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https://forums.elderscrollsonline.com/en/discussion/comment/8098811/#Comment_8098811

Companions talk too much - pls, adjust "infrequent" option

  • fiender66
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    Companions' dialog capability should be made better.
    Sometimes Mirri tells me proper things, like when she prompts me to move when I fall in crowd control, but most of the time her lines are simply not appropriate and detract from the immersion.
    An example? In the final rush quest in the semi delve in Glenumbra, when we were striving to kill Angof and putting down the not-so-difficult but numerous obstacles, she kept telling that she was famished, not to mention that "take off load" at the inn. Uhm...and this is not the only example that can be made. I wonder how someone can appreciate that robot-like conversation and even want more of it.
  • colossalvoids
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    Absolutely agree, not even sure infrequent option actually works.

    Arguments about not using them are ridiculous, for example I won't be using them after getting all the achievements, sure, but a lot of (majority obviously) people wanted a combat buddy, not a broken record player. They should most definitely have an option of actual infrequent replies to their actions. Some want more intelligent followers, some want less modern lines, so the best they can do is to make more actually working options while people waiting for desired archetypes to be released (if ever).
  • drunkendx
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    Absolutely agree, not even sure infrequent option actually works.

    Arguments about not using them are ridiculous, for example I won't be using them after getting all the achievements, sure, but a lot of (majority obviously) people wanted a combat buddy, not a broken record player. They should most definitely have an option of actual infrequent replies to their actions. Some want more intelligent followers, some want less modern lines, so the best they can do is to make more actually working options while people waiting for desired archetypes to be released (if ever).

    Agreed.

    infrequent should be, you know "infrequent, not comment 9/10 times you harvest something.

    And those who say "don't use them" [snip]. That's a fact [snip]

    [edited baiting]
    Edited by ZOS_Lunar on 22 June 2021 14:43
  • Alurria
    Alurria
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    drunkendx wrote: »
    Absolutely agree, not even sure infrequent option actually works.

    Arguments about not using them are ridiculous, for example I won't be using them after getting all the achievements, sure, but a lot of (majority obviously) people wanted a combat buddy, not a broken record player. They should most definitely have an option of actual infrequent replies to their actions. Some want more intelligent followers, some want less modern lines, so the best they can do is to make more actually working options while people waiting for desired archetypes to be released (if ever).

    Agreed.

    infrequent should be, you know "infrequent, not comment 9/10 times you harvest something.

    And those who say "don't use them" [snip]. That's a fact [snip]

    Solution is don't use them [snip]

    [edited for baiting]
    Edited by ZOS_Lunar on 22 June 2021 14:43
  • vallisas
    vallisas
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    ^ Agreed, [snip] and most of us aren't easily annoyed by some quick sentence said by a companion after they've killed something, you know like how companions have always been in every single RPG they've ever been included in. From Dragon Age, to Fallout, to Skyrim, to Divinity to Outerworlds to Dragon's Dogma they've always been this way. Moan about a real issue, not companions being companions. If you find you don't like how companions are supposed to work and have always worked, if you find you cannot handle how companions work. Here's the solution, you can not pick them up. And spare us and this board, by repeating the same nonsense everyday because you don't understand what a companion is in an RPG, please. It's not "bad game design", it's how companions have always worked. They simply don't work for you, and that's ok. But don't make a non-issue out of your own irritation over a system that has always been. And certainly don't bash hard working talented voice actors (both of which have done numerous voiceovers in this very game beyond these two characters) over your annoyance.

    [edited for baiting]
    Edited by ZOS_Lunar on 22 June 2021 14:59
  • Elsonso
    Elsonso
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    I really like whole idea of companions but if I have to spent hundreds of hours with specific companion, you can't just destroy my brain with so much repeating. I get it, you want it to make first impression "they have so much to talk in so many different situations". But now I know it and I'm sick tired ot this. This is just pocket version of "dragons in your own homeland".

    You know, I like to think I'm agreeable...

    Would it be an Elder Scrolls game if some NPC that latched onto us didn't ramble on about the same thing every few minutes or every few times something happened?

