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Bring more Companions to mmorpg please!

ViSioN_BCNViSioN_BCN BarcelonaPosts: 34Member

[mod edit]

 

Many years ago I play mmorpg games, I remember when I was 27 in my hands the Spectrum 48k and I would spend hours playing F-16 Fighting Falcon, then I would follow the Sinclair Spectrum 2 and 3, for then go to the Amiga 500 and then to 286 pc, 386 and those who come after.I was only interested in simulators, as for me other types of game looked for children, but I saw the potential of PCs are eventually reaching a point very close to reality ( I hate consoles o pads or similar), I foresaw that this would happen with the pc 286 and subsequent evolution of the graphics cards and I am convinced that we will see one day games so real visually graphic as life itself, although there is some titles to play off-line single player... Assasins Creed for example, Elder Scrolls etc..

That said, I mean that with time I became interested to play online and see many players killing himself by a flag like in Quake, Quake 2, Unreal Tournament, time later a friend of mine showed me a game that was not to my taste at all but the next summer as no news came out about new games so then  I went to the store and I bought 2 sets to try, the game told me I had a friend and I did not like that day "World of Warcraft" and other similar "Guildwars" was then when I realized how wrong I was about the mmorpg games and spent part the vast majority of players, over the years I've noticed that the intention of developers is very good because it allows us to form social groups and play together with a friend or make new friends, the trouble is that this is declining every day more and more for not all have the same working hours and not all have the same quest, not all we like to do the same, then the solo players came out, I'm a solo player too, one day Having tried and liked Guildwars and having been tryed the companions (for companion can carry up to 8 or more) I contacted Blizzard forum World of Warcraft specifically exposing the idea to introduce companions,  I saw in WoW also had superhabit hunters because they liked to wear a pet, the forum moderator replied no. The big difference between companions and player is that a companion never says NO.

I'm seeing coming out some games like Star Wars The Old Republic that although you can have several companions but you can only carry one at time, but there are some games out there that also think it has some system companions but can not remember or have not caught my attention, because I tend to be very picky the quality of the games, especially graphically, content and combat. I am also aware that is very complex to program companion AI, I've even tried to multibox but I suck programming. Mi ideas are 2 atm :

1- Like Guildwars did, 1 companion of each class to help in multi-situations, maximum number of companions? the more the more fun, but I dont know, minimum is the typical group composition like a tank, off-tank, healer, caster, ranger etc.

 

2- Many people like me loves to level all classes, but after repeating same quest we are bored so, why not to make a companion group with your own alters and level all at the same time?

 

I do not want to extend more, just ask the developers please add to their games the ability to take several companions as another option in the game, because even being sad but true community soloplayer every day is more and more extensive and bored just play alone and with companions Playing games is fun and helpfull, especially if well programmed. Thank you.

 

P. D. Excuse my English, but I translated with Google

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Comments

  • ArChWindArChWind Some Place, WIPosts: 1,221Member Uncommon

    I am a hobbyist developer not a full time dev but I’ll give feedback.

    Having mercenaries is a two edge sword.

    First and for most it kind of defeats the purpose of a mmo. The majority of players will always take the easier route through any content. If there is a means to do it they WILL do it.

    In EQ2 the companion is so over powered that they can basically carry the player through the entire content up to the level cap. Endgame however is a different story and mercenaries just don’t cut the mustard. Because of this, the player has not really learned how to play with others or had to put forth efforts so they usually end up making a new character or quitting. The fact there is a overpowered mercenary means that it is almost impossible to find a group. Besides why bother since with the self mentor system one can just become godly at high level by mentoring down to do the content solo.

    I can see having one companion as a means to assist when there is a down turn of players but having enough companions to run full group content would make grouping up obsolete.

    my conclusion is companions are better suited for single player games.

  • LegacyGameLegacyGame Posts: 131Member Uncommon

    I feel that MMO's don't really know how to get people to group unless they force them to do so. There are many situations where the majority of devs drop the ball but some have shown some good progression in places, for the open world I think Arenanet made a lot of good choices:

     

    - If there are interactive nodes of some kind, each player has an instance of their own 

    - Loot drops per person and is not shared as a group

    - Automatic open world soft grouping, you don't need to start a party to get the benefits its just part of the motions

     

    This stops a lot of animosity that always happens otherwise, even in guilds where everyone knows everyone loot drama will still happen from time to time, it is guaranteed otherwise in PuGs. The soft grouping allows you to break the ice with gameplay instead of direct social contact relieving most people of their anxiety to get them in the event opening up more comfortable grounds to socialize during down time, and it works!

     

    If you had companions it would not effect gameplay at this point, the only part of gameplay I foresee it affecting is the 'end game' or 'instances' or does it? What if companions were a part of gameplay not to act as players themselves but an extension of your avatar like pets, but with equally distributed player power. Does it really matter the number of players in a raid? Think of the players as captains to various platoons, would it work then? 

