No compass, No quest-markers.

Post » Mon May 28, 2012 1:25 am

I didnt look at the map. Did you bother reading? I looked at a map that was in-game. A paper map inside the barracks, not UI map. I DID find the place on my own!


Im about to comment katixa now, gonna take some time so if I wont respond to your next comment fast I apoligize ahead.
Wait, what? There's a map for every single location in the game?
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Alberto Aguilera
 
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Post » Sun May 27, 2012 11:05 pm

I used clairfoyance spell ..my bad for the spelling and helped me when i didn't have markers but now the spell is broken and don't work.
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Patrick Gordon
 
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Post » Mon May 28, 2012 2:30 am

My experience: Misc quests impossible to find = takes away a lot of possible fun. No thanks.

This.

Had a great one today, found a dead body in a dungeon, looted it. After the loot menu I got a quest pop up "Report [Name]'s death so his family.".
What the hell? The corpse didn't even HAVE A NAME. How am I supposed to magically know where I can find his family when he doesn't have a diary either...

Worst part was that the quest marker was broken for this quest. Jolly good fun, that is.
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Dorian Cozens
 
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Post » Mon May 28, 2012 2:22 am

I do not track my quests. Not even the misc ones. At no point have I found a quest that didn't tell me the location either in the "new quest" prompt that pops up on screen, in the quest log itself, or in the dialogue from the quest giver. Well, except in the case of the random fetch quests that have you bring an item or several items of mundane things like ingredients or a specific, non-rare book; but if you can't find 20 snowberries without using the quest markers, you should probably stop playing the game.
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Milagros Osorio
 
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Post » Mon May 28, 2012 3:44 am

I try to play with quest markers disabled as much as I can, because I don't want to play this game following an arrow. Possibly my next replay, with a different char, once I explored the world, felt the thrill of all Skyrim, etc... but not for now.

The problem is that I find myself lost several times. And anyway trying to play with realism, like being without a map, etc... it's not even conquered, even if you manage to do so, because the game tells you place names as you discover them.

Some quest givers mention details (person name, places, directions, etc.) some others just mention a place, and if you don't open the map, you just have one option: wait until you discover the place (and you know because the game tells you). So, while I think it's nice to play without much guidance, also I find it a bit complex, maybe not necessary, to go around completely lost. For instance, I was told to kill a bandit leader in a place, but nobody gave me details about that place... just another arrow (disabled for me). And don't get me wrong, is not that I want to do quest after quest, I love adventuring... but sometimes I just want to progress a little in the game, and I find myself reading the journal, without markers, and wondering where is that place or NPC... because it doesn't even mention the city.

If the game included a feature like a library where I could read about places, or an ingame map for adventurers (not UI map, I mean.. a map inside the gameworld), or something like that, I would surely go for it, instead of my UI map, for quests that mentions a tower, cave, etc...even if not all of them are catalogued.

Not being the case, my only choice (if I want to see if the quest is near, or far, to choose if leave it for now or not) is to open the journal and show the marker of the quest on map, and see where is the place. Once I get an idea where it is, I disable the quest marker and try to travel on my own... so lets say I play as if it was the character's map. You also get notices about "Map updated", so you can take it in some way as if your character updated the map.

Anyway, I understand that they can't create spoken dialogues for everything, but a solution for creating quests with more depth, and at same time avoiding long dialogues, could be something like ending the dialogue with this: "here, let me explain a little further...". Followed with a "journal updated" note, and then in your journal you could read something like: "There seems to be a cave to the SW of Whiterun, where this guy lost his sword. He could see the city from the entrance, so must not be far away".

Or as it works now, if the game included a couple more details, it would be helpful... right now seems to be designed to just follow the arrow to doors and NPCs, so a 3 minute dialogue is reduces to an entry in the journal saying: "Kill X on Y tower", and unless you remember, or activate a marker, you have no idea if the place is near city X or city Y, so you can only wish to find that place and NPC sometime while playing.. or activate the marker to see where it was.

Another example for this "find-myself-lost" stuff is that I crossed a guard saying something about a bandit camp somewhere, and I just noted it down on my real-life notepad under the "to visit" category, but just as I was doing that, I noticed a "map updated" notification on the screen, and a new quest on "Miscellaneous" with something so brief as: "Go check [place]"... First I don't know why a quest is needed there. And second, if you play with no arrows or map... how are you supposed to reach that place?

Sorry for the long post specially because it derived to a little criticism/complain, but I hope it's at least a bit worth as a reply to what you was asking.

I will try to break down what you wrote,

First - I like you suggestions! on the library most of all and the "further information" from NPCs, I think it shouldn't be too hard to mod. I would addtho the journal thing into a book, an actual book in your inventory. Inside the book there will be notes "given" by NPCs (alittle MW like) but maybe thats what you meant?

