Bradyfjord wrote: »My problem with companions mechanically is that in content you could really use the help in they die too quickly to be helpful. Also, I don't like the stories so I just stopped using them. Maybe I just don't understand how to use companions. Either way, I do think more options for play is a win.
what do you need companions for, other than roleplay?
90% of the game is ultra casual and easy, and for any endgame content that a companion would actually be beneficial in, they're either laughably weak or inaccessible!
I think it could be useful when doing group content alone, but imagine the chaos when everyone has their 3 companions out all the time, also during busy hours. You know that some people would. So there either had to be a limitation to group dungeons/instances, or an option to disable seeing other people's companions.
I think it could be useful when doing group content alone, but imagine the chaos when everyone has their 3 companions out all the time, also during busy hours. You know that some people would. So there either had to be a limitation to group dungeons/instances, or an option to disable seeing other people's companions.
I would imagine that it would also tank ZoS server as for more calculation and bandwidth (both internal and between client and server) as companion would use AoE which then need to be limited in over world gameplay as that adds a lot of extra calculation.
In GW2 for some years ago there where changes for both range and number of targets on AoE and a lot of skill had to be adjusted down from how many targets they could have and reduced in range. The main reason that change was that with AoEs it caused a lot calculation and that taxed performance in game.
Even when Companion will become invisible for other player that would mean a lot action would happen that you wouldn't see in that case and I don't think it is a good solution when performance can get reduced and you have no idea if there was too many players around or too many players with companions.
As for dungeons it is better to have people work together then introducing even more reason why some players can play a MMO all solo without any interaction with other players. Another issue here is how would reward system work if player can have a team of companion do the same work as 3 other players and get same reward as other that have to put time and effort to form a group and finish that dungeon? Should those player with all companion in dungeon have the same reward or will they complain until they also get the same reward as other with real player?
I don't think this suggestion to have 3 companion at once would be good for the future of this game if there was allowed with more companion that we have today.
what do you need companions for, other than roleplay?
90% of the game is ultra casual and easy, and for any endgame content that a companion would actually be beneficial in, they're either laughably weak or inaccessible!
Nobody is suggesting that we drop group content. It's about giving players who aren't like you other options. There are a significant number of people who play MMOs but have no interest (or can't) group, but they'd like to experience content like dungeons. Giving players other options won't hurt you in any way because they wouldn't group with you anyway. You'd still have your group content to do with other people, and you'd still be able to work on your common goals with those people. It wouldn't take anything away from you and the way you like to play the game.
FlopsyPrince wrote: »I think it could be useful when doing group content alone, but imagine the chaos when everyone has their 3 companions out all the time, also during busy hours. You know that some people would. So there either had to be a limitation to group dungeons/instances, or an option to disable seeing other people's companions.
I would imagine that it would also tank ZoS server as for more calculation and bandwidth (both internal and between client and server) as companion would use AoE which then need to be limited in over world gameplay as that adds a lot of extra calculation.
In GW2 for some years ago there where changes for both range and number of targets on AoE and a lot of skill had to be adjusted down from how many targets they could have and reduced in range. The main reason that change was that with AoEs it caused a lot calculation and that taxed performance in game.
Even when Companion will become invisible for other player that would mean a lot action would happen that you wouldn't see in that case and I don't think it is a good solution when performance can get reduced and you have no idea if there was too many players around or too many players with companions.
As for dungeons it is better to have people work together then introducing even more reason why some players can play a MMO all solo without any interaction with other players. Another issue here is how would reward system work if player can have a team of companion do the same work as 3 other players and get same reward as other that have to put time and effort to form a group and finish that dungeon? Should those player with all companion in dungeon have the same reward or will they complain until they also get the same reward as other with real player?
I don't think this suggestion to have 3 companion at once would be good for the future of this game if there was allowed with more companion that we have today.
You fail to realize that many of us will just skip content we can't solo.
I did do my first Trial recently with the HoF endeavor, but that will still not be a norm for me.
alpha_synuclein wrote: »We've already seen the reduction in the amount of dungeons released yearly. I would attribute this to focusing more and more on solo play.
alpha_synuclein wrote: »We've already seen the reduction in the amount of dungeons released yearly. I would attribute this to focusing more and more on solo play.
The whole Q4 story dlc was removed, too.
alpha_synuclein wrote: »Point being?
Yes, they made multiple cuts.
Doesn't change the fact that what they choose to cut reflects their priorities.
alpha_synuclein wrote: »alpha_synuclein wrote: »We've already seen the reduction in the amount of dungeons released yearly. I would attribute this to focusing more and more on solo play.
The whole Q4 story dlc was removed, too.
Point being?
Yes, they made multiple cuts.
Doesn't change the fact that what they choose to cut reflects their priorities.
alpha_synuclein wrote: »Point being?
Yes, they made multiple cuts.
Doesn't change the fact that what they choose to cut reflects their priorities.
