spartaxoxo wrote: »Erickson9610 wrote: »It wouldn't make sense to be able to cure or infect Companions. They'd have to be stuck with their curse (or lack thereof) because while their appearance and rapport (progress in their storyline) is character-specific, their actual abilities are account-wide.
IDK if from a technical perspective is possible but they could give them a class kit and a vamp kit. And which they can use depends on their curse state. Although, I don't know if that's possible. And even if it was, if it would be desirable as such a companion would probably need more leveling than others.
It would probably be easier to just treat a vamp like Tan's unique class and have the curse replace a class skill line. And make it so they can't be cured.
Erickson9610 wrote: »Werewolf can't replace a Class skill line because you can't use Werewolf skills in human form, or human skills in Werewolf form — the skills use totally different animations.
Erickson9610 wrote: »It's just simpler and more consistent to make the curse skill line separate from the Class skill lines — as their own skill lines in the World category. I absolutely hate how Tanlorin replaces a Class skill line with what shouldn't be a Class skill line. We could've gotten another Dragonknight damage dealer line and a separate Soul Magic skill line to draw skills from.
spartaxoxo wrote: »Erickson9610 wrote: »Werewolf can't replace a Class skill line because you can't use Werewolf skills in human form, or human skills in Werewolf form — the skills use totally different animations.
A companion wouldn't need to have the same animations as the players. There's already unique animations and skills for them like Isobel's ultimate. Likewise, a werewolf or vampire companion may get to use their ultimate earlier but not have the final skill for that skill line available until level 20. They'd have to differ in some way from the non-cursed companions.
ETA
Or on further thought maybe the ultimate will be Vampire Lord/Werewolf Behemoth. Maybe a werewolf companion would transform automatically in combat and out of combat look regular if transformation is selected as a skill (as a passive ability of a skill). A vamp could just be permanently in stage 1Erickson9610 wrote: »It's just simpler and more consistent to make the curse skill line separate from the Class skill lines — as their own skill lines in the World category. I absolutely hate how Tanlorin replaces a Class skill line with what shouldn't be a Class skill line. We could've gotten another Dragonknight damage dealer line and a separate Soul Magic skill line to draw skills from.
That's also a possibility as well, I suppose. Although it would increase the number of skill lines available to that companion unless they decided not to give them the ability to unlock one of the other world lines. But then that character would be locked out of world skills that all the other ones can use, including Tanlorin. I think if they had wanted to go that route with companions, they'd have done it with Tanlorin by replacing their ability to level up mage's guild skills. Since they didn't do that, I suspect they want all the companions to have the same number of skills/skill lines.
Who knows though how they'd approach it. They could do something neither of us are thinking of as well.
spartaxoxo wrote: »flaxegg Yeah, I really wish they'd do that. Apart from race and gender (and Zerith's eyes and Tan's tattoos) we should be able to customize what they look like. Tailer them to fit our preferences as they are our Indvidual companions. It'd also help lessen the duplicates running around...
Companions are meant to be static characters like Lyris, not our own individual summons.
Erickson9610 wrote: »spartaxoxo wrote: »Erickson9610 wrote: »Werewolf can't replace a Class skill line because you can't use Werewolf skills in human form, or human skills in Werewolf form — the skills use totally different animations.
A companion wouldn't need to have the same animations as the players. There's already unique animations and skills for them like Isobel's ultimate. Likewise, a werewolf or vampire companion may get to use their ultimate earlier but not have the final skill for that skill line available until level 20. They'd have to differ in some way from the non-cursed companions.
ETA
Or on further thought maybe the ultimate will be Vampire Lord/Werewolf Behemoth. Maybe a werewolf companion would transform automatically in combat and out of combat look regular if transformation is selected as a skill (as a passive ability of a skill). A vamp could just be permanently in stage 1Erickson9610 wrote: »It's just simpler and more consistent to make the curse skill line separate from the Class skill lines — as their own skill lines in the World category. I absolutely hate how Tanlorin replaces a Class skill line with what shouldn't be a Class skill line. We could've gotten another Dragonknight damage dealer line and a separate Soul Magic skill line to draw skills from.
