Dear Devs: Quest Markers (Not a rant; simple suggestion)

Post » Mon May 02, 2011 7:26 pm

I heard about the compass but I've heard nothing of the quest markers yet.

And in a lot of quests in New Vegas, the marker led you along the right direction but didn't hold your hand like in Oblivion. I was alright with that.
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Solène We
 
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Post » Tue May 03, 2011 7:29 am

Since you are new here, and most of my posts regarding my hatred for the quest markers have been deleted long ago... I will just quote what I had just stated minutes ago.


I dont HATE quest markers or NOT want them in the game. I'm not a screaming baby. The devs know 10x what I know about game design and I know that. Quest markers are essential in beths open world games for the high percentage of their audience who require them. A lot of people dont want them, and here I think beth can please everybody
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priscillaaa
 
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Post » Mon May 02, 2011 6:06 pm

Just do it Crysis style!!! at easy and very easy you will have this marker, at normal, hard and very hard you wont. (and at insanity you will be unable to hold weapons *trollface*)
And i completely agree with our OP here, i don't understand all the whining and flaming.
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Hussnein Amin
 
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Post » Tue May 03, 2011 6:52 am

Not to sound rude, buuuuut

Dear OP,
Although I agree with you, it is now too late for them to put any new ideas in the game. You can keep expressing your concerns, but I believe they are at a point where they are finally just going to concentrate on what they have instead of adding in every new idea that pops up on the forums. I am hoping they do, or else the game will be full of unfinished ideas and won't look that great.


Yeah, but if a modder can do this on day 1, I think it could be easily implemented in the game now by the devs, for console users. Mods arent the answer to everything fellas! Skyrim will probably sell on consoles 3 to 1 on pcs!
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Margarita Diaz
 
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Post » Tue May 03, 2011 5:40 am

While I agree with you it should be optional.... It pretty much already was in Oblivion. Simply make a quest that has no quest marker your active one, and voila. You can go about your business without the hand-holding.


The problem with that was that while you could do this to avoid quest markers (And I did use this when I wasn't interested in pursuing any quests so I wouldn't have an arrow at the bottom of the screen bugging me when I don't want to follow it.) the game didn't really give you an alternative to them. For most quests, any directions you were given were very simple, if you were given any at all. In a game actually meant to be played without quest armors, like Morrowind, if the game has an open world, the game should give you some other way to find what you need, such as say, having NPCs give you directions. It's not like anyone is saying the game should tell you absolutely nothing and leave you to wander the whole world blindly in search of something when you don't even know what you're looking for. They're just asking for an alternative to quest markers that doesn't hold your hand as much, and if no alternative is provided, even if you claim quest markers are optional, in reality, you don't really have a way not to use them.
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Deon Knight
 
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Post » Tue May 03, 2011 8:44 am

They should be optional and the game should be more descriptive when telling you where to go/how to find who you're looking for.

Rather than "Go talk to Person X in Town X" ...

Have it say "Go talk to Person X in Town X. He's a smith, so you can find him in the market sector in the day, and he lives along the western wall."

Or let us find out that information by asking around. I never had problems in Morrowind finding things, but it was harder to. Made simple things like finding a person more an adventure, because I didn't just follow the marker to him.


Spot on, it was perfect!
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Nicholas
 
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Post » Tue May 03, 2011 9:18 am

I think your mixing up quest markers and the magic compass. Quest markers are a great addition and they should stay but instead only mark the general location of where your supposed to go and not mark the item in the dungeon. The magic compass however needs to go, it pointed you directly to an item that you shouldn't have known was there. There should be some quests where the marker marks the town and then the NPC describes the person your looking for and then you can find them within the city by asking guards or if the quest giver gave you explicit instructions. See, quest markers are still useful and doesn't ruin any challenge in the game whatsoever.

Quest markers make plenty of sense why they are on your map and also it prevents you from missing a cave you were told the directions too but was hidden in an alcove that faced away from the road in the direction that you were coming from so you didn't see it so instead your looking for a town and you waste an hour looking for it only to back track and then see it recessed in the wall, so annoying... But as I stated, the magic compass and marking your target inside the dungeon is unneeded and should be removed but quest markers marking the general area of where you need to go (marking the location of the dungeon or building) would be great to stay.
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Amy Cooper
 
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Post » Tue May 03, 2011 8:55 am

It's not like anyone is saying the game should tell you absolutely nothing and leave you to wander the whole world blindly in search of something when you don't even know what you're looking for. They're just asking for an alternative to quest markers that doesn't hold your hand as much, and if no alternative is provided, even if you claim quest markers are optional, in reality, you don't really have a way not to use them.

