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What is wrong with you people?

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There are compasses all over the place, maps too.  That stuff is easy to find if you just look for it.  These folks are apparently just too busy planetsiding for no particular reason then coming here to complain about starving/freezing to death.

 

^ This. Also every server is perpetually set to afternoon, the sun is always hanging out due west. I enjoy running around the map and agree with the OP's sentiment. People should try moving off the spawn areas, so I don't feel absolutely alone on a full server. :(

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I would like to see Merchant/Trader on game calling players for trades

 

But game won't allow it because i'm 80% sure that a 12 years old kid will not roleplay and shoot you on sight to steal you all. I missed the count about how many i've met on these days by hearing their voices.

 

 

I would like to carry an hay wagon and trading stuff with people, That's a good meeting point to give the game some interaction between players and not thinking everyone is always a threat.

 

Maibe adding a karma system? That's what i've always asked....

Well, hire trusty guards. Back in the ol' lawless times, travelling merchants were jolly with red cheeks... and several non-smilling men in hard leather with swords watching your every move.

 

Here are the ways I play DayZ:

 

a) The 3rd P char is the "serious" one with high-tier gear and I use him to team up with my clan and we (will) go as the UN and provide aid. He sits on the western part of the map and on empty servers, due to me being a hoarder and not wanting to get shot in the face while trying to give some idiot a can of beans.

b) The 1st P char is the "rip and run" guy. I use him for PvP and for dangerous servers, I go on populated servers and see what happens, if he dies no tears are shed.

 

And that's it. That's all there is to DayZ currently. You either hoard gear until you get a strong group of people or you run like mad and crave interaction.

 

/circlejerk

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Look, I'm not saying you're doing it wrong. The problem, sadly, is in the current state of the game: from the point of view of game features/mechanics you have literally nothing to do except PvP. And i mean literally nothing. You obviously can travel and explore like you do, but there's zero to do in the wilderness - even if all the people and the newspawn of a full server magically teleport themselves in the same location. It would be Berezino 24/7 firefights, only in the woody hills around the border of the map.

 

The game is a survival game, but (pictured not in order of importance):

 

* the player count in server is dreadfully low (30 or 40, now maybe 72)

* the hunger/thirst feature is interesting but needs to be harshened - it's easily ignored at the moment

* there's no rest/stamina/weight management system

* there are no diseases

* the wound system is interesting but needs to be harshened- it's easily ignored at the moment

* there are no mid/long term consequences for wounds, illness, hypotermia, hypertermia, hunger and thirst

* there are no persistent items and/or long term storage areas

* players cannot modify the world (you can't write something on walls, plant signs, can't fortify buildings, etc)

* the number of zombies is ridiculously low

* the zombie respawn system is still a placeholder and very, very, VERY basic in its design

* loot system is interesting, but needs to be tweaked

 

Probably I still forget something that we do not have. What we have, instead, is a decent melee system and a good firefight system. That means we have decent-to-good PvP...wich is, at the moment, the only fully fleshed out feature of the game. As I said before: I know it's an alpha, I'm not whining. I'm just saying that considering what we have now, it's (sadly) normal that a lot of people will remain in highly populated areas (the coast, where you respawn) and enjoy the only complete feature currently avalaible.

 

That, obviously, does not mean all those people don't test new items/explore the map/interact with others/try new or incomplete features and so on. It means that for a while they will enjoy PvP, and when new complete features will be avalaible they will change playstyle. Look at the impact of the weather and temperature systems on the playstyle after the latest patches for example...and those are still incomplete features. It's simple, at least IMHO.

 

 

Everything you said is correct, but i doubt the game will take other directions from "nothing exept PVP".

Because this formula we are playing nowadays is working and sold over 2 millions of copy.

Changing game dynamics and PVP by adding more PVE that are boring you during PVP fights ( How many times have you been aggroed by a zombie while in a firefight? ) will probably not meet the tastes of part of the community and stops the numbers of sales.

