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NPC Companions

  • LiquidSchwartz
    LiquidSchwartz
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    @LiquidSchwartz. No. I can play the game however I like. What right do you have to dictate how somebody else should play?

    I don't play this game because it's an MMO. I play it because I like the way it plays.
    Then do t complain that there isn't something to cater to your play style in a game that is for grouping with real people not a npc that would cause more stress on the server and make it lag more

    This game, and most modern MMO's for that matter, are not just designed just for grouping though. They cater for many different play styles. There are solo instances in ESO. Also, I was not complaining. I was simply saying it is a feature that I would like to see in game.

    I don't see how a hireling NPC would cause any more lag than a summoned pet or an NPC that helps you during certain quests in game. It works fine in other MMO's. Why not this one?

    The point of your argument seems to rest mainly on a baffling hatred of anybody who wants to play solo. Well that and telling them go play something else.

    i don't have any hatred for people who play solo. I quest alone and don't group for anything but dungeons and pvp. But, I don't want garbage additions that make people group even less and ruin the game even more. It already struggles with antisocial people not grouping on top of many people enjoying solo play.
    they already give you followers for missions that require some help in solo

    So you don't want NPC companions because you say (and I disagree) that it makes people group less. You would rather force them to play with others, no matter how difficult or inconvenient, rather than letting them make their own choice whether or not to use a NPC hireling. You don't want to use them, and you don't want others using them.

    The problem here is that you think everybody should play the way you want them to. Everything you say is from a perspective that allows no room for consideration of other people's wishes or opinions, instead of accepting that some people would enjoy such additions, but stating that you yourself wouldn't use them.

    I'm not denying anybody anything out of the game. Its called a live and let live attitude. Maybe its a concept you should become familiar with.


    lmao ok dude enjoy playing alone without a companion
    May the Schwartz be with you.
    EP/XB1/NA

  • Pheefs
    Pheefs
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    If you dislike grouping play something that isn't an mmo???????

    the G in MMORPG is for GAME, not Group.
    multiplayer games develop lots of solo & duo content, & ESO does too.

    its not Either-Or, & it never has to be!

    admittedly, I usually only group up with people to help them get the achievements or for pictures.
    & in PvP I'm all about the walls... either smashing them down or defending them.
    also for IC... well, I bravely ran away and never went back.
    :/
    { Forums are Weird........................ Nerfy nerfing nerf nerfers, buff you b'netches!....................... Popcorn popcorn! }
  • Zorrashi
    Zorrashi
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    I see no problem with NPC companions provided they have limitations/costs.
    Like, not only do they cost a lot of money from their initial attainment but they 'take' (reduce loot chance) a good portion of looted items from NPCs you kill and take a percentage of the coin found on enemies.

    This, combined with presumed AI limitations, would make NPC companions viable but not encouraged over grouping with other players.
  • Gidorick
    Gidorick
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    Zorrashi wrote: »
    I see no problem with NPC companions provided they have limitations/costs.
    Like, not only do they cost a lot of money from their initial attainment but they 'take' (reduce loot chance) a good portion of looted items from NPCs you kill and take a percentage of the coin found on enemies.

    This, combined with presumed AI limitations, would make NPC companions viable but not encouraged over grouping with other players.

    I actually think this is a great idea @Zorrashi ... they get a "cut" of your winnings.
    What ESO really needs is an Auction Horse.
    That's right... Horse.
    Click HERE to discuss.

    Want more crazy ideas? Check out my Concept Repository!
  • TheShadowScout
    TheShadowScout
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    Gidorick wrote: »
    They would add no more to lag than another player would add to lag
    True, but no less either, right? So if every player had a companion for the server to keep tack of... the lag would double?
    Gidorick wrote: »
    Also, NPC companions WERE in Skyrim and they were quite useful so that reasoning isn't sound.
    Ah... I always played solo through that one, never even noticed there was an option for that.
    Zorrashi wrote: »
    I see no problem with NPC companions provided they have limitations/costs.
    Like, not only do they cost a lot of money from their initial attainment but they 'take' (reduce loot chance) a good portion of looted items from NPCs you kill and take a percentage of the coin found on enemies.

