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September 8th, 2017, 19:04 #21
Interesting dilemma. If you don't cover the expected ground I hope some other factors are considered before they press for price increases...
If sales don't hit the numbers anticipated, you have to wonder if the problem isn't with the pricing but with the product (i.e. not *everyone* wants to run an adventure that is a retread of some classic adventures) or if enhanced competition could be adding some new pressure (isn't this the first major WotC release since the official Paizo product releases started happening?)
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September 8th, 2017, 20:14 #22
Honestly, I dont think wanting high resolution battle maps is an edge case any longer. Personally, I think the default module download should be much higher resolution and if you want a smaller download size (and thus a lower resolution), that should be an optional download. Some of the published WotC module battle maps are very low resolution - technology today can certainly allow us to increase the standard set years ago.
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September 8th, 2017, 20:16 #23Paul Grosse
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September 8th, 2017, 21:02 #24
I looked at digital pricing.
Fantasy Grounds, with the complete the bundle pricing, is the least expensive. Otherwise, same as D&D Beyond (we all know different functionality).
The "free" Roll20 is $50 or twice the price.
I posted the price comparison here (you need to belong to the Facebook 5e group).
https://www.facebook.com/groups/DnD5...7841946726647/Ultimate License. Running Hyperborea and CoC. Asks lots of questions. Mgpotter.com. PureVPN is a tested solution to run games when traveling. https://billing.purevpn.com/aff.php?aff=33044
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September 8th, 2017, 21:06 #25
Yeah, you can essentially get the TOA module plus the PHB module for FG for the same price as just TOA on Roll20. That is something not available for Roll20 at the moment. When you look to add the DMG or Volo's Guide, it shifts even further. We also feature some functionality which is unique to Fantasy Grounds, such as the Story Templates, Random Treasure generation (for DMG), character leveling (PHB), etc.
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September 8th, 2017, 21:06 #26
I'm hesitant to enter into this debate once again but the constraint is that maps be kept to a resolution of less than 2048x2048 and be less than 1Mb in size - the resolution being more acute than the size. All of the maps in ToA are the best compromise that I could make given those constraints.
If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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September 8th, 2017, 21:10 #27
You don't even have access to the super hi resolution files from the artist anyways, right?
I have not found much difference in the client for the size of the file (except upload/download time) but the pixel count seems to be key.Ultimate License. Running Hyperborea and CoC. Asks lots of questions. Mgpotter.com. PureVPN is a tested solution to run games when traveling. https://billing.purevpn.com/aff.php?aff=33044
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September 8th, 2017, 21:34 #28
The maps look great to me. Beats hand drawn on graph paper all day!!! I have only recently come into the FG community and started using the product. I have been able to use this to reconnect with people I grew up with 30 years ago and play some good ole DnD. Please keep up the good work, I am sure there are a lot of us out there that are fully satisfied and just don't speak up about it.
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September 8th, 2017, 21:36 #29
Patriarch
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Hi Zacchaeus, I was just wondering where this constraint is being mandated from? Is it self imposed for technical reasons? Is it coming from WotC? I'm not saying these shouldn't be the standard map sizes, but for those of us with different usage patterns and with setups that we know can handle it, it'd be nice to have some higher resolution options?
Just as an example I used a map of Cragmaw Castle downsized from Mike Schley's high res version that was 2.09MB and 5510 x 5510 pixels @ 100ppi and it ran flawlessly for 2 long sessions, and looked great on the screen (with miniatures aplenty!). We're going to be hitting the 905KB, 3724 X 5078 pixel (again @ 100ppi) map of Wave Echo Cave next and again that has created no issues through my prep and play.
LMoP Session (3).jpg
I do really appreciate your engagement, and as this seems to keep coming up maybe a solution could be found that works for us all?
Cheers, LuddLast edited by Ludd_G; September 8th, 2017 at 21:42.
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September 8th, 2017, 21:47 #30
The issue on map size is what is shared and what is going on. If your client does not crash and you are not supporting other players in server mode and you do not have to worry about their machines, you can often get away with bigger and nicer maps.
I think the WoTC artists have their own and higher versions that they sell for extra and do not come with any of the other digital versions being sold.
From what I can see so far, they did a good job with the maps provided but if you can get away with it, there are better maps available from the artists.Ultimate License. Running Hyperborea and CoC. Asks lots of questions. Mgpotter.com. PureVPN is a tested solution to run games when traveling. https://billing.purevpn.com/aff.php?aff=33044
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