Zavijah_Arventi wrote: »I'm looking forward to having a little npc party to experience overworld questing with, and their dialogue they will contribute.
I am thankful for any additions to this game. I don't feel it is warranted to speak poorly about additions.
WhereArtThouVampires wrote: »And yet quests are literally mind numbingly easy? Why do we need a travel companion?
It's literally going to get to a point to where I don't even need to attack the mobs myself anymore. New here to the forums, needless to say I hope this isn't the only system being touched upon or added this year.
I know they said they were adding less but damn.
This means now nobody should complain when a ton of people ask for harder overland and more meaningful quests/content imo. Now that we have the option to take an npc with us.
I've lurked on here for a bit and have seen many people complain about how easy overland is. That seems to be a common issue. I can't imagine those people are too happy.
I also can't imagine that the camp who wanted some meaningful chapter additions this year are too pleased either.
Maybe this would have had more impact if the overland was actually challenging and we felt the need to have someone "at our aid" as the text says it.
I agree that my idea of a companion in another game is to help you in a difficult environment. Are they going to fight or just be another payable inventory bank? (I haven't read all the details yet).
It sounds like they will be very similar to Fallout 4 companions, with their own likes and dislikes, their own background story and their own personal quests - just like it has been in Fallout 4. This kind of game play was actually quite interesting, if one is more into the role play content than combat - in combat those companions were not bad, but as well not good either.
WhereArtThouVampires wrote: »And yet quests are literally mind numbingly easy? Why do we need a travel companion?
It's literally going to get to a point to where I don't even need to attack the mobs myself anymore. New here to the forums, needless to say I hope this isn't the only system being touched upon or added this year.
I know they said they were adding less but damn.
This means now nobody should complain when a ton of people ask for harder overland and more meaningful quests/content imo. Now that we have the option to take an npc with us.
I've lurked on here for a bit and have seen many people complain about how easy overland is. That seems to be a common issue. I can't imagine those people are too happy.
I also can't imagine that the camp who wanted some meaningful chapter additions this year are too pleased either.
Maybe this would have had more impact if the overland was actually challenging and we felt the need to have someone "at our aid" as the text says it.
I agree that my idea of a companion in another game is to help you in a difficult environment. Are they going to fight or just be another payable inventory bank? (I haven't read all the details yet).
It sounds like they will be very similar to Fallout 4 companions, with their own likes and dislikes, their own background story and their own personal quests - just like it has been in Fallout 4. This kind of game play was actually quite interesting, if one is more into the role play content than combat - in combat those companions were not bad, but as well not good either.
Sounds interesting, but also sounds rather short lived, no? (quest bound companions - if it is the case)
I think a solid package is always better than choosing one direction/target. You can't please all, but at least you've hit general desires for long term enjoyment as a little sandbox doesn't hurt
Community:
YOU IDIOTS DON'T JAM MORE FEATURES. THIS IS WHY 2020 ESO WAS A MESS!
ZoS:
K, umm here is companions that we don't have to balance other than voice lines.
Community:
WTF ZOS I WON'T USE THIS NEW FEATURE.
adriant1978 wrote: »
Suna_Ye_Sunnabe wrote: »If I wanted bland, annoying, useless npc companions, I would just play Skyrim. What a massive disappointment.
We don’t know anything about the characters yet
exeeter702 wrote: »Overland is easy when you have CP and gear. Without CP overland was not easy for me. I have done Vvardenfell first and story bosses made me die and try hard.
Sure, lets scale content to Craglorns difficulty for solo questing, based on CP and gear rating. At least story bosses would feel like bosses.
No one is suggesting that exclusively. Stop with the strawman.
There is such am overhwlimgy dense amount of actual content for solo casual players compared to what seasoned accounts have to do. It's like they sell these sweeping chapter experiences with a big zone and the very audience that fully engages with the games various systems to be a strong as they can be and get told "you get 4 dungeons and a trial every year" and even those have extremely easy normal modes.
There is such a paltry amount of actual meaningful content for end game players in solo and group content that provides agency. Yet it's completely unreasonable that they would like to be able to enjoy the new overland content added to the game without having to arbitrarily handicap themsleves for some semblance of self imposed difficulty?
This companion system is a huge slap in the face to long time players who have committed the cardinal sin of spending their 810 champion points and used well thought out gear sets and ability loadouts, as being the only game expanding feature for the entire year..
Schwa83b14_ESO wrote: »Sylvermynx wrote: »AcadianPaladin wrote: »I am very pleased to see the introduction of companions! I love soloing and it will be lovely to have a constant in game companion to keep my elf company and whose schedule perfectly mirrors ours. My elf is nurturing by nature and favors supporting roles so we're looking forward to having our very own private companion to support. One nice feature of the companions is that, if you don't want them, you don't have to use them.
Yep. I've never wanted companions in any game I've played since I started CRPGs in 1985 - even though I've had issues with overland questing due to lack of teenage reflexes, and having only satellite for connection. It's nice for those who have really wanted them. I'd have preferred story-mode for dungeons.
I'd love Story/Solo mode for all dungeons so you can actually experience the story content there vs. rushing through for gear farming.
WhereArtThouVampires wrote: »WhereArtThouVampires wrote: »Uhhhh...no. nobody on this forum has ever said the main feature is the zone.
I thought that was pretty self-explanatory, to be honest. Story-driven chapter zones have always been... erm.... about the zone. If they released a new chapter/DLC with just new zone/story, good enough for me. That's what Orsinium was, and it was great.
huh. That's a new one for me.
Im pretty sure the new zone isn't thought of as a feature, it's just the chapter location. It's a new 'thing' but it isn't a major selling point for the entire chapter, I don't think. Especially with how formulaic the new zones have been recently.
When saying a major selling point, people often refer to what that chapter adds aside from the new zone.
Totally right...I mean the zone is definitely NOT a selling point. I forgot the new DLCs were called "New Skill Line" or "The Warden" and not silly names like "Greymoor" or Elysweyr" or "Summerset".
The zones were NEVER the selling point ever...