Is there an option somewhere to turn off the marker for hopping? I find it rather distracting on those platforms, when one is not using it. Thanks
Just came here to say this as well. Unbelievably distracting and a poor design choice to place a giant blue and yellow cone sticking out of a platform. But I guess Dovetail games and correct design choices don't go hand and hand.
An office signposted as "Driver Lounge" or "Driver Waiting Room" would be a discreet way of integration into existing structures. Many more permutations thereof. Enter and be presented with a menu with Return to Platform at the bottom. Let the creative juices flow DTG..
Totally agree with this, also agree that there should be a way of turning off the ‘beacons’ as, hudless, they are the only synthetic eyesore that appears
I believe that some reasonable solution will be found ...... at least the option of visually turning off the marker. Thank you in advance for all who are there .... ehm ... disturbing
Could also put a rail employee on the platform that you “talk” to in order to trigger route hopping. Someone that stands out but doesn’t look out of place.
How about putting a Matt NPC in and by pressing „E“ you „talk to him“ to open the route hopping feature? (Edit: Steve had the same idea, I just didn’t see his message hahaha)
Only if they model him wearing his pink headphones and ears, otherwise the game will literally be unplayable!
In terms of immersion, in real life you drive a train into a station and you would exit the train and walk towards the exit or route towards another service. So, why not just move the markers there, at least for the moment, I am sure it would be easily done, it helps remove the cones and it helps with immersion flow of the game. Games like GTA do a toggle off option and it would be nice to also remove scenario cones as well or move them somewhere?
I also agree with this.. i love the route hopping feature and think it's a great idea, but would much rather have a discreet way of using it rather than a giant blue cone as it does affect the immersion of the route while i'm on it there's a station on the Cowdenbeath line of Fife Circle (can't remember which off top of my head) where instead of modelling the walkway between platforms Rivet put a similar highly visible portal to jump between the two.. wish that could be turned off as again it ruins the immersion on that route.
Could just move the market "out of the way"... end of the platform or behind a wall or something? That requires just moving the physical location of the marker, not creating a whole new button/interface to "turn it off." Yes a new "driver's lounge" area or something would be NEAT, but then people would complain "that's not in the REAL station! It ruins my immersion!" =-)
I'm liking the idea of talking to someone. I suspect the markers can't be moved easily because they are placed in the existing spawn points, so any moving would need a complete pass over all DLC to move each individual marker (which would also move the player spawn point for playing 'on foot'). By having a person there, the marker doesn't need moving, just editing. It may make the empty platforms a bit weird if that marker person was the only one present, but I think it is a little more feasible. Alternatively, one could just... hide the markers. Like we can already hide the scenario markers, make an option to hide the markers.
Thanks Matt, that’s great to hear. For those of us who drive HUDless, any artificial visual intrusions are a real mood-killer. I appreciate the quick response.
Silent Hunter 5 (with The Wolves of Steel megamod) had a guy in the bunker that youd talk to in order to get your brief, start the new patrol, sort out upgrades and loadouts etc. It was an immersive way of handling a menu. With ai voices it'd be quite impressive.
if you do inplement this in terms of roure hopping, could it also me removed on fife cicle (i believe at Lochgelly) for the platform hopping there? It's only a small thing but would be really good if that could be turned off in that location!
Having played TSW 5 now, I don't see the marker as overpowering. It's less visible than the objective markers in the game. Almost walked right by it.
The issue isn’t that the markers are overpowering - it’s that they can’t be switched off. Every other element of the HUD can be, but these markers can’t. So for those who want the game to look realistic (i.e. no artificial markers) that’s now not possible. Hopefully Matt will get it fixed soon, though.