    This, combined with presumed AI limitations, would make NPC companions viable but not encouraged over grouping with other players.
    ...that one is the first "NPC companion" idea I see that I could warm up to. Especially if having a companion along would also reduce the "rare loot drop rate" by a "companions share" amount.
  • TheValkyn
    TheValkyn
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    Nah.
    Its a MMO.
    Want a proper companion? Find some player to group with!

    SWTOR has a few pages worth of companions and it's an MMO. Try again.
  • VShane
    VShane
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    well, if they make a Necromancer, then POOF you have your companions
  • Zorrashi
    Zorrashi
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    I'm also kinda finicky about the whole "companions carry your stuff" idea. Not because it isn't cool or anything, but it would probably effect for how long you (must) have your companion.
    One would imagine your companion would be let off when you log off/disconnect (assuming you don't dismiss them yourself). But if companions have the ability to hold your junk, I can see that automatic dismissal becoming a problem with how your items may have no place to go--especially if its because your bank is literally full.

    But circumventing it by allowing the companions to stay in your service despite being offline would run the trend of players holding onto companions forever as pack mules if their pay was only by an initial attainment fee.
  • WalkingLegacy
    WalkingLegacy
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    Its a good idea. Some MMO's have this feature. It would enable those of us who dislike grouping to play content that we would otherwise be unable too.

    Hopefully this will be added at some point.

    And here is the player type ruining MMOs. /sigh
  • TheTwistedRune
    TheTwistedRune
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    Its a good idea. Some MMO's have this feature. It would enable those of us who dislike grouping to play content that we would otherwise be unable too.

    Hopefully this will be added at some point.

    And here is the player type ruining MMOs. /sigh

    And here is the player type who has a narrow view of what an MMO is. /sigh.
  • ShadowDisciple
    ShadowDisciple
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    Nah.
    Its a MMO.
    Want a proper companion? Find some player to group with!

    lol take a look at swtor companion system..one of the greatest things ever.

    No it is not. It was interesting but not greatest thing ever.

    you have a small character in PvE content that follows you, aid you in combat, has a cool lore and story, it can replace healer/dps/tank in dungeons while your are in queue, adds a RP layer to the game - those are pro's

    and what are cons??? None bro...if you hate it just unsummon it..ESO can already be done without help in solo pve questing so why not have a companion like we had in other TES games.
  • Altaire
    Altaire
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    Hirelings ruined Everquest, I hope ESO programmers learns from other games mistakes.
  • Sausage
    Sausage
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    If there was companions maybe new players could be able to do all Dolmens, World Bosses and Public Dungeons.
  • clayandaudrey_ESO
    clayandaudrey_ESO
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    Nah.
    Its a MMO.
    Want a proper companion? Find some player to group with!

    lol take a look at swtor companion system..one of the greatest things ever.

    No it is not. It was interesting but not greatest thing ever.

    you have a small character in PvE content that follows you, aid you in combat, has a cool lore and story, it can replace healer/dps/tank in dungeons while your are in queue, adds a RP layer to the game - those are pro's

    and what are cons??? None bro...if you hate it just unsummon it..ESO can already be done without help in solo pve questing so why not have a companion like we had in other TES games.

    Hey "bro". I do not have a problem with it. I am just saying that calling the companion system in SWTOR the greatest thing ever is just stupid. Ok "bro"?
  • kamimark
    kamimark
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    Sorcs with pets get to use them for additional tank, dps, or healing. A few of the quests assign you an NPC follower who does one of those roles. It would be easy to make that a more permanent feature outside Cyrodil, and it isn't so powerful it wrecks the game (if it was, the game is wrecked when a second player shows up).

