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Posted

It is absolutely rediculous that there is NOT a map for this base. It is large and cumbersome. As it is now you can't find anything and just get frustrated and give up. Please fix this

Posted
24 minutes ago, bigsmith62 said:

It is absolutely rediculous that there is NOT a map for this base. It is large and cumbersome. As it is now you can't find anything and just get frustrated and give up. Please fix this

Welcome to the forums - I've seen this feedback in other posts, I believe a few fixes went to addressing the waypoints that are made during RWZ story arcs and TFs to better support the player in finding their mission door. Might still need more... something, based on your feedback. 

 

What would you say needs done and for what mission(s)? Could you go in to a bit more detail about that - it may help the team with fixing the issue your experience faster.

Posted

I don't think that there's a way to do it with the existing map system without making the Vanguard Base its own zone, where it would get its own map. The problem is that the zone and instance maps are a strict top-down view of the terrain, and you get no sense of the vertical position of a character in the map -- a classic example is the layer-cake room in the cave tileset, or the multi-layer rooms in some of the Oranbega maps. The RWZ map shows the exterior map of the zone, and when you're in the base, you're somewhere under the main level of the terrain, and there's no way for the map to show this.

Posted

Isn't the base the exact same it has always been? Apart from the addition of a AE mission hub, portals to the shardow shards, and a few little cool bits to look at, everything that is important is still exactly in the same location from what I know?

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Posted

On Beta, the waypoints now go thru the exit portal, so if you are in the base and it's outside, it points thru there and visa versa.  Which should help.

Posted
1 hour ago, Laucianna said:

Isn't the base the exact same it has always been? Apart from the addition of a AE mission hub, portals to the shardow shards, and a few little cool bits to look at, everything that is important is still exactly in the same location from what I know?

Yes, it is. The core part of the base is unchanged, they just added a very long hallway that you reach via two very easily missed hallways if you don't know they are there. So in my opinion, navigating the base is easy because the portals are both 'together' with a (misnamed) directional arrow pointing to their door, and the rest of the addition is just a long winding snake hall. With the portals being the only 'important' addition to the base since one of them is a mission door. However, apparently it is not easy for others to navigate.

Posted

When they expanded the base recently, they added openings to the RWZ that don't require clicking a portal (you can just fly up through them). This mucked up all the waypoints for outside missions (if you're in the base) and for inside missions (if you're outside). Sounds like this has been fixed on beta.

Posted (edited)
6 hours ago, bigsmith62 said:

All they have to do is make it like a mission map.

When you enter a mission instance, you are no longer on the zone map so a mission map works for showing the area/map and your location on it. The Vanguard base is not an instanced area, it is part of the zone map. So even if a mission map were to be made for the Vanguard base and it tracked you to show you where you are in that base, it would also still show you when not in that base.

 

Edit: To clarify, the Vanguard base is not a separate map from the zone map, so a mission map may not work.

 

Edit again: Here's the thing, we have 2 maps. We have the city map and we have the zone map. When you enter an instanced mission, the mission map replaces the zone map because you are in a new zone. That zone changes the zone map name to mission and that zone is a temporary thing that goes away if you and your team log off or exit, but it is still a separate zone unto itself. And as far as I know? We can't have two zone maps at the same time.

 

Edited by Rudra
Edited again to correct "entrance" to "instance".
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Posted

The original Vanguard base had these pulsing colored lines/paths that led you out to the actual warzone - maybe add another such colored trail, (if one doesn't already exist), along with little plaques on the walls labeled "Architect Entertainment"...

Posted (edited)
25 minutes ago, biostem said:

The original Vanguard base had these pulsing colored lines/paths that led you out to the actual warzone - maybe add another such colored trail, (if one doesn't already exist), along with little plaques on the walls labeled "Architect Entertainment"...

Capture.thumb.JPG.e50829bdc352889c21e4aa1f4731e3e3.JPG

 

The only thing wrong is that the way to the portals is marked "War Zone" instead of "Portals".

 

(Edit: I should also point out that the path marked "Motor Pool" is a straight line despite the turns and the divider splitting the hall briefly while the path marked "War Zone" is just a short hall to a door that sends you down one of two short halls to different portals. One being a mission door portal and the other being a transport to Shadow Shard portal.)

 

(Edit again: The only thing not marked are the halls on either side of the infirmary that connects the original unchanged part of the Vanguard base with the extension I am showing in the screenshot.) (Edit again Correction: Well, 'unchanged' isn't correct since the gate behind the quartermaster is now open and the base lift door in there is open allowing entry/exit from the base.)

 

Edited by Rudra
Posted
3 minutes ago, Rudra said:

The only thing wrong is that the way to the portals is marked "War Zone" instead of "Portals".

 

(Edit: I should also point out that the path marked "Motor Pool" is a straight line despite the turns and the divider splitting the hall briefly while the path marked "War Zone" is just a short hall to a door that sends you down one of two short halls to different portals. One being a mission door portal and the other being a transport to Shadow Shard portal.)

I mean, I'm glad that there's *some* markers, but I almost think that wrong/inaccurate ones are worse than not having any...

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Posted
Just now, biostem said:

I mean, I'm glad that there's *some* markers, but I almost think that wrong/inaccurate ones are worse than not having any...

Agreed, that mismarked "War Zone" is a problem and a suggestion was made to have that corrected to "Portals". So hopefully that will be fixed fairly soon.

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Posted
On 7/13/2024 at 10:23 AM, srmalloy said:

I don't think that there's a way to do it with the existing map system without making the Vanguard Base its own zone, where it would get its own map. The problem is that the zone and instance maps are a strict top-down view of the terrain, and you get no sense of the vertical position of a character in the map -- a classic example is the layer-cake room in the cave tileset, or the multi-layer rooms in some of the Oranbega maps. The RWZ map shows the exterior map of the zone, and when you're in the base, you're somewhere under the main level of the terrain, and there's no way for the map to show this.

Not sure your statement is entirely accurate, take for instance when you do a mission and enter from the street a building, just like you do in RWZ, the building has a map, its not blank. and that first map, when you get to the elevator, the second map is mapped, its not like its rocket science, since its done all the time. Remember you are zoning from the RWZ external map, into the RWZ map, really no excuse for it to not have a map.

Posted
21 minutes ago, DrRocket said:

Not sure your statement is entirely accurate, take for instance when you do a mission and enter from the street a building, just like you do in RWZ, the building has a map, its not blank. and that first map, when you get to the elevator, the second map is mapped, its not like its rocket science, since its done all the time. Remember you are zoning from the RWZ external map, into the RWZ map, really no excuse for it to not have a map.

Except in an instance map like you are talking about, you have set interaction points that move you from one area disconnected from other levels of the map to another part of the map disconnected from other levels of the map. Like you are moving to another zone within the map. In the RWZ, you do not do that. You are not being teleported by the game from one separate area to another separate area. You can enter and exit the base without using the original gate or any other interaction item to move you between set points on isolated but linked maps by exiting or entering the passage near the zone hospital, by exiting or entering through the motor pool's open lift, and by exiting or entering through the storage area's open lift behind the quartermaster. No clickies required and no being moved from disconnected map A to disconnected map B. When it comes to the Vanguard base, it is part of the zone. Wholly and completely.

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