    "Hey, look! A cave! I wonder what's inside?" Uh, we just came out of there a couple minutes ago, don't you remember?

    These companions are not some sophisticated AI, and the curse that comes with them is listening to the same couple hundred dialog lines over and over. Even if they play more infrequently, if it is something that bothers you, it won't be infrequent enough.
    PC NA/EU: @Elsonso
    XBox EU/NA: @ElsonsoJannus
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  • vallisas
    vallisas
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    ^ Preach it

    [snip]

    There is no mute option currently in the game. Again, I am 100% for the infrequent options. [snip]

    [edited to remove quote and baiting]
    Edited by ZOS_Lunar on 22 June 2021 14:57
  • VaranisArano
    VaranisArano
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    The group of Worm Cultists worshipping the Dark Anchor as it rips the sky of Tamriel open are caught by surprise as fiery chains lash out and whisk their Mages Guild captive back to safety.

    The cultists grab their weapons to meet Varanis and Mirri charging up the hill towards the dolmen.

    "There's trouble brewing here. Stay alert!" Mirri shouts.

    The fight rages as the anchor chains fall, shaking the ground as they pull tight and start slowly winching Nirn up into Oblivion. Varanis flame whips the last cultist down. "You don't say."

    "I like to think I'm agreeable."

    Blue cold-fireballs drop from anchor ring above, plummeting towards them. Where it lands, daedra blossom from the smoke.

    "All right, but don't cry for mommy," Mirri declares as she engages the nearest Xivkyn.

    "Do daedra even have mothers?" Varanis wonders. "I'll ask Lyranth later."

    Mirri is dueling a daeroth when a clannfear leaps across the battlefield and takes a nasty bite out of her shoulder. "Ow, that fetching smarts!"

    Varanis bats a cauterizing fireball at her in between trading blows with a Harvester.

    "That's much better! Don't suppose you'll work this knot out of my shoulder while you're at it?"

    "Later, Mirri!"

    As they clise the anchors, the portal rumbles ominously. A great glob of coldfire gathers as Molag Bal muses, "Whatever happened to that Prophet fellow? Did his sacrifice really mean anything in the end? Sai Sahan and Titanborn's didn't."

    A daedroth bursts from the portal, plummeting towards the ground. Mirri grimly draws her daggers. "This is going to be a fight. Let's not make it our last."

    "I've handle loads worse than a dolmen boss, you know."

    When its all over, Molag Bal is grumbling about flying skin-banners and Varanis kicks open the dolmen chest.

    "Finders keepers, as they say." After a pause, Mirri adds, "You know, I like to think I'm agreeable.

    "You know, I'm thinking I've got to do two more dolmens for your Fighters Guild daily. Would you mind - I dunno - talking less?"

    Mirri stares coldly at her. "What did you fetching say?"

    "I'm used to fighting alone. It's nice having someone who's handy with a dagger around, but the constant chatter is a little much."

    "That's it. I'm fetching leaving, you fetcher!"

    Mirri stomps off towards the nearest wayshrine. Varanis sighs, then settles in to wait for the next group of cultists to show up. "I didn't want her to leave. All I wanted was a little bit of peace and quiet!"
    Edited by VaranisArano on 22 June 2021 20:10
  • SilverBride
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    They could just add an additional option... never.

    Over time a lot of players will get sick of hearing the same things over and over. It would be nice to be able to turn this feature off.
    PCNA
  • Fennwitty
    Fennwitty
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    Infrequent vs. Normal does appear to work, but it's not huge.

    There also seems to be a setting where when you zone in somewhere the companion is almost guaranteed to say something when you pick a node or some other activity regardless of setting.

    I'd advocate a "Rare" setting be added.

    For instance, on the Rare setting, companions won't do self-congratulatory victory laps unless one of the following is true:


    (A) One of the enemies was a boss

    (B) One of the enemies had more than 100,000 hit points

    (C) The fight took more than 2 minutes from start to end


    Kill three skeevers blocking a node: "No Bastian. *NOT* 'Huzzah'!"
    Edited by Fennwitty on 22 June 2021 15:01
    PC NA
  • ZOS_Lunar
    ZOS_Lunar
    admin
    Greetings!

