Haven. I understand, and want, the whole thing about immersion and so on. But... honestly... not having a map actually breaks my immersion. I mean, you can't expect me to believe that in a civilized land like that no one bothered to make maps. It could be something very generic, only with big guarded cities names, some mountains, lakes and forest shapes. A cartography skill players could use to make maps with more details, like bandit camps, lawless cities, dungeons, and so on, sounds great. Even the ability to actually get it wrong sending people who knows where, giving recognition to those players that actually make good maps. But yeah, maybe it's more trouble to implement than it's worth it.
Sure, people can always just use the online resources but, considering what I have read here, there should be plenty of people wanting the immersion and would rather use in-game tools. Also keep in mind that (afaik) the game will get new continents to explore, hence adding to the motivation for players to explore and be the first to discover stuff .
There is a online map which is being updated regularly.It is really good tool for new players and vets.Having map made in game by players also would be accepted by the community.The only problem will be a map with your position displayed on it like in theme park mmo.
 
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Speznat

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May 28, 2020
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wolfszeit.online
I remember withotu the compass it was hell to find back xD
Good ol dtimes 3 hours lost in the jungle and if you press priest you land in the jungle again.
Withotu home priest that was hell time MO1 compared to MO2 is quality of life hell.
 

bbihah

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Jul 10, 2020
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Already confirmed we are getting a sort of cartography skill in-game at some point. For now player made maps outside of the game work plenty fine. I was starting to do some mapwork but when they announced an in-game thing was happening + the fact someone else made a quick and easy map with good integration using the old mortalonlinemap interface i found it would just be a waste of time. RIP Aegis Imperium map project 2.0
 
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Xunila

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May 28, 2020
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I remember withotu the compass it was hell to find back xD
Good ol dtimes 3 hours lost in the jungle and if you press priest you land in the jungle again.
Withotu home priest that was hell time MO1 compared to MO2 is quality of life hell.

Would be nice for the compass to become a loot-able item with small price at the utility vendor. We would have fun again with guild mates running through the jungle for a week before finding their way out.

Knowledge of the map is most important in this game. Knowledge about "secret ways" instead of the standard roads, knowledge about good location to hide.
 
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