Disable the companion and perform the activity that might decrease its rapport. Problem solved.drkfrontiers wrote: »I don't think that having a negative rapport associated with collecting resources is a very good game design choice.(...)
That makes no sense.Honestly, ZOS should remove rapportdecreases entirely. (...)
You get a notification on screen when an activity increases or decreases the rapport. Be aware that rapport increasing (at least) has a cooldown timer associated to it.FlopsyPrince wrote: »(...) Does harvesting help since she mostly complements it? That is completely unclear.(...)
Yes it does... it is a game, negatively impacting some parts of the game seems unwise. Besides, the grind to gain rapport seems to take so long, it would be better to only have it receive rapportincreases. So players only have to worry about how slow rapport moves up, and not have us worry about what makes rapport go down.redlink1979 wrote: »
Yes it does... it is a game, negatively impacting some parts of the game seems unwise. Besides, the grind to gain rapport seems to take so long, it would be better to only have it receive rapportincreases. So players only have to worry about how slow rapport moves up, and not have us worry about what makes rapport go down.redlink1979 wrote: »
redlink1979 wrote: »Disable the companion and perform the activity that might decrease its rapport. Problem solved.drkfrontiers wrote: »I don't think that having a negative rapport associated with collecting resources is a very good game design choice.(...)
redlink1979 wrote: »Disable the companion and perform the activity that might decrease its rapport. Problem solved.
Rapport - What Increases it and Decreases it - List hereFlopsyPrince wrote: »I would like to know how much it goes down compared to how much it can go up. And when are they just talking and when is it really changing (even a single point)?
Does harvesting help since she mostly complements it? That is completely unclear.
And no, I can't find butterfly wings for alchemy except on butterflies, even though she claims otherwise!
Yes it does... it is a game, negatively impacting some parts of the game seems unwise. Besides, the grind to gain rapport seems to take so long, it would be better to only have it receive rapportincreases. So players only have to worry about how slow rapport moves up, and not have us worry about what makes rapport go down.redlink1979 wrote: »
redlink1979 wrote: »Disable the companion and perform the activity that might decrease its rapport. Problem solved.
What's the point of having a companion if you have to dismiss him/her everytime time you want to do something?
I can understand when companion disapproves theft or murder but gathering resources (killing/"harvesting" bugs is a resource gathering) should be excluded from the rapport changes.
redlink1979 wrote: »Disable the companion and perform the activity that might decrease its rapport. Problem solved.
What's the point of having a companion if you have to dismiss him/her everytime time you want to do something?
I can understand when companion disapproves theft or murder but gathering resources (killing/"harvesting" bugs is a resource gathering) should be excluded from the rapport changes.
Whats the point of having a companion at all aside from RP purposes? The only content they would make a difference for me is arenas....and I can't take them there. Overland is so easy they simply aren't needed. The only conceivable use I can see for them is for those starting out soloing 4-man dungeons....or as a stand in for a tank that decides to leave a (non-DLC)dungeon halfway through.
drkfrontiers wrote: »I don't think that having a negative rapport associated with collecting resources is a very good game design choice.
Every time I gather inspect parts like butterflies, thorax or fishing parts etc Mirri complains, and my rapport with her goes down.
Besides being incredibly annoying after the first 50 interactions, its pretty counter-productive.
Mirri says she likes wine. Is there anyway I can get her to binge drink so she won't notice?
generalmyrick wrote: »drkfrontiers wrote: »I don't think that having a negative rapport associated with collecting resources is a very good game design choice.
Every time I gather inspect parts like butterflies, thorax or fishing parts etc Mirri complains, and my rapport with her goes down.
Besides being incredibly annoying after the first 50 interactions, its pretty counter-productive.
Mirri says she likes wine. Is there anyway I can get her to binge drink so she won't notice?
are you serious!?
this is kind of troubling, its been hard to find good news about companions, and now i learn you get negative rapport for picking nodes???
ectoplasmicninja wrote: »Just unsummon Mirri before you go frolicking through Rivenspire harvesting torchbugs and butterflies. .
redlink1979 wrote: »Disable the companion and perform the activity that might decrease its rapport. Problem solved.
What's the point of having a companion if you have to dismiss him/her everytime time you want to do something?
I can understand when companion disapproves theft or murder but gathering resources (killing/"harvesting" bugs is a resource gathering) should be excluded from the rapport changes.
Whats the point of having a companion at all aside from RP purposes? The only content they would make a difference for me is arenas....and I can't take them there. Overland is so easy they simply aren't needed. The only conceivable use I can see for them is for those starting out soloing 4-man dungeons....or as a stand in for a tank that decides to leave a (non-DLC)dungeon halfway through.