    Due to some posts violating our rules on baiting and bashing, we have removed them from this thread. It’s okay and very normal to disagree with others, and even to debate, but provoking conflict, baiting, inciting, mocking, etc. is never acceptable in the official The Elder Scrolls Online community. If you do not have something constructive or meaningful to add to a discussion, we strongly recommend you refrain from posting in that thread, and find another discussion to participate in instead.

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  • lillybit
    lillybit
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    [snip]

    How companions work in other games, you mean. That's not really relevant to how they work in this one so no, not facts.

    They could also carry things, wear any gear and use any weapons and be told to stay put in other games, so it's pretty much comparing apples to oranges.

    [edited to remove quote]
    Edited by ZOS_Lunar on 23 June 2021 12:24
    PS4 EU
  • Luke_Flamesword
    Luke_Flamesword
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    VaranisArano's post reminds me situations when Bastian is telling: "They made their choices. So be it." and I must remind him: "Bastian, that was a bunch of bog dogs, they don't choice anything, this is their nature" :D
    Edited by Luke_Flamesword on 22 June 2021 15:05
    PC | EU | DC |Stam Dk Breton
  • vallisas
    vallisas
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    lillybit wrote: »
    [snip]

    How companions work in other games, you mean. That's not really relevant to how they work in this one so no, not facts.

    They could also carry things, wear any gear and use any weapons and be told to stay put in other games, so it's pretty much comparing apples to oranges.

    How they've worked universally. Including in this very series. So yes, very relevant, very much facts.
    Edited by ZOS_Lunar on 23 June 2021 12:25
  • Alurria
    Alurria
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    They could just add an additional option... never.

    Over time a lot of players will get sick of hearing the same things over and over. It would be nice to be able to turn this feature off.

    This is how you ask for that option^ no bashing of Zos employees no bashing of voice actors no over the top drama like it's the end of the world. Asking for a option while simultaneously bashing companions is just way over the top. I can reasonably understand people asking for the option to turn companions dialog off if it gets tiresome. It doesn't bother me however but then I have worked with Alzheimer patients in my past so my tolerance for repetitious dialog is pretty high. After all this is 1. New 2. AI all this bashing is just that a way to dramatize things. It's not the end of the world and it isn't game breaking.
  • Shantu
    Shantu
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    And who couldn't see this coming? An option to mute a companion after you've heard the same dialog for the thousandth time is a no-brainer.
  • anitajoneb17_ESO
    anitajoneb17_ESO
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    I love companions' dialogues.

    They don't repeat "stack on crown" over and over.
    They don't bash ZOS endlessly.
    They don't complain about other players.
    They don't complain about other players' companions.
    They don't ask me about my gear nor about my DPS.
    They don't complain about their gear nor about their DPS.
    They don't brag about their gear, their DPS or their achievements.
    They're not obsessed with XP/hour or CP counter. (Or if they are, they don't mention it).
    They don't want to borrow gold from me
    They don't want me to craft them anything ithout knowing what they actually want
    They don't want to sell me anything
    They don't want me to join their guild.


    Companions are true angels. I love them :-)
    Edited by anitajoneb17_ESO on 22 June 2021 16:05
  • Arunei
    Arunei
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    vallisas wrote: »
    Arunei wrote: »
    vallisas wrote: »
    Because judging by your examples of the inoffensive comments you seem annoyed by and then wanting an "almost never" or "mute" option it sounds like you don't actually want them to begin with LOL. So what is the point? You get tired of the comments you can simply dismiss them for a time, you have that option. I cannot for the life of me understand the rampant complaining sometimes on this board of compeltely optional things.
    So someone not wanting them to talk as much, or at all, automatically means they shouldn't use the Companions?

    Precisely, there's been several games now by Bethesda, You know how their companions are by you KNOW what you signed up for. This is how they are, this is how they've always been. It would be like asking Bioware to make their companions silent. And in this game, they don't carry your stuff, so there goes that excuse. Instead of filling up the board with the same complaints, simply don't use the entirely optional companions. No one is forcing anyone to endure this "pain" but themselves. If someone does not want companions to be companions, you shouldn't be rolling companions. It's very simple. "I want silent companions" which has never been an option in any single game by this company. Why should they now. Just like in the single player titles you aren't forced to go around with a companion. And you can entirely run a build to solo most of the non-vet content yourself.

