Mirri not liking me snatching a butterfly out of the air and pulling it's wings off is understandable. Azandar's distaste for crafting coffee and playing ToT or Sharp-as-Night disliking the use of outfit stations however, these are all just dumb things that the developers appear to have just decided upon at random.
Adding characters with qwirks is fine but when those qwirks come in the form of their disproval over menial things, you just make the characters come across as petty and harder to like. (To clarify, the rapport system itself isn't the issue, the issue is how the rapport system is being used).
On a side note, I actually do agree with Azandar not liking ToT, that game is genuinly terrible.
FantasticFreddie wrote: »Mirri not liking me snatching a butterfly out of the air and pulling it's wings off is understandable. Azandar's distaste for crafting coffee and playing ToT or Sharp-as-Night disliking the use of outfit stations however, these are all just dumb things that the developers appear to have just decided upon at random.
Adding characters with qwirks is fine but when those qwirks come in the form of their disproval over menial things, you just make the characters come across as petty and harder to like. (To clarify, the rapport system itself isn't the issue, the issue is how the rapport system is being used).
On a side note, I actually do agree with Azandar not liking ToT, that game is genuinly terrible.
If I was traveling with someone and they kept stopping to play a card game, that I do not play, that was 20 minutes a hand, I'd like them less too.
FantasticFreddie wrote: »Mirri not liking me snatching a butterfly out of the air and pulling it's wings off is understandable. Azandar's distaste for crafting coffee and playing ToT or Sharp-as-Night disliking the use of outfit stations however, these are all just dumb things that the developers appear to have just decided upon at random.
Adding characters with qwirks is fine but when those qwirks come in the form of their disproval over menial things, you just make the characters come across as petty and harder to like. (To clarify, the rapport system itself isn't the issue, the issue is how the rapport system is being used).
On a side note, I actually do agree with Azandar not liking ToT, that game is genuinly terrible.
If I was traveling with someone and they kept stopping to play a card game, that I do not play, that was 20 minutes a hand, I'd like them less too.
Then stop hanging with them?.
Also this is a video game, not irl.
FantasticFreddie wrote: »Mirri not liking me snatching a butterfly out of the air and pulling it's wings off is understandable. Azandar's distaste for crafting coffee and playing ToT or Sharp-as-Night disliking the use of outfit stations however, these are all just dumb things that the developers appear to have just decided upon at random.
Adding characters with qwirks is fine but when those qwirks come in the form of their disproval over menial things, you just make the characters come across as petty and harder to like. (To clarify, the rapport system itself isn't the issue, the issue is how the rapport system is being used).
On a side note, I actually do agree with Azandar not liking ToT, that game is genuinly terrible.
If I was traveling with someone and they kept stopping to play a card game, that I do not play, that was 20 minutes a hand, I'd like them less too.
ArchangelIsraphel wrote: »FantasticFreddie wrote: »Mirri not liking me snatching a butterfly out of the air and pulling it's wings off is understandable. Azandar's distaste for crafting coffee and playing ToT or Sharp-as-Night disliking the use of outfit stations however, these are all just dumb things that the developers appear to have just decided upon at random.
Adding characters with qwirks is fine but when those qwirks come in the form of their disproval over menial things, you just make the characters come across as petty and harder to like. (To clarify, the rapport system itself isn't the issue, the issue is how the rapport system is being used).
On a side note, I actually do agree with Azandar not liking ToT, that game is genuinly terrible.
If I was traveling with someone and they kept stopping to play a card game, that I do not play, that was 20 minutes a hand, I'd like them less too.
Let's take a step back from the roleplay element of companions for a moment to consider that companions are not real, and do not have actual feelings. While your perspective might be relevant to real life interactions with actual human beings, in this instance, it is extremely poor game design.
Frankly speaking, a companion the player has paid to have access to, should not be programmed to actively discourage the player from participating in other elements of the game they have paid to have access to through a system of punishment and reward.
