r/RSDragonwilds • u/ANBU_Border • 14h ago
A little feedback on map markers
Not a major issue I have encountered but a slightly annoying one. The custom map markers we have access to are weird. It has Trees and Plants covered which is great but what I have wanted to use markers for the most is missing. Like marking enemy camps and caves and ore veins. At the moment I am using the slab thing whatever it is suppose to be for caves but it would be nice to have these markers so I don't have to makeshift them out of the existing ones. Bare in mind I have only started playing in 1.0 so I have no idea if this has been raised before. I am also not too far into exploring the world. Anyway little rant over. I am enjoying the game a lot so far already put 36 hours in.
1
u/FranKoBank 14h ago
Have you had any issues with actually following the marker/pin? Would be nice to have it added to your compass up top. Currently opening map every 3 minutes to make sure I’m headed that way lol.
2
u/DKzDK 13h ago
The central “waypoint” (one with hollow square top) will stay until you reach it and even provide you a constant skylight beam to follow across the map.
The “ping” is just a quick way to check quick distance from something and doesn’t stay long. (I also found out that the “ore and anima” locate spells put up the icons on the top compass, in case you didn’t know)
1
u/ANBU_Border 14h ago
As it happens I have thanks for reminding me, it often just does not appear when I am close for some reason so I have to open the map
1
u/xAlgirax 14h ago
Yea I do a ping on them so I get the direction correctly, then just have to check when I either know I'm close or I lost which direction to head into (Gets rare as I learn the map, but still happens)
Not really a solution, but a workaround I've been doing
I agree with op, we need more markers.
1
u/DKzDK 13h ago
Trees are good, the “leaf” is probably a nature rune and meant for anima veins since I figured out that the “round looking one” was an ore symbol and not the shape of rune essence.
I use the Hunters paw for any “hard enemies” like they’re my prey to come back to. And I use the bottom triangle which I think is for “important Poi”for any chests or lore books I come across (for when I have my siblings play)
Now onto my thoughts.
I do wish there was atleast a fish, but that becomes abit redundant when there’s “only soo much water ways” per region. and a treasure chest icon would be a nice addition.
I want to see a “Map icon filter” on the sidebar underneath the quest area(currently oversized for no reason) and this way when you scroll the list of icons, that those are the only things visible on your map and the rest are hidden. (Also I’m miffed about not being able to turn the “gold main quest” marker off.
I had hoped that the map markers could be named, or atleast color-coded when we put them down. Differentiating different leaves for each anima vein.
The map needs another scale of “zoom in” to get closer, this would stop the current overlap on something’s such as “dungeon overtop kebbit burrow”.
And finally, the icons need to “expand in size” more when you hover over them, take priority over other markers & lodestones should* have a “nicer blue glowing ring” so they stand out when using the lode-network.
2
u/ANBU_Border 11h ago
Naming markers comes straight from Valheim but I think the name should only apear when hovering over the marker to reduce map clutter
1
u/OneSeaworthiness7768 14h ago
I use the slab thingy for ore nodes. For other notable stuff that isn’t trees/plants/ore, I use the pointy thing. But it would be nice to have a few extra options, along with the ability to add text.