Personally as a business man i would not change an actual formula that is working and risking to stop my growing up sales. I'm changing when sales stop or falling down.

I'm one of those that would like to have also more PVE and RPG stuff end else...but i don't know the tastes of the others so I speak for myself.

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Plenty of people travel inland. It's just that once they get all that nice shiny gear, they head back to the coast line to show off that gear. The problem is getting people to stay inland.

 

Given that every player's current maximum run speed is ~30k/h, there's no stamina system, no weight-bearing system, little to no threat from the environment, & a large abundance of food in every town, players spend their time gearing & seeking interaction whether it be friendly or hostile.

 

Once all of the above features that I've mentioned are implemented, people will start traveling inland & they'll stay there.

 

People will live in the North.

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Everything you said is correct, but i doubt the game will take other directions from "nothing exept PVP".

Because this formula we are playing nowadays is working and sold over 2 millions of copy.

Changing game dynamics and PVP by adding more PVE that are boring you during PVP fights ( How many times have you been aggroed by a zombie while in a firefight? ) will probably not meet the tastes of part of the community and stops the numbers of sales.

Personally as a business man i would not change an actual formula that is working and risking to stop my growing up sales. I'm changing when sales stop or falling down.

I'm one of those that would like to have also more PVE and RPG stuff end else...but i don't know the tastes of the others so I speak for myself.

 

 

I don't know if your forum handle is intentional or not, but hey -  I'm italian too.

Back on topic: I think Bohemia is not going to leave the game in this state. PvP will be (obviously) a major feature...probably THE major feature of the game. But a lot of the planned/announced features will gradually change its face from the very basic PvP we have now to something a little more refined. You can PvP even with a proper hunger/thirst meter, weather system, lots of zombies, temperature/fatigue management and so on...it will simply be harder. Which is, AFAIK, exactly what Bohemia wants from this game: an hardcore survival simulator.

 

Stuff like PvE...I don't know if there will be something actually worth calling PvE: I see zombies as a simple environment threat (much like a rocky cliff to carefully navigate), not enemies to kill in order to gain something. The same with animals: I'm not "grinding" anything. I kill them when/if I need fur, leather or meat.

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The troll thread continues. Ultimately, people do go inland, there's data out there to back it up and I'm sure we all have our anecdotes about meeting people not on the coast. The densities may not be as high on the coast but that's okay. As if this weren't a non-issue enough for all the trolling here, the game isn't finished either, there's very little certainty behind a claim that things are like x now and will be like x in six months. Everyone just relax a little and don't feel so threatened because someone plays differently than you do, there's no "right way" so you don't have to feel concerned that you're doing it wrong.

Edited by Ebrim

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Look, I'm not saying you're doing it wrong. The problem, sadly, is in the current state of the game: from the point of view of game features/mechanics you have literally nothing to do except PvP. And i mean literally nothing. You obviously can travel and explore like you do, but there's zero to do in the wilderness - even if all the people and the newspawn of a full server magically teleport themselves in the same location. It would be Berezino 24/7 firefights, only in the woody hills around the border of the map.

 

 

Well there is some merit in what you've written.

Still I prefer traveling north and having a chance to encounter some people randomly as opposed to dwelling in coastal cities for 24/7 death match.

 

I guess once canned food is rare, folks will be forced to hunt and north seems as better place for that maybe.

Once there are cars, folks will want to drive them up north away from sweaty palms of fresh spawn right?

Once loot tables are robust, then maybe folks will want to go north for them helicrashes even more.

 

If barracks were left only in north, that would also help. Plus there are plans for completely new military based even further north-west from NW airfield. Maybe it will get some specific loot in time, who knows?

 

So I hope time will come, when north will be THE place to be once again.

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I am just too lazy. That's it, that's all. Just too lazy to hike for 20m to get to an empty town.

Thing is it won't be empty since no one has even gone there to loot it.

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Thing is it won't be empty since no one has even gone there to loot it.

