Prev_page Previous 1 2 Next Next_page
re: Companions 01/01/2011 08:15 AM CST
I have a few ideas / suggestions /questions I would like to throw in here -

1. AGING - the thing I think bothers people the most about the aging process is the 'feeding' and 'petting' that has to take place - why are Ranger companions the ONLY creatures in the game the require sustenance in order to survive? Being wild animals, one would think that they would be the least needy in this regard ... it has always seemed like 'more trouble than its worth' in this regard - can we lose the 'feed me and pet me or Im leaving' thing?

2. UTILITY - what are the plans for expanding companions functionality? Tracking a wolf for movement and sending raccoons to people with gifts is cool - but REALLY hoping to see some expanded abilities tree that we can work on as we progress... perhaps allow the companions to 'circle' as well, and gain new abilities as they grow? I would be great if I could send my coon off to forage up some yelith root, or have the wolf track down some prey, corner it, and howl / signal me so I can track it to the exact location where he has the hunt pinned down... etc.

3. APPEARANCE - Just want to add my vote to the idea that there can be more uniqueness and individuality when it comes to the appearance of companions - something with maybe a bit of a 'character manager' feel to it where we can select the body type, eye color, size, and coat coloring options for each - just a thought...

4. OVERALL - With the upcoming changes to the game - there has been some concern among players that Rangers are getting hit a little harder with the NERF BAT than other guilds - losing the edge on a few of our more defining skills / characteristics (Stealth, Ranged, Magic) - the Companions system could be an excellent way to breathe some new life into the guild and help it gain some if it's identity back in the game - I trust that development of this system is being given every opportunity to be as fulfilling as possible, and not just being looked at as some cuddly fluff we can use to expand our RP -

Thanks for reading - and thank you very much for your efforts :)


"None of you seem to understand. I'm not locked in here with you, you're locked in here with me!" - Rorschach
Reply
re: Companions 01/01/2011 09:25 AM CST
>I had a baby raccoon for literally 6 in game years. That's not realistic at all. If you want them to age "realistically" they need to age when they're not in your lap. Wild animals rarely stay in the "so helpless I can't even find a leaf to eat on my own" stage for very long.

This is pretty much one of the things that turned me off to companions. I'd REALLY prefer to see the adult untrained model than the baby and age stages model..

-pete
Reply
re: Companions 01/01/2011 10:43 AM CST
>I had a baby raccoon for literally 6 in game years.

Let's clarify. I've heard stories to this extreme and stories down to something like 70-80 real hours... around twelve in-game days. They would age at all times unless they were "dismissed", but the twelve days is probably the best you can currently get with total and complete "devotion". But you're still talking more than this realistically. Of course, then you need to factor in them aging at all times and not running away or dying unless you aren't feeding them as a baby under a new system in your opinion of which of two methods seems best to you.


- GM Sithix

If you'd stop finding bugs I could code Companions 2.0.
Reply
re: Companions 01/01/2011 12:13 PM CST
> Of course, then you need to factor in them aging at all times and not running away or dying unless you aren't feeding them as a baby under a new system in your opinion of which of two methods seems best to you.

Personally, I'd like companions to be useful (in such a way that makes other guilds qq) from day 1, and only get better from there.

If they age, I'd like that to happen both while with us and when they're not. Companions are wild critters that should be able to take care of themselves. I'd expect such an aging process to take reasonable IG time. It only takes a few weeks before a wolf pup starts to eat solid food and will start participating in pack hunts of larger game before they're a year old. That's around 4 months of RL time if I'm remembering the RL to IG conversion correctly. Of course DR isn't RL, so... who knows. Of course if you want the companion to bond with you, you'd have to spend time with it and not just let it run feral. That said, companions should be able to take care of themselves.

Just make wolves OP and we'll be fine :)

~Hunter Hanryu
http://drplat.com/CombatEquipmentCompendium.xls
http://tinyurl.com/HanryuTanning
Reply
re: Companions 01/01/2011 12:28 PM CST
Communication that is two way needs to happen. We need to be able to train our companion to do different things and our companions need to just do somethings and communicate to us about some things on their own.

Like when I go on a hike with my dog, I have a good idea of what is around me in the wilderness I'm hiking through, even if I can't sense it directly, because of how the dog is acting. I would think that this would be even more of the case, not less, in a fantasy game where we are supposed to have this link to nature as rangers.

Even my totally civilized cats will come running into the room when something is going on, talk to me, then dash into what ever cover appeals to them. So, I know long before the tornado sirens go off that one is near by.

Companions are more than pets, and I'm talking about things my pets do that are more than our companions do in the game. Right now, I don't really see much use for companions.
Reply
re: Companions 01/01/2011 04:22 PM CST
>OP
>make other guilds qq

Hah.

No.