ArchangelIsraphel wrote: »From an rp perspective, having a system where a companion basically goes "I don't like TOT and you played it, therefore you're bad and seen as less in my eyes" is not good character development. It is the equivalent of a child having a tantrum. There is no interaction where the player has the opportunity to even reconcile the issue, as real people would. From a roleplay perspective a "hey it was an accident" or a "sorry I didn't realize you hated cards, we can go do something else" response to give the companion would be welcome.
spartaxoxo wrote: »ArchangelIsraphel wrote: »FantasticFreddie wrote: »Mirri not liking me snatching a butterfly out of the air and pulling it's wings off is understandable. Azandar's distaste for crafting coffee and playing ToT or Sharp-as-Night disliking the use of outfit stations however, these are all just dumb things that the developers appear to have just decided upon at random.
Adding characters with qwirks is fine but when those qwirks come in the form of their disproval over menial things, you just make the characters come across as petty and harder to like. (To clarify, the rapport system itself isn't the issue, the issue is how the rapport system is being used).
On a side note, I actually do agree with Azandar not liking ToT, that game is genuinly terrible.
If I was traveling with someone and they kept stopping to play a card game, that I do not play, that was 20 minutes a hand, I'd like them less too.
Let's take a step back from the roleplay element of companions for a moment to consider that companions are not real, and do not have actual feelings. While your perspective might be relevant to real life interactions with actual human beings, in this instance, it is extremely poor game design.
Frankly speaking, a companion the player has paid to have access to, should not be programmed to actively discourage the player from participating in other elements of the game they have paid to have access to through a system of punishment and reward.
Rapport systems are pretty common to video games and aide greatly in roleplay. I don't think roleplay should be set aside when considering them because it's a primary purpose of rapport systems to aide in roleplay. There's many successful games with this system and many players who seek this type of thing out. In fact, there's an entire genre of games dedicated to just getting to know NPCs, although such games are more fleshed out than a side feature in an MMO would be.
I don't think it's poor design at all given the large success of such systems and how many people enjoy them. It's not punishing a player who doesn't care about roleplay to have it decrease, as the purpose is mostly just roleplay.
As for the system being able to be more robust. Sure. But, the companion doesn't dislike you as a person just because they lost -1 rapport. The rapport with them does not work that way. They lose it in stages which usually requires repeated action.
So, if you have maxed out rapport with Mirri. You find out she doesn't like seeing torch bugs get squished because she makes a comment about it. And her opinion of you doesn't significantly change whatsoever. She got annoyed in the moment, but her overall of opinion you didn't change. But then you wouldn't stop calling her 100 times to catch torchbugs, even you though you know she doesn't like it. That will make her opinion change. And that's pretty reasonable.
To use your real life example. People may have pet peeves and boundaries they want you to respect. Let's say a person doesn't like pranks for example. You prank them once. They express their irritation. You apologize. And then you never do it again. That will always be a disagreement you had and something they find a bit annoying. But, you two can easily remain friends. Now, let's say you refuse to stop pranking them. Then yes, that person would reevaluate that friendship with you. Rightfully so.
In that regard, companions not be able to sweet talked out of their personality and not exclusively fawning over the player character no matter how poorly they are treated makes them more real, not less. Would it nice to be able to have a dialogue? Sure. But they aren't shallow because the rapport system imitates a boundary that they enforce. I think the player character having to respect a companions boundary far more imitates a healthy friendship than being able to do whatever the player wants when they feel like it.
ArchangelIsraphel wrote: »As it stands, if the player is to assert their own boundaries with a companion that is nagging them- the solution is to unsummon them. Our own characters have personalities as well when we roleplay, and a few simple options would make the experience much better.
It isn't a healthy friendship when someone is imposing their likes and dislikes on you, with no opportunity to apologize or tell them you disagree, if we're going to look at it from a real life perspective. Friendship goes two ways.
spartaxoxo wrote: »ArchangelIsraphel wrote: »As it stands, if the player is to assert their own boundaries with a companion that is nagging them- the solution is to unsummon them. Our own characters have personalities as well when we roleplay, and a few simple options would make the experience much better.
It isn't a healthy friendship when someone is imposing their likes and dislikes on you, with no opportunity to apologize or tell them you disagree, if we're going to look at it from a real life perspective. Friendship goes two ways.
