Do you support oblivion style quest markers in skyrim?

Post » Sun Jul 17, 2011 10:05 pm

I'm fine with it. I like to wander around and most of the time in Morrowind I got completely lost from the quest I was doing, so it'd be nice to be able to find my way back.
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Isabella X
 
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Post » Sun Jul 17, 2011 7:21 pm

But my point was that if I don't recall where the Inn is, it makes sense that my character remembers (possibly having just been there minutes ago, where as I may have not played in a the game in a month).

Shooter UI is a hybrid of useful information, and partial compensation for the character's sense of the area. :shrug:


But you have a map, it's marked, you know where are standing at this second. We are talking about a game set in a time of horses, steel armor, bows, arrows and swords. We aren't talking about a time where you have GPS locators.

It's all about immersion and having the GPS compass breaks that immersion.

If you want a pointer, let it point to your last known position and have that pointer disappear after 30 minutes of game time. That would be your "Memory" of where you were just at. Anything more than that and it's ruining the immersion of the game.
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Kelli Wolfe
 
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Post » Mon Jul 18, 2011 10:18 am

To some extent. I don't really need it to point to the objective in a dungeon, but I like it for finding quest givers again. Sometimes in Morrowind they'd give you good directions on how to find the target, but not how to find the person that gave you the quest in the first place, which could be a problem if you hadn't played the game for awhile and forgot. Or for finding someone that wanders around town.
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George PUluse
 
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Post » Mon Jul 18, 2011 8:10 am

I would like it if it is in as I don't have time to spend hours on a game, but it would be better if you can toggle it. Don't really see how anyone can vote no... Unless they want to ruin others' experience?
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Ron
 
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Post » Sun Jul 17, 2011 7:04 pm

But you have a map, it's marked, you know where are standing at this second.
Yeah, and some might not understand this, but I do not feel that I should have to use the map for anything that my PC would not need to use the map for. :shrug:

Its more efficient to see the heading and just walk in that direction.

We are talking about a game set in a time of horses, steel armor, bows, arrows and swords. We aren't talking about a time where you have GPS locators.
I agree (and while I am not suggesting this... we are talking of a time and place where a ring, gem or a bauble can be used as a magical means of tracking a friend, thief, or victim :shrug:)

It's all about immersion and having the GPS compass breaks that immersion.
Not for everyone. I could scarcely care less than I do about the simulation aspect of TES. :shrug:

If you want a pointer, let it point to your last known position and have that pointer disappear after 30 minutes of game time. That would be your "Memory" of where you were just at. Anything more than that and it's ruining the immersion of the game.
Why 30 minutes and not permanent? I might not need it during the thirty minutes ~and would more likely have a need for it in 30 hours.
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Alister Scott
 
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Post » Mon Jul 18, 2011 6:22 am

Toggle-able. I do not want nor need a gps system to point me in the right direction in my games.
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Soph
 
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Post » Sun Jul 17, 2011 11:07 pm

It would suffice to be able to set the quest marker to "none" or to anything on the list of active (and even inactive) quests.

It would also be nice to drop markers in new locations, and have them pointed at by the marker. This could be the first thing the player does in a new town.

It might also be an easy thing to roll this feature into a compass. One that you find or buy and have in inventory. :shrug:
(Personally though.. I would have that compass just enable the markers, rather than have to actively take headings by using it from the inventory...
The PC can be assumed to glance at it on their own time as far as I'm concerned). Though there is no reason it couldn't http://i271.photobucket.com/albums/jj125/Gizmojunk/compass-1.jpg (looked at).
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sally R
 
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Post » Mon Jul 18, 2011 4:18 am

Fallout was a step in the right direction, they let us set the brightness of the hud from
no hud at all----------------bright hud
I liked this, as I like hudless game, but, I want a cross hair to tell what Im doin, and to make sure I dont steal stuff when tryin to talk to shop keepers.

Why dont they add a toggle feature in?I mean, theres only 5 things on the hud. It would look like this..

Health bar:off
Magika bar:off
fatigue bar:off
magic gps compass:off
cross hair:on

hey,I can dream cant I? :disguise:
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April
 
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Post » Mon Jul 18, 2011 8:46 am

Sounds good to me. I vote for your solution.

Edit: Okay, thought I had voted for Cow500 here--any rate, I vote for Cow500's solution.
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GEo LIme
 
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Post » Mon Jul 18, 2011 9:55 am

no

as in hell no
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adame
 
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Post » Mon Jul 18, 2011 4:51 am

No... that option doesn't quite give the passionate answer I want to give here. There should be a NEVER EVER AGAIN option.

I think all quest and game markers should be permanently removed. If they are in the game I will have to wait until they release the creation kit before playing and mod them out of it. Worse design decision ever in a game to include them in Oblivion.
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kat no x
 
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Post » Mon Jul 18, 2011 2:18 am

Oh no, we actually know where the area that's location we've been told of is...

Horrible indeed...
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Ryan Lutz
 
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Post » Mon Jul 18, 2011 3:29 am

I am mostly against it, however I voted the Toggle option with quests like Garridan's Tears in mind. The only quest in Oblivion where you wanted exact quest markers, and they weren't there. So I want to be able to turn it on, in place of going to the internet for a guide. Other than that, I want to have to read the quest journal to figure out what I'm supposed to do.

