Quest Arrows

Post » Wed Oct 06, 2010 5:25 pm

you guys are crazy i like exploring but i dont like wandering for no reason when i want to complete a quest i dont want it to take 3 hours because i cant find the place that was about the only thing i didnt like about mw
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Danii Brown
 
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Post » Wed Oct 06, 2010 5:39 pm

you guys are crazy i like exploring but i dont like wandering for no reason when i want to complete a quest i dont want it to take 3 hours because i cant find the place that was about the only thing i didnt like about mw

They should at lkeast make the quest compass toggleable (so that if we don't like it we actually can choose to not use it) I'd like to see the option to place personal markers though, like mark and recall (just less magical)
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Kieren Thomson
 
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Post » Thu Oct 07, 2010 12:18 am

Precisely, oh look that might be a ruin, let's go that way.
Finding all the ( unmarked ) doomstones in OB gave a proper sense of achievement, and if stuff like that is too much of a pain, it will all be on Skyrim wiki soon enough, no need for in game hand holding.


:foodndrink:

On top of all that it does get overwhelming for someone who travels strictly by foot or by mount. One journey from Cheydinhal to Anvil and there's 30 new locations on my map. :facepalm:
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Shirley BEltran
 
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Post » Wed Oct 06, 2010 4:00 pm

thats cool with me i like the compas others dont so make it where it can be turned off bring back mark-recall and the intervention spells and bring back public trasportation boats siltstriders type things that would be great
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Lynne Hinton
 
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Post » Thu Oct 07, 2010 5:57 am

you guys are crazy i like exploring but i dont like wandering for no reason when i want to complete a quest i dont want it to take 3 hours because i cant find the place that was about the only thing i didnt like about mw


It's also been stated that you can have some quest givers(maybe all of them, who knows?)...you can have some quest givers lead you to a location, or take you a certain distance and then point you the rest of the way. Which is a more sensible way to do it.

All I'm really asking for is that such things as quest markers and a 'too smart for its own good' style of compass be toggleable elements in the game.
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Ryan Lutz
 
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Post » Thu Oct 07, 2010 3:57 am

thats not that big of a request its fair to everybody i would like a system where if somebody gives you crappy directions you could pay a scout to mark the area on your map then you could lock onto the marked area on your on like in fallout 3 or the final fantasy 11 system where you had to buy maps of diffrent areas of you wouldnt know where to go but give it the mw system where you map fills up with exploring so people that like the mw map and just using npc directions can do that and people like me can buy maps and know where their going i think thats pretty fair
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NeverStopThe
 
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Post » Thu Oct 07, 2010 6:23 am

you guys are crazy i like exploring but i dont like wandering for no reason when i want to complete a quest i dont want it to take 3 hours because i cant find the place that was about the only thing i didnt like about mw

Easy answer: get better directions that you can refer back to in your journal. I agree Morrowind wasn't the best with this, but that doesn't mean it can't be improved without resorting to a "TARGET IS HERE ->" marker.

The only way quest markers would be tolerable is if 1) they don't tell you anything more than you should know (ie, no real-time GPS tracking, or leading you through unexplored areas to specific doors or objects), 2) they don't appear on the on-screen compass, and 3) they can be turned off.
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Auguste Bartholdi
 
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Post » Wed Oct 06, 2010 3:50 pm

i agre they should turn off in buildings and not lead you to objects but i didnt findany thing wrong with how ob did it
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Stacyia
 
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Post » Wed Oct 06, 2010 9:19 pm

Quest arrows/markers need to be terminated for all eternity.
They destroyed the whole concept of finding things (and thinking) on your own into a monotonic, robotic way that should never ever be in a role-playing game as TES. Never; not in any way.
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Alina loves Alexandra
 
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Post » Thu Oct 07, 2010 1:28 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.

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Big Homie
 
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Post » Wed Oct 06, 2010 3:16 pm

Hated quest markers, they took away all of the enjoyment of finding things.
I'm terrible at following directions; one of the blades quests in MW took me half a day to find the right dungeon, but I actually enjoyed finding the damn thing.

Quest markers robbed me of all that enjoyment.
The OB quest where you had to search a room for something and the blasted marker pointed me directly to the chest it was in; may as well have set the game on autopilot.

But on the OP's point, the player should be able to set their own markers on the map and choose it's color, and these markers should have an optional show on compass that you can select.

tl;dr: No preset quest markers, NPC's give better directions and let us annotate our map however we want.
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brenden casey
 
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Post » Wed Oct 06, 2010 7:21 pm

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.

WON'T WORK!!! Don't get me wrong, I hate that damn thing but if I get another quest were I am told to kill all goblins in a cave to the southeast but after a long time of searching I find out that the cave is southwest, I swear to evolution that I will get more pissed off than when I came home from vacation to find out that while I was gone my computer had broken down and been sent to repair... and five hours later my ps3 turned off and would never start again...
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Aman Bhattal
 
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Post » Thu Oct 07, 2010 12:43 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.


