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Please let us disable quest markers


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#1
Sylvius the Mad

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Having a glowing arrow (either in the world or on the map or in my hud) telling me where to go removes much of the interesting aspects of quests and exploration. I desperately hope we can turn those off.

This also means that quest givers will actually need to tell us where to go, or at least have text to that effect appear in the quest log. But I don't want quest markers (or plot helpers or whatever they're called in this game).

I get that some people like to just follow the pointers from location to location without having to give it any thought at all, so I'm not asking for the quest markers to be removed. Just make them optional.

#2
UpUpAway95

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Optional would be great.


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#3
AngryFrozenWater

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I would love to see user defined markers and quest markers. These are handy on large maps and allow me to plan a route.

 

Edit: If I remember correctly, Stalker had an extremely simple, nearly empty UI, but that also fitted its setting. You had to count the bullets in the magazine to know how many shots you could fire. In a more advanced setting, like ME:A, I want to be able to use an advanced UI with lots of bells and whistles, like some form of advanced GPS, because that fits its setting.


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#4
LightningPoodle

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I expect most of the missions will be linear, thereby removing the need for a marker all together.

 

The exploration side of things...

 

Quests tracking itself can always be turned off. You just unselect the quest in your log or journal or whatever you want to call it. Any other markers are ones you can put there yourself.

 

These things are already in most games. Asking for this seems unnecessary really.


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#5
The Hierophant

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Agreed, and an option to disable the tutorial messages too.



#6
SNascimento

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Can't you just imagine they are not there?



#7
Paul E Dangerously

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I'd settle for being able to disable the minimap, but it seems Bioware doesn't do that anymore outside of nuking the entire HUD.



#8
GeneralXIV

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Knights of the Old Republic has no quest markers and its so difficult to make your way around :( honestly I think games like these need them... you need to know what youre looking for even if there are multiple ways to get to where you want... I could live without a map i guess... but I need something to point me in the right direction at least :)



#9
TurianSpectre

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Knights of the Old Republic has no quest markers and its so difficult to make your way around :( honestly I think games like these need them... you need to know what youre looking for even if there are multiple ways to get to where you want... I could live without a map i guess... but I need something to point me in the right direction at least :)

Yeah im totally the same... its different for games like skyrim where you can disable points and just roam around and pick up quests at random, but games like mass effect need them as some of the objectives can be pretty hard to find due to some of the pallet colours and can be pretty obscured


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#10
AngryFrozenWater

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Come to think of it... I would love to have helmets with specialized user interfaces. Ones displaying data important to combat, others for exploration. And alien ones, with a completely foreign character set for an unknown purpose. Just by using it, you may be able to figure out what that last one was specialized in.



#11
Sartoz

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                                                                                   <<<<<<<<<<(0)>>>>>>>>>>

 

Hey,

EA wants to market the game to casual gamers, remember? A HUD that is in tune with a sci-fi setting + provide clear, concise and the necessary information is a "must have".

 

Optionally, the HUD can display additional information should the newbie need it to continue, such as a minimap. Actually, this mini should optionally be made into a maxi to allow the player to see more of the map. We are exploring after all.

 

AN On/Off quest marker switch?  Why not?



#12
Obliviousmiss

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NOOOOOOOOOOOOOO!

 

I'll forget what I'm doing. 

 

I hate checking the journal every 2 minutes. An arrow helps me remember! :D



#13
MarchWaltz

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I like quest markers because it tells me the area I need to avoid when I want to do side stuff first, least the side stuff gets locked out because I accidentally walked into the main quest area 



#14
Monk

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Having a glowing arrow (either in the world or on the map or in my hud) telling me where to go removes much of the interesting aspects of quests and exploration. I desperately hope we can turn those off.

This also means that quest givers will actually need to tell us where to go, or at least have text to that effect appear in the quest log. But I don't want quest markers (or plot helpers or whatever they're called in this game).

I get that some people like to just follow the pointers from location to location without having to give it any thought at all, so I'm not asking for the quest markers to be removed. Just make them optional.

 

You're saying two different things here. You want quest markers disabled to further "the interesting aspects of quests and exploration." Yet, you want quest givers to give more tracking information so… the interesting aspects of q/e don't become too much?

 

This tells me you want to hail back to the old way of quest tracking. Think you might wanna mod for that.


#15
Unata

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It's the future, your GPS system in your handy dandy Omni tool SHOULD be powerful enough to mark a location on your map or a general location otherwise your talking about a DA:O type of world, pen and paper map making doesn't fit into the time period.

 

TBH it doesn't make sense not to have quest markers considering the time period.



#16
Sylvius the Mad

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NOOOOOOOOOOOOOO!

I'll forget what I'm doing.

I hate checking the journal every 2 minutes. An arrow helps me remember! :D

So don't turn them off.
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#17
Sylvius the Mad

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You're saying two different things here. You want quest markers disabled to further "the interesting aspects of quests and exploration." Yet, you want quest givers to give more tracking information so… the interesting aspects of q/e don't become too much?

