Bethesda, Give us REAL companions: smarts & useful comma

Post » Thu Dec 15, 2011 10:41 pm

A few more commands would be nice. I think mods will supply this.

Companions dont seem too overpowered. Mine isnt with me much fo the time in the dungeons. Cant keep up or gets lost lol

I like companions. I want to try different ones soon especially that cool Amazon like woman with war paint

:D
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Matt Gammond
 
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Post » Thu Dec 15, 2011 4:28 pm

I don't want smart companions. That'd be a total waste of development resources since I'm going to leave those at home, too.


Then why are you wasting your time posting to this thread?

Clearly Bethesda *do* think the game is better with companions (as do a lot of players, probably the majority in fact) or they would not have put so many in the game. We are just saying that they are not well executed (indeed other than the well conceived but hard-to-use "I want you to do something for me" mode, companions are worse than in Fallout New Vegas, which is surprising)... this thread is about how we think that should be changed to make them useful and fun.
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Stefanny Cardona
 
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Post » Thu Dec 15, 2011 2:22 pm

http://www.youtube.com/watch?v=euLhZo1aA1c

Companion commands seem pretty useful to me.

I haven't yet bumped into any problems with the "do something for me" mode, except that they turn a stack of items into 1 item.

The only thing I've ever wished I could tell my companion is "Stay at range" or "Fight melee." Without that option, I tend to find myself getting bogged down in melee that I could really use a hand with while Lydia stands on a hill and shoots arrows, or worse I'll be blasting enemies with fireballs while she tries to get in there and axe them. Usually she gets torched herself. It's annoying.

Also, an option to ask them to "STOP FIGHTING YOU IDIOT" would be really nice.
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Ilona Neumann
 
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Post » Thu Dec 15, 2011 3:45 pm

True, but the fact that they will just attack any enemy on sight untill they're almost dead is a bit silly. The player should be able to tell them to run from something that is too powerful, otherwise they're unmemorable meat shields which you have to keep going through.


Right, in order to keep them alive I have to stop using my fireball or any aoe spells (this for both mage and war followers). I just let my dog, 2 elemental pets, and companion do the bloody job while I run around or use single target spell to kill or kite any mobs that had attention on me.

i lost count how many followers that died because of my ice storm or fireballs spell :)
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D IV
 
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Post » Thu Dec 15, 2011 5:53 pm

]removed[
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Myles
 
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Post » Thu Dec 15, 2011 1:44 pm

Rofl, and what got that to do with anything? Because the word "time" was in both sentences? That's hardly a logical connection, hippo. :touched: :hehe:


Er, no. What is a bit illogical is you replying to a "how companions could be better" thread with "I don't like companions at all". Well fine, but then you have nothing of value to add to this discussion :wink_smile:

You are just guessing. Telling yourself other people see things the same as you because that makes you feel better. Why is that probable? Why a lot of players? Is 5 a lot? Where are your numbers? Don't claim stuff you can't back up. More importantly IRL than here though. But I'm only bothered here.


You only have to look at the number of companion mods in games like Fallout 3 or NV (the 'Willow' companion mod for New Vegas is practically a game in itself and an object lesson to Bethesda on "How To Make Excellent NPC Companions'') and the huge numbers of downloads and fan bases they have. Moreover do you really think Bethesda adds companions without actually trying to find out if people like such things in their games? I suspect you are in a fairly small minority in not liking the idea of NPC companions at all... can I prove that incontrovertibly? Of course not, any more than you can prove the opposite, but judging by the number of pixels murdered on Companion related topics in this and other games, the evidence is very much in my favour.
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Jordyn Youngman
 
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Post » Thu Dec 15, 2011 6:10 pm

]removed[
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Siidney
 
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Post » Thu Dec 15, 2011 3:11 pm

Hi everyone,

Yep...THIS is the 2nd largest game killer, in my opinion, of Skryim, 2nd only to the MASSIVE complaints about bugs, broken quests and Doppleganger NPCs.....LOL hahahaha

Nevertheless, Bethesda's got issues on hand with this one big time.

What a crazy oversight, at least Fallout 3 GOTY & Fallout New Vegas had working companion strategy options and not "auto-attack."

As a side note:

I just played Oblivion and I flipped out about the "needing repair hammers" to keep weapons/armor up to snuff as well!

Man, Bethesda got LAZY and more console focused with Skryim, for sure.
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Angela Woods
 
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Post » Thu Dec 15, 2011 11:54 pm

My standards have really dropped. Right about now, I'd be happy if I could just ask Lydia what she wants to do next.
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JD FROM HELL
 
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Post » Thu Dec 15, 2011 10:19 pm

Fallout new Vegas got it right, they ought to take a look at that game
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Andy durkan
 
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Post » Thu Dec 15, 2011 5:40 pm

Personally, I'd love it if they added a mode where the companion harvests nearby flora automatically , excepting nonrespawning harvestables like Nirnroot, while leaving loose ingredients alone (particularly to prevent issues with stealing stuff). It's nice that I can order them to do it, but at this point I'm not sure which is the more tedious option, picking plants myself or ordering the follower to do it.
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Andrea P
 
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Post » Fri Dec 16, 2011 12:27 am

Fallout new Vegas got it right, they ought to take a look at that game



IF Bethesda cares, They WILL do something about this glaring omission on their part.


Stefnuts.......I am swooorn to keep this thread bumped up and in the eye of Bethesda
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Joey Avelar
 
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