I′m with this one. Let′s remove it, heck it would be a waste of developer time to even work with it further. Time better spent on other things.

WON'T WORK!!! Don't get me wrong, I hate that damn thing but if I get another quest were I am told to kill all goblins in a cave to the southeast but after a long time of searching I find out that the cave is southwest, I swear to evolution that I will get more pissed off than when I came home from vacation to find out that while I was gone my computer had broken down and been sent to repair... and five hours later my ps3 turned off and would never start again...


D: Aye I know your pain, it′s something that has happened to me many times. But I think it′s still even worth it with that. I′ve been playing through the latest expansion of WoW without quest tracker toggled on so I have to read every quest for directions but only 30% of them have any directions, I still persist to try and do it without checking the quest tracker.
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Amber Ably
 
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Post » Thu Oct 07, 2010 2:38 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, /Thread.
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Cccurly
 
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Post » Thu Oct 07, 2010 4:48 am

I loved the fact that you actually had to read the signs in morrowind to make sure you came right. At least in the beginning.

No more arrows. Let us use NPC:s (that you CAN talk with), and our own intelligense.

Amen.
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GRAEME
 
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Post » Thu Oct 07, 2010 2:32 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.
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Grace Francis
 
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Post » Wed Oct 06, 2010 11:24 pm

It has begun.


Indeed. While I'm not a fan of the quest markers on the compass, I can't help but feel that a lot of the posters are being a bit rude and not really answering the OP in good faith. This wasn't a thread about whether or not quest arrows on the compass are a good idea. It was a question about ways of using the quest arrows to present different quest-related information in a useful way to the player.

With regard to the OP, I think the problem with the proposal is that it's often not clear how to distinguish between different "paths" to completing a quest - they could overlap in complex ways. But perhaps, on a related note, what could be done is to distinguish between different sorts of quest tasks you need to do. So, for example, if one part of the quest involves talking to an NPC, the quest arrow for that could be one colour; whereas if another part of the quest involves entering a dungeon, the quest arrow for that could be a different colourl and so on. This could overlap with the "different paths" idea, to the extent that colour-coding dungeons might colour-code "warrior" oriented paths to completing a quest, whereas the NPC coloured quest arrow might indicate the "stealth" oriented path to completing a quest.
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Rach B
 
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Post » Thu Oct 07, 2010 7:29 am

This If Bethesda are listening they will get rid of the Quest arrow almost EVERYONE hates it

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
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C.L.U.T.C.H
 
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Post » Wed Oct 06, 2010 9:04 pm

There is really no excuse for having quest markers in the TES series. The only reason Morrowind felt like it might have needed them was that it was a naturally confusing area and the view distance was so low at release that you couldn't properly orient yourself. If I wanted my hand held for me and not have to make any decisions I would just go play some linear RPG like final fantasy or something. Exploring and searching for things is part of the game. In some situations, finding things should be the most challenging part of the quest. Removing those elements just boils the game down closer to a mindless hack and slash.

Seriously, could you imagine doing the cave of the incarnate quest with quest markers? A quest that was a massive search through the Ashlands, following cryptic clues and landmarks turned into a 3 minute walk following an arrow?
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Miragel Ginza
 
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Post » Wed Oct 06, 2010 8:50 pm

I was playing New Vegas today,


Well, there's your problem right there
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Naughty not Nice
 
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Post » Wed Oct 06, 2010 5:34 pm

Well, there's your problem right there


What's the problem?
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LuBiE LoU
 
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Post » Wed Oct 06, 2010 11:26 pm

I think that having the quest arrows is fine. It gives a visual representation of what your character knows about the land and the direction he/she needs to go to accomplish the quest goal at hand.

This is just my opinion. It is no more or less valid than anyone else's, including the misguided souls who don't want little nudging help with their quests. Besides, it's not like the arrows spoil the quest as it unfolds. They merely serve to keep you pointed in the right direction. People on here talk about it like a demon made them...

Quest arrows are fine.

But in retrospect, I think an option in the Game Settings menu to turn them off for the people who don't want them wouldn't be a bad addition to the game. =)
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Amy Smith
 
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Post » Thu Oct 07, 2010 1:23 am

Well, there's your problem right there

because god forbid one game can have some ideas that were in another game
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sally coker
 
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Post » Wed Oct 06, 2010 6:41 pm

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.


:thumbsup:
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Lucky Girl
 
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Post » Wed Oct 06, 2010 11:39 pm

I prefer to have them toggleable, but I agree the location markers on the compass is stretching it, given the very small space of land we operate in. Nothing is perfect. I do like to search myself, but not forever. If you tried buying a house in Skingrad after the Orc took a cliff dive, only the quest compass marker would give you an indication that something was messed up. How about badly written direction either by original content makers or quest addon makers? Combine it with a svcky dialog/questlog system you just end up hate "working with". Quest items that has fallen to an unreachable position, like underground.

I'm with Todd on this one. Remove it completely? You don't realize what you are asking for here...
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Zoe Ratcliffe
 
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