Quest markers show not only on the compass, but in the actua

Post » Fri Sep 16, 2011 9:56 am

If we can turn them off fine. I don't care about the markers on the map, but here we have this beautiful realistic looking world, and somebody's going to have an arrow floating over their head? God, I hope not.

Oh no, you walk to a person and it say PERSON SPEAK E.
It totally ruins the landscape!!!



Seriously, I don't even get the whole "hand holding" thing either, it shows you what the compass showed you before, but it's more dumber now because it's not just the compass...
EDIT:
No. It's like complaining of how you could (hypothetically) see the health bar above all enemies' heads.

I would hate that, just as much as I hate this. It feels very "MMO"-like to me.

Uh... you do see their health.
Always did...
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Svenja Hedrich
 
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Post » Fri Sep 16, 2011 9:29 am

It svcks, but it's hardly a big deal. I'll find it much better than walking up to an NPC and then strafing left to right to see if the marker goes insane on the compass. It's hardly anything if it's only the active quest.
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Mark Churchman
 
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Post » Fri Sep 16, 2011 9:48 am

I get why they did it. And thats exactly why i dissaprove of there choice. It's to dumb it down... its the most odvious thing they have ever done.

It's to simplify the player the job of who is giving quests and who is not so i don't afto lisen to random npc's talk about there divorce. If the voice acting and writing was good... dumbing it down wouldnt be necessary because there would be an appeal to lisen to them ramble... but since its mediocre, they feel the need to hold the hand of the impatient noob. It's not a game breaker... its a clear proggression towards a more "jump in and play" thing there going for now a days... but it ruins it for the poeple who want to " live in the world"... There should be a " roleplay mode" and a " original game" mode... One that forces you to sleep, eat, camp, ask questions, use the in-game travel, chill at tavern to pick up quests, house to store loot because of the limmit the merchants can purchase from you ( like morrowind ... it was very logical.. you can't sell 500 diamonds to a carpet seller... even if its jsut one by one...), limited wares in stores ( forces you to " order" items thata re not on the list and enables you to customize the look and add stuff to your weapon like gems, gold inlay, writings on the blade, colors, carvings ...).

I hope a mod will do this... but i don'T think that bethesda will ever do that because they have money on there minds, not personnal taste. I'm sure if Todd could.. he would implement a system like i just describ... but we both know that it only appeals to a small group of rpg fans that use to play DnD.
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Skrapp Stephens
 
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Post » Thu Sep 15, 2011 10:34 pm

Uh... you do see their health.
Always did...

No. You're missing the point. I meant above the head. We don't see it above the head of every enemy. We see health at the top of the screen near the compass.
I used your comparison with this anology to demonstrate a point.
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Bee Baby
 
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Post » Fri Sep 16, 2011 3:22 am

I get why they did it. And thats exactly why i dissaprove of there choice. It's to dumb it down... its the most odvious thing they have ever done.

It's to simplify the player the job of who is giving quests and who is not so i don't afto lisen to random npc's talk about there divorce. If the voice acting and writing was good... dumbing it down wouldnt be necessary because there would be an appeal to lisen to them ramble... but since its mediocre, they feel the need to hold the hand of the impatient noob. It's not a game breaker... its a clear proggression towards a more "jump in and play" thing there going for now a days... but it ruins it for the poeple who want to " live in the world"... There should be a " roleplay mode" and a " original game" mode... One that forces you to sleep, eat, camp, ask questions, use the in-game travel, chill at tavern to pick up quests, house to store loot because of the limmit the merchants can purchase from you ( like morrowind ... it was very logical.. you can't sell 500 diamonds to a carpet seller... even if its jsut one by one...), limited wares in stores ( forces you to " order" items thata re not on the list and enables you to customize the look and add stuff to your weapon like gems, gold inlay, writings on the blade, colors, carvings ...).

I hope a mod will do this... but i don'T think that bethesda will ever do that because they have money on there minds, not personnal taste. I'm sure if Todd could.. he would implement a system like i just describ... but we both know that it only appeals to a small group of rpg fans that use to play DnD.


