Would you be okay without quest markers in Skyrim

Post » Thu Dec 24, 2009 10:12 pm

Most people on the forums would likely be fine without them. Most people that just pick up the game at walmart two years after it's release would probably think the game [censored] if it didn't have them. Half of us have memorized the map information we've gotten already. Half the other people will never even know where they are.
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Lyd
 
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Post » Fri Dec 25, 2009 7:43 am

Most people on the forums would likely be fine without them. Most people that just pick up the game at walmart two years after it's release would probably think the game [censored] if it didn't have them. Half of us have memorized the map information we've gotten already. Half the other people will never even know where they are.

Seeing how in this thread there's a pretty much 50-50 spread and I would say most people here won't just pick it up at walmart, I would say you're wrong!
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Ricky Meehan
 
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Post » Fri Dec 25, 2009 4:03 am

Well making them toggleable will be best solution, thats can be tied to hardcoe level (completely removal) or difficulty slider (change radius of detection and marking an area not target completely)
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xemmybx
 
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Post » Fri Dec 25, 2009 1:14 am

Makes absolutely no difference to me, because I can turn them off by selecting a different quest.

Or is it the case that every single quest is going to be simultaneously visible on the enhanced topographical map?
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Sarah Evason
 
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Post » Fri Dec 25, 2009 5:03 am

I would like to still have a quest marker for general locations. For instance if a quest item is in a cave, it would be nice if the cave is marked on your map/compass.; however, once inside the cave it would be better it you were not led directly to the item you are looking for. I think it would make it necessary to check every little nook and corner of a dungeon to find something as opposed to the Oblivion system where you would know just by looking at the quest marker exactly what container it is in.


I like this. Normally I search an entire dungeon because I love dungeon diving. However, this would make me really search through everything I see, rather than maybe skipping a few things here and there because I know where the item is at.
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maya papps
 
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Post » Thu Dec 24, 2009 8:12 pm

In Morrowind, you, the player, could fail to complete a quest, because, you, the player, didn't have the skill necessary to beat the game. Either because you didn't have the patience or time to complete it or because you didn't have the intelligence to follow the clues carefully laid within the game.

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.


Have you even played Morrowind mate?

My character wasn't supposed to know where it is, so it wasn't supposed to be easily found. In practice, solving the riddle is incredibly easy. I was just a complete idiot.
It took me an hour to find the location because I misinterpreted the good directions, set off on the wrong track, realized my error, headed off in the right direction, found the wrong pointy rock and spent a long time searching around it until I gave up in frustration. Then I found the cavern, when I wasn't looking for it.

And surviving any dungeon in Oblivion doesn't involve any work. Just a mouse, a good weapon and a decent stock of health potions. The quests don't involve any work on the players part - you know to follow the arrow. A brain-dead imbecile could finish practically every quest in Oblivion knowing just to seek out the quest marker and make the appropriate action.
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Jack Bryan
 
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Post » Thu Dec 24, 2009 9:05 pm

As long as the description in the note book is good enough then yes.
What I dislike about older RPG's is when they give me a quest that says something but give absolutely no hints what so ever of how to find the next quest objective.
Like in Planescape, my quest said "Find Ravel Puzzleaskflnksdl" and I was like "Okay, sure, let's look over the notebook to see what my character has learned and what my next step should be." And I couldn't find a damn thing about the next quest objective.

So as long as the description is "somewhat" clear then yeah get rid of the quest markers.
I don't want the description to be completely dumbed down though but it should be clear enough for an average gamer to comprehend.
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jess hughes
 
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Post » Fri Dec 25, 2009 5:06 am

No more quest markers!
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jess hughes
 
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Post » Fri Dec 25, 2009 9:19 am

Two words: Puzzle Cube.
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Lily Evans
 
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Post » Fri Dec 25, 2009 7:06 am

Two words: Puzzle Cube.


