Guild Wars 2 Wiki talk:Dungeon formatting
events[edit]
If I'm not mistaken (I've only played a couple dungeons), every path is composed of a series of events, correct? Then the walkthrough should be structured in terms of those events:
=== Event 1 === ; Objective 1 : How to complete Objective 1 ; Objective 2 : How to complete Objective 2 : Multiple paragraphs if necessary === Event 2 === ; Objective 1 : How to complete Objective 1 etc.
This way it's very easy to look up the info you need if you are in the middle of a dungeon and can't figure out how to complete your current objective. —Dr Ishmael 13:35, 7 February 2013 (UTC)
- In a way you're correct. There are definitely objectives to complete, but they do not always count as events. The icon resembles the event icon found in PvE, but you rarely get event rewards for them. However, they are in a way events. I wouldn't be against your method though, might be better unified with the game terminology. Will quickly run into a dungeon to check it out more. Fresh Berry Smoothie 20:48, 7 February 2013 (UTC)
- No, they're not standard dynamic events, they're dungeon events, that's why they have red icons instead of orange. Ignore the word "events" and call them something else if you want, but the objective structure is still relevant. —Dr Ishmael 20:53, 7 February 2013 (UTC)
- Yeah, I'm noticing this here. I'm gonna take a few screenshots and see if the "event" icon matches those of the dynamic events. So far it seems the case in AC. Will post back in 30 mins Fresh Berry Smoothie 20:57, 7 February 2013 (UTC)
- Okay, it's definitely set up that way. They strongly Dynamic Events, but are obviously not dynamic except for the few "bonus" events. I'll update the main page to try and reflect that Fresh Berry Smoothie 21:28, 7 February 2013 (UTC)
Screenshot Markup/Text Color[edit]
May I suggest Web Hexadecimal #FB3E8D, which is RGB(251,62,141)? Fresh Berry Smoothie 20:44, 7 February 2013 (UTC)
- To follow up with my reasoning, I think red and white are used for AoEs in game, I think yellow might get lost on sandy backgrounds and the such. My only reason against the pink is that it's the same color as Ascended gear. However, highlight pink "stands out" quite well. What do you think? I have some images I need to add arrows and what not to, so if we can figure this out I can start adding images to the Fractal dungeon pages. Fresh Berry Smoothie 20:46, 7 February 2013 (UTC)
- You have to adapt to the screenshot. In most underground/indoor settings, sure, a bright pinkish color would stand out against the dark background, but in a bright outdoor setting like the first part of Caudecus's Manor, that color could be difficult to read. —Dr Ishmael 20:47, 7 February 2013 (UTC)
- Aw man, I would most definitely prefer to have a singular "hue" at least. Maybe we can choose a bright color for dark backgrounds and a dark color for light backgrounds in the same color range? Fresh Berry Smoothie 20:58, 7 February 2013 (UTC)
- There are going to be instances where you want to denote different things in the same image, and you'll need to use multiple colors to do so. And different people are going to use different fonts, different line weights, different arrow styles, etc. It's fine to have a preferred format, just realize that you'll never be able to enforce it 100% of the time. —Dr Ishmael 21:01, 7 February 2013 (UTC)
- I'm cool with that -- Will try to use as generic fonts/arrows/line weights rules as possible. Allowing for flexibility on user's end. Better to have a picture than no picture after all. Fresh Berry Smoothie 21:09, 7 February 2013 (UTC)
Template[edit]
Should we have a template that people can paste at the beginning of the dungeon articles? Things such as level requirement, and entrance map/waypoint could be added to it? I'm not sure if this is required, but fractals are using these:
{{Area infobox | type = Area | within = Fractals of the Mists | levels = 80 | map = Fractals Cliff.png }}
There's only few information tidbits there, but at the least it would equalize/normalize the width of the dungeon maps. Fresh Berry Smoothie 22:18, 7 February 2013 (UTC)
- That's already on the main dungeon articles. I need to verify that I set the within/connections parms properly, though. —Dr Ishmael 22:34, 7 February 2013 (UTC)
- Cool -- Another good template idea would be the rewards section. They all share the same rewards except for the type of token. If in the future they change the coin reward it would be a matter of simply changing one number instead of the coin amount listed on all dungeon pages Fresh Berry Smoothie 22:38, 7 February 2013 (UTC)
- Wait, should we not include these templates on the explore/story dungeon pages? Or.... Am I allowed to include those now? I'm hoping to re-do the AC dungeon page as the "pinaccle" so to speak of dungeon formatting, then to go back and abstract it on this page Fresh Berry Smoothie 22:40, 7 February 2013 (UTC)
- (Edit conflict) I don't think it would make sense. The dungeon is just a single location, the story/explorable pages are describing two different modes of experiencing that location. Including the same infobox on all 3 would confuse any sort of DPL/SMW query we might want to use. —Dr Ishmael 22:45, 7 February 2013 (UTC)
- That makes sense. Thanks, guys. I won't put them on the explore/story pages -- However, may I choose a default width for the dungeon map on those pages? And what did you guys think about the rewards template? It could just be textual as it is now with one variable for the token type. I'm not very experienced with templates so I'm not sure how it really works on wikis Fresh Berry Smoothie 23:03, 7 February 2013 (UTC)
- Yes, a rewards template would make perfect sense. Anything else you want to standardize, like the thumbnail size of the maps or other images, go ahead. —Dr Ishmael 23:34, 7 February 2013 (UTC)