In defense of the much maligned compass

Post » Tue May 17, 2011 8:49 am

As advanced as games are they can not ,as of yet, utilize all five senses.The smell of a cooking fire or the reek of rotting corpses from necromancers and or undead lairs would give some indication something was near.traveling in the vicinity of a conjurers lair may make the hairs on the back of your neck stand on end.I do not know if magic would do this but you do not know that it will not.I would be fine with undiscovered locations being represented by a ? until you actually discover the location as that would make sense.

For the RPG purists Char skill should trump player skill.Slap on a few perks and have it governed by Int.Thereby making the char the dominant factor in how effective the compass is.

As far as the quest arrow is concerned in RDR you were given a shaded circle to give you an idea where your quest target was.If this is used hopefully a smaller area to search is used than RDR because as you know Nords are smarter than Texans.In Morrowind you could talk to Dumner scouts for directions(Texans win this one at least they can read a map) to get the arrow maybe you would have to talk to a Nord scout.I agree with those that feel once in side the dungeon no arrows should be used.Since it is easy enough to switch quests and move the arrow to the exit this is not a huge deal.

Improve it don't remove it
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Andrew Lang
 
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Post » Tue May 17, 2011 5:09 am

No. Give directions and no compass.
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Cedric Pearson
 
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Post » Tue May 17, 2011 2:13 pm

I'm pretty sure if you're a hero embarking on a huge adventure you'd bring a compass...
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nath
 
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Post » Tue May 17, 2011 2:40 pm

I'm okay with a compass that I can buy and pull out of my pack to get my bearings (n,s,e,w). I absolutely do not like the quest arrows and hope that, at the very least, we can turn them off (if they are included) :shrug:
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jenny goodwin
 
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Post » Tue May 17, 2011 10:07 am

Yeah, quest markers svck. I'd much prefer it if I could find my way to my destination by orienting myself in my surroundings and checking out the landscape instead of simply making sure that the red quest cursor is always in the middle of my compass UI.

Pete Hines said that the reason they added a quest marker was because people got lost in Morrowind. The problem with Morrowind wasn't that it didn't have quest markers, the problem was that the directions you were given were often quite crap. The proper way to fix this, imo, is to give better directions instead of added quest markers which take some of the fun out of traveling and exploration.
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Charlie Ramsden
 
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Post » Tue May 17, 2011 12:34 pm

I'm okay with a compass that I can buy and pull out of my pack to get my bearings (n,s,e,w). I absolutely do not like the quest arrows and hope that, at the very least, we can turn them off (if they are included) :shrug:

Great idea! Would add alot to the RPG experience.
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Harry Hearing
 
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Post » Tue May 17, 2011 9:00 am

I agree with those that feel once in side the dungeon no arrows should be used.

Me too.
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SWagg KId
 
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Post » Tue May 17, 2011 11:24 am

Directions over quest markers any day. oblivion usually handles like this: "Go to random dungeon and retrieve my magic crystal"; That's it, that's all the directions you're given :P
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Lalla Vu
 
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Post » Tue May 17, 2011 6:43 am

I want to rely on the sun to find my direction. :stare:
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Josh Dagreat
 
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Post » Tue May 17, 2011 6:58 am

I have no problems with a simple compass, I have a problem with an arrow pointing you to the direction you need to go to get to your objective. If you can't figure it out with directions, which I hope is given this time, and a little bit of work on your part than maybe a more simpler game is for you. That's my take on it.
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Paula Ramos
 
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Post » Mon May 16, 2011 11:06 pm

I'm okay with a compass that I can buy and pull out of my pack to get my bearings (n,s,e,w). I absolutely do not like the quest arrows and hope that, at the very least, we can turn them off (if they are included) :shrug:


Exactly my thoughts. Plus, as others mentioned, better instructions than in Morrowind.
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Roanne Bardsley
 
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Post » Tue May 17, 2011 11:47 am

I like directions like in Morrowind. But I understand why Bethesda made the arrow. As long as I can disable it (not along with the entire HUD! I want to have HUD with no arrow) an I get directions like in Morrowind, everyone is happy and it's not rocket science, just a few more dialogue lines.
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Hannah Barnard
 
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Post » Mon May 16, 2011 10:38 pm

Isn't this game HUD free according to the GI mag?
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Izzy Coleman
 
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Post » Tue May 17, 2011 5:00 am

