Divinity: Original Sin 2

Divinity: Original Sin 2

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Quest tracking
I'm enjoying this game so far, but the quest markers sometimes won't update, quest tracking is quite confusing.

I'm having a hard time to figure out.
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Showing 1-15 of 17 comments
PenderBloodfart Sep 28, 2017 @ 3:07pm 
The game pushes you to explore every single corner and talk to every single person or animal, eventually you'll get used to it.
The diary helps alot.
dankmemes9988 Jan 26, 2018 @ 3:17pm 
yea the game devs are basically elitists who think including quest tracking is below them. Hence I won't waste any time with this crap game.
Chaoslink Jan 26, 2018 @ 4:54pm 
Originally posted by dankmemes9985:
yea the game devs are basically elitists who think including quest tracking is below them. Hence I won't waste any time with this crap game.
Um, not sure you’ll hear me from waaay up on that pedestal you’ve found yourself on, but this is how this genre works. You’re expected to explore and find out different ways to do things. Adding quest markers you follow start to finish removes that exploration aspect. The game is better without it.

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.
Benjaminius Jan 26, 2018 @ 5:03pm 
There are no quest markers. Occasionally, a certain location will be flagged on your map as being important, but generally its up to you to figure out where to go and what to do. The journal helps a bit, but it's really the player's responsibility to keep track of things and remember what they need to do.

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.
Hobocop Jan 26, 2018 @ 5:04pm 
They kinda already do have quest tracking in the form of journal entries which keeps track of information relevant to each quest as you discover it through conversations, notes, and exploration as well as map markers which are placed in a similar manner. They're just not going to give you magical breadcrumb GPS that leads you to exactly where you need to go.
Last edited by Hobocop; Jan 26, 2018 @ 5:04pm
Benjaminius Jan 26, 2018 @ 5:07pm 
Originally posted by dankmemes9985:
yea the game devs are basically elitists who think including quest tracking is below them. Hence I won't waste any time with this crap game.
I don't really blame you for needing your hand held, but its unfortunate that your missing out on such an amazing game. The devs aren't elitist, they just respect the intelligence of their players and expect them to put a little bit of thought and effort into finishing quests.
Chaoslink Jan 26, 2018 @ 5:22pm 
Originally posted by Benjaminius:
Originally posted by dankmemes9985:
yea the game devs are basically elitists who think including quest tracking is below them. Hence I won't waste any time with this crap game.
I don't really blame you for needing your hand held, but its unfortunate that your missing out on such an amazing game. The devs aren't elitist, they just respect the intelligence of their players and expect them to put a little bit of thought and effort into finishing quests.
Too bad his view is that of many gamers lately. If they don’t like something, they villainize it until it’s gone. Too many good game series have suffered just to appease those kind of people.
Javi Jan 30, 2018 @ 6:28am 
I really love the quest design and difficulty in this game, (im an old gamer), games like the witcher 3 you just need to go to the marked point in the map and quests solve themselves, without any thinking required.
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.
Chaoslink Jan 31, 2018 @ 10:52am 
Originally posted by cool-dude:
The game definitely needs to improve their questing in general. Questing should begin at point A, and then lead you to point B, which in turn leads you to point C; it's more organized that way. Instead, the game will start you at point A, skip B, and lead you right into E before you know it; this makes it easy to find yourself in zones too high level for you.
Just means you missed a detail in most cases or simply took on a quest too high for you. There is absolutely no reason to dumb down the questing and make it a boring marker-follow thing like most games. Actually leaving it up to you to figure out is what most games need to start implementing. So many players find it impossible to do a quest if the locations you need to go aren't spoon-fed to you. Might sound like a harsh way to put it, but that doesn't make it any less true.

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.
Hobocop Jan 31, 2018 @ 3:36pm 
Originally posted by cool-dude:
The game definitely needs to improve their questing in general. Questing should begin at point A, and then lead you to point B, which in turn leads you to point C; it's more organized that way. Instead, the game will start you at point A, skip B, and lead you right into E before you know it; this makes it easy to find yourself in zones too high level for you.

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.
Originally posted by Chaoslink:
Originally posted by cool-dude:
The game definitely needs to improve their questing in general. Questing should begin at point A, and then lead you to point B, which in turn leads you to point C; it's more organized that way. Instead, the game will start you at point A, skip B, and lead you right into E before you know it; this makes it easy to find yourself in zones too high level for you.
Just means you missed a detail in most cases or simply took on a quest too high for you. There is absolutely no reason to dumb down the questing and make it a boring marker-follow thing like most games. Actually leaving it up to you to figure out is what most games need to start implementing. So many players find it impossible to do a quest if the locations you need to go aren't spoon-fed to you. Might sound like a harsh way to put it, but that doesn't make it any less true.

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.

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.
LukanGamer Apr 18, 2020 @ 3:48pm 
ya the markers not great but serviceable and not to bad overall.
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...).
Nibbie Apr 18, 2020 @ 7:55pm 
Originally posted by Incognito Belvedere:
Originally posted by Chaoslink:
Just means you missed a detail in most cases or simply took on a quest too high for you. There is absolutely no reason to dumb down the questing and make it a boring marker-follow thing like most games. Actually leaving it up to you to figure out is what most games need to start implementing. So many players find it impossible to do a quest if the locations you need to go aren't spoon-fed to you. Might sound like a harsh way to put it, but that doesn't make it any less true.

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.

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.

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.
Stormwind Apr 18, 2020 @ 9:19pm 
Originally posted by cool-dude:
The game definitely needs to improve their questing in general. Questing should begin at point A, and then lead you to point B, which in turn leads you to point C; it's more organized that way. Instead, the game will start you at point A, skip B, and lead you right into E before you know it; this makes it easy to find yourself in zones too high level for you.


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.
Last edited by Stormwind; Apr 18, 2020 @ 9:20pm
Red Phantom Apr 18, 2020 @ 9:38pm 
Compared to most other games I have to agree that the journal is pretty sparse. A lot of other games have quests organized by region or various other categories. It doesn't need any more specific markers, just a better organized quest list.
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Date Posted: Sep 28, 2017 @ 2:50pm
Posts: 17