They don't want us turning it off, how else can they help new players and treat existing ones like we're stupid?
I think this feature could technically be considered "useful" for new players but it also defeats the survival aspect. I think more intuition should be used when it comes to a POI's difficulty, for example if I came across a prison POI I would personally assume it would be more difficult then a typical suburban house. The surprise aspect is also something important to consider.There is also the fact that they want feedback on things that they have in Alpha 21. Allowing people just to automatically remove everything at the very beginning doesn't help them very much.
faatal has mentioned before that they will be introducing option settings to fine tune the player playthrough once it gets closer to final release, those things though are not on their priority list at this time. They haven't specified what those options will be yet, but they want to give players some customization without having to mod (as long as it doesn't make the game UI too clunky)
Wait, this game still has survival aspects? I guess it has a faint, barely visible shadow of survival still.I think this feature could technically be considered "useful" for new players but it also defeats the survival aspect. I think more intuition should be used when it comes to a POI's difficulty, for example if I came across a prison POI I would personally assume it would be more difficult then a typical suburban house. The surprise aspect is also something important to consider.
+++++While the new alpha 21 experimental offers some excellent features, I dislike the difficulty/skull icons that appear when entering a POI.
I believe there should be an option to enable/disable this feature as it comes off as un-immersive in my opinion.
I share this perspective. With the new changes is quite useful to have this information displayed for newcomers and people who are exploring, testing these POIs. Being able to disable them in the feature seems like the logical path.There is also the fact that they want feedback on things that they have in Alpha 21. Allowing people just to automatically remove everything at the very beginning doesn't help them very much.
faatal has mentioned before that they will be introducing option settings to fine tune the player playthrough once it gets closer to final release, those things though are not on their priority list at this time. They haven't specified what those options will be yet, but they want to give players some customization without having to mod (as long as it doesn't make the game UI too clunky)
You can always turn the quest tracker off until you are ready to do the quest.Also the exclamation mark for quests shouldn't be active on the screen. On the compass fine, but not a quest 4km away. Sometimes it's in a way when I'm cleaning out an poi. It's always in the front of everything... bad. Really bad
And each time poke "disable tracking"? nonsense . And again: "you have to use mods" -_-You can always turn the quest tracker off until you are ready to do the quest.
You don't have to use mods. Go to your quest list, click the quest, then click the button above that selects your active quest. It will disable the tracker for the quest.And each time poke "disable tracking"? Rave. And again, you have to use mods.
I'm aware of such a feature, thanks friend) Until TFP adds a tweak to the HUD I'll use my mod that removes the quest tracker, zombies on the compass and skulls/location name. It was not difficult to implement, but TFP has other priorities, or they are completely unaware of such a request from the players.You don't have to use mods. Go to your quest list, click the quest, then click the button above that selects your active quest. It will disable the tracker for the quest.
I'm just offering you a solution as it's unlikely to change either at all or at least not until near gold when they add in any options they plan to add for UI. It may not be ideal but it's better than nothing.