As has been stated, because of the random generation of quests, most will not even give you the name of the place, but will just say "I lost my ... in a cave. Can you get it back for me?" That cave could literally be anywhere across the entire map, and you didn't even get a name, so you have to use the quest markers. Place names and exploration don't come into it, you just go straight there. That is not good for immersion and players who want to roleplay and get immersed in the game need more information to play it realistically.Racecarlock said:So, okay, wait a second. Quest markers can't be turned off because the directions were too vague, but they can't be in a game at all because that limits exploration?
Well shit, if the NPC was too vague, whatever. You're the one who said "I want to explore more", so stop whining and do some exploring. You want quest markers removed in the first place anyways, so pull on your man pants and start trekking, you so called "hardcore gamers".
Having fun? You must be one of them casual gamers! I only play games on extreme difficulty while blindfolded and being prodded with red-hot pokers!Racecarlock said:From what I can gather, a bunch of morons have basically decided that gaming is NOT in fact something in which you can mess around and have fun or get anything done easily, but rather some kind of god damn military fitness test where you must play on some insane fuckin difficulty level or not play games at all.
Not if the game has any real sense of exploration. There are several instances in Skyrim where following the quest marker blindly will dead-end you and force you to retrace your path. Probably more than that, too, but I don't have the average of 7000 hours invested in the game.The Madman said:Quest markers take away any sense of exploration. You're not wandering an alien landscape, you're just following the pointy arrow like a good little boy or girl.
One game that sold 2.5 million is hardly a trendsetter for "hardcore" gaming. The fact that it was successful is based on the fact that they didn't try and make it a game that required 30 million to make money. But they're still successful with a very small number of the overall player base. And that's fine. While I can't be arsed with a game like DS, I appreciate the place for niche games. I just wonder why people need to pretend they're something more than niche.CpT_x_Killsteal said:Also, I wouldn't call hardcore gamers a "minority". Dark Souls is basically tailored to hardcore gamers and it made shitloads and cost less than the bigger AAA titles.
Consider you're not the target audience if that's "not how you want to play the game." Honestly, this sounds like a sense of false entitlement. And maybe don't rail on people for not being "adults" for not playing the same way you do.Mr.K. said:Why do we dislike the work of five year olds made for five years olds? Because that isn't how we wanted to play the bloody game, and why these designs persist in games supposedly for adults is beyond me.
Or you could explore, which is what people say they want.Hero in a half shell said:As has been stated, because of the random generation of quests, most will not even give you the name of the place, but will just say "I lost my ... in a cave. Can you get it back for me?" That cave could literally be anywhere across the entire map, and you didn't even get a name, so you have to use the quest markers.
It's perfectly realistic that a person not know where they lost something, so where's the immersion issue?That is not good for immersion and players who want to roleplay and get immersed in the game need more information to play it realistically.
It IS realistic if it was framed like this:Zachary Amaranth said:Or you could explore, which is what people say they want.Hero in a half shell said:As has been stated, because of the random generation of quests, most will not even give you the name of the place, but will just say "I lost my ... in a cave. Can you get it back for me?" That cave could literally be anywhere across the entire map, and you didn't even get a name, so you have to use the quest markers.
It's perfectly realistic that a person not know where they lost something, so where's the immersion issue?
I was in Dawnstar, at the top of the Skyrim map. I talked to a ship captain and he asked me to retrieve a shipment pirates had stolen from him at sea while he was coming from Dawnstar.Zachary Amaranth said:Or you could explore, which is what people say they want.Hero in a half shell said:As has been stated, because of the random generation of quests, most will not even give you the name of the place, but will just say "I lost my ... in a cave. Can you get it back for me?" That cave could literally be anywhere across the entire map, and you didn't even get a name, so you have to use the quest markers.
It's perfectly realistic that a person not know where they lost something, so where's the immersion issue?That is not good for immersion and players who want to roleplay and get immersed in the game need more information to play it realistically.
