Fata1moose wrote: »We're still going through how this all works within the world and figuring out exactly where you can use different companions as well. We know we don't want them used in PvP, so we've taken that option out, but outside of that, we want you to be able to use them everywhere else.
Don't worry ZOS I can help, this is how it should work for group content/arenas
- In dungeon finder the player/companion limit is set to four. It will ways match four players but if someone drops you can summon a companion. If you queue for a replacement the companion will automatically be dismissed when a player enters the instance. This means tanks and healers need not worry about losing their fast queue times.
- If you want to do a dungeon by yourself and a companion simply travel to the dungeon instead of using the group finder
- Trials work in the same way where there's a 12 player/companion cap just without the group finder feature obviously. If someone drops and the leader invites someone else then the companion will be dismissed once that person enters the instance
- Solo Arenas: Companions are allowed in normal instances but in veteran instances only the player is allowed. This will help less experienced players experience the content while the rewards for soloing the arena (perfected) and leaderboard integrity are maintained.
- Group Arenas: Allow them in both normal and veteran with the cap of 4 players/companions. If you have two players with two companions in a vet arena they're likely doing heavy lifting since a companion isn't as effective as an actual player so I see no reason why rewards should be restricted
- Already confirmed but no companions in PvP
Y'know... This may sound weird af, but it would be really neat, although I really wanted (a gorgeous version of modded Skyrim's) Seranazack723_ESO wrote: »but can we romance and marry them >.> if im gonna have a buddy i wanna rp a life with them can we have them walk around our homes as a house guest?
RPGplayer13579 wrote: »So does this mean I can take a companion to any place with PVE content? Does this include The Imperial City?
There's several quests in the game where you're given a companion to help you through it. In the most recent Markarth DLC, Arana joins you on a mission and gives you simple shields during combat. Lilith also joins you and provides mediocre melee support. I'm 100% certain the companion system is going to inherit that exact same AI. On the one hand I can see why they decided to do it (most systems are already implemented, easier than writing something new), I just think it's an odd direction the developers want to take in an MMO.On the other side, I feel worry the compansions AI..
seecodenotgames wrote: »"You can set their skills that they use and the order they use them in." I assume this means you can give them a rotation?
I expect this to be probabilities rather than an order like a rotation.
UntilValhalla13 wrote: »So, are these things going to fill a legitimate spot in a group, or are they considered followers, like lyris, that just tag along? Are we going to be able to take 12 companions into a trial?
Fata1moose wrote: »We're still going through how this all works within the world and figuring out exactly where you can use different companions as well. We know we don't want them used in PvP, so we've taken that option out, but outside of that, we want you to be able to use them everywhere else.
Don't worry ZOS I can help, this is how it should work for group content/arenas
- In dungeon finder the player/companion limit is set to four. It will ways match four players but if someone drops you can summon a companion. If you queue for a replacement the companion will automatically be dismissed when a player enters the instance. This means tanks and healers need not worry about losing their fast queue times.
- If you want to do a dungeon by yourself and a companion simply travel to the dungeon instead of using the group finder
- Trials work in the same way where there's a 12 player/companion cap just without the group finder feature obviously. If someone drops and the leader invites someone else then the companion will be dismissed once that person enters the instance
- Solo Arenas: Companions are allowed in normal instances but in veteran instances only the player is allowed. This will help less experienced players experience the content while the rewards for soloing the arena (perfected) and leaderboard integrity are maintained.
- Group Arenas: Allow them in both normal and veteran with the cap of 4 players/companions. If you have two players with two companions in a vet arena they're likely doing heavy lifting since a companion isn't as effective as an actual player so I see no reason why rewards should be restricted
- Already confirmed but no companions in PvP
This! Please no companions in a full 4 man dungeon or 12 man trial group. But having access to a companion while trying to solo a group dungeon would indeed be a cool option, so keeping the 4/12 man player cap and counting a companion as essentially a player is the best suggestion I heard so far.
FrancisCrawford wrote: »UntilValhalla13 wrote: »So, are these things going to fill a legitimate spot in a group, or are they considered followers, like lyris, that just tag along? Are we going to be able to take 12 companions into a trial?
That's currently the big unanswered question. Can a dungeon group be 8 characters (4 player, 4 companion) or will it be limited to 4?