I dont HATE quest markers or NOT want them in the game. I'm not a screaming baby. The devs know 10x what I know about game design and I know that. Quest markers are essential in beths open world games for the high percentage of their audience who require them. A lot of people dont want them, and here I think beth can please everybody


Seems some won't read my posts... What am I missing here? When did I at any point argue with any of the statements made here.... first I was suggesting an alternative in case someone didn't realize the workaround, then when that was mocked I simply stated that more than likely they will keep map markers in vanilla Skyrim, so that information might still be useful.

2nd times a charm.

And once again, I wish this weren't so. If I had my way, in Skyrim NPC's would give directions, or say something like "Bring out your map, I think I remember where the cave was"... and then they attempt to mark it, but may not be very accurate. Maybe a big circle they draw on your map that you can only toggle to once you click on that specific quest.

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meghan lock
 
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Post » Tue May 03, 2011 12:49 am

So, let's sum up: you want the ability to toggle off quest markers in the compass/map so you have to find everything on your own.

So do I. And if it's not in the game, why, I bet it'll be one of the first mods made.

What else needs to be said?

~ Dani ~ :)


Turning it off really isn't that helpful unless they give a whole lot of in-game directions
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Tai Scott
 
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Post » Tue May 03, 2011 3:14 am

Turning it off really isn't that helpful unless they give a whole lot of in-game directions


True, one of the writers or devs is gonna have to do a bit more work in the journal if they havent already implemented it, but it would be worth it! :D
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matt oneil
 
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Post » Tue May 03, 2011 9:23 am

I guess my informational post is invisible :sadvaultboy:
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kristy dunn
 
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Post » Tue May 03, 2011 4:11 am

I really don't see how it would be hard to make a switch in the options menu to turn the marker on or off, and have people give you more descriptions on how to find what they're sending you for. A little bit more dialogue, a little bit more writing, but both would make the adventure more immerse.
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Ross Thomas
 
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Post » Mon May 02, 2011 9:31 pm

Turning it off really isn't that helpful unless they give a whole lot of in-game directions


Agreed. But it isn't meant to be helpful, it's meant to be challenging. Nowhere did I say I thought this ought to be forced on players. Either make it a choice, or leave it in.

I guess my informational post is invisible :sadvaultboy:


No, I read it and I thought you were right. The magic compass was a bad idea. I've taken the compass completely out of my game.

I would want some overall guidance the first time I played. Definitely quest indicators on a map or some specific directions to guide me. But after awhile, a few times through the game maybe, I'd be familiar with Skyrim, like you might be familiar with your regional geography. All I would need is a map.

Thus, I have a mod in Oblivion that gives me just that: a map. (It's The Nice One's map mod). If someone marks a location on the map, say Bleak Flats Cave, then it appears. But everything I have to find - and mark myself. If I forget to mark it - ooops.

I wouldn't want something like this the first time through, but later on, when I'm familiar with the area, well, it's fun to explore.

~ Dani ~ :)

P.S. This is not an invitation to debate. This is just what I enjoy.
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Misty lt
 
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Post » Tue May 03, 2011 7:37 am

Now I understand the importance of quest markers in t.e.s games, they help streamline and ensure a consistent flow of gameplay in a giant and elaborate game world.
They are good for casual players and first time t.e.s players who have come from other rpgs with markers like final fantasy or f.p.s games with similar markers.


This is a completely biased statement. First of all, there are no quest markers on Final Fantasy, because there's no need for them. Maps in FF are pretty linear.

Second, why are these your examples? Morrowind was one of the few RPGS without quest markers, and only because they werent commonplace in the FPS (first person slasher) tradition TES comes from.

I think there shouldnt be quest markers at all, but I just wanted to comment on that statement of yours, which makes me think you dont play much RPGs.
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KIng James
 
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Post » Mon May 02, 2011 6:22 pm

This is a completely biased statement. First of all, there are no quest markers on Final Fantasy, because there's no need for them. Maps in FF are pretty linear.

Second, why are these your examples? Morrowind was one of the few RPGS without quest markers, and only because they werent commonplace in the FPS (first person slasher) tradition TES comes from.

I think there shouldnt be quest markers at all, but I just wanted to comment on that statement of yours, which makes me think you dont play much RPGs.


Are you drunk? Final Fantasy XIII has a compass that points you to a direction on the map. And I'm comparing Morrowind to Oblivion and Fallout 3, because beth made those games. And you're right; I "dont play much rpgs" but once again, this is the Skyrim forum, I'm just offering a suggestion to the devs, so that they can better please their fans in a simple way.

And like I said in O.P, you can think there should be no quest markers at all in your own time, this is not what this thread is about. There WILL be quest markers in Skyrim, because a vast majority of the players like/need the "magic compass". I just ask that we have a simple option to turn it OFF.
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Russell Davies
 
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Post » Tue May 03, 2011 9:21 am

Agreed. But it isn't meant to be helpful, it's meant to be challenging. Nowhere did I say I thought this ought to be forced on players. Either make it a choice, or leave it in.



