Author Topic: NU boundaries  (Read 664 times)

Offline Hugo "Lossehelin" Santos

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NU boundaries
« on: March 21, 2014, 03:30:47 pm »
Anti, can you change the boundaries of New Urengoy? It is annoying being around NE of NU picking and occasionally hunt foulito alba there without having to worry to get killed by a crash or ctrl d to soon and end up in norilisk?

Im sure this will change when the the new quarantine is released but for now that would be a great fix :)
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Offline Jarod "Brickwit" McBrickerton

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Re: NU boundaries
« Reply #1 on: March 22, 2014, 05:25:46 am »
I hope they've already fixed it so that newcomers and other players that have never visited Norilsk don't get respawned there when they die and are closer to Norilsk than NU's town. It's hard enough getting back to NU with skills since the run is VERY long so I can't imagine the pain of trying to do this as a newcomer.

It would be great if the quarantine walls themselves were able to prevent the revival bots from leaving NU's borders completely to prevent this, though I'm sure there are situations where players will want to revive in Norilsk instead of NU. So if the revive-at-Norilsk-region was at least made smaller and/or if there was a message warning players that cross too far east I'm sure it would bring a nice balance to the situation.
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Offline Old "Snowy" Leopard

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Re: NU boundaries
« Reply #2 on: March 22, 2014, 09:55:04 am »
I visited Norilsk early, (Thanks Vik), so I get thrown there, but I know someone who does not have the outpost and he hunts Foulito Albas with no problem: always revives at NU.
I guess the same applies to Turuk when hunting Molesaurs in the South.
Moral for new(ish) players ... don't venture out beyond NU :)
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Offline Jarod "Brickwit" McBrickerton

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Re: NU boundaries
« Reply #3 on: March 23, 2014, 01:51:18 am »
In my opinion the fix preventing newcomers from reviving to Norilsk or Turukhansk was the most important fix so I'm happy to see that it works properly again.

That doesn't mean I don't wish for an option, warning, or some other system to prevent reviving to the wrong town when it's not desired! 8-)
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Offline Event "Janе" Horizon

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Re: NU boundaries
« Reply #4 on: March 23, 2014, 10:51:05 am »
This should help people to know where the revive boundaries are (if you have Norlisk or Turukhansk registered).
« Last Edit: March 25, 2014, 06:32:55 pm by Event "Janе" Horizon »
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Offline Jarod "Brickwit" McBrickerton

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Re: NU boundaries
« Reply #5 on: March 27, 2014, 05:02:39 am »
That does certainly help, but only to a degree. Even if this new map had the longitude and latitude lines marked on it like the old one did, it still wouldn't be very easy to see exactly where you are in relation to the borders between these areas when the border line is anything other than perfectly vertical or perfectly horizontal. And since those lines are approximations themselves (unless you've revived along the length of each line segment, requiring hundreds if not thousands of clones), it's even more difficult.

This is why it would be nice to have an in-game indicator. Just like we can see the strength of the antennas and can get a good idea of how far away they are, we should be able to figure out which town's outpost we're closest to without having to consult an out-of-game resource.
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Offline Event "Janе" Horizon

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Re: NU boundaries
« Reply #6 on: March 27, 2014, 08:05:40 am »
...
And since those lines are approximations themselves (unless you've revived along the length of each line segment, requiring hundreds if not thousands of clones), it's even more difficult.
...

A player will be revived at the nearest outpost that they have DNA registered for.
The lines are draw on that basis.
The lines are actually drawn on the full world map. However, I have published a smaller image rather than the 24MB image captured by the mini-map.
The lines should be accurate to something like +/- 0.03 world degrees (I had problems getting the world coordinates to match the pixel positions ... something I'll need to resolve before I attempt to turn this into a map which change be marked up players).
Here is a portion of that much bigger map.

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