He meant empty as in there is nothing there to begin with. 

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Doesn't bother me in the slightest bit that people stay in the North-East and along the Coast, gives me a lot more freedom to gear up and avoid the bulk of the unpleasant pre-pubescent trolls that have some remark to say about my mother, calling me a homosexual, or something along those lines.

 

The people I meet inland, mainly around NWAF and around that area, are a lot more respectful and talk first, made a few good friends in-land, away from Rifty which obviously was jam packed full of Call of Duty refugees, lol...

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.... but people also don't like getting lost, and it's much easier to navigate on the coast...

Geez, lots of mommys boys that cant use non of three online maps, compas and in-game maps. After 50-60 hours in game anybody should know how to navigate.

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Well there is some merit in what you've written.

Still I prefer traveling north and having a chance to encounter some people randomly as opposed to dwelling in coastal cities for 24/7 death match.

 

I guess once canned food is rare, folks will be forced to hunt and north seems as better place for that maybe.

Once there are cars, folks will want to drive them up north away from sweaty palms of fresh spawn right?

Once loot tables are robust, then maybe folks will want to go north for them helicrashes even more.

 

If barracks were left only in north, that would also help. Plus there are plans for completely new military based even further north-west from NW airfield. Maybe it will get some specific loot in time, who knows?

 

So I hope time will come, when north will be THE place to be once again.

 

 

Now PvP is very simple in its design: you spawn, gear up in a day (maybe two) and then hang around populated areas trying to interact with others. Sometimes with words, sometimes with axes and bullets. It's basic because you can easily ignore hunger/thirst (plenty of food everywhere and untreated water/rain does not give you any illness), easily ignore wounds (easy access to bandages/splints and no mid-long term consequences for wounds), easily ignore weather (plenty of protective gear around and no mid-long term consequences for hypotermia and hypertermia), easily ignore fatigue (no rest mechanics, no weight/stamina management system)...now you can spawn, gear up and fight. You die? You spawn again, gear up again and continue. Yes, it's perma-death for your character, but if you have a certain mindset losing your character it's really just a temporary setback.

 

When loot (both civilian and military) will be more scarce, people will gear up more slowly; when canned food will be rarer people will spend more time foraging and surviving; when untreated water will be an hazard people will spend more time travelling to fountains or searching for water treatment systems; whem weight/stamina system will be introduced people will not haul around armouries in their backpack; when hunger/thirst/temperature systems will be tweaked people will spend more time trying (again) to survive); when the number of infected will be crancked up and/or their respawn mechanic will be implemented correctly people will be forced to manage two threats - other players and infected.

 

All this will push (not force) players towards collaboration. There always be KOS, always be lone wolves, Berezino (or some other place) will always look like the O.K. Corral, there will always be mask-wearing crazy players handcuffing you and force-feeding you industrial disinfectant...but the various features of the game will slowly pull most of the players towards co-op and mutual help. This is, after all, the most rewarding behaviour in a situation where surviving alone is hard: to improve your chances you team up and collaborate. Nowadays surviving is NOT hard in DayZ...and it shows: in such a situation, you're not interested in collaboration unless you truly know/trust the other guy(s).

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This is, after all, the most rewarding behaviour in a situation where surviving alone is hard: to improve your chances you team up and collaborate. Nowadays surviving is NOT hard in DayZ...and it shows: in such a situation, you're not interested in collaboration unless you truly know/trust the other guy(s).

 

Even when surviving is made more difficult, in what ways do you feel grouping up will improve survival? Because if resources are scarce it is easier to feed one mouth than two.

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Even when surviving is made more difficult, in what ways do you feel grouping up will improve survival? Because if resources are scarce it is easier to feed one mouth than two.

 

Grouping up in a survival situation is, in-game or in real life, ALWAYS the better option. That's the way mankind became the dominant species of our world.

