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View Full Version : NPC Fellow Please Raise Level Cap And Expand Areas Of Use



MGBryant
03-09-2011, 04:39 AM
NPC Fellow at level 70 is too weak now and it is past time
to expand the areas in which it is allowed.


Thank you

Toren
03-09-2011, 04:45 AM
I agree with this 100% I still enjoy using my NPC and have for many years.

Mirage
03-09-2011, 04:54 AM
Putting the NPC cap to like 80 or 85 would nice. Maybe make some more AI options as well?

Linny
03-09-2011, 04:56 AM
I would like too add more quest about him/her

ffxkenshin
03-09-2011, 07:20 AM
NPC to 85 yes please =D
I want to bring her (my npc) in to abyssea and she can get all the atma I use (just like the pets do), and of course better AI is always welcomed.

Toren
03-09-2011, 07:38 AM
Would also be nice to have quest to have relic, mythic, empryean weapon skills available to the to adventuring fellows, Maybe not be as powerful as player versions but it would be nice to have them to skillchain with, as well as expand the armor available to adventuring fellows.

Teraniku
03-09-2011, 08:27 AM
Well personally as far as fellows are concerned, this is what I'd like to see:

-Fellow lvl cap raised to 90 (Sine we'll all be 99 eventually, it's not unreasonable)
-Since the mirror of Blessed Radiance is an Aht Urghan Relic, We should continue the our Fellow's Journey by taking them to Aht Urghan, and have a story where we keep our fellow out of Naja's Clutches, and explore the relic with the help of Nashmira, and the Serpent Generals. (Opening up Aht Urghan areas for our Fellows)
-Would it be possible to adjust the Automaton interface to allow us to equip our fellow with real gear?

Xairos
03-09-2011, 09:01 AM
I would like to see a reduction of the cooldown on the signal pearl from 20hrs to something better.

Beans
03-09-2011, 09:51 AM
I'd hate for my first post on the new forums to be a "me too", but me too, please. At least raise the level cap. I just got I Hydra Jupon recently, and my fellow and I are all dressed up with no where to go :(

ShadowHeart
03-09-2011, 10:23 AM
yes i agree with this strongly let the level cap for npc's be raised, allow them to be out in ToAU areas and other areas they are restricted in currently... lol i would love to do campaign with my npc fellow for giggles. Being able to choose a static weapon skill for it to use would be beautiful as well as stated earlier it would allow a person to skill chain with and do things like WSNM breaks. I have done every wsnm so far and that would of been very useful when i was doing them :(
Having more gearing options would be nice :)
something kind of out there but when u fought ur NPC fellow they copied your subjob ... i know its a far stretch but would be nice to have subjob on our fellows :) with the option of choosing the sub

Crawlerbasher
03-09-2011, 10:43 AM
I'd like to see a lvl cap raise for my npc too.
And some more storeys too.

I've completed the story for my npc years ago and it would be nice to go on another adventure with my npc.
Rather than have my npc for soloing and farming.

Also some new job for npc would be great.

At the moment we got pld whm and war

Would be nice for maybe a blm rdm dnc brd
you know some new skills for the npc to learn to add to the 3 main jobs so far.

sandman
03-09-2011, 10:59 AM
Please increase maximum level and add more fellow specific quests.

HURT
03-09-2011, 04:59 PM
Level increase would be great but what would be just as good would be an addition of comands similiar to pet commands. For example I'd like my healer npc to rest while I'm engaged. Can't be that hard to get that done

Dubberrucky
03-09-2011, 05:18 PM
Yes please break that limit already I cary around my once proud signal pearl like a worthless rock at the moment. While you are at it can you also make them a bit smarter something like let us choose a spell type priority or WS along with their type? I got very sick of NPC casting spells on a mob til it ran out of mp when I only wanted her for cures and haste. I wanted to slap her most of the time.

Dubberrucky
03-09-2011, 05:22 PM
Agree Hurt, I would love to have a command like /npc rest. It would save me from a lot of unnecessary downtime.

Jenenibui
03-09-2011, 06:03 PM
Level increase would be great but what would be just as good would be an addition of comands similiar to pet commands. For example I'd like my healer npc to rest while I'm engaged. Can't be that hard to get that done
this. totally agree. also, cap increase, at least 80! i'd prefer npc's not going to abyssea, but definately AU zones! also lower recast too, and if not, let us spend fellow points to increase our NPC kill limit, like we can with NPC time in the field!