That was placed logically (with the boss of the gang of people in the dungeon)

It was just a shame that the boss of the gang was placed close to the beginning of the dungeon in an easily looked over location. I mean boss as in leader, here
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lolly13
 
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Post » Fri Dec 25, 2009 4:13 am

I've played a couple of RPG lately that don't have the "the hold my hand thingy",and I must admit it felt like true exploring.So what would you guys prefer in Skyrim & why?


If it is told that you have to go to russia why does it bother it is marked as such?
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Lifee Mccaslin
 
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Post » Thu Dec 24, 2009 10:02 pm

As default there should be none, but in your journal it should keep a descriptions of all the information you have obtain. But there should be an option to turn the markers on.
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Raymond J. Ramirez
 
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Post » Fri Dec 25, 2009 10:58 am

I don't mind.
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LittleMiss
 
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Post » Fri Dec 25, 2009 7:04 am

I am quite fond of quest markers I can live without them but they are useful at the start of the game finding your way around the world or out of a dungeon or the catacombs maybe we should have an option to turn them on or off but in oblivion i would never have been able to find my way in to and out of the the Alyda ruins of Vanderfall in Oblivion (think that was what it was called)
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Megan Stabler
 
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Post » Fri Dec 25, 2009 8:44 am

In Morrowind, you, the player, could fail to complete a quest, because, you, the player, didn't have the skill necessary to beat the game. Either because you didn't have the patience or time to complete it or because you didn't have the intelligence to follow the clues carefully laid within the game.



Have you even played Morrowind mate?

My character wasn't supposed to know where it is, so it wasn't supposed to be easily found. In practice, solving the riddle is incredibly easy. I was just a complete idiot.
It took me an hour to find the location because I misinterpreted the good directions, set off on the wrong track, realized my error, headed off in the right direction, found the wrong pointy rock and spent a long time searching around it until I gave up in frustration. Then I found the cavern, when I wasn't looking for it.

And surviving any dungeon in Oblivion doesn't involve any work. Just a mouse, a good weapon and a decent stock of health potions. The quests don't involve any work on the players part - you know to follow the arrow. A brain-dead imbecile could finish practically every quest in Oblivion knowing just to seek out the quest marker and make the appropriate action.

Call me whatever you want, but I don't like wasting my time. You seem to enjoy being lost for the hell of it, but not all of us have that kind of freedom to lose sleep hours. The fact that you enjoy not doing any anything but walking around in circles is your business. I have a game to play, progress to make.
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Arnold Wet
 
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Post » Thu Dec 24, 2009 8:42 pm

I've played a couple of RPG lately that don't have the "the hold my hand thingy",and I must admit it felt like true exploring.So what would you guys prefer in Skyrim & why?


im pretty sure you could turn off the quest markers in the options?
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Melis Hristina
 
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Post » Fri Dec 25, 2009 10:03 am

Call me whatever you want, but I don't like wasting my time. You seem to enjoy being lost for the hell of it, but not all of us have that kind of freedom to lose sleep hours. The fact that you enjoy not doing any anything but walking around in circles is your business. I have a game to play, progress to make.


Sorry, but if youre so get-go and goal oriented, why do you want to dumb down TES to the level of a shooter?
Instead of buying a shooter?

Quest markers are idiotic.
I would go one step further than the poster who said brain dead people could complete almost every quest in Oblivion.
A trained monkey could too.

No quest markers in Skyrim please.
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Ebou Suso
 
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Post » Thu Dec 24, 2009 8:07 pm

Sorry, but if youre so get-go and goal oriented, why do you want to dumb down TES to the level of a shooter?
Instead of buying a shooter?

Quest markers are idiotic.
I would go one step further than the poster who said brain dead people could complete almost every quest in Oblivion.
A trained monkey could too.

No quest markers in Skyrim please.


