Should companionsfollowers be killable?

Post » Tue Dec 01, 2015 8:37 pm

On the PC it doesn't matter whether companions/NPCs cannot be killed, because there is still the allmighty power of the console. Every NPC can be made (un-)killable with a simple command.

In Skyrim I made every of my companions unkillable via the console because they managed to trigger nearly any trap I encountered, and I got fed up manually steering them around every one of these traps.

User avatar
lacy lake
 
Posts: 3450
Joined: Sun Dec 31, 2006 12:13 am

Post » Wed Dec 02, 2015 6:14 am

I'm all for immortal followers...

... but I'm still in the "should be optional" camp.

User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Tue Dec 01, 2015 7:27 pm

Uh, yes, of course. How is this even a question? Everyone should be killable.

Adding options for everything makes for a lot of work.

User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Wed Dec 02, 2015 1:29 am

I think Bethesda deliberately avoids adding in-game options that might end up breaking the game. If they made essential NPCs a toggle, they would have to account for broken questlines and stuff for players that turn it off and kill those essential NPCs. Whereas if they just leave it to modders or console commands, most people make that choice with the understanding that it might break something important.

User avatar
Ludivine Poussineau
 
Posts: 3353
Joined: Fri Mar 30, 2007 2:49 pm

Post » Tue Dec 01, 2015 4:18 pm

In NV, I liked the challenge of trying to keep them alive, including often leaving them behind, but would still reload if they died (I told myself I wouldn't, but still did).

Is that wrong?
User avatar
Lynne Hinton
 
Posts: 3388
Joined: Wed Nov 15, 2006 4:24 am

Post » Tue Dec 01, 2015 10:50 pm

It literally is that simple. At least in the construction kit. So I would imagine, that in the event companions are killable or immortal, a mod will shortly come out to change it. And since its so simple, and so straightforward even console folks should get it fairly fast.

In the end I am more concerned with the depth of the companions. I don't want another skyrim where the most amusing bit about my follower is how I could get them killed.

User avatar
Kate Schofield
 
Posts: 3556
Joined: Mon Sep 18, 2006 11:58 am

Post » Wed Dec 02, 2015 7:33 am

Apparently i forgot to mention this earlier too. Both Todd Howard and Pete Hines have both said multiple times in interviews that Dogmeat is unkillable. Thus kinda making this thread vain to a point.

But have hopes people! A mod will eventually be made to make it so ;)

User avatar
Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Tue Dec 01, 2015 7:11 pm

I didn't travel with companions in FO3 because the first time I found Dogment he was killed less than an hour later so I just sent him to wait at home on other characters. In FONV I did use the companions since they didn't die outside of hardcoe mode.

User avatar
Nany Smith
 
Posts: 3419
Joined: Sat Mar 17, 2007 5:36 pm

Post » Wed Dec 02, 2015 4:36 am

I'd like to think in F4 if we lose a companion there is a better system for finding them again than by using a mysterious terminal to reset their location or by travelling to a far away land (F:NV had the companion reset terminals, F3 had the 'load a DLC' method).

I'd also have liked to have it so if I abandoned a companion, intentionally or not, the game would track their progress as they try to get home/back to me/whatever.

I dont think that second one will happen though and the game will still mysteriously teleport your companions around.

User avatar
Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Tue Dec 01, 2015 10:59 pm

To all of those who say that it could break the game: You know for how much time Bethesda has been making games? They should've realized how to solve these things by now. And if they didn't...lol.

User avatar
Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm

Post » Wed Dec 02, 2015 6:05 am

I think the "break game" concern in relation to essential NPCs is more of a Quest NPC issue, rather than companions. (And if there is a companion who's integral to an important/main quest, I'd expect that they'd be essential even if the other companions weren't.)

User avatar
Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Wed Dec 02, 2015 12:24 am

I just remembered something. The companions in Skyrim would only accept so much friendly fire at a time before leaving your service and fighting back against you. So using them as a distraction while you firebomb them and everyone around them might not be an effective strategy for long. As for sending them into minefields, I personally hope that Bethesda heard our complaints about followers constantly setting off traps and gave them a little more trap-avoidance wisdom.

And what's weird to me is, anyone complaining about immortal companions being unrealistic shouldn't be exploiting the game like that in the first place.

User avatar
Kate Norris
 
Posts: 3373
Joined: Mon Nov 27, 2006 6:12 pm

Post » Tue Dec 01, 2015 8:40 pm

Do people know something about mines in Fallout 4 that I missed? If not, then we have little reason to assume they will be any different than they were in FO3 and NV ... easily spotted and a great source of caps when easily disarmed and stashed or redeployed to kill the enemy. The whole notion that essential companions somehow turns what would otherwise be some sort of daunting challenge (yeah, right) into an exploit-fest is somewhat facetious at best.