    Now, i'm not directing all this entirely at you specifically or the situation you have personally, moreso the people who are constantly whining on the board "omg this voice actor on this companion","my god mirri does this, bastian does this!!!" some of which coming from the same posters daily. Nobody is forcing you to run with them, stop wasting the devs time over something optional. This thread didn't even get many post despite it's views, because it's just not a huge issue for the majority. Most understand what companionss are.

    Now something ZOS should spend some time fixing, all these quest update icons on Mirri LOL

    Your first mistake is making the assumption that OP or anyone else really have played other Bethesda games/games with "companions" to...what, have some idea of what other games were like with them? You're acting like just because people are playing this Bethesda game that they've played other Bethesda games, or other games with "companion" features, which is a little asinine. Just because other games have done X or Y with Z system doesn't mean every single game has to.

    As for your point about "oh but it's entirely optional", you're also missing the point that Companions largely exist to a) help people with content and b) to give someone a sense of, you know, companionship. People are very capable of liking one aspect of a thing and not another. No one deserves to be told not to use something they want to, but find an aspect of annoying. [snip]

    [snip] If it doesn't bother you that's entirely fine. What's not fine is coming into the thread to repeatedly bash people who get annoyed by the Companion dialogue and just want an option to mute it. It's not really adding anything to the conversation at this point.

    [Edit for Baiting.]
    Edited by ZOS_GregoryV on 22 June 2021 23:23
    Character List [RP and PvE]:
    Stands-Against-Death: Argonian Magplar Healer - Crafter
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    Kiju Veran: Khajiit Stamblade DPS - Ex-Fighters Guild Suthay who likes to punch things, nicknamed Tinykat
    Niralae Elsinal: Altmer Stamsorc DPS - Young Altmer with way too much Magicka
    Sarah Lacroix: Breton Magsorc DPS - Fledgling Vampire who drinks too much water
    Slondor: Nord Tankblade - TESified verson of Slenderman
    Marius Vastino: Imperial <insert role here> - Sarah's apathetic sire who likes to monologue
    Delthor Rellenar: Dunmer Magknight DPS - Sarah's ex who's a certified psychopath
    Lirawyn Calatare: Altmer Magplar Healer - Traveling performer and bard who's 101% vanilla bean
    Gondryn Beldeau: Breton Tankplar - Sarah's Mages Guild mentor and certified badass old person
    Gwendolyn Jenelle: Breton Magplar Healer - Friendly healer with a coffee addiction
    Soliril Larethian- Altmer Magblade DPS - Blind alchemist who uses animals to see and brews plagues in his spare time
    Tevril Rallenar: Dunmer Stamcro DPS - Delthor's "special" younger brother who raises small animals as friends
    Celeroth Calatare: Bosmer <insert role here> - Shapeshifting Bosmer with enough sass to fill Valenwood

    PC - NA - EP - CP1000+
    Avid RPer. Hit me up in-game @Ras_Lei if you're interested in getting together for some arr-pee shenanigans!
  • ZOS_GregoryV
    Greetings all,

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    Edited by ZOS_GregoryV on 22 June 2021 23:35
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  • alberichtano
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    VaranisArano's post reminds me situations when Bastian is telling: "They made their choices. So be it." and I must remind him: "Bastian, that was a bunch of bog dogs, they don't choice anything, this is their nature" :D

    Funny coming from the guy that claims that he doesn't like killing, eh? ;-)
  • AuraoftheAzureSea
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    I don't see a problem with players providing feedback about their preferences for companion dialogue frequency. Not using them at all is not a solution for people who genuinely like the idea of companions, but don't want to hear immersion breaking chatter (or at least want a reduction of how often it happens) and don't want to hear the same line so many times that they get sick of it (again, very immersion breaking). There are definitely games that manage that balance well.