- GM Sithix

If you'd stop finding bugs I could code Companions 2.0.
Reply
re: Companions 01/01/2011 04:38 PM CST
I think it's important to that we have to have the companion out with us in order for them to grow stronger.

That being said, the reason that Hanryu and Pete didn't have companions age at all is because not only was there no really good reason to have them out, there was a risk of losing them 90% of the time you took them out.

If you fix losing them, and add a reason to have them out - I don't see why having them grow stronger while out is a problem. It would also justify them being stronger than growing while we sleep.
Reply
re: Companions 01/01/2011 04:41 PM CST
>why are Ranger companions the ONLY creatures in the game the require sustenance in order to survive?

Yaks do as well.
Reply
re: Companions 01/01/2011 05:46 PM CST
>>Yaks do as well.

I stand corrected.

"None of you seem to understand. I'm not locked in here with you, you're locked in here with me!" - Rorschach
Reply
re: Companions 01/02/2011 07:55 AM CST
Keep in mind this is not my boards but I am a ranger MOD...

Presuming the growth concept remains in a different context, but initial companions are actually untrained adults? Just a random comment to stir discussion. :D

- GM Sithix


Do you mean for the rangers to have a choice in how they get their companion?

Normally, catch a baby and let it grow but have the option to "save" an adult and make it your companion. (Save it from some sort of trap and nurse it back to health.)

I think this would be a very cool way for rangers that do not have the hours and hours to play to get a fully grown wolf.



Please feel free to contact me (DR-Ikia@play.net), Senior Board Monitor Sidatura at (DR-
Sidatura@play.net) or Message Board Supervisor Annwyl at (DR-
Annwyl@play.net).
Reply
re: Companions 01/02/2011 08:50 AM CST
Something I would like to see in the companion rewrite: if a companion is set to track someone down, that person should be able to shoot and kill the companion. Maybe not a permanent death, but please dont make them immune to everything and an annoyance. It would also be cool if the companions were stealthy wolves and could track people unnoticed to avoid being shot at.
Reply
re: Companions 01/02/2011 09:00 AM CST
stealthy companion = win

coupled with companion death = guild balance

paired with fam death, shadowling poofing, horses, avengers and the lot of NPC companions being able sent away, or killed = game balance.

I'm all for it.
Reply
re: Companions 01/02/2011 10:50 AM CST
> paired with fam death, shadowling poofing, horses, avengers and the lot of NPC companions being able sent away, or killed = game balance.

Agreed. If companions can be killed/driven off, so should everything else.

By the way, at one point we were told that the companion rewrite was waiting on a general "pets" rewrite. Was that scrapped or are you writing a general set of code that all pets (fams, shadow critters, even necro pets, and avengers) can use?

~Hunter Hanryu
http://drplat.com/CombatEquipmentCompendium.xls
http://tinyurl.com/HanryuTanning
Reply
re: Companions 01/02/2011 04:04 PM CST
>Do you mean for the rangers to have a choice in how they get their companion?

No. One or the other. And most likely at this point the initial companion will be... not a baby. This does not in any way effect the skill/ability/power growth concept, training concept, or aging concept, which will be far more complex than it is now. You can however stop thinking about "how many hours to get to X" and start thinking of the companion as one big long never-ending journey, different than everybody else's, and different than a different companion type... and you can have three!

>matching our skill X

:D Not exactly, but I can't comment further at this time.

>as they circle up

:D No comment at this time.

>By the way, at one point we were told that the companion rewrite was waiting on a general "pets" rewrite.

Doing both at the same time... companions will be the first under the new system.

>If companions can be killed/driven off, so should everything else.

You will likely see game-balance aspects to companions that will be going into other things like familiars, but you likely won't see them until those others things get re-done also. To stave off any worries, permanent death is not a part of this, but I unfortunately can't say too much more about this yet. I wouldn't spend too much time speculating about this unknown yet.

Sorry if most of this sounds like "I can't talk about this yet", but that's pretty much the truth of it. You'll just have to wait a bit longer on most of the concepts here.


- GM Sithix

If you'd stop finding bugs I could code Companions 2.0.
Reply
re: Companions 01/02/2011 04:52 PM CST
<<If companions can be killed/driven off, so should everything else.>>

<<You will likely see game-balance aspects to companions that will be going into other things like familiars, but you likely won't see them until those others things get re-done also. To stave off any worries, permanent death is not a part of this, but I unfortunately can't say too much more about this yet. I wouldn't spend too much time speculating about this unknown yet.>>

This is good news. I wouldn't want to kill anyone's companion, but if it can pull me out of hiding, then I should be able to counter that somehow, like blowing pepper into its face or something similiar. Do hiding ranks factor into it being able to find someone and pull them out of hiding?

On a related "game balancing" note, I know barbs want to be able to thump fams again, but if they get this then there should be a chance the fam will win the contest and thump the barb instead.