Topdogg
03-09-2011, 07:00 PM
Level increase would be great but what would be just as good would be an addition of comands similiar to pet commands. For example I'd like my healer npc to rest while I'm engaged. Can't be that hard to get that done
I like this idea.

Kraggy
03-09-2011, 07:02 PM
I'd love to be able to level my NPC more. She's 50 now (I parked her a long time ago but always planned to level her again sometime) because, frankly, I looked at the fact that she caps at 70 and thought "what's the point?" especially as she can't get to many places I go to now.

Rambus
03-09-2011, 08:22 PM
Ripokeke is sad, if she could post im sure she would support going to new places as well.
New gear and weapons XD new places to go.

I support this topic (and im sure ripokeke would too) XD

Wade
03-09-2011, 08:34 PM
I would like to see a reduction of the cooldown on the signal pearl from 20hrs to something better.

I would like this too. I know we can get a tactics pearl, but it would be nice to be able to call them more often.

Tohihroyu
03-09-2011, 08:51 PM
Mugido would look great if he could equip any of the Artifact gear (Relic or Empyrean) oh and also...maybe let them have access to Mythic & relic ws's? seems a bit silly but it'd be kinda neat, since if you eat the food item they give you they can use quest weapon skills.

But giving them "pet commands" wont that anger the bst & pup community? :/

And call me greedy but I would love to have a second one xD but also if we can't get hero (or villan) npc's to join our side very so often (long cooldown the our npc's of course) like with those balsam & perfume...have a way so that they could transform into a hero npc? :3 to make it fair they would have to be the same race. I for one would LOVE to travel with Zeid <3 (yes yes I know I could simply just .dat swap his gear he dose have the same face model as Zeid...kind of lol)

Theirs probably many who'd wanna call Prishe, Lion, Tenzen, Lilistele & many others even if the cooldown was like...an irl week...ah geeze i'm going off topic op, sorry ^^;

Lushipur
03-09-2011, 09:19 PM
npc level raised to 90 with a new story in ToaU zone.
and new job too.

pretty please with sugar and spice!

Zarabi
03-10-2011, 12:05 AM
I want this too^^ Higher level, call in ToaU and Abyssea, and maybe a new job for the NPC. ^^ Black Mage type could be viable. And ranger type? ^^ Fun ideas.

Loona
03-10-2011, 09:09 AM
I don't care about raising the level cap, though it would be nice.

Being able to take mine to aht Urghan, however, would be great and useful for a number of reasons:
- it would make it simpler to farm blue mage spells from mobs available in those areas
- those areas are usually too high-level to be safely soloed, with some exceptions (ok, with the raised level cap that changed. but most thing still aggro and have powerful/annoying abilities)
- the areas are use and beautiful - but again, dangerous and very aggro-prone - and most aren't used outside the odd mission, (AF) quest and levelling.
- the reason to keep NPCs out of that are might have to do with how parties used to be frequent there, but times have changed...

This could probably be easily handled with a cutscene in Mhaura and another in Whitegate, like the one at the Sauromugue maw when they became available in the past.

Gildrein
03-25-2011, 09:13 PM
Judging by all the comments we’ve been reading, it seems that many of you would like an adjustment made to the level cap of your adventuring fellow. Well, we have some good news to share!

Right now, the dev. team is currently discussing the possibilities and we’re expecting to have more details to share in the latter half of next week. We hope you’re all excited to hear more!

ShadowHeart
03-25-2011, 10:52 PM
/cheer !!!

Kingofgeeks
03-25-2011, 11:19 PM
yay! thank you Gildrein for the good news!

immortalmoon
03-25-2011, 11:58 PM
glad to hear this

Gropitou
03-25-2011, 11:59 PM
By referring to the feedbacks, many of you wish an adjustment to be made on the level cap of Fellow.
Well, we have a good news!

Right now, a discussion with Dev. team is taking place and we are expecting that we should be able to give bits and pieces on this topic starting latter half of next week so please look forward to it!

I`m rather amazed at the rapid feedback by S/E at many posts; be it about bugs, problems or suggestions on improving something in the game. This forum should have been up from the start of the game, imagine how great it would be at this point. Keep it up Community Team.

Rambus
03-26-2011, 02:29 AM
By referring to the feedbacks, many of you wish an adjustment to be made on the level cap of Fellow.
Well, we have a good news!

