Is the nav system this bad?

Post » Sun Mar 06, 2011 3:49 pm

Just so I'm not confused, but when you have a multi-objective quest, there's absolutely no way of knowing which of the markers equates to which of the multi-part objectives, right? Not unless you've memorized the location of every NPC at all locations at all times.
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Danial Zachery
 
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Post » Sun Mar 06, 2011 11:59 am

Correct.

Yeah, I find it pathetic too man.
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Leanne Molloy
 
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Post » Sun Mar 06, 2011 9:57 am

I remember the dead-beat quest in the Den (FO2), where you were asked to find the one guy in town that owed "Mom" money... No description, and they all used the same three sprites. :lol:

There are many players that would have the quest-markers removed outright (under the opinion that it is that it is... "hand holding" to point the way). Myself, I don't mind the markers in theory, but I would prefer they point to the general direction of the town you are to travel to (if you have been briefed on where it is). I don't like that they follow the individual as though he was transmitting GPS info.
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Steve Fallon
 
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Post » Sun Mar 06, 2011 1:21 pm

I remember the dead-beat quest in the Den (FO2), where you were asked to find the one guy in town that owed "Mom" money... No description, and they all used the same three sprites. :lol:

There are many players that would have the quest-markers removed outright (under the opinion that it is that it is... "hand holding" to point the way). Myself, I don't mind the markers in theory, but I would prefer they point to the general direction of the town you are to travel to (if you have been briefed on where it is). I don't like that they follow the individual as though he was transmitting GPS info.

They should let us choose to have them on or off, because for some it's hand holding, for those like myself, just to lazy to sit there and explore 'The went west of here' and explore the entire western side of the Mojave to find some guy :bonk:
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josh evans
 
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Post » Sun Mar 06, 2011 5:30 pm

Cool. The whole pip-boy wreaks of horrid UI design. There's just so much wasted functionality that SHOULD be there.

Gonna need to find a mod for my PipBoy. Maybe upgrade it to a PipMan.
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Wane Peters
 
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Post » Sun Mar 06, 2011 9:22 am

Whats worse is it does not show whether if it is above you or below you, you have to guess.
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Cathrin Hummel
 
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Post » Sun Mar 06, 2011 5:37 pm

Cool. The whole pip-boy wreaks of horrid UI design. There's just so much wasted functionality that SHOULD be there.

Gonna need to find a mod for my PipBoy. Maybe upgrade it to a PipMan.

I know Gizmo will deck me with a lead pipe in my sleep for saying this, but I find the F:3 and F:NV UI way better than the previous gen UI :bolt:
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Maya Maya
 
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Post » Sun Mar 06, 2011 12:34 pm

I know Gizmo will deck me with a lead pipe in my sleep for saying this, but I find the F:3 and F:NV UI way better than the previous gen UI :bolt:
No argument here... but the Pipboy 3000 is tech from a century later, and the FO1 UI was a period piece that conformed to the retro 50's theme.
(I don't have a problem with either, but I never liked that the Pip was worn as an arm band ~regardless of how it was described in any of the games).
It would have been nice to have either a Pipboy 3000, or a Pipboy 2000 in New Vegas (and there are UI mods that could make that possible with a little work).

The methods of the last two games require the pip to be exposed even in power armor; which IMO looks silly, and would function even sillier. If you look close at the BOS power armor, you see that the artist may have intended for the PA forearm to cover the Pipboy... but it just doesn't work. I tried that myself for a week on my own armor mod... Even now the armor's Bicep clips over the pipboy somewhat, and its not fixable.
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Dean
 
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Post » Sun Mar 06, 2011 6:10 am

You can have a great UI that compliments the era technology and style. UI failures here have to do with how information is not properly presented in a uniform, easy to navigate and understand manner. It relies too heavily on slow one-at-a-time navigation, does not group information where needed or provide useful information where beneficial. It needs a re-work from the ground up IMO.
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Marie Maillos
 
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Post » Sun Mar 06, 2011 2:05 am

What I hate about the navigation system in general is the fact that the pip-boy quest maker, and the one on the HUD both contradict each other. If I can see that the building I need to go into is straight ahead of me on the pip-boy map, then why is the quest marker on the HUD (where your health is) showing that this is not the case, as in not pointing forward in the direction I am facing which is where I clearly need to go, and is either confined to the right or the left of the compass metre.
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TWITTER.COM
 
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Post » Sun Mar 06, 2011 12:17 pm

heck the pip-boy in general svcks. i mean beyond the fast travel system i detest using it.
so clunky and poorly designed.
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Austin Suggs
 
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Post » Sun Mar 06, 2011 7:05 am

I remember the dead-beat quest in the Den (FO2), where you were asked to find the one guy in town that owed "Mom" money... No description, and they all used the same three sprites. :lol:

There are many players that would have the quest-markers removed outright (under the opinion that it is that it is... "hand holding" to point the way). Myself, I don't mind the markers in theory, but I would prefer they point to the general direction of the town you are to travel to (if you have been briefed on where it is). I don't like that they follow the individual as though he was transmitting GPS info.



I like that second idea, but the issue is that in FO:NV and 3, the actors are far more dynamic, they go to bed, they move around. Making quest descriptions tell you where they sleep, that they eat at 12:30, ect would make them very long and without those hints or a marker quests would be amazingly frustrating.
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Music Show
 
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Post » Sun Mar 06, 2011 3:08 pm

I like that second idea, but the issue is that in FO:NV and 3, the actors are far more dynamic, they go to bed, they move around. Making quest descriptions tell you where they sleep, that they eat at 12:30, ect would make them very long and without those hints or a marker quests would be amazingly frustrating.

I don't see this as a problem though :shrug:, you don't need quest descriptions that tell you where they sleep, and eat at certain times. They live in town, you'll find them (or maybe they left town... and you won't).
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Andres Lechuga
 
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