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The diary helps alot.
OP, just bear in mind that the markers you see aren’t there to tell you where/what to do next, they just serve as markers of information that you either got from an NPC, or note. They’re generally just a guideline more than anything.
Recent games tend to hand hold a bit too much and most younger gamers aren't used to this sort of system. They want a nice big shiny arrow and step by step instructions. You need to get into a different headspace for this sort of game.
This is much more rewarding, sometimes some details can be obscure but you can always google.
Imagine kids of today trying to finish Monkey island without internet. impossible.
A perfect example of what it shouldn't be is like the random generated quests Skyrim seemed so proud of. "go to this location and kill the bandit leader" is all you'd get told. Literally they wouldn't even say the name of the place to go, just some generic 'this location' and immediately a marker would appear literaly indicating who the leader was even though you never knew this particular cave existed let alone which person was the leader.
Honestly, the quest should have told you only the region they're in and have you talk to people to learn about hideouts, then have to sneak into each one and actually identify certain stolen goods to know it was the right one then either clear the place or find some sort of identifying information to know the leader was who you killed. All without a single marker, other than popping up the map icons on caves or whatever only after you got specific information off someone of its whereabouts.
So, what happens if you don't find point A, but B or C to begin with instead? I'd rather not have such rigid inflexible quest progression.
This would make sense if the people you talk to had any information at all. Nobody is helpful and clues are intentionally obfuscated. You might like wasting your time hovering your mouse over digital foliage for hours on end hoping to encounter something, but not everyone has the same goals when playing video games. And there are plenty of very fun party- turn-based role playing games that don't use this game-delaying tactic. The value of this game is in its combat mechanics and it's story...it's not fun because you also have to play hide and seek, it's fun despite that.
What's actually horrible is journal a massive mess and one of worst I have seen and entire dialogue mechanic is entirelly the worst 110% I ever seen/used.
Would suggest just trying to enjoy exploring and not worrying to much not to many of the quests even have massive changes/consequences to not completeing them(outside main/companion quests which are overall easy enough to track or just wiki etc...).
Never had an issue with people not being helpful in terms of telling you where to go, as far as I can remember it typically made sense if people knew the exact location of what you were looking for or not. There's no reason for every NPC to instruct you exactly where to go every time, especially since you should probably explore the entire map anyway. You almost always find what you are looking for anyway, not much important is all that hidden, and either NPC hints or automatic Wits checks reveal the more secret stuff. There is no reason for you to hover over everything (bringing up tooltips with alt or whatever usually handles that sort of stuff), but if you can't go "I haven't gone down this path yet, I haven't been given a reason to, but I will because I want to know what is there", maybe this type of game isn't for you, and you can play the more tell you what to do ones.
And they should even call the locations, instead of something obscure like "Reapers Coast", or "The Hollow Marshes", go ahead and name them "Point A", and "Point B". And also number the quest items from 1-100.
"you are at Point A. You Need to travel to Point B to get Item 17. Do not get sidetracked by going to Point C"
Simple.