View Full Version : Adventuring Fellow suggestion compilation: Ideas for your partner in Arms.
Karbuncle
09-06-2011, 06:22 PM
Good Morning/Afternoon/evening Official forums!
A lot of us... Well, Some of us... Enjoy the wonderful Adventuring fellows given to us by Square back in the day! Today, a lot of us still use these Fellows for things like Grounds of Valor, and what now. Mostly as WHM. Anyway, I thought since i know there is interest here and other places for Adventuring Fellow updates, That maybe I could compile a small list of ideas that people have suggested for Adventuring Fellows.
I'll start with my ideas, and add any that you guys suggest here. When a person makes a suggestion, like their post! if it seems good, I'll add it.
I know Adventuring Fellows aren't a big part of our daily play, but adding a bit more to their depth I think could open up another realm of gameplay for us. Anywhere, Here's a few suggestions.
--The Areas: Expanding NPC horizons--
It would be nice if we could Call our NPCs in more locations. I understand the concerns regarding where they can currently be called, But I'm asking for leniency. A few places it would be nice to be able to call our NPCs
*Abyssea - This would make them infinitely more used.
*Aht Urghan (Can we do this yet? haven't tried. If not. Yes please)
*Battlefields - (I.E, BCNMs, KSNMs, etc, they count as a "Party member", So why not? it would open up a lot of possibilities for solo players as well as duo groups)
*Special - Maybe allow us to change our NPCs look without restarting?
Thats all i can think of for those. Add more if you have them.
--The Combat: Upgrading our NPCs through "Merits".--
It only makes sense NPCs should be able to be upgraded through merits the very same way players can. I have a list of preliminary possibilities for upgrading our NPCs. I know they sound a bit broken on paper, But take into mind that NPCs are drastically nerfed compared to real players. And since they technically take a "Party Spot" there no excuse for them to downright be so very gimp. Heres some suggestions
Thats all for Merits!
--The Battles: Adventuring Fellow Specific Battlefields
An idea proposed quite some time ago by a Galka named Zaeon. i expanded on them as follows
Hope you like, and to the Dev/reps, I Hope you consider it. It would be very nice/fun.
-----The Appearance: Some upgrades to our NPCs Visuals!------
This will cover a wider area, But bare with me.
*When Summoning your NPC in Full Relic, Or Empyrean Armor, NPC should show up in said Empyrean/Relic Armor as well!
*Add more high level Armors for our NPCs. Grim Cuirass, Juogi, Yhel jacket, stuff like that, Maybe even the new Mexli/Feuz/Etc Armors you added this time around.
*Add more Armor your NPC will mimic. I.E you wear XXX your NPC wears XXX.
*Make a Quest involving your NPC that allows you to give it an "Empyrean Weapon" (Aesthetic purposes) that gives him access to the Empyrean Weaponskill.)
*Maybe a quest that allows your NPC to unlock Empyrean, Relic, and Mythic Weaponskills?
*This could be the Food. Since the Food Temporarily gives your NPC Access to all Weaponskills, and is useless for that purpose at level 80+, Maybe allow the food to give your NPC access to Relic/Mythic/Empyrean Weaponskills?
*Finally: Maybe allow players to gear their NPC similar to Mannequins. When NPC is summoned, an equipment screen will be accessible similar to how you access Automatons (Or by talking to your NPC), By Equipping armor to your NPC it gains the benefits of said armor(Visible slots only, No weapons). When it is desummoned, The armor is returned to your Inventory.
**Alternative, Similar to Automatons, You could buy non-EX Equipment and trade it to Luto, When SUmmong your NPC, that Equipment will appear in "his/her" inventory, and equipable like Automatons, and remain equipped each time you call until you change it. This would make you lose the item of course... (But imagine, You could give your NPC a Haub, Aurore, Perle gear, etc, While not fantastic by our standards, would be decent by NPC standards. If you were rich could even give Juogi/Grim+1/etc. High level stuff)
**This would allow us to gear our NPC for certain situations, and vastly expand their uses. Right now they take the role of a party member, literally, we should be able to gear them a little.