Except the whole "apology" thing as laid out was just to avoid rapport loss. To erase the negative result of the interaction. An apology doesn't make negative feelings go away in real life, and not every pet peeves is given deep conversation in real life. Sometimes someone just tells you they don't like a certain thing and then you don't do that thing with them.
Friendship goes two ways doesn't mean that you should just get to constantly disrespect someone else's boundaries, apologize, and then do it again. But that's effectively the system created when a rapport loss is negated because of a dialogue option so that you never lose the rapport in the first place.
ArchangelIsraphel wrote: »spartaxoxo wrote: »ArchangelIsraphel wrote: »As it stands, if the player is to assert their own boundaries with a companion that is nagging them- the solution is to unsummon them. Our own characters have personalities as well when we roleplay, and a few simple options would make the experience much better.
It isn't a healthy friendship when someone is imposing their likes and dislikes on you, with no opportunity to apologize or tell them you disagree, if we're going to look at it from a real life perspective. Friendship goes two ways.
Except the whole "apology" thing as laid out was just to avoid rapport loss. To erase the negative result of the interaction. An apology doesn't make negative feelings go away in real life, and not every pet peeves is given deep conversation in real life. Sometimes someone just tells you they don't like a certain thing and then you don't do that thing with them.
Friendship goes two ways doesn't mean that you should just get to constantly disrespect someone else's boundaries, apologize, and then do it again. But that's effectively the system created when a rapport loss is negated because of a dialogue option so that you never lose the rapport in the first place.
I'm afraid you've completely misinterpreted what I was getting at with the adjustments to the system- and if we're going to look at this from an RP perspective, I'm sorry, but our character behaving like an automaton that simply accepts the dissatisfaction of a companion constantly is not what I would call a healthy relationship at all. Especially when many of us have characters who would attempt to help a companion with an issue, but have no RP opportunity to do so within the context of how the system works.
Boundaries should be discussed and established in healthy ways, and constant nagging when accidentally tripping over the mechanic of a game is a very poor representation of what the word boundaries entails. Boundaries are very serious things that are not handled well by the companion system. Not even a little bit.
I also never said the system was in place to allow the player to CONSTANTLY disrespect a boundary- it is there so that an accident can be apologized for- perhaps it wasn't clear, but I stated that if the player continues to do the action after an apology has been made, rapport loss happens. I also said that there should be an hour or so between actions and the ability to apologize, but maybe it wasn't clear. This is to account for ACCIDENTAL things. It is very easy to, for example, accidentally pick up an object and steal, or accidentally touch a torch bug- players shouldn't have to dance around using addons or toggles to avoid displeasing an AI.
It makes more sense, RP wise, to be able to say to Bastian "oh my god, I accidentally picked that up and want to put it back!" and interact with him a bit, have some kind of dialogue with him regarding how you can fix it. Or tell mirri that you didnt mean to touch the torch bug (especially when you didn't even pick it up) And to have some kind of dialogue with them.
Like I said, I'd like dialouge on a much deeper level than what I wrote out that actually provides some level of roleplay, but apparently I wasn't clear enough.
I mean, I think apologizing to a companion and admitting to a mistake like an adult makes a lot more sense to retain rapport than taking her to a delve to regain it. If we're going to use your logic, according to how you've phrased it, their negative feelings shouldn't be erased by an apology...but apparently they can be by a trip to do dolemans or a quest? I think I'd rather have the ability to have my character apologize for a transgression rather than this rather cold and lifeless system. That way my character can express actual remorse for overstepping a boundary, rather than just topping up rapport.
Unfortunately, due to the way the game itself is designed "respecting a companions boundaries" is very easy to trip over, even if you are trying to respect them, and want to (In the context of RP). And that's why I prefer to take a step away from the emotional/roleplay side of things when discussing the issues with a system, and how they can be mitigated, or done better. A lot of us have absolutely no desire to disrespect anyone's boundaries, and yet we're at the mercy of a system which tells us we have when the action taken was purely accidental because the targeting system was off
(I also want to make one thing very clear to anyone else out there- please do not feel pressured to "respect" an AI companion who is not real. Respect your real friends and your families, discuss boundaries with them, and be a good person. But for the love of Mara, this is a game. Relax and enjoy it. Not wanting to cater to an AI in a videogame doesn't make you a bad person. Don't let the game play you.)