* - you can find places, even if its only a bandit X in location Y kind of thing. You will not believe what you can colnclude only by location name. Yes tho, it does include alot of time and search for the location. But by taking clues (check my post right before yours, the post I sent to hircine) you can even find bandit X in location Y eventually without randomly bump into it.
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jessica robson
 
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Post » Mon May 28, 2012 1:39 am

Anyway, I understand that they can't create spoken dialogues for everything, but a solution for creating quests with more depth, and at same time avoiding long dialogues, could be something like ending the dialogue with this: "here, let me explain a little further...". Followed with a "journal updated" note, and then in your journal you could read something like: "There seems to be a cave to the SW of Whiterun, where this guy lost his sword. He could see the city from the entrance, so must not be far away".

IMO spoken dialogue is the biggest killer of all. At least the markers can be turned off etc, spoken dialogue is a finite resource, and cannot be procedurally generated like text dialogue can. I fear it's a one-way change, we'll never get back to text dialogue again, too many gamers would vomit.
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Da Missz
 
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Post » Mon May 28, 2012 12:32 pm

Wait, what? There's a map for every single location in the game?
Not sure if you are sarcastic or not.

Look, im not praising the system. It gives me hard time but it doesn't break immersion and force me to use the UI map or markers.

Edit: atleast for now.
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mimi_lys
 
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Post » Mon May 28, 2012 5:05 am

Not sure if you are sarcastic or not.

I think it's more likely that he's not understanding that you're using the map on the castle table and not your ingame UI map. Actually, that's a rather good idea, I have no idea why I didn't consider it. I am sure it's a possible mod option in future, to disable your ingame map completely and just rely on looking at that map. It means returning to the castle (sorry can't think of it's name right now) to find the location of a new, er, location, but that's not outside the boundries of gameplay IMO.
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Jhenna lee Lizama
 
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Post » Mon May 28, 2012 2:58 am

I think it's more likely that he's not understanding that you're using the map on the castle table and not your ingame UI map. Actually, that's a rather good idea, I have no idea why I didn't consider it. I am sure it's a possible mod option in future, to disable your ingame map completely and just rely on looking at that map. It means returning to the castle (sorry can't think of it's name right now) to find the location of a new, er, location, but that's not outside the boundries of gameplay IMO.
Exactly. Why would it be outside gameworld boundries? Its an in-game map.
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Justin Bywater
 
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Post » Mon May 28, 2012 2:04 am

Exactly. Why would it be outside gameworld boundries? Its an in-game map.

I mean gameplay boundries, I don't think it's unreasonable to have a gameplay style where you only have the table-top maps to refer to. After all, as a player you probably already have a *real* map that came with the game.

In fact, higher difficulty modes should use this :) no HUD, and no UI map. Would soon separate the gamers from the players.
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Darren Chandler
 
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Post » Mon May 28, 2012 3:41 pm

I will try to break down what you wrote,

First - I like you suggestions! on the library most of all and the "further information" from NPCs, I think it shouldn't be too hard to mod. I would addtho the journal thing into a book, an actual book in your inventory. Inside the book there will be notes "given" by NPCs (alittle MW like) but maybe thats what you meant?

* - you can find places, even if its only a bandit X in location Y kind of thing. You will not believe what you can colnclude only by location name. Yes tho, it does include alot of time and search for the location. But by taking clues (check my post right before yours, the post I sent to hircine) you can even find bandit X in location Y eventually without randomly bump into it.

I was talking about a journal as it currently is designed, but just with some more details. I proposed the book idea some days ago on a similar topic, but in this case what I suggested was the possibility to acquire blank books that the player could carry and fill with notes, directions, names, or whatever... Just, a REAL journal. And now that I'm at it, it would be even cooler if you could buy "paper roll" to draw on them with pen and ink (own city maps, etc.).

About your post for finding places.. well, maybe not my style at all, but I like the idea. I'm trying to make my gameplay as long as possible so I may consider trying some hardcoe stuff and try to get a bit... lost or desperate. I have the real paper map anyway so I can always check it for clues.. I hope that this is not considered cheating ;)


IMO spoken dialogue is the biggest killer of all. At least the markers can be turned off etc, spoken dialogue is a finite resource, and cannot be procedurally generated like text dialogue can. I fear it's a one-way change, we'll never get back to text dialogue again, too many gamers would vomit.

I agree, that's why keeping this in mind, I mentioned that idea about the NPC saying something that could end in a journal full of details. But well, anyway, also keeping in mind that nowadays people doesn't want to read long journals neither dialogues, but just run to a quest marker to get the XP, the whole idea doesn't makes sense either.
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x_JeNnY_x
 
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Post » Mon May 28, 2012 10:02 am

I mean gameplay boundries, I don't think it's unreasonable to have a gameplay style where you only have the table-top maps to refer to. After all, as a player you probably already have a *real* map that came with the game.

In fact, higher difficulty modes should use this :) no HUD, and no UI map. Would soon separate the gamers from the players.
I dont have a real map that comes with the game since I bought it through steam. But I did paint the map I use in Skyrim.
You see - as I travel along the roads of Skyrim my character mapps what she sees (that means - I map in real life what I see through my character's eyes.) So I have right here in real life on my table - A painted map of Skyrim I did myself, which I made only by observing things through my character eyes. Its rather unaccurate, but its good enough to get my character on-track.