-----Misc. Suggestions-----
* setting the distance from the mob ("Keep close to me / Keep distance from the monster / Stay close to the monster")
* limiting the weaponskills so our NPC won't use the low level weaponskills (eg Wasp Sting) @ level 90
* autorefresh option gained at certain level - it already has the autoregen!
Final thoughts, Please feel free to add anything you like. Discuss the OP, Add your own ideas. Thank you for reading.
Dragoy
09-06-2011, 07:21 PM
Will probably add more thorough thoughts later when I have the time, but I'll just drop this one while I'm here, in-case I forget!
I would like to be able to change the appearance of the fellow.
It would be quite obviously not possible to make it so that it would make any sense... not even close, but would it really have to? I don't think it can be compared to changing player character's looks (which could be done as a new Brygid-quest btw.!) either; it shouldn't be a big deal really, I think?
If need be, there could be some sort of a cost, in fellow points for example, but starting the leveling process all-over is a bit too much as it is heavily restricted (earth-time).
Just a quick thought!
Karbuncle
09-07-2011, 02:28 PM
Will probably add more thorough thoughts later when I have the time, but I'll just drop this one while I'm here, in-case I forget!
I would like to be able to change the appearance of the fellow.
It would be quite obviously not possible to make it so that it would make any sense... not even close, but would it really have to? I don't think it can be compared to changing player character's looks (which could be done as a new Brygid-quest btw.!) either; it shouldn't be a big deal really, I think?
If need be, there could be some sort of a cost, in fellow points for example, but starting the leveling process all-over is a bit too much as it is heavily restricted (earth-time).
Just a quick thought!
I think this could be a pretty interesting idea. Maybe someway to switch NPC looks without the need to start over... I'll add it.
Ritsuka
09-07-2011, 03:38 PM
useing your NPC in abyssea?
Karbuncle
09-07-2011, 03:40 PM
Its listed in my first section :)
Zatias
09-07-2011, 06:22 PM
I like the BC idea, but it would be better (imo) if the equips were on your fellow rather than you. That way you keep inventory space and your fellow can have a nice look. The merit idea is also good. Would this be your merits or your fellow's own merit system? derp ^^;
Btw my fellow is only 38 so meh rofl, maybe leveling it would be more attractive if they had more uses.
Karbuncle
09-07-2011, 08:07 PM
I like the BC idea, but it would be better (imo) if the equips were on your fellow rather than you. That way you keep inventory space and your fellow can have a nice look. The merit idea is also good. Would this be your merits or your fellow's own merit system? derp ^^;
Btw my fellow is only 38 so meh rofl, maybe leveling it would be more attractive if they had more uses.
The idea of those Merits would to be once your NPC hits 99, He could spend those "Fellow Points" you get from the one NPC on Merits to improve the NPC. This would give your NPC growth beyond level 99, just like we have.
Since from a Story stand point, your NPC is an Adventurer, just like us :)
Valonquar
09-08-2011, 04:38 AM
Like these ideas a lot! Well thought out. I doubt they will ever let you change their appearance without starting over though. I mean, we still haven't gotten that as an option for our own characters either.
I would like to see more options for fellow equipments, like options to have them wear artifact/relic/emp gear... anything past the lowbie looking stuff they currently have as options.
When your fellow reaches 99, they should be able to summon their own fellow that starts out at level 1. WE HAVE TO GO DEEPER
scaevola
09-08-2011, 04:56 AM
The ability to give your NPC a piece of non-ex gear and allow them to gain 1/2 the benefit of the stats on said gear (maybe full effect of stat penalties; no effect if the given piece of gear is over the level an NPC is summoned).
Merits look great; I'd go so far as to tie access to new, non-level-capped areas (Abyssea, story missions) to it.
Gokku
09-08-2011, 04:57 AM
id love to be able to trade armour and gear you own for your npc's use , up to and including af3+2 and relic / empy / mythic weps. Ukko fury whm npc... YES PLEASE or fudo's fudo's everywhere.
Soranika
09-08-2011, 07:01 AM
NPCs can be called in ToAU areas under the same restrictions as Vana'diel and Shadow Reign era.
NPCs in abyssea? No thanks.