Yes, more people means more mouths to feed...but means also more hands to search for supplies, more backs to carry stuff, more eyes to keep you safe, more brains with ideas or solutions you didn't think, more skills you don't have, and so on. If the group is composed by sensibe people, it will have always more chances compared to a lone wolf. Obviously that does not mean you're forced to group up, especially if you don't know the motivations or the skills of the people you're supposed to join. Badly assorted groups actually decrease the survival chances of their members.

Edited by DocWolf
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Grouping up in a survival situation is, in-game or in real life, is ALWAYS the better option.

Yes, more people means more mouths to feed...but means also more hands to search for things, more backs to carry things, more eyes to keep you safe, more brains with ideas or solutions you didn't think, and so on. If the group is composed by sensibe people, it will have always more chances compared to a lone wolf. Obviously that does not mean you're forced to group up, especially if you don't know the motivations or the skills of the people you're supposed to join. Badly assorted groups actually decrease the survival chances of their members.

I think you are speaking from a real-life perspective. I wanted something more applicable to DayZ.

In DayZ I have never carried much. I don't need more eyes since I am pretty good at spotting myself. More hands will not improve my survival, it isn't like you need to clean out a town quickly. There are no problems that require solving in SA so brainstorming is unnecessary to survive. The way I see it, harder survival in DayZ means people will be more likely to kill me for my coat and backpack contents.

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I think you are speaking from a real-life perspective. I wanted something more applicable to DayZ.

In DayZ I have never carried much. I don't need more eyes since I am pretty good at spotting myself. More hands will not improve my survival, it isn't like you need to clean out a town quickly. There are no problems that require solving in SA so brainstorming is unnecessary to survive. The way I see it, harder survival in DayZ means people will be more likely to kill me for my coat and backpack contents.

 

I never wrote everyone will group up to have better chances in DayZ, read my post carefully.

I wrote that with the planned/announced features, working togheter will be easier for many (not all) players than surviving alone. Finding food will be harder, people will find it's easier group up and send someone hunting while someone else will go looting for canned foods and someone will scour the trees for apples. There will be a revision of the wounds management systems, meaning every single violent encounter will be dangerous - meaning more safety in numbers (for someone, at least, not for everyone). There will be a stamina/weight management systems, meaning that many (not all) players will find more useful at least one or two people at their side to carry more supplies - which will be harder to find. There will be more infected, with a completely different respawn system - meaning, again, it will be easier clear/scout a location when you have more eyes and hands.

 

I understand there will always be people who prefer surviving alone, or that will find easier surviving alone - but if the developers really put everything they're talking about in the game the easy way to survive will be cooperation. Not a riskless choice or inherently good one obviously: there's no guarantee you'll succeed at all, even in a good group.

 

But, as I already said, if the game remains smiliar to the one we're playtesting there will be no need to cooperate or group up: at the moment surviving in DayZ is easy. Other players in such an easy "survival" simulator are liabilities at best, threats at worst...and it shows.

Edited by DocWolf

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The troll thread continues. Ultimately, people do go inland, there's data out there to back it up and I'm sure we all have our anecdotes about meeting people not on the coast. The densities may not be as high on the coast but that's okay. As if this weren't a non-issue enough for all the trolling here, the game isn't finished either, there's very little certainty behind a claim that things are like x now and will be like x in six months. Everyone just relax a little and don't feel so threatened because someone plays differently than you do, there's no "right way" so you don't have to feel concerned that you're doing it wrong.

 

Indeed a non-issue. It is so rare we get these high pop servers (75-100) that everyone just stays near their spawn cities and enjoys the pandemonium of having 50+ newspawns running around doing crazy shit (I do too). It doesn't help either that it is on the exp hive which is bound to wipe as soon as they launch new exp and that weather is currently bugged, so your expectation of survival is close to zero if you don't own an axe and a box of matches. 

 

When it becomes a normal thing to have these kind of high pop servers the behaviour will be back to normal and more travelling around the map.

