Feedback talk:User/Previously Unsigned/Expanded compass
Interesting idea and simple initiation. I have always wondered why there was the area map and the compass and the world map, it cluttered the screen with the two maps present. This idea simplifies it into one place.
Also the correct place for this would be under Mechanics.--Neithan Diniem 20:13, 18 June 2010 (UTC)
- forgot to say thanks. Previously Unsigned 00:34, 20 June 2010 (UTC)
- I like this idea, especially the zooming aspect. Of course, when zoomed out further than the current size, the dots shouldn't be shown on the full compass - since the models (and NPCs themselves?) in a way disappear once out of radar distance (to save up on cpu usage). -- Konig/talk 03:29, 1 April 2011 (UTC)
- Dont forget to add Spirit Range and any other useful profession-specific indicators! ^_^ --Falconeye 06:16, 5 April 2011 (UTC)
- I like this idea, especially the zooming aspect. Of course, when zoomed out further than the current size, the dots shouldn't be shown on the full compass - since the models (and NPCs themselves?) in a way disappear once out of radar distance (to save up on cpu usage). -- Konig/talk 03:29, 1 April 2011 (UTC)
You can't combine the two without losing functionality. The area map shows a fixed world orientation (North always at the top) while the radar shows the player heading (Forward direction always at the top, view rotates continually). It is highly effective to display these both at the same time, because the first provides you with a sense of spatial orientation, while the second shows you what's ahead but provides no sense of directional awareness. Both displayed together give a complete view. To replace the two by a single map display would be a downgrade as it would reduce existing map utility. Morgaine 12:15, 5 December 2011 (UTC)