NPC specific BCNMs outside of the mini-story line, yes, please. Being able to use in current battlefield situations, no thank you.
More choices to modify NPCs, yes. Dressing them up in JSE, no bueno. Having their own JSE depending on battle type? I can see that kinda.
NPC merits.... debatable... but no. NPCs aren't THAT important to the game as a whole. They are naturally gimp or in case some of you didn't notice, it doesn't matter what weapon you give them, it doesn't improve their performance.
New tactic manuals to further enhance their AI? That would be nice.
NPCs at level 99? Highly unlikely. SE did the smart thing by keeping them 5 levels behind because how exactly are you going to level your NPC to that level giving the way their exp is distributed to them?
Changing NPCs equipment on the fly? Umm... it's not like their choice of equipment effect their performance, just like weapons.
Changing NPC physical characteristics without starting over completely? Can you change your main character's appearance without deleting to make a new one or buying a new content id to make another character?
On the final note, it's a little misleading to think only leveling WHM or mage jobs use their NPCs to move around without aid of an actual player by their side to complete quests and what not. NPCs aren't there to replace having another player to get you through, this is why they have limited use and can't be used for anything major. NPCs can used to kill time, leveling up low jobs since they 'level sync' to a player level, breaking latent effects on trial weapons through skill chaining (however random their choice of weapon skill might be. ~_~) I use my npc quite a lot on my down time when I'm not doing things with other people, but given how insignificant their roles actually are, there's no reason to delve any deeper into making them 'useful'. Increasing level cap as they have been, open up the ability to call in previously CoP areas that were level capped and possibly give them a new mini story.
Another side note: I think I'm gonna stab the next person I see with their female npcs in opaline dress set. It's not cute at all.
Mirage
09-08-2011, 07:42 AM
Yeah, I wish I could put novennial on my npc.
SpankWustler
09-08-2011, 10:08 AM
In the spirit of every banal suggestion about riding a wyvern or hopping in a mail-crab's baskets:
I want to slap a saddle on my smelly Galkan companion's bald spot and ride the hulking stench-beast all over the imaginary world. I can grab his fu manchu and use it to steer.
Ow! Stop Hitting me! I have a more serious comment too!
I really like the idea of changing the NPC's weapon-skill and spell selection using "merits". I'd definitely call upon Smelly McGalka more often if I could make him more inclined to use Full Break and Raging Rush and less inclined to use Keen Edge Keen Edge Keen Edge Keen Edge Keen Edge...
Karbuncle
09-08-2011, 04:55 PM
NPCs in abyssea? No thanks.
Please Explain? Right now nothings stopping DNC's from taking 30 minutes to outlive an NM, With an NPC, at least they'd kill it slightly faster. This would only be an improvement.
NPCs at level 99?
SE Already said they were going to 99. Check the timeline or the NPC update page, one or the other states it, I forgot which.
Changing NPC physical characteristics without starting over completely? Can you change your main character's appearance without deleting to make a new one or buying a new content id to make another character?
Seems like a bad comparison. Can a WHM equip a GK And use Gekko? No. can a PLD use Great Axe and get Steel Cyclone? No. your NPC Can. NPC's don't follow true every rule we have to abide by. Truthfully if it wanted to fit the story, you could "Trade" your NPC for a different one of equal level, your Friendship would just have to start over from 0. But I admit it doesn't make a lot of sense.
IN this department i don't mind either way, I'm happy with my NPC. i chose Mithra.
Changing NPCs equipment on the fly? Umm... it's not like their choice of equipment effect their performance, just like weapons.
Some people are asking for the Equipment to effect them.
On a side note, How would people feel about giving the NPC an Equipment screen like Automatons, Except you can only gear its visible slots? (Weapons remain the same/locked). You could chose to upgrade your NPC through aesthetics like normal, or put on equipment in that slot to power them up.
It should allow any gear from your Inventory in my opinion.
As a final though, Calling your NPC in Full AF/Relic/Empyrean(+1/+2) the NPC should show up wearing the same armor. Just like the dresses/Event gear. Sound good?
Edit: Anyway, Updated OP with a few things buzzing around here.
