FlopsyPrince wrote: »Erickson9610 wrote: »If there was some way to justify Companions being unlocked account-wide without breaking the established rules, then I'd be all for it. Changing the way Companions work would please one demographic of players while bothering another demographic of players.
What would that justification be? Many supporting ideas have been given in this thread.
Basically this boils down to how many things in the game are: Because it is this way. Nothing should compel it and it adds minimal value. I would gladly give up any future option to run the unlock quest again if it removed the need to run it. That would likely be an account flag, but still useful. Plenty of other content to run if desired, at least for me.
FlopsyPrince wrote: »ZOS only cares about RP when they say they care about it and act on that.
You can take a Companion to the Coldharbour start/tutorial, so that violates your claim.
Who cares if you have the character when you run the start quest? You wouldn't have to run it again if it was account-wide. Not much loss there for almost all of us. Add a warning before using if you try to use them before running the unlock quest if vital.
The other concerns may bother some, but most of us just want to use what we have unlocked, like so many other things. Running through a quest 20+ times may not bother some of you, but it is annoying to many others. The 2 in Necrom are good examples. Their quests are not short nor that interesting to want to go through that many times.
It is amazing how much some will wish/command tedium on others for a tiny benefit otherwise. "It doesn't bother me personally so it must not be an issue for any other group of players."
FlopsyPrince wrote: »ZOS only cares about RP when they say they care about it and act on that.
You can take a Companion to the Coldharbour start/tutorial, so that violates your claim.
Who cares if you have the character when you run the start quest? You wouldn't have to run it again if it was account-wide. Not much loss there for almost all of us. Add a warning before using if you try to use them before running the unlock quest if vital.
The other concerns may bother some, but most of us just want to use what we have unlocked, like so many other things. Running through a quest 20+ times may not bother some of you, but it is annoying to many others. The 2 in Necrom are good examples. Their quests are not short nor that interesting to want to go through that many times.
It is amazing how much some will wish/command tedium on others for a tiny benefit otherwise. "It doesn't bother me personally so it must not be an issue for any other group of players."
I find it interesting that the focus in this thread is on the initial quest when the leveling process, per character, is much more significant. I am more interested in what takes days and weeks per character vs what takes minutes.
Erickson9610 wrote: »Necrotech_Master wrote: »What happens when you bring a Companion to unlock themselves? this portion of your quote doesnt matter, at all, its irrelevant
you go up to an alikr dolmen and immediately see 20 copies of your own companion, and yet the devs dont want your companion running into themselves so they force you to do the ridiculous story quest even though literally everywhere in the overland you can have your companion running into themselves, heck without a helmet we literally have "attack of the clone companions" and yet we cant skip the intro quest because of the same reason
It's really not that irrelevant. The nameplate above your Companions always shows their name, while the nameplate above other players' Companions always reads <playername's Companion>, implying that they are not the same character. This issue will diminish as more Companions are introduced, and players have more variety — it was particularly bad in the Blackwood Chapter because everyone either had Mirri or Bastian, but nowadays we have 6 different choices. It would help to be able to equip helmets on our Companions, but that's a different topic altogether.
In essence, it's just a coincidence that other players have a Companion who looks like one of the Companions you've met. The reason we can't bring Companions into their own recruitment quests is because there would be two characters with the same nameplate — the same exact name — and that's an inconsistency ZOS would like to avoid.Necrotech_Master wrote: »a lot of those are pure RP reasons, i could care less how the companion comes to travel to me, i unlocked the companion, now i want to be able to use the companion on more than just that 1 character, thats why i bothered to unlock it
ZOS cares a lot about RP reasons. They have emphasized the importance of the introductory quest in the Companions Q&A:Q: why are companions account wide unlocks (collection menu) but still required to be unlocked per character?
Why are the unlock quests getting significantly longer if we are required to unlock it per character? or can we get some way to bypass them if we have already unlocked them?
PD: This ties back into potential issues of bringing Mirri to unlock Mirri, but also, we know many players establish different relationship dynamics with their companions on a per character basis and the introductory quest is a key part of that, so at this time there are no plans to change that.
