Specifying resource locations - your own coordinate system

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ichigono
Posts: 116
Joined: Tue Oct 05, 2004 2:22 am

Re: Specifying resource locations - your own coordinate system

Post by ichigono »

lorgerol wrote:The system I have described is for the following purposes:

1. It allows you to note down locations without wasting precious landmarks. You can write lot more coordinates on a piece of paper than you have landmarks in game :)

2. It allows you to share coordinates with guild members or friends.

3. If your memory is bad, it will get you a lot closer to a location than landmarks will, until you recognize the place.

I agree that you don't need it if you are happy with landmarks, you can remember the spot and don't want to share it with others.

As for finding the spots again, I have been trying this out and it works. With a bit of practice, you can get used to it, in which case it will take you about as close to a spot as deposit tracking would. At this point, prospecting around a little bit will get you the spot you are looking for.

The main point is that I can tell my friend that spot such and such is here and here, he can go looking for it, and he will know he is not more than a few meters from the spot. All he needs to do is prospect around a little bit at the end, but I found that even that doesn't take long.
This method is referred to in military training manuals as 'triangulation'. People use this system in real life, so, I imagine it will work for folks in a game. Now, having a precise location, as per a /loc macro, would be better, but I'm guessing that the designers didn't want it to be TOO easy for us harvesters ;)
qu0zl
Posts: 7
Joined: Fri Sep 24, 2004 6:23 pm

Re: Specifying resource locations - your own coordinate system

Post by qu0zl »

I use this method to track all my choice+ nodes. It means i can run 2km to a source, walk around a little as i zoom in, then just use the basic range0 prospection with correct source grade.

And it'll get the node first time.

I also can swap node locations with guildmates if they need a resource I know of.

If you're a harvester and you're not using this tool then I really believe you're crippling yourself and you'd be a better harvester for the little time it takes to learn.

Thanks a lot to the OP. I'm an engineer, stuff like this is usually obvious to me but strangely some tools (like this) I'd consider obvious in the real world I wouldn't always apply to games. Cheers for the reminder.

Greg
lyrah68
Posts: 893
Joined: Thu Sep 23, 2004 11:45 pm

Re: Specifying resource locations - your own coordinate system

Post by lyrah68 »

this method is great, but I also note things like Fyros "freckles" types of NON moving landmarks, and moving landmarks (gingo spawns nearby etc).

For instance, the mission amber in Fyros lands would be SE city. south near the cliff wall, look for FOUR palm trees in a square, and look for three Freckles.

That was NOT using triangulation, but with Trianglation you can get to within 20 or 30 m, with this method, you can get to within a few FEET if that far.

There were one or two nodes that you pretty much had to stand on ONE freckle and aim at another to get the choice, but ANYWHERE else you got one of the 50 Basic nodes all around it.

I honestly think that if you put the details AND triangulation into play...you come CLOSE to a perfect /loc situation. Close enough to be workable at any rate.

Thanks for completing this concept for us. *hug*
lyrah68
Posts: 893
Joined: Thu Sep 23, 2004 11:45 pm

Re: Specifying resource locations - your own coordinate system

Post by lyrah68 »

I have moved to the mainland from Fyros noob, to Pyr, SO..my old map *sniffles* is of NO help any longer.

SO I have been using a modified triangluation, plus...DRAWING the look of the area...BOTH are very helpful. I was able to get within a few meters of the location by triangluation, and then looking at the drawing I was able to get RIGHT to the location and get to work.

SO...I would try the triangluation...landmark...AND drawing the looks of nodes method.
drcole22
Posts: 249
Joined: Wed Sep 29, 2004 7:28 pm

Re: Specifying resource locations - your own coordinate system

Post by drcole22 »

The best way has got to be a screen print.

Press shift+f10 when you have found the source you want to keep, then it will appear as a jpeg in the ryzom directory.

then open the ryzom directory, shift+tab to switch between the game and your screen prints.

Then everytime you need a certain source, look at you picts, and you have not only a map location to head to, but you'll know which direction to look and EXACTLY where on the ground to start digging!!

not sure if this is an expoilt at all but it sure as hell works!
Drookie
The Divine Council of Pyr
lyrah68
Posts: 893
Joined: Thu Sep 23, 2004 11:45 pm

Re: Specifying resource locations - your own coordinate system

Post by lyrah68 »

Main benefit...like our Tryker friend stated...is the ability to help a friend or guildmate or maybe a crafter that is making something you DO NOT make. You can give a triangulation using WORLD markers that are the SAME from player to player to ANYONE...and they can get to within FEET of where you are talking about.

Hard to share the screenshots though.
qu0zl
Posts: 7
Joined: Fri Sep 24, 2004 6:23 pm

Re: Specifying resource locations - your own coordinate system

Post by qu0zl »

lyrah68 wrote: That was NOT using triangulation, but with Trianglation you can get to within 20 or 30 m, with this method, you can get to within a few FEET if that far.
You must be doing something wrong with your triangulation. Using 2 points that are less than a Km away (and hence are marked in metres) and another point that can be over a Km you will get the EXACT spot of the source.

It'll actually be accurate to smaller than a metre.

And there's no error prone human judgement involved, or differing interpretations causing problems in sharing locs.

Greg

I also still haven't found any source marks in Zorai lands. I always see the tryker, matis and fyros ones mentioned on the boards, but I've never seen anyone mention what the Zorai are. Anyone seen them? Do they exist? Got a screen shot please?
telanor
Posts: 12
Joined: Mon Nov 08, 2004 7:38 pm

Re: Specifying resource locations - your own coordinate system

Post by telanor »

This is a great system, and one I'll be adopting! Thanks! :D

-B
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