The Compass...

Post » Thu Apr 07, 2011 7:53 pm

Would make it alot more fun if you had to go buy the compass. I would like such an item to be treated as such... an item. Not something fused into your skin at birth.
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katie TWAVA
 
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Post » Fri Apr 08, 2011 9:32 am

As long as they remove the quest marker, i don't care
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Rude Gurl
 
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Post » Thu Apr 07, 2011 8:20 pm

you know you don't have to use the quest marker if you don't want to, I like it and hope they keep it
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Adam
 
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Post » Fri Apr 08, 2011 1:35 am

A compass should have N S E W on it and THAT'S IT. There should never be a pointer that leads you to your objective, that's what directions and common sense or for.

The compass pointing to your objective would be the same as if you had a compass that points North and you knew a thing or two about orienteering. That's why I say have a compass that points North and having bearings on your map. Then you can learn orienteering, it would be realistic, and once you get the hang of things, won't be any more difficult.
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Ells
 
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Post » Thu Apr 07, 2011 7:36 pm

you know you don't have to use the quest marker if you don't want to, I like it and hope they keep it

Er, no, this is not true at all. You can't really ignore it. And nobody is going to AVOID the quest location. If you know where it is, you know where it is. People want it gone because they like not knowing and it forces them to explore. Being forced to explore may reveal something cool you wouldn't have found otherwise with a quest marker.
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Farrah Lee
 
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Post » Fri Apr 08, 2011 7:03 am

you know you don't have to use the quest marker if you don't want to, I like it and hope they keep it


No, you have to use it in Obivion because there were little to no directions. That was the whole problem with it.

@captialsown

There doesn't need to be a pointer that points to your objective. I know how to read a compass and so should everyone else. If you can't than I feel sorry for you.
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.X chantelle .x Smith
 
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Post » Fri Apr 08, 2011 6:13 am

Basic arrow that points to the north. We always carry it, since we are born adventurers that would be able to read the signs that are hard to get into a game. But there could be natural phenomena like lightning (strikes) and sources of iron etc in a mine that can confuse it. If there are to be green/red arrows pointing to the quest or location, or a blue one pointing to user location, they should be more confused the closer we get - or maybe just fade away. We don't really need advanced markings like in a real compass, because navigation can't be a property of the game due to the world being so small. Would be nice if it "felt" a bit more like a compass as well, with some shakes and inertia to the needle etc.

As for map, it would be nice if map is something you hold in your hand and (full) compass in the other. You can zoom in and out on the map with mousewheel, where depends on location of pointer, but you can at the same time reorient your character. Not sure if this made much sense.
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Ronald
 
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Post » Fri Apr 08, 2011 5:05 am

Have the objective marked on the map, but not on the compass. If your looking for a moving target, have the area it is in marked, but not it's exact location.
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Chloe Botham
 
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Post » Fri Apr 08, 2011 7:19 am

No, you have to use it in Obivion because there were little to no directions. That was the whole problem with it.

@captialsown

There doesn't need to be a pointer that points to your objective. I know how to read a compass and so should everyone else. If you can't than I feel sorry for you.

I can read a compass, too, but I'm not sure if you really can. I can't tell if you mean "Everyone else should because it's easy" or if you mean "Everyone else should because it's an important skill". If it's the former, do know it's a little more than just seeing where an arrow is pointing...

Edit: also, I made it clear I did not want a compass that points where you need to go. I was only pointing out how the compass in Oblivion was a dumbed down form of navigation with the end result and none of the effort, and how I would like real navigation in Skyrim.
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Robert
 
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Post » Fri Apr 08, 2011 8:13 am

Nirn seems like a magnetic nightmare. I bet a compass would spin wildly on that world and would lead to your death by the guidance of some unseen forces.These forces seem to manipulate the very fabric of reality. I bet the magnetic field looks like http://www.youtube.com/watch?v=D9AIMeunxvg.
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loste juliana
 
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Post » Thu Apr 07, 2011 6:45 pm

People want it gone because they like not knowing and it forces them to explore. Being forced to explore may reveal something cool you wouldn't have found otherwise with a quest marker.

No, you have to use it in Obivion because there were little to no directions.

Those.

Getting a bit tired of those "you don't want it, don't use it/exert self-control" arguments we see sprouting everywhere. Especially when I suspect it's not that difficult to implement a mean to disable it altogether should the player not want it ; that'd keep everybody happy.
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Rob Smith
 
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Post » Thu Apr 07, 2011 7:35 pm

Er, no, this is not true at all. You can't really ignore it. And nobody is going to AVOID the quest location. If you know where it is, you know where it is. People want it gone because they like not knowing and it forces them to explore. Being forced to explore may reveal something cool you wouldn't have found otherwise with a quest marker.

Er, yes, chose a quest as active that you are not doing and do another quest
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Mark Hepworth
 
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Post » Thu Apr 07, 2011 9:40 pm

I voted for the magic compass even though its not EXACTLY what I want.