You attribute the fact that they removed the Q3 dlc (two group dungeons) to them focussing on solo players, while ignoring that the Q4 dlc (new area with officially 15 hours of story content - that's basically half the size of the yearly Q2 chapter), was removed as well. I'm not interested in a "who has it worse" contest, as I find that mindset silly, but I don't see a shift towards one part of the playerbase, I just see an overall reduction of production efforts. We all get less.
If anything, I think we can say that they are interested in group and multiplayer content. Gold Road and Necrom included previously solo-able achievements that now include multiplayer requirements.
Bastion Nymic doubles down on multiplayer. Infinite Archive includes a solo mode, it is biased to multiplayer.
alpha_synuclein wrote: »alpha_synuclein wrote: »We've already seen the reduction in the amount of dungeons released yearly. I would attribute this to focusing more and more on solo play.
The whole Q4 story dlc was removed, too.
Point being?
Yes, they made multiple cuts.
Doesn't change the fact that what they choose to cut reflects their priorities.
If anything, I think we can say that they are interested in group and multiplayer content. Gold Road and Necrom included previously solo-able achievements that now include multiplayer requirements. Bastion Nymic doubles down on multiplayer. Infinite Archive includes a solo mode, it is biased to multiplayer. Companions are considered equivalent to real players, but everyone knows they are basically configurable pets that talk a lot. Housing Tours is poor headline material, but it is multiplayer content. The PVP content coming in 4Q, no matter what it turns out to be, will be multiplayer. They delayed the new Companion solo content by half a year.
Multiple active companions is enhanced solo content. In battles that matter, they are either dead or not really contributing, so they are solo battles. Given the last few Updates, and the general scaling back of new content, I would be surprised beyond belief if they even considered the idea longer than it took to read it.
Necrotech_Master wrote: »alpha_synuclein wrote: »alpha_synuclein wrote: »We've already seen the reduction in the amount of dungeons released yearly. I would attribute this to focusing more and more on solo play.
The whole Q4 story dlc was removed, too.
Point being?
Yes, they made multiple cuts.
Doesn't change the fact that what they choose to cut reflects their priorities.
If anything, I think we can say that they are interested in group and multiplayer content. Gold Road and Necrom included previously solo-able achievements that now include multiplayer requirements. Bastion Nymic doubles down on multiplayer. Infinite Archive includes a solo mode, it is biased to multiplayer. Companions are considered equivalent to real players, but everyone knows they are basically configurable pets that talk a lot. Housing Tours is poor headline material, but it is multiplayer content. The PVP content coming in 4Q, no matter what it turns out to be, will be multiplayer. They delayed the new Companion solo content by half a year.
Multiple active companions is enhanced solo content. In battles that matter, they are either dead or not really contributing, so they are solo battles. Given the last few Updates, and the general scaling back of new content, I would be surprised beyond belief if they even considered the idea longer than it took to read it.
bastion nymics are soloable, having companions or more players though definitely helps make it "go faster"
for the archive, its definitely easier with 2 players, the only part i would say is scaled better for 2 players though is the bonus portals, those are significantly easier to do 2 player
FlopsyPrince wrote: »Necrotech_Master wrote: »alpha_synuclein wrote: »alpha_synuclein wrote: »We've already seen the reduction in the amount of dungeons released yearly. I would attribute this to focusing more and more on solo play.
The whole Q4 story dlc was removed, too.
Point being?
Yes, they made multiple cuts.
Doesn't change the fact that what they choose to cut reflects their priorities.
If anything, I think we can say that they are interested in group and multiplayer content. Gold Road and Necrom included previously solo-able achievements that now include multiplayer requirements. Bastion Nymic doubles down on multiplayer. Infinite Archive includes a solo mode, it is biased to multiplayer. Companions are considered equivalent to real players, but everyone knows they are basically configurable pets that talk a lot. Housing Tours is poor headline material, but it is multiplayer content. The PVP content coming in 4Q, no matter what it turns out to be, will be multiplayer. They delayed the new Companion solo content by half a year.
Multiple active companions is enhanced solo content. In battles that matter, they are either dead or not really contributing, so they are solo battles. Given the last few Updates, and the general scaling back of new content, I would be surprised beyond belief if they even considered the idea longer than it took to read it.
bastion nymics are soloable, having companions or more players though definitely helps make it "go faster"
for the archive, its definitely easier with 2 players, the only part i would say is scaled better for 2 players though is the bonus portals, those are significantly easier to do 2 player
They are soloable only like Harrowstorms are soloable.
FlopsyPrince wrote: »
They are soloable only like Harrowstorms are soloable.
FelisCatus wrote: »I find when I only have time to play late at night there are much less people online and I struggle to find groups for group dailies such as bastion nymics or dungeons. I think in certain cases it would be nice to use 3 of my companions to fulfil various roles. Yes, they will never be able to replace a player in terms of skill or output. However it can fill the void of the lack of players at non-peak times. Yes, you can solo a lot in this game but certain content is designed for a group and if you can't find a group this would be an ideal use of an already existing system.