Quest Markers

Post » Wed Aug 26, 2009 10:29 am

I don't think they really detract from exploration, if you like to explore, which I do, you explore, it's a choice thing. I like being directed where to go on quests, I just get aggravated when I don't know what to do. Other times I explore, because I want to, I don't need vague quest markers to make me do it.
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Victoria Vasileva
 
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Post » Wed Aug 26, 2009 3:38 am

I'd love to see the Morrowinds style, but with accurate detailed directions.

Leave the marker as more of a "hint option" when you are truly stuck/lost. Once you get back on track again you can turn it off and explore on your own again.

I like the marker, at times. I'm just not sure why they never made it an option before rather than force it on us. Having the option seems so obvious to me. :shrug:
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Lakyn Ellery
 
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Post » Wed Aug 26, 2009 4:35 am

Having an NPC mark your map when giving you directions makes sense, but having the marker lead you directly to the door or person you are supposed to find is horribly degrading to the game's immersion.

NO MAGIC, ALL KNOWING COMPASS!!!!!
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K J S
 
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Post » Tue Aug 25, 2009 8:07 pm

i enjoyed the oblivion markers tough it removed any effort of finding the target.

on the other hand morrowinds horrible journal made it almost painful to find certain locations.

so a mix of the 2 could be interesting
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Nice one
 
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Post » Wed Aug 26, 2009 2:43 am

The designers should design the quests and their dialogs and the addresses that the NPCs give to the players as if there was no quest markers, and there should be more guidance in the way and maybe on the final places, from people, notes, and other styles of guidance to the quest targets.

But there should also be a toggle-able option to show quest markers to the area of the quests, in the first place and in the casual mode, to the exact place of the quest targets, to help with really casual players and keep all the players happy.

The quest markers should be on by default in area mode, not exact mode, so that the really hard core players can toggle it off, and really casual people can change it to exact mode.
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le GraiN
 
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Post » Wed Aug 26, 2009 7:13 am

Well I'd like it if they could do something that was between Morrowind's way and Oblivion's. Like almost like when an NPC says something like, "I'll mark it on your map." or just names a place. You could just ask around for directions or if they know where the place is. The maker will just show you to the cave/ruin/dungeon/fort but will disappear when you go inside. I didn't really like MW way cause I've gotten lost way to many times way to easily but Oblivion basically held your hand the WHOLE way.
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Jade Muggeridge
 
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Post » Wed Aug 26, 2009 12:44 am

Should be kept to a minimum. Searching for someone or something should involve...searching.
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Peter lopez
 
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Post » Tue Aug 25, 2009 11:26 pm

I want a physical compass and map that the character pulls out. Maybe just physical compass.
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Lisha Boo
 
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Post » Wed Aug 26, 2009 11:07 am

I think the ideal system is a bit of everything. I'm definitely against a magic GPS marker that takes you right to the exact spot of your destination. However, I think that if you have the location marked on your map, you should have the option of a guiding arrow to take you to that general area (say within a radius of 100-150 yards). Depending on how specific your directions were, the search radius would be bigger or smaller. With very vague directions, you might not even get a search radius. In these cases, you'd be better suited to check your quest journal, where you could look at the information you do have and find a way to proceed from there (maybe asking a guard or innkeeper for directions to ______, when the NPC who wants you to go there doesn't know exactly where it is).

So if you're lucky and the quest giver is good with directions, you'll be able to follow the map marker to within a small search field. However, if the directions you receive are not very clear, you may need to ask around and spend a bit more time searching a broader area to find your destination.

Another option to complement this system is for there to be a slider for quest markers, and you will get a specific degree of assistance based on how high your slider is set. So for someone who really needs the extra help, they can move it to the right (max) and get extra information and a more narrow search radius. On the other hand, someone who likes the challenge of finding places can simply set their slider to the lowest setting, and they will then receive less information from quest givers, with more varied levels of veracity, and larger search radii on their maps. It doesn't have to be too dynamic either; maybe just like 3-5 settings to choose from.