I'm perfectly fine with the compass, considering that pretty much every Elder Scrolls game has had some way to determine your direction, most of them with a compass. As far as the quest arrow goes, well, a lot of times I've needed the help. :P And I would expect my character to be able to find their way around better than me anyway, since they've probably had more need of practicing it. I'd hardly weep if it went away, though, I'm sure I'd be able to eventually manage without it.
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Amy Siebenhaar
 
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Post » Tue May 17, 2011 1:11 am

Yeah I thought there was no HUD
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Terry
 
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Post » Mon May 16, 2011 11:08 pm

yeah no quest help, just like in morrowind, and just like in morrowind the directions should be vague or just plain wrong to make it more fun. I like the compass in oblivion. Remember the dwemer puzzle box? i spent like 3 hours looking for that thing in morrowind, it wasn't exactly my idea of fun
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Lyndsey Bird
 
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Post » Tue May 17, 2011 2:32 am

I will be miffed if there is no compass.
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Rebecca Clare Smith
 
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Post » Tue May 17, 2011 6:41 am

They would need to do some kind of mad lib type open ended voice work, otherwise unique directions would take up alot of voice work.

For example, there is a question, how do I get there? Answer: Head ___ its near a _____ , kind of thing. With blanks filled in with North,South,Southwest,etc and Large rock, waterfall,etc Of course that would only apply if they did not know the exact location, I never understood in MW why can't the npc just show me on my map were it is, if he already knows. Hell, the circle idea from Red Dead is always something I thought would be good. And even if all this is done, still keep the all knowing compass as an option.
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asako
 
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Post » Mon May 16, 2011 10:34 pm

I wouldn't mind the compass if there is no magic arrow.
How else am I supposed to know if I am travelling south southwest according to the directions?!
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Laura-Jayne Lee
 
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Post » Tue May 17, 2011 6:49 am

Keep magnetic compass, get rid of quest markers, replace them with ability to place more of your own map markers imho.
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Enie van Bied
 
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Post » Tue May 17, 2011 1:45 am

The quest marker needs to go bye bye. Completely ruines any feeling of exploration... at least to me.
I wouldn't want quest markes to be allowed outdoors and disabled indoors. I find exploration equally important (if not even more) outside.

And according to me, the feeling of exploration is pretty important in an open-world RPG as Skyrim.

Solution: Give us directions (either voiced or by a note/letter). Occasionally give us a "Let me mark it on your map", just for variety's sake.
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alyssa ALYSSA
 
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Post » Tue May 17, 2011 12:01 pm

Give me a compass, a compass is pretty standard equipment when going adventuring. Then allow me to place my own marks on my map, which will show on the compass.
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jennie xhx
 
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Post » Tue May 17, 2011 7:56 am

Exactly my thoughts. Plus, as others mentioned, better instructions than in Morrowind.

Yeah, some of those instructions were confusing, and even completely wrong now and then. I remember being told to head west until I saw a rock stacked on top of another rock in Morrowind. . . Yeah, ok. But it was so much more satisfying when you actually did find things in Morrowind. In Oblivion the range of the map markers was too great. I want to see a hybrid system. Directions to get you to the general area are fine by me, as long as they are accurate and there are distinct landmarks.
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Robyn Lena
 
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Post » Tue May 17, 2011 1:28 am

The quest marker needs to go bye bye. Completely ruines any feeling of exploration... at least to me.
I wouldn't want quest markes to be allowed outdoors and disabled indoors. I find exploration equally important (if not even more) outside.

And according to me, the feeling of exploration is pretty important in an open-world RPG as Skyrim.

Solution: Give us directions (either voiced or by a note/letter). Occasionally give us a "Let me mark it on your map", just for variety's sake.

If the npcs knows the location, which they often do, I hate it when they don't mark it on my map, pissed me off in MW.
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Lilit Ager
 
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Post » Tue May 17, 2011 12:56 pm

The quest marker needs to go bye bye. Completely ruines any feeling of exploration... at least to me.
I wouldn't want quest markes to be allowed outdoors and disabled indoors. I find exploration equally important (if not even more) outside.

And according to me, the feeling of exploration is pretty important in an open-world RPG as Skyrim.

Solution: Give us directions (either voiced or by a note/letter). Occasionally give us a "Let me mark it on your map", just for variety's sake.


I think you're confusing exploring with tracking. Quest markers makes tracking unnecessary, but it does nothing against exploring. When you explorer, you don't have a goal.
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Chloe Lou
 
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