Cooperharley wrote: »Companions as a whole are largely meaningless until ZOS actually updates the system as a whole.
(No updates to companion system since their launch with Blackwood btw)
Erickson9610 wrote: »Cooperharley wrote: »Companions as a whole are largely meaningless until ZOS actually updates the system as a whole.
(No updates to companion system since their launch with Blackwood btw)
We've had combat updates since Blackwood. For instance, Isobel's "Penetrating Strikes" ability was changed to match the player's "Puncturing Strikes" ability's animation, where it hits 3 times instead of 4.
Regardless, I'd consider new abilities made for the Companions system to be "updates" to the system overall. Eventually we'll get balance changes for the older Companions.
Cooperharley wrote: »Brand new abilities sure, but when have we seen that?
Cooperharley wrote: »What….
Yes they’re companion specific skills. They haven’t updated anything with them since their release.
My only complaint about the Companions is their Disliking certain things. Bug Harvesting and Nuances of Property Ownership should be none of their business.
Four_Fingers wrote: »Now imagine what the companions think about you.
To be honest, other companions just deal with their private affairs as well. After all, these are called "personal quests" for a reason. The only exception is the latest bunch of companions, which all of a sudden can be compared with a guild quest line / zone quest line in scale, dealing with a threat to an entire provinces.I have done Izzy's quest 4 times now, I am ready for the quest to merge with dark brotherhood so I can assassinate Aurelia without Izzy knowing. I absolutely hate that all of her quest line is just chasing around her stupid friend.
Why should they be "changed"? Is this like one of those relationships where one partner is certain they can "fix" the other one and then they all continue to suffer and be miserable and destroy their lives while insisting that deep down, that's what they really want?
NPC party members in RPG have tended towards a certain formula for some time now: They come with their own personal problem, and the player (character) serves as their personal therapist, "solving" the NPC with dialogue choices and the occasional combat encounter, moulding them into the desirable traits that are advantageous to the intended build or the player's kinks preferences, if necessary by following a guide on the internet. (Bonus points for calling that "romance".)
ESO's companion quests are much too short for any meaningful personality change. It makes for even less believable characters than the somewhat cliché therapist approach.
Cooperharley wrote: »Erickson9610 wrote: »Cooperharley wrote: »Companions as a whole are largely meaningless until ZOS actually updates the system as a whole.
(No updates to companion system since their launch with Blackwood btw)
We've had combat updates since Blackwood. For instance, Isobel's "Penetrating Strikes" ability was changed to match the player's "Puncturing Strikes" ability's animation, where it hits 3 times instead of 4.
Regardless, I'd consider new abilities made for the Companions system to be "updates" to the system overall. Eventually we'll get balance changes for the older Companions.
That’s a big ole change. Would hardly consider that an update, that doesn’t change the experience for the player literally at all.
Brand new abilities sure, but when have we seen that?
What about
- Use of helmets on companions
- Companion inventory for their own gear
- More quest lines and achievements for each companion
- Positioning capability or ability to interact with doors, levers, etc
- Companion gear upgrade system or research
That’s stuff that would change the game companion-wise
wolfie1.0. wrote: »ESO was not designed with companions at all they were added after the fact. Any companionship that was supposed to take place was intended to be with other players.
With that in mind, it's reasonable to not expect in game companions to be all that flexible or deep. Not for quite some time.
wolfie1.0. wrote: »ESO was not designed with companions at all they were added after the fact. Any companionship that was supposed to take place was intended to be with other players.
With that in mind, it's reasonable to not expect in game companions to be all that flexible or deep. Not for quite some time.
There's nothing inherently restrictive about ESO in relation to companions.
Like, you can have companions that are as deep and flexible as any single player game (Which, admittedly, is not that deep especially with the industry still just working with the shallow system popularized by DA:O/ME1).
The main thing is... Are any quests in ESO actually deep? Most quests are pretty linear and low impact with maybe an occasional "You can do this OR that" and overall no real consequence to things.
As such, the companion quests are on par with all other quest designs for the game. Which, to be fair, is about the same as for the rest of TES series.
It's a thing with TES where they may have decent characters and some individually fun and interesting quests (Especially some of the single player titles TG/DB quests that promote atypical methods). But they usually aren't particularly complex or deep in what they do.