That's also a possibility as well, I suppose. Although it would increase the number of skill lines available to that companion unless they decided not to give them the ability to unlock one of the other world lines. But then that character would be locked out of world skills that all the other ones can use, including Tanlorin. I think if they had wanted to go that route with companions, they'd have done it with Tanlorin by replacing their ability to level up mage's guild skills. Since they didn't do that, I suspect they want all the companions to have the same number of skills/skill lines.
Who knows though how they'd approach it. They could do something neither of us are thinking of as well.
Yeah, there's a lot of challenges getting Werewolf to work with the current Companion combat design philosophy.
Such as, how do we ensure players can use this Werewolf Companion as a healer, presuming the player doesn't want the Companion to transform? If the Companion always transforms, then they won't get to use all these other skill lines offered to Companions by default, and there'd be no reason to level up the other skill lines.
Or, like I've mentioned, how would a Werewolf Companion be able to be a functional damage dealer inside and outside of Werewolf form? What exactly should be the trigger for the transformation — should it be an Active or Ultimate ability, a Passive ability with a Health % condition, or something else? What if a player uses Werewolf Transformation — should the Companion also transform along with them, and what about when the player isn't a Werewolf but wants the Companion to transform without them? If it's implemented as an Ultimate, then the Companion simply won't get to have their unique Ultimate, and that would mean they're going to be the only Werewolf Companion we ever get, due to the fact that Ultimates are never repeated with Companions. Maybe Werewolf Companions simply have 2 Ultimates, which they must choose between.
Then there's other factors to consider, such as whether a transformed Companion Werewolf would count toward the Player Werewolf's Call of the Pack passive (due to being a transformed werewolf in the group), or whether players can infect/cure their Companions — or whether the player's Companions can infect/cure the player. How long does the Companion's Werewolf Transformation last, and will this result in a situation where the Companion is constantly losing form while the player is maintaining it effortlessly?
Regardless of all that, a Vampire Companion is relatively easier to implement. It could go down the same route as Tanlorin, because Vampire skills are naturally used in human form. I just hope ZOS eventually works something out to make both Vampire and Werewolf Companions a reality some day.
I also don't think it's an issue that a Companion may have more skills to pick from than other Companions. Ultimately, they'll only ever be able to use 5 skills and 1 Ultimate. I don't think every Companion would have Soul Magic if it was implemented in a separate skill line from the Class skills, the way it is for players — Tanlorin is a special case. I just wish ZOS would put the Companion's unique Ultimate anywhere but in their Class damage dealer skill line.
Erickson9610 wrote: »spartaxoxo wrote: »Erickson9610 wrote: »Werewolf can't replace a Class skill line because you can't use Werewolf skills in human form, or human skills in Werewolf form — the skills use totally different animations.
A companion wouldn't need to have the same animations as the players. There's already unique animations and skills for them like Isobel's ultimate. Likewise, a werewolf or vampire companion may get to use their ultimate earlier but not have the final skill for that skill line available until level 20. They'd have to differ in some way from the non-cursed companions.
ETA
Or on further thought maybe the ultimate will be Vampire Lord/Werewolf Behemoth. Maybe a werewolf companion would transform automatically in combat and out of combat look regular if transformation is selected as a skill (as a passive ability of a skill). A vamp could just be permanently in stage 1Erickson9610 wrote: »It's just simpler and more consistent to make the curse skill line separate from the Class skill lines — as their own skill lines in the World category. I absolutely hate how Tanlorin replaces a Class skill line with what shouldn't be a Class skill line. We could've gotten another Dragonknight damage dealer line and a separate Soul Magic skill line to draw skills from.
That's also a possibility as well, I suppose. Although it would increase the number of skill lines available to that companion unless they decided not to give them the ability to unlock one of the other world lines. But then that character would be locked out of world skills that all the other ones can use, including Tanlorin. I think if they had wanted to go that route with companions, they'd have done it with Tanlorin by replacing their ability to level up mage's guild skills. Since they didn't do that, I suspect they want all the companions to have the same number of skills/skill lines.
Who knows though how they'd approach it. They could do something neither of us are thinking of as well.
Yeah, there's a lot of challenges getting Werewolf to work with the current Companion combat design philosophy.