    Let's say you cap companions out at 2 at a time, so in total by yourself you're a party of 3, if the raid size is 20 people then that's 40 extra companions. Since there are so many companions they could be assigned to the raid leader for broad micro management to take on simpler tasks formidable for RTS style gameplay while the player characters take on the more complex individual tasks in the fight. 

     

    Companions could be useful for all areas of gameplay, IF you plan to make use of them, however certain design could lead to their redundancy. It needs to be taken into consideration of their use in both small scale and large scale situations. 

     

     

  • ViSioN_BCNViSioN_BCN BarcelonaPosts: 34Member

    Well, as I say before but not mention, after playing World of Warcraft I started to hate play in group thanks to damagemeters and inspect options. I know is a lot of diference play with american players, they are very sociable and if they saw you are not good playing, then they take the dungeon as another level as a challenge, but euro players only want PRO or hardcore players, they kick you if not enaugh damage, healing or whatever (that reminds me the old IRC times with silly OP´s with hot kick-ban silly finger´s), well, I pay monthly the same than them but I cannot get into dungeons or end game???. That´s another reason why I ask companions or mercenarys in mmo´s, just to have an option to do the same as others, simple as that. If not....ok I will play single player games and start to forget mmo´s, no problem. I left The Elder Scrolls Online after first month because it is hard in solo player, many bosses are overpowered.

     

    The way devs will implement and balance IA for companions or mercenary´s is up to them but they needs to think about everybody, not only PROS or hardcore ones. Star Wars the old republic implemented companions for crafting, now player doesnt craft, so what? nothing happens, it is a help for a player to not spend hours grinding materials and crafting standing (I know devs loves to make players lose their time specially if is a subscription game).

    P.D. Look at this game, not 200 mercenarys, but....LOL is fun dont you think?  better than grouping in many cases.

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  • Po_ggPo_gg Twigwarren, WestfarthingPosts: 3,432Member Uncommon
    Originally posted by ViSioN_BCN
    1- Like Guildwars did, 1 companion of each class to help in multi-situations, maximum number of companions? the more the more fun, but I dont know, minimum is the typical group composition like a tank, off-tank, healer, caster, ranger etc.   2- Many people like me loves to level all classes, but after repeating same quest we are bored so, why not to make a companion group with your own alters and level all at the same time?  

    I guess you haven't played STO... if you want team management, that's maybe the best candidate.

     

    You -as captain- have a truckload of Officers under your command. Most of them (the Duty Officers) are belong to a different mechanic so you can't control them directly (nevertheless, the DOff system is great fun on its own). Your Bridge Officers on the other hand are the companions you just described above.

    You can keep a lot of BOffs in your roster (there are 6 slots for free players, but can purchase more slots). Every Officer is customisable by the looks (and outfits) just like your own character. You level them up and promote them to higher ranks. You train them for skills you need from them as their captain (cherry-pick the skills from a big pile of skills, since STO is not a "rigid" class-based game, it's more like Rift, everyone can fill multiple roles regardless of the department). You buy and sell them on the slav... khm. on the AH with other players. You gear them up. And, of course, they're escorting you on missions.

    On the ground you can bring with yourself an away team of 4 Officers (can have default groups, or you can pick 4 from your Officers every time you leave ship). In space you can have 1-5 Officers at once, based on your current ship's Bridge size. Their skills are yours to use at your will, you can ordering them around, but they're good on their own as well, using covers, consumables, etc as they need.

     

    In STO managing your crew is part of creating your build, since they're giving you the bigger chunk of skills to use.

  • ViSioN_BCNViSioN_BCN BarcelonaPosts: 34Member
    Originally posted by Po_gg
    Originally posted by ViSioN_BCN
    1- Like Guildwars did, 1 companion of each class to help in multi-situations, maximum number of companions? the more the more fun, but I dont know, minimum is the typical group composition like a tank, off-tank, healer, caster, ranger etc.   2- Many people like me loves to level all classes, but after repeating same quest we are bored so, why not to make a companion group with your own alters and level all at the same time?  

    I guess you haven't played STO... if you want team management, that's maybe the best candidate.

     

     

    I'm lifetime subscriber to STO, but ground combat and playstyle in STO is not my taste, but space combat is fun and not too dificult.

    Personally I think the most perfect IA companion atm are in swtor and wow, yes is only 1 companion at time and seems not to dificult to program for devs, multi-companions or mercenarys are a bit more dificult to balance it seems, no idea but I dont know why is only a facto of actions, combat and re-actions in situations.

    I saw many multiboxing videos and is veeeery fun, I envy those who can program them and enjoy the game, but I dont like to have and pay multi-accounts for that. In EvE you can solo many dungeons multiboxing or without and make a lot of isk to pay plexes, I only did that with carrier and fighters, yes, Im not a PRO. And yes I prefer to playwith human groups or partys in good mood and having real fun, but not to compete with.

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  • GorweGorwe Ald'RuhnPosts: 3,074Member Uncommon

    You have to be very careful with this. See, players(and humans in general) are like electric current: they go down the route of least resistance. One companion is ok. Two could get nasty if it allowed the trinity to be made with NPCs. If the trinity was available without grouping, that'd be a deathknell for most group activities in your average MMO. Concepts such as Heroes are especially dangerous(look how GW looked before and after NF).