It was for the active quest not a quest giver, it's the same as OB in that regard.
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Dean Brown
 
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Post » Fri Sep 16, 2011 8:44 am

At first I thought it should bother me, but then I wondered how it's different from reading every NPC's name label. I mean, you shouldn't know everyone's name by default, but it's just a UI tool to help you find the guy you are looking for.

Not that big of a deal at this point.

I agree with you Faulgor :smile:
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James Hate
 
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Post » Fri Sep 16, 2011 6:25 am

No. You're missing the point. I meant above the head. We don't see it above the head of every enemy. We see health at the top of the screen near the compass.
I used your comparison with this anology to demonstrate a point.

Actually you see their health this way in most MMOs I know... :P
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Alexander Horton
 
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Post » Fri Sep 16, 2011 8:34 am

Let's be serious...
Isn't one quest marker enough on the screen? I thought it would be very sufficient to have it on the compass. No need to have it on the compass as well as in the actual world.
A quest marker on the compass gets the job done, without feeling more like an MMO (in that specific sense, and in my opinion).

I wonder if quest markers are above important quest items as well, like light bulbs...


I like your optimism :D

Not if the quest person is 3 floors above you....thats very inneficient and is headache inducing whe the marker says there on the 1st floor but really 3 floors above
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Bee Baby
 
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Post » Thu Sep 15, 2011 7:58 pm

I was on the fence about waiting for mods. But since I preordered already at a good price, I will have to let my copy of Skyrim gather dust because of this and wait for mods. There is just too much hand holding going on here. If it is not removing attributes, its forced 3rd person animations, and if not that we have quest markers.
How can this game be rated Mature and yet is 'dumbed down' for a 6th grader?

You missed the point
Its for activated quests only....not MMO style...
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Steve Fallon
 
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Post » Fri Sep 16, 2011 12:22 am

I get why they did it. And thats exactly why i dissaprove of there choice. It's to dumb it down... its the most odvious thing they have ever done.

It's to simplify the player the job of who is giving quests and who is not so i don't afto lisen to random npc's talk about there divorce. If the voice acting and writing was good... dumbing it down wouldnt be necessary because there would be an appeal to lisen to them ramble... but since its mediocre, they feel the need to hold the hand of the impatient noob. It's not a game breaker... its a clear proggression towards a more "jump in and play" thing there going for now a days... but it ruins it for the poeple who want to " live in the world"... There should be a " roleplay mode" and a " original game" mode... One that forces you to sleep, eat, camp, ask questions, use the in-game travel, chill at tavern to pick up quests, house to store loot because of the limmit the merchants can purchase from you ( like morrowind ... it was very logical.. you can't sell 500 diamonds to a carpet seller... even if its jsut one by one...), limited wares in stores ( forces you to " order" items thata re not on the list and enables you to customize the look and add stuff to your weapon like gems, gold inlay, writings on the blade, colors, carvings ...).

I hope a mod will do this... but i don'T think that bethesda will ever do that because they have money on there minds, not personnal taste. I'm sure if Todd could.. he would implement a system like i just describ... but we both know that it only appeals to a small group of rpg fans that use to play DnD.


You know what happens when you assume?

I mean, you literally take one detail that no one even seems to have a clear description of, and you blow it up into an issue of life-altering proportions.
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Matt Gammond
 
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Post » Fri Sep 16, 2011 10:26 am

It's for active quests only. Not every single quest related NPC will have a marker over their head. I like it.
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Emilie M
 
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Post » Fri Sep 16, 2011 6:47 am

The quest marker thing isnt MMO styled guys jeez
U only get a marker for people u need to talk to in the quest you're currently doing
Its not
"everyone has a quest marker like WOW"
Thered be whole towns with markers over there heads think about it.....
Plus in tye footage the PC passes by the guy who gives u the golden claw quest and he didnt have a quest marker over his head
But the PC's current mission involved alvor so he had a mark
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louise fortin
 
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Post » Fri Sep 16, 2011 3:11 am

It's really annoying. Markers on the map are one thing, but markers in the actual world? Nooooooo.
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Ludivine Poussineau
 
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Post » Fri Sep 16, 2011 3:41 am

It's small, hopefully (doubtful) this means they wont be GPS marked on the map showing them in the latrine at 2 am eating Carrots on the far side of a mountain during snow storm:D
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KIng James
 
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Post » Fri Sep 16, 2011 12:41 am

This is horrible!