On the story side, there hasn't been any mandate or push to make these quests longer. The stories we want to tell are the determining factor. This is great feedback though and something we will make sure to take into account going forward.***
I've proposed some alternative solutions to this problem, such as a stripped-down "Assistant" version of a Companion who doesn't have any per-character relationships for players who just want a quick and easy follower for combat purposes, or ZOS introducing more Companions who are much quicker to unlock. I've also listed out several technical and thematic challenges with making Companions account-wide.
Unless there's some clever way to maintain the RP while making it easier to unlock the Companions, ZOS will likely keep existing Companions as-is.
Major_Toughness wrote: »Isn't it one quest to unlock a companion?
How does that need speeding up?
100% agree.
Think the solution is simple (same as suggested by others above).
Companions, once unlocked, are available in the collections menu.
Your unlocked collectables are available account-wide....except companions, making them the odd one out.
So:
Once a companion in unlocked by one character, and thus in your collections book - opening the collections menu on another character and selecting the unlocked companion brings up a dialogue box, allowing you to either:
1) Start the intro quest on current character (blocking summoning of that companion until while intro quest is active)
or
2) Unlock companion for current character (either perma-locks intro quest, or auto-completes intro quest, not sure which would be easier to implement)
Then proceed as system exists in base game
P.S. Allow the crafting system to interact with companion gear in some way! Or at the very least add some more specific ways to obtain companion gear than random drops!
Also also: Let companions level from quest exp too!
Gaebriel0410 wrote: »Yep, that is why I thought that having unlocked them as house guests on one character would be a good requirement.
That way players can either do the quests as normal, or go to their own house to place and talk to the house guest version of the companion, which then gives a dialogue option to skip their intro. No confusion or troubles.
Erickson9610 wrote: »A considerable portion of my concerns with allowing Companions to be unlocked account-wide is that there are technical challenges associated with it.
Though, the most reasonable way to allow Companions to be unlocked account-wide would be to allow players to skip the introductory quest, which avoids the issue of bringing the Companion to meet themselves and completing their quests out of order. Sure, there's the problem about how the player would get to know all that has happened in the quest they skipped, but a more pressing problem is how players would skip the quest in the first place.
Would players be given the prompt to complete the quest directly from the Collections menu? If so, that would enable anyone to complete any Companion's quest and receive XP for merely interacting with a menu. Maybe this runs into the issue of allowing players to recruit Companions from DLC zones the player no longer has access to. I'd imagine if a Companion is normally recruited in a DLC zone, players would need to have current access to that DLC to unlock them.
Alternatively, maybe players would be required to go up to the Companion in the world, and be given an alternative dialogue option to skip to the end of their quest. This avoids the potential issue of allowing players to get XP from the menu, and players will have to go to the zone in which the Companion resides, avoiding the issue of players bypassing the DLC requirements to meet the Companion. This, however, requires a bit more effort than recruiting from the Collections menu, because players would need to visit the zone and talk to the Companion directly.
Again, if Companions were made unlockable account-wide, there would need to be some way to skip (or complete) their recruitment quest before being able to summon them.
I agree, also the quests for the two newest one is long, Isobel's quest is also pretty long, Ember has an short one who is also funny.Necrotech_Master wrote: »Erickson9610 wrote: »A considerable portion of my concerns with allowing Companions to be unlocked account-wide is that there are technical challenges associated with it.
Though, the most reasonable way to allow Companions to be unlocked account-wide would be to allow players to skip the introductory quest, which avoids the issue of bringing the Companion to meet themselves and completing their quests out of order. Sure, there's the problem about how the player would get to know all that has happened in the quest they skipped, but a more pressing problem is how players would skip the quest in the first place.
Would players be given the prompt to complete the quest directly from the Collections menu? If so, that would enable anyone to complete any Companion's quest and receive XP for merely interacting with a menu. Maybe this runs into the issue of allowing players to recruit Companions from DLC zones the player no longer has access to. I'd imagine if a Companion is normally recruited in a DLC zone, players would need to have current access to that DLC to unlock them.
