Companions: a Breakdown of the New Feature by Rich Lambert

  • TwinLamps
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    If these cant:
    -Be used as carry mules
    -Be used as resource gathering tools
    I will skip them entirely.
    Awake, but at what cost
  • renne
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    TwinLamps wrote: »
    If these cant:
    -Be used as carry mules
    -Be used as resource gathering tools
    I will skip them entirely.

    I can't see them being allowed to farm.
  • NeeScrolls
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    MerguezMan wrote: »
    Well, I can't solo half of the dungeons because some designer thought it would be a good idea to include a mechanism where 2 players have to stand on plates to open a door,

    Welcome to MMO's ( Massively Multiplayer Online ) . B)

    BTW, with all the 1000's of mini-pets, 100's of Warden/DaedricSummoned combat-pets, and soon all these 'companions' everywhere, how will the precious mega-servers be able to withstand all the extra LAG?!?!!?! :/


    ----
    MerguezMan wrote: »
    If those "companions" can be enabled to stand on plates or activate levers, , that's a big improve

    More ai than humans in-RL Earth.

    Now gonna be more ai than players in-game ESO.

    But ai won't ever surpass the human heart, the human body, nor especially....the human SOUL!!!
  • GarnetFire17
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    MerguezMan wrote: »
    I don't understand why anyone thinks they should need an NPC "Carry Buddy" to be able to complete GROUP DUNGEONS. This is absolutely ridiculous.

    Well, I can't solo half of the dungeons because some designer thought it would be a good idea to include a mechanism where 2 players have to stand on plates to open a door, or would include uncleansable effects that require another player to move.

    If those "companions" can be enabled to stand on plates or activate levers, and then disabled, that's a big improve (and an overly complex way to fix the issues for solo completion, but hey, better to have that than nothing).

    the group dungeons aren't MEANT to be soloed. So good. That some can solo some is fine and dandy and good for them. It's shoed the power creep that they have enabled and how much they nerfed lower level content for those that complained it was "too hard"
  • GarnetFire17
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    Seraphayel wrote: »
    Companions look good, better than I thought, especially with the customization. The problem is, they’ll ultimately be useless for most players as overland content is way too easy. They might help soloing public dungeons, but that’s already easy with a right build, even for new characters. So they might be useful in dungeons and trials (where you supposedly can use them, they’re only disabled in PvP), but that’s it.

    I know I know there are very bad players that find overland content hard, but that’s an absolute majority. I wish this new system would just offer something for veterans as well, right now it seems to cater just to new players.

    "Might be useful" in dungeons and trials? How do you know they won't be meta? Nothing has be said to my knowledge that that they will take a up another player's spot in the group. The companions could wind up basically defining combat for this game. Top guilds might start requiring them and people could be needing to parse with them to get the best score.
  • GarnetFire17
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    What I'd really like about Companions is for them to not have collisions as very well demonstrated by the video above (no more flapping birds and alike, always blocking wayshrines); for them to be hidden for other players outside their groups (no super crowded cities with endless clones of the same NPC — it's weird); for them to be smart, for example, knowing all dungeons' mechanics, how to get positioned and so on; but the most important, for them to have a good sense of humour and, in the case, we get to talk face-to-face with them, good looks and good voice-actors (it's more than enough me to be the ugly one around).

    When I played Skyrim I tested A LOT of followers, not because I needed, but because I always liked the concept. Be them native or from mods, in the end, very little of them caught my attention. Serana is my TES' Sandra Bullock. Loved her but, eventually, even her got boring with the same lines over and over again (that mod that expanded his lines did a marvellous job that really improved her); Jenassa, the super-aggressive, temperamental and always on PMS-state mercenary (:lol:), Lydia, for the sarcasm (though I played very little with her); INIGO (from a mod, cool and complex 'til I got sick of his voice)

    There is no way they are going to auto complete dungeons mechanics for players.
  • Iarao
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    Sarannah wrote: »
    @Iccotak Thank you for the in-depth post on what companions are/do!