Note: There could still be achievements that preclude companions.
Last year there were some really popular new features and systems added, like the Antiquities system. Do you have plans for any new systems or features in that kind of vein this time?
We do. There will be new antiquities that you can dig up for sure, because that was such a big thing. But I think that the big new system that I’m really excited about is companions. Companions are essentially your permanent adventuring buddies. So, you unlock them in the Blackwood chapter by doing some quests, and once you have them unlocked, you can level them up, you can equip gear on them, and you can assign their roles and their ability – so you can choose for them to be more of a tanky, healer, or damage dealer role. And there’s also a rapport system associated with them, where they have specific likes and dislikes. As you level up through those, you unlock more quests.
It’s definitely something that we have seen players ask for a lot, especially those that have played Skyrim. Companions were a big part of that. This is our way to give players another avenue to roleplay their characters and develop social bonds without necessarily having to do that with players. You’ll be able to use these companions pretty much anywhere in the world – we’re still doing our tuning and tweaking and performance assessment impact on these things. I’m pretty sure they won’t be allowed to be used in PvP, but anywhere outside of PvP, you can use them. And they would essentially replace a player, so if you and a buddy wanted to do a four-player dungeon, you could do that and have two companions, and you can complete the content.
We also have a new tutorial coming. So, every chapter, we always build a new tutorial. And this year is a little bit different in that we’re still going to teach you the basics of the game in terms of how to use your map, how to equip abilities, those kinds of things. But the big difference this year is we’re going to let you choose your own story.
This has been something that players have requested for a long time. So, there’s a point in the tutorial where you get to choose, ‘Do I go to the base game? Do I go to Elsweyr? Do I go to Summerset? Do I go to Greymoor?’ It’s up to you what you want to do, rather than in previous tutorials, which were so focused on the story of the new chapter. That’s going to be a thing that I think our players are going to be excited about.
Regarding PvP, unfortunately, there was little in the way of news concerning performance improvements. The developers are still working on the system and in the next test, later this year, they will disable item set procs in Cyrodiil on the PC to see how it impacts server performance.
VaranisArano wrote: »It sounds like unlocking and progressing with the companion will involve at least some questing. Also, assuming they follow in the TES and Fallout mode, Companions will have some unique dialogue for certain locations and quests. If ZOS is smart, Companion dialogue and reactions become a great way to add replayability to older zones for roleplayers and players who get really attached to their companion.
So I understand the concerns of players who might want to experience ESO with a Companion...but not have that companion ruin the questing experience because they were balanced for group dungeons. That's not answered by a simple "then don't use the companion" solution.
Knootewoot wrote: »It would seem weird seeing 100's of Bastians/Mary's running around. Begun the clone wars have.
exeeter702 wrote: »Now it only zos could add a system in place that would create a sense of agency and involvement in overland content for fully built end game characters.
There is no scenario where I would ever feel any incentive to interact with this new feature and that sucks tbh.
If properly suiting up and building out my companion so that I can survive certain obstacles while doing the one type of content that makes up nearly 80 percent of this entire game, were actually a thing, I would be very happy here. But the fact that overland content is such a joke even for the casual competent player. This just feels like a missed opportunity for me.
I'm here hoping zos announces something that would make end game characters want to engage with the overland content experience and they add a feature that makes it even easier lol.. But I understand the economics of it at the end of the day, the longer you are a player of an mmo, the less you become the target demographic for it.
For those who weren't here at launch, I should perhaps explain exactly how overland was made so laughably easy. It's not just a matter of the "normal" player-dealt DPS increasing five-fold or more since launch, and it's not just the fact that they made the mobs have less HP and hit less hard. The nerf goes much deeper than that, and no simple debuffs or voluntary crippling of your build can fix it properly.
The problem is that they both dumbed down and slowed down the AI for all PvE enemies. Regular trash mobs used to employ jumps and dodges, they blocked your blows, they snared you, and they used combinations of abilities which you needed to counter properly to defeat them reliably. Combat with even a single trash mob could be engaging. Two was busy, three was a challenge. Telegraphs were shorter and easier to miss.
