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Underrail [PRE-RELEASE THREAD, GO TO NEW THREAD]

AwesomeButton

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Eh, getting lost should be in searching for quest solutions which are intentionally vague, not because of a complete lack of maps.
I know it borders on impractical, but I personally find it immersive :) I have to count on my own out-of-game ability to remember where I've passed through in order not to get lost.
 

naossano

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I am not saying that, in general, all games must lose you.
But i think it would be refreshing to have some games that just do that.
And it seems to me that the nature of Underrail gameworld fits pretty well with that specific feature. (of being lost)
That wouldn't work is all games. But, hell, we need variety in different games and their mechanics.
 

torpid

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Styg's world map/no minimap seems like a good compromise. If there are multiple maps, they could have different levels of detail: the settled areas would have more accurate maps, while the cave networks would remain only vaguely outlined, to preserve the labyrinthic vibe when exploring them. Also, later game maps should be expensive, so I can spend my charons on something. The game is lacking in money sinks, and I'm hauling around thousands of coins with nothing to spend them on.
 

Zewp

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Codex 2013
I haven't played that far, but I don't think I've ever had a problem with getting lost. The maps seemed fairly straight forward in the first part of the game.
 

polo

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Straight forward yes, but then you have a thousand area transitions. Personally i remember missing the map feature, but didn't bother me one bit.
 
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I don't think the lack of a map is a problem, but it's a convenience that I'm so used to nowadays that I definitely notice it's not there.
 

TwinkieGorilla

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I am not saying that, in general, all games must lose you.
But i think it would be refreshing to have some games that just do that.
And it seems to me that the nature of Underrail gameworld fits pretty well with that specific feature. (of being lost)
That wouldn't work is all games. But, hell, we need variety in different games and their mechanics.

Have to agree. I'm a bit ambivalent. On one hand, I've had no real problems with getting lost and wasting too much time. On the other hand a map would be nice. But that's about as far as I can take caring about the issue. The "WE NEED MAP HALP!!!1" crowd is fairly perplexing.
 

AwesomeButton

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I just found out I can have a custom portrait but I'm level 8 by now. Is there any way to mod my savegame to use a custom portrait?
 

Pope Amole II

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IMG_0698.jpg


:outrage: :outrage: :outrage: :outrage:


We're on the RPGcodex, mate. Theoretically, everyone hates those newfag automaps and praises the awesomeness of graph paper, practically... Yeah.

I'm not sure why this whole map thing is even an issue - it is the age of the internet, you already have a good map in the wiki if you're too lazy to make one yourself, why pester the author with pointless things?
 

Cazzeris

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We're on the RPGcodex, mate. Theoretically, everyone hates those newfag automaps and praises the awesomeness of graph paper, practically... Yeah.

I'm not sure why this whole map thing is even an issue - it is the age of the internet, you already have a good map in the wiki if you're too lazy to make one yourself, why pester the author with pointless things?

:bro::bro::bro:
 
Self-Ejected

Ulminati

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Eh, I have a notepad and a pencil at my computer at all times. I usually use it for scribbling down reminders for quests, trade routes or names of troublesome nobles I have to remember to assassinate. A map is not that different.
 
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Add to that the fact many people have limited time they can spend for gaming and I'd rather spend it playing, not drawing maps when the game can draw it for me - it's not like it adds quest markers or something, just removes unnecessary tedium.

Some games are like that. You just draw maps as you play, it is a part of the experience. Got no time for scribbling a few lines? You might want to play something else. And if you are desperate, use the damn wiki, as they said.
 

Drowed

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That's one of the things I'll never understand about the codex: the inability to differentiate a new feature that brings convenience to the player from a stupid function that destroys the gameplay.

In-game maps are extremely convenient/practical. I think it must have been months since the last time I had to write something on paper - I always have a computer or a cell next to me. It is extremely practical to use more efficient tools to do something that you would take twice as long to do otherwise. I can access my music, books, calendar, contacts, games, all in an instant. When I talk to an older co-worker, he is horrified when he realizes that for years I have not read a "physical" book. It is simply more practical to have my entire library in the palm of my hand, to read wherever I have will and/or opportunity. But for him, it seems absurd, as if I'm "ruining the experience of reading a book" or whatever.

