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Can we move banker, merch, armory, smuggler to companions?

richo262
richo262
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Having an assistant despawn a companion makes interacting with both systems a bit of a pain.

Why not merge them? Have your companion have the ability to be your banker, merchant, armorer or smuggler (if they have questionable morals). Requires the purchase of at least one banker, merchant or armorer respectively to do so though.

I was thinking giving the base game a non-combat companion by moving the CWC automaton rebuild quest to Morrowind that unlocks him as a very basic, non-combat companion. He is unique in that he can be spawned into dungeons, spawns in much faster as he has no inventory or weapons to look up, is invincible like an assistant, does not attack and can join you in dungeons/trials. Then scrap the smuggler NPC in lieu of 'Thieves guild smuggler network'. When unlocked your automaton (and later Ember) can do smuggling for you instead, given Ember is everything the smuggler assistant should have been. That way people that do not have High Isles can recreate their Smuggler as an Automaton (no morals) and later when they find Ember use her as a smuggler if they so choose.

It is also more practical that an automaton would follow you into a dungeon than a banker.

To get even more clever with this, don't have the automaton spawn in by the players request, but have it part of the dungeon / trial itself. It follows the group from behind and will stand at designated areas out of the way, just have a pathway in every dungeon, arena or trial that it follows (assuming the road ahead is clear, if the party has skipped a fight it will jump to the group and continue its pathing) and moves up with the group after every trash fight or boss encounter. That way nobody spawns in their Assistant, there is one assistant tucked away in the corner prior to every boss fight not causing noise on the screen, that has unlocked the entire culmination of the groups crown unlocks (bank, merch or armorer). No more will we do a 24 man HRC trial with 12 Tythis Andromo's running around.
  • Hapexamendios
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    I would just assume have them separated. For example summoning a companion doesn't despawn your merchant. Would like one assistant and one companion to be active at the same time.
  • kargen27
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    I would just assume have them separated. For example summoning a companion doesn't despawn your merchant. Would like one assistant and one companion to be active at the same time.

    That would start getting to be a bit much. Pets, companions, assistants and for some all those combat pets.
    and then the parrot said, "must be the water mines green too."
  • Hapexamendios
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    kargen27 wrote: »
    I would just assume have them separated. For example summoning a companion doesn't despawn your merchant. Would like one assistant and one companion to be active at the same time.

    That would start getting to be a bit much. Pets, companions, assistants and for some all those combat pets.

    In town just the assistant and companion could remain. That's not too much by any means. In the open world, who cares? Don't really see it as an issue in those areas. Dungeons or trials may be a different matter, but I think it could be managed in group easily enough..
  • Grizzbeorn
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    NO thank you.
    Keep them separate. The system works fine as it is.
      PC/NA Warden Main
    • ADarklore
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      It takes mere seconds to despawn and respawn, not a big deal. My issue is the WAIT between summoning Companions... if I accidentally summon the wrong one. Since I run addons that allow me to keybind the Companions, sometimes I summon the wrong companion then have to wait about 15/s before I can summon a different one. However, with the assistants, they can be switched out immediately without waiting.
      CP: 2105 ** ESO+ ** ~~ ***** Strictly a solo PvE quester *****
      ~~Started Playing: May 2015 | Stopped Playing: July 2025 | Returned: March 2026~~
    • SickleCider
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      I'm not sure I fully understood the idea, but I don't hate the concept of having a merchant/banker waiting in dungeons. Reminds me of that scamp in DSR.

      I actually have Baron Jangleplume and Peddler-of-Prizes quick slotted on my first wheel, and when I want to quickly dismiss a companion I summon one of the birds. In other words I'm kind of okay with how it is now.
      ✨🐦✨ Blackfeather Court Commission ✨🐦✨
    • Tandor
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      Grizzbeorn wrote: »
      NO thank you.
      Keep them separate. The system works fine as it is.

      This. It takes a second or two to switch, it's a non-issue.
    • I_killed_Vivec
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      There are people who do not use, or want to use, companions.

      Use your companion to help you through content you can't manage solo.

      Use your banker/merchant/pedlar for their intended uses.
    • Amottica
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      For starters, it is not that simple. It is not as simple as writing a bunch of new code. The voicing for companions is very different than the voicing for assistants. Then there is the revenue aspect in which the suggestion is more likely to reduce revenue than increase it when increasing revenue is the game's name.

    • Dr_Con
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      if it fits the character, why not?

