Quest Marker Poll

Post » Thu Jun 30, 2011 9:35 pm

So. I've noticed that a lot of people don't like the quest marker in TES.

Question is pretty straight forward. Answer it and, if possible, explain further why you chose the answer you did.

I chose Yes because seriously. I don't wanna mess with deciphering the quest text to try and find where to go. I do read the text but only for the story and i follow the quest marker to my next location.
I do understand that many people enjoy figuring out the next piece 100% on their own. I respect that but i couldnt do that. If it were that much work, i wouldnt be able to get into the game.




Thankyou. :D
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Rinceoir
 
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Post » Thu Jun 30, 2011 11:57 am

Hm. Trying to find somewhere static, like a cave or fort, I'd rather have a flag or X-marks-the-spot appear on the world map, and of course a little arrow for where I am. Then I can figure out the best route to the destination by referring to the map now and again.

Trying to find an NPC in a town, yeah, give me a quest marker any day. Those guys are pretty nimble on their feet, sometimes :).

So... can't actually vote. Sorry :(.
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Laura Simmonds
 
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Post » Thu Jun 30, 2011 2:44 pm

how bout having it as a toggle option that way everyone can be happy..
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Veronica Martinez
 
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Post » Thu Jun 30, 2011 11:15 pm

how bout having it as a toggle option that way everyone can be happy..


http://i681.photobucket.com/albums/vv175/Proditus/Unnecessary.jpg
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Jack Moves
 
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Post » Thu Jun 30, 2011 1:18 pm

I would like to know where i'm going but I do not like the new compass. Question, In the trailer there was a clairvoyance spell, will that work outdoors and can you select the location you want it to lead you to? hope so especially if there are no compass option available.
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ImmaTakeYour
 
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Post » Thu Jun 30, 2011 4:05 pm

I'm not sure if I want a quest marker or not. Some people make good points on why compasses are bad, but other people make good points on why compasses are good. I'm indifferent I guess. Either will work for me...as long as quests aren't too hard to find. :shrug: But I'm definitely don't want an option to turn them on or off. That would be the http://i681.photobucket.com/albums/vv175/Proditus/Unnecessary.jpg.
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lillian luna
 
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Post » Thu Jun 30, 2011 5:07 pm

http://i681.photobucket.com/albums/vv175/Proditus/Unnecessary.jpg


ehh thats a little extreme..i think a quest marker toggle on/off is very easy to do and does not change game mechanics so it's 'doability' is fairly simple imo..
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tannis
 
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Post » Thu Jun 30, 2011 4:31 pm

ehh thats a little extreme..i think a quest marker toggle on/off is very easy to do and does not change game mechanics so it's 'doability' is fairly simple imo..


No. It's not that simple. It's very complex. Options are not meant for changing content in the game. They are meant for generic things: resolution, texture detail, subtitles, sound, difficulty, etc..
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Lucie H
 
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Post » Thu Jun 30, 2011 7:53 pm

Yes for travelling NPCs, no for precise quest object locations in dungeons.
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dean Cutler
 
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Post » Fri Jul 01, 2011 12:32 am

So. I've noticed that a lot of people don't like the quest marker in TES.

Question is pretty straight forward. Answer it and, if possible, explain further why you chose the answer you did.

I chose Yes because seriously. I don't wanna mess with deciphering the quest text to try and find where to go. I do read the text but only for the story and i follow the quest marker to my next location.
I do understand that many people enjoy figuring out the next piece 100% on their own. I respect that but i couldnt do that. If it were that much work, i wouldnt be able to get into the game.




Thankyou. :D


Biased poll. Im not a "hardcoe RPG gamer", whatever tht heck that totally EMPTY phrase means, yet I voted no.

And you dont have to figure it out on your own. In Morrowind, the people who gave you quests explained to you how to get to places. Some people argue that that was a pain because sometimes they said the wrong direction. However, thats easily fixed with just having the devs not mess up directions. Honestly, finding place sin Morrowind that were correctly marked as north, east, west and south was very fun and not troublesome at all; so I dont get how "you couldnt do that". You are a human being, capable of reasoning. Therefore, you can do it.
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Kate Murrell
 
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Post » Thu Jun 30, 2011 10:21 am

we don't need quest markers, but having only marker, that is manually placed (like in FO3) is something we need for sure
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SUck MYdIck
 
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Post » Thu Jun 30, 2011 8:48 pm

Where is the option "No, because there is this spell "clairvoyance" that shows you exactly the path to take to whatever your objective is."
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Alyna
 
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Post » Thu Jun 30, 2011 9:57 pm

I wouldn't be lost without quest markers but i would be lost at some parts.. Sometimes i would go insane trying to find something in a cave but then again that new skill that draws a line could help.
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jessica Villacis
 
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Post » Thu Jun 30, 2011 4:01 pm

No. It's not that simple. It's very complex. Options are not meant for changing content in the game. They are meant for generic things: resolution, texture detail, subtitles, sound, difficulty, etc..