I can understand why, with such a large world and so many quests and places to explore, players may need some guidance. I just think that in Oblivion, the degree to which that guidance was applied was too much, to the point where it become less of an adventure to find a destination, and more of a chore.
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claire ley
 
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Post » Wed Aug 26, 2009 1:56 am

I just want the option to be able to turn the markers off..that is all
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Cheryl Rice
 
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Post » Tue Aug 25, 2009 8:22 pm

the compass kind of annoyed me i was a morrowind guy so the journal was prefered but it was hardly used in oblivion
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ijohnnny
 
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Post » Wed Aug 26, 2009 10:33 am

I tended to ignore the quest markers in Oblivion most of the time, but was glad they were there sometimes. I really like the idea of having them point out to the general area, because I don't want my hand held in order to finish quests, but I also don't feel like reading several pages of in-game text when I'm trying to enjoy a game.

I also propose another change--quests in which your character has to find an NPC should not have a quest marker, unless the quest giver has given instructions that tell you where that NPC is (NPC lives in a particular settlement, for example). Markers should only give you information that your character already has or is assumed to know (the marker only shows up after a book or NPC gives the info), and should not point to the specific room location of a quest item, but just the cave it's found in or whatever.
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Julie Serebrekoff
 
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Post » Wed Aug 26, 2009 2:19 am

The games should require an attention span greater than that of a gold fish, if not literacy, from the player.


This. Oblivion quests were for mindless, my friend literally wasn't reading anything, would just activate the quest, teleport nearest to the point, doing whatever needs to be done with quest mark, teleport back.

Morrowind at least requested some sort of investigation, asking around, then searching for the target where you think it might be, talking back to it and you had to read carefully what a NPC has to say, because that information was vital to find your next destination.
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Mariana
 
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Post » Wed Aug 26, 2009 4:28 am

I wouldn't mind a pinpoint quest marker; it would save me time from going to search for guides and perhaps even save me from spoilers if I do get stuck and need a guide.

However, having an on/off option would be great, as it would allow me to turn it on only when I need it. Hopefully they allow you to keep NPCs' directions in a separate part of the journal, so it would be easier to find and follow.
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Rebekah Rebekah Nicole
 
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Post » Wed Aug 26, 2009 8:08 am



Best option I've heard so far. A system like that is what I can hope for.

I don't want a compass telling me any more than a compass in real life would tell me. That means: No quest markers, and no markers for every little cave, ruin, camp, etc. That takes almost every once of adventure out of the game. "ooooooh my magic compass tells me there's a cave to my left, let's go" I believe it also makes the world seem much smaller. I would be content with major settlements/towns being shown, but every ruin, cave, camp? No thanks. Perhaps there should be a poll to see if people want every tiny location to show up as an icon on the compass.
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Mariana
 
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Post » Tue Aug 25, 2009 8:09 pm

I understand Bethesda's reasons for implementing GPS. In Morrowind the directions were sometimes hard to follow (or plain wrong East = West). However, I did not like a magical compass guiding me to the exact location of an item in a cave I've never visited.

So to me a good comprimise would be for a 'Here, let me mark the location on your map'. This would put the location on your map and provide the compass marker if the quest is selected. However, once at the location you would be on your own to explore and find said item/person.

This could be the 'best of both worlds' in my opinion. A general pointer towards the location, but still the sense of adventure instead of being handholded to the exact x:y:z coordinates of where the GPS meter would start blinking faster and faster the closer I get to my destination.

I'm almost hearing "Turn right at the next intersection; you have arrived at your location" :shakehead:

;)


Definitely this. Bethesda made it a little too easy with finding locations, items and NPCs in Oblivion. But at the same time, I don't really want to go back to Morrowind's "Go Northwest until you come across a dungeon" where there are dozens of dungeons to the northwest...
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Manuela Ribeiro Pereira
 
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Post » Wed Aug 26, 2009 9:40 am

There should be multiple kinds of markers.

For instance, I recall some quests in Oblivion that gave me a feeling that I was supposed to be finding something...yet the marker pointed me straight to it.