Mefuki
09-08-2011, 05:22 PM
I'm all for making our NPC's more relevent. Allow us to use our NPC's wherever we go and make that "merit points" via fellow points happen, please.
Crawlerbasher
09-08-2011, 10:17 PM
I'd like to see a black mage style job for my npc friend.
Also a quest to adorn your npc with AF gear.
Depending which one you get, will boost your npc in a cetian way.
ie whm af for npc boost mnd and cure potency
smn boost mp and auto refresh
sam will give tp and ws boost
war boost attack and double attack rate
thf grants npc with treasure hunter I gil finder and crit hit bonus
blm af grants int and magic attack bonus.
you can see where I'm going with this.
It will allow for more fashion for the npc while giving it a boost at the same time.
Ashael
09-09-2011, 01:20 AM
Can I just have a spell selection window for my NPC? Shoot make it WS and Spell Selection. Let me allow the spells and WSs I want my NPC to use. ie. Stop trying to Silence the Funguar please. Don't cast Protect on me.
Haste yes, Erase yes, Paralyna yes. Cure V if I get that low? yes. I think that's it. Shoot lose the Cure V and I'm fine with that spell selection.
Just imagine just like Blue Spell setting, you can set your NPC Magic. Have like 10 slots and you can assign as few as you want.
Same with WSs.
Huckster
09-09-2011, 07:28 PM
Great suggestions guys! I would also like to add:
- setting the distance from the mob ("Keep close to me / Keep distance from the monster / Stay close to the monster")
- limiting the weaponskills so our NPC won't use the low level weaponskills (eg Wasp Sting) @ level 90
- autorefresh option gained at certain level - it already has the autoregen!
Karbuncle - can you compile the above suggestions to the first post so we can ask for the community reps to reply?
You can also get ideas from these threads:
http://forum.square-enix.com/ffxi/threads/13350-Adventuring-Fellow-AI
http://forum.square-enix.com/ffxi/threads/5444-Adventuring-Fellow-Macro-issues
Runespider
09-09-2011, 07:53 PM
Only things I really want is vastly increased out time (not linked to number of mobs killed either), more responses when you talk to them, ability to customize gear at any time without cost (from any of the gear they have worn in the past), merit options, more gear/weapons options (including top of the line gear like emps and hq gear) and callable anywhere outside Abyssea.
Thats all! >.>
Increasing the level cap over and over just isn't enough.
Karbuncle
09-09-2011, 09:39 PM
Great suggestions guys! I would also like to add:
- setting the distance from the mob ("Keep close to me / Keep distance from the monster / Stay close to the monster")
- limiting the weaponskills so our NPC won't use the low level weaponskills (eg Wasp Sting) @ level 90
- autorefresh option gained at certain level - it already has the autoregen!
Karbuncle - can you compile the above suggestions to the first post so we can ask for the community reps to reply?
You can also get ideas from these threads:
http://forum.square-enix.com/ffxi/threads/13350-Adventuring-Fellow-AI
http://forum.square-enix.com/ffxi/threads/5444-Adventuring-Fellow-Macro-issues
Added the few things you suggested :)
Karb, I love the initiative ^^ I love my NPC but hate how limited it is ><.
I would love to see an equipment screen. I think that would be a nice little boost to the economy and even coax a few more players into crafting. Currently, I have to limit my NPC leveling based on the right family of mobs so I don't mess up my gear progression... it's frustrating! I'd rather gear it up out of my own pocket and take it out leveling somewhere where I can farm/skill myself at the same time.
Going beyond that, I think new text commands to better control it's behavior would be sweet. /npcws "Fast Blade" <bt>. /npcma "Cure IV" <me>. This may be too much to ask for... but it would be sweeeet ^^
Firebert_Lakshmi
09-10-2011, 12:37 AM
I like the idea of allowing you to pick the distance from the mob. Their own equip menu would be nice too.
Malamasala
09-10-2011, 07:43 AM
*Abyssea - This would make them infinitely more used.
Only thing that I care about. I haven't leveled my npc from 62 due to where I get my exp is in voidwatch, Dynamis, Abyssea, and they are not welcome there. Why would I bother going to other zones and solo slow exp just for my npc friend? I don't have time to level TWO accounts.
