When you realize that playing solo is the default state in this game and that grouping of any kind is a highly optional activity that many don't partake in already, I think you'll become less pessimistic.
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Chilly-McFreeze wrote: »I highly doubt that the AI is good enough to really replace a competent player in anything but base game dungeons. A nice back up for sure but nothing that carries you through tough stuff. But I'll better not bet on that.
with the addition of companions, the game is basically just a solo game now with other people doing their thing. PUGS will no longer exist because people can make their own groups with companions, also the dps will be if anything better with a companion, thus forcing 'pet' builds on everyone for best dps. I don't see any part of this that will work out well in an online game
I wouldn't call it pessimistic to lose the ability to play with other people in an online game I enjoyed as an online game
Chilly-McFreeze wrote: »I highly doubt that the AI is good enough to really replace a competent player in anything but base game dungeons. A nice back up for sure but nothing that carries you through tough stuff. But I'll better not bet on that.
TequilaFire wrote: »At least they are not in Cyrodiil.
Although does anybody remember PvP mercenaries they had to remove?
I'm more worried about seeing the parade of annoying NPC/pet things growing larger than it already is. The amount of bankers, merchants, TWILIGHTS FLAPPING IN MY FACE CONSTANTLY, interactable-blocking bears, flaming pulsating sparkle ponies, exploding shimmering audible animation'd mounts, and other various obnoxious stuff trailing every other player in the game is already enough to be very off-putting for many of us.
Now we'll have one more thing following these people around..
Seraphayel wrote: »Ban companions from group dungeons and trials and we‘re good. In an instanced setting that’s distinctively created for group activities companions just shouldn’t work.
The one thing that companions everywhere will kill is performance though.
Seraphayel wrote: »Ban companions from group dungeons and trials and we‘re good. In an instanced setting that’s distinctively created for group activities companions just shouldn’t work.
The one thing that companions everywhere will kill is performance though.
redspecter23 wrote: »Seraphayel wrote: »Ban companions from group dungeons and trials and we‘re good. In an instanced setting that’s distinctively created for group activities companions just shouldn’t work.
The one thing that companions everywhere will kill is performance though.
I have a feeling that companions may be banned in queue groups specifically. I just can't see how it would work if they were allowed. You wouldn't need to ban them from preformed groups though. If a friend and myself want to run a duo dungeon, I don't see the issue with that as long as we're not impacting the queue anyway.
I disagree on the second part. I can't imagine how companions will impact performance at all. They aren't much more than a glorified mob with a set script and they will be limited in most situations if they take up a group slot. 2 players and 2 companions in a dungeon shouldn't be any more impactful than 4 players would be in that same instance.
spartaxoxo wrote: »Seraphayel wrote: »Ban companions from group dungeons and trials and we‘re good. In an instanced setting that’s distinctively created for group activities companions just shouldn’t work.
The one thing that companions everywhere will kill is performance though.
One of the selling points of Companions is specifically that will allow people to do some grouped content without the need of a group.
How that will be balanced and which content, I don't know. But it's a selling point of the feature and specifically why I already pre-ordered so I'm gonna be very mad if doesn't work that way in some capacity.
I can personally see it being disabled in queues and vet mode, but allowed in preformed groups and normal mode.
Seraphayel wrote: »redspecter23 wrote: »Seraphayel wrote: »Ban companions from group dungeons and trials and we‘re good. In an instanced setting that’s distinctively created for group activities companions just shouldn’t work.
The one thing that companions everywhere will kill is performance though.
I have a feeling that companions may be banned in queue groups specifically. I just can't see how it would work if they were allowed. You wouldn't need to ban them from preformed groups though. If a friend and myself want to run a duo dungeon, I don't see the issue with that as long as we're not impacting the queue anyway.
I disagree on the second part. I can't imagine how companions will impact performance at all. They aren't much more than a glorified mob with a set script and they will be limited in most situations if they take up a group slot. 2 players and 2 companions in a dungeon shouldn't be any more impactful than 4 players would be in that same instance.
The second part is solely dedicated to overland content. Companions are not like pets that have only one / two attacks. Companions can be skilled and have priority lists etc. - I don’t want to know how much stress that puts on the already overloaded servers. Now multiply that by hundred, thousand or a hundred thousand players being online at the same time and having their very specific companion around. Sounds like a performance nightmare to me.