Would you be okay without quest markers in Skyrim

Post » Thu Dec 24, 2009 11:43 pm

sorry man i think we need it, it helped me many many many many many many many many many many times in oblivion
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Lou
 
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Post » Fri Dec 25, 2009 12:48 am

im pretty sure that at this point all oppinions have been stated at least ten times and considering how small a factor it is and whatever they do it shouldent have much effect i suggest we stop pouring over this and move on with our lives /fourm
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amhain
 
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Post » Thu Dec 24, 2009 7:28 pm

sorry man i think we need it, it helped me many many many many many many many many many many times in oblivion


Well herp derp; thats because there was no alternative way of navigation.

1: no directions
2: just a its right here go to green spot.
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Adam Porter
 
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Post » Fri Dec 25, 2009 6:14 am

I'd like an option that has a rainbow road shoot in front of you towards the next step in the quest. I'd also like to be able to hit a button that will pull your character by their belly-button towards the end of the rainbow. Also, in case it becomes a little tedious I'd like to be able to have the option to skip the rainbow-road and just teleport to the next quest point.
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Taylah Haines
 
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Post » Thu Dec 24, 2009 9:03 pm

Not only would I be okay, I'd also be very pleased.
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Karen anwyn Green
 
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Post » Fri Dec 25, 2009 6:59 am

I don't want them at all as Morrowind was challenging without them, and I for one LOVED THAT!
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Chase McAbee
 
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Post » Fri Dec 25, 2009 12:04 am

I would love to see it go back to Morrowind's (and Arena/Daggerfall of course) way of just giving you directions and letting you explore. With Oblivion it just felt cheap. Your character just magically knew where to go all the time.

Maybe an option during the beginning to choose if you're a native to the area. If so, you can have the marker as you're familiar with the area already as a character. If not, then leave it free form exploration.
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Richus Dude
 
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Post » Thu Dec 24, 2009 10:44 pm

I don't want them. They wouldn't need to record dialog for directions except for "Here, I'll write the directions for you in this note/journal". Also depending on who you ask you get differing levels of detail or maybe putting together all their partial descriptions for some quests.
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Devils Cheek
 
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Post » Fri Dec 25, 2009 12:22 am

This subject is so much a matter of opinion... Some people like them, some would much rather not have them. The key is finding a happy medium between guided quests, and unguided mysteries.
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Queen
 
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Post » Thu Dec 24, 2009 6:00 pm

People in this thread are forgetting what quest markers are good for. I agree - nobody enjoys being led straight to the treasure that's supposed to be tucked away. Nobody enjoys that sense of discovery being spoilt by the quest marker telling you where everything is in advance. However, there are unavoidable moments of genuine tedium in RPGs that can be cut out with quest markers.



you just said ealier that you wanted the quest marker to point you directly to the person in the inn so you didnt have to check everyones name out and now your saying that no one likes being led directly to the quest object. :thumbsup: thats not contradictory.

i hope that its only visible on the map and that it disappears when you get to the quests cave or ruin or whatever its in. i DO NOT want it right in my face like it was in oblivion before i modded it. bioshock did the same thing and it was even more annoying cause bioshock is a corridor shooter so how could you not find stuff with simple directions.

i never had any issues with morrowind quests except for the one quest that gave you the wrong directions. i also had to look for that cube thingy for a long time but i didnt mind that cause i was exploring the dwemer ruins for the first time. :)
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stevie critchley
 
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Post » Thu Dec 24, 2009 5:44 pm

I enjoyed being lost. The thing that kept me playing Morrowind was the fact that I had to WORK to get a reward, that the game itself was a challenge. Nothing in Oblivion came close to the moment I found the Cavern of the Incarnate, after spending about an hour wandering around looking for it. Don't get me wrong, Oblivion was good too, that game is good in it's own regard. But Morrowind was outstanding. Skyrim won't be worth my money if the quests receive the same attention they did in Oblivion. The developers have spent what, 2 years of their lives developing Skyrim, 1 year testing it, and if it's anything like Oblivion, the main quest can be completed 8 hours after release by any casual gamer.
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LADONA
 
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Post » Fri Dec 25, 2009 5:17 am

I enjoyed being lost. The thing that kept me playing Morrowind was the fact that I had to WORK to get a reward, that the game itself was a challenge. Nothing in Oblivion came close to the moment I found the Cavern of the Incarnate, after spending about an hour wandering around looking for it. Don't get me wrong, Oblivion was good too, that game is good in it's own regard. But Morrowind was outstanding. Skyrim won't be worth my money if the quests receive the same attention they did in Oblivion. The developers have spent what, 2 years of their lives developing Skyrim, 1 year testing it, and if it's anything like Oblivion, the main quest can be completed 8 hours after release by any casual gamer.

If I had to take an hour to find a location, the game has failed to give good directions. That's fake difficulty. If my character is suppose to know where it is, then it should be on the map. The game doesn't actually start until I actually get to the cave/dungeon. To actually survive the dungeon is the work, not getting lost for no good reason.
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Jennifer May
 
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Post » Thu Dec 24, 2009 4:44 pm

If I had to take an hour to find a location, the game has failed to give good directions. That's fake difficulty. If my character is suppose to know where it is, then it should be on the map. The game doesn't actually start until I actually get to the cave/dungeon. To actually survive the dungeon is the work, not getting lost for no good reason.


Only it never took an hour.
In the vanilla Morrowind game there are exactly two quest locations that are hard to find.
All the others have excellent and detailed directions that make em near unmissable.
They are: Ashirbadon cave. Ajira tells you west instead of east. No real problem as the last landmark she refers to is Ball Fell, and thats easily circled untill you find Ashirbadon.
And the Alas tomb. That one is a problem as Mehrunes only tells you "The Alas tomb, near Molag Mar."