    Now, I'm no game designer, but yes I'd want more games such as GW 1/Tor/Rift where you can freely satisfy your creative needs. Also less "same old/same old" cr@p. Creativity should work with the gameplay to enrich it and add a layer of depth and not against the gameplay. In other words: it should be a parallel and not a perpendicular. Perpendiculars are always bad news anyhow...

  • Po_ggPo_gg Twigwarren, WestfarthingPosts: 3,432Member Uncommon
    Originally posted by ViSioN_BCN
    Originally posted by Po_gg
     

    I guess you haven't played STO... if you want team management, that's maybe the best candidate.

    I'm lifetime subscriber to STO, but ground combat and playstyle in STO is not my taste, but space combat is fun and not too dificult.

    Personally I think the most perfect IA companion atm are in swtor and wow

    Yep, a lot of people prefer space over ground (but with the shooter mode even gound is faster a bit). I just tried to say, for a gameplay of "managing your own team of companions" STO is maybe the best candidate on the market.

     

    I'd add to the list the late CoV's Mastermind as well, while the henchmans and minions are not exactly fit into the "Companion" category, playing a Mastermind was maybe the best "team managing" experience out there, the mechanic was great. I don't like pet classes in general, but Mastermind was fun and unique.

  • ViSioN_BCNViSioN_BCN BarcelonaPosts: 34Member

    I know will be a lot of fans and detractors about pets, henchmen, companions or whatever, but I am completly sure everybody will play one day or another with them if that option is implemented in all mmorpg´s, personally I think is a must have option better than many NPC doing nothing in all game just to be decorative, dont you think?. Antoher example but this time playing off-line.....battlefield, call of duty, arma 3, do you prefer play solo or with npc squad?...I know it is diferent but is fun feeling that you are not alone in that mission or quest. I love to see pets, henchmen, companions reacting in any diferent situation and if they are good and well programmed then I can learn from them why not, and what about if they can learn from you as IA are in the investigation top´s today?.

    Cheers.

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  • Po_ggPo_gg Twigwarren, WestfarthingPosts: 3,432Member Uncommon
    Originally posted by ViSioN_BCN
    Antoher example but this time playing off-line.....battlefield, call of duty, arma 3, do you prefer play solo or with npc squad?

    Actually back in the days we used a lot of bots in CS. It was great for training and practice, especially because you could program them to your need (both on waypoints, behaviour, and even goals they follow)

    But to be honest, that's only good for practice and to keep yourself in shape. The "real deal" was still the tournaments with other teams.

     

    The games in your example, can't say. MoH and CoD were great single games at start, same with Bf 1942 and Op:Flashpoint. I never played those online. My first "online" was maybe Bf 3, but in there the solo play was almost n/a so it's not a good example either :)

    For an example of good, team-based singleplayer shooter I'd say the games with Clancy's name stampled on the box :)

  • ViSioN_BCNViSioN_BCN BarcelonaPosts: 34Member

    I agree, I think Tom Clancy Ghost Recon and Rainbow Six series was the start to companion´s early game´s for single play, I love his vision, oh and have you see the last E3 Rainbow Six: Siege ?. But please do not take me wrong and argue about the implementation of companion´s, as I say many times I like to play in group because I learn more from them about tactics, dungeons, missions, quests, builds and a long etc. I only ask for an OPTION to have when I feel alone: Example today I was waiting about 2 hours queue in a finding group in swtor....do you think everybody has the time to waste in that? ok go farm, grind, craft......common be serious, everybody wants action, progress and feel in group, feel that you are not alone.....hehehe I remember right now my old times spining my ship at station for hours waiting for corp members to log in 0.0 space in EvE Online.

    Cheers.

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  • Po_ggPo_gg Twigwarren, WestfarthingPosts: 3,432Member Uncommon
    Originally posted by ViSioN_BCN
    But please do not take me wrong and argue about the implementation of companion´s, as I say many times I like to play in group because I learn more from them about tactics, dungeons, missions, quests, builds and a long etc.

    No argue here, that's why I post in here, I too like the team managing as I wrote earlier. STO is among my favourite games not only because it's Trek, but because of it's BOff management.

    For the fps part in the previous post, an another example jumped into mind, Brothers in Arms. I ditched the series so I can't say its current state, but I loved the first 2 games, ordering around your squad, etc. I'm usually more like into strategy, but in BiA I liked the tactical level, it was much better implemented than those crappy Dune 2 clones calling themselves (real-time) strategy while they're on tactical level too :)

     

    And yep, that Rainbow Six video looks cool, I wonder how will be the single campaign handled... if only we'd still have our good ol' CS team :) Siege will be a mess with a pug.

  • WereLlamaWereLlama Lubbock, TXPosts: 244Member Uncommon

    I like companions also in my mmo.  In the game we are working on your companions come from your friends list. 

    I think keeping it to one or two companions at a time will help with the 'clutter' of dozens of parties running around the landscape.

    -WL

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