    That said, it's not likely ZOS will do it, they seem to think everyone likes grouping and PVP, and not "Elder Scrolls with Friends".
    Kitty Rainbow Dash. pick, pick, stab.
  • nvyr
    nvyr
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    I would love to see this implemented the way it was done in Dragons Dogma with the pawn system were you can fully customize them like you do your own character after choosing a class type. It would help some of the casual players like myself get through some of the more difficult content. Some of us only have time play for a little while after work and don't have a lot of time that grouping sometimes requires.
  • WalkingLegacy
    WalkingLegacy
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    Its a good idea. Some MMO's have this feature. It would enable those of us who dislike grouping to play content that we would otherwise be unable too.

    Hopefully this will be added at some point.

    And here is the player type ruining MMOs. /sigh

    And here is the player type who has a narrow view of what an MMO is. /sigh.

    Narrow view? You don't seem to understand what MMO stands for. If you want to talk about narrow, let's talk about your narrow understanding of what an MMO is.

    You want a multiplayer drop in drop out game, they make those.

    /ruining a genre
  • TheTwistedRune
    TheTwistedRune
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    Its a good idea. Some MMO's have this feature. It would enable those of us who dislike grouping to play content that we would otherwise be unable too.

    Hopefully this will be added at some point.

    And here is the player type ruining MMOs. /sigh

    And here is the player type who has a narrow view of what an MMO is. /sigh.

    Narrow view? You don't seem to understand what MMO stands for. If you want to talk about narrow, let's talk about your narrow understanding of what an MMO is.

    You want a multiplayer drop in drop out game, they make those.

    /ruining a genre

    No I think its you who doesn't understand what MMO stands for. "Group" and "Multiplayer" are two different words. The definition of multiplayer is open to interpretation, and for me doesn't exclusively mean grouping with others.

    There is clearly a sizable growing demand for solo play in these games, which is why other MMOs have hirelings. These games are still going strong. Those that want to group do so. Those that just want to use hirelings, do so.

    What you call ruining a genre, others would call a useful and helpful feature. Its all a matter of perspective. You don't like mine? Tough.

    Edited by TheTwistedRune on February 8, 2016 3:44PM
  • LadyNalcarya
    LadyNalcarya
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    The problem with npc "hirelings" is that any npc in game has very limited AI.
    In those mmos that offer npcs for dungeons, said npc usually just zerg rush everything.. Not sure how this will work in eso dungeons. They would need a unique AI pattern for pretty much every dungeon - for example, focus black shadow adds in vFungal if someone is pinned down, run in different directions if they got the beam on that boss, take pinions/close portals on planar inhibitor, properly tank adds on the last boss in vCoH...
    Edited by LadyNalcarya on February 8, 2016 3:50PM
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
  • WalkingLegacy
    WalkingLegacy
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    Its a good idea. Some MMO's have this feature. It would enable those of us who dislike grouping to play content that we would otherwise be unable too.

    Hopefully this will be added at some point.

    And here is the player type ruining MMOs. /sigh

    And here is the player type who has a narrow view of what an MMO is. /sigh.

    Narrow view? You don't seem to understand what MMO stands for. If you want to talk about narrow, let's talk about your narrow understanding of what an MMO is.

    You want a multiplayer drop in drop out game, they make those.

    /ruining a genre

    No I think its you who doesn't understand what MMO stands for. "Group" and "Multiplayer" are two different words.

    There is clearly a sizable growing demand for solo play in these games, which is why other MMOs have hirelings. These games are still going strong. Those that want to group do so. Those that just want to use hirelings, do so.

    What you call ruining a genre, others would call a useful and helpful feature. Its all a matter of perspective. You don't like mine? Tough.

    A growing demand of solo content in a massively multiplayer online game is a death of a genre. Sorry you can't comprehend what an MMO is.

    You know what's a useful feature to an MMO? Dynamic content. Content scales to party size. Does this game have it? Nope.

