map and quest pointers

Post » Wed Feb 03, 2010 2:50 am

If there is are going to be quest objective pointers on the map, just like the ones in Oblivion, Fallout 3 and Fallout: New Vegas, please, please make the pointers distinctive by objective. If the quest has several optional objective, make the pointers distinct from the main objective pointer. I really like the quest pointers concept, but I get frustrated when there are 4 pointers on the map, and no way to tell which objective it is pointing too, if you haven't played through the quest before. Especially is the objective is optional, and can be skipped. Maybe you can use color coding on the pointers for 1st, 2nd, 3rd etc...

Or make it so that every quest has a single objective, so that there is a single quest pointer displayed with no optional objectives to confuse map reading.

Or perhaps make it so that you can select and objective and isolate it's pointer from the other quest objectives.

Something to show which objective the pointer is pointing at, when there are multiple pointers on the map.
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CxvIII
 
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Post » Tue Feb 02, 2010 7:53 pm

I also have a suggestion: Scrap quest markers entirely and make sure NPCs give better and more directions, so that I can actually think and explore/track on my own; values which are fundamental to me in an open RPG like TES. I don't want to be a friggen robot that mindlessly follow an arrow on a magic compass. I want to think for myself and judge where the location is, depending on the circumstances in each specific situation. Alternatively, make quest markers togglable so that we who actually want to think and not be a mindless robot can do so.
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Nathan Barker
 
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Post » Tue Feb 02, 2010 10:27 pm

I also have a suggestion: Scrap quest markers entirely and make sure NPCs give better and more directions, so that I can actually think and explore/track on my own; values which are fundamental to me in an open RPG like TES. I don't want to be a friggen robot that mindlessly follow an arrow on a magic compass. I want to think for myself and judge where the location is, depending on the circumstances in each specific situation. Alternatively, make quest markers togglable so that we who actually want to think and not be a mindless robot can do so.


I agree for 100% with what hlvr said.
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Lindsay Dunn
 
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Post » Wed Feb 03, 2010 3:42 am

So many threads lately about that. why wont you jump into one of them and read? all the colors and opinions are there.


Edit:
I also have a suggestion: Scrap quest markers entirely and make sure NPCs give better and more directions, so that I can actually think and explore/track on my own; values which are fundamental to me in an open RPG like TES. I don't want to be a friggen robot that mindlessly follow an arrow on a magic compass. I want to think for myself and judge where the location is, depending on the circumstances in each specific situation. Alternatively, make quest markers togglable so that we who actually want to think and not be a mindless robot can do so.


this
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alicia hillier
 
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Post » Tue Feb 02, 2010 8:33 pm

There is already a thread concerning map markers for it click a http://www.gamesas.com/index.php?/topic/1186274-would-you-be-okay-without-quest-markers-in-skyrim-discussion-continued/
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Jason King
 
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Post » Wed Feb 03, 2010 3:34 am

I also have a suggestion: Scrap quest markers entirely and make sure NPCs give better and more directions, so that I can actually think and explore/track on my own; values which are fundamental to me in an open RPG like TES. I don't want to be a friggen robot that mindlessly follow an arrow on a magic compass. I want to think for myself and judge where the location is, depending on the circumstances in each specific situation. Alternatively, make quest markers togglable so that we who actually want to think and not be a mindless robot can do so.



Then they can put an option to check to activate, or deactivate quest markers.

Your "fundamental values" do not HAVE to interfere with mine. Your outburst is unnecessary. We can both get what we want. Knowing what to do, is not a disadvantage. If you have fun by having less information, you could have that option, and I could have the option to be given more information. One doesn't have to counteract the other.

I
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FABIAN RUIZ
 
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Post » Tue Feb 02, 2010 4:51 pm

Then they can put an option to check to activate, or deactivate quest markers.

Your "fundamental values" do not HAVE to interfere with mine. Your outburst is unnecessary. We can both get what we want. Knowing what to do, is not a disadvantage. If you have fun by having less information, you could have that option, and I could have the option to be given more information. One doesn't have to counteract the other.

I


Oh, and the original post was not about whether there should, or should not be quest pointers, but rather a suggestion on how to implement them. I'm assuming there will be an option to activate and deactivate this feature, and if they are activated, then they should be how I described, for clarity.
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Nikki Morse
 
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Post » Wed Feb 03, 2010 7:45 am

But the problem with them just being toggleable is that if NPCs don't give directions, you're screwed...
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Enie van Bied
 
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Post » Tue Feb 02, 2010 11:49 pm

But the problem with them just being toggleable is that if NPCs don't give directions, you're screwed...


That's true...but it doesn't have to be an either/or kind of thing. Have the npcs give good directions, AND have the quest pointer option you can turn on if you want.
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naana
 
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