Quest Arrows

Post » Wed Oct 06, 2010 6:57 pm

Removing quest markers is a bit excessive I think. Just make them more vague and if a NPC knows the location of a place there is no reason why they wouldn't mark it on your map. I am against the Oblivion laser-point accuracy GPS markers. Those would only be used if the NPC knows the exact location, else you get a vague marker covering the general area by the objective and the objective can be anywhere inside that area. Wandering around an area wondering if the landmark you found is the right one, if the dialog writer was up to date with the quest designer, if there is some simple obvious thing you're missing is all very frustrating.
Heck you could make it optional. The NPC gives you the standard directions and if you don't understand them you could ask him/her to try to mark the destination on your map. You don't get the marker if you don't explicitly ask for one. Problem solved.
But no markers inside dungeons except if you're in the correct room or have a complete map of the place and know the location of the objective beforehand.
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phil walsh
 
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Post » Thu Oct 07, 2010 12:53 am

Option 3: get rid of quest arrows completely. Have the quest log tell us what we should know about where the quest targets are. Never get confused by quest arrows again.


this
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Colton Idonthavealastna
 
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Post » Wed Oct 06, 2010 8:06 pm

that must be why it was in 3 different games. Also you never had to use it in Oblivion. And dont respond that they gave vague directions, becuase Morrowind people should like that becuase you needed to explore more.

I would like the colored ones. there are times where I have no idea which I need to be following

and I want quest markers becuase I dont want to search 3 hours for a [censored] dwemer puzzlebox


So if it′s in 3 different games it′s good ? Oh I... kk.

And since when did the games themselves but not the opinions of the public start to represent the opinions of the public. Check any poll regarding quest markers and in each and every one of them over 50% want them gone, that is the majority of TES players want them gone.
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Claire Jackson
 
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Post » Thu Oct 07, 2010 12:56 am

Option 3: get rid of quest arrows completely. Have the quest log tell us what we should know about where the quest targets are. Never get confused by quest arrows again.


This.
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JUan Martinez
 
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Post » Wed Oct 06, 2010 6:01 pm

So if it′s in 3 different games it′s good ? Oh I... kk.

And since when did the games themselves but not the opinions of the public start to represent the opinions of the public. Check any poll regarding quest markers and in each and every one of them over 50% want them gone, that is the majority of TES players want them gone.

thats just it, people on this forum are hard core ES gamers that have been here since Morrowind, they do not represent the majority of people that played games like Oblivion

thats like asking people at AA if they think alcohol is bad (I wish I could think of a better anology)

and yes the fact that QM haven't been changed over the course of 3 games means it will probably stay
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Flesh Tunnel
 
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Post » Wed Oct 06, 2010 7:39 pm

My god, if Bethesda would just put the quest marker's as toggleable it would finally shut everyone up! I mean here we are in a thread where the OP suggest that the quest markers be colored, and suddenly it becomes people saying they don't want a quest marker? I mean really, that's a little off topic huh? Considering how much NPCs move around now, unlike in Morrowind where they stayed in one cell all the time, the quest marker is pretty necessary. Now, maybe they could tone down the usage of the it, and only have it show up at certain time, I would be fine. But I don't want to spend a couple hours looking for an NPC who moves around town constantly.
/rant

On topic: You don't see a lot of quests with multiple quest markers in Oblivion (I can't name one off the top of my head) but when they do have them, coloring them would be helpful for sure.
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Rach B
 
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Post » Thu Oct 07, 2010 1:10 am

quest markers are toggleable you just have to chose a different quest than the one you are doin
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Miguel
 
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Post » Wed Oct 06, 2010 9:33 pm

quest markers are toggleable you just have to chose a different quest than the one you are doin


And have an arrow pointing somewhere all the time, not to mention it doesn′t stop quest updates and sometimes it even goes on a quest you just took by default.
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Connie Thomas
 
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Post » Wed Oct 06, 2010 8:45 pm

My god, if Bethesda would just put the quest marker's as toggleable it would finally shut everyone up!