    The more solo content they push into this game, the less it defines itself as an MMO.
  • Spottswoode
    Spottswoode
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    The problem with npc "hirelings" is that any npc in game has very limited AI.
    In those mmos that offer npcs for dungeons, said npc usually just zerg rush everything.. Not sure how this will work in eso dungeons. They would need a unique AI pattern for pretty much every dungeon - for example, focus black shadow adds in vFungal if someone is pinned down, run in different directions if they got the beam on that boss, take pinions/close portals on planar inhibitor, properly tank adds on the last boss in vCoH... Basically devs would need to write a special AI scenario for every boss encounter in vet dungeons, which is very hard to implement.

    I think we can actually achieve better results by having a limited build with a specific function. Given that we only have 5 active skills, having NPC hirelings have one active skill bar and a buff bar would pretty much make them tailor suited to a specific purpose. That way the majority of the AI can focus on evasion, blocking, etc.
    Proud Player of The Elder Bank Screen Online.
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  • Zorrashi
    Zorrashi
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    Its a good idea. Some MMO's have this feature. It would enable those of us who dislike grouping to play content that we would otherwise be unable too.

    Hopefully this will be added at some point.

    And here is the player type ruining MMOs. /sigh

    And here is the player type who has a narrow view of what an MMO is. /sigh.

    Narrow view? You don't seem to understand what MMO stands for. If you want to talk about narrow, let's talk about your narrow understanding of what an MMO is.

    You want a multiplayer drop in drop out game, they make those.

    /ruining a genre

    No I think its you who doesn't understand what MMO stands for. "Group" and "Multiplayer" are two different words.

    There is clearly a sizable growing demand for solo play in these games, which is why other MMOs have hirelings. These games are still going strong. Those that want to group do so. Those that just want to use hirelings, do so.

    What you call ruining a genre, others would call a useful and helpful feature. Its all a matter of perspective. You don't like mine? Tough.

    A growing demand of solo content in a massively multiplayer online game is a death of a genre. Sorry you can't comprehend what an MMO is.

    You know what's a useful feature to an MMO? Dynamic content. Content scales to party size. Does this game have it? Nope.

    The more solo content they push into this game, the less it defines itself as an MMO.
    So long as the game has the ability to see and interact with a massive amount of other players, ESO will always be an MMO.
    The abundance or lack of group or solo content will not change this.

    Just as group content should be produced in MMOs, so should solo content.
  • TheTwistedRune
    TheTwistedRune
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    Its a good idea. Some MMO's have this feature. It would enable those of us who dislike grouping to play content that we would otherwise be unable too.

    Hopefully this will be added at some point.

    And here is the player type ruining MMOs. /sigh

    And here is the player type who has a narrow view of what an MMO is. /sigh.

    Narrow view? You don't seem to understand what MMO stands for. If you want to talk about narrow, let's talk about your narrow understanding of what an MMO is.

    You want a multiplayer drop in drop out game, they make those.

    /ruining a genre

    No I think its you who doesn't understand what MMO stands for. "Group" and "Multiplayer" are two different words.

    There is clearly a sizable growing demand for solo play in these games, which is why other MMOs have hirelings. These games are still going strong. Those that want to group do so. Those that just want to use hirelings, do so.

    What you call ruining a genre, others would call a useful and helpful feature. Its all a matter of perspective. You don't like mine? Tough.

    A growing demand of solo content in a massively multiplayer online game is a death of a genre. Sorry you can't comprehend what an MMO is.

    You know what's a useful feature to an MMO? Dynamic content. Content scales to party size. Does this game have it? Nope.

    The more solo content they push into this game, the less it defines itself as an MMO.

    But that's kind of my point. I see it as an evolution of the genre, rather than a death. All we are talking about is a small hireling that enables somebody to play harder content, like soloing dolmens for those of use who are not as good as others and maybe getting undaubted skill line etc. Not replacing co-ordinated 12 man raids or PVP.

    Roleplaying and all other kinds of playstyles all have a place. I do not think that group play would suffer hugely, at least not in the way you are saying.

