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Post by Joka on Oct 18, 2019 12:31:26 GMT
I've been quite busy in the late months because I'm finishing my college degree. I'll update the maps to the Episode 3 and 4 in December.
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Post by Joka on Dec 2, 2019 19:54:58 GMT
Parul, Mithurna Republic, Bleudraf and Slebinia Region maps were updated. Next, I'll work with the last rectifications from spazze's comment.
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Post by Joka on Dec 3, 2019 3:31:36 GMT
The boss in tarnath mines(Mirthuna Map) is not Captain Beelzem. Rather, it's just Beelzed. The boss in Lede salt lake is also missing. Selee Zauga is missing in the Mirthuna Map. Matar is missing in the Mirthuna map. Matadora is missing in the Mirthuna map. Colon tree, Burnos, Hydra, Bongea, Halios, Zolban, Aurumteus and Sauro are missing(Parul). Advanced Ghoulie is missing(Darkan). Bosses Kimale and Wargvel are missing(Darkan). Nero still missing from xeltzam map. Dym and Rufaty are missing from Mocus jungle, Theru II, Rua II, Irai II are missing from mysterious Substance. Added Mithurna map bosses. Next to be added: - Parul map: Colon tree, Burnos, Hydra, Bongea, Halios, Zolban, Aurumteus and Sauro.
- Darkan map: Advanced Ghoulie, Kimale and Wargvel.
- Xeltzam map: Nero.
- Bleudraf map: Dym and Rufati.
- Slebinia Region map: Theru II, Rua II and Irai II.
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°Malice°
Member
Do you breath in dreams?
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Post by °Malice° on Dec 3, 2019 3:35:17 GMT
Maybe shuld add the coordinate nearby for rare monster spawn point too
Rusalka is spawned in a crowd of saw otter not in a crowd of sirene
Ebon knight is spawned in a crowd of dark knight at nearby left stair to vatendeth
Pretorian is spawned at a place where phonograph is spawned (its from my experience)
Thers a lot more.
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Post by Joka on Dec 3, 2019 4:06:18 GMT
Maybe shuld add the coordinate nearby for rare monster spawn point too Rusalka is spawned in a crowd of saw otter not in a crowd of sirene Ebon knight is spawned in a crowd of dark knight at nearby left stair to vatendeth Pretorian is spawned at a place where phonograph is spawned (its from my experience) Thers a lot more. That's an awesome idea, but I'll need help. Because of my low level, some quests to fight rare bosses I can't access, and going to maps costs me time and spina.
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°Malice°
Member
Do you breath in dreams?
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Post by °Malice° on Dec 3, 2019 4:11:05 GMT
Maybe shuld add the coordinate nearby for rare monster spawn point too Rusalka is spawned in a crowd of saw otter not in a crowd of sirene Ebon knight is spawned in a crowd of dark knight at nearby left stair to vatendeth Pretorian is spawned at a place where phonograph is spawned (its from my experience) Thers a lot more. That's an awesome idea, but I'll need help. Because of my low level, some quests to fight rare bosses I can't access, and going to maps costs me time and spina. oh i can do that part when i got a time and share it in here. No worry
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Post by Joka on Dec 3, 2019 6:33:57 GMT
That's an awesome idea, but I'll need help. Because of my low level, some quests to fight rare bosses I can't access, and going to maps costs me time and spina. oh i can do that part when i got a time and share it in here. No worry So, after some hours testing and thinking here, I've found some nasty design problems: - First, the person seeing the maps don't know which boss is a quest one, and will try to look after it were I indicated. Without the quest this person won't find it, making him lose time and spina to travel. So, we need something to tell visually that the boss is from a quest. I can make something (maybe a yellow exclamation point next to the quest bosses names?), but we run into another problem: I don't have a list of the quest bosses or know how to look it up in the database.
- Second, if the quest bosses' names stay outside the map drawing (with dashes to indicate where in the map the boss is and with its coordinate), we have a problem of both space and visual pollution, and will require me to rearrange some maps to fit the needed quest boss information (this will take a loooog time). On the contrary, if the names stay inside the map, the art will be compromised and it will not be possible to place coordinates for lack of space, also losing the visual indication of where the boss is, but the visual will stay informative and clean (our goal here). For this last one, we can make some side list with the quest bosses coordinates, but the map will be polluted again.
- Third and last, we have quest bosses that are inside dungeons, which will need coordinates because of the lack in visual representation of where they are. One of the pillars of design is pattern consistency, so the visual representation of the boss location should be removed. One solution I found would be to create a separate list (on the side of the overall map picture) of the bosses, but I don't know if it would work.
My best guess would be to put the quest bosses names inside the map frames, indicate the quest bosses with a yellow exclamation point to the left of their names, and put next to it the coordinates in a speech bubble, like the one used in the teleport items. I need some ideas, because quest bosses are a problem. Thank you for your time!
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x2nd
Member
Discord killer#0507. https://m.youtube.com/channel/UC4F8nJipoD9O5S7otkANkug/feed
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Post by x2nd on Dec 3, 2019 7:00:31 GMT
oh i can do that part when i got a time and share it in here. No worry So, after some hours testing and thinking here, I've found some nasty design problems: - First, the person seeing the maps don't know which boss is a quest one, and will try to look after it were I indicated. Without the quest this person won't find it, making him lose time and spina to travel. So, we need something to tell visually that the boss is from a quest. I can make something (maybe a yellow exclamation point next to the quest bosses names?), but we run into another problem: I don't have a list of the quest bosses or know how to look it up in the database.
- Second, if the quest bosses' names stay outside the map drawing (with dashes to indicate where in the map the boss is and with its coordinate), we have a problem of both space and visual pollution, and will require me to rearrange some maps to fit the needed quest boss information (this will take a loooog time). On the contrary, if the names stay inside the map, the art will be compromised and it will not be possible to place coordinates for lack of space, also losing the visual indication of where the boss is, but the visual will stay informative and clean (our goal here). For this last one, we can make some side list with the quest bosses coordinates, but the map will be polluted again.
- Third and last, we have quest bosses that are inside dungeons, which will need coordinates because of the lack in visual representation of where they are. One of the pillars of design is pattern consistency, so the visual representation of the boss location should be removed. One solution I found would be to create a separate list (on the side of the overall map picture) of the bosses, but I don't know if it would work.
My best guess would be to indicate the quest bosses with a yellow exclamation point and put next to it the coordinates in a speech bubble, like the one used in the teleport items. I need some ideas, because quest bosses are a problem. Thank you for your time!
Hmm. Not sure if suits or not. Maybe making separate map for quest boss lot easier to do n to see by player who use it
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°Malice°
Member
Do you breath in dreams?
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Post by °Malice° on Dec 3, 2019 8:40:03 GMT
@.@ ... (brain.exe stop working) im just gonna help in rare mobs coordination :3
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°Malice°
Member
Do you breath in dreams?
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Post by °Malice° on Dec 5, 2019 5:46:57 GMT
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°Malice°
Member
Do you breath in dreams?
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Post by °Malice° on Dec 5, 2019 5:57:08 GMT
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°Malice°
Member
Do you breath in dreams?
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Post by °Malice° on Dec 5, 2019 5:58:11 GMT
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°Malice°
Member
Do you breath in dreams?
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Post by °Malice° on Dec 5, 2019 5:59:16 GMT
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°Malice°
Member
Do you breath in dreams?
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Post by °Malice° on Dec 5, 2019 6:00:19 GMT
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°Malice°
Member
Do you breath in dreams?
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Post by °Malice° on Dec 5, 2019 6:01:32 GMT
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