But toggles are to Bethesda as Holy Water is to vampires... :P
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abi
 
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Post » Thu Oct 07, 2010 2:25 am

But toggles are to Bethesda as Holy Water is to vampires... :P


This seems to be true. But seriously, how hard would it be to toggle a little marker? Honestly, if it was toggleable, I'd probably turn it off for the most part.
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Alexandra Louise Taylor
 
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Post » Thu Oct 07, 2010 9:54 am

I'd say toggable tbh.
If a decent system is set up where directions are handled in a helpful easy to follow manner mostly.
With clear instructions, both a general and detailed direction, and the maps both mini and world are well ordered.
Then PC's are easily identifiable, they would not be needed.

However stuck with a pitch black game world, a shody map system and no clue which direction or what you're looking for they would be a deity send.
Some games need them, others not so much.

So toggable would be great.
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Steve Bates
 
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Post » Thu Oct 07, 2010 6:08 am

I want to go all the way.

-No quest markers at all.
-Limited, or outright wrong, directions by NPCs. They're not perfect and their memories can be fuzzy.
-No map at the start. Why should you start with a perfect map that's never wrong? Start the map screen blank and use cartography techniques to hand draw game world's map as you play.
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joeK
 
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Post » Thu Oct 07, 2010 3:07 am

I want to go all the way.

-No quest markers at all.
-Limited, or outright wrong, directions by NPCs. They're not perfect and their memories can be fuzzy.
-No map at the start. Why should you start with a perfect map that's never wrong? Start the map screen blank and use cartography techniques to hand draw game world's map as you play.


Well, you're character probably bought the map somewhere, so it would have the cities on it already most likely.
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Damian Parsons
 
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Post » Thu Oct 07, 2010 4:30 am

No more quest arrows. I think they are the equivalent of someone mocking me. "Hello, go here. Because you stupid. I dumb down for you. You can't read quest log. So I put marker on top of place to find. You go there now."

I think quest advice should be doled out by a local "Sage" who knows the area. I think it would encourage more adventuring. You're in Vivic (to use Morrowind as an example) and are told to go to a place outside Balmora to find a man in a cave. You have no idea where he is, what cave he is in, so you go to Balmora and talk to a local Sage. He knows about the cave but warns you not to go there. So you have to do something to raise his dispotion towards you first. So you can either bribe him, charm him, do a small favor in town for him, or you can talk to him to find out that he likes to donate money to an Orphanage in town. You could go and give a donation there and when you return, he knows what you did (he's a Sage after all), and decided to help you.

This is the way such things were done in the Old West, and would preserve the feeling of trying to hunt for something, and the thrill of finding it. The quest markers from before also robbed you of that feeling, too. Also, with quest markers being a feature of the game, the designers didn't have to work very hard to describe anything in the Journal, which is (I fear) their main reason for using that system in the first place. Thus the journal often was cryptic at best, and you basically HAD to rely on the quest markers....

I look forward to them removing this feature and giving some of our ideas a trial run.


I know! That's the problem with the quest log, though.

Personally, I think you should have to hand type the directions into your log. If the NPC is kind enough to repeat his or herself that's great, but only on easy. Because you would have to be a complete moron to not get the directions the first time.
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Ray
 
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Post » Thu Oct 07, 2010 5:36 am

This seems to be true. But seriously, how hard would it be to toggle a little marker? Honestly, if it was toggleable, I'd probably turn it off for the most part.


It wasn't toggleable in Oblivion because quest markers were used as a substitute for directions given in dialogue. But we've heard that there will be directions given in dialogue in Skyrim, so that seems to suggest that quest markers will at least be toggleable.

Limited, or outright wrong, directions by NPCs. They're not perfect and their memories can be fuzzy.


So suppose you are given a quest to clear out some bandits from a dungeon. But you're given either wrong or vague information. If you're given wrong information, maybe you'll end up killing NPCs that are important for other reasons, and that you would have preferred to not have killed. If you're given vague information, how do you proceed from there? Do you just try to clear out all dungeons in the general area you were directed to?

