Saltypretzels wrote: »I gave the same input during beta. Quest "area markers" giving a general sense of where something is, are my preferred method here. Some quests do it that way.
Asherons_Call wrote: »Saltypretzels wrote: »I gave the same input during beta. Quest "area markers" giving a general sense of where something is, are my preferred method here. Some quests do it that way.
That would an ok compromise but I'd still rather have all text clues in where you need to go. Immersion at its finest
EddieHavok wrote: »It seems like this was the case on a few missions in other older ES titles. I completely agree, it felt great to actually find a location and feel the sense of discovery that comes with the xp and caption pop-up. But now, I just click, click, click thru the dialogue and run thru as many map markers as possible then turn in the missions once I efficiently find myself close to that marker. Having so many open missions and completing them out of order really disconnects me from the world as well. Never would I suggest to only allow fewer open missions or whatnot because that would be majorly tedious. Its a fine line to try and balance efficiency and immersion but if there were a "veteran" mode that replaces exact markers with a more detailed journal entry then that might be cool.
DaveMoeDee wrote: »It is better the way it is.
DovresMalven wrote: »Pinkiller addon!
Your point is one in an umbrella of issues I regularly bring up to others about the lacking state of modern gaming.
Specific to this issue, I use PinKiller to turn all these rubbishy things off (from in game and the map, too), and Wykyd's Immersion to remove the compass and quest tracker completely. I then play and listen to NPCs and remember, and explore. Immersion.
ESO still isn't tailored to this kind of gameplay because it was built with the expectation that the player would just rush to the triangle, and so, in many cases, with how I play, I will have vague or no information almost "go meet x", and in these cases I just have to explore.
There have been a few extreme cases where I have literally nothing to go on because of how the game was designed, and so I flip the PinKiller add on off, check map, turn it back on (e.x. finish crafting writ, and there is zero indication whatsoever of which crafting box to go to).
I really don't like where modern gaming has gone, with its oversimplification and watering down of the true elements of the game medium; these elements are, in my opinion, the following:
- Player input
- Player thought about the world in which they are in, and the rules within and how they can interact with the game world
- Player control over what happens -- this is the in the nutshell version of what it means to be a videogame
- Player goal-creation, and player goal-oriented gameplay
- Player control over the events, story and timeline, how it unfolds
- Problem solving (how can I interact with the world in a meaningful way to solve my current goal or task that I have determined for myself is what I need/want to do?)
- Interactivity - this is a huge one, the world needs to be interactive in ways that movie or book medium cannot be (e.g. in Zelda I can pick up a pumpkin and throw it into the water, watch it bob and float, do the same with a rock and watch it sink, I can chop up a pot, I can pick up and pull a chain)
Modern games have lost these things for the most part, and what we have are scripted colorful linear worlds where the narration tells you where to go and when to press E to watch something sorta interesting happen.
A great example to show what has been lost is to go from S.T.A.L.K.E.R. to Metro series.
I love both, but Metro is admittedly just a linear watered down stalker. The first is open world, player controls almost everything, directs their own goals at their own pace, thinks about problems and how he can overcome them, where the second is literally constant "go here, do this, press this button, watch pretty cutscene, rinse, repeat".
Asherons_Call wrote: »Your point is one in an umbrella of issues I regularly bring up to others about the lacking state of modern gaming.
Specific to this issue, I use PinKiller to turn all these rubbishy things off (from in game and the map, too), and Wykyd's Immersion to remove the compass and quest tracker completely. I then play and listen to NPCs and remember, and explore. Immersion.
ESO still isn't tailored to this kind of gameplay because it was built with the expectation that the player would just rush to the triangle, and so, in many cases, with how I play, I will have vague or no information almost "go meet x", and in these cases I just have to explore.
There have been a few extreme cases where I have literally nothing to go on because of how the game was designed, and so I flip the PinKiller add on off, check map, turn it back on (e.x. finish crafting writ, and there is zero indication whatsoever of which crafting box to go to).
I really don't like where modern gaming has gone, with its oversimplification and watering down of the true elements of the game medium; these elements are, in my opinion, the following:
- Player input
- Player thought about the world in which they are in, and the rules within and how they can interact with the game world
- Player control over what happens -- this is the in the nutshell version of what it means to be a videogame
- Player goal-creation, and player goal-oriented gameplay
- Player control over the events, story and timeline, how it unfolds
- Problem solving (how can I interact with the world in a meaningful way to solve my current goal or task that I have determined for myself is what I need/want to do?)
- Interactivity - this is a huge one, the world needs to be interactive in ways that movie or book medium cannot be (e.g. in Zelda I can pick up a pumpkin and throw it into the water, watch it bob and float, do the same with a rock and watch it sink, I can chop up a pot, I can pick up and pull a chain)
Modern games have lost these things for the most part, and what we have are scripted colorful linear worlds where the narration tells you where to go and when to press E to watch something sorta interesting happen.
A great example to show what has been lost is to go from S.T.A.L.K.E.R. to Metro series.
I love both, but Metro is admittedly just a linear watered down stalker. The first is open world, player controls almost everything, directs their own goals at their own pace, thinks about problems and how he can overcome them, where the second is literally constant "go here, do this, press this button, watch pretty cutscene, rinse, repeat".
Thank you. True rpg games are dying in favor of ease of play and is disheartening.. We need a developer to go against the grain to renew the spirit of the rpg genre.
Also, I guarantee you that the whole argument about PVE being boring would be thrown out the window as quests would become more dynamic. People interpret clues in different ways so some people would struggle on certain quests while others would nail the clues due to their knowledge of the land, locations of npcs and landmarks, etc. There would even be some quests that could be so cryptic that only a select few could even complete them and would hold the key to completing them secret (Until of course one guy blows the lid off and posts it on reddit).
I wish they still made roleplaying games like they used to. These days it's all 'big choices' and 'visceral combat.' I miss those old games where you had to remember to drink water, and it took you five hours real time to fly somewhere!
I wish they still made roleplaying games like they used to. These days it's all 'big choices' and 'visceral combat.' I miss those old games where you had to remember to drink water, and it took you five hours real time to fly somewhere!
While we're at it, ESO also really could do with some minigames. I love how Zelda and Witcher and other games include minigames within them.
Shops that run little games, dicing, whatever it be, it adds to the world and makes it seem more real by having games in it (because the real world has games in it). Inception.
The quest markers are just a combination of observation, memory, and cartography.
They allow the game to minimize introductions and directions. You can just assume your character was adequately informed how to do something during an unscripted moment, giving him more time to actually do it. It's being sent a memo, as opposed to sitting in a meeting.
Even if quests were completely text-based, I'm sure most people would want the option to save the quest map for use with other characters so you don't have to remember directions and locations for every quest. And there are a substantial amount of quests in ESO that require reading clues or sequencing items. AKA the quests most people will solve with a search engine.
I fully support more unscripted, feel-your-way-through-it quests in delves and other small areas, but in the open world, quest markers are more helpful than harmful.
Take a look at the image. Settings, Interface. You can turn off quest tracker, compass quest givers & so forth.