This game used to be quite hard for a solo player. I am not saying it was better, because people rage quit over, say, not being able to progress in the main quest or kill the wretched Doshia in the Fighters' Guild quest. The changes they made to the game have very obviously made it survive.
In my personal opinion, I'm sad to see this challenge gone, but there is nothing that could bring back that for individual players without changing the experience for everyone else, except splitting the world into different instances depending on some "difficulty" toggle.
exeeter702 wrote: »Now it only zos could add a system in place that would create a sense of agency and involvement in overland content for fully built end game characters.
There is no scenario where I would ever feel any incentive to interact with this new feature and that sucks tbh.
If properly suiting up and building out my companion so that I can survive certain obstacles while doing the one type of content that makes up nearly 80 percent of this entire game, were actually a thing, I would be very happy here. But the fact that overland content is such a joke even for the casual competent player. This just feels like a missed opportunity for me.
I'm here hoping zos announces something that would make end game characters want to engage with the overland content experience and they add a feature that makes it even easier lol.. But I understand the economics of it at the end of the day, the longer you are a player of an mmo, the less you become the target demographic for it.
Fun Fact about what the game USED to doFor those who weren't here at launch, I should perhaps explain exactly how overland was made so laughably easy. It's not just a matter of the "normal" player-dealt DPS increasing five-fold or more since launch, and it's not just the fact that they made the mobs have less HP and hit less hard. The nerf goes much deeper than that, and no simple debuffs or voluntary crippling of your build can fix it properly.
The problem is that they both dumbed down and slowed down the AI for all PvE enemies. Regular trash mobs used to employ jumps and dodges, they blocked your blows, they snared you, and they used combinations of abilities which you needed to counter properly to defeat them reliably. Combat with even a single trash mob could be engaging. Two was busy, three was a challenge. Telegraphs were shorter and easier to miss.
This game used to be quite hard for a solo player. I am not saying it was better, because people rage quit over, say, not being able to progress in the main quest or kill the wretched Doshia in the Fighters' Guild quest. The changes they made to the game have very obviously made it survive.
In my personal opinion, I'm sad to see this challenge gone, but there is nothing that could bring back that for individual players without changing the experience for everyone else, except splitting the world into different instances depending on some "difficulty" toggle.
exeeter702 wrote: »exeeter702 wrote: »Now it only zos could add a system in place that would create a sense of agency and involvement in overland content for fully built end game characters.
There is no scenario where I would ever feel any incentive to interact with this new feature and that sucks tbh.
If properly suiting up and building out my companion so that I can survive certain obstacles while doing the one type of content that makes up nearly 80 percent of this entire game, were actually a thing, I would be very happy here. But the fact that overland content is such a joke even for the casual competent player. This just feels like a missed opportunity for me.
I'm here hoping zos announces something that would make end game characters want to engage with the overland content experience and they add a feature that makes it even easier lol.. But I understand the economics of it at the end of the day, the longer you are a player of an mmo, the less you become the target demographic for it.
Fun Fact about what the game USED to doFor those who weren't here at launch, I should perhaps explain exactly how overland was made so laughably easy. It's not just a matter of the "normal" player-dealt DPS increasing five-fold or more since launch, and it's not just the fact that they made the mobs have less HP and hit less hard. The nerf goes much deeper than that, and no simple debuffs or voluntary crippling of your build can fix it properly.
The problem is that they both dumbed down and slowed down the AI for all PvE enemies. Regular trash mobs used to employ jumps and dodges, they blocked your blows, they snared you, and they used combinations of abilities which you needed to counter properly to defeat them reliably. Combat with even a single trash mob could be engaging. Two was busy, three was a challenge. Telegraphs were shorter and easier to miss.
This game used to be quite hard for a solo player. I am not saying it was better, because people rage quit over, say, not being able to progress in the main quest or kill the wretched Doshia in the Fighters' Guild quest. The changes they made to the game have very obviously made it survive.
In my personal opinion, I'm sad to see this challenge gone, but there is nothing that could bring back that for individual players without changing the experience for everyone else, except splitting the world into different instances depending on some "difficulty" toggle.
Most of us who have been here since day zero remember this. The leveling experience was very satisfying. Often the rebuttal ths is brought up is craglorn. But that is an incredibly weak one as there were so many other issues with the core game and its various indecisive aspects of end game at the time.