Such as, how do we ensure players can use this Werewolf Companion as a healer, presuming the player doesn't want the Companion to transform? If the Companion always transforms, then they won't get to use all these other skill lines offered to Companions by default, and there'd be no reason to level up the other skill lines.
Or, like I've mentioned, how would a Werewolf Companion be able to be a functional damage dealer inside and outside of Werewolf form? What exactly should be the trigger for the transformation — should it be an Active or Ultimate ability, a Passive ability with a Health % condition, or something else? What if a player uses Werewolf Transformation — should the Companion also transform along with them, and what about when the player isn't a Werewolf but wants the Companion to transform without them? If it's implemented as an Ultimate, then the Companion simply won't get to have their unique Ultimate, and that would mean they're going to be the only Werewolf Companion we ever get, due to the fact that Ultimates are never repeated with Companions. Maybe Werewolf Companions simply have 2 Ultimates, which they must choose between.
Then there's other factors to consider, such as whether a transformed Companion Werewolf would count toward the Player Werewolf's Call of the Pack passive (due to being a transformed werewolf in the group), or whether players can infect/cure their Companions — or whether the player's Companions can infect/cure the player. How long does the Companion's Werewolf Transformation last, and will this result in a situation where the Companion is constantly losing form while the player is maintaining it effortlessly?
Regardless of all that, a Vampire Companion is relatively easier to implement. It could go down the same route as Tanlorin, because Vampire skills are naturally used in human form. I just hope ZOS eventually works something out to make both Vampire and Werewolf Companions a reality some day.
I also don't think it's an issue that a Companion may have more skills to pick from than other Companions. Ultimately, they'll only ever be able to use 5 skills and 1 Ultimate. I don't think every Companion would have Soul Magic if it was implemented in a separate skill line from the Class skills, the way it is for players — Tanlorin is a special case. I just wish ZOS would put the Companion's unique Ultimate anywhere but in their Class damage dealer skill line.
There are also downsides to it from a story perspective. Being that it would only affect their skills rather than story. The only thing it might do story-wise would make a companion abandon you. Like if I were to turn Zerith-var, Bastion, or Isobel into a vampire it'd do irrevocable damage to my 'relationship' with them to where my companion would more than likely leave. That'd be the extent of it. Whereas if they came out with a companion that is already a vampire or werewolf, they'd take that into consideration (at least I hope they would) and have the companion built around that concept both skill-wise and story-wise. Because again, I wouldn't want that to be an afterthought (just a new skill-line for your companion). I'd want it to actually have an impact on the character and their overall story and interactions.
Erickson9610 wrote: »Erickson9610 wrote: »spartaxoxo wrote: »Erickson9610 wrote: »Werewolf can't replace a Class skill line because you can't use Werewolf skills in human form, or human skills in Werewolf form — the skills use totally different animations.
A companion wouldn't need to have the same animations as the players. There's already unique animations and skills for them like Isobel's ultimate. Likewise, a werewolf or vampire companion may get to use their ultimate earlier but not have the final skill for that skill line available until level 20. They'd have to differ in some way from the non-cursed companions.
ETA
Or on further thought maybe the ultimate will be Vampire Lord/Werewolf Behemoth. Maybe a werewolf companion would transform automatically in combat and out of combat look regular if transformation is selected as a skill (as a passive ability of a skill). A vamp could just be permanently in stage 1Erickson9610 wrote: »It's just simpler and more consistent to make the curse skill line separate from the Class skill lines — as their own skill lines in the World category. I absolutely hate how Tanlorin replaces a Class skill line with what shouldn't be a Class skill line. We could've gotten another Dragonknight damage dealer line and a separate Soul Magic skill line to draw skills from.
That's also a possibility as well, I suppose. Although it would increase the number of skill lines available to that companion unless they decided not to give them the ability to unlock one of the other world lines. But then that character would be locked out of world skills that all the other ones can use, including Tanlorin. I think if they had wanted to go that route with companions, they'd have done it with Tanlorin by replacing their ability to level up mage's guild skills. Since they didn't do that, I suspect they want all the companions to have the same number of skills/skill lines.
Who knows though how they'd approach it. They could do something neither of us are thinking of as well.
Yeah, there's a lot of challenges getting Werewolf to work with the current Companion combat design philosophy.