Alternatively, maybe players would be required to go up to the Companion in the world, and be given an alternative dialogue option to skip to the end of their quest. This avoids the potential issue of allowing players to get XP from the menu, and players will have to go to the zone in which the Companion resides, avoiding the issue of players bypassing the DLC requirements to meet the Companion. This, however, requires a bit more effort than recruiting from the Collections menu, because players would need to visit the zone and talk to the Companion directly.
Again, if Companions were made unlockable account-wide, there would need to be some way to skip (or complete) their recruitment quest before being able to summon them.
it would be just like the tribute tutorial
you still have to physically go and talk to braghas but then you can just say "i already know what im doing" and your done, no need to do the whole intro quest, same for cyro intro
thats what i want for companions, if i could just go to the location and in the dialog select the option to "skip quest" it would just auto complete from there, literally no technical hurdles or anything, they literally already do this in game for other quests
that is literally all im asking for in regards to companions at a minimum, allowing us to skip the intro quest if we have already done it, if all i have to do is travel to the location to use the dialog option of "skip" that im OK with, it would take 5-10 min tops to unlock all of the companions, not 10+ min per companion
I see this being likely like skyshards are handled.redlink1979 wrote: »The "solution" to this "problem", if it ever happens, will be monetized. So, prepare your wallets.
FlopsyPrince wrote: »Major_Toughness wrote: »Isn't it one quest to unlock a companion?
How does that need speeding up?
Try doing it for all 6 companions on 20+ alts.
That is the problem, not doing a single one on a single character. The repetition gets old quite quickly, especially with the last 2 which are much more of a pain.
FlopsyPrince wrote: »Major_Toughness wrote: »Isn't it one quest to unlock a companion?
How does that need speeding up?
Try doing it for all 6 companions on 20+ alts.
That is the problem, not doing a single one on a single character. The repetition gets old quite quickly, especially with the last 2 which are much more of a pain.
You mean to tell me you just created 20 alts and are now doing the intro quest for six companions at the same time on all of them? Because in reality, unless you've been away from the game since they introduced companions, chances are, you've leveled up TWO companions per year per alt. For new characters, you would run all six intro quests, which as I started before, can be done in less than 90 minutes if you are familiar with the quests- a bit longer if it's your first time.
So IMO you are arguing a point that is pretty much non-existent because most players don't create 20 alts at the same time. Thus, this December when the two new companions are released, I'll level them up on all my alts... and then focus on leveling them up via my main. So at that point, I'll be doing the intro quest for two companions on 20 alts.
As far as the GRIND to unlock all of them, this is an MMO after all and some grinding should be considered a norm.
I see this being likely like skyshards are handled.redlink1979 wrote: »The "solution" to this "problem", if it ever happens, will be monetized. So, prepare your wallets.
FlopsyPrince wrote: »Major_Toughness wrote: »Isn't it one quest to unlock a companion?
How does that need speeding up?
Try doing it for all 6 companions on 20+ alts.
That is the problem, not doing a single one on a single character. The repetition gets old quite quickly, especially with the last 2 which are much more of a pain.
You mean to tell me you just created 20 alts and are now doing the intro quest for six companions at the same time on all of them? Because in reality, unless you've been away from the game since they introduced companions, chances are, you've leveled up TWO companions per year per alt. For new characters, you would run all six intro quests, which as I started before, can be done in less than 90 minutes if you are familiar with the quests- a bit longer if it's your first time.
So IMO you are arguing a point that is pretty much non-existent because most players don't create 20 alts at the same time. Thus, this December when the two new companions are released, I'll level them up on all my alts... and then focus on leveling them up via my main. So at that point, I'll be doing the intro quest for two companions on 20 alts.
As far as the GRIND to unlock all of them, this is an MMO after all and some grinding should be considered a norm.
Necrotech_Master wrote: »FlopsyPrince wrote: »Major_Toughness wrote: »Isn't it one quest to unlock a companion?
How does that need speeding up?
Try doing it for all 6 companions on 20+ alts.
That is the problem, not doing a single one on a single character. The repetition gets old quite quickly, especially with the last 2 which are much more of a pain.