Right now, a discussion with Dev. team is taking place and we are expecting that we should be able to give bits and pieces on this topic starting latter half of next week so please look forward to it!

there plans to do quests that allow them acess to new area?

quests to get emp ws relic ws, mythic ws?

Karbuncle
03-26-2011, 02:54 AM
By referring to the feedbacks, many of you wish an adjustment to be made on the level cap of Fellow.
Well, we have a good news!

Right now, a discussion with Dev. team is taking place and we are expecting that we should be able to give bits and pieces on this topic starting latter half of next week so please look forward to it!

That is the hottest thing I've ever heard anyone say about anything ever!

Now, On the topic of more jobs! its already been shown (by our 70 cap fight) That our NPCs can/have been programmed to be able to use spells like Ninjutsu, Nukes, etc. So giving them a variable of other jobs couldn't be too hard. However i suspect we wont see new jobs because right now we have a "Tank", a "DD", and a "Healer". 3 basic roles. I would like to see a level 3 of each one.

The level 3 Tank "Adamant Shield": would basically get a natural 20%DT maybe, something to keep him alive longer. Even if he's rarely used. Also gain access to Auto-Refresh II, and have slightly higher natural Cure Potency (Since it can only cure itself).

The Level 3 Healer "Devote Healer": would gain access to Refresh II(For himself only), and a wider away of Debuffs. (gain access to /RDM?).

The Level 3 DD "Savage Attacker": Would get naturally stronger Weaponskills, and perhaps when you use "Food" at level 90 only it gains access to Empyrean Weaponskills. (If you use the special NPC food now, They gain access to WSNM Weaponskills, So its not entirely far fetched. I wouldn't mind having to do a long quest before this became available.)



no matter what happens, I'm very excited for Adventuring Fellow Adjustments, I've been wanting them since 80 cap increase, I was hoping SE didn't forget about them :3

Zarabi
03-26-2011, 03:26 AM
Omg yaaaaaaaaaaaay level cap up up please :D lol!

Zarabi
03-26-2011, 03:41 AM
Oh, and please let them be called in Abyssea. =))))

Delvante
03-26-2011, 05:48 AM
Outstanding, thanks for the headsup!

Linny
03-30-2011, 06:40 AM
Thank you. I hope you will add too some quests, (for new equipement/weapons/ja/...) not only access to new area and level up

deces
03-30-2011, 08:11 AM
I have been looking forward to this tor a really long time and after messing with MMM and escorting Chaperix around I relized how fun it is to actually be able to choose the job of an NPC can be. I kinda had hope for Chaperix to be a second NPC option though out game play but that was a let down, Same with cait sith when WotG came out, I allways wanted a party of functional NPCs to wreak havoc with. Maybe after all the servers get crunched into one, my dream will come true.

Gildrein
04-01-2011, 07:18 PM
Greetings again fellow adventurers!

As I have mentioned last week, new details regarding the adjustments on the level cap of fellows are now available!
Please see "[dev1005] More Formidable Fellows! (http://forum.square-enix.com/ffxi/threads/4439) " for more details.

Also I would like to note that we are planning to continue the adjustments on fellows.
So if you have any other feedbacks on this matter, please continue to post them in this forum.

Lushipur
04-01-2011, 07:18 PM
[dev1005] More Formidable Fellows!

it's a nice start!


edit: damn, i was beaten by the admin XD
but i added the tag to the thread :P

Amoklauf
04-01-2011, 07:53 PM
It's good news! It'll be more practical to use them as 'assistance' when doing FoV since they stay longer. However, a small reduction in the exp penalty would also help.

With the exception of Blessed Radiance, their fighting style is pretty bland. Maybe they could get some more unique abilities like Blessed Radiance to make fighting alongside them more enjoyable.

Finally, it's probably going to be asking too much, but having the healer class actually act a bit more like a back-line job (staying out of aoe range and resting on their own) would let certain jobs make better use of their fellows.

Lushipur
04-01-2011, 08:11 PM
It's good news! It'll be more practical to use them as 'assistance' when doing FoV since they stay longer. However, a small reduction in the exp penalty would also help.

With the exception of Blessed Radiance, their fighting style is pretty bland. Maybe they could get some more unique abilities like Blessed Radiance to make fighting alongside them more enjoyable.

Finally, it's probably going to be asking too much, but having the healer class actually act a bit more like a back-line job (staying out of aoe range and resting on their own) would let certain jobs make better use of their fellows.

if they do the back line things on fellow and not on pup i will go mad!!!!