Huckster
09-11-2011, 01:12 AM
One more idea to implement - managing buffs / debuffs. There should be the possibility to turn it on / off like:
- "Cast enfeebling magic on enemy / Don't cast enfeebling magic on enemy"
- "Cast enhancing magic on me / Don't cast enhancing magic on me"
Huckster
09-16-2011, 06:33 PM
Community reps - can we have the reply to the ideas posted in the first post? Kamate? Gildrein? Sasunaich?
Seriously Karb, this would make me stop wanting to punt my npc like the taru he is and use him more often.
Mirage
09-16-2011, 08:45 PM
Imo, one of the easiest ways to make the AI "better" would be to be able to enable/disable specific spells and abilities from a menu, sort of like how you do in star ocean/tales of games.
It might not be the solution that makes the NPC the smartest he/she can be, but to me, it seems like perhaps the most easy fix to implement for SE. And we all know the less work something is to implement, the more likely we are to get it :p.
Huckster
09-16-2011, 09:17 PM
Imo, one of the easiest ways to make the AI "better" would be to be able to enable/disable specific spells and abilities from a menu, sort of like how you do in star ocean/tales of games.
It might not be the solution that makes the NPC the smartest he/she can be, but to me, it seems like perhaps the most easy fix to implement for SE. And we all know the less work something is to implement, the more likely we are to get it :p.
Yeah - that's the idea of "Blue Magic select tool" for NPC's abilities / spells and weaponskills mentioned in this thread. :D
Mirage
09-16-2011, 11:19 PM
I must have missed that post somewhere.
Camiie
09-17-2011, 02:11 AM
When I was slogging through Magian trial, my Soothing Healer NPC would cast Silence on buffalo of all things. I guess they have MP, but they certainly don't cast any spells. Also, even when not casting pointless debuffs she just keeps on casting until she runs out of MP.
I guess she'll never get auto-refresh unless I change her to stalwart shield, which I don't want to do, but something needs to be done as others have stated to make their AI smarter. I don't have a great suggestion of my own, but I can at least add to the voices of those who'd like smarter NPCs or more control over how they act.
Limecat
09-17-2011, 03:04 AM
The thing I'd like to see the most is a chat filter type of interface for dictating fellow actions. Such as, do/don't cast Haste on yourself, and do/don't cast Haste on me, so I could stop my NPC from wasting time/MP buffing itself. Hell, even a more simple enable/disable would be good, I never want them using Blink/Aquaveil/Stoneskin. Or a toggle for whether they should use a WS as soon as they have TP or wait for your own, to include never WSing unless you're ready. And of course, the ability to manually enable and disable WSes, so you don't have them constantly slapping around with low-skill ones.
If all that seems a bit much, I'm completely fine with it taking time/quests/friendship rating to enable the customization options, like with the armor locks and so on.
Dragoy
09-17-2011, 11:21 AM
As for how to enable any new options, I would certainly welcome nice quests as I actually really liked the ones we had before The Trials of them Magians... even if they started to be quite obviously quickly written ones, they still had something there (like the fight between you two).
But please, lay off with the Trials of The Magians. It's an easy route to pull off quests, I understand this fully from a developers view. Little time used and the system is there, just add it in and do it, but it's not fun, yeah, really.
In all simplicity, there could be a run over there for some fun NPC dialogue and bring something to the other NPC, instead of just killing X amount of YZ creature. I like 'NM' battles, so those would be something to puzzle on about, but only if it was a 'forced spawn' instead of... ~shudders~ a lottery spawn one.
Sheesh, I almost went into rambling_mode!
I blame Limecat.
Regards,
Alhanelem
09-19-2011, 02:25 AM
I think more quests for your adventuring fellow (for when you talk to him and say "let's talk about quests") that are repeatable other than the promyvion mini-quest would be a great addition. More things that specifically benefit from having an adventuring fellow would motivate a lot more people to level them up since it's a lot more annoying than leveling a player character.
Dragoy
09-19-2011, 11:15 AM
Alhanelem,
I agree. Just figured I never really thought of that part, just more about the level limits. It would be nice to have something more to do like that. It would really open a lot of possibilities; there might be an issue with how much they 'have space' to expand on it, though...
