The Magical Compass

Post » Tue May 17, 2011 8:29 am

I think it would be interesting if your race dictated the range at which you could detect caves/ruins/villages/etc. For example as a Khajiit superior hearing and to a lesser extent smell would probably give a village or bandit cave away.
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Isaac Saetern
 
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Post » Tue May 17, 2011 9:43 am

It was fine, if bethesda removed it then they would have to add in the dialogue and additional voice acting required to actually do quests. This solution is easier and allows them to focus on making funner quests.

Although a toggle would be fine, worked in fable.



Heck, I guess they could revert back to Arena graphics, physics and engine. They could really focus on "funner quests" then. [/sarcasm]

Asking for a toggle feature is a joke. Oblivion's quests relied on the map marker in most cases, there wasn't an alternative at all. IT was always there.
How hard is it to add dialog? In fact, that added dialog and the retraction of the compass makes the game richer and more fun. It would make the game better.

Heck, I guess they could revert back to Arena graphics, physics and engine. They could really focus on "funner quests" then.


In all seriousness, having the compass work for some things like pointing to locations you've already found is fine, but knowing the location of ancient secret artifacts that no one has seen in two eras and is buried in ruins immediately upon being asked to find it... is a bit of a stretch.
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Allison Sizemore
 
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Post » Tue May 17, 2011 2:34 pm

How hard is it to add dialog? In fact, that added dialog and the retraction of the compass makes the game richer and more fun. It would make the game better.


Um, you have never done script writing, mapping out quests, or ADR work if you think this is not hard. It is immensely complicated. Not necessarily better for the game to have this though.

Also I doubt it would work with the radiant storytelling as some quests would not be in the same place every time.
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Ashley Hill
 
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Post » Tue May 17, 2011 5:51 am

I don't like the idea of the compass in general, but I also remember having to search the whole Imperial City for a NPC with no further explanation or no way to ask citizens for directions or help. That's not exactly my idea of fun either. Of course, Radiant AI made things a bit more complex in that sense, compared to Morrowind.

Before the devs can even consider making the compass optional, they have to add something in its stead.
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Chase McAbee
 
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Post » Tue May 17, 2011 8:01 am

i have nothing wrong with the compass itself but get rid of the magic marker in oblivion i rushed the main quest i would have enjoyed exploring finding things trying to find things like morrowind
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carley moss
 
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Post » Tue May 17, 2011 3:55 am

I like to have a compass, but I don't like the markers at all.
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Brittany Abner
 
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Post » Tue May 17, 2011 1:21 am

Two things:
1) Cant start sentences with "And"
2) All they have said is that you can disable HUD that doesnt mean you can toggle things off individually


1) Ok, then.
2) That was my meaning. You lose it all with the toggle, so it isn't really a good reason to stop compl... criticising the questcompass.

Unless I completely misunderstood your original meaning.
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Helen Quill
 
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Post » Tue May 17, 2011 4:27 pm

If they make it optional, then it'll be like Oblivion directions, non-existent. If they torch it, then we'll be one step closer in the right direction for TES.
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Danielle Brown
 
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Post » Tue May 17, 2011 7:02 am

On screen compass? Good. Having it show all that information? No thank you. I'd much rather run across things naturally. Seeing an odd shaped rock to then discover it to be the tip of huge ruin? That's fun. Rather than knowing it's ruin from the magical compass.
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Isabell Hoffmann
 
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Post » Tue May 17, 2011 5:56 am

Torch it. Remove it in entirety. Eliminate it from the face of video games.


Then put it back in at the end. The compass itself wasn't that bad, but the quests were designed with it in mind. If the game is designed for not having a compass, then you're given one, that's just dandy.
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Alex Blacke
 
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Post » Tue May 17, 2011 4:16 am

The magic compass needs to go but obviously that just means it won't track quest markers. Quest markers should stay in the game but instead of marking the item or NPC I need to grab/talk to inside the dungeon, just mark where the dungeon is and let me do the quest myself. Everyone will be happy with that. But quest markers are pretty much integral at this point, the world is just too large to have it like it used to be, plus it annoyed me sometimes in Morrowind when I would waste like an extra 30 min looking for a location that was hidden in an alcove when the quest giver could have marked it on my map instead of giving me vague directions, because they obviously knew exactly the place was.
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Darren Chandler
 
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Post » Tue May 17, 2011 1:32 am

Keep the compass but change its features. Places should not appear untill you can see them(this would mean some time you see some thing miles off other time you just happen apon them, would still have to be limited other wise climb a mountain on a sunnyday bam full map) and the location type not known till you enter them also the found location marketsdidnt always wrk well in OB plz put them in front of the door, enemys should stay just more tweaking in fallout you could find enemys several rooms away, it's a good idea to use some kind of perception radar but really it should be very short ranged and work more on a last known location basis. after all that it should still toggle on off in the menu. Hopefully as we know you can have no HUD in fp you can toggle on off the feature you like not just all on all off. I like games where you choose the placement and context off your HUD but I understand That is 'no' priority.
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Rachel Briere
 
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Post » Tue May 17, 2011 5:32 am

Isn't "no HUD" the default setting? If it is, I can't see how there can be a compass.
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Lisa Robb
 
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Post » Tue May 17, 2011 3:45 pm

I'll use it. Voted for optional since I have nothing to lose if it is, although for everyone else's sake, I hope they'd make dialogue directions better.
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Czar Kahchi
 
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Post » Tue May 17, 2011 6:40 am

Optional.
I certainly don't want to use it.
I ended up putting black tape over that part of the screen, until a mod came out to disable the arrow and markers.


damn I put the tape on the lower part of my eye

it hurts when you pull it off.
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Sian Ennis
 
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Post » Tue May 17, 2011 11:06 am

I would prefer if they took off the stupid magical arrow telling you exactly where to go, and replaced the old compass with one that you press a button to whip out.(sort of like the watch in Metro 2033)


yes that was pure six, whipping out stuff just adds 10000000% more immersion.
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Budgie
 
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Post » Tue May 17, 2011 3:30 am

I'd like to see things like Compass/Fast travel and other helpful items diminish/Increase in direct proportion to the difficulty selected by the player.

So we could have Easy/Normal for those who like to have their hands held for them, and Hard/Extreme for those who want to play the game without being told exactly what to do, where to go and without the ability to insta travel anywhere. Of course this would require deliberate design decisions by the developer and at this late stage in development i imagine things like this are locked down. But really this should be the ideal Bethesda are striving towards. The more options you give the players the better as far as i'm concerned, and the best way to do it would be to incorporate such features into a difficulty scale selectable upon the creation of a new game.


nice

that's a good idea actually and everyone is happy.

triple post FTW
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Lil Miss
 
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