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I haven't changed so far as to think it's a good map, but it's the right map. A good map would show you clearly exactly where to go: essentially a smaller version of the game world. But I think finding the orange crates would actually be more of a chore if all I was doing was walking from A to B.
I really enjoyed finding every crate because I had to learn the rules of this world. I became good at finding the elevators and stairways, and learned that there are vehicle parking spots that can be operated if they're green. I became better at figuring out where an item might be on a different level, or found via a route inside a building.
I don't find anything difficult about it anymore, but having to guess at the route became really rewarding for me because it wasn't an easy or instant thing. I like it being a problem that needs to be solved, and the map gives me just enough information not to ruin that.
The only reason it's playable is because of the pathfinder button. Still hard to find shops and stuff, but at least I can press the pathfinder button and follow the trail to my mission objective.
Navigation is maybe the worst aspect in this game.
The problem with that line of thinking is you're excusing bad design. You pointed this out yourself - this can apply to nearly every aspect of the game. Does your game crash if you attempt certain quests? Well, the challenge then becomes figuring out which quests crash you and not do those. And if you think I'm exaggerating, this game has a similar issue already. Many quests are impossible to complete when you get them, because they send you to areas you're either too low level for or that you literally can't access until later in the game. You could argue that this is part of the challenge, but I'd argue that the game shouldn't be doing that anyway.
Players dealing with bugs, poor design, bad UI and lack of documentation should not be considered part of the game's challenge, because it normalises careless design in the minds of developers. I'm almost positive that using the map isn't meant to be a challenge. If it were, we wouldn't have been given an objective trail to follow. If anything, the objective trail is a tacit admission that the game's world is difficult to navigate, thus a stopgap is put in place in order to paper over the faults.
Don't excuse bad game design simply because you were able to find ways around it.
I feel compelled to point out - nothing I've listed in the OP is a problem because it's "difficult." This bears repeating, but things can be easy AND bad at the same time. There's nothing fundamentally "difficult" about using the map, any more than reading a badly-formatted spreadsheet (or forum post) is "difficult." What it is, is cumbersome, slow and unpleasant. By your own direct admission, you stopped using the map and relied on environment cues instead. I read that as a tacit admission that the map fails at its job, because you should have been using it for that if it were actually functional.
Now personally, I'm ideologically opposed to game design which forces players to rely solely or even primarily on environmental cues, but that's a separate subject. Assuming the game was "intended" to be navigated via the overworld predominantly, why even have a map in the first place? If that's part of the challenge, just ship the game without a map. Carrion did (and was all the worse for it), after all.
I'm of the opinion that if a feature exists in a video game, it should be usable. If it's going to be bad, then just cut it and do without. I kept this post focused entirely on the map, but I can level most of the same criticisms towards the game's inventory system, as well. It took me about a half hour's worth of searching to figure out what "Lower Body" is, only to discover it's just another name for the "Frame" attribute. That's just a random example.
Solving problems is a fine thing to do in video games. I would, however, rather solve intentionally-designed challenges than look for ways to circumvent janky design. The latter is rewarding in its own way, but it creates the sense of a low-rent, buggy, unfinished game that I more put up with than enjoy.
this specific problem has less to do with the map and more to do with the fact that an enemy's level isn't displayed until you engage them. You need to get to the point where they are shooting at you to even tell that they are too high in level for you and if they kill you in one shot then you are out of luck.
Plus, enemy encounters shouldn't be placed in a way where you can just stumble into level 26 enemies at the start of the game. there should be a barrier preventing you from going that way. like a locked door, or some rubble, or an extending bridge that you can't operate yet. Or the enemies and items should just not spawn in until later when you are an appropriate level.
i'm honestly sick of this "red skull bs" in games where enemy mobs go from being a cakewalk to suddenly way above your level hp sponges that kill you in one hit. It's just a source of frustration and a way of forcing you to backtrack. It doesn't make a game more fun. It's immersion breaking since there is usually nothing special about the enemies, its just inflated stats. It seems like every rpg does it and i hate it.
the radar does tell you what zone you are in, so you know you have changed zones from that. but, enemies can be drastically different levels within the same zone.