Runespider
04-01-2011, 08:16 PM
Nice addition, I loved leveling my NPC.

Put an NPC in all the starter nations in a visible spot so people can get into these at level 1 maybe, i'm sure some still don't even know these actually exist. They are awesome additions to the game and add a lot to having something to do. It's also quite addicting to build the level and gear etc, maybe add something else you can build on it like NPC only equip and weapons?

Maybe a little corny but maybe add more to the story and link between you and your npc, like maybe if you get enough points they can get an ability to come to your rescue if your about to die in zones they can be called in or something?

Mirayrl
04-01-2011, 08:29 PM
This is nice to hear, I really enjoyed leveling with my NPC, looking forward to letting them stretch their legs some more. Hopefully they'll also learn some new tricks or maybe have some new options from that guy, whats-his-name, in Ru'Lude Gardens that does the fellow points (or whatever they're called).


Maybe a little corny but maybe add more to the story and link between you and your npc, like maybe if you get enough points they can get an ability to come to your rescue if your about to die in zones they can be called in or something?

I really liked the main storyline with the NPC Fellow and would really love to see a new storyline for them at some point.

Zarabi
04-01-2011, 08:35 PM
Yay im happy :)

The level cap quests have a storyline too i think, atleast they used to? ^^ Only thing im sad about is they cant be called in abyssea. :I Oh well. Good enuff.^^

Powder
04-01-2011, 08:39 PM
OMG! Doing the happy dance here! Thank you Dev Team for listening. I haven't posted this is my first but I had to jump in here on this one. I can't wait to level my NPC. I would love to be able to change the model I have also. I was new when i chose it and had no idea what I was doing and would like to change his head. LOL Oh taping his mouth wouldn't hurt either, asking me if I can count that high grrrrrrrrr.

I have enjoyed reading what everyone else was wanting in the game. Am glad we have a forum. Thanks to the team for hearing us and muffling the ones that distract.

kenshyn
04-01-2011, 08:42 PM
Now if I could only call my NPC in abyssea zones that would be so much win!!!!!!

thelittlecrash
04-01-2011, 09:12 PM
love the thought of finally taking yoli out to beat on little birdies. Finally a SC partner i can call on a whim, but just a thought is there gonna be a way we can make them more efficient. I would love to be able to tell my NPC to stop trying to silence a mob that is immune, or have her run out of MP cause they cast dia2 12 times on a mob that's immune to magic.

Kuporeid
04-01-2011, 11:13 PM
I'm very pleased with these upcoming changes and with many of the ideas others have suggested. I really enjoy the story lines and I rely on my Fellow for a variety of things each week. I have a few new ideas of my own to propose.

1) An FFXII Gambits-like conditional statement system that would give us some input into our Fellows' actions. Such a system would not treat our Fellows as pets with direct commands, but would instead allow us to establish "if, then" field tactics (for battle and for out of battle) like we can do with other human players. For example, "If [player character] uses Vorpal Blade, then use Penta Thrust," "If other party member HP < 30%, then cast Cure IV on corresponding party member," "If MP < 50%, then do not cast Enfeebling Magic," and so on. Commands would be limited by our Fellows' current combat style abilities. So, for instance, a Soothing Healer could not set any commands using Provoke, and a Fierce Attacker could not set any commands using magic.

Commands would be obtained in object form similar to the Tactics Manuals that unlock Fellows' second tier combat styles. To allow for customization, there would be two different types of objects: the ifs, which would include things like "If enmity is lost..." and "If HP < 35%..." and the thens, which would include things like "...then use provoke," and "...then cast Cure IV." These objects could be obtained through purchases with Adventuring Fellow Points, quests, monster drops, Magian Moogle Trials, drops from BCNMs, opening treasure chests, and any number of other ways. These objects would then be permanently given to our Fellows at Rendezvous Points. All the commands our Fellows have learned would be paired and set at Rendezvous Points.

2) Treat Fellows like party and alliance members. Currently, while they take up a spot in our parties, our Fellows' names do not appear on party or alliance lists. This makes them harder to target at critical moments, whereas other party members can be instantly targeted with a single keystroke or a quick button press.

Their names could still be green, but on the party list for the entire party's benefit. This would aid human party and alliance members who do not have a way to heal their Fellows. It would also help reduce instances in which human party members have called their Fellows, but the party leader may not realize this and invites too many other people to the party, thus making the Fellows disappear. Pearl charges are lost, tempers flare, and our Fellows seem to have Escaped from existence.