    This seems like there will not be a heal/tank companion, as knight and thief only seems DPS to me. Which is weird, as most players are DPS and would rather have a heal/tank companion. Will we be able to give them their role(s)?

    Something that wasn't in the text posted: Will companions be an accountwide unlock, or unlocked per character? I would like them to be accountwide unlocks personally, so I do not have to do the unlock quests on all my characters, even non-dps ones.

    Relationships with NPC characters always seem funny to me. Looking forward to going through Mary's oblivion gate. :sunglasses:

    a knight can very easily be a tank. almost all knights you see are sword and board, right?
  • Moonsprite
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    We get to equip them with armor and weapons. Does this mean they will be 50 with 160CP?
  • thomasadinkerke
    It would be amazing that if a tank/healer left a Delve, that i could just get my companion to tank/heal (even at half the capacity) so that we don't have to wait 15 mins. for a new player!
  • TwinLamps
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    renne wrote: »
    TwinLamps wrote: »
    If these cant:
    -Be used as carry mules
    -Be used as resource gathering tools
    I will skip them entirely.

    I can't see them being allowed to farm.

    Still hope they will have some inventory space we could use , maybe even the lazy type like as long as you have companion with you get extra 50 slots to your inv or similar.
    And about resource gathering, this could work similar to what hirelings are.
    For example, you give your companion intricate items to "deconstruct", they "progress" in certain crafting skill, and with high enough skill you can send them to collect raw materials related to that craft. They then simply send you mail once every 20/10h or so with random selection of raw ores or whatever.

    Features such as these would make companions interesting for me.
    Awake, but at what cost
  • MerguezMan
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    MerguezMan wrote: »
    I don't understand why anyone thinks they should need an NPC "Carry Buddy" to be able to complete GROUP DUNGEONS. This is absolutely ridiculous.

    Well, I can't solo half of the dungeons because some designer thought it would be a good idea to include a mechanism where 2 players have to stand on plates to open a door, or would include uncleansable effects that require another player to move.

    If those "companions" can be enabled to stand on plates or activate levers, and then disabled, that's a big improve (and an overly complex way to fix the issues for solo completion, but hey, better to have that than nothing).

    the group dungeons aren't MEANT to be soloed. So good. That some can solo some is fine and dandy and good for them. It's shoed the power creep that they have enabled and how much they nerfed lower level content for those that complained it was "too hard"

    I never meant group dungeons should be easy to solo. Just that we should be able to.

    Flames of ambition DLC released only few days ago, you'd think people would understand that when getting there on normal, I'd like to enjoy the story, take time to explore, do side-bosses ... most people I found just run ahead and skip what can be.

    Someone even told me that he skipped on purpose to have a "return" on his food and xp timed bonuses.

    That is not the first time you see players asking for "story mode", is it ?
  • Xuhora
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    Seraphayel wrote: »
    Companions look good, better than I thought, especially with the customization. The problem is, they’ll ultimately be useless for most players as overland content is way too easy. They might help soloing public dungeons, but that’s already easy with a right build, even for new characters. So they might be useful in dungeons and trials (where you supposedly can use them, they’re only disabled in PvP), but that’s it.

    I know I know there are very bad players that find overland content hard, but that’s an absolute majority. I wish this new system would just offer something for veterans as well, right now it seems to cater just to new players.

    "Might be useful" in dungeons and trials? How do you know they won't be meta? Nothing has be said to my knowledge that that they will take a up another player's spot in the group. The companions could wind up basically defining combat for this game. Top guilds might start requiring them and people could be needing to parse with them to get the best score.

    from what i saw and heard in the stream the companions act on a priority systems with their skills, each having its own cooldown from arround 12-16 seconds. the DK companion could slot all DK skills, but pulling had a 12 second cooldown and chocking talons a 16 seconds cooldown. that alone is a pretty clear indicator that companions are not going to be meta, since a half decent player will allways be better than a companion.

    second i think i heard in the stream where companions are first announced that they will take a player spot. so a trial group with 12 player cannot have a companion active. they are more meant to be a substitute for a player if one is missing, not an addition to every player in the group like the sorcerer pet.
  • Seraphayel
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    The Dragonknight companion had a buff that increases damage for you and your allies by 20% for 8 seconds. This was on a 16s CD which means your companion is increasing your damage permanently by 10% - I think this alone makes them already too powerful to be not used.