No, I read it and I thought you were right. The magic compass was a bad idea. I've taken the compass completely out of my game.

I would want some overall guidance the first time I played. Definitely quest indicators on a map or some specific directions to guide me. But after awhile, a few times through the game maybe, I'd be familiar with Skyrim, like you might be familiar with your regional geography. All I would need is a map.

Thus, I have a mod in Oblivion that gives me just that: a map. (It's The Nice One's map mod). If someone marks a location on the map, say Bleak Flats Cave, then it appears. But everything I have to find - and mark myself. If I forget to mark it - ooops.

I wouldn't want something like this the first time through, but later on, when I'm familiar with the area, well, it's fun to explore.

~ Dani ~ :)

P.S. This is not an invitation to debate. This is just what I enjoy.


You want us to debate? OKAY!!! :tongue:

OT, I personally only care for the quest marker to give the general area and I'll find my goal myself, it just cuts down on the amount of dialogue needed to explain each quest, which means more quests that are capable of being added into the game and so on.
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Josh Sabatini
 
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Post » Mon May 02, 2011 7:47 pm

Really it has to boil down to three things:

You either want there to be no marker, better detailed directions, and a more adventurous approach to most facets of the game.

Or you want there to be an Oblivion compass where 90% of quests can be easily completed by following the marker that told you everything you had to do (and where in dungeons the items you needed to find were.)

Or you want there to be a marker that leads you to the right direction and disappears, allowing the PC to find the person/item/dungeon after being sent along the right path.

One and three are solid options. I don't want to even debate how stupid it would be to have option two again. If you need that marker again, you should wait a couple years to develop your brain to a higher level of intelligence before playing TES.
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Petr Jordy Zugar
 
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Post » Tue May 03, 2011 5:14 am

Really it has to boil down to three things:

You either want there to be no marker, better detailed directions, and a more adventurous approach to most facets of the game.

Or you want there to be an Oblivion compass where 90% of quests can be easily completed by following the marker that told you everything you had to do (and where in dungeons the items you needed to find were.)

Or you want there to be a marker that leads you to the right direction and disappears, allowing the PC to find the person/item/dungeon after being sent along the right path.

One and three are solid options. I don't want to even debate how stupid it would be to have option two again. If you need that marker again, you should wait a couple years to develop your brain to a higher level of intelligence before playing TES.

Agreed
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Tarka
 
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Post » Mon May 02, 2011 9:35 pm

You want us to debate? OKAY!!! :tongue:

OT, I personally only care for the quest marker to give the general area and I'll find my goal myself, it just cuts down on the amount of dialogue needed to explain each quest, which means more quests that are capable of being added into the game and so on.


Like some other guy said, an npc marks [censored] on your map, that's BOSS, and it would be cool, but the whole "magic compass" should be able to be turned off. A lot of players dont want a zipline to the darts of judgement sitting on the bed, they wanna flip about the house turning over every pillow and pauldron till they find what they're looking for. They WONT clog forums asking about it though, because if worse comes to worst they can switch on the magic compass, and find it. If they wanna tap out they can. CHOICE
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Dominic Vaughan
 
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Post » Tue May 03, 2011 7:45 am

Now I understand the importance of quest markers in t.e.s games, they help streamline and ensure a consistent flow of gameplay in a giant and elaborate game world.
They are good for casual players and first time t.e.s players who have come from other rpgs with markers like final fantasy or f.p.s games with similar markers.

Another thing I can imagine why they are a useful inclusion in your games is to limit the traffic flow of the forums, a lot less "Where is x" and "How do I find y"

So I understand they must be in the game. But for some guys like me, they make your games less of the adventure and exploration and journey that Morrowind was, and more of a train ride, watching the scenery as I march from a to b 100% certain of my destination etc.

So all I'm saying is it would be really great if we could simply switch quest markers on or off. Then people can decide for themselves whether or not to have them; A simple choice that I think affects gameplay immensely.


Err if you know you are doing quest X you don't have to have quest X selected as the active quest. And if its not the active quest then the quest markers means nothing and you have the same effect.
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Ice Fire
 
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Post » Mon May 02, 2011 7:37 pm

Err if you know you are doing quest X you don't have to have quest X selected as the active quest. And if its not the active quest then the quest markers means nothing and you have the same effect.


WELCOME TO THE THIRD PAGE, PLEASE REFER TO PRIOR PAGES BEFORE POSTING THE SAME USELESS CRAP ABOUT 3 OTHER PEOPLE HAVE
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meg knight
 
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Post » Mon May 02, 2011 8:05 pm

Err if you know you are doing quest X you don't have to have quest X selected as the active quest. And if its not the active quest then the quest markers means nothing and you have the same effect.


