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07-28-2013
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Registered User
Join Date: Apr 2013
Posts: 1,682
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07-28-2013
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Lsimhbiwfefmtalol
Join Date: Dec 2012
Location: Forum Games/Classic
Posts: 399
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Won't make a difference. People will find out through guild chat and other methods too. Like Blueh said, I'd rather not have bug indicators. If a bunch of noobs could pull out a map and find an agrias butterfly that had just spawned above swamp for instance, everyone would rush over and crowd it and start making panic swings on it and drive it into the middle of the ocean. Might as well have baddy and gralat indicators. Don't forget Easter Egg indicators for Easter! Like the Pyrat Quest idea though. |
08-03-2013
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(Alumni)(Trollin)
Join Date: Oct 2011
Posts: 90
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08-03-2013
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13 |
Registered User
Join Date: Apr 2013
Posts: 1,682
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Ty Haze, but I think twilit had a better idea. Currently the map has 4 buttons to show/hide all players, friends, guild members, buildings. But what if the buildings were categorized? my map buttons: [1] [2] [3] [4][5][6][7][8] 1= all players, 2=friends, 3=guild, 4=buildings subs for buildings: 5=shops, 6=residence, 7=pub/hangout, 8=info/other Buttons 5678 only appear if button 4 is on. However, only one building button can be on at a time because we dont want to over clutter map with labels. Turning button 4 off turns all buildigs off and buttons 5678 are hidden. I think it would be better like that. As far as my idea goes they could alter the quest folder in your items to show eye patches then if you click on it then it will show how long until you can do the quest again. |