You mean to tell me you just created 20 alts and are now doing the intro quest for six companions at the same time on all of them? Because in reality, unless you've been away from the game since they introduced companions, chances are, you've leveled up TWO companions per year per alt. For new characters, you would run all six intro quests, which as I started before, can be done in less than 90 minutes if you are familiar with the quests- a bit longer if it's your first time.
So IMO you are arguing a point that is pretty much non-existent because most players don't create 20 alts at the same time. Thus, this December when the two new companions are released, I'll level them up on all my alts... and then focus on leveling them up via my main. So at that point, I'll be doing the intro quest for two companions on 20 alts.
As far as the GRIND to unlock all of them, this is an MMO after all and some grinding should be considered a norm.
i have 11 characters right now (the newest being arcanist)
so when necrom released i only had to do 10 characters for the 2 new companions, and then all 6 for the arcanist
but i hated repeating mirris and bastians quests, i hated repeating isobel and embers quests, and after doing the 2 necrom companions i was like this is getting ridiculous, and only have the necrom ones on 3 characters
my arcanist that i started a few months after necrom, only has 3 of the companions unlocked (bastian, isobel, and ember)
so by the time the necrom companions came out, the ridiculously long intro quests put me off entirely on redoing them more than necessary, i was thinking "well all of my toons will just get the passive bonus from the keepsake anyway, so why both wasting my time anymore repeating these quests?"
the next companions that come out will only be unlocked on 2 characters, my main (for the story and rapport), and a dps which i will use to powerlevel them to 20 and then they will be virtually unused for the rest of their existence on my account
I've suggested this before, but in my opinion the perfect solution would be to fully leverage both sides of the logic that AwA gave us (as much as I hated its implementation).
Like other collectibles, the companions should be account-wide. If you've unlocked them, you should be able to summon them again on other characters. Like the bankers and whatnot. Since we've broken the wall with AwA by saying "these achievements have been done on your account" instead of per character, why is it such a stretch to pretend that the companions, on other characters, are just mercenaries for hire? Their rapport should be set at neutral... and stuck there.
Then, it could be the case that we'd have to complete the quest to unlock rapport building. This is because some people like to repeat the quests and like being able to have the individual relationships per character. Why should they have to lose this for others to gain convenience? Everyone can win! Perhaps if you don't do the quest, you can't change the armor or level them either. This way, if you're just using them as tools, they are set up to be pulled out to help, but if you want to individualize them you need to make them "full" companions.
As far as the issue with "the companion can't be out to unlock their own quest"... what a SILLY reason. First of all, we know the game has the technology to show a generic NPC when grouped people are questing. There has to be a way to easily tweak this so if a companion is out and the quest is in your quest log it doesn't come out, or something. But even if it's REALLY difficult, I can't even tell you how many times I've unlocked a companion while someone else was doing it right next to me, or finished before me, such that there were multiple Mirris or Embers to be seen while going through the quest line. This game has tons of issues like this, to the point where I think the horse has left the barn already, and it is something people should be willing to tolerate for the sake of a compromise that would otherwise make both sides happy and leave both options. But, what do I know?
Necrotech_Master wrote: »I've suggested this before, but in my opinion the perfect solution would be to fully leverage both sides of the logic that AwA gave us (as much as I hated its implementation).
Like other collectibles, the companions should be account-wide. If you've unlocked them, you should be able to summon them again on other characters. Like the bankers and whatnot. Since we've broken the wall with AwA by saying "these achievements have been done on your account" instead of per character, why is it such a stretch to pretend that the companions, on other characters, are just mercenaries for hire? Their rapport should be set at neutral... and stuck there.
Then, it could be the case that we'd have to complete the quest to unlock rapport building. This is because some people like to repeat the quests and like being able to have the individual relationships per character. Why should they have to lose this for others to gain convenience? Everyone can win! Perhaps if you don't do the quest, you can't change the armor or level them either. This way, if you're just using them as tools, they are set up to be pulled out to help, but if you want to individualize them you need to make them "full" companions.