That must be a very bad joke, I hope you can turn it off without deactivating a quest.

It would really ruin the game for me, I can live with normal quest markers, but this is juts too much!
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Beth Belcher
 
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Post » Thu Sep 15, 2011 7:47 pm

So challenge is walking up to people now?

Yup, I want to fast travel to hum, autochat to get the information, and fast travel to the location where I just hit the button "solve puzzle" and get my reward /sarcasm :P

Might as well complain how picking up herbs is instant instead of giving us an elaborate minigame. You know, for challenge, realism and complexity.
Also [censored] annoying.

That would obviously be over the top. But I wouldn't mind bending down to pick it up. Also kinda annoying, but feels real. If you didn't want to do that, well there is always Telekinesis that could be useful. Decreasing "annoyeness" (?) over time based on the players choices should be a major factor. Choices and consequences.
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Jhenna lee Lizama
 
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Post » Fri Sep 16, 2011 10:17 am

It's for active quests only. Not every single quest related NPC will have a marker over their head. I like it.

Lol some of the people on this forum i swear
There so pessimistic
Also didnt todd say he doesnt like how MMO's do things?
I can understand this though for activated quests only
I spent many a time staring at a compass hovering in a spot only to realize the quest was above me :facepalm:
Many headaches happened
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Anna S
 
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Post » Thu Sep 15, 2011 6:06 pm

Deleted
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Janine Rose
 
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Post » Fri Sep 16, 2011 7:37 am

Do we get directions instead? If not than turning off the markers will make things worse than having them on.


Look...instead of telling you directions, in Oblivion (and looks like now in Skyrim), the NPC marked your map. That's way more realistic than "here, you're going halfway across the world, just um, look for a big rock northeast of the river." Sorry you don't want to use the markers, but jeez, that's like someone playing Morrowind and saying "it's too easy to find quest objectives when they TELL you where it is, this is an open world to explore, I want to find it myself".

As far as quest markers above NPC's head, it was said in another thread it was over your current quest objective- to me, that just means whomever sent me on the quest used magic to mark my map, and there's a residual trace of that around the NPC. /RP
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Robert Devlin
 
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Post » Fri Sep 16, 2011 2:57 am

bad snip

Thanks :)
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Andrew Tarango
 
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Post » Thu Sep 15, 2011 7:18 pm

Don't post illegal footage here please.


Sorry, didn't realize it was illegal, although I guess I could have suspected seeing that no one else had linked the videos.

Edited the previous post.
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jessica robson
 
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Post » Fri Sep 16, 2011 4:52 am

GOOD NEWS GUYS!!!!!!!!!!!
Just rewatched the video
Realized the marker only pops up
When ur about 8-12 feet from the person marked for the current active quest
when the quest is activated u wont see an in game marker 5 miles away in the next town
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Gaelle Courant
 
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Post » Thu Sep 15, 2011 9:38 pm

It's small, hopefully (doubtful) this means they wont be GPS marked on the map showing them in the latrine at 2 am eating Carrots on the far side of a mountain during snow storm:D

Yeah, if it would work like in Deus ex:HR.

It doesn't, it only shows up if you see the guy.

The way it was done in Deus Ex:HR was annoying if you had 3 sidequests with multiple paths active...
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i grind hard
 
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Post » Thu Sep 15, 2011 7:09 pm

Im gonna admit i don't like this, Hopefully we can turn those markers off, i like the compass one but not over NPC heads
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yessenia hermosillo
 
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Post » Thu Sep 15, 2011 7:19 pm

GOOD NEWS GUYS!!!!!!!!!!!
Just rewatched the video
Realized the marker only pops up
When ur about 8-12 feet from the person marked for the current active quest
Does this help ur sodden view on the world?!
For u pessimists at least u can say when the quest is activated u wont see an in game marker 5 miles away in the next town....
When bethesda implements something like this they try to tweak it as much as possible in a good TES way IMO

Yea it's sleek and elegant. I actually like it a lot. Only shows when you're close to the NPC, only for active quests, and it disappears soon as you engage in dialogue.
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Dina Boudreau
 
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