Instead, for stuff like that, there should be a "general area" circle marker on your map that showed you an area that whatever you're looking for is likely in. If you do know the exact location, then its just a normal marker.
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xemmybx
 
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Post » Tue Aug 25, 2009 10:08 pm

Give me directions to the quest in the actual quest log. Then make compass markers optional.
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Eire Charlotta
 
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Post » Wed Aug 26, 2009 2:43 am

I'd rather they return to the Daggerfall system where NPC's told me where to go, though make it a bit more specific and have all the information recorded in the quest log.
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Robert Jackson
 
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Post » Wed Aug 26, 2009 6:14 am

I would like the ability to mark your map. But only when an NPC says somethig like "Here I'll mark it on your map for you". When your character knows exactly where in a cave to find the quest loot I personally find it emmersion breaking.

Im afraid that they will put an option button into the game to toggle it on and off, but design the dungeons and caves as though you had the marker. With long windind non-sensicle tunnels. Its very easy to loose where you are meant to be going unless the cave and dungeon's are layed out in a logical way.
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Chloe :)
 
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Post » Tue Aug 25, 2009 11:49 pm

Just remember , TES isn't just for us. Causal gamers that just want to get through the main quest will find them helpful but they should defiantly have the option to turn them of. They just make the screen look fugly and cramped. :brokencomputer:
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Isabel Ruiz
 
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Post » Tue Aug 25, 2009 11:38 pm

Just remember , TES isn't just for us. Causal gamers that just want to get through the main quest will find them helpful but they should defiantly have the option to turn them of. They just make the screen look fugly and cramped. :brokencomputer:


There are ways of catering to the casual fans as well as to the hardcoe fans simultaneously. I think the system I presented would do that very effectively.
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*Chloe*
 
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Post » Tue Aug 25, 2009 8:47 pm

Sorry :D I missed your post, what did you say?
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[ becca ]
 
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Post » Wed Aug 26, 2009 7:28 am

This:

I think the ideal system is a bit of everything. I'm definitely against a magic GPS marker that takes you right to the exact spot of your destination. However, I think that if you have the location marked on your map, you should have the option of a guiding arrow to take you to that general area (say within a radius of 100-150 yards). Depending on how specific your directions were, the search radius would be bigger or smaller. With very vague directions, you might not even get a search radius. In these cases, you'd be better suited to check your quest journal, where you could look at the information you do have and find a way to proceed from there (maybe asking a guard or innkeeper for directions to ______, when the NPC who wants you to go there doesn't know exactly where it is).

So if you're lucky and the quest giver is good with directions, you'll be able to follow the map marker to within a small search field. However, if the directions you receive are not very clear, you may need to ask around and spend a bit more time searching a broader area to find your destination.

Another option to complement this system is for there to be a slider for quest markers, and you will get a specific degree of assistance based on how high your slider is set. So for someone who really needs the extra help, they can move it to the right (max) and get extra information and a more narrow search radius. On the other hand, someone who likes the challenge of finding places can simply set their slider to the lowest setting, and they will then receive less information from quest givers, with more varied levels of veracity, and larger search radii on their maps. It doesn't have to be too dynamic either; maybe just like 3-5 settings to choose from.

I can understand why, with such a large world and so many quests and places to explore, players may need some guidance. I just think that in Oblivion, the degree to which that guidance was applied was too much, to the point where it become less of an adventure to find a destination, and more of a chore.

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Samantha Jane Adams
 
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Post » Wed Aug 26, 2009 6:08 am

I prefer: modular UI.
Each part of the HUD is controlled by a weightless inventory item.
You can have an improvised compass (inaccurate and erratic when moving), or a blinged out full-on enchanted Ebony dragon-themed compass with gold inlays and emerald direction lettering. That one might even be able to tell you what direction and speed your QT is making. That's if you even decide to carry one.
Your maps can be kiddie drawings up to fine art. Etc.

It doesn't present a mess of options, or force you to leave the game to change your preference. It simply requires "equipping" a new compass to your "Adventurer's toolkit".
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Robert
 
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