I'm not relying on the environment "instead". I'm doing what I was meant to do.
There are a lot of games with maps that are for highly vertical environments, and yet the map is strictly top-down and 2D with spot indicators offering only "it's above you" or "it's below you" height information, as you mention in your post. However, that decision is also a deliberate method of obscuring direct communication about exactly where to go, which creates an opportunity for the designers to turn placement of collectables into puzzles of a sort (Watch Dogs: Legion being a recent example). This puzzle aspect extends to navigation as well as objects.
I only need to talk about the deepStink to prove this is intentional and not "bad design". The paths of the entire deepStink are essentially formed around hiding one item, the Rat Bite augmentation, while allowing other missions to entwine around it. There's a little bit of blunt force with the locked portals keeping you out of zones until later, but once you do have full access it's not simply a matter of walking in there and getting that collectable. It has to be found by deduction.
There's a walkway in the deepStink that the camera shows you early on, ensuring that a dead body and a collectable are placed temptingly close to the camera, but you can't see how to reach that platform by moving to the left or right: the way up is harder to find.
The placement of every single thing has been thought about. Sometimes objects are placed to catch your eye from high areas to encourage you to look for a way down to get them. Granted, that can suck for you if you're not interested in Eureka moments or even in finding collectables and you just want the stuff ASAP or just go from A to B without a hitch, but if there's an Ascent 2 then I hope they go further with this.
Because the map is a hint, not a full answer. All games could show you precisely where to go, but only a proportion do that. Most obscure the full information to whatever extent. In the real world, a good map will get me precisely where I want to go even if I've never seen the place before, but few game designers seem to think that a good real world map makes a good game world map. A good game map is going to help you navigate but it might not be the navigation, and finding the way through might require seeing the place and going through a process of elimination of the possibilities. There just aren't many ways to create that "How do I...?" question and the "Aha!" answer in an isometric game.
Since game layout is essentially three things—areas of gameplay, dead zones, and connection points between areas—the designers had to think about how many ways into each area there are, and why. "It's bad design" is too simplistic. They started from a blank page. It would have been easy to extend the length of certain pathways by a few more feet so that districts were clearly delineated by dead space, but they made them butt up against each other for a reason.
The thing with The Ascent is that even though it's a big world, it's not as big as the map makes it look. It doesn't really take all that long to figure out what's truly impassible or where there's a way through. It's not like, say, Control where realising too late that you've taken the wrong route could turn into a real labour.
i have a quest marker in the cosmodrome but there is no quest giver and i genuinely can't tell if its bugged or if its indicating that there is a floor below that i can't cant find the access to.
i don't like the ping thing that draws a trail of where to follow im glad the shortcut is 'o' and on the other side of the keyboard out of reach where ive never actually used it. (should also be removed imo but i get that some people like it so i can live with just never using it myself)
don't like hand holding specially in such a rich detailed world encouraging exploration and finding your own way around is fantastic.
i would actually like them to also remove the loot chest locations from the map so its more of a discovery of exploration as opposed to an icon i need to go collect and can mostly tunnel vision my way to it on the map.
the only thing i wish the map would allow is the fast travel between the upper and lower plate.
i don't think the map should be some all knowing crystal clear detailed layout of everything letting you instantly path directly to where you want with no issues. imo that would detract greatly from the game and discovering its incredible scenery.
thats the delivery location from the 5th delivery mission from the guy in the casino. you need to keep going back to the casino guy to get more delivery side missions.
the bug is that you can see the icon before you have the quest.
its still highlights the issue with the map and with indicators on it. because on the map it does look like there might be another level there and its not actually clear if you can access this second area (that doesn't exist)or where you would even access it from.
i think that showing elevators and stairs on the map would make a big difference in preventing people from wasting their time. especially since the camera is fixed and you cant pan it around to get a better view of your surroundings.