I don't want to vote Good or Don't Care, because I'm not happy a companion was removed. But I also don't want to vote Bad like I'm condemning the devs for how they resolved an orphaned companion. It's sad but I agree with Savin's decision to transition Berwyn into a content rich NPC.
Yeah and many of the others are honestly grasping at straws by asking if he could have just remained as he was. I get that there aren't a lot of male characters in the game and it sucks to lose one of the few male characters in the companion role but I really have to question this reasoning. They are honestly ok with him being left unfinished and incomplete? Does quality matter to these people? Do they actually know what the function of a companion is in this game? I get people loved the character and are probably grieving about losing him as a companion but don't just desperately cling on to something because there aren't too many alternatives available. I'm bisexual and I would rather him be the way he is now, for good and bad, rather than have him stuck in limbo. Making Berwyn a (mostly) complete npc was probably the best solution to an awkward situation and I hope people can just recognize that and move on at this point. I'm not trying to be harsh or insulting when I say this to anyone in that camp who's reading this, I'm just being blunt and sharing my two cents.As someone said on the patch notes comments that some of the complainers about Berry not being a companion is just complaining for the sake of complaining.. It's not like Berrys permanently vanished from the game.
Other way around actually, all the insane mutability that B added was because they knew they weren't going to be supporting him as a companion after the quest. As Savin mentions in the blog post (and B reinforced with a comment today) the decision to remove him was made at the start of the process. The explanation for why that choice was made is also in the blog post:Apparently the reasoning was that it's difficult to have a character with a lot of content as a companion.
So yeah, orphaned character with an unfinished plot who was (almost) exactly the kind of bubble waifu companion that they were specifically intended not to be, the amount of work that would be required to properly catch him up and then keep supporting them for the entire game was deemed too much even if you didn't add all sorts of new variables like B did. And Savin would know, considering how often he loudly castigates himself for the hubris of trying to write three companions himself.I made the decision that it would be unfair to burden another writer with an extra companion. Rather, we’ll be transitioning him into a normal NPC.
Other way around actually, all the insane mutability that B added was because they knew they weren't going to be supporting him as a companion after the quest.
As Savin mentions in the blog post (and B reinforced with a comment today) the decision to remove him was made at the start of the process. The explanation for why that choice was made is also in the blog post:
So yeah, orphaned character with an unfinished plot who was (almost) exactly the kind of bubble waifu companion that they were specifically intended not to be, the amount of work that would be required to properly catch him up and then keep supporting them for the entire game was deemed too much even if you didn't add all sorts of new variables like B did. And Savin would know, considering how often he loudly castigates himself for the hubris of trying to write three companions himself.
Anyhow, zagzig's thoughts are pretty much the same as mine on the voting, so I didn't.
Yes, but the point I wasn't sure you understood is that the reason B added all those variables is because he knew Berwyn wasn't going to be supported as a companion afterwards, as opposed to dropping him because they realized after BerryQuest was written that he had too many variables to easily handle.Yes, that's what I said... the more content a character has, the harder it is to have that character as a companion.
You might want to give the Primary Design Document and Tobs' topic on companions a look then. The entire pitch for companions is that they do have large amounts of content and integration into the story and not be bubble waifus who only interact with the Champ at the Frost Hound/camp. This is what Savin has to say in the former, including the bolding:Maybe it's because I don't know what's planned for the game, but I don't see anything wrong with a companion having little to no content. A companion is just someone you can have in your party, it says nothing about whether or not that character needs to have a huge amount of content written for them.
So yeah, we've known this since the very start and Berry unfortunately wound up becoming the very thing a companion wasn't supposed to be, due to Real World Stuff. That meant something had to be done.Writing a Companion is going to be a huge undertaking -- I'm not going to allow CoC bubble waifus here. Every Companion needs to be integrated with the story and the world, and hopefully with other companions.
Ah, so it's a deliberate design choice...The entire pitch for companions is that they do have large amounts of content and integration into the story and not be bubble waifus who only interact with the Champ at the Frost Hound/camp.
I agree with Zag. There needs to be a fourth option on the poll where you think it sucks but you understand the reasoning.
You want companions to be NFTs? Am I reading that right?Imagine having access to a dozen (or even infinite, procedurally-generated) additional party members, easily added because no one's forced to make any content for them!