Such as, how do we ensure players can use this Werewolf Companion as a healer, presuming the player doesn't want the Companion to transform? If the Companion always transforms, then they won't get to use all these other skill lines offered to Companions by default, and there'd be no reason to level up the other skill lines.
Or, like I've mentioned, how would a Werewolf Companion be able to be a functional damage dealer inside and outside of Werewolf form? What exactly should be the trigger for the transformation — should it be an Active or Ultimate ability, a Passive ability with a Health % condition, or something else? What if a player uses Werewolf Transformation — should the Companion also transform along with them, and what about when the player isn't a Werewolf but wants the Companion to transform without them? If it's implemented as an Ultimate, then the Companion simply won't get to have their unique Ultimate, and that would mean they're going to be the only Werewolf Companion we ever get, due to the fact that Ultimates are never repeated with Companions. Maybe Werewolf Companions simply have 2 Ultimates, which they must choose between.
Then there's other factors to consider, such as whether a transformed Companion Werewolf would count toward the Player Werewolf's Call of the Pack passive (due to being a transformed werewolf in the group), or whether players can infect/cure their Companions — or whether the player's Companions can infect/cure the player. How long does the Companion's Werewolf Transformation last, and will this result in a situation where the Companion is constantly losing form while the player is maintaining it effortlessly?
Regardless of all that, a Vampire Companion is relatively easier to implement. It could go down the same route as Tanlorin, because Vampire skills are naturally used in human form. I just hope ZOS eventually works something out to make both Vampire and Werewolf Companions a reality some day.
I also don't think it's an issue that a Companion may have more skills to pick from than other Companions. Ultimately, they'll only ever be able to use 5 skills and 1 Ultimate. I don't think every Companion would have Soul Magic if it was implemented in a separate skill line from the Class skills, the way it is for players — Tanlorin is a special case. I just wish ZOS would put the Companion's unique Ultimate anywhere but in their Class damage dealer skill line.
There are also downsides to it from a story perspective. Being that it would only affect their skills rather than story. The only thing it might do story-wise would make a companion abandon you. Like if I were to turn Zerith-var, Bastion, or Isobel into a vampire it'd do irrevocable damage to my 'relationship' with them to where my companion would more than likely leave. That'd be the extent of it. Whereas if they came out with a companion that is already a vampire or werewolf, they'd take that into consideration (at least I hope they would) and have the companion built around that concept both skill-wise and story-wise. Because again, I wouldn't want that to be an afterthought (just a new skill-line for your companion). I'd want it to actually have an impact on the character and their overall story and interactions.
Agreed. I want a story about a Companion who lives with lycanthropy or vampirism. I want to see how it affects their lives, and what it means for their character development and struggle.
Like how Zerith-var's Class was important to his character, I want a Companion's Class and Curse to be fundamental to their character — not just an afterthought.
Erickson9610 wrote: »Erickson9610 wrote: »spartaxoxo wrote: »Erickson9610 wrote: »Werewolf can't replace a Class skill line because you can't use Werewolf skills in human form, or human skills in Werewolf form — the skills use totally different animations.
A companion wouldn't need to have the same animations as the players. There's already unique animations and skills for them like Isobel's ultimate. Likewise, a werewolf or vampire companion may get to use their ultimate earlier but not have the final skill for that skill line available until level 20. They'd have to differ in some way from the non-cursed companions.
ETA
Or on further thought maybe the ultimate will be Vampire Lord/Werewolf Behemoth. Maybe a werewolf companion would transform automatically in combat and out of combat look regular if transformation is selected as a skill (as a passive ability of a skill). A vamp could just be permanently in stage 1Erickson9610 wrote: »It's just simpler and more consistent to make the curse skill line separate from the Class skill lines — as their own skill lines in the World category. I absolutely hate how Tanlorin replaces a Class skill line with what shouldn't be a Class skill line. We could've gotten another Dragonknight damage dealer line and a separate Soul Magic skill line to draw skills from.
That's also a possibility as well, I suppose. Although it would increase the number of skill lines available to that companion unless they decided not to give them the ability to unlock one of the other world lines. But then that character would be locked out of world skills that all the other ones can use, including Tanlorin. I think if they had wanted to go that route with companions, they'd have done it with Tanlorin by replacing their ability to level up mage's guild skills. Since they didn't do that, I suspect they want all the companions to have the same number of skills/skill lines.