3) Allow Fellows to ride chocobos. Our Fellows seem to be terrified of the large birds, as they run away as soon we hop onto one. What level 30+ Adventurer doesn't have a chocobo license? There could be a quest to allow for this capability, there could be an additional fee, there could be any number of criteria, but it comes down to this: getting to the right place in a timely manner is great, but can be difficult with our Fellows in tow.


--Kuporeid.

Huckster
04-01-2011, 11:17 PM
If you're really listening the community - please give the NPC fellows the possibility of using them inside Abyssea!

Daremo
04-01-2011, 11:46 PM
Abyssea is stuffed, with groups 4 deep circling more than a few timed spawns. Give it time. Just as adding NPCs to ToAU areas would have been a bad idea when that was the hot spot, having them in Abyssea now would be counter productive. When a bit of time passes, and Abyssea cools off, we can ask again.

ShadowHeart
04-02-2011, 12:55 AM
was there word if they will be released in this update? or just as a work in progress as i didn't see anything about whether it was in this major version update or not

Mirage
04-02-2011, 01:26 AM
I think the idea of letting us give the NPCs a few simple commands (or requests, even) to override their default behaviour would be nice. It is for example no point in debuffing a mob that is too weak to me, and will die in less than 20 seconds. That's MP wasted that could have been used on hasting, curing and other buffing instead.

Fiarlia
04-02-2011, 02:02 AM
I doubt it'd be as deep as the gambit system was, but at the very least they may let us select a priority order for spells.

Cures > Haste > Pro/Shell > Dia II, etc.

Lithera
04-02-2011, 02:18 AM
I seriously hope SE isn't pulling an April Fools joke on us with this newest announcement about the fellow npcs. If it isn't then bring on those damn ToAU beastmen ect. Will help alot with trials for those who like to bring their npcs out for slightly faster kills.

Kari
04-02-2011, 04:11 AM
I hope this isn't an April Fools joke.
Either way, SE, you still need to give us Fellows in places that matter.
We need to be able to use them in almost every zone, the limited stuff is ridiculous.
I don't see why we can't have them in BCNMs, Abyssea, etc etc.

Rambus
04-02-2011, 04:13 AM
I hope this isn't an April Fools joke.
Either way, SE, you still need to give us Fellows in places that matter.
We need to be able to use them in almost every zone, the limited stuff is ridiculous.
I don't see why we can't have them in BCNMs, Abyssea, etc etc.

yes, i agree.

what newest announcement about the fellow npcs?

Jackastheripper
04-02-2011, 04:18 AM
This!!!! 1000x's this!!!

Rambus
04-02-2011, 04:19 AM
NVM i read it.

really? more atu zones? No one cares -.-

this game is ABYSSEA ONLY.

if it has nothing to do with abyssea people will not care -.-

comeone SE you made abyssea replace everything how do you not know this?

Karbuncle
04-02-2011, 12:21 PM
I'm really happy for the Level cap increase, and the new areas. Its definitely a good start!

That aside, I can agree with some of the suggestions here.

Since they said they would be looking for more to add to this. Give us the Ability to go into Abyssea with our NPCs. It would help greatly with people who solo Dominion Ops or Bastion. Just treat them like pets. They wont get Cruor buffs but they'll get Atma benefits.

I'm don't really recall the "Roleplaying" Reason behind NPCs not visiting northlands/Beastmen Strongholds, but it needs to be lifted. the idea is ludicrous. We should be able to call our NPCs everywhere we can call BST pets, etc etc. They are Companions in battle, Companions do not cower in front of Beastment. They stand strong with their friends and face them. Give us the ability to stand with our NPC anywhere. By all story purposes they are Adventurers just like us, There is no reason they should not be able to enter Abyssea as well.

Also, the idea of a Gambit system would be nice too. At the very least an Ability to Prioritize certian spells. When speaking to NPC at a Rendevous point, maybe have the option of changing them to "Cure and Buff more" instead of "Spam Dia and Paralyze" for the WHM one. Maybe give the WHM one Auto-refresh as well.

The level raising will be wonderful, giving us a little more control over their AI Would be nice too. Nothing like controlling them like a BST or a SMN, just simple things that can dictate their actions to some extent like shown above.



Oh, As a side note, When eating your Special NPC food at 70, it unlocked the Trial-Weaponskill for their weapon, at 85~90, It should unlock the Empyrean Weaponskill. It'd be fun for Sh*ts and Giggles.