  • LadyNalcarya
    LadyNalcarya
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    The problem with npc "hirelings" is that any npc in game has very limited AI.
    In those mmos that offer npcs for dungeons, said npc usually just zerg rush everything.. Not sure how this will work in eso dungeons. They would need a unique AI pattern for pretty much every dungeon - for example, focus black shadow adds in vFungal if someone is pinned down, run in different directions if they got the beam on that boss, take pinions/close portals on planar inhibitor, properly tank adds on the last boss in vCoH... Basically devs would need to write a special AI scenario for every boss encounter in vet dungeons, which is very hard to implement.

    I think we can actually achieve better results by having a limited build with a specific function. Given that we only have 5 active skills, having NPC hirelings have one active skill bar and a buff bar would pretty much make them tailor suited to a specific purpose. That way the majority of the AI can focus on evasion, blocking, etc.

    Yeah, but what about bosses with special mechanics? For example, a spider daedra boss in veteran crypt of hearts. If she coccoons a player, a npc would need to free him/her. Also, said npcs would need to evade lightning circle if its casted on them.
    Or Lord Warden boss in vICP. Npcs that will just mindlessly attack him will screw up the portal mechanic.
    Or Flesh sculptor in the same dungeon. Npc would need a special AI pattern for this fight to throw grenades, bash the boss when he tenderizes a player etc.
    Or Ash Titan in vCoA. How a npc tank would kite an air atro add? If he would just stay there, he will die in fire...
    Or Planar Inhibitor in WGT. Npcs might get portals, and they would need to pick the pinion...
    And this is just a few examples...
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
  • WalkingLegacy
    WalkingLegacy
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    Zorrashi wrote: »
    Its a good idea. Some MMO's have this feature. It would enable those of us who dislike grouping to play content that we would otherwise be unable too.

    Hopefully this will be added at some point.

    And here is the player type ruining MMOs. /sigh

    And here is the player type who has a narrow view of what an MMO is. /sigh.

    Narrow view? You don't seem to understand what MMO stands for. If you want to talk about narrow, let's talk about your narrow understanding of what an MMO is.

    You want a multiplayer drop in drop out game, they make those.

    /ruining a genre

    No I think its you who doesn't understand what MMO stands for. "Group" and "Multiplayer" are two different words.

    There is clearly a sizable growing demand for solo play in these games, which is why other MMOs have hirelings. These games are still going strong. Those that want to group do so. Those that just want to use hirelings, do so.

    What you call ruining a genre, others would call a useful and helpful feature. Its all a matter of perspective. You don't like mine? Tough.

    A growing demand of solo content in a massively multiplayer online game is a death of a genre. Sorry you can't comprehend what an MMO is.

    You know what's a useful feature to an MMO? Dynamic content. Content scales to party size. Does this game have it? Nope.

    The more solo content they push into this game, the less it defines itself as an MMO.
    So long as the game has the ability to see and interact with a massive amount of other players, ESO will always be an MMO.
    The abundance or lack of group or solo content will not change this.

    Just as group content should be produced in MMOs, so should solo content.

    The version you're describing is called multiplayer game. The ability of a game to just make it so we can see other players and have minimal interaction with them gives a publisher more reason to charge MMO prices to a single player game. Cash shops are just as lucrative as a subscription.

    It's the death of a genre. Solo content in an MMO, especially an MMOrpg is an oxymoron.
  • Spottswoode
    Spottswoode
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    The problem with npc "hirelings" is that any npc in game has very limited AI.
    In those mmos that offer npcs for dungeons, said npc usually just zerg rush everything.. Not sure how this will work in eso dungeons. They would need a unique AI pattern for pretty much every dungeon - for example, focus black shadow adds in vFungal if someone is pinned down, run in different directions if they got the beam on that boss, take pinions/close portals on planar inhibitor, properly tank adds on the last boss in vCoH... Basically devs would need to write a special AI scenario for every boss encounter in vet dungeons, which is very hard to implement.

