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Quest Markers in TW3

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W

whiplash27

Senior user
#21
Jun 13, 2013
AngelOfPassion said:
What if you could ask a few locals and they would say, "I'm not sure, but I think (insert name here) knows." Or "Oh yeah, I've been there! Head north until you get to the river, follow the river to the northeast, cross the bridge and you are there!"

Or if you were looking for the "Forest of such and such" you could buy a book called "the forest of such and such" and it would show drawn illustrations of maps and such and had info on what type of things live there, sight seeing locations, etc...

Wouldn't that be such an experience? Would you really rather have it show as a highlighted area on a map?
Click to expand...
Well I could pull out a map and show where the Forest of such and such is, doesn't mean that when I go there I'll know about anything in it (since Geralt doesn't). So I'll get there and not know where to go. Hence why I'll have to ask people or find a book that tells me about the forest. Now the Geralt knows about the forest, and by extension I do, I'm fine if the game gives me a little more information of where I need to look. It doesn't need to be precise. It depends on what information I have available. If the person says it's right over there, then I have no issue with it pointing right over there. If it's someone saying it's over the river and through the woods, then I only have a vague idea of where the river and the woods are and I need to figure out the rest on my own.

If people want the full blown experience where the game tells you absolutely nothing and you have to remember everything that your character is told/reads, that's cool too. I think that it would have to be an option.

1. No information at all. The player has to find locations and such on their own based on the information provided to them.

2. Information is shown based on the knowledge of the character. Vague locations and hints are given based on the character's knowledge, but the game doesn't walk you from point to point.

3. Quest markers tell you exactly where to go and what to do.
 
A

AngelOfPassion

Rookie
#22
Jun 13, 2013
What if you could find/buy a book and then it would show a general area on your map after you have read about it? That is a good compromise don't you think?

Also, after you have been to a place and you have discovered what it is called it would be on your map as well. That way if someone mentions a place you have been you can see where it is since you have been there before.
 
W

whiplash27

Senior user
#23
Jun 13, 2013
AngelOfPassion said:
What if you could find/buy a book and then it would show a general area on your map after you have read about it? That is a good compromise don't you think?

Also, after you have been to a place and you have discovered what it is called it would be on your map as well. That way if someone mentions a place you have been you can see where it is since you have been there before.
Click to expand...
That's pretty much what I'm saying.

They should make different game modes. Modes for combat difficulty and one for story difficulty. Combat is self explanatory. For story difficulty, you have it where the game completely holds your hand the whole way through; another where the game helps you a bit, but only after you've uncovered the information on your own; and third where the game gives you no hints at all and you have to figure out everything on your own.
 
V

volsung

Forum veteran
#24
Jun 13, 2013
vivaxardas said:
Yes, in Novigrad, with so many NPCs on screen there should be a comparatively simply way to find quest-givers. A cut-scene approach when Geralt is near in TW2 worked very well for me. I hope to see something similar in TW3 as well.
Click to expand...
No cutscene needed. Use your computer RPG knowledge: if it has a proper name, talk to him/her/it!
 
A

AngelOfPassion

Rookie
#25
Jun 13, 2013
AnthonyF1227 said:
1. No information at all. The player has to find locations and such on their own based on the information provided to them.

2. Information is shown based on the knowledge of the character. Vague locations and hints are given based on the character's knowledge, but the game doesn't walk you from point to point.
Click to expand...
I think it would be great if there was a mix between these two. Maybe a journal system that would keep track of info you already know that is "searchable." That way if someone mentions the "Forest of such and such" (i love that example can't you tell? haha) you can search for "Forest of such and such" in your journal and read about it again to jog your memory a bit.

That way it isn't just "figure it out even if you don't remember" but it isn't too hand holding either.

So I guess it could be like this in regard to options:

1. No information at all. The player has to find locations and such on their own based on the information provided to them and memory.

2. Very limited information. Detailed information recorded in a searchable journal system to allow the player to remember and find locations/events etc...

3. Information is shown on map based on the knowledge of the character. Vague locations and hints are given based on the character's knowledge, but the game doesn't walk you from point to point.

4. Quest markers tell you exactly where to go and what to do.
 
A

AngelOfPassion

Rookie
#26
Jun 13, 2013
Alright who voted they wanted the game to be designed with quest markers enabled? lol. Obviously everyone is entitled to their own opinions but how is that beneficial to the game design? Disabling map markers in games that are designed with map markers enabled is a nightmare. lol
 
M

Marsep

Rookie
#27
Jun 13, 2013
Designed with quest markers disabled, but give an option to enable. That's how I would like it.
 
A

AngelOfPassion

Rookie
#28
Jun 13, 2013
JMSLionheart said:
Designed with quest markers disabled, but give an option to enable. That's how I would like it.
Click to expand...
Agreed!
 
S

Senteria

Forum veteran
#29
Jun 13, 2013
Hehe make quest markers an addon for $5 />

I voted for none at all. Just go read and use your brain to know where to go. Make yourself familiar with the map and it's surroundings. Isn't it more adventurous if you are being directed by a guy/girl npc? Take the road to Beringham and take the third to the right through the forest until you come at... well you know the drill. This way you get to feel the adventure.

The problem with making it optional is: There's an option to make things 'convenient/easier' and people will use it if they can choose the easy way.

Or make quest markers only with new game+ or something. Players have to beat the game to unlock it so on their first run they get the most out of it.
 
A

AngelOfPassion

Rookie
#30
Jun 13, 2013
Senteria said:
Hehe make quest markers an addon for $5 />/>/>
Click to expand...
Go home EA, you're drunk.

