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.
Or maybe just give a vague area and I have to kill bandits until one of them is a random bandit chief that has the loot stashed on him?
That's three different ways that quest could have been handled that would be more immersive than 'follow the arrow', and there are many others. I'm not saying the pirates had to be nearby, but at least offer me some other way of getting directions other than the nothing to do with the in-game world white arrow that floats above the objective point.
It brings extra content, provides variety to the tasks we have to complete, and offers more options for how you want to play the game.