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Man, you are quite hung up on this so here we go ;
One
it's a design choice ,it's called an adventure simulator. If you knew where your objective was and where you were you'd go in straight lines everywhere. Efficient but boring. Half the fun of getting anywhere in this game is going and looting all the surrounding area first which you'd miss if you could just beeline for the destination.
Two
It's not a flaw, its a feature one designed to yes, slightly confuse and annoy but its so you as the player get to know how to get places after a looting run and the surrounding area in general, so when random npc from town says `go to the tower with the vines that look like people' you go oh, i found that when i was looking for this dungeon and so on.
Three
if you've used a map "IRL" then navigating this map should be a cake walk. It has clearly mapped out roads that lead to ALL THE IMPORTANT PLACES not so hard to figure out and the compass is more useful in two player. It not only gives you the direction of your bag but also other players and you could also have a scenario like you say to your friend 'there's a monster over there to the west or look at that burning tree to the north'
Four
My ending point - this was made by a very small team that given the resources available to them they have made a janky but all the more lover-able game with character. If you understood what it takes to even make one of the many systems that are in place in Outward I think you would forgive a little design choice that gives you a map and compass that doesn't function exactly as it would in reality.
Ok so just admitting that you know nothing about the game then. here let me help, theres a site for that
http://www.google.com/
As far as the maps already being filled with landmarks and revealed, there's no doubt there,s been plenty of other 'adventurers' who've done their work in the world to map areas then sell copies of their maps, which is quite possibly why you have fully drawn maps with points of interests showing.
Having a marker for your position on a map is called using a GPS. There is no such thing in this game unless there's a hidden navigation spell or somesuch. Look around, bring up your map, figure out which landmark is in sight then use the compass to know where you are in relation to that landmark.
Congratulation, you've just mastered a skill that is over 2000 year old.
I think it's a matter of people wanting games to be 100% of whatever the game is touted being as when they don't like it the game's original intent. In this case, realism. I've seen too many arguments when one side who defends the realism while the other side who doesn't like it always has "well if A is realistic, why isn't B realistic" excuse.
Case in point, a game that touts realism as a selling point does not mean every, single, aspect of the game needs or has to be realistic. There's a fine line between realistic, and not fun. The devs said it themselves: they used to have it where your backpack would actually not follow you to your death location, and found it was too unforgiving.
If someone wants a good example of something being 100% realistic(ish) for the sole purpose of being realistic and not fun, (though probably funny) look up Desert Bus. Or even that one game that is/(was?) on Steam that permanently bans/prevents your Steam account from ever purchasing it again once you died. Because "realism." (Forgot what it's called.)
lol and they thought they have google maps on hand
Since when does a magical arrow appear on a physical map made of cloth?
https://astronavigationdemystified.com/
No, really, go learn something. Thus I mentioned stargazing.
Also:
Not a single person has answered a really obvious question: how large is the game world?
Map + Compass = your position is at the centre of your compass.
https://www.ordnancesurvey.co.uk/shop/os-35-compass.html
That big hole in the middle just above the actual compass? You read the map in that bit to see where you are...
I should start charging people for knowledge or something.
Without fighting, walking detours to avoid fighting, and knowing exactly where you're going without referring to the map, it would take you about 10 minutes to go from one side of the map to the other in my experience.
Why? It's just subverting a genre convention. It really works and so far the maps are designed in such a way as to make it possible to gauge where you are by triangulating the map and landmarks you can see. You know, like in the real world without GPS. Sometimes it's more difficult and might lead to you going on an odyssey, but that's part of an adventure right? There's nothing more un-adventurey than knowing where you are all the time. It makes exploration and venturing into the wild a lot more interesting and dangerous.