ANNOYING 4 layer maps!

ANNOYING 4 layer maps!

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Posted by: nicknamenick.2437

nicknamenick.2437

Why are they soooo annnoying to play!! 4 layer maps like Tangled Depths are so FRUSTRATING! really NOT fun.. Always checking your map where you are if your too much down or up or whatever and then you are too much behind and have to go aaaaaaaaaaaaaal the way back.. no clear paths and tooo much mobs around, the 4 layer maps are so so frustrating, this is why its taking me so long to even play HOT because i hate those maps.

I really hope they will never ever make 4 layer maps again!

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Posted by: Dashingsteel.3410

Dashingsteel.3410

Agreed… Bring back flat maps with interesting topography and architecture…..

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Posted by: eNeRgOo.5463

eNeRgOo.5463

I agree. More maps like SW and DT, with underground areas and something to explore than VB, AB, TD and DS where it’s hard to get to lots of places.

I enjoyed SW and DT soo much! Actually I still do! But with HoT maps I got bored and kittened. I only visit these places to get my exp, because to get my fun I visit SW and DT.

So please, work on it and change your way of thinking about the ‘new kinds of maps’, because as for me – it’s not working. FLAT MAPS FOREVA!

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Posted by: Orion Templar.4589

Orion Templar.4589

Have to say I disagree with this. There are plenty of single-layer maps throughout Tyria, but very few with the verticality of some of the new HoT maps. I’ll admit getting around in Tangled Depths was frustrating at first, but once I spent some time and learned my way around, learning where all the wallows went, I found it to be a fun, immersive, beautiful, and well-crafted map.

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Posted by: Aerinndis.2730

Aerinndis.2730

I like Tangled Depths for its diversity from the other maps but not the map layers as it is currently shown for that map. It is the one map that could use a lot more layers as it is hard to impossible to figure out if something is indeed above or below and you are not near enough to figure it out or figure out how to get there. Possibly additional layers might make it clearer where some paths lead to.

I spend more time in confusion and looking at layers only to find I am still heading in a wrong direction or have no clue where to go next other than finding a somewhat safe spot and then having to go out of game to look for how to get there. Or I have to wait for events and follow the crowd to get to or near where I want to go.

I am not against multiple layers. It is a brilliant idea. Just that the layers should be more helpful to orienting one’s self in that map.

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Posted by: foxcat.4096

foxcat.4096

TD is one of the most impressive maps in any MMO the amount of effort that must have gone into it is insane. If you spend a bit of time there it becomes easy to find your way around and if i am playing a new character i find the HPs in that zone are really fast and efficient.

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Posted by: Kamara.4187

Kamara.4187

I don’t want complete flat maps but yes the new map is often difficult for me but then again I’m getting older and slowing down.

If I could recommend a tip it would be to find that mesmer commander that often runs groups through the new map. I cannot express my gratitude deeply enough for the help they gave me and others the other day.

Sorry I don’t recall the name but they had a ICE guild tag up. hope that helps.

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Posted by: Esquilax.3491

Esquilax.3491

Verdant Brink is a good example of a multilayer map because you can see where you are and where landmarks are, where paths lead etc. TD is like the polar opposite…

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Posted by: Konig Des Todes.2086

Konig Des Todes.2086

I love multi-layered maps.

However, ArenaNet made a fatal flaw with them all. Only Verdant Brink’s Canopy layer did things right – its own layer of area names, its own uncovering, and properly fading out map markers which aren’t on the layer.

Tangled Depths’ primary issue is that it’s hard to tell which parts of the visual map are on which layer – only the Depths layer has clear indication of that. If a layer made it visually obvious which parts of the map are on that layer and which are not, it becomes easier to tell the difference. ArenaNet didn’t do this like they did with VB because a lot of that map doesn’t have overlap – about a quarter does, and those parts do differentiate between layers. The problem arises because people don’t see that small differentiation and looking at the layers becomes a “find the difference” game.

The second issue is that regardless of layer (aka z-axis placement), you’re in the same map sector/area, so whether you’re in a deep underwater tunnel or in a high tree… you’re still in the same area. Verdant Brink’s canopy layer doesn’t have this (though its crevasse layer does have this issue).

These two simple issues cause a clusterkitten of confusion to anyone who doesn’t spend a lot of time going through the map.

Dear ANet writers,
Stop treating GW2 as a single story. Each Season and expansion should be their own story.

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Posted by: Khisanth.2948

Khisanth.2948

I don’t want complete flat maps but yes the new map is often difficult for me but then again I’m getting older and slowing down.

If I could recommend a tip it would be to find that mesmer commander that often runs groups through the new map. I cannot express my gratitude deeply enough for the help they gave me and others the other day.

Sorry I don’t recall the name but they had a ICE guild tag up. hope that helps.

HP trains seem to be a relatively common thing in AB and TD. I don’t see it much in VB.

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Posted by: XPilo.5862

XPilo.5862

I don’t think the problem is the map, the problem is the minimap that don’t really show you we are you and how you get to the low or upper level. Or in what level are the events happening.

So I think they should redesign the way of map show so we can really find the paths between levels, maybe a 3d view option?