There are clearly defined paths. With time you CAN identify landmarks. People do this all the time.
Your initial statement about paths being clearly defined had nothing to do with landmarks: you said that their color gives them away. I showed how the color of roads is pretty much useless for navigating to many places. Now you are changing your story and saying that it is the landmarks, not the color of roads, that makes the paths clearly defined.
Example: I am in hydlaa in the plaza. Noob asks "how do I get to a tavern?" I say, "Ah friend look up [use pg up and pg down key] you see that very tall tower there?" Noob says "Yeszors!" I say, "[we try not to use leet here this is am immersion game] Right then I want you to head toward that ramp and toward that tower, as you go up a little ways off to your left you will be looking for an inset stairway, head on up there and you should see the tavern. May Laanx frighten the shadows from thy path."
or you can face the statue of Laanx in the center of the plaza and relate all directions to it.
Example: "I can't find Harnquists shop." "Ah that is easy good sir, go to the Laanx statue in the center of the plaza, when you are facing the statue, Harnquists shop is off to Laanx's right."
There are specific things that stand out in every map. Finding the language to wield these things to be able to communicate with other players is a challenge that at least for now we leave to the players.
If that were how players and NPCs gave directions, then I think it would not be so objectionable, but that isn't how they give directions: several NPCs and players all gave me the same directions to get from the Kran town to Hydlaa: go out the gate, take a right at the fork in the road.
There is no road, and therefore no "fork in the road!" Directions based on landmarks have to be based upon landmarks that actually exist.
Furthermore, your suggestions about how "clearly defined paths" can be based entirely upon landmarks does not address my point about verisimilitude: even if no central authority is maintaining the roads, they will still be obivous from frequent travel (mud and dirt vice grass, ruts from wagon wheels, etc). Also, it is almost impossible to navigate cross-country based solely upon landmarks unless you have a compass. "To Laanx's right" works in the city, but there is no such easy method of orientation in the wild, unless you have a compass. I realize that there may be solid technical reasons why compasses have yet to appear (and that it may be much longer before they do), but until compasses appear, cross-country navigation without roads and/or direction signposts will be impractical and unrealistic.
I understand that there are a lot of things about this game that can't be fixed right now (or even anytime soon) due to the limited time and resources of the developers. I have no problem if you say, "We just can't fix that right now; maybe later." It is ridiculous, however, to say, "That's not really a problem." There is no shame in having problems in a game at this level of development, but there is great shame in trying to explain away real problems.
*edit*
All posters must realize the inevitability of repetition in a forum such as this, and know that no one is dismissing their ideas, just bored with the thousandth such complaint.
I also have a suggestion to cut down on the repetition factor. Following this suggestion will also hopefully address the feelings on the part of many players that their concerns are being ignored, thus killing two birds with one stone.
Most of the opensouce projects I have interacted with have a "state of the project" tracker that basically outlines, in brief, where the project has been, where it is going next, and what the known outstanding issues are. PS may have such a document, but I have yet to find it. I suggest putting a sticky thread at the top of the Complaints Department, right under the guidelines, and make one of the guidelines, "Read the 'state of the project' thread before posting." The 'state of the project' thread should include a very brief statement of developer philosophy, short- and long-term development goals (and rough estimates for when each will be realized), and a list of known problems with brief explanations that include relative priority. Here's an example:
Philosophy: PlaneShift is about roleplaying, so most of our design decisions are centered around encouraging player-to-player interaction...
Short-Term Goals:
1.)
2.)
etc.
Long-Term Goals:
1.)
2.)
etc.
Known Problems/Common Complaints:
1.) Conversing with NPCs can be extremely frustrating.
We are well aware of this, and are constantly working to improve NPC conversation skills. No matter what, we are NOT going to adpot a pull-down system for NPC conversations. You can help fix these issues by following the steps in [this other thread about NPC conversations]
2.) The Death Realm is difficult to escape and generally frustrating.
The Death Realm is supposed to be difficult to escape and generally frustrating, which is an incentive for you not to die and a small "punishment" if you do. That being said, we are always open to constructive suggestons on improving the Death Realm. If you are new, here are some tips for coping with a trip to the Death Realm...
3.) There is no auto-map.
There will never be an auto-map. Instead, we want players to make maps and sell them to each other.
4.) There is no compass.
That is on our to-do list, but is very low priority right now. If you are a skilled programmer, maybe you can volunteer to work on this problem!
5.) I'm new, and I can't find any weapons to buy that I can afford! Also, the relationship between prices for different items seems all out of whack.
We have set up the economy in order to encourage players to trade with each other instead of with NPCs. However, we understand that there are still a lot of problems and imbalances in the economy. We are constantly making small adjustments in an attempt to improve the economy, and are always open to constructive suggestions on how to make it better. However, the following steps are ones that we are NOT willing to make because they contradict our design philosophy...
With a sticky post like this at the top of the complaints department, players with a complaint will quickly be able to find out which category it falls into:
1.) The developers know about it and are doing their best to correct it.
2.) The developers know about it but are not currently working on it due to lack of time/resources.
3.) The developers know about it, and it is on purpose (see maps and Death Realm above)
4.) The developers apparently aren't aware of it, because it's not mentioned in the sticky.