    And I still can’t imagine how they would take a group slot when they are basically pets that can be summoned and de-summoned anytime.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • merevie
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    So I play with actual people in pvp. And where we are banned from slotting our sets, causing actual real people I like not to play. I don't want a laggy, buggy AI person -I would like the real life ones back. Please, and thank you, and not giving money to any content until they are.
  • Xuhora
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    Seraphayel wrote: »
    The Dragonknight companion had a buff that increases damage for you and your allies by 20% for 8 seconds. This was on a 16s CD which means your companion is increasing your damage permanently by 10% - I think this alone makes them already too powerful to be not used.

    And I still can’t imagine how they would take a group slot when they are basically pets that can be summoned and de-summoned anytime.

    i havent seen that buff part, but i was only paying half the attention (other half went to grinding 0.o). indeed that buff seems strong, if the companions dont take a playerslot. then again, the buff cant be stacked probably (at least i hope so).

    Maybe i will try to find that line from the stream where it says they will take a playerslot.
  • Seraphayel
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    FYI: That buff was the slightly revamped version of Molten Weapons that the companion can use.

    And I don’t think they said in the stream yesterday that companions take player slots. Maybe during the reveal stream in January.

    I think they haven’t made their mind on that yet as they said multiple times that companions are still subject to change. I think a lot might boil down to player feedback during the PTR.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • Xuhora
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    yeah i think i heard it in the german livestream in january, will check in the evening i guess
  • Iccotak
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    renne wrote: »
    People in Craglorn like "Dps/healer/tank lf [trial] NO COMPANIONS". Or having to confirm the trial you're agreeing to has 11 other REAL people.

    Please god please just confirm they won't fill spots for Group Finder.

    They already confirmed that it will fill spots in group finder.

    If you want real people for something like Trials then you’ll have to confirm that everyone is on the same page and won’t have their companions active.
    MerguezMan wrote: »
    MerguezMan wrote: »
    I don't understand why anyone thinks they should need an NPC "Carry Buddy" to be able to complete GROUP DUNGEONS. This is absolutely ridiculous.

    Well, I can't solo half of the dungeons because some designer thought it would be a good idea to include a mechanism where 2 players have to stand on plates to open a door, or would include uncleansable effects that require another player to move.

    If those "companions" can be enabled to stand on plates or activate levers, and then disabled, that's a big improve (and an overly complex way to fix the issues for solo completion, but hey, better to have that than nothing).

    the group dungeons aren't MEANT to be soloed. So good. That some can solo some is fine and dandy and good for them. It's shoed the power creep that they have enabled and how much they nerfed lower level content for those that complained it was "too hard"

    I never meant group dungeons should be easy to solo. Just that we should be able to.

    Flames of ambition DLC released only few days ago, you'd think people would understand that when getting there on normal, I'd like to enjoy the story, take time to explore, do side-bosses ... most people I found just run ahead and skip what can be.

    Someone even told me that he skipped on purpose to have a "return" on his food and xp timed bonuses.

    That is not the first time you see players asking for "story mode", is it ?

    Well with companions coming we’ll see about how they improve the dungeon experiences.

    You’ll be able to use them to fill two slots between yourself and a friend.
  • Luvtantius_Micocia
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    It would be interesting if companions autoloot dead mobs and bosses, have their own inventory space, do their own crafting writs and train their own horses.
    I like eating sweetrolls and crushing skulls, and I am all out of sweetrolls.
  • Inval1d
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    My biggest issue is just why did they spend so much time showing this dude off if they're still not releasing that hairstyle! I also notice he's wearing Ancestral Breton armor, which we've known about for a while but it still hasn't made it into the files. Are we expecting to see some of that coming by?

    If dreaming is allowed here, we'll probably get 3 more ancestral styles on this chapter. Maybe Breton, Argonian and Bosmer? And for Q4 Ancestral Daedric, maybe? Which was datamined some time ago, and I think is what Lyranth is wearing in the dungeons/prologue.

