View Full Version : Adventuring Fellows
Harrow
03-11-2011, 02:03 PM
I was hoping to see some upgrade for the adventuring fellows. Capped at level 70 while playing a level 90 character doesn't offer much assistance. Hopefully something is in progress on this issue.
Thank you,
Harrow:D
Kjara
03-11-2011, 03:09 PM
Another thing I'd like SE to fix about Adventuring Fellow is to allow them to have 'weight' (no I don't mean I want a fat NPC).
We all pay for this videogame and thus it's normal that people will want to play it as they prefer, without spending all their time working for someone else's benefit at the cost of your real time and money.
And this is why I'm not too surprised to be hardly getting any help for stuff that doesn't involve a possible reward for the helpers. This is why, I think, adventuring fellow was made for. But it can't do everything, nor do I expect it to.
One thing I think it should be allowed to do though, is having its weight count for the dreaded weight pads in Quicksand Caves.
Too many times I ended up having to shout to hire someone to accompany me to the Chamber of Oracles for whatever reason (SAM maat fight for example), so I think one nice thing that could be done is to allow players to get said pads to open if they are accompanied by an NPC. It would be just enough if they had same weight as a player. I'd be able to open them with my hume adventuring fellow (I'm Elvaan), and a Tarutaru could do it too with a Galka fellow, and so on.
I don't think it would break game too much...
Tsukino_Kaji
03-11-2011, 09:01 PM
They were worthless to begin with. I just keep my pocket mithra for "special ocasions."
Lushipur
03-11-2011, 09:13 PM
Another thing I'd like SE to fix about Adventuring Fellow is to allow them to have 'weight' (no I don't mean I want a fat NPC).
We all pay for this videogame and thus it's normal that people will want to play it as they prefer, without spending all their time working for someone else's benefit at the cost of your real time and money.
And this is why I'm not too surprised to be hardly getting any help for stuff that doesn't involve a possible reward for the helpers. This is why, I think, adventuring fellow was made for. But it can't do everything, nor do I expect it to.
One thing I think it should be allowed to do though, is having its weight count for the dreaded weight pads in Quicksand Caves.
Too many times I ended up having to shout to hire someone to accompany me to the Chamber of Oracles for whatever reason (SAM maat fight for example), so I think one nice thing that could be done is to allow players to get said pads to open if they are accompanied by an NPC. It would be just enough if they had same weight as a player. I'd be able to open them with my hume adventuring fellow (I'm Elvaan), and a Tarutaru could do it too with a Galka fellow, and so on.
I don't think it would break game too much...
problem is not the npc, but the plate. so we already asked to change that. add a quest like for the 3 mage door in horo ruins to open the door while solo.
Beowolf
03-17-2011, 12:26 PM
they could add a fav. ws option in the fighting style that you can tell your npc wich ws you would like them to use more often, so you can skill chain more frequently at least while "duoing" with your fellow. or atleast idk have they added that or something related to that about aoe ws's, idk ive been away fer 3 yrs.
Miera
03-17-2011, 12:30 PM
I want my fellow to be a NIN and Dual wield and and and and and use shadows!! >:(
But yeah, i agree staying at level 70 doesn't do much for us but I hate using my NPC anyway she's dumber than my Puppet with stuff. She blows her MP so fast and then yells at me because she was casting silence on a Robber crab the whole time. That woman needs to learn Refresh dammit. D:
Chronofantasy
03-17-2011, 12:35 PM
Yes, agreed definitely. I posted this on the suggestion topic almost a week ago before the servers went down. I hope SE will see this and my suggestion for advanced fellow NPCs with new gear, quest, weapons, and even raised to at least lvl 90 by the time we hit lvl 99.
annewandering
03-17-2011, 12:37 PM
Whm soloing does good with NPC :D Every little bit helps!!
Chronofantasy
03-17-2011, 12:38 PM
Another thing I'd like SE to fix about Adventuring Fellow is to allow them to have 'weight' (no I don't mean I want a fat NPC).