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Now PvP is very simple in its design: you spawn, gear up in a day (maybe two) and then hang around populated areas trying to interact with others. Sometimes with words, sometimes with axes and bullets. It's basic because you can easily ignore hunger/thirst (plenty of food everywhere and untreated water/rain does not give you any illness), easily ignore wounds (easy access to bandages/splints and no mid-long term consequences for wounds), easily ignore weather (plenty of protective gear around and no mid-long term consequences for hypotermia and hypertermia), easily ignore fatigue (no rest mechanics, no weight/stamina management system)...now you can spawn, gear up and fight. You die? You spawn again, gear up again and continue. Yes, it's perma-death for your character, but if you have a certain mindset losing your character it's really just a temporary setback.

 

When loot (both civilian and military) will be more scarce, people will gear up more slowly; when canned food will be rarer people will spend more time foraging and surviving; when untreated water will be an hazard people will spend more time travelling to fountains or searching for water treatment systems; whem weight/stamina system will be introduced people will not haul around armouries in their backpack; when hunger/thirst/temperature systems will be tweaked people will spend more time trying (again) to survive); when the number of infected will be crancked up and/or their respawn mechanic will be implemented correctly people will be forced to manage two threats - other players and infected.

 

All this will push (not force) players towards collaboration. There always be KOS, always be lone wolves, Berezino (or some other place) will always look like the O.K. Corral, there will always be mask-wearing crazy players handcuffing you and force-feeding you industrial disinfectant...but the various features of the game will slowly pull most of the players towards co-op and mutual help. This is, after all, the most rewarding behaviour in a situation where surviving alone is hard: to improve your chances you team up and collaborate. Nowadays surviving is NOT hard in DayZ...and it shows: in such a situation, you're not interested in collaboration unless you truly know/trust the other guy(s).

On the experimental servers(.50). Not starving to death is a full time job. Running now consumes energy and water like mad. 

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seriously, people need to cut that "you're playing it wrong" attitude. DayZ has always been about freedom of choice and lack of rulesets.

 

Playing as a ruthless sociopath killing children is equally viable as playing a survivalist hermit in the woods, playing a carebear medic with compulsive hoarding disorder like me, or even playing as Morgan Freeman.

 

Yes, we all affect each other through the ways we play. The sociopaths create a layer of difficulty for the daily survival no NPC AI could do. The Morgan Freemans create comedic relief for everyone. The medics allow you a second chance in a game which boasts permadeath, so you dont have to gear up  all over again.

 

I dont want to miss a single one of those components, especially not the killers who make this game so much more thrilling.

 

 

 

 

Also: the majority of my encounters in DayZ has been friendly. In the last patches, both on stable and on exp, i met random people, talked about new additions to the game, waved goodbye and everyone went their way. maybe one out of ten shot at me. So please, dont try to paint the game as pvp only - there are more than enough friendlies in the game, actually much more than in the early times of the mod.

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seriously, people need to cut that "you're playing it wrong" attitude. DayZ has always been about freedom of choice and lack of rulesets.

 

Playing as a ruthless sociopath killing children is equally viable as playing a survivalist hermit in the woods, playing a carebear medic with compulsive hoarding disorder like me, or even playing as Morgan Freeman.

 

Yes, we all affect each other through the ways we play. The sociopaths create a layer of difficulty for the daily survival no NPC AI could do. The Morgan Freemans create comedic relief for everyone. The medics allow you a second chance in a game which boasts permadeath, so you dont have to gear up  all over again.

 

I dont want to miss a single one of those components, especially not the killers who make this game so much more thrilling.

 

 

 

 

Also: the majority of my encounters in DayZ has been friendly. In the last patches, both on stable and on exp, i met random people, talked about new additions to the game, waved goodbye and everyone went their way. maybe one out of ten shot at me. So please, dont try to paint the game as pvp only - there are more than enough friendlies in the game, actually much more than in the early times of the mod.

If there only was more people like you. 

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On the experimental servers(.50). Not starving to death is a full time job. Running now consumes energy and water like mad. 