This tells me you want to hail back to the old way of quest tracking. Think you might wanna mod for that.

If the quest givers don't give us any indication where to go, turning off the quest markers would be crippling. Our only option then would be to wander aimlessly in the hopes of finding something.

There's a quest in DAO that did that. In the Crosscut Drifters quest, there was no information provided at all about where the hidden cache was once you'd found all the map pieces. The journal said you now knew where it was, bit you didn't unless you had quest markers turned on. If it had said "in the tunnels south of Caridin's Cross", then we could have explored that area looking for it, but as it was there was no way even to know which map it was on unless quest markers were enabled.

That's what I'm trying to avoid by asking for more information from quest givers.

#18
Sylvius the Mad

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It's the future, your GPS system in your handy dandy Omni tool SHOULD be powerful enough to mark a location on your map or a general location otherwise your talking about a DA:O type of world, pen and paper map making doesn't fit into the time period.

TBH it doesn't make sense not to have quest markers considering the time period.

What if the location of the object isn't known with precision? Modern quest markers will move with the target, which is absurd.

#19
slimgrin

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Not practical if you have an open world and lots of NPCs. To me, it's more important to be able to disable UI hints on the world map. One exception is when NPcs will call out to the player, and you have to actually go talk to them to find out they're a quest giver. 



#20
LightningPoodle

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If the quest givers don't give us any indication where to go, turning off the quest markers would be crippling. Our only option then would be to wander aimlessly in the hopes of finding something.

There's a quest in DAO that did that. In the Crosscut Drifters quest, there was no information provided at all about where the hidden cache was once you'd found all the map pieces. The journal said you now knew where it was, bit you didn't unless you had quest markers turned on. If it had said "in the tunnels south of Caridin's Cross", then we could have explored that area looking for it, but as it was there was no way even to know which map it was on unless quest markers were enabled.

That's what I'm trying to avoid by asking for more information from quest givers.

 

In that particular example, the character knows whereas you don't, which is the whole point of roleplaying, right? So a quest marker works perfect in the case.



#21
In Exile

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If the quest givers don't give us any indication where to go, turning off the quest markers would be crippling. Our only option then would be to wander aimlessly in the hopes of finding something.

There's a quest in DAO that did that. In the Crosscut Drifters quest, there was no information provided at all about where the hidden cache was once you'd found all the map pieces. The journal said you now knew where it was, bit you didn't unless you had quest markers turned on. If it had said "in the tunnels south of Caridin's Cross", then we could have explored that area looking for it, but as it was there was no way even to know which map it was on unless quest markers were enabled.

That's what I'm trying to avoid by asking for more information from quest givers.

 

Wait, DA:O had quest markers? Man, I turned those off so rapidly I must have forgotten. 

 

My problem with this is that, even with good directors, it still becomes a pain to actually search. Part of the problem is that you're not really approximating a search with a group of people - you don't get some fun interaction and physical exertion as much as you're just searching a grid.

 

I agree that we should be able to disable markers, but I don't necessarily care for accurate directions. Because if something isn't self evident to find without them, then it's too annoying to look for and then we see the value in quest markers as time savers (we can just headcanon that I asked for directions, I got them, and I wasted 59 hours of my character's life looking for the appropriate hole in the ground).  



#22
wright1978

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It's the future, your GPS system in your handy dandy Omni tool SHOULD be powerful enough to mark a location on your map or a general location otherwise your talking about a DA:O type of world, pen and paper map making doesn't fit into the time period.
 
TBH it doesn't make sense not to have quest markers considering the time period.


Yeah marking locations makes complete sense considering the setting and technology.
Not sure about the the sense of having directions being given by quest givers.
Being able to turn on and off markers I don't have a particular issue.

#23
KaiserShep

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I think it might work to have to queue up the markers by simply pressing a key when in non-combat areas, where you could use one normally used for an ability in combat, otherwise you see nothing at all. This can get annoying though if the NPC is mobile. Example: the miner in the Forbidden Oasis in DA:I. She definitely needed a quest marker.

#24
MrFob

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I completely agree with Sylvius' OP. Especially if exploration is a corner stone of this new game, let us actually explore instead of just going for the next quest marker!

 

That said (and while I do really agree, especially for gameplay reasons), markers at least for some quests would make more sense in a scifi RPG than they do in a fantasy world. At least here, I could see how scanners, accurate maps and augmented reality systems could be used to actually have these markers (like we even do these days in the real world - looking at you google maps :)). So in terms of lore, I wouldn't be opposed to it. But in terms of gameplay, there should really be at least the option to turn it off. In fact, the more customization is allowed in the HUD, the better.


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#25
Sylvius the Mad

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Wait, DA:O had quest markers? Man, I turned those off so rapidly I must have forgotten.

My problem with this is that, even with good directors, it still becomes a pain to actually search. Part of the problem is that you're not really approximating a search with a group of people - you don't get some fun interaction and physical exertion as much as you're just searching a grid.

You and I disagree about what the fun part of the search is. The interaction and physical exertion isn't it. Constructing and executing an efficient search pattern is.