We all pay for this videogame and thus it's normal that people will want to play it as they prefer, without spending all their time working for someone else's benefit at the cost of your real time and money.
And this is why I'm not too surprised to be hardly getting any help for stuff that doesn't involve a possible reward for the helpers. This is why, I think, adventuring fellow was made for. But it can't do everything, nor do I expect it to.
One thing I think it should be allowed to do though, is having its weight count for the dreaded weight pads in Quicksand Caves.
Too many times I ended up having to shout to hire someone to accompany me to the Chamber of Oracles for whatever reason (SAM maat fight for example), so I think one nice thing that could be done is to allow players to get said pads to open if they are accompanied by an NPC. It would be just enough if they had same weight as a player. I'd be able to open them with my hume adventuring fellow (I'm Elvaan), and a Tarutaru could do it too with a Galka fellow, and so on.
I don't think it would break game too much...
Lol, this weight thing on my NPC would be useless to me.... I'm a tarutaru and my NPC is a tarutaru... needs 3 tarutarus to open up that weight switch ; ;
Chronofantasy
03-17-2011, 12:41 PM
If FFXI eventually does die down to the point where there's hardly anymore players on, then I think SE should allow us to summon out up to 5 more NPC fellows that have better controlling capabilities so we can get things done with a full pty of 6.
Miera
03-17-2011, 12:53 PM
If FFXI eventually does die down to the point where there's hardly anymore players on, then I think SE should allow us to summon out up to 5 more NPC fellows that have better controlling capabilities so we can get things done with a full pty of 6.
That or allow them in areas where you were unable to call them in, like abyssea.
Chronofantasy
03-17-2011, 02:22 PM
If they can be called in Abyssea, let us set some atma on them too. :D
Commoner
05-11-2011, 10:52 AM
Agreed; literally waiting around until someone else comes along, or begging someone else, is presumably not anyone's definition of fun. More like a way to lose customers ...
Reminds me of "Eve". The mechanic there to "level" is simply wait, and you gain points in a particular skill. Sure you can do other stuff, but if you want your new ship, and you need weapons skill level 3, you literally have to wait.
FFXI, solo-unfriendly, grouping required ...
Panthera
05-11-2011, 01:12 PM
they could add a fav. ws option in the fighting style that you can tell your npc wich ws you would like them to use more often, so you can skill chain more frequently at least while "duoing" with your fellow. or atleast idk have they added that or something related to that about aoe ws's, idk ive been away fer 3 yrs.
Indeed, a lot of what I use my NPC for is Weapon related activities, but i have to create an entire macro set to match up with whatever completely random WS they're gonna do.
There should be a dialogue option at the Rendezvous Point where you can specify you want it to do the highest level weapon skill it knows, so it can start Light or Darkness for you.
Seriously, it's smart enough to do an appropriate level of Cure. If you're blinded, it casts Blindna and not something else. If you're really dying, it's smart enough to at least try and voke off you. So why is it so dumb about using Weapon Skills?
Oh yeah, it should be able to Refresh itself... and me, too!
Shibayama
05-11-2011, 04:45 PM
So has anybody noticed their level 70+ NPC doing anything new? New spells for soothing healer or the like? Can confirm there are at the very least, no new armor upgrade choices. Can't go past the blessed set with glamorization in the mage path.
Chronofantasy
05-12-2011, 03:18 AM
I only took my NPC to lvl 72 so far, almost 73. I also finished both new caps up to lvl 80 cap. The only new thing I noticed so far was that your NPC cna stay out for a much, much longer time than before.
Kjara
05-16-2011, 09:18 PM
I also noticed with lv71 NPC now gains access to our lv71 quested weaponskills:
Impulse Drive, Evisceration, Savage Blade, Blade: Ku, Steel Cyclone, Asuran Fists, Tachi: Kasha, Decimation, Ground Strike, Spiral Hell, Black Halo, Retribution.
Of course except Marskmanship and Archery since our NPCs can't equip that weapon class (sadly).