 

It's bad enough on .49 right now. My friend and I just hit Polana from Berezino where we spawned. It was only by finding berries were we able to make the 10 minute journey to reach it before we staved to death.

 

In Polana we ate about 4 cans of food each, at least 2 zucchini's (courgettes) each and probably 5 pieces of fruit each and were barely energized. Headed to Novy Sobor and found even less food but we're still just about energized. Have found a crossbox and rifle between us, no ammo for either and the two deer we came across just tease us....we get so close then they run off.

 

Right now, I would say this is the hardest DayZ has ever been as we're living on the brink. We're literally eating all our food with none to spare so if experimental is harder, it sounds as though it's going to be "find food simulator 2014"

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Geez, lots of mommys boys that cant use non of three online maps, compas and in-game maps. After 50-60 hours in game anybody should know how to navigate.

Well, to start, online maps break immersion, so some people don't like that, 2 Compasses and IG Maps are harder to come across nowadays, and 3 some people might have a hard time using the maps considering the names on the maps don't even match the name of the signs in Chernarus, also some people might just be bad at using maps. 

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It's bad enough on .49 right now. My friend and I just hit Polana from Berezino where we spawned. It was only by finding berries were we able to make the 10 minute journey to reach it before we staved to death.

 

In Polana we ate about 4 cans of food each, at least 2 zucchini's (courgettes) each and probably 5 pieces of fruit each and were barely energized. Headed to Novy Sobor and found even less food but we're still just about energized. Have found a crossbox and rifle between us, no ammo for either and the two deer we came across just tease us....we get so close then they run off.

 

Right now, I would say this is the hardest DayZ has ever been as we're living on the brink. We're literally eating all our food with none to spare so if experimental is harder, it sounds as though it's going to be "find food simulator 2014"

 

 

Uhm...must be a really unlucky evening: I find canned food or fruits basically everywhere. On the other hand, berries and/or apples are quickly reaching mythological status in my gaming sessions: as far as I can remember no fruit was EVER found by any of my characters on bushes or trees; only lying around in kitchens and such. One of the major problems in 0.49 is that if you aren't exceptionally unlucky you're going to eat a decent amount of food near your spawnsite...enough to start trekking towards other locations without fear of thirst/hunger. And once you reach another town, the cycle repeats: you find a lot of food, eat/drink a lot...and so on.

 

I didn't know 0.50 experimental was out: this evening I'm going to switch to experimental and try it, just to see if it's true you consume more calories.

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Well, to start, online maps break immersion, so some people don't like that, 2 Compasses and IG Maps are harder to come across nowadays, and 3 some people might have a hard time using the maps considering the names on the maps don't even match the name of the signs in Chernarus, also some people might just be bad at using maps. 

 

A game should never force you to use an external source to play the game. It's a huge NO in game design except BIS seem to think it's ok. Compasses are everywhere btw, I can't stop coming across them but that's DAyZ. Everyone has something they never find. Here's what BIS need to do regarding maps and compass.

 

-1 Get rid of this stupid notion of quarter sized maps. Why do you need 8 maps for an area this size - it's ridiculous. I see no reason not to have just one map. If you think about it, 8 maps is beyond stupid. Who at BIS came up with this idea round the meeting room table - sack them, they're probably making more stupid decisions that make the game bad.

 

-2 Update the map when you update the fucking terrain. I have a map in game that's out of date!

 

-3 Hello??? In what country do they make maps but use a completely foreign language to write in those maps! Make the Town names in cryllic or make the sign posts in English. Again, was this the same idiot that decided on 8 maps?

 

-4 Compass - why are all these antique compass all over the place? How about a compass I can read the fucking markings on. The old compass worked fine and make precise navigation impossible. Here, read this BIS it will give you an excellent idea of how to actually implement maps and compasses.

 

http://www.silvacompass.com/detail.aspx?id=274

 

Check these out too

 

http://store.silvacompass.com/sighting-compasses

Edited by Jexter
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