that likely would prevent that character to be able to participate in sequel stories.
that likely would prevent that character to be able to participate in sequel stories.
They could just make the companion character automatically despawn if the same character is encountered again in a later quest (or questline) in some zone? Or even if not, the player could just do it themselves (unless they want to experience the quest with two Mirris or Isobels - it's their choice)?
Having to see two versions of the same character at once for some seconds (until despawning your companion version) really can't be more immersion-breaking than having dozens of them running around in towns right now (unable to equip a helmet, so you clearly see it's Azandar or Zerith, just with 12 different costumes).
tomofhyrule wrote: »If an NPC is heavily involved in a questline, then logically they can’t also be a companion.
Let’s say that you get them as a Companion after that line. Sure, that would make sense because all of the Companions have an unlock quest and then you get to use them afterwards. But then that would mean said Companion would not be available to that character until after the questline is done… so now instead of needing one long quest to unlock them, you have six. Is making the process to unlock a Companion longer really something many people want?
If they were still involved in a quest later, like if the line got a sequel story, then you have to deal with the fact that you could possibly have two of the same NPC walking around. Yes, we already have 15 Bastians at every dolmen, but you can’t do anything but see them and they’re even named as “so-and-so’s Companion.” But for a solo player to be able to interact with two of the same NPC standing next to each other is a lot more destructive to immersion. (And yes, you really should be able to put helmets on them if you want)
The point of the Companion questlines is to get to know them. As such, the need to get to know someone before they join isn’t a problem since the point of their quests is that you will learn about them and their life.
If any NPC were to be turned into a Companion, the best one would be some non-relevant NPC who’s related to a line but not a central figure. That way you can still have a line with them, but they can also put in a bit of code that if you go into their hall with them as an active Companion, then the standard NPC is disabled for you (like the end-of-chapter parties do if you have a relevant Companion active). That would still give you some interaction with the association there, possibly new dialogue (or letters if the VA is unavailable) with existing characters, but also allow the standard Companion plot to play out without awkwardness.
The example I’d use: if we were to ever get an Artificer Class, a perfect Companion would be Ugron gro-Thumog. He’s only sitting in the Antiquitarian’s lodge and has one tongue-in-cheek line about being an Orc who can fight (because Orc) but likes to study history, so if he were an active Companion he could be disabled from the hall for you without affecting anything. He’d then still be able to have some interactions with the other Antiquitarians, most of his correspondence is from codices so for all anyone knows he could absolutely be right next to you digging things up, and it wouldn’t be a stretch to get him to fit in the world. Plus, if he had a perk that increased lead drop chances… well, everyone would go for that instantly.
Nemesis7884 wrote: »tomofhyrule wrote: »If an NPC is heavily involved in a questline, then logically they can’t also be a companion.
Let’s say that you get them as a Companion after that line. Sure, that would make sense because all of the Companions have an unlock quest and then you get to use them afterwards. But then that would mean said Companion would not be available to that character until after the questline is done… so now instead of needing one long quest to unlock them, you have six. Is making the process to unlock a Companion longer really something many people want?
If they were still involved in a quest later, like if the line got a sequel story, then you have to deal with the fact that you could possibly have two of the same NPC walking around. Yes, we already have 15 Bastians at every dolmen, but you can’t do anything but see them and they’re even named as “so-and-so’s Companion.” But for a solo player to be able to interact with two of the same NPC standing next to each other is a lot more destructive to immersion. (And yes, you really should be able to put helmets on them if you want)
The point of the Companion questlines is to get to know them. As such, the need to get to know someone before they join isn’t a problem since the point of their quests is that you will learn about them and their life.
If any NPC were to be turned into a Companion, the best one would be some non-relevant NPC who’s related to a line but not a central figure. That way you can still have a line with them, but they can also put in a bit of code that if you go into their hall with them as an active Companion, then the standard NPC is disabled for you (like the end-of-chapter parties do if you have a relevant Companion active). That would still give you some interaction with the association there, possibly new dialogue (or letters if the VA is unavailable) with existing characters, but also allow the standard Companion plot to play out without awkwardness.
The example I’d use: if we were to ever get an Artificer Class, a perfect Companion would be Ugron gro-Thumog. He’s only sitting in the Antiquitarian’s lodge and has one tongue-in-cheek line about being an Orc who can fight (because Orc) but likes to study history, so if he were an active Companion he could be disabled from the hall for you without affecting anything. He’d then still be able to have some interactions with the other Antiquitarians, most of his correspondence is from codices so for all anyone knows he could absolutely be right next to you digging things up, and it wouldn’t be a stretch to get him to fit in the world. Plus, if he had a perk that increased lead drop chances… well, everyone would go for that instantly.
but thats a super easy fix if you simply - what should have been done all along - unlockable account wide...
honestly i find also the current system a huge pain that i have to run through every single companion questline with every single companion...this sould be optional and if you unlock a companion once you can use him/her on all characters...
tomofhyrule wrote: »If they were still involved in a quest later, like if the line got a sequel story, then you have to deal with the fact that you could possibly have two of the same NPC walking around. Yes, we already have 15 Bastians at every dolmen, but you can’t do anything but see them and they’re even named as “so-and-so’s Companion.” But for a solo player to be able to interact with two of the same NPC standing next to each other is a lot more destructive to immersion. (And yes, you really should be able to put helmets on them if you want)
tomofhyrule wrote: »If they were still involved in a quest later, like if the line got a sequel story, then you have to deal with the fact that you could possibly have two of the same NPC walking around. Yes, we already have 15 Bastians at every dolmen, but you can’t do anything but see them and they’re even named as “so-and-so’s Companion.” But for a solo player to be able to interact with two of the same NPC standing next to each other is a lot more destructive to immersion. (And yes, you really should be able to put helmets on them if you want)
If I have Companion Mirri active and come across a Quest Mirri standing somewhere for another questline, I send Companion Mirri away (which takes less than a second), summon Azandar instead and then play the questline with Quest Mirri. For me, that looks like such a non-issue. Sure, it needs a tiny bit of suspension of disbelief, but not any more than having other players' duplicate companions run around, or being able to pull a companion character out of your pocket at every random location, or being able to send them back into the void at any time. They don't even have their own homes, after all.
tomofhyrule wrote: »If they were still involved in a quest later, like if the line got a sequel story, then you have to deal with the fact that you could possibly have two of the same NPC walking around. Yes, we already have 15 Bastians at every dolmen, but you can’t do anything but see them and they’re even named as “so-and-so’s Companion.” But for a solo player to be able to interact with two of the same NPC standing next to each other is a lot more destructive to immersion. (And yes, you really should be able to put helmets on them if you want)
If I have Companion Mirri active and come across a Quest Mirri standing somewhere for another questline, I send Companion Mirri away (which takes less than a second), summon Azandar instead and then play the questline with Quest Mirri. For me, that looks like such a non-issue. Sure, it needs a tiny bit of suspension of disbelief, but not any more than having other players' duplicate companions run around, or being able to pull a companion character out of your pocket at every random location, or being able to send them back into the void at any time. They don't even have their own homes, after all.
tomofhyrule wrote: »Technically, every problem in the game can be solved by the player being imaginative enough. “Oh, it’s fine that we don’t have hard overland, because I can just light attack once every three seconds and then the boss dies slowly enough for the dialogue to finish!” “Oh, it’s fine that the writing is sub-par, since I can just let my imagination rewrite the story so my character isn’t a brainless moron and the twist villain actually is someone surprising!”
…but that’s unsatisfactory. Expecting players to use their creativity to fix the problems doesn’t mean they aren’t problems.