    I think we can actually achieve better results by having a limited build with a specific function. Given that we only have 5 active skills, having NPC hirelings have one active skill bar and a buff bar would pretty much make them tailor suited to a specific purpose. That way the majority of the AI can focus on evasion, blocking, etc.

    Yeah, but what about bosses with special mechanics? For example, a spider daedra boss in veteran crypt of hearts. If she coccoons a player, a npc would need to free him/her. Also, said npcs would need to evade lightning circle if its casted on them.
    Or Lord Warden boss in vICP. Npcs that will just mindlessly attack him will screw up the portal mechanic.
    Or Flesh sculptor in the same dungeon. Npc would need a special AI pattern for this fight to throw grenades, bash the boss when he tenderizes a player etc.
    Or Ash Titan in vCoA. How a npc tank would kite an air atro add? If he would just stay there, he will die in fire...
    Or Planar Inhibitor in WGT. Npcs might get portals, and they would need to pick the pinion...
    And this is just a few examples...

    The NPC scripts make it use any objective within reach, activate nearby objects, roll out of any active AOE, and can be directed the same way pets are now by the person who summoned it. It's still going to be a bloody idiot, but it's good enough to fill in a spot temporarily.
    With a simplified setup, it's actually pretty easy to tailor make AI routines. It would require A LOT of testing though.
    Edited by Spottswoode on February 8, 2016 4:03PM
    Proud Player of The Elder Bank Screen Online.
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  • LadyNalcarya
    LadyNalcarya
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    The problem with npc "hirelings" is that any npc in game has very limited AI.
    In those mmos that offer npcs for dungeons, said npc usually just zerg rush everything.. Not sure how this will work in eso dungeons. They would need a unique AI pattern for pretty much every dungeon - for example, focus black shadow adds in vFungal if someone is pinned down, run in different directions if they got the beam on that boss, take pinions/close portals on planar inhibitor, properly tank adds on the last boss in vCoH... Basically devs would need to write a special AI scenario for every boss encounter in vet dungeons, which is very hard to implement.

    I think we can actually achieve better results by having a limited build with a specific function. Given that we only have 5 active skills, having NPC hirelings have one active skill bar and a buff bar would pretty much make them tailor suited to a specific purpose. That way the majority of the AI can focus on evasion, blocking, etc.

    Yeah, but what about bosses with special mechanics? For example, a spider daedra boss in veteran crypt of hearts. If she coccoons a player, a npc would need to free him/her. Also, said npcs would need to evade lightning circle if its casted on them.
    Or Lord Warden boss in vICP. Npcs that will just mindlessly attack him will screw up the portal mechanic.
    Or Flesh sculptor in the same dungeon. Npc would need a special AI pattern for this fight to throw grenades, bash the boss when he tenderizes a player etc.
    Or Ash Titan in vCoA. How a npc tank would kite an air atro add? If he would just stay there, he will die in fire...
    Or Planar Inhibitor in WGT. Npcs might get portals, and they would need to pick the pinion...
    And this is just a few examples...

    The NPC scripts make it use any objective within reach, activate nearby objects, roll out of any active AOE, and can be directed the same way pets are now by the person who summoned it. It's still going to be a bloody idiot, but it's good enough to fill in a spot temporarily.

    Well, seeing how often new players are dying to the boss mechanics (and even the most clueless player is 100 times smarter than eso npcs), I cant imagine how this could be implemented.
    Dro-m'Athra Destroyer | Divayth Fyr's Coadjutor | Voice of Reason

    PC/EU
  • Spottswoode
    Spottswoode
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    The problem with npc "hirelings" is that any npc in game has very limited AI.
    In those mmos that offer npcs for dungeons, said npc usually just zerg rush everything.. Not sure how this will work in eso dungeons. They would need a unique AI pattern for pretty much every dungeon - for example, focus black shadow adds in vFungal if someone is pinned down, run in different directions if they got the beam on that boss, take pinions/close portals on planar inhibitor, properly tank adds on the last boss in vCoH... Basically devs would need to write a special AI scenario for every boss encounter in vet dungeons, which is very hard to implement.

