Would you like Skyrim to hold your hand?

Post » Fri Sep 02, 2011 2:51 am

I searched on this topic, but didn't see a topic on these subjects with a poll. This particular topic is causing me a small amount of anxiety. I DO NOT want all the hand-holding of Oblivion (the only TES game I've played so far). I'm assuming there will be tons of hand-holding in Skyrim, but I'm hoping to at least be able to turn it all off. If I have a question, if I'm really stuck, I'll look stuff up on UESP. I'll even buy a strategy guide if I have to. But I don't want all these little messages and hints in the game.

Same goes with the magical compass and any sort of GPS-style referencing on the maps. PLEASE can we have the option to turn this stuff off? I want to be able to look at the map without seeing that little pointer telling me exactly where I am. Sorry if this topic is redundant, but I feel we as hardcoe players must repeat this stuff over and over again, so our voices get heard. :)

As an avid Tomb Raider player, I know it's possible to play a game with no hand-holding whatsoever. Tomb Raider barely gives any hints as to what the player is supposed to do next. I understand Skyrim is not Tomb Raider, but.....you get the point.

Have a vote, and have your say. :whistling:
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Enny Labinjo
 
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Post » Fri Sep 02, 2011 10:50 am

I've already figured out a really easy mod for the new compass system.


Put a post it note on the top of your screen.

Now stop whining about it.
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Steve Smith
 
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Post » Fri Sep 02, 2011 8:48 am

Hoooold my haaaand, things'll go better if ya just, hoooold my haaaand.. Michael Jackson Moment.

I'd like a bit. It's frustrating not knowing to go at all, tbh. :/
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Steven Hardman
 
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Post » Thu Sep 01, 2011 10:27 pm

Oh look, its this topic again.
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josh evans
 
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Post » Fri Sep 02, 2011 9:21 am

I want realism.

Morrowind's crappy directions were a pain, but it was realistic. Oblivion's "you need this bowl" with a marker telling you you can find the bowl in the pockets of this guy that lives two towns over who you've never met before....that's weird.
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Carlos Vazquez
 
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Post » Fri Sep 02, 2011 2:15 am

Oh look, its this topic again.

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lydia nekongo
 
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Post » Fri Sep 02, 2011 5:41 am

I like a little hand-holding. I want to figure things out on my own, but where the chest with the amulet I need is, when I was given no clue as to where it is other then "In that dungeon" isn't one of them.

Plus, being able to put a marker on the map (unless I misunderstood that last part) is more about convince and not having to constantly open your map, as opposed to hand holding.
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Tiffany Holmes
 
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Post » Fri Sep 02, 2011 5:40 am

That's true. I mean. If they want you to find a certain person in town, it shouldn't tell you, but it'd be handy if they were like : I'll give you directions to find this town in the southern part of Skyrim. :P
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NAkeshIa BENNETT
 
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Post » Thu Sep 01, 2011 7:55 pm

No..My wife would get jealous...
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Mari martnez Martinez
 
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Post » Fri Sep 02, 2011 6:58 am

Hand-holding MW style is what I'd like
Thats to say its all in game. NPCs give you advice and/or directions, factions give you useful gear when you join, but no pop-ups or markers
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Austin England
 
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Post » Thu Sep 01, 2011 8:38 pm

give me detailed journal entries and a compass and im set to go.

one of the reasons i thoroughly enjoyed deus ex HR is because you can turn off waypoint markers (still appear on the minimap but frankly they didnt do much good on there anyways). it was nice playing a game that didnt have a big freaking neon arrow leading you around like a sheep.
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Vicki Gunn
 
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Post » Fri Sep 02, 2011 9:59 am

I've already figured out a really easy mod for the new compass system.


Put a post it note on the top of your screen.


I already use electrical tape to cover the compass in Oblivion. It looks dumb on my TV screen and is annoying to remove and replace every gaming session. What I am asking for probably is not difficult to implement.

Now stop whining about it.


No. I will not. :yuck: Have a nice day. :)

... Oblivion's "you need this bowl" with a marker telling you you can find the bowl in the pockets of this guy that lives two towns over who you've never met before....that's weird.


Yup, it's over-the-top.
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Lori Joe
 
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Post » Fri Sep 02, 2011 3:13 am

Hoooold my haaaand, things'll go better if ya just, hoooold my haaaand.. Michael Jackson Moment.

I'd like a bit. It's frustrating not knowing to go at all, tbh. :/


It just makes much more sense that an NPC would mark your map if they're sending you off to retrieve something invaluable to them, rather than give you some weird directions that you wrote in your journal.

As far as 'landmarks' like caves, dungeons showing up on your map...they've always done that, just not with a visual clue as far off as Oblivion did. I walked around Morrowind with my map open just waiting for doors to pop up magically on my map, because the entrances were so often hidden the only clue would be their appearance on the map.

It's not 'dumbing the game down', and it's not taking exploration out. If you want to RP it, it's very easy to say your character found signs of a trail leading in that direction. If your character is a magic user, they can sense magicka in the air. *shrugs* I just use what the game gives me.
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Ebou Suso
 
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Post » Fri Sep 02, 2011 8:12 am

If quest-giving NPCs wander far and wide throughout the game world as they did in Oblivion we will, at the very least, need a marker to direct the player to their locations.
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Marion Geneste
 
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Post » Fri Sep 02, 2011 2:51 am

I already use electrical tape to cover the compass in Oblivion. It looks dumb on my TV screen and is annoying to remove and replace every gaming session. What I am asking for probably is not difficult to implement.