As far as the issue with "the companion can't be out to unlock their own quest"... what a SILLY reason. First of all, we know the game has the technology to show a generic NPC when grouped people are questing. There has to be a way to easily tweak this so if a companion is out and the quest is in your quest log it doesn't come out, or something. But even if it's REALLY difficult, I can't even tell you how many times I've unlocked a companion while someone else was doing it right next to me, or finished before me, such that there were multiple Mirris or Embers to be seen while going through the quest line. This game has tons of issues like this, to the point where I think the horse has left the barn already, and it is something people should be willing to tolerate for the sake of a compromise that would otherwise make both sides happy and leave both options. But, what do I know?
i actually kind of like the idea of the rapport being locked at starting defaults unless you do the quest, then on my other characters that i dont care about the rapport, i wouldnt have to deal with the constant quest marker, or the quest taking up journal space without needing to do it
and your thoughts on the "companion cant be out for their own quest" reflect my own, its a nonsense reason considering all of the other locations in game that you can have multiples of companions out (such as a dolmen, or other world event), and compounded by the fact we cant even give the companions headgear to actually differentiate them from another players companion
FlopsyPrince wrote: »Necrotech_Master wrote: »I've suggested this before, but in my opinion the perfect solution would be to fully leverage both sides of the logic that AwA gave us (as much as I hated its implementation).
Like other collectibles, the companions should be account-wide. If you've unlocked them, you should be able to summon them again on other characters. Like the bankers and whatnot. Since we've broken the wall with AwA by saying "these achievements have been done on your account" instead of per character, why is it such a stretch to pretend that the companions, on other characters, are just mercenaries for hire? Their rapport should be set at neutral... and stuck there.
Then, it could be the case that we'd have to complete the quest to unlock rapport building. This is because some people like to repeat the quests and like being able to have the individual relationships per character. Why should they have to lose this for others to gain convenience? Everyone can win! Perhaps if you don't do the quest, you can't change the armor or level them either. This way, if you're just using them as tools, they are set up to be pulled out to help, but if you want to individualize them you need to make them "full" companions.
As far as the issue with "the companion can't be out to unlock their own quest"... what a SILLY reason. First of all, we know the game has the technology to show a generic NPC when grouped people are questing. There has to be a way to easily tweak this so if a companion is out and the quest is in your quest log it doesn't come out, or something. But even if it's REALLY difficult, I can't even tell you how many times I've unlocked a companion while someone else was doing it right next to me, or finished before me, such that there were multiple Mirris or Embers to be seen while going through the quest line. This game has tons of issues like this, to the point where I think the horse has left the barn already, and it is something people should be willing to tolerate for the sake of a compromise that would otherwise make both sides happy and leave both options. But, what do I know?
i actually kind of like the idea of the rapport being locked at starting defaults unless you do the quest, then on my other characters that i dont care about the rapport, i wouldnt have to deal with the constant quest marker, or the quest taking up journal space without needing to do it
and your thoughts on the "companion cant be out for their own quest" reflect my own, its a nonsense reason considering all of the other locations in game that you can have multiples of companions out (such as a dolmen, or other world event), and compounded by the fact we cant even give the companions headgear to actually differentiate them from another players companion
I try to push it up, even 1 point at a time, when I can. Though Mirri and her anti-bug stance hinders that since torchbugs pop out frequently when I am selecting something else!
I will clearly live with the way it is until they hopefully enable it account-wide (even though that is a misnomer since my account (properly linked too!) is different in 4 places!)
Necrotech_Master wrote: »FlopsyPrince wrote: »Necrotech_Master wrote: »I've suggested this before, but in my opinion the perfect solution would be to fully leverage both sides of the logic that AwA gave us (as much as I hated its implementation).
Like other collectibles, the companions should be account-wide. If you've unlocked them, you should be able to summon them again on other characters. Like the bankers and whatnot. Since we've broken the wall with AwA by saying "these achievements have been done on your account" instead of per character, why is it such a stretch to pretend that the companions, on other characters, are just mercenaries for hire? Their rapport should be set at neutral... and stuck there.