Kaxis



A raven flies into the area.

The raven swoops down in front of you and with its hoarse ominous voice, utters a large croaking "Kraak".

The raven lands at your feet, taps your footwear with its beak and engages you with its black, intelligent eyes. You feel certain that it is warning you about something or someone.

A raven flies northeast.

You ponder.
Reply
re: Companions 01/02/2011 07:21 PM CST
>On a related "game balancing" note, I know barbs want to be able to thump fams again, but if they get this then there should be a chance the fam will win the contest and thump the barb instead.

Replace "thump" with "kill."

Thump is the less wanted one, and only if kill doesn't work.



"Your suffering amuses me" -GM Raesh

Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Blunts for Sale:
http://www.elanthipedia.com/wiki/User:Caraamon#Wares
Reply
re: Companions 01/02/2011 08:00 PM CST
Nothing against barbs. I was just in a game-balancing mood.

One interesting point is the animal body is just a shell the trans-dimensional spirit entity is using to pass in our world. I don't think it's ever been defined what they would be like. Destroy the shell and release the spirit creature. Has definite possibilities.

Kaxis



A raven flies into the area.

The raven swoops down in front of you and with its hoarse ominous voice, utters a large croaking "Kraak".

The raven lands at your feet, taps your footwear with its beak and engages you with its black, intelligent eyes. You feel certain that it is warning you about something or someone.

A raven flies northeast.

You ponder.
Reply
re: Companions 01/02/2011 09:26 PM CST
Can we actually get the companions we've been waiting for for over 8 years before you start nerfing them? :-)
Reply
re: Companions 01/02/2011 09:35 PM CST
>Can we actually get the companions we've been waiting for for over 8 years before you start nerfing them? :-)

no begin nerfing now!

~Purnay
"The object of war is not to die for your country, but to make the other bastard die for his."
Reply
re: Companions 01/02/2011 10:02 PM CST
>>One interesting point is the animal body is just a shell the trans-dimensional spirit entity is using to pass in our world. I don't think it's ever been defined what they would be like. Destroy the shell and release the spirit creature. Has definite possibilities.

If you did enough damage to a familiar (what constitutes "enough" is variable), the spirit would be banished. Until the Warrior Mage summoned another one up, anyway.

You do not want unbound familiar spirits running around.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
Reply
re: Companions 01/02/2011 10:48 PM CST
I still think it has interesting possibilities. They're intelligent and by all accounts don't appear nasty or aggressive. Eshrali even poses for people who look at her just for a laugh.

Instead of just running around helter skelter, once released from a slain body they could have as their mission wreaking havoc on their body's slayer. Once the slayer has been punished, they could dispell back to their plane of existence.

Killing their body's slayer would probably just be an act of needed justice from their viewpoint. It would be from mine anyway.

Kaxis



A raven flies into the area.

The raven swoops down in front of you and with its hoarse ominous voice, utters a large croaking "Kraak".

The raven lands at your feet, taps your footwear with its beak and engages you with its black, intelligent eyes. You feel certain that it is warning you about something or someone.

A raven flies northeast.

You ponder.
Reply
re: Companions 01/03/2011 12:24 AM CST
>You do not want unbound familiar spirits running around.

Yes I do. :P



"Your suffering amuses me" -GM Raesh

Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Blunts for Sale:
http://www.elanthipedia.com/wiki/User:Caraamon#Wares
Reply
re: Companions 01/03/2011 01:40 PM CST
>>You do not want unbound familiar spirits running around.

>Yes I do. :P

I think the trouble is they're physically invulnerable and psychotically driven to kill and destroy.

...there's a dog in MSPA that reminds me of it a little.


"Magic has rules and so does posting on these forums." -Annwyl
Reply
re: Companions 01/03/2011 01:42 PM CST
<<I think the trouble is they're physically invulnerable and psychotically driven to kill and destroy.
<<...there's a dog in MSPA that reminds me of it a little.

Or Ragran.

-Evran

"RAGE + TEAR + EYE + RESO + HARM + DRUM + MISD + PRIDE + Your choice of Cyclic + AoE stun/knockdown as needed without losing buffs = OMG! I just crapped my pants!" -Evran
Reply
re: Companions 01/03/2011 01:46 PM CST
>>Or Ragran.

lol

Ogdaro
"Take chances and see what you can get away with, it only costs you a favor or two if you mess up." -Issus
Reply
re: Companions 01/03/2011 02:32 PM CST
>>...there's a dog in MSPA that reminds me of it a little.

Jack is what Moon Mages want to be when they grow up.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
Reply
re: Companions 01/12/2011 02:51 PM CST
I wasn't able to attend the meeting, think it was at 2 am my time! Not sure if there is a log of it but haven't found it yet.