    Another dreamy feature we won't have is that companions could stop following you when you enter a city/town/hub place or building. Maybe wander around or just disappear. That way we won't have two thousand Bastians on Rawl'kha's bank (aka the smolest bank)
    Edited by Inval1d on April 1, 2021 9:03AM
  • Olauron
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    Moonsprite wrote: »
    We get to equip them with armor and weapons. Does this mean they will be 50 with 160CP?
    They will start at level 1 and will be gaining levels when used.
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • Fischblut
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    It would be interesting if companions autoloot dead mobs and bosses, have their own inventory space, do their own crafting writs and train their own horses.

    I don't like the idea of training horses for companions, but other suggested features would make me instantly pre-order the chapter :o Imagine that with companion a player could get 2x loot from bosses (all loot from companion's inventory can be taken by his owner) <3 Too good to be true, I think :'(
  • lillybit
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    Olauron wrote: »
    Moonsprite wrote: »
    We get to equip them with armor and weapons. Does this mean they will be 50 with 160CP?
    They will start at level 1 and will be gaining levels when used.

    But we don't really know what that means in the context of companions.

    They could be treated like a skill line, they start at 160 and you're just levelling skills. They might not even have a level at all, maybe you gear them from your stickerbook and it's just picking what set bonuses you want.

    There are a lot of ways they could do it and we don't really know anything yet!

    PS4 EU
  • Olauron
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    lillybit wrote: »
    Olauron wrote: »
    Moonsprite wrote: »
    We get to equip them with armor and weapons. Does this mean they will be 50 with 160CP?
    They will start at level 1 and will be gaining levels when used.

    But we don't really know what that means in the context of companions.

    Yes, for everything else we should wait the PTS (or maybe something will be said in the stream today).
    The Three Storm Sharks, episode 8 released on january the 8th.
    One mer to rule them all,
    one mer to find them,
    One mer to bring them all
    and in the darkness bind them.
  • Lugaldu
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    It would be interesting if companions autoloot dead mobs and bosses, have their own inventory space, do their own crafting writs and train their own horses.

    I don't know if it would be really practical if the companions have autoloot or do writs. Because in the end you as a player have to manage things anyway (which things do I keep, what will be sold, deconstructed, destroyed, etc.). So why to have another detour via the companion?
  • hands0medevil
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    It would be interesting if companions autoloot dead mobs and bosses, have their own inventory space, do their own crafting writs and train their own horses.

    hmm what else... have their own houses, pledge rewards, random daily dung rewards, ability to share daily quests, have their own transmute slots, event tickets slots, automatically collect resource nodes...

    Zeni created a monster, it will be interesting and fun to watch:)
    Edited by hands0medevil on April 1, 2021 10:13AM
  • Ashtaris
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    I’m just curious on how much AI the companions are going to have? Will they be able to do some of the harder Vet content knowing the mechanics of a particular group dungeon, or will they just stand there and die? Somehow I have a feeling that they are only going to be useful in a Normal dungeon situation where mechanics can be ignored.
  • Seraphayel
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    Ashtaris wrote: »
    I’m just curious on how much AI the companions are going to have? Will they be able to do some of the harder Vet content knowing the mechanics of a particular group dungeon, or will they just stand there and die? Somehow I have a feeling that they are only going to be useful in a Normal dungeon situation where mechanics can be ignored.

    They’ll stand there and cast their rotation (which is based on your personal preference). They have their cooldowns and they will auto attack in between I guess. Pet AI in this game is awful, I doubt they improved it for companions besides the priority list for their skills.
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • renne
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    Iccotak wrote: »
    They already confirmed that it will fill spots in group finder.

    Oooof [gif of Michael Scott saying NO GOD PLEASE NO].

    Can I get a source on that, that it will fill a spot when grouping via GF. Like someone will be able to queue for GF with themselves and their fake player?
  • Sarannah
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    Will we get a companion creator/creationscreen? Where we can create our own companions. Complete with looks, and their likes/dislikes.
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