Chiren
04-02-2011, 02:12 PM
I'm really happy to see that an update is coming for adventuring fellows - I really like mine.

Please give us the option to have our adventuring fellow live in our mog houses. They could stand in the open space in the center, right next to our Moogle.

Rambus
04-02-2011, 03:22 PM
I'm really happy for the Level cap increase, and the new areas. Its definitely a good start!

That aside, I can agree with some of the suggestions here.

Since they said they would be looking for more to add to this. Give us the Ability to go into Abyssea with our NPCs. It would help greatly with people who solo Dominion Ops or Bastion. Just treat them like pets. They wont get Cruor buffs but they'll get Atma benefits.

I'm don't really recall the "Roleplaying" Reason behind NPCs not visiting northlands/Beastmen Strongholds, but it needs to be lifted. the idea is ludicrous. We should be able to call our NPCs everywhere we can call BST pets, etc etc. They are Companions in battle, Companions do not cower in front of Beastment. They stand strong with their friends and face them. Give us the ability to stand with our NPC anywhere. By all story purposes they are Adventurers just like us, There is no reason they should not be able to enter Abyssea as well.

Also, the idea of a Gambit system would be nice too. At the very least an Ability to Prioritize certian spells. When speaking to NPC at a Rendevous point, maybe have the option of changing them to "Cure and Buff more" instead of "Spam Dia and Paralyze" for the WHM one. Maybe give the WHM one Auto-refresh as well.

The level raising will be wonderful, giving us a little more control over their AI Would be nice too. Nothing like controlling them like a BST or a SMN, just simple things that can dictate their actions to some extent like shown above.



Oh, As a side note, When eating your Special NPC food at 70, it unlocked the Trial-Weaponskill for their weapon, at 85~90, It should unlock the Empyrean Weaponskill. It'd be fun for Sh*ts and Giggles.

Ohhhhhhhhhhhh i would do a lot more of those with my NPC XD like you can get a pt for those, most of the time it is don't bother just team up with whoever happens to be there.

campain battle too!

and aww why npc dont get cour buff, wish wyvern could too, maybe they will not get oneshot from mean AOE NM moves.


I'm really happy to see that an update is coming for adventuring fellows - I really like mine.

Please give us the option to have our adventuring fellow live in our mog houses. They could stand in the open space in the center, right next to our Moogle.


OHhhhhhhh yeah can i have my npc in MH too plllllllllleaaaaaaaasssseeee XD

Nightstrike
04-02-2011, 04:31 PM
Now they just have to let our fellow's into level sync party's and we'll be rollin... they can be good party fillers depending on what you need them for, and if they buff them in the right way. (they could really use some type of Refresh at the very least) Also maybe let some of there gear boost their stats... kinda annoying having them with only base(?) stats.

Toren
04-02-2011, 06:28 PM
I would like to see a possible race and or a gender change feature or a way to skip the quest if you remake (for those who want and have 70 NPC's already) I've leveled my NPC twice to 70 now, I spent roughly 3+ months each time maxing them. It would be nice to have instead of maxing another NPC and doing all the quest again.

Ezekieal
04-03-2011, 07:29 AM
Greetings again fellow adventurers!

As I have mentioned last week, new details regarding the adjustments on the level cap of fellows are now available!
Please see "[dev1005] More Formidable Fellows! (http://forum.square-enix.com/ffxi/threads/4439) " for more details.

Also I would like to note that we are planning to continue the adjustments on fellows.
So if you have any other feedbacks on this matter, please continue to post them in this forum.

I am really glad about the updates to the fellows that have been announced. I do however have some other suggestions.

1. fellows be able to use wsnm and myhic weapon skills or at least wsnm.
2. to be able to set a weapon skill priority. (often use npc to help with latent breaks and she never uses the weapon skill i want)
3. maybe add another advanced job or two. (a nuking job possibly)

For the 1 & 2 probably would only make it useable for fierce attacker advanced class

Miera
04-03-2011, 09:00 AM
We should be able to give our fellows commands. >_>

JiltedValkyrie
04-03-2011, 10:31 AM
We should be able to give our fellows commands. >_>

Yeah, "Don't use Dia."

Camate
04-06-2011, 06:50 AM
Thanks for all the feedback everyone! Lots of really cool ideas.

While we will be expanding the areas where you can call your adventuring fellow to certain ToAU areas for the upcoming version update, we do have plans to expand this even further with future version updates.