I really dislike quest markers, both in principle as in execution.
But
There's a fundamental question every anti-markers poster is morally obliged to answer:
How would you handle the implications of Radiant Story's ability to change the quest objective location, namely, the exponential increase in recorded voice actinbg for locations/directions? How would you solve this problem?

Saying markers are idiotic is all fine, but unless you come forward and address the issue, then that just mirrors the pro-marker poster calling us indolent.
Hollow bravata.
Really.
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Tessa Mullins
 
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Post » Fri Dec 25, 2009 10:41 am

I really dislike quest markers, both in principle as in execution.
But
There's a fundamental question every anti-markers poster is morally obliged to answer:
How would you handle the implications of Radiant Story's ability to change the quest objective location, namely, the exponential increase in voicing for locations/directions? How would you solve this problem?

Saying markers are idiotic is all fine, but unless you come forward and address the issue, then that just mirrors the pro-marker poster calling us indolent.
Hollow bravata.
Really.


Yes, that is a good point.
I suppose I wouldnt be opposed to having a few locigal locations for quest items in a dungeon.
Like Daggerfall had.
Say, something like a marble altar. And if the dungeon is used in a random quest, then the item goes atop one of the altars in the dungeon.
That would reduce the annoyance of having to look over every inch of a large dungeon minutely, you would just have to find the half a dozen or so 'spawning points'
As for directions given by quest givers there can be a few solutions.
They could say:'I wrote it down for you' and hand you a piece of paper that gives details, maybe marks the dungeon on your map. That would save a lot of discspace on voice acting.
Or, if its close to where the NPC is they could say: Ill show you.
And then lead you to where the main road intersects a little dirt road that leads to the dungeon.
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Guy Pearce
 
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Post » Fri Dec 25, 2009 1:07 am

As long you can read english everyone is okay :wink_smile:
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Cesar Gomez
 
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Post » Fri Dec 25, 2009 6:30 am

Morrowind Style? NO WAY! I spent ages looking for that damn Dwemer Puzzle Box, a couple of hours later I found it on a shelf...it was laughing at me.
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JUan Martinez
 
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Post » Fri Dec 25, 2009 7:39 am

Morrowind Style? NO WAY! I spent ages looking for that damn Dwemer Puzzle Box, a couple of hours later I found it on a shelf...it was laughing at me.


Really?
It took me some time to find boss Crito but when I did I immediately realised that my goal would logically be near the 'boss guy'.
The hardest part of that quest for me was finding my way through the Dwemer ruin to actually get to him.
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Assumptah George
 
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Post » Fri Dec 25, 2009 10:13 am

Yes, that is a good point.
I suppose I wouldnt be opposed to having a few locigal locations for quest items in a dungeon.
Like Daggerfall had.
Say, something like a marble altar. And if the dungeon is used in a random quest, then the item goes atop one of the altars in the dungeon.
That would reduce the annoyance of having to look over every inch of a large dungeon minutely, you would just have to find the half a dozen or so 'spawning points'
As for directions given by quest givers there can be a few solutions.
They could say:'I wrote it down for you' and hand you a piece of paper that gives details, maybe marks the dungeon on your map. That would save a lot of discspace on voice acting.
Or, if its close to where the NPC is the could say: Ill show you.
And then lead you to where the main road intersects a little dirt road that leads to the dungeon.


Yes, the NPC showing you would be an adequate solution when it comes to nearby locations. Otherwise it just would not work.
As for written directions from a talking NPC, i think that's a cop out. It'd feel artificial.
But we'll have to settle for the lesser evil.
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asako
 
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Post » Fri Dec 25, 2009 11:35 am

Quest marker doesn't have to be a green flashin' arrow. It can be a small lit triangle on the top of the hud, which will be perfectly non-irritating. Would the anti-marker players agree?
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Blessed DIVA
 
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Post » Fri Dec 25, 2009 12:49 am

Perhaps quest specific items/npc's can have a icy-fire magical aura around them?
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RUby DIaz
 
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