    I think we can actually achieve better results by having a limited build with a specific function. Given that we only have 5 active skills, having NPC hirelings have one active skill bar and a buff bar would pretty much make them tailor suited to a specific purpose. That way the majority of the AI can focus on evasion, blocking, etc.

    Yeah, but what about bosses with special mechanics? For example, a spider daedra boss in veteran crypt of hearts. If she coccoons a player, a npc would need to free him/her. Also, said npcs would need to evade lightning circle if its casted on them.
    Or Lord Warden boss in vICP. Npcs that will just mindlessly attack him will screw up the portal mechanic.
    Or Flesh sculptor in the same dungeon. Npc would need a special AI pattern for this fight to throw grenades, bash the boss when he tenderizes a player etc.
    Or Ash Titan in vCoA. How a npc tank would kite an air atro add? If he would just stay there, he will die in fire...
    Or Planar Inhibitor in WGT. Npcs might get portals, and they would need to pick the pinion...
    And this is just a few examples...

    The NPC scripts make it use any objective within reach, activate nearby objects, roll out of any active AOE, and can be directed the same way pets are now by the person who summoned it. It's still going to be a bloody idiot, but it's good enough to fill in a spot temporarily.

    Well, seeing how often new players are dying to the boss mechanics (and even the most clueless player is 100 times smarter than eso npcs), I cant imagine how this could be implemented.
    It's based on a logic routine. The bot doesn't think, it just follows its priorities. Also, since its functions are limited it can't try to do something stupid. It still CAN do something stupid though, but that would largely depend on the bot and players handling it.

    DDO's hirelings aren't all that complicated but can fill most of the basic functions of their class without being told to. Some of the more complex ones or tricky ones (traps, for example) are carefully directed by players. It's really going to depend on the amount of control players will have over the bots. If you can change the bots priorities in combat, like a toggle on the bot, you could pretty easily adapt it in semi-real time.
    Edited by Spottswoode on February 8, 2016 4:09PM
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  • LadyNalcarya
    LadyNalcarya
    ✭✭✭✭✭
    ✭✭✭✭✭
    The problem with npc "hirelings" is that any npc in game has very limited AI.
    In those mmos that offer npcs for dungeons, said npc usually just zerg rush everything.. Not sure how this will work in eso dungeons. They would need a unique AI pattern for pretty much every dungeon - for example, focus black shadow adds in vFungal if someone is pinned down, run in different directions if they got the beam on that boss, take pinions/close portals on planar inhibitor, properly tank adds on the last boss in vCoH... Basically devs would need to write a special AI scenario for every boss encounter in vet dungeons, which is very hard to implement.

    I think we can actually achieve better results by having a limited build with a specific function. Given that we only have 5 active skills, having NPC hirelings have one active skill bar and a buff bar would pretty much make them tailor suited to a specific purpose. That way the majority of the AI can focus on evasion, blocking, etc.

    Yeah, but what about bosses with special mechanics? For example, a spider daedra boss in veteran crypt of hearts. If she coccoons a player, a npc would need to free him/her. Also, said npcs would need to evade lightning circle if its casted on them.
    Or Lord Warden boss in vICP. Npcs that will just mindlessly attack him will screw up the portal mechanic.
    Or Flesh sculptor in the same dungeon. Npc would need a special AI pattern for this fight to throw grenades, bash the boss when he tenderizes a player etc.
    Or Ash Titan in vCoA. How a npc tank would kite an air atro add? If he would just stay there, he will die in fire...
    Or Planar Inhibitor in WGT. Npcs might get portals, and they would need to pick the pinion...
    And this is just a few examples...

    The NPC scripts make it use any objective within reach, activate nearby objects, roll out of any active AOE, and can be directed the same way pets are now by the person who summoned it. It's still going to be a bloody idiot, but it's good enough to fill in a spot temporarily.

