Thread:Celess22/@comment-168424-20170731181041/@comment-1077307-20171117223829

What I was writing to clear things up before your first reply today.

Fandyllic wrote: I get that, but if the in-game maps aren't from a spherical projection, that shouldn't be necessary.

I don't know what to tell you. Its been established that a group of people who were fans of Witcher already placed points using just such a system. I can either incorporate those points, or make Witcher guy single handedly place all of them all by himself without the WoW army. This has been stated in various ways many times. I promised him I would retain the points. I have no problem with this.

Fandyllic wrote: It's also better to rely on marker position relative to known surrounding features (like buildings, paths, roads, or trees) than some derived number.

A POI on a map is always expressed as a number and is always relative to its particular system. The rest is mostly semantics.

The points I am talking about were already hand placed by people who were using trees and paths and roads, etc. It doesn't matter if it was the creators of the game, or fans, or from a DB or JSON table, or stored as a parameter for a template on each WoWWiki page.

It also doesn't matter if it was 0 to 100 or something else. These still have to be handled and "projected" and "unprojected" by the Map system to how a web page works. Formulas get written no matter what. This is how you get hover coords and how all of the dynamics for the visual map work with its points.

I'm not sure what you mean by derived. Implying some lesser number from wow game data, or in this case the JSON generated by the fans from witcher? How authoritative the game is or can be, or the people by hand; the devil is in the details.

Fandyllic wrote: In WoW, some quests in-game give totally inaccurate positions (basically bugs) and are actually correct in the wiki, but wrong in DBs, because they use datamining and don't correct based on player input.

This has no bearing since none of the points were derived from game data files, much less not being about WoW. If I made a point about anything related to maps outside of Witcher that might be relevant here it is this: This situation is the general case not the exception, where these particular people were not the only people to do such a thing. And that it is really the defacto way that regular people might already have an existing set of points to place on a wiki.

WoW Maps on the wiki is the real anomaly. The Wiki Maps system is expressed by a linear 0 to 100, x and y, origin of 0,0 upper-left corner. This is not necessary useful for everyone and not necessarily the best standard. Its really just happenstance. The original system was made by standing in the game and someone effectively making the 0 to 100 system up for a macro and an add-on, by translating the game x, y into a 0 to 100 x, y, via a formula. This was convenient, and what wiki WoW Maps were built around and that's is all.

WoW happens to have equally sized "map" image files in the game data, and all the same exact scale (which is why the simple macro formula worked for the wiki the way it did). And even though WoW wins for the sheer number of POI vs any other game, where even presenting the number of identifiable zones is huge, Witcher3 has largest scale land mass of any game ever made, literally... and wins the sheer amount of land, and having such large unique and non-contiguous sections. None of the things that allowed the WoW tricks to work, work here and everything is inverted on what features are necessary, and long before any non-linear coord systems come into play.

The fact is that its apples and oranges. I have a flexible linear system, necessary for Witcher that's capable of also accommodating non-linear systems.