:facepalm:
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Lifee Mccaslin
 
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Post » Fri Sep 02, 2011 6:17 am

Searching for a small object in a big dungeon/town isn't fun, at all.

Distant ruins or altars popping up in your compass isn't fun either.

I hope they find the correct balance between absurd GPS hand holding and not enough information to adquire a particular quest item.
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Adam Baumgartner
 
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Post » Thu Sep 01, 2011 11:48 pm

It just makes much more sense that an NPC would mark your map if they're sending you off to retrieve something invaluable to them, rather than give you some weird directions that you wrote in your journal.


I agree with you here to some extent. An NPC marking your map is okay with me, even if it is unrealistic, because not everybody in the world is an expert cartographer. What I'm not liking is the GPS pointer on the map. I want to be able to look at the map without it.

:facepalm:


And what is your problem sir? You facepalm me but give no reason why....
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Soku Nyorah
 
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Post » Fri Sep 02, 2011 6:43 am

I'd just like to add to this conversation that our characters, while new to us, are not new to this world. They are advlts (of an age you can choose), who have previous experience. That experience comes with some basic spells and combat skill. We also start out with a map, which has some cities marked on it already- is it too much to go a step further and have your character recognize things they 'heard' in prison about a cave just northeast of the trail they're currently on? Or as I already posted, they have strong survival skills and recognize the trampled vegetation to the right of that tree as a sign of a hidden trail?

You can complain about the game, or you can do what YOU can to fix it and have a better experience. *shrugs* If it's in there and there's nothing you can do about it, why let it ruin the game for you?
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Dewayne Quattlebaum
 
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Post » Thu Sep 01, 2011 10:08 pm

I agree with you here to some extent. An NPC marking your map is okay with me, even if it is unrealistic, because not everybody in the world is an expert cartographer. What I'm not liking is the GPS pointer on the map. I want to be able to look at the map without it.



And what is your problem sir? You facepalm me but give no reason why....


In a land filled with spells, I just RP'd that everyone had some level of skill- when the green compass marker was a person, that was a marking spell created by the person who sent me to retrieve their item. I can't 'turn it off' because it's magic, and tied to me when I accepted their quest.

Imagination. I'm doing it right.
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Blaine
 
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Post » Fri Sep 02, 2011 3:24 am

have your character recognize things they 'heard' in prison about a cave just northeast of the trail they're currently on

I used to do something similar in Morrowind, I think. After spending a certain amount of time in Pelagiad my characters would overhear rumors in the tavern or on the street about a Scamp merchant in town. Similarly, after spending time in Vivec, they would hear tales about a Mudcrab merchant. Once we had heard about them we would be able to barter with them. A few of my characters were never in the right place at the right time to hear about one or the other and consequently never used them. To me it felt like a more natural system of constraints than simply modding them out of the game.
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Roisan Sweeney
 
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Post » Fri Sep 02, 2011 3:42 am

I'd just like to add to this conversation that our characters, while new to us, are not new to this world. They are advlts (of an age you can choose), who have previous experience.

]That experience comes with some basic spells and combat skill. We also start out with a map, which has some cities marked on it already- is it too much to go a step further and have your character recognize things they 'heard' in prison about a cave just northeast of the trail they're currently on? Or as I already posted, they have strong survival skills and recognize the trampled vegetation to the right of that tree as a sign of a hidden trail?


I'm with you to some extent. Except that in medieval days, not everybody was familiar with their entire world. Some folks never ever left their village for fear of (fill in the blank) dangers. Not everybody was skilled, even with basic things. I do want to play some characters who are completely unskilled from the start. No magic. No skills. Possibly very basic weapon skills, that's it. The "dragon born" stuff, I will just have to ignore.

You can complain about the game, or you can do what YOU can to fix it and have a better experience. *shrugs* If it's in there and there's nothing you can do about it, why let it ruin the game for you?


He hee, I'm not really complaining, nor will these things "ruin" the game for me if they happen to appear in vanilla. I am trying to draw attention to certain things to make sure they happen in the vamilla game. What I am asking for is not really so much. I don't own a PC capable of running such games (I'm lo-tech), nor am I going to buy one, so mods are out. I don't want the headache of trying to buy an entire computer system in my home just for a videogame, only to have it not work. Then I have to call someone to help me. :nope: No no no!

We can turn off music in Oblivion. Was can turn off diaglogue. We can turn off the crosshairs. I'm asking to be able to turn off a few extra things, since they will without a doubt be included in Skyrim.
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Bird
 
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Post » Thu Sep 01, 2011 11:42 pm

Everyone is going to make sweet love to Skyrim and they don't even want it to hold their hand.
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Kelly John
 
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Post » Fri Sep 02, 2011 12:36 am

I used to do something similar in Morrowind, I think. After spending a certain amount of time in Pelagiad my characters would overhear rumors in the tavern or on the street about a Scamp merchant in town. Similarly, after spending time in Vivec, they would hear tales about a Mudcrab merchant. Once we had heard about them we would be able to barter with them. A few of my characters were never in the right place at the right time to hear about one or the other and consequently never used them. To me it felt like a more natural system of constraints than simply modding them out of the game.


These are great ideas of implementing or shunning in-game content. I seem to recall, as you probably do as well, there was a furor over both of these little guys on the forums back in the day. Gamebreaking! How can a mudcrab talk! You get too much monies this way! Rarrrr.

With every new TES game, there is a long period of adjustment, both before and after release. It's just been a long time since we've experienced it :D
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Chase McAbee
 
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