Quest markers consistently inconsistent.

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qoonpooka
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Quest markers consistently inconsistent.

Post by qoonpooka »

https://imgur.com/a/AVRgknD

The images show the discrepancy between a questmarker viewed in the default camera (NW-is-up) and a 90-degree offset camera (SW-is-up, in this case). Quest markers should swing with the terrain as the spatial relationship between myself and the quest giver has not changed.
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loftar
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Re: Quest markers consistently inconsistent.

Post by loftar »

qoonpooka wrote:Quest markers should swing with the terrain as the spatial relationship between myself and the quest giver has not changed.
Hmmm. I'm admittedly not entirely sure I have explored the geometric effects properly, but I don't think that is accurate. The arrow cannot follow the terrain since it, unlike the terrain, is bounded by the edges of the screen, and I think that the discrepancy is simply an effect thereof.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
qoonpooka
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Re: Quest markers consistently inconsistent.

Post by qoonpooka »

loftar wrote:
qoonpooka wrote:Quest markers should swing with the terrain as the spatial relationship between myself and the quest giver has not changed.
Hmmm. I'm admittedly not entirely sure I have explored the geometric effects properly, but I don't think that is accurate. The arrow cannot follow the terrain since it, unlike the terrain, is bounded by the edges of the screen, and I think that the discrepancy is simply an effect thereof.
I misspoke, sorry.

The arrow should be pointing at something that is part of the terrain and thus should give a consistent bearing. The two bearings given in the images, however, are approximately 17 degrees off of one another. Also, the one with the shorter throw is the one with the more pronounced slope - that should be the reverse.
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Dakkan
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Re: Quest markers consistently inconsistent.

Post by Dakkan »

#BadCamIsGoodCam
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neeco
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Re: Quest markers consistently inconsistent.

Post by neeco »

Dakkan wrote:#BadCamIsGoodCam
Tracking quest givers in bad cam is really fun ¦]
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Granger
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Re: Quest markers consistently inconsistent.

Post by Granger »

Possible solution could be to dumb down the markers and float them a certain distance around the character (as in other games) as long as they can't point to an actual object within the viewport (possibly make them 50% transparent while in that state to make it clear that they point into the distance) - instead of them hugging the screen border where they (at times) are obstructed by the bottom menu.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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loftar
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Re: Quest markers consistently inconsistent.

Post by loftar »

Granger wrote:instead of them hugging the screen border where they (at times) are obstructed by the bottom menu.
Admittedly this is a bit problematic, but I think they'd be far more distracting close to the character. I do like how I can have them present even while not using them actively. I hadn't really thought much of it previously, but now that you mention it, I should perhaps consider trying to make them stick to the edge of the static UI instead of the edge of the window.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
pppp
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Re: Quest markers consistently inconsistent.

Post by pppp »

What about placing markers on the edge of the minimap instead?
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IngloriouslyBad
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Re: Quest markers consistently inconsistent.

Post by IngloriouslyBad »

I walked ( on foot and swam ) from -16,-16 where I received a new quest to talk to "thuros" and ended up in 72,110 before I gave up and hearthed back home. Slightly ridiculous.
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Granger
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Re: Quest markers consistently inconsistent.

Post by Granger »

loftar wrote:
Granger wrote:instead of them hugging the screen border where they (at times) are obstructed by the bottom menu.
Admittedly this is a bit problematic, but I think they'd be far more distracting close to the character. I do like how I can have them present even while not using them actively. I hadn't really thought much of it previously, but now that you mention it, I should perhaps consider trying to make them stick to the edge of the static UI instead of the edge of the window.
I didn't intend them close to the character but more something like 70-80% the way to the nearest screen border, that would have them out of the way of the character (and not behind the UI) while leaving space free of them left and right (on the usual 16+:9 displays these days) to position windows.

But everything that makes sure they're not obstructed by fixed UI elements is appreciated.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020

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