Yeah, some of that quest text in skyrim definitely needed a second pass. I actually remember that quest from Dawnstar and a few others like it where it's completely depending on a quest marker instead of having NPCs around town mention pertinent information on the subject.Hero in a half shell said:I was in Dawnstar, at the top of the Skyrim map. I talked to a ship captain and he asked me to retrieve a shipment pirates had stolen from him at sea while he was coming from Dawnstar.Zachary Amaranth said:Or you could explore, which is what people say they want.Hero in a half shell said:As has been stated, because of the random generation of quests, most will not even give you the name of the place, but will just say "I lost my ... in a cave. Can you get it back for me?" That cave could literally be anywhere across the entire map, and you didn't even get a name, so you have to use the quest markers.
It's perfectly realistic that a person not know where they lost something, so where's the immersion issue?That is not good for immersion and players who want to roleplay and get immersed in the game need more information to play it realistically.
That was the extent of the directions. He asked me to hunt down the pirates and retrieve the goods. Were they in a cave? a fort? a bandit camp? He didn't specify. The only way I had any hope in hell of ever completing that quest was to use the map marker, which pointed me directly to a chest, at the bottom of a cave... in South Markarth. Literally the other end of the map.
The main quest isn't so bad, but if you want to achieve any of the other quests, they are all like that. Frankly you are extremely lucky to get a placename, but you will most of the time just be told 'a cave', or 'a fort' or sometimes not even that much. You cannot play immersively in those scenarios, because you have to rely fully on the quest markers to achieve everything, and the only other option is to not play the game.
As I said, I don't mind quest markers, but I would want them to be supplemented with an alternative way of getting information on where to go - spoken or written directions, even vague areas, because they are not a preferred gameplay mechanic by many players.
You just accused me of farcical strawmen, yet you phrased that in such a deliberate way as to be completely absurd. Perhaps practice what you preach?BiscuitTrouser said:"I lost my ring. Could be in the tundra, could be in the desert. Could be middle of the ocean. For some reason im unwilling to share ANY of that information at all".
You're using an example of pirates? Isn't it possible, for realism and immersion purposes, that these pirates weren't waiting around in one place for you to find them?Hero in a half shell said:I was in Dawnstar, at the top of the Skyrim map. I talked to a ship captain and he asked me to retrieve a shipment pirates had stolen from him at sea while he was coming from Dawnstar.
That was the extent of the directions. He asked me to hunt down the pirates and retrieve the goods. Were they in a cave? a fort? a bandit camp? He didn't specify. The only way I had any hope in hell of ever completing that quest was to use the map marker, which pointed me directly to a chest, at the bottom of a cave... in South Markarth. Literally the other end of the map.
Your point was that when you lose something its not "immersion breaking" for you to have literally ZERO idea where it is and be unwilling to narrow it down at all for someone to help you find it. Thats ridiculous. So naturally my example did look ridiculous.Zachary Amaranth said:You just accused me of farcical strawmen, yet you phrased that in such a deliberate way as to be completely absurd. Perhaps practice what you preach?
The pirates didn't have to wait around, I didn't need the Captain to give me the exact location of them, but there are other ways besides quest markers to give you there location. As Biscuittrouser alluded to, more information from the quest giver is an option, maybe a "They have a secret cove down by ... where they sail their ships to after a raid, but no guards have ever successfully chased them out of it" leading to a unique pirate port location, or as Colt47 said, have people you can go to ask/interrogate information from. Maybe raid a nearby camp with links to the pirates and get a note with a map to the cave written on it (there are treasure maps so it would be possible)Zachary Amaranth said:You're using an example of pirates? Isn't it possible, for realism and immersion purposes, that these pirates weren't waiting around in one place for you to find them?Hero in a half shell said:I was in Dawnstar, at the top of the Skyrim map. I talked to a ship captain and he asked me to retrieve a shipment pirates had stolen from him at sea while he was coming from Dawnstar.
That was the extent of the directions. He asked me to hunt down the pirates and retrieve the goods. Were they in a cave? a fort? a bandit camp? He didn't specify. The only way I had any hope in hell of ever completing that quest was to use the map marker, which pointed me directly to a chest, at the bottom of a cave... in South Markarth. Literally the other end of the map.
This sounds like people less want immersion or realism than game tropes. Like the lone goblin guarding ancient treasure locked in a 5*5 room in D&D. I mean, if you want to play it the way you want to play it, fine. Don't play it up as realism or immersion, especially if your example is pirates who stole something but are bound by the rules of fair play to hang out nearby so the player has a sporting chance. That's contrivance.