At such times, I realize that (part of the) Codex is "gamer" version of this kind of people. Obviously, an automatic map with all extremely detailed spoonfed information and floating yellow exclamations on the heads of each NPC are retarded things. But a basic map that doesn't make me sit on the PC with pen and paper on hand? Or that don't make me search for a map on the internet, needing to alt-tab every time I need to remember where something that I already have visited is? There is nothing wrong with that. Rather, it is extremely desirable. I wonder if I were traveling with someone from Codex, I would see someone accuse me of being guilty of "decline" because I'm using Waze to know the way to somewhere rather than buying a paper map and make the pen notes myself.
 

naossano

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As i said earlier, i am not saying that all game should have their map removed and that maps always suck, just that it could be refreshing to have some games that doesn't have maps.
Variety doesn't hurt. There is not one game formula that should be applied to every games.
 

Shadowfang

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I have never, ever, got lost traveling the underrail.
We get good directions from npc and the lack of map adds to the mystery while exploring.

I am not against a minimap, but i rather Styg and his team spend their time and energy elsewhere.
 
Possibly Retarded The Real Fanboy
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For more immersun and real oldskull turn off monitor and play in complete darkness with sounds only - at least in areas without lightsource -
using paper and pencil should be considered as cheating worth of casual noobs.
Is there anything better than get lost for 10 hours while you have angry wife and bunch of children, job, other hobbies outside the game?

It will be great with Oculus Rift to see nothing! But OR is for casuals, real hardcores use something like this while playing dark and mature crpgs :

Step 1: "Im going to play my hardcore crpg honey, can i borrow your freaking cool paper box? "
stock-footage-couple-happily-unpacking-boxes-after-move-in-kitchen.jpg

Step 2: Hmphh, oldchool they said... , maps they said... , manuals theuy said... i will take more serious approach... let's cut here...
e16-removal-men-e13.jpg


Step3: Now im true Codexian!
doctor-cardboard-box-650px.jpg

Go play as true pro, join the Elite, no compromises.

It has multiplayer too:
wnd_921ef8d5ef1057b9639f153a15b8a34f.jpg


[to be clear: I love Underrail, own it and love it , one of best crpgs released in last year ]
 
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AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
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Look, it's Wulfric, the DA:I fan! :roll:

We hear you buddy, just go back to your dating simulator with single player MMO gameplay now.

It was a bit shitty on your part to bring up "it's a matter of taste" when it came to DA:I only to come troll an independent game, and one which actually requires thought.
 
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Tacgnol

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I think as long as the areas are distinctive and memorable, then a mini map is not required. I personally tend to have navigation problems in games if areas are very similar.
 

V_K

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I think it's a matter of game style. In a dungeon crawler having no map helps to builds tension. On the other hand, in a game with a detailed and large world having a world map helps to build anticipation. Since Underrail is both a dungeon crawler and a game with a detailed world, both approaches could work. But I'd say the best option would be a middle ground: having a map detailing only 'civilized' locations, with the more obscure and dangerous parts remaining uncharted.
Also, I only played the public demo, but the walking speed seems rather slow. Getting lost without a map when it takes forever to get anywhere can be rather irritating.
 

TwinkieGorilla

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*sigh*

The more popular the site gets, the more teenagers we get who think this entire site is one big pissing contest.

Anyway...

I think it's obvious that most of us don't require a map, but would appreciate one if it were there. So, seeing as how Styg basically said "Yeah, I'll probably do that" I think the more interesting issue is to consider how we obtain the map: is it toggle-able, is it built in, is it an in-game item, is it a blueprint-necessitating craft item, etc. I think keeping it optional is the best idea, and since at the very least people in this thread seem split down the middle...having it be an in-game item (craft-able or not) would be a great way to go (i.e. something you have to be proactive in obtaining if indeed you do want it).
 
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My ideal would probably be as an in-game item, and it being incomplete.

Edit: As in it doesn't magically reveal all information, but maybe identifies major hubs.
 

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