I loved Flashpoint: Dragon Rising's option to turn off the subtitles for that ultra-realism. If you didn't listen to your commander's radio orders the first time, you were ****-out of luck my friend! You had no idea where to go, who to shoot at, who to spy on, or where to call in air strikes.
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Ladymorphine
 
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Post » Mon Jul 18, 2011 7:35 am

I voted yes. Truth be told, I've had my fill of quests that I have to find a particular item and end up with an in game scenario of misplacing my keys. I kinda don't think it does a game any favors to have a quest scenario that I can recreate in real life by forgetting where I put my keys before going to bed or when my cat decides he wants to play with the car keys.

A Clairvoyant spell would be a fine replacement for it, hopefully it will be easy to learn or even one of the starter spells. At least players that hate the quest markers could simply not use it.
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Rhi Edwards
 
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Post » Mon Jul 18, 2011 8:49 am

NO.

Markers ruin open world games. I don't need the game to hold my hand and tell me exactly where to go! Just give me a plain map, a plain compass and a 'directions' dialogue option for NPCs.
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Jessie
 
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Post » Mon Jul 18, 2011 6:41 am

NO.

Markers ruin open world games. I don't need the game to hold my hand and tell me exactly where to go! Just give me a plain map, a plain compass and a 'directions' dialogue option for NPCs.

And how doesn't that ruin open world games?

You've been told where to go, you've been given a direction and a clear destination.
How does an arrow pointing at the destination ruin the freedom and exploration more than the fact you've been told where to go and you have to follow these directions to get there?
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Romy Welsch
 
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Post » Sun Jul 17, 2011 11:25 pm

I was always happy with the quest marker, when I came back to a quest after hours of doing something else, with only a vague "I found Jakbens journal, maybe it has a clue" to guide me.
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Laura Mclean
 
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Post » Mon Jul 18, 2011 7:43 am

Oh no, we actually know where the area that's location we've been told of is...

Horrible indeed...


What's horrible is that people actually need an arrow that leads you to the place you need to be. I mean GOD FORBID someone actually read a map. :rolleyes:
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CHANONE
 
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Post » Sun Jul 17, 2011 9:29 pm

I dont like quest markers... its like a cheat thats part of the game. I like haviong to seach for my intended quest items/locations/etc. TO me it takes away from the game.
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Zosia Cetnar
 
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Post » Mon Jul 18, 2011 4:06 am

And how doesn't that ruin open world games?

You've been told where to go, you've been given a direction and a clear destination.
How does an arrow pointing at the destination ruin the freedom and exploration more than the fact you've been told where to go and you have to follow these directions to get there?

:facepalm:

With markers, you know exactly where to go. There's really no room for error at all... you just go where the game tells you to go. Instead of looking around for the hidden entrance to a dungeon, you just go exactly where the marker tells you to go until it shows up on your HUD.

Aside from being a completely unnatural way of showing the player where to go, it pretty much eliminates the ability to get lost. In an open world game, you're in a strange and unfamiliar world - you should get lost at times... you should have to spend time trying to figure out where to go.

There are just so many better ways of guiding the player, without being too specific to the point of treating the player like a complete idiot.
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sw1ss
 
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Post » Mon Jul 18, 2011 9:09 am

And how doesn't that ruin open world games?

You've been told where to go, you've been given a direction and a clear destination.
How does an arrow pointing at the destination ruin the freedom and exploration more than the fact you've been told where to go and you have to follow these directions to get there?

My good boy, you are mistaking quest target markers and Place entry markers.

If they gave us just the pace entry markers, and let us find the target in that place, it would be great, but they have to place a GPS marker on the EXACT position of the item or NPC and we would always know the exact position of them.

That was a horrible decision.

It would be a lot better if I could ask another NPC where I could find the target NPC, and he would point toward the other NPC, in the crowd, or would lead me toward the item and point it to me.

http://www.gamesas.com/index.php?/topic/1207074-how-to-have-a-cake-and-eat-it-too
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Sarah Kim
 
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Post » Mon Jul 18, 2011 7:15 am

I think that was more for caves with multiple layers and winding paths, where an arrow pointing in a certain direction provides little help. Like say.... the Labyrinthian.

In any event, I do not support the quest marker, but I fear that quests are designed around having it in place. I hate mindlessly following that stupid thing around.


So we already know they wont have any mazes, "oh which do i go," *uses clairvoyance spell* "oh ok that way."

Just another way this game become even more easy mode.
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Monika
 
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Post » Sun Jul 17, 2011 7:17 pm

Oh how could I forgot, the biggest joy of TES games, getting lost... :rolleyes:

An arrow to the destination doesn't show you the whole way. There are walls, mountains, enemies, lakes in the way, you can rarely take the direct route, so saying how "exploration is ruined" is just false.
And if there's a secret entrance, what stops you from searching for it?
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Jonathan Montero
 
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Post » Mon Jul 18, 2011 8:45 am

Personally I think the game would be more fun without them. One of the few things I liked from Morrowind was not having a quest marker, I personally think they should take it out because not having it adds to the experience IMO.
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Kellymarie Heppell
 
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Post » Mon Jul 18, 2011 4:17 am

If they gave us just the pace entry markers, and let us find the target in that place, it would be great, but they have to place a GPS marker on the EXACT position of the item or NPC and we would always know the exact position of them.
Ditto. I'd be fine with that. :foodndrink:
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Monika
 
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