I think what he is wanting is an actual way to tell that an NPC might be a possible companion. This doesn't need to be a marker, it is a question of visual design of the scene a character stands in and choosing the logical locations where you may find companions (also, good design in games... followers auto-initiating dialog when you come near when they are in a crowded scene or if they don't do that, they need to be visually interesting characters that look vastly different to normal NPC's and are easy to tell apart). And many scenes in D:OS are extremely cluttered and very occluded with stuff in default camera view. (Major problem, mouse pointer should make visible what the hell we are hovering about....) And the range the camera / character "cuts into" scenery blocking the view needs to be increased as well.
The INN is extremely odd designed for ease-of-use, most characters are occluded unless you walk straight into them, you can't talk to the barkeep because the bar is blocking view and clicking etc. I can't believe I am saying this, but there is too much detail... that is IN THE WAY ,p
The Major house.... Like who... seriously, looks for a *demon hunter* in a library?
And so on.....
I think we wouldn't need markers anywhere aside from major locations (healing, trading, inn) if the town weren't so visually confusing and occluded by stuff. The houses should be further apart and as a golden rule, there should never be an item placed that is not visible in default camera view.
To sum up what I am talking about. I think D:OS is very, VERY, visually, confusing. There is no clear visibility of important structures, items or characters, you can completely pass by MAJOR things if you don't literally walk there yourself to make clutter "disappear" and hover over everything in that area while ALTing constantly. NPC's are easy to miss too.
Mhhh... many lessons to take to heart for modders who want to create their own stories with the editor...
The odd camera angle / high angle of view we have coupled with low zoom levels makes it visually too confusing imo. Isometric 2.5D is still superior, or if not that, then full 3D with free-view camera. NWN style.
Last edited by eRe4s3r; 12/04/14 10:32 AM.