Then, it could be the case that we'd have to complete the quest to unlock rapport building. This is because some people like to repeat the quests and like being able to have the individual relationships per character. Why should they have to lose this for others to gain convenience? Everyone can win! Perhaps if you don't do the quest, you can't change the armor or level them either. This way, if you're just using them as tools, they are set up to be pulled out to help, but if you want to individualize them you need to make them "full" companions.
As far as the issue with "the companion can't be out to unlock their own quest"... what a SILLY reason. First of all, we know the game has the technology to show a generic NPC when grouped people are questing. There has to be a way to easily tweak this so if a companion is out and the quest is in your quest log it doesn't come out, or something. But even if it's REALLY difficult, I can't even tell you how many times I've unlocked a companion while someone else was doing it right next to me, or finished before me, such that there were multiple Mirris or Embers to be seen while going through the quest line. This game has tons of issues like this, to the point where I think the horse has left the barn already, and it is something people should be willing to tolerate for the sake of a compromise that would otherwise make both sides happy and leave both options. But, what do I know?
i actually kind of like the idea of the rapport being locked at starting defaults unless you do the quest, then on my other characters that i dont care about the rapport, i wouldnt have to deal with the constant quest marker, or the quest taking up journal space without needing to do it
and your thoughts on the "companion cant be out for their own quest" reflect my own, its a nonsense reason considering all of the other locations in game that you can have multiples of companions out (such as a dolmen, or other world event), and compounded by the fact we cant even give the companions headgear to actually differentiate them from another players companion
I try to push it up, even 1 point at a time, when I can. Though Mirri and her anti-bug stance hinders that since torchbugs pop out frequently when I am selecting something else!
I will clearly live with the way it is until they hopefully enable it account-wide (even though that is a misnomer since my account (properly linked too!) is different in 4 places!)
ive only ever really bothered with rapport on my main, because the only reason to do it at all is for the keepsake
my other characters have never focused on raising it, but it raises anyway generally as positive sources outweigh negative ones
the problem i have with the rapport specifically is when you hit the first tier for the companion quest
- the quest marker will always be active until picked up
- the companion menu cannot be used at all until you pick it up
- if you dont want to do the quest, your first option is to waste a quest slot holding it
- another option for not doing the quest means the quest marker is going to be over them all the time, and blocks the companion menu
if you abandon the quest, then the marker just shows back up over them and again blocks the companion menu, so you have to deal with one or the other if you dont want to do the rapport quest again
FlopsyPrince wrote: »Necrotech_Master wrote: »FlopsyPrince wrote: »Necrotech_Master wrote: »I've suggested this before, but in my opinion the perfect solution would be to fully leverage both sides of the logic that AwA gave us (as much as I hated its implementation).
Like other collectibles, the companions should be account-wide. If you've unlocked them, you should be able to summon them again on other characters. Like the bankers and whatnot. Since we've broken the wall with AwA by saying "these achievements have been done on your account" instead of per character, why is it such a stretch to pretend that the companions, on other characters, are just mercenaries for hire? Their rapport should be set at neutral... and stuck there.
Then, it could be the case that we'd have to complete the quest to unlock rapport building. This is because some people like to repeat the quests and like being able to have the individual relationships per character. Why should they have to lose this for others to gain convenience? Everyone can win! Perhaps if you don't do the quest, you can't change the armor or level them either. This way, if you're just using them as tools, they are set up to be pulled out to help, but if you want to individualize them you need to make them "full" companions.
As far as the issue with "the companion can't be out to unlock their own quest"... what a SILLY reason. First of all, we know the game has the technology to show a generic NPC when grouped people are questing. There has to be a way to easily tweak this so if a companion is out and the quest is in your quest log it doesn't come out, or something. But even if it's REALLY difficult, I can't even tell you how many times I've unlocked a companion while someone else was doing it right next to me, or finished before me, such that there were multiple Mirris or Embers to be seen while going through the quest line. This game has tons of issues like this, to the point where I think the horse has left the barn already, and it is something people should be willing to tolerate for the sake of a compromise that would otherwise make both sides happy and leave both options. But, what do I know?
i actually kind of like the idea of the rapport being locked at starting defaults unless you do the quest, then on my other characters that i dont care about the rapport, i wouldnt have to deal with the constant quest marker, or the quest taking up journal space without needing to do it
and your thoughts on the "companion cant be out for their own quest" reflect my own, its a nonsense reason considering all of the other locations in game that you can have multiples of companions out (such as a dolmen, or other world event), and compounded by the fact we cant even give the companions headgear to actually differentiate them from another players companion
I try to push it up, even 1 point at a time, when I can. Though Mirri and her anti-bug stance hinders that since torchbugs pop out frequently when I am selecting something else!