    Well, seeing how often new players are dying to the boss mechanics (and even the most clueless player is 100 times smarter than eso npcs), I cant imagine how this could be implemented.
    It's based on a logic routine. The bot doesn't think, it just follows its priorities. Also, since its functions are limited it can't try to do something stupid. It still CAN do something stupid though, but that would largely depend on the bot and players handling it.

    DDO's hirelings aren't all that complicated but can fill most of the basic functions of their class without being told to. Some of the more complex ones or tricky ones (traps, for example) are carefully directed by players. It's really going to depend on the amount of control players will have over the bots. If you can change the bots priorities in combat, like a toggle on the bot, you could pretty easily adapt it in semi-real time.

    Yeah, you said it yourself - a bot cannot think, it can only repeat its script. While we need strategy for certain dungeons, so the bot would need special set of commands for every encounter that includes special mechanics. Just "dodge roll out of red and spam breath of life" wont suffice unless you make the bots immune to pretty much anything, which would be pretty op and unfair to those who prefer to run dungeons with friends.
    Lets see how it would work in particular boss fight, Gamyne Bandu (spelling?), second boss in Fungal Grotto.
    She has some special tricks - catching a player so the rest of the group must focus one of the adds and a beam that can be broken if affected people run away from each other. Both of these mechanics are pretty unique, so they would need a special script. Because if a player is caught by shades, and mobs will be randomly attacking different shades/boss, that player will die. Or if the mobs wont break the beam, they will also die. Universal AI patternt wont work in this case as these are unique mechanics.
    Building even semi-working AI for this purpose will require enourmous amounts of time and money and will likely cause a ton of QQ on forums ("I bough a team, and it cant carry me through WGT, **** Zos!"). So imo its not worth it. A mediocre team is easy to find anyway.
    P.S. Micro-control is not the best idea for eso as well, as this game's combat in pretty fast and requires some degree of situational awareness. So having to control the bots will make fights harder than they're supposed to be.
    Edited by LadyNalcarya on February 8, 2016 4:30PM
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  • Spottswoode
    Spottswoode
    ✭✭✭✭✭
    Yeah, you said it yourself - a bot cannot think, it can only repeat its script. While we need strategy for certain dungeons, so the bot would need special set of commands for every encounter that includes special mechanics. Just "dodge roll out of red and spam breath of life" wont suffice unless you make the bots immune to pretty much anything, which would be pretty op and unfair to those who prefer to run dungeons with friends.
    Lets see how it would work in particular boss fight, Gamyne Bandu (spelling?), second boss in Fungal Grotto.
    She has some special tricks - catching a player so the rest of the group must focus one of the adds and a beam that can be broken if affected people run away from each other. Both of these mechanics are pretty unique, so they would need a special script. Because if a player is caught by shades, and mobs will be randomly attacking different shades/boss, that player will die. Or if the mobs wont break the beam, they will also die. Universal AI patternt wont work in this case as these are unique mechanics.
    Building even semi-working AI for this purpose will require enourmous amounts of time and money and will likely cause a ton of QQ on forums ("I bough a team, and it cant carry me through WGT, **** Zos!"). So imo its not worth it. A mediocre team is easy to find anyway.
    P.S. Micro-control is not the best idea for eso as well, as this game's combat in pretty fast and requires some degree of situational awareness. So having to control the bots will make fights harder than they're supposed to be.

    That's not that complicated. Really the bots just need AI script loads for each boss that supersede their normal scripts. The scripts don't have to be perfect, just well enough for the bot to change priorities as needed throughout the fight.
    It would require a lot of testing and be expensive though...you're right about that. This would definitely be crown store dlc.
    Micro control isn't the idea....let's say you have 4 modes:
    -Attack
    -Evade
    -Recover
    -Flee
    and there's a 5th mode
    -Auto
    Each of those modes has an automatic script and runs according to a role and available resources.
    Edited by Spottswoode on February 8, 2016 4:45PM
    Proud Player of The Elder Bank Screen Online.
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