Do you support oblivion style quest markers in skyrim?

Post » Sun Jul 17, 2011 9:22 pm

do you
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Stacy Hope
 
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Post » Mon Jul 18, 2011 1:56 am

It's all the same to me.


I say ok.
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Michelle davies
 
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Post » Mon Jul 18, 2011 12:57 am

They would be redundant considering the new clairvoyance spell.
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Brandon Wilson
 
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Post » Mon Jul 18, 2011 6:54 am

The green arrow of all-knowing and exactness?

No, it was far too exact.

http://www.gamesas.com/index.php?/topic/1209772-magic-compass-opinions/
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sharon
 
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Post » Sun Jul 17, 2011 11:48 pm

By showing you where exactly it is and no matter how much you turn away its always there?

Nope

1st part yet to be known 2nd part of that is fixed it seems :D

But all in all I do support a toggle of it or the entire compass tho so if its in it wouldn't bother me!!!!
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Gracie Dugdale
 
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Post » Sun Jul 17, 2011 10:29 pm

Add an "only if toggle-able" option to the poll please.
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jessica breen
 
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Post » Sun Jul 17, 2011 9:14 pm

I support options in a game. I say don't make it mandatory. I know alot of players that won't want to use them. Personally, I've got a wife and a daughter. I don't have time to journey in circles and burn away my play time until I can finally find that cave or dungeon I've been looking for. I'll use them, personally, but give other players the option to turn them off.
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Teghan Harris
 
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Post » Mon Jul 18, 2011 4:36 am

They would be redundant considering the new clairvoyance spell.


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.
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Carolyne Bolt
 
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Post » Mon Jul 18, 2011 2:33 am

id say if it can be toggled just incase im not using markers and have no success finding a quest item im supposed to find and i wanna know where it is.
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Richard Thompson
 
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Post » Sun Jul 17, 2011 10:42 pm

Only if can be toggled

Thanks, your a peach.
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^~LIL B0NE5~^
 
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Post » Mon Jul 18, 2011 5:28 am

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.
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Beth Belcher
 
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Post » Mon Jul 18, 2011 7:40 am

http://www.gamesas.com/index.php?/topic/1207074-how-to-have-a-cake-and-eat-it-too
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Emily Graham
 
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Post » Mon Jul 18, 2011 10:08 am

http://www.gamesas.com/index.php?/topic/1207074-how-to-have-a-cake-and-eat-it-too
I disagree with this aspect "to make it easier for the players who do not like the chores of in-game activities"; Not that it isn't true in some respects, but that it does not encompass all players that prefer Oblivion's travel option (at least some of the time).

Sometimes... you might need to go from place to place and still have the task on your mind; but if you have to march over the mountains each trip... well, I would prefer the option to keep up the pace without down time (sometimes). FT allows you to leave one NPC, and quickly resume play at the next one while its all still on your mind. Other times, you might just be tired of passing the same road, and the same stones, and the same abandoned fort. :shrug:
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James Potter
 
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Post » Mon Jul 18, 2011 10:27 am

I'm not opposed to markers, but I don't like the way Oblivion handled them.

Also: are you asking about the arrows on the compass, or about markers on the inventory map?
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Niisha
 
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Post » Mon Jul 18, 2011 7:02 am

I don't care either way.
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Adam Porter
 
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Post » Mon Jul 18, 2011 2:05 am

They should include it but make it more vague.
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Amy Siebenhaar
 
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Post » Mon Jul 18, 2011 3:37 am

Add "Yes, If it isn't as exact and all-knowing as Oblivion's"?

I would welcome it if you had to find out the information and it was only a general location, not the exact move-by-move, 100% accurate, and I magically know all details/locations of people and items.
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Lou
 
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Post » Mon Jul 18, 2011 9:46 am

I disagree with this aspect "to make it easier for the players who do not like the chores of in-game activities"; Not that it isn't true in some respects, but that it does not encompass all players that prefer Oblivion's travel option (at least some of the time).

Two things comes to mind:

  • An example can clarify your meaning a lot better. :)
  • My suggestion for alternative method still stands.

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Andrew Lang
 
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Post » Sun Jul 17, 2011 11:32 pm

Two things comes to mind:

  • An example can clarify your meaning a lot better. :)
  • My suggestion for alternative method still stands.


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:
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Nicole Coucopoulos
 
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Post » Mon Jul 18, 2011 7:32 am

i thought that it would make sense for some gamers to be able to turn it off if they do not like it and others to be able to turn it on if there lazy and dont want to look for it. and if you are going somewhere and want to play skyrim or something you could turn it on just to use it so you wouldnt use at much time as you would looking for it so i voted to if toggleable
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Holli Dillon
 
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Post » Mon Jul 18, 2011 5:19 am

I don' t see why they wouldn't include it. Hopefully they'll refine it a bit and make it better for the overall experience. If they want to put a toggle on it? Sure why not. I don't see why folks aren't capable of that on their own though. Whenever I didn't want to see it I'd just mark a quest I'm not doing as active.
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Penny Wills
 
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Post » Sun Jul 17, 2011 11:07 pm

I don' t see why they wouldn't include it. Hopefully they'll refine it a bit and make it better for the overall experience. If they want to put a toggle on it? Sure why not. I don't see why folks aren't capable of that on their own though. Whenever I didn't want to see it I'd just mark a quest I'm not doing as active.
Indeed. Before reading about it here (the forums), I'd have thought it a complete non-issue.

**Even http://www.youtube.com/watch?v=fgqunnw_Lm0... a game almost entirely comprised of visual and aural exploration, had a Zip mode, that would speed you past several locations, provided you'd been there at least once.
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Heather beauchamp
 
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Post » Mon Jul 18, 2011 1:00 am

As long as its optional I'm fine with it, some people need help like that, so keep everybody happy, things like this should always be optional.
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Jacob Phillips
 
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Post » Mon Jul 18, 2011 12:45 am

No - They lead to lazy quest design (why providing clues, tracks, and clearly mark dead ends or wrong turns when the player can't get lost anyway and doesn't need help staying on path?) and lower interactivity with the game worlds, NPCs in particular (why provide extensive dialogue for various NPCs which helps you locate a place, a person or a treasure, when the player has an all-knowing arrow pointing them to it?).
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Mackenzie
 
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Post » Mon Jul 18, 2011 6:59 am

Unless they give us a very good quest/location description and perhaps the options to ask NPCs for direction, I could not do without the quest marker.
I still have nightmares from the Morrowind quest descriptions and the location where it actually was.
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Quick Draw
 
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