Who knows though how they'd approach it. They could do something neither of us are thinking of as well.
Yeah, there's a lot of challenges getting Werewolf to work with the current Companion combat design philosophy.
Such as, how do we ensure players can use this Werewolf Companion as a healer, presuming the player doesn't want the Companion to transform? If the Companion always transforms, then they won't get to use all these other skill lines offered to Companions by default, and there'd be no reason to level up the other skill lines.
Or, like I've mentioned, how would a Werewolf Companion be able to be a functional damage dealer inside and outside of Werewolf form? What exactly should be the trigger for the transformation — should it be an Active or Ultimate ability, a Passive ability with a Health % condition, or something else? What if a player uses Werewolf Transformation — should the Companion also transform along with them, and what about when the player isn't a Werewolf but wants the Companion to transform without them? If it's implemented as an Ultimate, then the Companion simply won't get to have their unique Ultimate, and that would mean they're going to be the only Werewolf Companion we ever get, due to the fact that Ultimates are never repeated with Companions. Maybe Werewolf Companions simply have 2 Ultimates, which they must choose between.
Then there's other factors to consider, such as whether a transformed Companion Werewolf would count toward the Player Werewolf's Call of the Pack passive (due to being a transformed werewolf in the group), or whether players can infect/cure their Companions — or whether the player's Companions can infect/cure the player. How long does the Companion's Werewolf Transformation last, and will this result in a situation where the Companion is constantly losing form while the player is maintaining it effortlessly?
Regardless of all that, a Vampire Companion is relatively easier to implement. It could go down the same route as Tanlorin, because Vampire skills are naturally used in human form. I just hope ZOS eventually works something out to make both Vampire and Werewolf Companions a reality some day.
I also don't think it's an issue that a Companion may have more skills to pick from than other Companions. Ultimately, they'll only ever be able to use 5 skills and 1 Ultimate. I don't think every Companion would have Soul Magic if it was implemented in a separate skill line from the Class skills, the way it is for players — Tanlorin is a special case. I just wish ZOS would put the Companion's unique Ultimate anywhere but in their Class damage dealer skill line.
There are also downsides to it from a story perspective. Being that it would only affect their skills rather than story. The only thing it might do story-wise would make a companion abandon you. Like if I were to turn Zerith-var, Bastion, or Isobel into a vampire it'd do irrevocable damage to my 'relationship' with them to where my companion would more than likely leave. That'd be the extent of it. Whereas if they came out with a companion that is already a vampire or werewolf, they'd take that into consideration (at least I hope they would) and have the companion built around that concept both skill-wise and story-wise. Because again, I wouldn't want that to be an afterthought (just a new skill-line for your companion). I'd want it to actually have an impact on the character and their overall story and interactions.
Agreed. I want a story about a Companion who lives with lycanthropy or vampirism. I want to see how it affects their lives, and what it means for their character development and struggle.
Like how Zerith-var's Class was important to his character, I want a Companion's Class and Curse to be fundamental to their character — not just an afterthought.
Exactly. They've proven they're capable of that with Zerith so they'd be able to use that overall concept on a vampire or werewolf companion. The challenging thing with werewolf (which you mentioned) is how the transformation is factored in as it could be potentially problematic. The way lycanthropy works in Elder Scrolls is why I choose vampire every time. I don't like the werewolf aspect revolving solely around their transformation, makes them feel too much like the Hulk.
As for Zerith-var, wish they would have made him a soul mage instead of Tan as that fits his character more. Rather than have him use the same 'necromancer' skills as the player character. He's more of a shaman or about spirit manipulation . That's still considered necromancy by Tamriel standards. Just a different kind as they're not about summoning or reanimating the dead. They manipulate the spirit or soul rather than corpses; in his case he summons their spirit and purifies it. Other than that, I love his story and how his class impacts him as a character as well as how others perceive him.
Overall, I think that however a werewolf or vampire companion works, it'll probably have to look a little different than it does for PC vamp/ww.
Erickson9610 wrote: »Overall, I think that however a werewolf or vampire companion works, it'll probably have to look a little different than it does for PC vamp/ww.
