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You can't just move closer to the landmark you're trying to identify, you have to move a ways to try and get an actual intersection of the lines you have drawn.
And yes, whenever you reveal something on the map, all landmarks in that area become revealed as well.
This makes sense because you can always triangulate from two known points that you can see, no matter how near or far. You just draw lines from them in the direction that you are facing and you are at the intersection. Now the revealing the map mechanic is made a bit easier by close together landmarks, but I believe that is wholly intentional to allow the early cartography to be easier once you get a hang of that trick. There is pretty much nothing that easy on the NE landmass and you will have to be hunting far off landmarks all the time.
I'm glad to hear so many people have really appreciated the realistic nature of the mapping in our game. It makes us confident we won't need to dumb things down at all in our future games. :)
Please, never dumb things down. I know sometimes it is necessary to do that because there are a lot of people out there that are like Forrest Gump, for which I'm not surprised why the gaming industry is the way it is now. People are becoming so stupid that they want everythig on a silver platter; "thinking" has become a dirty word it seems.
Anyways, one of the biggest highlights of Miasmata is the cartography mechanics. I've never seen that in a video game. Its a gem. Don't ever get rid of it, or dumb it down. In fact, I think it should be harder.
From what I can tell triangulating your position takes roughly an in game hour. That's why there is such a significant lag spike at that moment. Skipping the cutscenes would allow for a RIDICULOUSLY fast way to travel through time (and even games like the Elder Scrolls make you wait a little bit).
Considering the devs built this game, including the engine, from the ground up and it it so bloody fantastic... I think we can overlook some slightly wonky modelling.