We approached InXile CEO Brian Fargo for a very quick Q&A on some issues that have popped up in discussions here and on the Wasteland 2 forums. The quest compass question was also asked and answered on the Codex, but regardless, here is Fargo's thoughts on it, multiplayer and DLC.
Will the game contain any form of multiplayer?
We are looking into how to make the game more social as we speak. I'm just not sure such a narrative game is going to lend itself to a strong multi-player but we have not ruled it out. One thing I do find interesting is the way Demon Souls handled things like leaving notes for others in game. There are some very interesting ideas along those lines that would be more powerful if controlled to your social group rather than strangers. Perhaps your buddy can drop things into the world for you to aid you along with the notes. Again just ideas but we are exploring that.
Will the game contain any form of day-one or small DLC (not expansion pack-sized ones post-release)?
Hell no there won't be day one DLC... everything is going to the game as it should be. I feel like I've been taken advantage of in other games in which they tried to sell me stuff that was already completed. This isn't a free to play model. Now of course I might insist on a red boots DLC pack for fun.
Will the game contain a quest compass?
We have no plans for a quest compass. We are designing this game to maximize exploration and discovery and through good design it should work fine. I like the tension of wandering off and stumbling upon random encounters... makes you pay attention. I made one comment that IF for some reason despite everything people are complaining about getting lost all the time then maybe we would look into ways to counter that. We are not making this game to try to appeal to a mass market and it has always served me well to assume the audience is smart.