We also have some additional good news! With the limit break quests for adventuring fellows being tied to Trial of the Magians, the maximum amount of trials that can be undertaken at the same time will be increased.

..and no this was not an April Fool's Day joke lol.

Fiarlia
04-06-2011, 06:59 AM
the maximum amount of trials that can be undertaken at the same time will be increased.

Totally less than three this.

Garota
04-06-2011, 07:24 AM
Why does everything need to be a Magian Trial...? So basically now we blow off Luto Mewrilah, right? I just want a different change of scenery, story line and content. I've lost count of how many times I've been smacked on the face and over the head with Hearts and Stars. It's just redundant and too repetitive to have to go up there and see the same animations over and over for different accomplishments. Get me OUT OF Ru'Lude Gardens. I can see it now, they'll be making a Fellowship Magian Moogle. Just like one was added for gear and then another for job emote.

Fusionx
04-06-2011, 07:55 AM
Magian Trials started to get out of hand when we had to use that system for something as basic as job emotes. It feels like anything added into the game has to be dumped into ToM somehow these days. Why can't things just be added as a traditional quest?

Mirayrl
04-06-2011, 08:23 AM
Magian Trials started to get out of hand when we had to use that system for something as basic as job emotes. It feels like anything added into the game has to be dumped into ToM somehow these days. Why can't things just be added as a traditional quest?

Agreed! While I think ToM is fine for stuff like the weapon upgrades, and while I generally like the job emotes, I was kind of disappointed that they were just tacked onto Magian Trials. It really seemed like a missed opportunity for some new job-lore quests.

Specifically on the topic of NPC Fellows, I hope we'll see another fellow storyline like the mirror quest line sometime.

Karbuncle
04-06-2011, 08:36 AM
To make it simple. Trial of the Magians doesn't require making storyline.

If we had to talk to Luto to get our NPCs to 85, there'd likely be Storyline involved, and Storyline is Production time. They probably didn't wanna take the time to write out another story they didn't think people cared about (even though i loved the NPC Storyline and the fight...)

But also because the final Quest for the NPC 70 cap seemed pretty "Seal the deal" kind of thing, The Mirror of Blighted Gloom/Blessed Radiance story seemed to end nicely, and so did the final fight with your NPC. Would have been nice to Continue the Quest/Storyline in Aht-Urghan, but ...

Either way, My final answer is "Using the Magian Moogle takes less time than writing out a quest for it". Think about it, If Empyrean weapons weren't Trial of the Magians, they'd be a long line of quests like Relic/Mythics, complete with their own NPC/Quest-chat, etc etc. Where as with Trial of the Magians, They just copy > Pasted the text of all the other Trials, and tacked on the Empyrean-items to Zone bosses/etc for Abyssea.

If they hadn't used a Magian Moogle for Job Emotes, There would likely have had to have been either a new NPC, or 20 different NPCs (one for each job) added to make the quest. (I.E, another routine for Cat-burgler for THF Emote perhaps).

But i digress too much. I'm happy our NPCs are going to 85, Would i be happier if it involved Storyline/Luto? Yes. But It'll be a passing pain i'll learn to get over :|

Seyomeyo
04-06-2011, 09:48 AM
Completely agreed. It seems like Magian Trials are being used to intentionally forego creativity and variety in all aspects of the game. While that's fine for weapons that were added for said purpose, it doesn't seem wise to dump the fellow system onto it.

Unaisis
04-06-2011, 10:56 AM
if all else fails, tie it in with Magian Trials~

Garota
04-06-2011, 11:02 AM
Well in any case, I hope that they remove the part where your NPC leaves when a Level Sync is placed on you or inability to call'em when already under Level Sync status.

Kaida
04-06-2011, 04:04 PM
Trial of the Magians needs to go away in fire.

Rambus
04-06-2011, 04:52 PM
Thanks for all the feedback everyone! Lots of really cool ideas.

While we will be expanding the areas where you can call your adventuring fellow to certain ToAU areas for the upcoming version update, we do have plans to expand this even further with future version updates.

We also have some additional good news! With the limit break quests for adventuring fellows being tied to Trial of the Magians, the maximum amount of trials that can be undertaken at the same time will be increased.

..and no this was not an April Fool's Day joke lol.

but what is the point? 90% of the game is abyssea not ToAU.

Mirage
04-06-2011, 07:31 PM
90%? Try 99.

Zidian
04-06-2011, 07:42 PM
Why Trail of the magians? Is writing a short storyline/quest that hard?

