I wanted to make this post as a carry over from another thread.
I understand the idea of cartography from MO1, and in the ideal world that a third party MO2 map did not exist, it's a pretty cool idea. The problem is, that the MO2 online map exists, and will continue to exist, through the games launch. This means that cartographers will more or less be wasting their time (other than for the enjoyment factor) because EVERYONE will just have an open tab with the full map & confirmed spawns opened.
This is the system that I think the developers should consider implementing. Please, do not respond with blunt "that will never happen" posts. In order for this game to appeal to broader audiences, there need to be some changes made from the first game. That doesn't mean that the game needs to be made easier. It also doesn't mean that we need GPS locators of our position or instant warps all around the map. All that I am discussing here is what I think the map system should be changed to. I will outline the new system that I think would be a great compromise as follows:
1. Cartography becomes a secondary skill. Under Cartography there will be 3-4 sub skills, with 1 or 2 possibly being primary skills (the trade oriented abilities).
2. Every new player can purchase a "Blank world map" item for a certain amount of gold. This could even be a craftable trade item that would be given or sold to new players. In this way, those that do not want to play with a world map have the option of opting out.
3. The map would begin in one of two ways. The first way would be a completely blank map that only had the major guarded cities. It would not have any markers, other than towns, and it would not have any topography. The second way would be a more topographical 'fog of war' map that would unlock as you explored each area. Again with this way, no markers would be built into map except town names. In way 1, cartography would be leveled by placing pins; in way 2, cartography would be leveled by exploring the world. This would actually lead to a massive amount more exploration from people trying to finish their maps.
4. Player pins of different icon types can be placed around the map to mark spawns, bandit camps, etc. Paths can be drawn to show trade routes. Overall a variety of features to custom tag your own map. In this way, everyone is able to build their own map based on their playstyle, but they are not given an overt amount of data right out of the gate. This maintains the soul of the current map system in the game, while also allowing new players to have an easier barrier to entry.
5. Now what does that mean for cartographers who make a living? There will be a specific type of icon (yellow map icon, as an example) that will be a "scribed map location". So as an example, if you know a Salvia spawn, you can scribe and sell that location for however much you think it would be worth, and this becomes the new cartography. The existing system could also exist for smaller areas, such as creating dungeon maps or town maps. This is just for an over-arching map that is a customizable player map IN GAME as opposed to on a third party browser.
I want to hear your arguments against doing cartography in this way: but in order to have a counter argument, you HAVE to give an in-game solution that is on par or better than the Mortal Online 2 map, which will grow and become more accurate as the game progresses. In my mind, because the only map exists, a proper world map needs to be created inside the game. I am not asking for GPS locations, locations of guild, siege locations, nothing like that. This would be a basic, self-markable world map to help new players navigate and veterans know where their favorite spawns are without using a third party service.
I understand the idea of cartography from MO1, and in the ideal world that a third party MO2 map did not exist, it's a pretty cool idea. The problem is, that the MO2 online map exists, and will continue to exist, through the games launch. This means that cartographers will more or less be wasting their time (other than for the enjoyment factor) because EVERYONE will just have an open tab with the full map & confirmed spawns opened.
This is the system that I think the developers should consider implementing. Please, do not respond with blunt "that will never happen" posts. In order for this game to appeal to broader audiences, there need to be some changes made from the first game. That doesn't mean that the game needs to be made easier. It also doesn't mean that we need GPS locators of our position or instant warps all around the map. All that I am discussing here is what I think the map system should be changed to. I will outline the new system that I think would be a great compromise as follows:
1. Cartography becomes a secondary skill. Under Cartography there will be 3-4 sub skills, with 1 or 2 possibly being primary skills (the trade oriented abilities).
2. Every new player can purchase a "Blank world map" item for a certain amount of gold. This could even be a craftable trade item that would be given or sold to new players. In this way, those that do not want to play with a world map have the option of opting out.
3. The map would begin in one of two ways. The first way would be a completely blank map that only had the major guarded cities. It would not have any markers, other than towns, and it would not have any topography. The second way would be a more topographical 'fog of war' map that would unlock as you explored each area. Again with this way, no markers would be built into map except town names. In way 1, cartography would be leveled by placing pins; in way 2, cartography would be leveled by exploring the world. This would actually lead to a massive amount more exploration from people trying to finish their maps.
4. Player pins of different icon types can be placed around the map to mark spawns, bandit camps, etc. Paths can be drawn to show trade routes. Overall a variety of features to custom tag your own map. In this way, everyone is able to build their own map based on their playstyle, but they are not given an overt amount of data right out of the gate. This maintains the soul of the current map system in the game, while also allowing new players to have an easier barrier to entry.
5. Now what does that mean for cartographers who make a living? There will be a specific type of icon (yellow map icon, as an example) that will be a "scribed map location". So as an example, if you know a Salvia spawn, you can scribe and sell that location for however much you think it would be worth, and this becomes the new cartography. The existing system could also exist for smaller areas, such as creating dungeon maps or town maps. This is just for an over-arching map that is a customizable player map IN GAME as opposed to on a third party browser.
I want to hear your arguments against doing cartography in this way: but in order to have a counter argument, you HAVE to give an in-game solution that is on par or better than the Mortal Online 2 map, which will grow and become more accurate as the game progresses. In my mind, because the only map exists, a proper world map needs to be created inside the game. I am not asking for GPS locations, locations of guild, siege locations, nothing like that. This would be a basic, self-markable world map to help new players navigate and veterans know where their favorite spawns are without using a third party service.