Hello guys and devs (I hope devs read this as well). I wanted to provide this as /feedback ingame but it was to long so I have to place it here:
You should add a skill at "world" skill tree what will allow player to "tame" NPCs ingame. Choosing this skill will start a quest line for that player. After accepting the quest, player will choose what type of NPC wants to tame (such as beasts, human, undead, spirits, daedra or mechanical or others). After selecting family, he´ll has to prove that hes worth the ability by taming given NPC (different NPC every time). Taming itself should be hard enaugh and quest long enaugh and solo so not everyone will do it for first time. Taming shouldnt be just a click-and-control but player has to negotiate with NPC (if possible) or fight him and weaken to reason him to join the player.
After this quest is done, player will get action bar ability and he´ll be able to tame NPCs from selected family. This companion will also have reputation to player which goes to positive, neutral and negative values. It´ll be involved by actions in game like killing (for example spider wont like killing other spider but will like to kill wasps), stealing items and sucessfuly sold stolen items (for next patch for example) or doing dungeons or cleavering caves etc. Every single NPC will like different actions and list of them will be hidden to player at beginning. He´ll have to learn what his companion likes by doing ceratin actions or geting NPC know by talking to it (if possible). There should be like 5 or more positive and negative actions NPC likes.
This list of actions should be random (with ceratin rules depending on NPC family).
Player will also be able to get armor for his companion (equipping it will be done over dialogue for example). Armor for human NPCs can be crafted or looted apart from bound items. Armor for other types of companions should be possible to craft as well or/and get it from companion quests (together with low reputation value).
Rising reputation to posivite is 5 times harder then gaining negative values!
Once companions reputation hit maximum negative value (which is also random for every NPC), it´ll leave player or even attack him. It´ll walk over the zone where it left the player (or closest questing zone) until killed or tamed again. All his prefered and unprefered actions will be deleted. It´ll be possible to tame him immidiately by other players with slightly higher difficulty and almost impossible to the player who tamed it before (but still there is a chance to tame it again). Lost companion will still have items from his last master (thats one of reasons why its harder to tame and kill. This NPC has higher stats values). This NPC will also still have the name given by player (or nickname in case of human-based NPC) so other players will know its "special NPC" with some kind of challenge.
If NPC is re-tamed by other or same player, it´ll still have armor items it got from last player but there will be possibility of renaming it. In case of kill, it´ll drop better loot then avarage (few items, may be from NPCs own armor or somehow computed from it. Also, possibility of getting any armor type - player based or companion based armor).
Once companion reaches maximum positive reputation, player will be able to select one of three (or more) really special abilities for this NPC (should be more then 10 special abilities through each NPCs family with randomly choosen ones from player for each companion). This ability will stay with the companion even if it losts its reputation again and will stay even after abandoning a player. But it´ll be forgotten once re-tamed.
In case companion is killed in fight, it´ll be possible to revive it using a soul gem of proper level, but only the master of companion can revive it!
There can also be some kind of "companion leveling" mechanism, but its not necessary. Its attack values and level may be computed from master player. Possible leveling mechanism may be based on loyalty. Each NPC will like certain item from game (such as food/gold/herbs/stones/wood/other). Player should "pay" salary to human NPC in this item it likes. By every payment, its loyalty grows and higher loyalty=higher stats and level.
Reputation will start at slightly negative, neutral or slightly positive value depending on taming procedure (how will the player handle it). For example taming human NPC by conversation will contain few questions which will be based on NPC prefered actions. Player will have to choose proper answer in order to reason the NPC to join him and get maximum reputation value. If player will not answer not even single question (or more, depends on you), NPC wont join him and will not want to talk to him for few days/hours or will even attack the player.
Important story NPC wouldnt be possible to tame. But for example city guards will be (great difficulty).
Player will be able to tame only ONE NPC at time. Once he´ll want to tame another NPC, he´ll have to go to trainer again (in case player will want to tame NPC from different family) and complete taming quest again (even in case that he choosen that family before) or release from service current NPC (in case he wants to tame NPC from same family).
What do you think about this possible feature ingame?
Edited by Shadow27 on December 19, 2014 1:42PM
"Tameable" NPCs ingame? Lets read and talk about my idea... 16 votes
Yes, with certain changes...
1 vote