First of all; I liked the compass markers in general. A compass with North, East, South and West with a marker that tells you you must go North West to reach your destination. The problem occurs when it becomes overly magical, it tells you exactly where the door is, exactly where the person you have to talk to is, or where exactly the item you have to find is. I like the markers to give me a general direction, but not everything.
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David Chambers
 
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Post » Thu Apr 07, 2011 8:21 pm

I can read a compass, too, but I'm not sure if you really can. I can't tell if you mean "Everyone else should because it's easy" or if you mean "Everyone else should because it's an important skill". If it's the former, do know it's a little more than just seeing where an arrow is pointing...


If someone says go north for so many yards and then turn south for so many yards and then turn west for so many yards I can do that and so should anyone else that went to school. I'm not sure how much more complicated it is. Please explain if it's more complicated, as orieentering was never a class I had in school.
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KiiSsez jdgaf Benzler
 
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Post » Thu Apr 07, 2011 7:16 pm

Those.

Getting a bit tired of those "you don't want it, don't use it/exert self-control" arguments we see sprouting everywhere. Especially when I suspect it's not that difficult to implement a mean to disable it altogether should the player not want it ; that'd keep everybody happy.


I completely agree, sick of that aswell
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Josh Sabatini
 
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Post » Fri Apr 08, 2011 6:23 am

Er, yes, chose a quest as active that you are not doing and chose another quest

Yep, because the journal is so specific about everything and was clearly designed for a game without a magic compass. Wrong.
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Donald Richards
 
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Post » Fri Apr 08, 2011 12:01 am

I would be seriously dissapointed if the quest markers were in the game.
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Sabrina garzotto
 
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Post » Fri Apr 08, 2011 4:49 am

Er, yes, chose a quest as active that you are not doing and do another quest


You again missed the point of not having directions. Without directions you are forced to use it.
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katsomaya Sanchez
 
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Post » Fri Apr 08, 2011 7:45 am

You again missed the point of not having directions. Without directions you are forced to use it.


That′s the point!!!

They can add quest marker if they want, but they must give directions, and the possibility to simply remove the quest marker(In a hardcoe mod, for example)
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Scott
 
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Post » Fri Apr 08, 2011 4:09 am

Yep, because the journal is so specific about everything and was clearly designed for a game without a magic compass. Wrong.

Ah, I find your etiquette refreshing. Now please, listen carefully. On the Green Road to the north of Bravil lies the Inn of Ill Omen.There you will find a man named Rufio. Kill him, and your initiation into the Dark Brotherhood will be complete.

is that not specific enough for you? I didn't even bother with the compass on that I just went north
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marie breen
 
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Post » Thu Apr 07, 2011 9:39 pm

If someone says go north for so many yards and then turn south for so many yards and then turn west for so many yards I can do that and so should anyone else that went to school. I'm not sure how much more complicated it is. Please explain if it's more complicated, as orieentering was never a class I had in school.

I have been thinking. I don't think it would be a smart move on Bethesda's part to implement because it would require you to not even know where you character is on the map (along with other things which may be poorly received). And that may be too hardcoe. However, if you are interested in orienteering and the like, read about protractor compasses and how to use them with a map. Also, I'm surprised you didn't do basic orienteering stuff in outdoor ed.
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Abi Emily
 
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Post » Fri Apr 08, 2011 12:15 am

You COULD just check your journal for his schedule.

That depends how rigid his schedule is, how predictable it is (even the AI packages in Oblivion could lead to unpredictable movements at times) and how complicated it is. Let's face it, most players don't want to use a stopwatch, diary planner, and three pages of instructions to work out where an NPC is going to be by the time they get there.

Of course, Bethesda could just give up on Radiant AI altogether and switch to utterly rigid and inflexible schedules, rather than trying to actually get it working as they'd initially hoped, but that seems just a bit defeatist.
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Trey Johnson
 
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Post » Thu Apr 07, 2011 10:53 pm

Ah, I find your etiquette refreshing. Now please, listen carefully. On the Green Road to the north of Bravil lies the Inn of Ill Omen.There you will find a man named Rufio. Kill him, and your initiation into the Dark Brotherhood will be complete.

is that not specific enough for you? I didn't even bother with the compass on that I just went north

Oh, right, because on journal entry from the thousands(?) of journal entries in Oblivion clearly proves your point. From the same faction we have "I must sneak into Fort Sutch, find the medicine of the debilitated warlord Roderick, and replace it with the poisoned bottle Ocheeva has given me. If I am detected by any of the mercenaries, or if Roderick is killed in any other manner, my bonus is forfeit". I wonder where Fort Sutch is.
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BRAD MONTGOMERY
 
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Post » Fri Apr 08, 2011 5:35 am

I don't Know, i loved the compass in oblivion. Told you which way north was, which way your quest was, and structures that are close by. I don't know how they have such a big complex world without it. For me its frustrating to constantly press start and check my map to see if i'm heading in the right direction. I loved Oblivion because of the map marker, I could find anything with the compass in game. So it takes you out of the game less if you want to find something. I'd say they definitely need to keep what was in Oblivion, but trick it out like they did you the menus, and just make it cooler.
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Betsy Humpledink
 
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Post » Fri Apr 08, 2011 7:17 am

I can guarantee you 100% that quest markers are going to be in Skyrim. Bethesda's not catering exclusively to the hardcoe crowd anymore.
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Alexander Lee
 
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