With regards to companions, I think this has been mentioned in the past, but is there any chance of being able to have more than one companion at once, even if you can only call one out at a time. Each could have a particular skill area, like the raccoons help with foraging herbs.

It sounds like companion abilities may well be expanded which would be amazing.

The main thing I haven't really enjoyed with companions so far is the length of time it takes to grow them up, especially with the risk of losing them, and personally not being able to play long hours. Having said that, I do like the idea of the different age stages. It would be nice to have the choice of either trapping an adult, or adopting a baby and bringing it up.

Just a few thoughts on it anyway.

Lysorla :)
Reply
re: Companions 01/12/2011 05:10 PM CST
I know someone posted a log of the meeting somewhere. Did you try Ranger related events folder?

Anyway, GM Sithix is the one who wrote the 25 page proposal and it is approved. At the meeting, he said he didn't like folks losing their companions either and was leaning towards making them unable to be lost. He said he wanted to expand the kinds of companions available, keeping the raccoons and wolves though. I know Falkonis is wanting a falcon---(wonder why?) and we shall see. : D

Sithix also said he would probably let us have more than 1 compannion but only 1 out at a time.

He also said their skills will be greatly expanded...but no idea how or what they will be able to do. He mentioned that we would have to train our companions to do these. Also approved are unique descriptive companions (a dark gray wolf with black banding on the tail or some such thing). They would be similar to fams in that respect.

Sadly, to my view, Sithix isn't inclined to let us train our companions (or for them to have the ability) to drag us out of stuns or to distract critters we are hunting.

GM Audacia said she was very very pleased with the proposal and impressed with Sithix's ideas. So am I quite frankly. Man he codes fast! He's the one who did bundles for us and was coding on the fly as fast as folks were "breaking" bundles. : P

Hope this info helps lift your spirits. I am looking forward to the rewrite.

Oh yeah, he did say he thought it was probably improbable that he could "grandfather" in the current companions when the new rewrite rolls in. So we will lose our current companions. : (

Zinaca and her baby raccoon, Shadow
Reply
re: Companions 01/13/2011 02:08 PM CST
Thank you Zinaca, that was fantastic. I'm still trawling through the boards after not playing/reading much for the last few months. Hopefully I'll come across the meeting log at some point!

It all sounds absolutely brilliant! Well, except about losing our current companions, although I can understand why it would have to be that way.

All the changes we get these days, and how fast things are moving, make it just so exciting and even more addictive to play than ever!

GM's, code writers and everyone else back there behind the scenes working so hard, you are amazing! And don't let anyone tell you differently.

Lysorla :)

p.s. horses next? pretty please!
Reply
re: Companions 01/13/2011 08:51 PM CST
Sorry to bust your bubble on horses. If I remember correctly, Sithix, when asked about horses, said it was such a mess he wasn't touching it. As I understand it, the horses code is broken or never finished or something. Probably will take them a long while to fix horses.

Glad I was able to help.

Zinaca and her baby raccoon, Shadow
Reply
re: Companions 01/16/2011 03:59 PM CST
Oh well! A lass can dream. Maybe one day.

Thanks again Zinaca, didn't find a log so your info was invaluable.

Lysorla
Reply
re: Companions 01/21/2011 08:39 AM CST
I agree with the whole stealth thing and it should be based off from your skill, since you probably are the one who trained the companion.
Reply
re: Companions 01/22/2011 09:23 AM CST
Most likely one of the identifying marks of the Companions versus Other Pets (once those also are rewritten) will be that the Companion is an entity in its own right, separate from you in some ways.

Vagueness: 2000 00% clear (0/34)


- GM Sithix

If you'd stop finding bugs I could code Companions 2.0.
Reply
re: Companions 01/22/2011 10:06 AM CST
<<Vagueness: 2000 00% clear (0/34)

I see you are stuck with the skill cap too. heh.

Falker
Reply
re: Companions 01/22/2011 10:25 PM CST
Late to the scene... But I'd like to throw a few agreements out.

I like the idea of being able to have more then one type of pet available, even if only one can be out at a time.

I like the idea of being able to have some minor adjective to the name of our pet (it be cool if we had the chance to use LTBs or otherwise win something where we could have a little more uniqueness to our companion).

I would like the companion to be a friend, not very needy but able to help and receive help as well. I am somewhat into having some type of bonded meter, that can go in flux depending if we are in good terms or terrible terms or somewhere inbetween with our companion depending on our actions.

I like that the companions can grow in ability hopefully along with something our characters have a stat/skill combo for something behind the scenes. So they can be effective against a rock troll or against rock guardians.

I like what Hanryu suggested about Horses, I'd love if Horses could just be called, if they could be our companions. (But I really want Horses to be better, and a few of my characters would really like to bring out the horse more often [I wonder what my stable fees are up to]).


Overall, I love that this is happening.


_____________________________________
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
Reply
Prev_page Previous 1 2 Next Next_page