User avatar
James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Wed Dec 02, 2015 6:06 am

It can be an exploit, but it can also just happen. I may be trying to keep my dog alive but it just keeps lunging at enemies I'm firing my railgun at. Now if the dog dies I either 1) write it off as terrible AI and reload, or 2) write it off as terrible AI and find a new companion. But with the dog being immortal the options are 1) write it off as terrible AI and stimpak the dog, or 2) write it off as terrible AI and just stop using companions that don't use ranged weapons.

User avatar
Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

Post » Tue Dec 01, 2015 7:15 pm

That almost makes it sound like you prefer them to be immortal. I mean, if the AI is invariably going to be awful anyway...

User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Tue Dec 01, 2015 11:26 pm

Um, if your companions can't die in Fallout 4 then it would be easy to clear mine fields with your companions in Fallout 4.

User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Tue Dec 01, 2015 11:11 pm

I think his point was, why bother sending companions to blow through a minefield when it's so easy to just collect the mines so you can actually use/sell them? Mines were like a cash crop in the last two games.

And I always used mods that made traps ignore followers, personally, since I'd rather not deal with that.

User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Tue Dec 01, 2015 3:35 pm

Or that I just want better AI. But seriously if I am fighting with a dog I really have to watch out for the dog. I used to pheasant hunt a lot and we used dogs. I never shot one but I know hunters who did. Dogs also tend to get in the way when rabbit hunting and coyote hunting. (I did get some buckshot in a dog rabbit hunting once, luckily small 8 shot.)

However if the companion is human (or humanish) then I really expect them to lookout for themselves and me. I would love for this to actually happen. BUT if the companions are immortal, then exactly how hard does Bethesda have to work at making their AI realistic. I'll tell you, not very hard at all.

User avatar
April D. F
 
Posts: 3346
Joined: Wed Mar 21, 2007 8:41 pm

Post » Wed Dec 02, 2015 7:59 am

True, lets say making your companions run in a group of bandits or raiders and killing those NPC's then. A very easy way to clear out places with NPC's that attack you.

User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Tue Dec 01, 2015 8:31 pm

Exactly.

Besides, using a companion in the manner described would be an exploit, no different than savescumming or using item duplication exploits. The sort of player who would argue (in good faith as a matter of principle as opposed to just a convenient pretext for Bethesda bashing) that companions shouldn't be essential do so from the standpoint that bad things should be allowed to happen in order to give gravitas to the players actions and the events in the game. That player (the good faith one) understands that the game is about telling a story would never undermine his story by stooping to using a companion in that fashion just because he was essential.

The sort of player who would use an essential companion to clear a mindfield is the same player who would reload a save when anything bad happens in the game. The sort of player who truly wants the possibility of bad outcomes would probably never do either.

User avatar
Harry-James Payne
 
Posts: 3464
Joined: Wed May 09, 2007 6:58 am

Post » Tue Dec 01, 2015 9:37 pm

There are players who do that.

Anyways I myself do not do that, but I would like to have companions with me instead of never getting NPC's to be my companions.

I would like to explore the video game world map of Fallout 4 with my companions and clear our bandit camps and hideouts, but not have my companions be unkillable.

User avatar
Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Wed Dec 02, 2015 3:47 am

That's a good thing. It satisfies most players and leaves the programmers more time to focus on more important things.

User avatar
RAww DInsaww
 
Posts: 3439
Joined: Sun Feb 25, 2007 5:47 pm

Post » Tue Dec 01, 2015 11:27 pm

Not focusing much to improve the Artifical Intelligence (A.I.) is a good thing? What?

User avatar
gandalf
 
Posts: 3400
Joined: Wed Feb 21, 2007 6:57 pm

Post » Wed Dec 02, 2015 3:31 am

Obsidian was able to have everyone killable in New Vegas with fail states and they only had 18 months to work on it. Bethesda should be able to do the same. They even had a whole path to the main quest for that.

User avatar
dean Cutler
 
Posts: 3411
Joined: Wed Jul 18, 2007 7:29 am

Post » Wed Dec 02, 2015 4:15 am

I just wish there was a choice for people that wanted them like that. I mean this could have been implemented way back when if they thought to just give the user a choice. I feel that maybe the companions will fit into the quests which isn't really something I would have wanted personally.

User avatar
Stephy Beck
 
Posts: 3492
Joined: Mon Apr 16, 2007 12:33 pm

PreviousNext

Return to Fallout 4