Kaisha
09-19-2011, 11:33 AM
All I could ask for is either a gambit system (FFXII) you could adjust at the rendezvous point, or strictly have a list of toggle functions for her AI regarding spell and weapon skill usage.
My adventurer wastes way too much MP trying to keep buffs up when all I need is just a backup cure partner.
Huckster
09-19-2011, 11:34 PM
Another cool addition would be getting a special ability / "spell" called "Summon Fellow" with 15min recast so you won't have to use Signal/Tactics Pearl. (extra inv space!)
This could be done by a special quest with prerequisites of eg. getting the NPC to level 80 or completing "Yet Another Trial in Tandem".
Huckster
09-23-2011, 06:36 AM
bah - only level cap increase in this patch - no more fellow adjustments....;( reps - can we get the reply on the ideas posted on the first page?
Lastranger
09-23-2011, 03:56 PM
A lot of nice idea's for Fellow.
I wonder if they could have added a Gambit like system ( like in FF12) ive seen it in other games too, basicly it lets u set conditions for what actions npc will take when a criteria is meet in battle.
Example:
When hp =50% Ability/magic = cure3
Enemy casting magic Ability/magic = Silence
When MP=10% Go to 25 yalm from <me> /Rest
they could have added it as a advanced tactics manual, requiring u to buy gambits with fellowship points, some u get once u done some starter quest for it others are availible with Points from npc, specials ones could be added to NPC special BCnm's like mentioned in OP
Then once u have one u trade it to npc andtalk to it, and talk about combat and go to submeny for setting advanced mode
There could even be ones for giving signal for ws/magic/ability like :
( /npccall would be a new macro command, with syntax <ability/magic/ws> u want it to use)
When /npccall <any> excute <command> or
When /npccall <weponskill> after i use my weponskill. excute <command>
when /npccall <keepdistance> Excute <command> +20 yalms ( moving the npc backwards 20 from enemy)
the gambits could be limited a bit like Blu magic setup so u get more the higher level your npc is using Gambit points so u would set a certain setup u prefeer.
being able to chose more spesific the gear or doing AF quests for unlocking gear on npc would rawk to ( npc specific quests)
Fellow's has allways had great potential and i love that they last longer now but more time would be awsome, and i would love if the npc was callable even when u sync and that they didnt count as party member meaning they disapear if party goes from 5 to 6 but rather was in a specific slot since their HPbar is same spot as pet's
being able to do bcnm with npc's could also been a fun adition, it would still mean u have to plan the battle and be even more focused then if u did it with all RL players, finding people to do some of the older bcnm's can be a real drag, reminds me of waiting on party in old days in jeuno, is why i got like 20 stacks of seals now a days.
it would help a little with restock of some of the BC scrolls since people doing them now probably going for the new BC's and spells there.
Anyways a lot of nice ideas in thread for fellow, i support it ^^
Huckster
09-28-2011, 05:13 AM
shameless bump for reps to reply!
shameless bump for reps to reply!
shameless +1 to this.
Huckster
11-10-2011, 07:39 PM
devs - give us more feedback on adventuring fellow! read first post here!
Teraniku
11-11-2011, 02:54 AM
I've said it before and I'll say it again. SE needs to adapt the Automaton Equipment interface for PUPs to use with our NPCs so we can equip them with real gear. Nothing Serious just Head, body,legs,Feet,Hands, weapon and off hand and one accessory slot and I'd be happy. Since the tech already exists in the game. I don't think that's unreasonable.
Gennadi
11-11-2011, 04:56 AM
Very well thought out, but unless npc's can refresh them selves and not spend 6 minutes buffing themselves at start and complain 23 seconds later that they are running out of mp then i think npc's still need a lot of improvements and yes this is the longest sentence in english history.
Miera
04-01-2012, 09:33 AM
They need job traits and we should be able to lend them gear and have it increase their stats, they need more spells and i think they should be able to have BST like functions, like /heal and staying away at a distance. They should act like Automatons and attack with their most powerful weapons skill instead of just using what they feel like.. Refresh, refresh an refresh, also Avatar's favor should be able to effect them as well.