    For single player games like Skyrim, we have mods like RDO to let players adjust frequencies to their taste. Not much of an option for this.
  • Kalik_Gold
    Kalik_Gold
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    I turned his chat to frequent... *shrugs*
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Jux Blackheart a Redguard Nightblade
    Goliath of Hammerfell a Redguard Dragonknight
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: (Specialty)
    Tyrus Septim an Imperial Lycan Sorcerer
    Tsar af-Bomba a Redguard Vampiric Nightblade
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden

    PvE:
    Cinan Tharn an Imperial Dragonknight
    Bates Vesuius of Dawnstar an Imperial Dragonknight
    Herzog Zwei the Genesis an Akavari* Templar
    Tav'i at-Shinji a Redguard** Warden
    Lucky Hunch the Gambler - a Redguard Nightblade

    Leveling...
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    Voa a Priest of Sep a Redguard* Necromancer
    ======
    Passives of another race used. (RP)
    *Breton
    **Imperial




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion

  • Hapexamendios
    Hapexamendios
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    I don't really need Mirri commenting on "sampling the local cuisine" every time I use a wayshrine.
  • phaneub17_ESO
    phaneub17_ESO
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    I got a new Bastian quote, I don't know what the hell it means...

    "Reachmen say that fires are only dangerous when they get bored. That's why we tell them stories and let them lick our food"
  • lillybit
    lillybit
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    From the patch notes:

    "Increased the minimum cooldown time for Companion VO, in addition to reducing the likelihood to hear the VO, when the Companion casts an ability which provides a synergy for you."

    This will help!
    PS4 EU
  • Mik195
    Mik195
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    I tend to think of Bastian as a golden retriever. It makes his "squirrel" comments easier to ignore.

    Of course, I play with the bear so I'm used to doing my thing and assume the bear will handle any aggro I don't feel like noticing.
  • anitajoneb17_ESO
    anitajoneb17_ESO
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    I got a new Bastian quote, I don't know what the hell it means...

    "Reachmen say that fires are only dangerous when they get bored. That's why we tell them stories and let them lick our food"

    I'd interprete this as follows :
    "Reachmen consider fires like beings, that need to be entertained and fed. That's why they tell stories by the fires and cook food in the fires".

    A rather successful attempt at some poetry, in my opinion.
    Edited by anitajoneb17_ESO on 25 June 2021 08:25
  • KyraCROgnon
    KyraCROgnon
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    I agree with this too. I want them to talk more, but I also wish they had more to say, and that more of it was intelligently contextual.
    It may have been a lucky random , but today while soloing a wb i ran out of ressources and Bastian told me something along "we're running dry, you should drink a potion" . So except for the little detail that my potion button was on CD (so my answer to the voice in my head was "don't i wish i could") , he was right on topic

    I globally like their little talk now and then. Even if it does feel weird when he doesn't comment on us killing a WB and then get all exited about a dead mudcrab ;)

  • LadyLethalla
    LadyLethalla
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    spartaxoxo wrote: »
    I do think the harvesting lines could be toned down but outside of that I actually wish he talked more.

    Every freaking area is a great area for harvesting...

    Honestly I wish they had more lines like, "Hey, I've never seen anything like this place before". As it is, I wish there was an option to turn OFF the Companions' reactions all together.
    x-TallyCat-x // PC EU DC - For the Covenant! // ESO Platinum trophy - 16th May 2017.
    Melbourne Australia - the land of Potato Internet.WTB ESO OCEANIC SERVER
  • KyraCROgnon
    KyraCROgnon
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    A serious question here : is there any game sound that are really needed for gameplay ? Since all quest dialogue is written too ? I remember some cry from bosses that give fighting clues , but having raid notifier on gives you the same clues in blinking red capital letters.
    So when the game noices get irritating / boring, i can turn the sound off completely and play ESO while listening to music (Manowar is perfect for going around bashing heads :smiley: ) , and voilà, problem solved.

    And when i want to be completely absorded in a quest / an event , i turn the sound back on and enjoy it fresh again.

    PS : the "most irritating sound in ESO" imo is the sound from the Indrik mounts. They sound like my kid rubber ducky ! Not quite epic , and even if some look cool, i could never use them as regular mount with sound on :(
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