Quest Arrows

Post » Wed Oct 06, 2010 6:38 pm

I don't know if anyone else has this problem, but I was playing New Vegas today, and my quest had a bunch of different ways to do it. But on my compass, they were all the same color. It's not that opening up the map is so hard, it's that it gets annoying when I need to check to make sure I'm still following the right arrow every few seconds. So, my idea, is that;

If the quest has, let's say, three different ways you could do it, why not make the first one...

Red. When you open up the quest log, have the text in red, and make it's arrow on the compass red.


Second option can be...

Blue. Same as red, but blue-er.


Etc, etc. I'm sure that wouldn't be too hard to do, but I'm not a programmer, so I don't really know. I thought that'd make it easier to keep track of where you need to go, and eliminate the need to open the map every time you lose track of the arrow you want to follow.
What do you guys think? No? Yes? I don't like red? Or am I the only one who has this problem / thinks its a problem?
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Helen Quill
 
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Post » Thu Oct 07, 2010 1:05 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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Andy durkan
 
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Post » Wed Oct 06, 2010 1:42 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.

This.
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Sandeep Khatkar
 
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Post » Wed Oct 06, 2010 9:16 pm

I think all the same colour is fine. It only takes a couple of seconds to open the map, I don't think you'd lose your direction too fast.

To KCat and Avis, please don't hijack this post, there are other discussions on no arrows, please use those.
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Micah Judaeah
 
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Post » Thu Oct 07, 2010 2:20 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.


It has begun.
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BRIANNA
 
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Post » Wed Oct 06, 2010 4:05 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.


This
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noa zarfati
 
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Post » Wed Oct 06, 2010 7:07 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.


This
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Mashystar
 
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Post » Wed Oct 06, 2010 10:24 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.


Yes indeedy, this is the way to go.

:thumbsup:
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Beulah Bell
 
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Post » Wed Oct 06, 2010 9:12 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.

This. ;)
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Melanie
 
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Post » Wed Oct 06, 2010 7:12 pm

no i hate wandering for no reason let me use my arrows but turn them off when i enter a building i like exploring those
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Cathrine Jack
 
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Post » Wed Oct 06, 2010 11:46 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.

Option 4: Have more varied quest marker types. When you're told to find an ancient ruin no one's been to for a hundred years or whatever, the general region it's located in is marked on your map, with maybe an indicator on the compass if you're in the area. When you're told to go talk to someone, you get a simple outline of their schedule and path on the map with approximate times for different locations, not counting dark secrets or the person getting distracted or stuff like that. If someone gives you specific directions to someone's house to drop something off, the map will show exactly where the house is, but no compass-based marker until it's actually in sight. If you're told to find a stolen magic artifact that they remembered to cast a tracking spell on, full on Oblivion-style pin-point tracking. Unless the tracking spell isn't perfect, in which the compass only shows about a 15 degree cone vaguely pointing to where it is, and having to do a quick hot-and-cold style hunt once you get close enough.
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Lou
 
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Post » Wed Oct 06, 2010 7:02 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.


This If Bethesda are listening they will get rid of the Quest arrow almost EVERYONE hates it
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Samantha Jane Adams
 
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Post » Wed Oct 06, 2010 7:44 pm

Option 4: Have more varied quest marker types. When you're told to find an ancient ruin no one's been to for a hundred years or whatever, the general region it's located in is marked on your map, with maybe an indicator on the compass if you're in the area. When you're told to go talk to someone, you get a simple outline of their schedule and path on the map with approximate times for different locations, not counting dark secrets or the person getting distracted or stuff like that. If someone gives you specific directions to someone's house to drop something off, the map will show exactly where the house is, but no compass-based marker until it's actually in sight. If you're told to find a stolen magic artifact that they remembered to cast a tracking spell on, full on Oblivion-style pin-point tracking. Unless the tracking spell isn't perfect, in which the compass only shows about a 15 degree cone vaguely pointing to where it is, and having to do a quick hot-and-cold style hunt once you get close enough.