They are mainly for players lower on the ladder, which is why I think a lot of people in here don't like them. By the time you are routinely doing veteran content, the only thing they really provide is RP and Doll roles. It is fairly clear that the veteran combat people will find them useless. The people who would use them as dolls are not happy with the extent to which they can customize them, and rightfully so as they are definitely limited in this respect. I don't think I have heard any RP people weigh in on the subject.
However, if the player is someone that does not find overland to be "easy", then they will find these more beneficial. A companion will also allow players to solo content that they cannot solo without them, but are pretty close to being able to solo without them. A companion is not going to carry someone through Skyreach, but will allow them to eventually kill some world bosses or solo the lower tier of dungeons before they are ready to do it alone.
Yes, I expect that if a player sticks around for long enough, they will outgrow Companions 1.0. At that point, they will be forgotten, or just some "friend" that tags along. We will see what ZOS comes up with in the future and if they address companion obsolescence.
(Edit: as an experienced player, I have just enough customization on my account to create Outfits for them, so they can fill the "Doll" role for me, and I have some lower level characters and characters that solo dungeons that will benefit from the slight advantage that they give me.)
redlink1979 wrote: »Disable the companion and perform the activity that might decrease its rapport. Problem solved.
What's the point of having a companion if you have to dismiss him/her everytime time you want to do something?
I can understand when companion disapproves theft or murder but gathering resources (killing/"harvesting" bugs is a resource gathering) should be excluded from the rapport changes.
Whats the point of having a companion at all aside from RP purposes? The only content they would make a difference for me is arenas....and I can't take them there. Overland is so easy they simply aren't needed. The only conceivable use I can see for them is for those starting out soloing 4-man dungeons....or as a stand in for a tank that decides to leave a (non-DLC)dungeon halfway through.
They are mainly for players lower on the ladder, which is why I think a lot of people in here don't like them. By the time you are routinely doing veteran content, the only thing they really provide is RP and Doll roles. It is fairly clear that the veteran combat people will find them useless. The people who would use them as dolls are not happy with the extent to which they can customize them, and rightfully so as they are definitely limited in this respect. I don't think I have heard any RP people weigh in on the subject.
However, if the player is someone that does not find overland to be "easy", then they will find these more beneficial. A companion will also allow players to solo content that they cannot solo without them, but are pretty close to being able to solo without them. A companion is not going to carry someone through Skyreach, but will allow them to eventually kill some world bosses or solo the lower tier of dungeons before they are ready to do it alone.
Yes, I expect that if a player sticks around for long enough, they will outgrow Companions 1.0. At that point, they will be forgotten, or just some "friend" that tags along. We will see what ZOS comes up with in the future and if they address companion obsolescence.
(Edit: as an experienced player, I have just enough customization on my account to create Outfits for them, so they can fill the "Doll" role for me, and I have some lower level characters and characters that solo dungeons that will benefit from the slight advantage that they give me.)
VaranisArano wrote: »I'm largely interested in Companions for the roleplay. There's a couple issues I have with it from that perspective.
Their quests seem rather well done, but outside of that, they are just along for the ride. The rapport system doesn't make up for for the dearth of meaningful dialogue outside of the quests. I'm writing my way through Blackwood's quests, and while I came up with what I think are some good roleplay interactions for Varanis and Mirri, in terms of actual gameplay Mirri just trotted along and her commentary last night was banal stuff like "I was tired of walking" when we mounted up.
The roleplaying is all one-sided outside of the few quests. ZOS chose to limit the customization of Companions to preserve their identity, but the result is that we end up conforming our behavior to their likes and dislikes, or else we have to take the rapport hit. Or we play the thoroughly unimmersive micromanagement minigame where we dismiss our Companions before doing something they dislike. Sure, we can change how our Companion fights, but there's no way to change how they act outside of combat. There's no give-and-take in the relationship, if that makes sense.
It's really a system where you have to use your imagination to roleplay with Companions outside of their few quests. If you take the time to stop questing and think through what's happening, how your character and your companion might react to events and each other, then it can be really fun. If we flip the perspective and ask "What does Mirri/Bastian think of this weird player they've signed up with?", that makes for some interesting interactions...but all in your inagination.
I really didn't expect all that much more from ZOS, to be honest. This isn't Serana, where we've got a whole DLC worth of quests tailored around their characters. Nor did I really expect ZOS to add Companion commentary for after old quests and a variety of content. They seem to have envisioned Companions more as customizable combat pets with just a few quests to make them relatable.
After hearing about how weak they were during PC's PTS i vowed to not use them as they would serve no purpose to my game play, etc. Well I unlocked them anyhow for the sole purpose for a tag along while I'm out and about by myself.
It's kind of of fun to have a little companion while lets say running through the desert alone at night chatting once in a while. They're not perfect and have their quirks but in a sense I don't hate their presence either they're just not useful in vet content that's all.