If a Werewolf Companion looks physically different from the player (such as having a unique fur color designed for them) then I hope we get that fur color as a Skill Style for the Player's Werewolf Transformation skill.
Erickson9610 wrote: »It wouldn't make sense to be able to cure or infect Companions. They'd have to be stuck with their curse (or lack thereof) because while their appearance and rapport (progress in their storyline) is character-specific, their actual abilities are account-wide.
ZOS_GregoryV wrote: »Greetings all,
After removing a handful of comments, we would like to ask that all posts please stay on topic, and within the guidelines of the Community Rules.
Regards,
-Greg-
thejadefalcon wrote: »ZOS_GregoryV wrote: »Greetings all,
After removing a handful of comments, we would like to ask that all posts please stay on topic, and within the guidelines of the Community Rules.
Regards,
-Greg-
"Copyright Infringement" is listed as against your community rules. AI is nothing but copyright infringement, seeing as how all of its training data was stolen from real artists, with zero permission. Frankly, given that ZOS and their artists would be included in that, I'm kind of shocked that isn't outright called out in the rules. AI is a cancer of the internet and I'm a bit stunned that your interpretation of your rules (you have discussed this, like every community more than three people on Discord have, right?) appears to be posting stolen material on your forum is okay, so long as you use the swirl tool on Photoshop a little first.
Dude, chill. They're pictures found via Google, lol. No one stole anything. No one is claiming it as their own...
I post pictures all the time on Black Desert Online forums, no one gets upset about that. It's just to show examples of what we're talking about or looking for.
SilverBride wrote: »As far as being AI generated, I didn't even know there was such a thing
SilverBride wrote: »I only posted an image that looked like any other to me.
thejadefalcon wrote: »SilverBride wrote: »As far as being AI generated, I didn't even know there was such a thing
Genuinely, how. How could you have possibly missed it. Literally every tech company is gobbling it up and spitting it back at us. The news talks about it all the time, not even just tech news. It takes a willful effort not to know that AI generation is a thing.
SilverBride wrote: »I don't use social media so I would not see conversations about it. Discord is the only platform I participate in because our guilds use it, and I haven't seen anything about it there, either. I also have never seen anything on the news about it.
Are we supposed to examine every image we see online now to make sure it's not something that some have an issue with?
SilverBride wrote: »thejadefalcon wrote: »SilverBride wrote: »As far as being AI generated, I didn't even know there was such a thing
Genuinely, how. How could you have possibly missed it. Literally every tech company is gobbling it up and spitting it back at us. The news talks about it all the time, not even just tech news. It takes a willful effort not to know that AI generation is a thing.
I don't use social media so I would not see conversations about it. Discord is the only platform I participate in because our guilds use it, and I haven't seen anything about it there, either. I also have never seen anything on the news about it.
Are we supposed to examine every image we see online now to make sure it's not something that some have an issue with?
BretonMage wrote: »Regardless of the legality of it, I consider it in bad taste since AI "art" and content is something that negatively affects entire communities of creatives, people, you know.
Of course, individual posters may not realise they used AI if it's lifted from the internet, so I'm not saying it should be punishable, but I certainly don't appreciate seeing AI content.
thejadefalcon wrote: »SilverBride wrote: »Are we supposed to examine every image we see online now to make sure it's not something that some have an issue with?
It's not all that difficult. Using the picture you posted as an example, at a glance: his hair is going through his flared collar on both sides, merging into his clothing (most notable on his left side where it meets the collarbone) or outright starting in midair; said flared collar is unnaturally uneven on either side; his metal clasp is warped and distorted; the pattern on the clothing is inconsistent and vague, the background is sloppy and phases in and out of reality. Some of these things, such as just his general facial features/complexion, are also more "vibe checks" that AI art of this style contains extremely frequently, so if you're new to spotting them it can be unnoticed but they quickly start to become very obvious the more you see it.
SilverBride wrote: »Are we supposed to examine every image we see online now to make sure it's not something that some have an issue with?
Nobody can tell you what you can and cannot post in these forums, other than the mods.
SilverBride wrote: »So in other words we are supposed to examine every image we see online for a lot of vague imperfections and become proficient at recognizing something that we may have never even heard of before?
SilverBride wrote: »