So that is exactly one quest location that is hard to find due to poor directions and in that case it even fits the quest.
Fickle Daedra, legendary weapon as reward, not odd that its a hard quest.

Morrowind had excellent directions. With a few exceptions it never took an hour to find anything.
So dont overexaggerate into the ridiculous.
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Eileen Collinson
 
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Post » Thu Dec 24, 2009 7:05 pm

Good thread. I don't want to see quest markers again.
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Mr.Broom30
 
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Post » Thu Dec 24, 2009 5:08 pm

I am ok with them putting in an option to turn it off but sometimes I really don't feel like wandering around. Sometimes I may just want to finish up the quest quickly.
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kristy dunn
 
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Post » Fri Dec 25, 2009 9:14 am

I'm ok with quest markers if it makes sense to the quest.
For example if the npc sends you to a cave of which s/he knows the location, then it should be marked.
But if the npc (for example) sends you to rescue their kidnapped child and only knows the vague direction in which they where taken, then it shouldn't be marked.
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Colton Idonthavealastna
 
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Post » Fri Dec 25, 2009 7:21 am

If there's an on/off option then BGS better put in a few more clues as to where you need to go when you enter a dungeon or area, because it could get frustrating searching dungeons top to bottom whenever a quest takes place in one. If they put in clues throughout a dungeon that point you in vaguely the right direction it'd feel more like you're searching for something instead of just mindlessly running through some cave until you bump into the thing you need.
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x a million...
 
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Post » Thu Dec 24, 2009 5:20 pm

I'd explore just fine with quest markers, exploring implies not having a goal, and when your on a quest you obviously have a goal.

But really, It depends on how interactive the npc's are, in daggerfall you could ask any person where something was and they would give a general direction or mark it on your map if they knew where it was. In morrowind you couldn't, for some stupid reason you couldn't just discuss it over your map. Finding the quest area was always the worst thing about Morrowind, it's basically just tedious filler time, like a loading screen.

I don't mind quest markers when the npc obviously knows where I'm supposed to go, I just assume they marked it for me.
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Céline Rémy
 
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Post » Thu Dec 24, 2009 9:54 pm

If you can turn off the bread trail in fable, it will be an embarrassment if you are not able to turn off quest markers in Skyrim
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Donatus Uwasomba
 
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Post » Thu Dec 24, 2009 5:27 pm

I never had a problem with the quest arrow in Oblivion, and it never ruined my sense of exploration. I would follow the arrow to my destination and when I reached the cave/fort/ruin/whatever I would make another quest my primary objective. Simple as that.

It was already confirmed in the Game Informer cover story a few months back that the quest compass was in. And If I recall NPC's also give you directions and sometimes even show you the way themselves.
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Brooks Hardison
 
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Post » Thu Dec 24, 2009 6:02 pm

But if the npc (for example) sends you to rescue their kidnapped child and only knows the vague direction in which they where taken, then it shouldn't be marked.


But there, of course, need to be clues along the way to lead you there. Not just entering every dungeon "to the east", hoping to find the right one.
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kirsty joanne hines
 
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Post » Fri Dec 25, 2009 5:24 am

I don't mind having them but not having them can be troublesome in a game as vast as Skyrim ( if Oblivion is any indication of this ) if you have lots of quest going on.
I don't mind not having them but with that I want to be able to put markers on the map myself so I can keep track of things. And with this I don't mean just some random Xs on the Map. I want to be also able to write down or al least number them and write down in a journal what they are. This I believe many will agree on and will also help with a little more immersion.
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sarah taylor
 
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Post » Fri Dec 25, 2009 8:17 am

In some missions, yes, in others they can be a little handy, like if I dont know every location by heart or something like that. And if you dont like the markers, you can always make a quest active that does not have a marker or a marker that points somewhere else. For Fallout there was a mod called "Wasteland Explorer" which only added one quest that said "explore the wasteland" and had no marker. Thats how you can deal with that.
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Sophie Payne
 
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Post » Fri Dec 25, 2009 8:23 am

Oh yeah.

No quest markers.

Great idea.

I remember how much I enjoyed finding this damn stupid quest locations in Morrowind. I totally want that back. Nothing beats running around in the world for hours getting more and more frustrated by the fact that its a silly location of an otherwise boring quest - and you are only in trouble because the quest description is vague or even sometimes downright wrong.

Sorry, but nope. I want my quest markers. To me, they are one of the truely big improvements in roleplaying games. I dont want to spend hours of time running around.
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Luis Reyma
 
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Post » Fri Dec 25, 2009 3:07 am

Oh yeah.

No quest markers.

Great idea.

I remember how much I enjoyed finding this damn stupid quest locations in Morrowind. I totally want that back. Nothing beats running around in the world for hours getting more and more frustrated by the fact that its a silly location of an otherwise boring quest - and you are only in trouble because the quest description is vague or even sometimes downright wrong.

Sorry, but nope. I want my quest markers. To me, they are one of the truely big improvements in roleplaying games. I dont want to spend hours of time running around.


so why not just improve the directions instead of telling you where to go for every single quest? I cannot grasp how people find following a marker directly to every quest location fun. It negates the point of having a nice pretty world with lots of things to explore and find if you don't even have to pay any attention to it to get to your goal. Seriously, is it that hard to have to use your brain to deduce the way to go? Is that not what you would do if you were wondering around a real place? Or are you one of these people that would pull out their iphone to find the way?
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Racheal Robertson
 
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