Treselegant wrote: »When a game company does release a character that approves of everything you do, never pushes back, always thinks you're great - it's my observation from some of the single player games I've played - that those characters may have an initial boom of popularity but ultimately they get less attention and don't have much of a fan following after the shine has worn off.
ArchangelIsraphel wrote: »It would have been better if the system has the companion react, then give the opportunity for an interaction before rapport loss takes place. For example:
You accidentally pick up a torch bug, and mirri reacts.
Talk to her, and get options to say:
1. Sorry it was an accident! I wanted the flower instead (no rapport loss)
2. I don't care (rapport loss)
3. I need these insects for (insert justification here) (mirri isn't pleased but no rapport loss takes place)
This game isn't real life, the NPC's are not real, and their "opinions" shouldn't be thrust upon the player as a punishment mechanic to deter players from dabbling in other mechanics the devs want you to use, that you also can pay to use as well.
emilyhyoyeon wrote: »FantasticFreddie wrote: »Mirri not liking me snatching a butterfly out of the air and pulling it's wings off is understandable. Azandar's distaste for crafting coffee and playing ToT or Sharp-as-Night disliking the use of outfit stations however, these are all just dumb things that the developers appear to have just decided upon at random.
Adding characters with qwirks is fine but when those qwirks come in the form of their disproval over menial things, you just make the characters come across as petty and harder to like. (To clarify, the rapport system itself isn't the issue, the issue is how the rapport system is being used).
On a side note, I actually do agree with Azandar not liking ToT, that game is genuinly terrible.
If I was traveling with someone and they kept stopping to play a card game, that I do not play, that was 20 minutes a hand, I'd like them less too.
Then stop hanging with them?.
Also this is a video game, not irl.
now I'm imagining permanently losing access to Azandar on a character after like 3 games of tribute since he figures he should just stop hanging with them
katanagirl1 wrote: »All this discussion may be because, at least on console, and from what I understand on PC without add-ons, there is no way to know how much the rapport goes up or down for various activities. There is no numerical value associated with it.
It took me a while to realize the whole discussion about it taking so long to raise companion rapport was because other players did not realize things like harvesting a runestone was not equal to doing a zone daily quest in terms of rapport increase.
I am able to quickly increase rapport knowing which activities give greater values so it doesn’t take very long at all. Not nearly as long as leveling their XP. Yet I have seen many a post about the slow grind of increasing rapport.
emilyhyoyeon wrote: »FantasticFreddie wrote: »Mirri not liking me snatching a butterfly out of the air and pulling it's wings off is understandable. Azandar's distaste for crafting coffee and playing ToT or Sharp-as-Night disliking the use of outfit stations however, these are all just dumb things that the developers appear to have just decided upon at random.
Adding characters with qwirks is fine but when those qwirks come in the form of their disproval over menial things, you just make the characters come across as petty and harder to like. (To clarify, the rapport system itself isn't the issue, the issue is how the rapport system is being used).
On a side note, I actually do agree with Azandar not liking ToT, that game is genuinly terrible.
If I was traveling with someone and they kept stopping to play a card game, that I do not play, that was 20 minutes a hand, I'd like them less too.
Then stop hanging with them?.
Also this is a video game, not irl.
now I'm imagining permanently losing access to Azandar on a character after like 3 games of tribute since he figures he should just stop hanging with them
is that what happens when your rapport hits zero? even with all the negatives i get, the golden positives always take me to max rapport in no time
katanagirl1 wrote: »All this discussion may be because, at least on console, and from what I understand on PC without add-ons, there is no way to know how much the rapport goes up or down for various activities. There is no numerical value associated with it.
It took me a while to realize the whole discussion about it taking so long to raise companion rapport was because other players did not realize things like harvesting a runestone was not equal to doing a zone daily quest in terms of rapport increase.
