OrangeTheCat wrote: »In Guild Wars the First you could acquire and equip heroes. That allowed the player to do quests and such without having to find other players. I know it is controversial (at least, it was then), but I am wondering if it would lessen our grouping woes in this game (thinking about everything related to phasing here).
Edit: some description from the below link:
A hero is an NPC who can be added to a party to act in place of a player. Heroes become available through specific quests. [snip] Although similar to henchmen, the player can customize a hero's skills, attributes, and equipment. A player may also control the skill activation, location, and default behavior of the hero.
http://wiki.guildwars.com/wiki/Hero
This is the same as companions in SWTOR and the soldiers from LOTRO that help you in skirms.
If they could just make it so that if you are grouped with someone, and you have finished the quest, you can be next to them in the same instance. Then none of this would be an issue.
smeeprocketnub19_ESO wrote: »Because we need more encouragement for people to refuse to interact with other players.
OrangeTheCat wrote: »
That of course is and has always been the number one argument against it. But I think the reason why many in the MMO space nevertheless adopted it is because heroes (or whatever you want to call them) are never as good as real flesh and blood players -- sometimes a companion implemented in software just won't do.
bertenburnyb16_ESO wrote: »how about you could take your alt(s) with you as so called Heroe-npc, say he would only be able to use his first skill bar, would love to have my healer temp ^^
I am torn between yes and no on this ... i dont like NPCs to substitute players, yet the companions in SWTOR gave it quite a depth
If yes, then your idea Sir, is quite brilliant
khele23eb17_ESO wrote: »Just fix quest grouping and this wont be needed.