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View Full Version : What if your Adventuring Fellow could...



Cyrusskorrey
10-20-2012, 09:28 PM
Cast Raise on you if you died in combat,
and not warp away when you die

I like how fellows work as it is, but this would be a nice
addition to what they are capable of.

Caketime
10-20-2012, 11:19 PM
That sounds like a nice idea, which is precisely why it won't be implemented. We can't have nice things. :(

RAIST
10-21-2012, 12:03 AM
Unfortunately, first they would have to deal with whatever killed you (enmity transfer)....which, in most cases, is likely to destroy them as well. But, it would be a nice change for those wtf moments where you get killed by something you haven't engaged (which would not transfer enmity to the NPC upon your death).

Arcon
10-21-2012, 12:09 AM
Unfortunately, first they would have to deal with whatever killed you (enmity transfer)....which, in most cases, is likely to destroy them as well.

Despite a loss of realism, they could just let the NPC's hate vanish with the master's death.

The bigger issue seems to be the fact that no NPCs of any form can be kept out while a player is dead. I assume they'd have to do quite a few things to code around that.

Caketime
10-21-2012, 12:15 AM
Realism? "Oh hey, my buddy just got ripped to pieces, I'll abandon their meaty chunks without a second thought. Away! *warps*"

RAIST
10-21-2012, 12:25 AM
Despite a loss of realism, they could just let the NPC's hate vanish with the master's death.

The bigger issue seems to be the fact that no NPCs of any form can be kept out while a player is dead. I assume they'd have to do quite a few things to code around that.

Yeah... wasn't thinking of it from the realism standpoint, but the party mechanics. They would have to put in some kind of hate reset for this to work. We all know how it typically works....the tank dies, mobs always shift attention to the next highest on the hate list.

First thing that came to mind when reading the OP was when we had issues with the AOE weaponskills. Was such a pain in the @$$ when going out to skillup defenses and I wanted my NPC for the extra healing. Couldn't pull too many mobs. If the wench decided to fire off an AOE and I couldn't reclaim hate fast enough to get the ads back on me...down she went. At least they did give us a fix for that....eventually.

Xantavia
10-21-2012, 06:41 AM
I'd prefer to give this an evil twist. After your NPC raises you, they get a signal pearl and can summon you to help them out once a day. Only way to get out of it is for them to die and you to raise them.

Aldersyde
10-21-2012, 07:06 AM
Not to take this off-topic, but I'd really like to see my fellow cast refresh on itself or have some kind of auto-refresh trait. Constantly have to rest because they spam cast and run out of magic is annoying.

Mirage
10-21-2012, 08:16 AM
They should either get refresh/auto refresh, or we should be allowed to manually disable any spells we do not want them to cast, because they're a complete waste of MP. Or both, because it's not like the NPCs are anywhere close to powerful anyway, when they're WSing EM mobs for 200 damage at level 87.

Their levels were increased to 95, but to me it seems like only their combat skills have increased since lv70. I know they're technically not using equipment like we do, but obviously their weapon has a dmg rating depending on what level they are. From what I can see, it seems like their dmg ratings are still stuck at the same as they were at level 70.

RAIST
10-21-2012, 09:09 AM
you know...I never tried it, but wonder if you could cast refresh on the NPC yourself--I know regen works (used to have to type "/ma Regen <st>" or something like that to make it work, but could regen her). I retired RDM years ago at 51 and almost never had cause to use NPC when I would be /RDM. Just a thought that hit me.

Mirage
10-21-2012, 10:21 AM
I'm pretty sure you can refresh your NPC, but going /rdm yourself would kind of remove the need for your NPC as a healer.

Additionally, the NPCs do not benefit from your Samba effects, even though they occupy one party slot and act like a party member for some other things. If they could have gained mp from aspir samba, perhaps things would have been a tiny bit better.

What we really need though, is to be able to tell the NPC to spend theirMP very carefully when they are below 50% mp. Because of the poor performance of the NPCs, you can rarely rely on their cures as your main source of healing, and should often bring your own means of curing, making backup healing the thing they would be good for. However, this doesn't work either when the NPC spends all their MP on debuffs instead of saving enough for a pair of Cure Vs when you drop below 33% hp.

I suspect that even if the NPC did use refresh on themselves, or if you refreshed them, they would still keep spending all that regained MP as soon as they could, leading to them still being below the 88 mp required for a Cure IV almost all the time.

Ophannus
10-21-2012, 01:14 PM
I have a hunch that this won't ever happen because the NPC system is deeply rooted in the core game code and it's such that when a player dies, the pet/npc is removed.

Vagrua
10-21-2012, 01:21 PM
This reminds me of when summoners requested the light spirit to raise them after dying. I wish it were possible, but they probably can't do it with how the game was made. Sort of like how automaton's disappear once you die too.

MiniDiamond
10-21-2012, 04:48 PM
Cast Raise on you if you died in combat,
and not warp away when you die

I like how fellows work as it is, but this would be a nice
addition to what they are capable of.


That idea benefits us way to much.

http://i0.kym-cdn.com/photos/images/newsfeed/000/183/923/Whywecanthavenice2.png?1318200747

FFXI is easy as it is already.

Waldrich
10-23-2012, 01:59 AM
FFXI is easy as it is already.

FFXI is a hard feeling game wherein you need to play what the game ask you for and not what you want to play.