MCA 5.1KingsGambit said:You *have* to explain this now!Nikolaz72 said:Im currently playing through again with mods. I installed a mod that removed the main quest and made the poor sod on the boat you started at be the Chosen one. And you can walk around doing whatever you want and sometimes see him walking for quest-location to quest-location doing the main quest xD.
This too!! Don't say this and not explain! Details details!Nikolaz72 said:Not to mention that the mods put the environmental graphics of Morrowind on par with Skyrim.
Morrowind: 1 GB.
Environment Mods and Soundfiles: 6GB.
I mean, Holy crap. How many people are modding morrowind?! xD
Are you refusing to follow a direct order Private? That's a court martial offence.The_Blue_Rider said:I dont need to listen to you.
Generally, I like exploration. The amount of time in Skyrim I stop doing quests, see something in the distance, and then go wander over there (Maybe being arse raped by a few dragons along the way (Master difficulty ftw!)). But if I'm doing a quest, the last thing I want to do is spend three hours wandering around some rolling planes hoping that one snowy mountain in the distance is the snowy mountain I'm actually looking for.Gather said:Yeah, that's if the game was designed around the compass as the crutch. It saves on voice acting and writing (Even if it's just one line "Go to the Scary Dungeon Cave; it's to the west of Solitude"... Then if you click on the option "Where is Solitude": "Oh, you follow the road to the West".Reaper195 said:*Turns off compass*
"Now, go and find this place called...I dunno....Scary Dungeon Cave."
"Cool! *Charges outside of Witerun, gets bored after ten minutes of having not one clue where to go*"
Seriously...in a lot of games, without the compass, you wouldn't ever get to where you need to go unless by sheer coincidence.
It's a little bit more vague and requires a little bit more exploration ("Is this the cave he was talking about? No."). Some people love it but most don't.
...when have quests turned into something you have to finish as quick as possible before you can go around the world and enjoy it? I remember in the times of Planescape: Torment there were TONS of quests that lingered in your journal for HOURS until you actually even got to the point when you could really do them, and it never bugged me. And another tons of side-quests I finished by accident just by bumping into their objectives as I was pottering* around the world, taking it in? In fact, you get the endgame quest "unofficially" about 10 minutes into playing the game (Pharod says something like "you have to find a way to die for real, while you still can", then Deionarra repeats it), and yes, it never gets written in the journal, but 1. it's kind of obvious, and 2. it would be really cheap story-wise. Despite that, you learn that it'll all end in the Fortress of Regrets somewhere in the middle of the game (that is around 50 hours into it, with another 50 before you, if you don't really do all the side stuff), and THAT actually gets written into your journal...Reaper195 said:But if I'm doing a quest, the last thing I want to do is spend three hours wandering around some rolling planes hoping that one snowy mountain in the distance is the snowy mountain I'm actually looking for.
Agreed. Maybe I should make a mod for that... or maybe (better yet) someone already has!Anthraxus said:That's why they should have markers that you can place anywhere on the map yourself. (and label them)_like in Baldurs Gate, say.TheCommanders said:Weirdly, I feel like the quest marker actually encourages exploration. When I'm on route to a dungeon or whatever, if I see something that looks interesting, I can go look for it and not worry about having to waste hours finding the damn path again. I have tried this before, and it seems like a great idea... until you actually do it. When the compass marker is off, I always go straight to the location of the quest, because there's to much risk of getting lost. I hate it when adding instructions gets equated to dumbing things down. It's not dumbing things down, it's opening up new possibilities and alleviating frustration.
Add your own journal entries too.
That was the original reason I felt the need to change anything. Once I had tried it out and felt quite relieved that I wasn't going around talking to the people with the big white arrows floating above their heads, and actually making an effort finding the person relevant to the quest I was doing, did I think that it might be neat if it applied to every aspect of the gameplay.II2 said:I DID turn off the "X above the head - door" floating indicators in Skyrim though. THAT broke my immersion.