And we're still talking about principle. Why have to suffer for it through 20 quests then have to settle with not doing a quest just to do a gimmick around a GOD AWFUL phase of the game?

Yes, you're clever enough to think of it when it's obvious none of us have. Still, it's not a solution, just a gimmick.
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Lizzie
 
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Post » Tue May 03, 2011 2:22 am

WELCOME TO THE THIRD PAGE, PLEASE REFER TO PRIOR PAGES BEFORE POSTING THE SAME USELESS CRAP ABOUT 3 OTHER PEOPLE HAVE


The fact remains that same. You can play the game without them IF you so choose even without a dedicated toggle. And it acts exactly like a dedicated toggle so why bother with adding one?

Want to know on the map? select the quest as active.

got the map point? good now select a differnt quest.

Quest markers mean nothing now you can explore to your hearts content and get all the immersion you describe in your OP WITHOUT having bethesda waste resources on a feature that is redundant to your desired goal of not having your hand held.

Mate I was on the old forums after Morrowind was released... about 7 years before your join date.

Unfortunately for you, you don't have a basic grasp of the obvious: I'm asking the devs if quest markers could be toggled in Skyrim. I don't care if others have workarounds, or dont like being "led by the nose".
One thing I'm not doing is clogging their boards with "cool story hansel" posts.


And for someone claiming to be a long standing member for 7 years why do i have an older start date? You'd think you would have joined long before me on these forums. I've seen people with join dates 5 years ago but you claim to be a 7 year old member. Yes I know on the "old forums" but I find this suspect as you'd think a seasoned community memebr which you are trying to imply here would have joined a long time ago.


Seems to me you are just being hostile and rude to people because people (some) don't agree with you.
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Jonathan Egan
 
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Post » Mon May 02, 2011 11:23 pm

Really it has to boil down to three things:

You either want there to be no marker, better detailed directions, and a more adventurous approach to most facets of the game.

Or you want there to be an Oblivion compass where 90% of quests can be easily completed by following the marker that told you everything you had to do (and where in dungeons the items you needed to find were.)

Or you want there to be a marker that leads you to the right direction and disappears, allowing the PC to find the person/item/dungeon after being sent along the right path.

One and three are solid options. I don't want to even debate how stupid it would be to have option two again. If you need that marker again, you should wait a couple years to develop your brain to a higher level of intelligence before playing TES.


They have to have a marker bro, like I said; I would love if it was like Morrowind, detailed quest logs and directions, with just locations marked on a map and an arrow showing where you are. But with the success skyrim will have, there's going to be a large amount of gamers who will need to be directed to each quest, whether out of sheer lack of time to spend playing a game looking for an npc, or maybe they like a nice easy game etc, nothing wrong with that. But I dont see it being too hard for the magic compass and the bee line quest markers to be simply turned off, and as someone else suggested, slightly more detailed quest instructions and directions. This way, they can please 99% of people in this aspect of their videogame. But if quest markers and the magic compass cant be turned off, then you HAVE to do it if you want to play the game without stuffing about with workarounds that kill immersion. A.k.a "just switch quest bro! zzzzz" what a waste of time and it feels like you're playing a broken game.

So why not include both, it's not like fast travel, that's fine, you dont HAVE to do it. you CAN ignore it. the quest markers and magic compass you cant ignore if you play the game right.

And as far as I can reckon it seems like it would be a fairly simple thing to implement, even at this stage. At least simple compared to how many people it will please
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QuinDINGDONGcey
 
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Post » Mon May 02, 2011 9:00 pm

And we're still talking about principle. Why have to suffer for it through 20 quests then have to settle with not doing a quest just to do a gimmick around a GOD AWFUL phase of the game?

Yes, you're clever enough to think of it when it's obvious none of us have. Still, it's not a solution, just a gimmick.


Really? Are you telling me that you only ever have one quest in your quest log? i gather quests faster than i can complete them. I always have loads of quests in the quest log. You don't have to pick ONE quest and never do that quest you simply have to have MORE quests in your quest log than the current quest you are doing. Sure at one point in the game After all otehr quest are done you will have a quest with quest markers that mean something. BUT by that time you will have bee so use to NOT using them that i doubt you will notice.

I never once implied nor did i say i was clever for comming up with this solution. I had assumed everyone knew this because you get a pop up with a choice to make a new quest your active quest or not.

The principle for me is that if you can EASILY replicate a desired feature with teh basic non modded tools the game gives you, then it is a waste of resources to ask Bethesda to make a new feature.
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Caroline flitcroft
 
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