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Please let us disable quest markers


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36 réponses à ce sujet

#26
Jukaga

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Remember in Morrowind where the quest giver would give a vague geographical location and a few hints and you would be expected to find it? Oh and if you forgot, trying to navigate the quest log was even more fun.



#27
MrFob

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My favorite in this regard is still Gothic (1 and 2). Not sure how well the English translations worked (played in the original German version) but the descriptions of the NPCs really worked well, also because the world wasn't super big but very diverse with lot's of distinguishable landmarks.

If an NPC told you "go to the tower on the hill behind the bridge in the west", then it was perfectly clear where you had to go, no markers, not even maps (unless you bought or found one).

 

Since I imagine the actual search areas on the planets in ME:A will not be bigger than, say the world of Gothic, I could see that working. It would be cool if some NPCs would just give you coordinates for quests when appropriate, while others would not because they can't. Example:

Quest NPC 1: "I need you to check in on our outpost on the planet Teloria. I'll upload the exact coordinates to your omnitool."

-> You get a quest marker and everything.

Quest NPC 2: "You want to talk to Dr. T'Laris? Last I heard, she was on an excavation of Remnant ruins in the Fallija System. I don't exactly know where they are but keep an eye out for Remnant structures and I am sure you'll find her and her team."

-> The only note you'll get is to go to the Fallija System. From there on out, you are on your own.

 

Another nice approach could be something similar to what they did in Leviathan, where you have to search for clues in order to nerrow down the location of a target.


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#28
Sylvius the Mad

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Remember in Morrowind where the quest giver would give a vague geographical location and a few hints and you would be expected to find it? Oh and if you forgot, trying to navigate the quest log was even more fun.

Yes.

That was better. TES erred badly by adding quest markers.
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#29
In Exile

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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.

 

It sounds like it. A search pattern is work. That's the opposite of what I want in a game. I understand your desire for more information to produce one, I just prefer to see resources allocated elsewhere. 



#30
Sylvius the Mad

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It sounds like it. A search pattern is work. That's the opposite of what I want in a game. I understand your desire for more information to produce one, I just prefer to see resources allocated elsewhere.

I enjoy logical systems.

Mostly I want the option to turn the quest markers off, but I recognize they won't let us do that unless the information is available somewhere else, and I'm trying to discourage a quest log info dump.

#31
Laughing_Man

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In a Sci-fi scenario, quest markers are actually very logical in most cases, since you have HUD and GPS devices.

 

And when I have quest markers, I know to go and explore first in the other direction anyway, so they are rather helpful in preventing me from stumbling on the quest location by mistake and triggering something.


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#32
In Exile

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In a Sci-fi scenario, quest markers are actually very logical in most cases, since you have HUD and GPS devices.

 

And when I have quest markers, I know to go and explore first in the other direction anyway, so they are rather helpful in preventing me from stumbling on the quest location by mistake and triggering something.

 

Sci-fi makes things like a mini-map sensible (hell, I basically use GoogleMaps like a minimap sometimes). It doesn't mean actual markers make sense, depending on what you're looking to find. I actually thought TW3's "Witcher Sense" was a cool concept, and actually incorporated a lot of what actual discovery was like. I wish more games tried to copy it. 

 

I enjoy logical systems.

Mostly I want the option to turn the quest markers off, but I recognize they won't let us do that unless the information is available somewhere else, and I'm trying to discourage a quest log info dump.

 

I often play with quest markers off. I just find that when it comes time to the scrounging, they're efficient. Unfortunately, the cost of having the information in-game is very expense, because of the word budget (even if there wasn't VO). 



#33
Sylvius the Mad

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I often play with quest markers off. I just find that when it comes time to the scrounging, they're efficient. Unfortunately, the cost of having the information in-game is very expense, because of the word budget (even if there wasn't VO).

I'm always glad to have the opportunity to point out a downside to voiced content.

#34
Jukaga

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Yes.

That was better. TES erred badly by adding quest markers.

 

Agreed, but the Morrowind quest log was abysmal, even after Tribunal improved it.



#35
Wulfram

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I like quest markers so long as they're used with some regard to what the main character would be logically aware of. If a something is supposed to be secret, then giving the player an area to search rather than a pinpoint location is good.
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#36
BloodyMares

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I like quest markers so long as they're used with some regard to what the main character would be logically aware of. If a something is supposed to be secret, then giving the player an area to search rather than a pinpoint location is good.

Yeah, I remember in ME1 NPC characters almost always had their names displayed on the HUD even though Shepard doesn't know them. I remember particularly on Noveria Parasini told Shepard to talk to Lorik Qu'in in the lounge bar. However she didn't specify it was turian so I wonder how would Shepard know who of all people in that bar is Lorik Qu'in. Because I remember at least one salarian in the area and they have strange names as well. What is more irritating, Shepard actually asks "Lorik Qu'in?" as if his HUD didn't tell him that. In these times i was kicked out of the world and remembered it was just a game. 



#37
ZipZap2000

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Currently playing ANIMA gate of memories.

(Not that you can get lost playing this BUT)

No in world marker and a map marker are clearly the way to go. Push button, check map, head that way.

*Sips Ryncol*