SilverBride wrote: »We don't see those when they are just running by with the player.
SilverBride wrote: »PrincessOfThieves wrote: »SilverBride wrote: »If we put a helmet on a Companion covering their face then yes, they do lose their identity, because that is the only thing that identifies them. Unlike humans that have recognizable body shapes etc. that help identify them, too.
They still have unique voices, abilities and reactions, and even some unique animations.
We don't see those when they are just running by with the player.
SilverBride wrote: »This has been answered here, post #39:
https://forums.elderscrollsonline.com/en/discussion/634365/companions-q-a/p1
Q: I just want to give them a hat so they don't look the same as everyone else... any thoughts on changing your stance on this?
TM: We do have discussions about the level of flexibility we want to give users on a Companion’s appearance “from the neck-up” – like hats, or different hairstyles. One of the early design considerations with companions was the balance between "identity" and "customization" for each companion. We wanted to give players as much freedom to customize their traveling companion, while at the same time keeping the identity of the companion the same. We ended up with "no hats" on companions because it hit that sweet spot - where players can make them look any way they wish, but the character and identity of the companion doesn't change because you always see their face.
ArchangelIsraphel wrote: »-casually walks into thread and leaves behind an army of clones-
Please let us stick helmets and other customization on the companions. People don't suddenly stop being themselves because they've done their hair differently. It's just immersion breaking at this point to attribute someones "identity" to any singular physical trait when I've always considered the strongest aspects of what makes someone who they are to be internal- their mind, their heart, their values. Those things don't go poof under a hat, regardless of how ostentatious or not said hat might be.
Erickson9610 wrote: »ArchangelIsraphel wrote: »-casually walks into thread and leaves behind an army of clones-
Please let us stick helmets and other customization on the companions. People don't suddenly stop being themselves because they've done their hair differently. It's just immersion breaking at this point to attribute someones "identity" to any singular physical trait when I've always considered the strongest aspects of what makes someone who they are to be internal- their mind, their heart, their values. Those things don't go poof under a hat, regardless of how ostentatious or not said hat might be.
Notice how every Zerith-var is in the default outfit? Now imagine every single one with a helmet on.
Does that fix the clone problem? No — of course not. With helmets on by default, Companion "clones" are just "clones with helmets on" which makes them look even more like clones!
The "clone problem" will not be fixed by allowing helmets. The reason player characters don't suffer the "clone problem" is because there is no default appearance for players — the "default" is always randomized when creating a new character. Companions are different because they are each designed to look a certain way, while allowing the players some degree of agency in how they look.
ArchangelIsraphel wrote: »Erickson9610 wrote: »ArchangelIsraphel wrote: »-casually walks into thread and leaves behind an army of clones-
Please let us stick helmets and other customization on the companions. People don't suddenly stop being themselves because they've done their hair differently. It's just immersion breaking at this point to attribute someones "identity" to any singular physical trait when I've always considered the strongest aspects of what makes someone who they are to be internal- their mind, their heart, their values. Those things don't go poof under a hat, regardless of how ostentatious or not said hat might be.
Notice how every Zerith-var is in the default outfit? Now imagine every single one with a helmet on.
Does that fix the clone problem? No — of course not. With helmets on by default, Companion "clones" are just "clones with helmets on" which makes them look even more like clones!
The "clone problem" will not be fixed by allowing helmets. The reason player characters don't suffer the "clone problem" is because there is no default appearance for players — the "default" is always randomized when creating a new character. Companions are different because they are each designed to look a certain way, while allowing the players some degree of agency in how they look.
Providing that players are choosing different motifs in the overland, I'm pretty sure it will mitigate it somewhat. I highly doubt everyone will suddenly decide to use the same helmet.
Honestly, I just want more customization, more ways to involve the companion in whatever story or quest I'm playing out at the time. Solving the issue completely likely isn't possible, because you'll always have a few people running around in default stuff or choosing not to use a helmet/hat. Really, it just makes companions more fun to deck them out a bit more.
AnduinTryggva wrote: »spartaxoxo wrote: »They have said in the past they won't allow this because they want them to feel like characters.
Which I somehow understand but this is somehow in contradiction to the fact that we have so many clones of the same character on a large mee-up. In cities, it reaches the dimension of a sort of identical twin convention.
This leads this "the companion is a unique character with a unique identity" a bit ... how shall I put it, ad absurdum.
WhiteCoatSyndrome wrote: »AnduinTryggva wrote: »spartaxoxo wrote: »They have said in the past they won't allow this because they want them to feel like characters.
Which I somehow understand but this is somehow in contradiction to the fact that we have so many clones of the same character on a large mee-up. In cities, it reaches the dimension of a sort of identical twin convention.
This leads this "the companion is a unique character with a unique identity" a bit ... how shall I put it, ad absurdum.
I seem to recall running quests with (for example) Abnur Tharn, and while he was accompanying me I could see his face, but everyone else’s copy of him had a hood on. So it was just a swarm of generic Mages Guild wizards instead of a swarm of Abnur Tharn. Might help?
That said, I’m pro-hat, I think it’s a silly restriction to have to have their heads bare.