Please do this for Sorc Pets too
Well, I have no problems with seeing other player's combat pets.VaranisArano wrote: »
Please don't.
VaranisArano wrote: »Please do this for Sorc Pets too
Please don't.
Did you read that list of quest cities RaddlemanNumber7 tested where Companions said "Nope, I'm not helping you! Go tackle those enemies on your own"?
That's not the full list, of course. Starter cities like Daggerfall and Vulkhel Guard have combat quests. Major Cities like Vivec City have combat quests.
So, no, please don't take away the Sorc Pets I've been able to use during those quests in cities. Or the Warden Pets. Unlike Necromancers, those classes were designed with the full use of their skills in cities. This would be a massive nerf of those classes for any player who's still questing in those cities. New players and questing Alts playing Wardens and Sorcs would be negatively effected.
There are better ways to address the Pets blocking crafting stations issue. Turn off collision. Make the Twilights able to land. Let the bear lie down and nap. Make it more obvious how to dismiss pets, etc.
None of those require nerfing core combat skills of Sorcs and the Warden bear ultimate, by making that unable to be used in cities instead of fixing the problem.
Its also going to be a massive downgrade in Companion usefulness too, if ZOS got results that indicate they need to despawn Companions in cities. They can't fight alongside you in combat quests in cities. They can't roleplay with you in major and minor quest hubs. It basically relegates Companions from "Companions will arrive with the upcoming Blackwood Chapter in June, but once unlocked, you’ll be able to take them to almost every corner of Tamriel" to "Actually, you'll only be able to use your Companions in the wilderness and to fill out your group in group content. Sorry about that."
If it's truly necessary to hamstring Companions before they're even launched to preserve performance, so be it. I don't imagine that either players or ZOS are going to be happy with how things turned out.
SantieClaws wrote: »If the crafting area is busy and Bastion runs away then he will not learn anything from the tasks completed when he is gone no?
VaranisArano wrote: »Please do this for Sorc Pets too
Please don't.
Did you read that list of quest cities RaddlemanNumber7 tested where Companions said "Nope, I'm not helping you! Go tackle those enemies on your own"?
That's not the full list, of course. Starter cities like Daggerfall and Vulkhel Guard have combat quests. Major Cities like Vivec City have combat quests.
So, no, please don't take away the Sorc Pets I've been able to use during those quests in cities. Or the Warden Pets. Unlike Necromancers, those classes were designed with the full use of their skills in cities. This would be a massive nerf of those classes for any player who's still questing in those cities. New players and questing Alts playing Wardens and Sorcs would be negatively effected.
There are better ways to address the Pets blocking crafting stations issue. Turn off collision. Make the Twilights able to land. Let the bear lie down and nap. Make it more obvious how to dismiss pets, etc.
None of those require nerfing core combat skills of Sorcs and the Warden bear ultimate, by making that unable to be used in cities instead of fixing the problem.
Its also going to be a massive downgrade in Companion usefulness too, if ZOS got results that indicate they need to despawn Companions in cities. They can't fight alongside you in combat quests in cities. They can't roleplay with you in major and minor quest hubs. It basically relegates Companions from "Companions will arrive with the upcoming Blackwood Chapter in June, but once unlocked, you’ll be able to take them to almost every corner of Tamriel" to "Actually, you'll only be able to use your Companions in the wilderness and to fill out your group in group content. Sorry about that."
If it's truly necessary to hamstring Companions before they're even launched to preserve performance, so be it. I don't imagine that either players or ZOS are going to be happy with how things turned out.
I generally agree with you - pets (combat or otherwise) should have behaviour that corresponds to their environment. Your examples of having the bear go a take a nap, or having the Twilight land somewhere, are all great.
But I am curious - and I've played more hours than I'm prepared to admit on in writing in case my wife ever sees this - what quests require any significant combat within a city? The only quests I can think of are in specific zones within a city boundary (i.e. not actually "in the city" but in an instanced house, castle, etc.). An example might be in Daggerfall castle as part of the main quest for Daggerfall. There's no reason combat pets cannot be permitted in these specific areas - they are (mostly) individually instanced anyway, from memory.
ectoplasmicninja wrote: »SantieClaws wrote: »If the crafting area is busy and Bastion runs away then he will not learn anything from the tasks completed when he is gone no?
Unfortunately companions only gain their XP from combat and not from quests. However, you raise a good point given that Mirri apparently gains approval from you crafting alcoholic beverages and Bastian approves of you reading books - and there are of course many provisioning stations and bookshelves in cities. So perhaps not experience, but it may matter for approval.
Will companions that are technically summoned but not spawned in cities still gain approval from your actions while in them?
VaranisArano wrote: »ectoplasmicninja wrote: »SantieClaws wrote: »If the crafting area is busy and Bastion runs away then he will not learn anything from the tasks completed when he is gone no?
Unfortunately companions only gain their XP from combat and not from quests. However, you raise a good point given that Mirri apparently gains approval from you crafting alcoholic beverages and Bastian approves of you reading books - and there are of course many provisioning stations and bookshelves in cities. So perhaps not experience, but it may matter for approval.
Will companions that are technically summoned but not spawned in cities still gain approval from your actions while in them?
Don't Companions require us to do Fighters and Mages Guild dailies, which are turned in at the guild halls in the capitol cities?
There seem to be a lot of edge cases that would need testing if this is the direction ZOS decides they have to go to preserve their performance gains.
Personally, why don't they just make it so players can have their companions/pets summoned, but are invisible to other players? Seems like this would help alleviate the problem of performance.
Personally, why don't they just make it so players can have their companions/pets summoned, but are invisible to other players? Seems like this would help alleviate the problem of performance.
Why ZOS simply upgrade their hardware, may be that would more accurate rather than downing down more and more a game over the years
They keep removing stuff, buffs, visual, procs, downing abilities at first so PVP could get well and please that portion of player, then as PVE was wrongly downed by this, they balanced again, and again, and now because their server can not handle a lot of population, they remove all around again, going to sell us months ago a new pack with companions and now totally downing this feature.
But they never downed the duels in town, i wonder why
May be its time that ZOS stop to listen to the one side of the community and try to please both and stop to lowering the game to something with no interest ever
Personally, why don't they just make it so players can have their companions/pets summoned, but are invisible to other players? Seems like this would help alleviate the problem of performance.
VaranisArano wrote: »Personally, why don't they just make it so players can have their companions/pets summoned, but are invisible to other players? Seems like this would help alleviate the problem of performance.
This was one of the cases ZOS was going to test, in addition to the test this thread is concerned with.