There are ways around this:
1. I don't mind NPCs giving you wrong information. But I'd that like to be only when they are lying or intentionally misleading you, and I'd prefer it if there were clues that the NPC was doing this. For instance, they might have a certain agenda, and you can gather from the sort of task they have asked you to do that you are just being used as a pawn to further that agenda. So, for instance, you might get a quest to clear out some bandits from a dungeon, but the NPC you get that quest from is fairly vague on the directions. So you ask another NPC for some extra directions - but that NPC then tells you the wrong dungeon, because he/she has some enemies/rivals in the wrong dungeon. But you can kinda work that out beforehand (it shouldn't be altogether obvious, of course).
2. As for vague information, there are ways to help, but I don't see how they add a whole lot to the game - apart from the feeling of having to work harder to find stuff. For instance, suppose you are given a quest to clear out a dungeon, but the quest-giver is pretty vague on directions. So you ask a town-guard for help. The town-guard tells you where the dungeon is. I wonder, why not just cut out that middle step where you ask the guard? Why not just give the precise directions to the quest-giver? There might be a slight increase in "immersion" if you have to ask around for more precise directions, but one might also regard it as just extra tedious legwork to get to the more interesting gameplay.
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-__^
 
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Post » Thu Oct 07, 2010 10:02 am

I prefer option 3.
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Betsy Humpledink
 
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Post » Wed Oct 06, 2010 8:29 pm

It wasn't toggleable in Oblivion because quest markers were used as a substitute for directions given in dialogue. But we've heard that there will be directions given in dialogue in Skyrim, so that seems to suggest that quest markers will at least be toggleable.


I hope so, it would appease so many people.
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Bird
 
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Post » Thu Oct 07, 2010 1:54 am

I want to go all the way.

-No quest markers at all.
-Limited, or outright wrong, directions by NPCs. They're not perfect and their memories can be fuzzy.
[snip]


If you want that, go play Morrowind, you won't like it for long, trust me.
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hannah sillery
 
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Post » Thu Oct 07, 2010 4:57 am

If you want that, go play Morrowind, you won't like it for long, trust me.

I loved Morrowind's quests and I did not have any problem with any direction, it all depends on the play style, the immersion, and the focus on the directions and the scenery landmarks.
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hannah sillery
 
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Post » Thu Oct 07, 2010 9:15 am

If you want immersion, then you need a map and some sort of interaction with it other than looking at it and your log all the time. If it's your map and you were just given directions, wouldn't you look at your map and create some sort of marker for the general area to go? Whether it be an X marks the spot kind of thing or your character circling a wide general area, it's sensical. If I went hiking, I'd gather info on where I need to go, mark the hell out of my map, and be on my way.

If they put in a feature that lets NPCs outright f up their directions, I'd be pissed. While it is something that could happen in real life, so is tripping. Tripping would not be a cool feature.

And to keep on topic, it'd be nice if they made it where you simply assigned colors to map marks and circles.
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Christine
 
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Post » Thu Oct 07, 2010 10:10 am

Good directions by Q givers and no arrows , they can also point at landmarks and since from what the coders are saying all the land will be hand made they can easily put rock formations , tree formations , statues or any other short of [censored] into the game to give players a help in direction . Some gamers need to level up and get the map reading perk .
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Sabrina garzotto
 
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Post » Thu Oct 07, 2010 11:16 am

Option 3: get rid of quest arrows completely. Have the quest log tell us what we should know about where the quest targets are. Never get confused by quest arrows again.

This
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CArlos BArrera
 
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Post » Thu Oct 07, 2010 7:56 am

Option 3: get rid of quest arrows completely. Have the quest log tell us what we should know about where the quest targets are. Never get confused by quest arrows again.

Not completely, I'd say.
Much better journal with a completely reworked content management is better than a compass marker, true. I however think that a compass would be nice to point you to places that YOU HAVE MARKED YOURSELF (or an NPC did, but usually not completely accurately) on your map and you expressed your desire for that marker to be active => the compass arrow pointing to that marker would appear on the compass. Once you reach the destination, arrow would deactivate. Also, I would welcome the ability to plan my trip using the map and a filter of quests related to specific locations (by faction, recency, etc.), and write down some notes ("todos", things you hear, but are not automatically marked in your journal, etc.).
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Matt Fletcher
 
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Post » Thu Oct 07, 2010 3:47 am

If you want that, go play Morrowind, you won't like it for long, trust me.


Dont trust him..................You'll love morowind, I still do.
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Nathan Maughan
 
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