Edit: :ph34r: Ill answeer other comments right away :)
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Nicole Kraus
 
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Post » Mon May 28, 2012 4:15 am

I was talking about a journal as it currently is designed, but just with some more details. I proposed the book idea some days ago on a similar topic, but in this case what I suggested was the possibility to acquire blank books that the player could carry and fill with notes, directions, names, or whatever... Just, a REAL journal. And now that I'm at it, it would be even cooler if you could buy "paper roll" to draw on them with pen and ink (own city maps, etc.).


But the problem remains. Its no different than what I do - except that instead of a book in real life you have a book in-game. I imagine the "journey book" I have in real life is part of my character inventory. Its an extended gameplay that goes into reality - if you wish.

Or did you suggest that the dialouge (text) will appear automaticly in the journal as if the character written it him/herself?




About the people who play to get EXP and quests completed - I agree, I want so much for once that someone will explain me WHY OH WHY everyone is playing games just to "beat them" fast as they can? No one explained me how it is fun and what are the benefits. As I see it its a complete loss. Its just like running blind in a museum of art with only 1 goal - make it to the exit. Really people? Really?
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Danial Zachery
 
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Post » Mon May 28, 2012 7:48 am

also keeping in mind that nowadays people doesn't want to read long journals neither dialogues, but just run to a quest marker to get the XP, the whole idea doesn't makes sense either.

Hmm yeah. There is this new TES paradigm working it's way in that finding stuff and working stuff out is not gameplay. The Quest is the gameplay, if you're not doing The Quest, you're wasting game time. Not travelling to The Quest, not finding out further information for The Quest, just... the fighty bits. To me, getting lost is not a barrier to gameplay, it IS the gameplay. Why is the game slowly becoming something else? Pretty soon it will just be roads, fast travel along the roads, no need for all that landscapy stuff, it gets in the way of The Game. God help us :D
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Greg Swan
 
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Post » Mon May 28, 2012 12:32 pm

Not impossible at all. You still hear the sounds when your health is running low.
Really? Sounds like a fun challenge then. I'll be doing this on my new playthrough I just started.
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RaeAnne
 
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Post » Mon May 28, 2012 5:19 am

But the problem remains. Its no different than what I do - except that instead of a book in real life you have a book in-game. I imagine the "journey book" I have in real life is part of my character inventory. Its an extended gameplay that goes into reality - if you wish.

Or did you suggest that the dialouge (text) will appear automaticly in the journal as if the character written it him/herself?

I guess we got a confussion here. I'll simply reply to this question hoping it clear things up.

Now, replying to this last question: No. One thing would be the "game journal" where you could see autogenerated quests (main/secondary) with some details on names, cities, areas, directions, etc., and another thing would be the optional player books you could buy if you wanted, to write on them, instead of having to pick the real life notepad everytime. This anyway is hard to achieve because by the time you realize you could note something down, the text is already gone (I use subtitles).

Maybe there should be an option to review last X lines of conversations (any), so it would be something like telling someone "excuse me, could you repeat that again?" *notes down*. So it could be useful both for ingame personal book/journal, or real life notebook.

Anyway, weekend is near, so I hope to have some available time to try this playing mode with no hurries (exploring around, trying to memorize landscapes, etc.)
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Caroline flitcroft
 
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Post » Mon May 28, 2012 3:01 pm

1) Did you encounter any "Dead ends" where you simply could not go on without the quest-marker?

2) If so, what did you do to overcome this dead ends? Did you apply quest markers or did you found some other way to fix your problem?
* Talk to Mathilda
* Investigate named dungeon
Who the hell is Mathilda, and approximately where is that dungeon? The journal svcks on giving us details, so yeah, at least the basic locations you're pretty much stuck with having to use it unless you keep a hand written (or iPad or whatever since alt tab'ing crashes the game) journal. Can't wait to get a note and marker placer and filter addon to help out here.

Yeah, I'm pretty much stuck with having them enabled. The game seems utterly designed around their use. The only time so far that someone will "take me to a place" is when getting a room at an inn. Then again, I'm not questing much yet because I need some hardcoe mods to add that extra bit of frustration (= fun to me) to the game.

Im playing 50 hours now into the game. For the first 20-30 hours I didn't even open the map. I navigated only by sun, stars and memory of the environment.
How the heck do you navigate by stars? I'm able to do it in Arma, both on the northern and southern hemisphere (I'm a star gazer) because I'm familiar with how to find the guides (northern star and "southern star which doesn't exist"). But how to do it on Nirn? The only thing I've ever noticed was that shadows were always way off in all BGS games (incl FO/FONV), where the moon(s) doesn't cast the appropriate shadow at all. So no, I never bothered checking the stars for accuracy or consistency. So, how do you navigate by stars in these games?
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Brandon Wilson
 
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