I will clearly live with the way it is until they hopefully enable it account-wide (even though that is a misnomer since my account (properly linked too!) is different in 4 places!)
ive only ever really bothered with rapport on my main, because the only reason to do it at all is for the keepsake
my other characters have never focused on raising it, but it raises anyway generally as positive sources outweigh negative ones
the problem i have with the rapport specifically is when you hit the first tier for the companion quest
- the quest marker will always be active until picked up
- the companion menu cannot be used at all until you pick it up
- if you dont want to do the quest, your first option is to waste a quest slot holding it
- another option for not doing the quest means the quest marker is going to be over them all the time, and blocks the companion menu
if you abandon the quest, then the marker just shows back up over them and again blocks the companion menu, so you have to deal with one or the other if you dont want to do the rapport quest again
Working around this would be quite nice for altoholics!
Necrotech_Master wrote: »FlopsyPrince wrote: »Necrotech_Master wrote: »FlopsyPrince wrote: »Necrotech_Master wrote: »I've suggested this before, but in my opinion the perfect solution would be to fully leverage both sides of the logic that AwA gave us (as much as I hated its implementation).
Like other collectibles, the companions should be account-wide. If you've unlocked them, you should be able to summon them again on other characters. Like the bankers and whatnot. Since we've broken the wall with AwA by saying "these achievements have been done on your account" instead of per character, why is it such a stretch to pretend that the companions, on other characters, are just mercenaries for hire? Their rapport should be set at neutral... and stuck there.
Then, it could be the case that we'd have to complete the quest to unlock rapport building. This is because some people like to repeat the quests and like being able to have the individual relationships per character. Why should they have to lose this for others to gain convenience? Everyone can win! Perhaps if you don't do the quest, you can't change the armor or level them either. This way, if you're just using them as tools, they are set up to be pulled out to help, but if you want to individualize them you need to make them "full" companions.
As far as the issue with "the companion can't be out to unlock their own quest"... what a SILLY reason. First of all, we know the game has the technology to show a generic NPC when grouped people are questing. There has to be a way to easily tweak this so if a companion is out and the quest is in your quest log it doesn't come out, or something. But even if it's REALLY difficult, I can't even tell you how many times I've unlocked a companion while someone else was doing it right next to me, or finished before me, such that there were multiple Mirris or Embers to be seen while going through the quest line. This game has tons of issues like this, to the point where I think the horse has left the barn already, and it is something people should be willing to tolerate for the sake of a compromise that would otherwise make both sides happy and leave both options. But, what do I know?
i actually kind of like the idea of the rapport being locked at starting defaults unless you do the quest, then on my other characters that i dont care about the rapport, i wouldnt have to deal with the constant quest marker, or the quest taking up journal space without needing to do it
and your thoughts on the "companion cant be out for their own quest" reflect my own, its a nonsense reason considering all of the other locations in game that you can have multiples of companions out (such as a dolmen, or other world event), and compounded by the fact we cant even give the companions headgear to actually differentiate them from another players companion
I try to push it up, even 1 point at a time, when I can. Though Mirri and her anti-bug stance hinders that since torchbugs pop out frequently when I am selecting something else!
