Yes and No.
I want the markers, but having them point to a moving person as they roam the town is not what I want. I'd prefer the marker point at their house or haunt (or bar-stool if they are like that).
I would rather an NPC not say, "Speak with Jacob about that.", and suddenly I've got a GPS trace right to him. I would rather that the NPC say, "Speak to Jacob. I saw him last in the Dragon-Horn tavern" and if I'd been there, I get a marker; or if they also add, "Its just down the way on the left, near the center of town"... then I get a marker; But I don't want a dynamic trace on a live target, and I don't want a marker that leads to a secret door in a barn or some such.
If Jacob lives in another city, I'd want a marker to that city (even if he was currently away from home in another town ~even the same town as my PC... Either I spot him, or I go to the place that I know to search for him (his house in the other city). *Of course... This method is only fun if there are leads in other locations... People to ask, notes left at home, receipts... arena tickets... Something to lead me onward towards finding him.
I hate quest markers but i would be alright with this idea. I would much much prefer the NPCs to give detailed directions, and only if youve already been there may there be a marker present. I would prefer no marker at all and just verbal directions. But the problem is when the game is designed specifically around the use of quest markers(fallout 3 for instance) You get LITERALLY zero directional dialogue throughout the entire game, and that just killllsss the exploration/adventure aspect of it all for me. I actually disliked fallout 3 and that was one of the main reasons. Example would be, you listen to a hollotape...there is brief mention of vault #xxxx....You get a quest pop up that says find this vault....the vault magically appears on your map. There is literally no thought whatsoever to the game in that department.
We need them, sure. I don't mind both systems. (And have gone into great detail in past threads).
As to "chores of in-game activities". It shouldn't be a chore; (I'm among the first who would say, "Chore" is relative, and what some do not like, others do, but the option of speed loading a new location needs to be there ~so long as reasonable time passes ~and preferably with reasonable travel risks).
*If for no other reason than the player dropped an item by mistake and traveled on to the next town... they can FT back, and FT for return. As far as the game is concerned, the PC walked back, and forth between towns (preferably with a chance at ambush).
All FT is is an unattended walk by the PC. :shrug:
Not sure why you think fast travel is a necessity...who cares if you forgot something and need to go back and get it....then you walk back...take a carriage...use an intervention scroll scroll...simple. Why should the game make everything retardedly easy for the player. All that is doing is just leading to more boring games with much less thought required and much less depth. Again fallout 3 is what i keep getting referred to by people who love fast travel....i also hated that in fallout 3...but honestly i can see why people use it in that game...the landscape all looks exactly the same, theres not as much content in between main areas, there isnt really much that would make you want to walk in between areas. Morrowind on the otherhand i rarely even used the interventions and crap because i just enjoyed going everywhere on foot...the landscape was great....there were always secret little caves tucked away in the side of mountains for the explorers to find.
No clue why people think FT is a necessity...it just shifts the game to a more go to point A do this point B do this...that along with quest markers magically popping up telling you exactly where to go.....its just making the games much more linear and taking away the feeling of exploration/adventure/other things.
Like really what would you rather do....
be given a task...you have no clue where the destination is so you have to walk around town asking people....those people then refer you to some shady character that hangs out in this inn...you talk to this argonian who says hes travelled that way before and then gives you directions using visible landmarks like large stone pillars and specific rivers to guide you on your way, telling you that if you reach fort blah blah youve gone too far. So you walk through the wilderness keeping an eye out for landmarks, you get a greater sense of accomplishment after finding each one by scowering the land infront of you as you go.
orrr have someone say go to this place youve never heard of....the place magically appears on your map, you have an arrow telling you exactly where to go...you fast travel close...you follow arrow...youre there.
I think if there is anything on the compass aside from the cardinal directions alone....it would be terrible.....
would HATE to have quest arrows showing me the way....points of interest being shown to me....enemies being shown to me...anything like that
my opinion of course.