^ This so much.
It could colour a part of the map and the area that is coloured would have a matching coloured segment on the compass.
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IsAiah AkA figgy
 
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Post » Wed Oct 06, 2010 5:33 pm

If they ditch quest arrows directions they really need to work more on giving the player adequate directions in dialogue. Additionally, given that NPCs have their own schedules and probably walk around, get to work, go to eat and such there needs to be a system where you can ask NPCs about someone's whereabouts. Outcast had a system for that, where NPCs would tell you roughly where someone was or, if they were close enough, actually point at the person in question.
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Allison Sizemore
 
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Post » Thu Oct 07, 2010 12:26 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 like this option.
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Amelia Pritchard
 
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Post » Thu Oct 07, 2010 3:26 am

If they ditch quest arrows directions they really need to work more on giving the player adequate directions in dialogue. Additionally, given that NPCs have their own schedules and probably walk around, get to work, go to eat and such there needs to be a system where you can ask NPCs about someone's whereabouts. Outcast had a system for that, where NPCs would tell you roughly where someone was or, if they were close enough, actually point at the person in question.

That would be perfect. :)
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Lisa Robb
 
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Post » Wed Oct 06, 2010 9:47 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.


Aye cap'n. Make us use our little heads. (that would be nice for hardcoe mode at least,if there is any)
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Adam Kriner
 
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Post » Thu Oct 07, 2010 3:51 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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Lawrence Armijo
 
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Post » Thu Oct 07, 2010 12:12 am

I would like vague map markers that shade a section of the map when a quest has you exploring for something. If the location is in a town or along a well traveled path there could be an accurate location marker. NO MARKERS INSIDE BUILDINGS/DUNGEONS, and please NO compass markers, EVER.
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Nany Smith
 
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Post » Wed Oct 06, 2010 2:30 pm

I would like vague map markers that shade a section of the map when a quest has you exploring for something. If the location is in a town or along a well traveled path there could be an accurate location marker. NO MARKERS INSIDE BUILDINGS/DUNGEONS, and please NO compass markers, EVER.

Like Lod of the RIngs Online? I'd be open to that
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Louise
 
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Post » Thu Oct 07, 2010 3:26 am

If there were multiple quest arrows it just meant you could go do any of those things.. there was no special order you had to do things in FNV. Just like Morrowind and Oblivion you could even complete the quest without it being given to you.. then when you find the quest giver you've already done the quest and can get your xp or reward right off the bat without having ever known you'd completed the quest.

Quest arrows are just handy little markers. I personally like markers.. But I think it would be nice if it was up to the player to set them themselves. That way people who don't like markers or trails to follow can use landmarks and signs.. and people who do can set the marker themselves based of the clues given in the quest and then follow the marker.
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Elle H
 
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Post » Wed Oct 06, 2010 4:38 pm

If they ditch quest arrows directions they really need to work more on giving the player adequate directions in dialogue.

IIRC, it's been said that NPCs will give better directions if they like you more. Sometimes even going to the road and pointing the general location out. Sounds pretty neat, as it gives a purpose to speechcraft and having high dispositions.
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Nany Smith
 
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Post » Thu Oct 07, 2010 3:26 am

Nothing wrong with a map marker if the quest giver has been there before and lost something or whatever, but otherwise directions are fine. Some people would be knowledgeable enough to mark your map, but not all. And there is no reason whatsoever for markers indoors, it's called looking.
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Amanda Leis
 
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Post » Wed Oct 06, 2010 1:27 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.


Option 4: Get rid of quest arrows and the undiscovered location icons completely. I don't want to know when I'm close to a dungeon, cave, etc., until I'm standing at its door. Where's the fun in exploring and the satisfaction of uncovering a well concealed cave entrance when the compass points it out from a mile away!!!
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Megan Stabler
 
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Post » Wed Oct 06, 2010 8:00 pm

Option 4: Get rid of quest arrows and the undiscovered location icons completely. I don't want to know when I'm close to a dungeon, cave, etc., until I'm standing at its door. Where's the fun in exploring and the satisfaction of uncovering a well concealed cave entrance when the compass points it out from a mile away!!!

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.
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Agnieszka Bak
 
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