I will clearly live with the way it is until they hopefully enable it account-wide (even though that is a misnomer since my account (properly linked too!) is different in 4 places!)
ive only ever really bothered with rapport on my main, because the only reason to do it at all is for the keepsake
my other characters have never focused on raising it, but it raises anyway generally as positive sources outweigh negative ones
the problem i have with the rapport specifically is when you hit the first tier for the companion quest
- the quest marker will always be active until picked up
- the companion menu cannot be used at all until you pick it up
- if you dont want to do the quest, your first option is to waste a quest slot holding it
- another option for not doing the quest means the quest marker is going to be over them all the time, and blocks the companion menu
if you abandon the quest, then the marker just shows back up over them and again blocks the companion menu, so you have to deal with one or the other if you dont want to do the rapport quest again
Working around this would be quite nice for altoholics!
the main problem with making rapport account wide is then you could never repeat those quests, and im sure there are people who would want that
so ill take any kind of QoL middle ground that makes it less of a hassle to deal with without limiting the option to do it again for those who choose
FlopsyPrince wrote: »Necrotech_Master wrote: »FlopsyPrince wrote: »Necrotech_Master wrote: »FlopsyPrince wrote: »Necrotech_Master wrote: »I've suggested this before, but in my opinion the perfect solution would be to fully leverage both sides of the logic that AwA gave us (as much as I hated its implementation).
Like other collectibles, the companions should be account-wide. If you've unlocked them, you should be able to summon them again on other characters. Like the bankers and whatnot. Since we've broken the wall with AwA by saying "these achievements have been done on your account" instead of per character, why is it such a stretch to pretend that the companions, on other characters, are just mercenaries for hire? Their rapport should be set at neutral... and stuck there.
Then, it could be the case that we'd have to complete the quest to unlock rapport building. This is because some people like to repeat the quests and like being able to have the individual relationships per character. Why should they have to lose this for others to gain convenience? Everyone can win! Perhaps if you don't do the quest, you can't change the armor or level them either. This way, if you're just using them as tools, they are set up to be pulled out to help, but if you want to individualize them you need to make them "full" companions.
As far as the issue with "the companion can't be out to unlock their own quest"... what a SILLY reason. First of all, we know the game has the technology to show a generic NPC when grouped people are questing. There has to be a way to easily tweak this so if a companion is out and the quest is in your quest log it doesn't come out, or something. But even if it's REALLY difficult, I can't even tell you how many times I've unlocked a companion while someone else was doing it right next to me, or finished before me, such that there were multiple Mirris or Embers to be seen while going through the quest line. This game has tons of issues like this, to the point where I think the horse has left the barn already, and it is something people should be willing to tolerate for the sake of a compromise that would otherwise make both sides happy and leave both options. But, what do I know?
i actually kind of like the idea of the rapport being locked at starting defaults unless you do the quest, then on my other characters that i dont care about the rapport, i wouldnt have to deal with the constant quest marker, or the quest taking up journal space without needing to do it
and your thoughts on the "companion cant be out for their own quest" reflect my own, its a nonsense reason considering all of the other locations in game that you can have multiples of companions out (such as a dolmen, or other world event), and compounded by the fact we cant even give the companions headgear to actually differentiate them from another players companion
I try to push it up, even 1 point at a time, when I can. Though Mirri and her anti-bug stance hinders that since torchbugs pop out frequently when I am selecting something else!
I will clearly live with the way it is until they hopefully enable it account-wide (even though that is a misnomer since my account (properly linked too!) is different in 4 places!)
ive only ever really bothered with rapport on my main, because the only reason to do it at all is for the keepsake
my other characters have never focused on raising it, but it raises anyway generally as positive sources outweigh negative ones
the problem i have with the rapport specifically is when you hit the first tier for the companion quest
- the quest marker will always be active until picked up
- the companion menu cannot be used at all until you pick it up
- if you dont want to do the quest, your first option is to waste a quest slot holding it
- another option for not doing the quest means the quest marker is going to be over them all the time, and blocks the companion menu
if you abandon the quest, then the marker just shows back up over them and again blocks the companion menu, so you have to deal with one or the other if you dont want to do the rapport quest again
Working around this would be quite nice for altoholics!
the main problem with making rapport account wide is then you could never repeat those quests, and im sure there are people who would want that
so ill take any kind of QoL middle ground that makes it less of a hassle to deal with without limiting the option to do it again for those who choose
Just add an "I already did that, skip it" option. I could even live without the Rapport boost (permanently) if I chose that, though it would be nice to still get that as you do in Cyrodiil, for example.