Senteria said:
Or make quest markers only with new game+ or something. Players have to beat the game to unlock it so on their first run they get the most out of it.
Click to expand...
Now that is an interesting idea... I kinda like it.
 
B

bengeddes

Forum veteran
#31
Jun 13, 2013
Volsung said:
No cutscene needed. Use your computer RPG knowledge: if it has a proper name, talk to him/her/it!
Click to expand...
Cutscenes would be interesting every now and then if appopriate, such as scenes where Geralt interrupts or enters into an ongoing conversation or event. I'm also a fan of the occassional NPC who calls out to Geralt as he passes by. "Psst...Witcher! Over here! Got a moment?"

And yeah, the "named NPC's are important" convention is tried-and-true. Both Witcher games have used it. Maybe we shouldn't fix what isn't broken. On the other hand, I'm debating whether I'd rather every NPC to have a name - after all, surely they do have names. It makes them less like set decorations and more like people.

Or better yet, unknown NPC's might be "peasant" or "knight" until you LEARN their name by talking to them or through other methods. That way your knowledge really mirrors Geralt's. I don't know if that's really feasible to implement though.
 
sidspyker

sidspyker

Ex-moderator
#32
Jun 13, 2013
That's a lot of work you ask for Flixster, just think about the scale of it we're not there yet.
 
A

AngelOfPassion

Rookie
#33
Jun 13, 2013
Flixster said:
Or better yet, unknown NPC's might be "peasant" or "knight" until you LEARN their name by talking to them or through other methods. That way your knowledge really mirros Geralt's. I don't know if that's really feasible to implement though.
Click to expand...
Million dollar idea right there. Label them a peasant or guard AT LEAST until you have talked to them. Then the game shows their name. Not only will you know who you have talked to before, you will be able to find that person again a little easier.

They better read this crap lol.
 
D

Demut

Banned
#34
Jun 13, 2013
If the game’s designed without quest markers in mind but includes them as an option for those bitterly in need of them everyone will be happy so that’s what I’d go with ^-^
 
V

volsung

Forum veteran
#35
Jun 13, 2013
Flixster said:
Or better yet, unknown NPC's might be "peasant" or "knight" until you LEARN their name by talking to them or through other methods. That way your knowledge really mirrors Geralt's. I don't know if that's really feasible to implement though.
Click to expand...
Good idea. Then you need a smart Geralt to pry information out of people, not just talk to them until they tell you everything they are supposed to. I wished they had more mutually exclusive conversation paths, where you can get different results and you can't go back.

The name idea shouldn't be hard to implement. They would have to change what's displayed on screen depending on a little value representing whether that NPC's name has been revealed to Geralt by whatever method. Maybe through a third person.
 
D

Demut

Banned
#36
Jun 13, 2013
Speaking of which, I hope talking to NPCs isn’t gonna be just you crawling through a dialogue tree until every option is exhausted. I would like to see some oldschool RPG elements in that regard!

For example, if you ask a traveler whom you just met on the road about some bandits then he might very well go straight to them and in turn they’ll be warned and bolster their numbers, making your job more difficult because you trusted a complete stranger. Something to that effect. I just don’t want any more of this mindless “click on all the dialog options until they all are grayed out” nonsense if it can be helped.
 
M

MarcAuron

Senior user
#37
Jun 13, 2013
I wish Geralt's detective version would be more implemented into finding quests and NPC's.
It probably isn;t going to happen, but the Philip Marlowe elements can be interesting around Geralt.
Not everyone and everything should be available by doing nothing, maybe investigating and geting the option to refuse or help.
NPC's with giant quest markers above their head serve no purpose exept taking away the suspense and anticipation when meating a new quest giver.
Location markers they are probably going to implement them any way. Personally wish there would be none at all ,just a better map, and since invuiible and visible walls aren't a problem anymore exploration can ad to the sense of acomplishment
 

IsengrimR

Guest
#38
Jun 14, 2013
Sometimes quest markers can ruin quests. I agree to that. However, that's in cases like:
-the quest isn't "search for something",
-the possible location is unknown/unstated,
-you have to figure out the location for yourself,
-you just do not know the location.

In other cases like "go to city of this and that" the quest makers are not harmful in any way, they are convenient.
Some areas of the open worlds are easy to get lost in, sometimes you can just get confused. I can get behind that.
While I do not need quest marks in, let's say, Gothic 1 - it's because the world wasn't so big, you can get the map, quests usually made good use of available locations and at this point I just know the whole damn penal colony by heart :p
I can't say I know Skyrim by heart, the map is too damn big.

While I won't be bashing skulls in oder to get quest markers the "unharmful" ones would be useful, maybe in some cases marking the area on your map just for convenience ( like you read in the book that "it's possible that the monster hides in the valleys" [ + you bought the map ] and then it marks all the valley's in the area/your available map - it's up to you to decide which valley to go to ).

Just for ease of use, and to be fair I suppose some people can have trouble with reading the map.
 
C

Cs__sz__r

Rookie
#39
Jun 14, 2013
I definitely hope they design them without markers and make them an option, like if I pick up the game later down the road on a new playthrough and I want to use them.

That said I hope they'll allow us to put our own markers on the map.
 
G

Glaroug.531

Forum veteran
#40
Jun 14, 2013
That said I hope they'll allow us to put our own markers on the map.
Click to expand...
I love this feature. What would be really cool is the tool Baldurs Gate has where you can write in your journal. Very, very, handy. With a quality map and reasonable directions/hints, there is no need for the game to provide quest markers.
 
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