I am able to quickly increase rapport knowing which activities give greater values so it doesn’t take very long at all. Not nearly as long as leveling their XP. Yet I have seen many a post about the slow grind of increasing rapport.
That mod looks amazing, almost get me to want to play Skyrim again.Grizzbeorn wrote: »The coffee thing is logical, since tea is his beverage of choice.
I'm not a fan of him throwing a hissy when you give some coin to the needy folk.
Yes but disliking someone because they like coffee does in fact come off as rather petty mentality, and well, this game involves crafting as a core mechanic, so an NPC not wanting you to craft something specific seems petty onto itself by their own logic.
Same goes for giving to needy folk as well, petty no matter how many fans or devs try to spin it. There was no need for that to even be added in, other than a phone it in-type response to devs asking what their likes/dislikes should be like.
Also another; "I don't like it when you fish"
yet you're a Khajiit, and I've seen plenty around ES lore that do in fact fish and eat fish, so it is thus accepted that Khajiit do in fact like fish, but this one companion that happens to be a Khajiit that doesn't like you fishing, both comes off as illogical and mechanics breaking, because you need to fish to fillet fish in order to cook a dish.
It's almost like none of the devs know how to use the rapport system properly and integrate it to give the companions some actual personality that could otherwise bloom far better than the state it is in now, where you are basically blocked off from mechanics the devs created and wanted you to make use of (which you can't when a companion throws a hissy fit at you, which is also the devs basically telling you not to do and thus becomes a duality paradox).
The system should have revolved around interactions with the companions, instead of what the player is doing, or at the very least, involve more companion quests and letting the player decide how to approach their quests and the outcomes affecting their rapport directly (which would have been a far better use of the system, rather than currently, where it is absolutely used to deter you from using other mechanics).
It's so weird how we're in 2023, and we're seeing a rise in voice generated AI and ChatGPT, yet devs in games still cannot create an AI companion that isn't bolted down to an archaic rapport system that's barebones and tied to deterring you from other game mechanics/systems. I'm not asking for Skynet elvel self aware AI, I'm just asking for a companion like this, that actually has some love and soul put into it:
https://www.youtube.com/watch?v=H5jiK9aTGVg
Even with this companion mod, they even give you a toggle switch to tell them not to give you more picks, and she even says "I'll keep my thoughts for myself from now on ". Like how hard is it for devs on ESO to allow for you to tell or even ask your fellow companion to keep their thoughts on coffee/fishing to themselves and simply abiding by that advice? (I know it's not impossible if this modder is able to both voice the companion and mod/create it in the first place).
emilyhyoyeon wrote: »emilyhyoyeon wrote: »FantasticFreddie wrote: »Mirri not liking me snatching a butterfly out of the air and pulling it's wings off is understandable. Azandar's distaste for crafting coffee and playing ToT or Sharp-as-Night disliking the use of outfit stations however, these are all just dumb things that the developers appear to have just decided upon at random.
Adding characters with qwirks is fine but when those qwirks come in the form of their disproval over menial things, you just make the characters come across as petty and harder to like. (To clarify, the rapport system itself isn't the issue, the issue is how the rapport system is being used).
On a side note, I actually do agree with Azandar not liking ToT, that game is genuinly terrible.
If I was traveling with someone and they kept stopping to play a card game, that I do not play, that was 20 minutes a hand, I'd like them less too.
Then stop hanging with them?.
Also this is a video game, not irl.
now I'm imagining permanently losing access to Azandar on a character after like 3 games of tribute since he figures he should just stop hanging with them
is that what happens when your rapport hits zero? even with all the negatives i get, the golden positives always take me to max rapport in no time
I have no idea what happens at max negative report. I thought of the losing access thing after what the post I responded to implied. I also have essentially max positive rapport at all times with all the companions. For me it also feels natural to not bring them along (ie put them away) for things they don't like doing, and bring them for things they do.
spartaxoxo wrote: »It's good that they have incidental pet peeves. It adds character from a lore perspective. And from a gameplay standpoint, it makes it easier for the player to avoid, if they so chose.
IRL Everyone has pet peeves. It's part of being human.