Miasmata

Miasmata

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Tiren Dec 6, 2012 @ 7:54am
unknown landmark reveal is confusing..
after triangulate my location, i added unknown landmark in my map.
and I moved to another point, and locate my place, but formerly added unknown landmark is just in '? state'. am I missed something? or its because I just didn't secure enough angle?

+ when I triangulate my location near unknown landmark, that landmark will automatically reveal?
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Showing 1-13 of 13 comments
Kommissar K Dec 6, 2012 @ 8:09am 
One thing I've found when trying to triangulate an unknown landmark is that its important to not only change position, but angle. And sometimes significantly.

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.
Tiren Dec 6, 2012 @ 8:16am 
Thanks really alot! Great help.
IonFx  [developer] Dec 6, 2012 @ 8:40am 
Your angle needs to change about 10 degrees between your 1st and second vantage point. Hope that helps! :)
Junkles Dec 6, 2012 @ 2:08pm 
This is a bit off topic but since the angle difference is required/implemented for unknown landmarks why is this not the case for triangulating your own position? Many times I have been able to triangulate my position using two landmarks which are right next to each other or both in the exact same direction. I know not many would want location finding to be harder than it already is but whenever this happens it does ruin my immersion a bit and I think immersion is this game's greatest strength.
Xevo Bolas Dec 6, 2012 @ 6:24pm 
Originally posted by Cobbler:
Many times I have been able to triangulate my position using two landmarks which are right next to each other or both in the exact same direction

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.
IonFx  [developer] Dec 6, 2012 @ 6:49pm 
Originally posted by Cobbler:
Many times I have been able to triangulate my position using two landmarks which are right next to each other or both in the exact same direction. I know not many would want location finding to be harder than it already is but whenever this happens it does ruin my immersion a bit and I think immersion is this game's greatest strength.
Yeah, we debated about that one for a long time. Xevo is right. We were a little concerned that people would already be overwhelmed by the mechanic, and they'd be discouraged if they were unsuccessful in triangulating their position right off the bat. So, we dumbed it down a little. We felt we had to keep the 10 degree angle requirement when it came to mapping distant landmarks. It just wouldn't work without it.

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. :)
Last edited by IonFx; Dec 6, 2012 @ 6:50pm
hellphish Dec 7, 2012 @ 9:34am 
My only complaint about the mapping system is that you can't click through the animations like you can with the various stations. I'm not sure if that was an intentional decision, but it is a little strange considering you do more cartography than anything else (at least I think so, I'm not far in yet.) Otherwise I am completely digging the mechanic!
jfhopkin Dec 7, 2012 @ 12:21pm 
I find the map animations a little irritating after a while - the way it zooms in and out again, and fades to black and then back in again when you triangulate your position. In particular, I don't think the fade is necessary (I guess it's supposed to represent time spent surveying the area around you).
Lorca Dec 13, 2012 @ 7:09pm 
Originally posted by IonFx:
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.
While this is bumped I'll reply to this.

Originally posted by Fupushi:
My only complaint about the mapping system is that you can't click through the animations like you can with the various stations. I'm not sure if that was an intentional decision, but it is a little strange considering you do more cartography than anything else (at least I think so, I'm not far in yet.) Otherwise I am completely digging the mechanic!

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).
mags Dec 14, 2012 @ 12:01am 
Dang... I didn't know the red "?" on a landmark meant I needed to change my angle more, so now my map looks like this: http://steamcommunity.com/sharedfiles/filedetails/?id=113228595.
King DaMuncha Dec 14, 2012 @ 12:35am 
Looks like your wrist is broken. I think the devs need to weight the skin better, or change that animation. Even when im running i look down at my arms and it looks like my wrists are mangled. I think the skeletons joint rig is too far up the arm. (Yes I am an animator and seeing that kind of mistake bugs the crap out of me).
Last edited by King DaMuncha; Dec 14, 2012 @ 12:37am
Dimethyltrip Dec 14, 2012 @ 2:32am 
Originally posted by DaMuncha:
Looks like your wrist is broken. I think the devs need to weight the skin better, or change that animation. Even when im running i look down at my arms and it looks like my wrists are mangled. I think the skeletons joint rig is too far up the arm. (Yes I am an animator and seeing that kind of mistake bugs the crap out of me).

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.

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Date Posted: Dec 6, 2012 @ 7:54am
Posts: 13