Septimus
04-07-2011, 01:22 AM
Before everyone flies off the handle, just because Trial of the Magians is involved with the Genkai quests, it doesn't mean that Trial of the Magians is going to be all that is involved.

Maybe Luto is going to say that she heard about those crafty Magian Moogles and wants you and your Fellow to investigate by doing some special trials to make sure that the moogles aren't up to no good. Or maybe she thinks that your NPC's weapon is getting old and it would be nice of you to help him/her to level a Magian weapon. Or maybe the Magian part is for special NPC-only gear. (And it is a shame that we can't post external images, because I whipped up a doozy of a gear shot to go with that one.)

Or maybe, this one is going to be really far-fetched, just maybe they are really, really short-staffed and short on time until the update because of the recent earthquake, but they figured that the players would be so happy to have the fellow level cap raised that we would do it even if it was through the Magians and not look the gift horse in the mouth.

I've done an insane amount of Magians trials, but if it takes more magians to get Zoldof and Zayag up to level 85 I'll do that as well. Especially if we get the special bonus of more active Magian trials. Yes, I would prefer a full-blown set of quests, in fact I would go nuts for a full expansion centered around my Adventuring Fellow, but sometimes things don't work out the way that we want them to.

But I will admit, I am really tired of seeing those time-wasting flying stars...

Teraniku
04-07-2011, 11:11 AM
To make it simple. Trial of the Magians doesn't require making storyline.

If we had to talk to Luto to get our NPCs to 85, there'd likely be Storyline involved, and Storyline is Production time. They probably didn't wanna take the time to write out another story they didn't think people cared about (even though i loved the NPC Storyline and the fight...)

But also because the final Quest for the NPC 70 cap seemed pretty "Seal the deal" kind of thing, The Mirror of Blighted Gloom/Blessed Radiance story seemed to end nicely, and so did the final fight with your NPC. Would have been nice to Continue the Quest/Storyline in Aht-Urghan, but ...

Either way, My final answer is "Using the Magian Moogle takes less time than writing out a quest for it". Think about it, If Empyrean weapons weren't Trial of the Magians, they'd be a long line of quests like Relic/Mythics, complete with their own NPC/Quest-chat, etc etc. Where as with Trial of the Magians, They just copy > Pasted the text of all the other Trials, and tacked on the Empyrean-items to Zone bosses/etc for Abyssea.

If they hadn't used a Magian Moogle for Job Emotes, There would likely have had to have been either a new NPC, or 20 different NPCs (one for each job) added to make the quest. (I.E, another routine for Cat-burgler for THF Emote perhaps).

But i digress too much. I'm happy our NPCs are going to 85, Would i be happier if it involved Storyline/Luto? Yes. But It'll be a passing pain i'll learn to get over :|

I won't. Storyline is why I like playing this game. Personally I'd like to see my fellow consider joining Salaheem's Sentinels, or be able to introduce her to the Serpent Generals, then have them send me and my fellow on Covert ops for the Empire.

I actually like the game's storyline. (Windy Sandy RoZ, CoP (Old School), ToAU, ACP, MKD, Abyssea all done, WotG on final Windy Sandy Quests before the big Finale)

Gravionblack
04-07-2011, 07:28 PM
Does anyone know if your adventuring fellow can dual wield?

Karbuncle
04-08-2011, 05:03 AM
I won't. Storyline is why I like playing this game. Personally I'd like to see my fellow consider joining Salaheem's Sentinels, or be able to introduce her to the Serpent Generals, then have them send me and my fellow on Covert ops for the Empire.

I actually like the game's storyline. (Windy Sandy RoZ, CoP (Old School), ToAU, ACP, MKD, Abyssea all done, WotG on final Windy Sandy Quests before the big Finale)

Don't misunderstanding. :(

I WANT a Storyline, But I can see we're not getting one. And the first step to healing is acceptance.


Does anyone know if your adventuring fellow can dual wield?

They don't.

Teraniku
04-08-2011, 07:04 AM
I'm not misunderstanding, I totally understand why it's this way, and I can accept it. Still doesn't mean I have to like it. ;)

ShadowHeart
04-08-2011, 10:04 PM
SE just released a road map and looks like they plan a long road for NPC fellows !!! /cheers

http://forum.square-enix.com/ffxi/threads/4937-The-FINAL-FANTASY-XI-roadmap-for-the-twelve-month-period-commencing-April-2011