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The quest marker should default to "off."


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#1
Myzzrimm

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 I just picked up da2 the other day more out of curiosity due to my love of origins, and the first thing I did was turn it off.

I read countless people saying that ne of the things they heavily disliked was how detached you were when doing quests, due to them just following the gold marker on their map and reaping rewards without even knowing what quest they're turning in for. I've also read more than a few not even having known there was an option to turn it off.

Maybe it's not for everyone, but I enjoy having to check my jourmal for a location, or figuring out something on my own without an everlasting arrow to guide my path.

suffice it to say, well, title for reference. I feel like more people might have enjoyed the game more by first learning to use the marker as more of an "unstuck" button rather than the yellow brick road. Thoughts? 

Incidentally, I do enjoy the game, though the journal entries could have been a little more... flavourfull.

Modifié par Myzzrimm, 06 juillet 2011 - 08:46 .


#2
Cutlass Jack

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My thought is that anyone who can't figure out how to shut off Quest markers is probably the sort of person who needs those quest markers. So its best to default them to 'on' for that reason.

#3
Ronin2006

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I don't think the quest markers themselves were the problem.

The problem was that they often just magically appeared after you picked something up in the middle of Cave 1 for the 30th time.

There was no back story and absolutely no reason whatsover for Mr ****, I mean Hawke, (yes, the name you especially chose for him is REALLY kewl - well done Bioware marketing and development) to know where the random item he picked up should go.

Even if they used the dreaded message board technique, at least there would be some sort of reason to know where to go. Even if the message board just had a stupid thing like a lost puppy poster that said "item ___ missing, please return to _____ located at _____" there would be some sort of reason for the quest marker to appear. But instead, it just appears randomly for about half of the sidequests after you pick up some item for no reason. Brilliant! Captain Douchebag's intuitive senses must be pretty special, no wonder he's a "legend."

They could've ideally, had random sequences and cutscenes before we pick up these items, where we actually meet these people, hear some backstory and have some NPC development. It would add some more interest to the sidequests, and rather than being a chore, they might actually be what sidequests are meant to be, and something that is fun outside of the main story. But no, that would've cost time and money, so instead we get this poor excuse for padding and adding fat to an already bare bones turd.

Modifié par Ronin2006, 06 juillet 2011 - 01:44 .


#4
Giltspur

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Cutlass Jack wrote...

My thought is that anyone who can't figure out how to shut off Quest markers is probably the sort of person who needs those quest markers. So its best to default them to 'on' for that reason.


Cynical.

And probably accurate.

#5
Annarl

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I haven't seen (or should I say read) anyone say they felt detached from Hawke because of quest markers.  :? But if you don't like don't use them. It's better to have more advanced users shut them off if they want, than to have less experienced users looking to turn the markers on. 

Modifié par omearaee, 06 juillet 2011 - 02:30 .


#6
Uccio

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Ronin2006 wrote...

I don't think the quest markers themselves were the problem.

The problem was that they often just magically appeared after you picked something up in the middle of Cave 1 for the 30th time.

There was no back story and absolutely no reason whatsover for Mr ****, I mean Hawke, (yes, the name you especially chose for him is REALLY kewl - well done Bioware marketing and development) to know where the random item he picked up should go.

Even if they used the dreaded message board technique, at least there would be some sort of reason to know where to go. Even if the message board just had a stupid thing like a lost puppy poster that said "item ___ missing, please return to _____ located at _____" there would be some sort of reason for the quest marker to appear. But instead, it just appears randomly for about half of the sidequests after you pick up some item for no reason. Brilliant! Captain Douchebag's intuitive senses must be pretty special, no wonder he's a "legend."

They could've ideally, had random sequences and cutscenes before we pick up these items, where we actually meet these people, hear some backstory and have some NPC development. It would add some more interest to the sidequests, and rather than being a chore, they might actually be what sidequests are meant to be, and something that is fun outside of the main story. But no, that would've cost time and money, so instead we get this poor excuse for padding and adding fat to an already bare bones turd.



Indeed, well said.

#7
Myzzrimm

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Cutlass Jack wrote...

My thought is that anyone who can't figure out how to shut off Quest markers is probably the sort of person who needs those quest markers. So its best to default them to 'on' for that reason.

 

My only response to that is that most games that feature a quest marker have no way to turn them off. Oblivion, for example. It would be safe to assume, then, that da2 operates in the same fashion. Though it would, of course, be an incorrect assumption.

#8
Dubya75

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Cutlass Jack wrote...

My thought is that anyone who can't figure out how to shut off Quest markers is probably the sort of person who needs those quest markers. So its best to default them to 'on' for that reason.


This.
Ignorance is not exactly a valid motivation to change stuff in the game.

#9
Dubya75

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Myzzrimm wrote...

Cutlass Jack wrote...

My thought is that anyone who can't figure out how to shut off Quest markers is probably the sort of person who needs those quest markers. So its best to default them to 'on' for that reason.

 

My only response to that is that most games that feature a quest marker have no way to turn them off. Oblivion, for example. It would be safe to assume, then, that da2 operates in the same fashion. Though it would, of course, be an incorrect assumption.


You know what they say about assumptions...

#10
Alex Kershaw

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The problem seemed to be the 'You telepathically realise that Merrill has a quest for you' or 'despite the fact that you were simply told to visit Dark Town, you happen to know the exact location of a concealed hide out that surely would have been stopped if it was widely known'

#11
In Exile

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But this is an entirely meta-game mechanic. It has absolutely nothing to do with in-character knowledge. It is simply a way for some players (I always keep it disabled) to know where to go without wandering.

#12
Faust1979

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 the first game had quest markers that showed where to go during quests why not complain about that as well?

#13
Demonicom

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I like not having quest markers when I am playing a game that has all sorts of new environments to run through as I am looking for the quests.

Unfortunately DA:II is not one of those games, and as such I would rather have the quest markers active so that I can get in, get done, and get finished as soon as possible without having to spend too much time looking at the same area for the 73rd time.