im not a programmer. Regardless im committed to playing without quest markers this time around if its an option (or a mod)
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Campbell
 
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Post » Thu Jun 30, 2011 1:14 pm

I may or may not have voted for all the options.
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Everardo Montano
 
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Post » Thu Jun 30, 2011 10:00 pm

I voted No for pretty much the reason that the OP said why we dont like it. But i dont really want it removed from the game, i just want the option to turn it off and still be able to find the quest without it (through journal or whatever). That was the big problem for oblivion, if you didnt have the quest active, you'd never be able to find where to go because the quest giver never said any directions.
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Emily Rose
 
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Post » Thu Jun 30, 2011 1:14 pm

No. It's not that simple. It's very complex. Options are not meant for changing content in the game. They are meant for generic things: resolution, texture detail, subtitles, sound, difficulty, etc..


ya.. not really even was a console command built in by Beth to turn off HUD if they can do that why can't they make it an official option so 360/PS3 users can use it aswell??
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john page
 
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Post » Thu Jun 30, 2011 3:06 pm

You've being told the exact location of the dungeon, it is even shown on the map.

If so, there's no reason why there shouldn't be a quest marker there...
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Sammygirl500
 
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Post » Thu Jun 30, 2011 7:44 pm

It aaaaaaaaalll depends on whether we can turn the thing off or not. Because as we all saw at E3, Mr. Howard showed us the example of clairvoyance. Which as far as we can tell, guides us out of dungeons, or even to quests and whatnot. So, my question is this. What is the point of such a tool, if the quest marker can lead us there perfectly well?

Yes, I know that people can get lost in dungeons even with the marker there, but what about simple use outdoors? Or in tiny caverns? What use is such a spell then? IT becomes redundant from the get go, doesn't it? Unless I'm missing something here, that spell may take the place of a quest marker in rudimentary form. Those are my hopes anyway. I'm not saying the quest marker isn't there. But I'm thinking that the existence of such a spell should allow for the deactivation of the marker itself. Those are my hopes and dreams. Alongside being able to fly. Not in Skyrim. In real life. That would be awesome. I'm rambling. Excuse me.
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Milagros Osorio
 
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Post » Thu Jun 30, 2011 6:10 pm

I don't want the marker in... And I don't consider myself "hardcoe".

I don't think you have to be hardcoe to not want a quest marker that tells you exactly where to go all the time..... I just don't want my hand held throughout the game. An "M" rated game that a 5 year old could figure out.... hmm...
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Jade MacSpade
 
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Post » Thu Jun 30, 2011 2:42 pm

Ya, having an option to turn off quest markers must mean they have to add 100 more options to toggle! Geeze, having the option to toggle off a few things never ruins a game. There was options to toggle kill cam in fallout, was that the worst thing possible?

I vote for an option to turn the quest markers off. Finding a location doesn't always have to be a riddle. If the five us a detailed road system, sign posts, landmarks, and a detailed map, along with npc directions that use all of the above, then it would be a piece of cake. Granted you won't be able to turn on auto pilot and follow the marker, and you'll have to check your map and reread your directions and pay closer attention to your surroundings. I like the sound of that though. If others don't, and option to turn on a marker(ewww yuck, options!) will solve their problem

I'd personally like no markers as I've described, but with the ability to mark my own markers. So if I know where a landmark is already through my travels I can mark it and follow my OWN marker. Once I reach there I can recheck my directions and plot a new course. This more hands on approach makes it feel as if im actually in the world, surviving and navigating myself. It's adds another layer of gameplay, for me, and is not for everyone I know, but for those of us who like a bit of challenge before the main meal so to speak will enjoy this and have another layer.
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RaeAnne
 
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Post » Thu Jun 30, 2011 11:20 pm

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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Danger Mouse
 
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Post » Thu Jun 30, 2011 9:30 pm

http://i681.photobucket.com/albums/vv175/Proditus/Unnecessary.jpg

I would love this.

Options are always good. I remember a day when you couldn't adjust brightness for games. Someone had to be bold and innovative enough to do it.
Point being, some things should be options even if they aren't tradition. This is a simple thing to change.
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Queen
 
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Post » Thu Jun 30, 2011 12:57 pm

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 don't follow it and do something else...

why is it so hard?
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Glu Glu
 
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Post » Thu Jun 30, 2011 1:17 pm

http://i681.photobucket.com/albums/vv175/Proditus/Unnecessary.jpg

Shasow quit painting that picture all over these forums. Two threads in a row I've seen a post of yours that included a link to that picture. One toggleable option isn't going to turn into anything close to that.
Anywho, I voted for the bottom option, because I do like food.
I don't want the quest marker on the compass though, I'd rather it be on the map. Since looking at a map to figure out where the hell you are and where your supposed to be going seems much more realistic than an arrow in your face pointing you where you need to go.
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Marcus Jordan
 
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