      They pulled it off nicely in Sword Art Online (the anime) with a couple blacksmith companions. That's literally the only other time I can think of when a companion was also a vendor or needed for progression in some way (blacksmithing).
      Edited by Dr_Con on May 22, 2023 10:34PM
    • richo262
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      Amottica wrote: »
      For starters, it is not that simple. It is not as simple as writing a bunch of new code. The voicing for companions is very different than the voicing for assistants. Then there is the revenue aspect in which the suggestion is more likely to reduce revenue than increase it when increasing revenue is the game's name.

      Voices? Click bank button, bank window comes up. No banker I've come across has a dialogue after the button has been pressed. It very much is a matter of writing code.

      The only thing it does regarding revenue is stifle sales from the player that wants to buy more than 1 banker assistant. You still need to own at least 1 banker assistant to unlock banking functionality on the companion. They don't just come out of the gate able to do all the assistant functionality for free (save for Smuggling if you have completed Thieves Guild, and the companion is of questionable morals).
    • Necrotech_Master
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      ADarklore wrote: »
      It takes mere seconds to despawn and respawn, not a big deal. My issue is the WAIT between summoning Companions... if I accidentally summon the wrong one. Since I run addons that allow me to keybind the Companions, sometimes I summon the wrong companion then have to wait about 15/s before I can summon a different one. However, with the assistants, they can be switched out immediately without waiting.

      yeah the "summoning" timer is kind of annoying but you can despawn them instantly

      the summoning timer is not useful anyway because your not hardlocked in the summon animation like a memento either, you can hit summon and then keep running around or interacting with other things
      plays PC/NA
      handle @Necrotech_Master
      active player since april 2014

      i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

      in progress: acquiring mundus stones (currently only have the thief)

      feel free to stop by and use the facilities
    • Amottica
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      richo262 wrote: »
      Amottica wrote: »
      For starters, it is not that simple. It is not as simple as writing a bunch of new code. The voicing for companions is very different than the voicing for assistants. Then there is the revenue aspect in which the suggestion is more likely to reduce revenue than increase it when increasing revenue is the game's name.

      Voices? Click bank button, bank window comes up. No banker I've come across has a dialogue after the button has been pressed. It very much is a matter of writing code.

      The only thing it does regarding revenue is stifle sales from the player that wants to buy more than 1 banker assistant. You still need to own at least 1 banker assistant to unlock banking functionality on the companion. They don't just come out of the gate able to do all the assistant functionality for free (save for Smuggling if you have completed Thieves Guild, and the companion is of questionable morals).



      And yet the bankers do have dialogue as I pointed out which would need to be redone since the voicing is specific to the assistant, not to the type of assistant.

      You did a great job explaining how this would reduce revenue which was the second point I made as to why this will likely not happen.
    • spartaxoxo
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      ADarklore wrote: »
      It takes mere seconds to despawn and respawn, not a big deal. My issue is the WAIT between summoning Companions... if I accidentally summon the wrong one. Since I run addons that allow me to keybind the Companions, sometimes I summon the wrong companion then have to wait about 15/s before I can summon a different one. However, with the assistants, they can be switched out immediately without waiting.

      yeah the "summoning" timer is kind of annoying but you can despawn them instantly

      the summoning timer is not useful anyway because your not hardlocked in the summon animation like a memento either, you can hit summon and then keep running around or interacting with other things

      I think the summoning timer gives the game a chance to load their kits.
    • Necrotech_Master
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      spartaxoxo wrote: »
      ADarklore wrote: »
      It takes mere seconds to despawn and respawn, not a big deal. My issue is the WAIT between summoning Companions... if I accidentally summon the wrong one. Since I run addons that allow me to keybind the Companions, sometimes I summon the wrong companion then have to wait about 15/s before I can summon a different one. However, with the assistants, they can be switched out immediately without waiting.

      yeah the "summoning" timer is kind of annoying but you can despawn them instantly

      the summoning timer is not useful anyway because your not hardlocked in the summon animation like a memento either, you can hit summon and then keep running around or interacting with other things

      I think the summoning timer gives the game a chance to load their kits.

      maybe, but the game doesnt need 5-10 seconds to process opening your bank, or your craft bag, which arguably has significantly more to keep track of, im not sure why it would take so long to summon the companion
      plays PC/NA
      handle @Necrotech_Master
      active player since april 2014

      i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them

      in progress: acquiring mundus stones (currently only have the thief)

      feel free to stop by and use the facilities
    • noblecron
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      I like the current system as is. Some places it's just not even necessary to have both out at once.
    • barney2525
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      how lazy are we getting, when it's a bother to de-spawn individual NPCs to use their resources? What's next? Assign a Companion to a Dungeon group and wait outside for a sign to pop up ' Dungeon completed', with a list of new items?

      :#
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