The big exclamation marks indicating quest characters break the immersion (for me). I’d rather stumble into side quests myself. And there could be subtle hints/voice lines introducing important characters (they’re already doing that).
For example, when the game tells you, which prisoner to talk to, it takes all the mystery away.
Quest markers on the map a less problematic. I’d prefer them to highlight a rough area, rather than a specific point. Or, remove them altogether, and have accurate descriptions of the locations in the menu or dialogue.
We can see that they are at least someone adopting the mindset of “you have to find stuff yourself” by the way they handle bounties. More often than not it gives you a general area and then you need to figure out from there.
I think that some degree of markers for important new quests is probably good, but I’d love to see them double down on the former style.
Maybe reading signposts gives you the location of bounties or tough enemies that you need to find yourself based on descriptions.
Or maybe there’s a quest marker for the BEGINNING of a quest, but once you start, the game often has you rely on NPC directions to find the next location without a marker