Specifying resource locations - your own coordinate system

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lorgerol
Posts: 78
Joined: Fri Sep 24, 2004 6:58 pm

Specifying resource locations - your own coordinate system

Post by lorgerol »

Here is a rather simple and neat method of establishing resource locations using a system of coordinates. The method is a variant of triangulation which is used in many areas of real life whenever the location of an object is to be determined. It is used for example by cell phone companies to locate cell phones, and is related to how GPS works too :-) You can use this method to exchange information with guild mates, or to specify the locatin of spots more accurately then those pesky landmarks allow. It's also useful when you have run out of landmarks.

All you need to do is specify the distance of the resource spot to three known markers that everyone would know about. For this, you should use the pre-defined landmarks on the in-game map. To make the location as accurate as possible, you should try to use at least two landmarks that are less than 1km away from the spot, the third one can be further. This is necessary because you can only read off the distance in meters if the landmark is less than 1km away, otherwise the distance is rounded to the nearest 100m.

A hypothetical example of how this would work:
I have found Supreme Lake Big Shell. I stand at the resource spot, open my map, right-click Fairhaven and select Compass Target. I read off the distance to Fairhaven from the compass. I then repeat this with Farley Farm and Avendale. I can then specify the location of the resource spot by something like:

Supreme Lake Big Shell located at
Fairhaven 573m, Farley Farm 238m, Avendale 1.3km

If possible, you should try and use three landmarks that are approximately located at the tips of an equilateral triangle. You won't always be able to do this, as there are too few landmarks pre-defined on the map. However, you can even set up your our own system of landmarks for this purpose, specifying the location of the landmarks themselves using this system.

With a bit of practice, it is fairly straightforward to find spots based on the distances.

[Note: the keen-eyed among you might wonder why do you need three landmarks and why aren't two enough. Once you are near the spot, you do indeed only need two distances to exactly home in on the spot. However, technically, there are in fact two totally different points in the land, both of which would have the exact same pair of distances to two landmarks, so the third landmark is necessary to choose between the two points. This is why it's sufficient for the third landmark to be known less accurately.]

With a bit of practice, it is fairly straightforward to find spots based on the distances. Here is how you should home in with the landmark distances without having to switch between the different landmarks many times.

First go to the general area where the spot is. Then set the compass to one target, and walk until you are at the desired distance. Now turn 90 degrees, set the compass to the second landmark, and start walking. Curve slightly, moving on an arc, so that you approximately maintain a constant distance to the first landmark. With a bit of practice, you will get the "feel" for how much you need to curve to roughly maintain the distance to the first target.

Once you are at the target, you can switch a few times between the landmarks to double-check things, but you shouldn't need to do it too much. A few meters of error won't matter, since you can use 20m range etc. to finally find the spot.

Comments on this method are welcome!
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gralen
Posts: 466
Joined: Thu Sep 23, 2004 1:04 am

Re: Specifying resource locations - your own coordinate system

Post by gralen »

Thanks lorgerol for posting this, it seems quite obvious now but I wouldn't have even thought to do such a thing. I've always just used the old "It's just north of the first S in still waters" approach...much better.

Also most lands have one or two deserted outposts within 1k of nearly every location. Aeden Aqueous may be different in that respect (I haven't made it there quite yet and can't remember from the beta when Trykers were first introduced which is the only time I've ever been there).
korin77
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Joined: Thu Sep 23, 2004 1:32 am

Re: Specifying resource locations - your own coordinate system

Post by korin77 »

Since resources usually occur in large fields, I just put a marker around the center of that field and label it. I find that easier than having to keep track of coordinates like this.
drcole22
Posts: 249
Joined: Wed Sep 29, 2004 7:28 pm

Re: Specifying resource locations - your own coordinate system

Post by drcole22 »

fantastic!

what a simple idea. can't wait to get home and try it now!
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bobturke
Posts: 391
Joined: Tue Sep 21, 2004 9:23 am

Re: Specifying resource locations - your own coordinate system

Post by bobturke »

Great idea!

But does it work in practice?

Seems to me you'd spend longer looking for the spot then is worth the effort.

Shame they turned off the debug coords for retail eh? One thing to investigate is that it might be possible to use the inbuilt coord system and find your location using a macro. I haven't tried the macros much yet I know the coord system exists.
Turke
Aedan Artisans
drcole22
Posts: 249
Joined: Wed Sep 29, 2004 7:28 pm

Re: Specifying resource locations - your own coordinate system

Post by drcole22 »

i think its a great idea.

before you start harvesting, set up 3 land markers in a triangle around your chosen harvest area.

Then everytime you hit a good mat, make a note of the distances between you and your 3 markers. Using this system with basic visual landmarks (like 'facing the village, or face between the trees), you can re-find your spots all the time.

going to get me some choice stuff as soon as i get home!! damn 9 to 5 job!
krafen
Posts: 7
Joined: Sat Oct 02, 2004 4:38 am

Re: Specifying resource locations - your own coordinate system

Post by krafen »

korin77 wrote:Since resources usually occur in large fields, I just put a marker around the center of that field and label it. I find that easier than having to keep track of coordinates like this.
The system lorgerol describes is particularly useful for directing other people to the resource location.
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ayne31
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Joined: Thu Sep 23, 2004 5:11 pm

Re: Specifying resource locations - your own coordinate system

Post by ayne31 »

I agree on that this method might take some time - but its the only reliable method I can imagine and there will sure be some occassions for everyone to use this.

Thanks a lot for sharing this @lorgerol
fratt37
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Joined: Thu Sep 23, 2004 1:25 am

Re: Specifying resource locations - your own coordinate system

Post by fratt37 »

Agreed that is a nice method atm.
Last edited by fratt37 on Tue Oct 12, 2004 1:33 am, edited 1 time in total.
Reason: remove false items, and general idiocy;) I pretty much deleted it, what i said was stupid.
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lorgerol
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Re: Specifying resource locations - your own coordinate system

Post by lorgerol »

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.
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