Imagine having to balance an additional dozen Power sets on top of all the ones that already exist or will exist, or deal with the potential nightmare of procedurally generated Power sets...Imagine having access to a dozen (or even infinite, procedurally-generated) additional party members, easily added because no one's forced to make any content for them!
I'm not really sure that having a lump of data with no description, portrait or any interaction aside from a name and combat text would satisfy most people's desires to have a certain type of character with them on the adventure.That would drastically improve the game, both mechanically and for people who want certain sexes/races in their party, with little writer investment.
Apparently there's a joke here, but I don't get it.You want companions to be NFTs? Am I reading that right?
None of that is necessary. It's much easier and much better to simply give generic characters all their class powers and let the players select which ones they have equipped.Imagine having to balance an additional dozen Power sets on top of all the ones that already exist or will exist, or deal with the potential nightmare of procedurally generated Power sets...
Obviously generic characters would have simple descriptions and could easily have a generic portrait (like enemies do), but even that is completely unnecessary. Have you ever played, say, Caves of Qud? It really doesn't take much to make a character, people's minds fill in the details on their own.I'm not really sure that having a lump of data with no description, portrait or any interaction aside from a name and combat text would satisfy most people's desires to have a certain type of character with them on the adventure.
Also, the way the game tracks who's in your party requires that they be, y'know, characters, because the game needs something to output based on who is in the party and all of that has to be written by hand. As Balak mentions in the context of Zo, you cannot have a companion who does not speak (or do anything other than 'be there' in combat) without having to review the entire system to account for it.
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So yeah, a combination of 'No, we don't want generic blob companions' and 'the code literally Does Not Work That Way'.
I'm not quite sure you understand the intricacies of how this stuff works behind the scene. It's quite the opposite that these would make balancing easier because you still have to balance all the generic classes and their movesets around the existing game's content(and vice versa for new content) in addition to the existing companions and their skillsets. You'd also have to balance random stat generation so it can't accidentally make a god companion with perfect stats across the board. It'd add so much more need for balancing unless you make them intentionally underpowered in which there's... kinda no point to use them then.<Snip>
There's actually two jokes in there. Procedural generation of characters/NFTs and the fact that NFTs are a load of bullshit...Apparently there's a joke here, but I don't get it.
As already mentioned, randomly generating characters will open up the possibility of either generating characters that are ass and not worth using, or characters who are stupidly overpowered. The time and effort it would take Balak to make an RNG such that randomly generated characters don't fall into either of these extremes could be spent doing literally anything else. Like writing more content for his characters, or the gameplay rebalance.Which is why it's highly convenient that generic party members would require very little work to implement. If no one wants to bother hand-crafting a dozen sets of combat statistics, it would be easy enough to randomly generate generic party members.
The game is not balanced around companions having free ability selection, nor does it have any mechanism to allow this. There's a reason your companions get their gear and stats in fixed sets and it takes time to come up with new ones.None of that is necessary. It's much easier and much better to simply give generic characters all their class powers and let the players select which ones they have equipped.
I could say the same for the generic characters in, I dunno, the original Final Fantasy, or Dragon Quest III. And you know what, if I wanted that sort of 'Imagine they have personalities for yourself' experience, I could play those games instead. But no, this is CoC2 where all the playable characters are actually characters.Have you ever played, say, Caves of Qud? It really doesn't take much to make a character, people's minds fill in the details on their own.
The enemies are also written by hand. There is no magical coding fairy who waves a magic wand and turns 'I have an idea' into a functional combat encounter.Generic characters are characters. They don't have to have a particularly fancy label, who cares if they're called Random_Orc_Warrior_C internally? And nothing needs to be written by hand, they'd be like enemies are, simply stats with powers.
Have you, I dunno, tried wandering the Frostwood with Ryn or Cait in the party? Or the Undermountain with Brint/Brienne?The game is already like that. When you're out and about, even companions usually have zero interactions outside of combat and use standard generic speeches for powers.
The entire way companion programming works involves checks for who is in your party and there are many calls written with the assumption that [companion1] and [companion2] are actual developed characters. Which is why Balak, who knows about this game on a level that neither of us ever will, has said that you can't just drop a mute character into the game or it will break shit and require an obscene amount of work to account for. The time spent 'customizing certain actions' could be spent writing content for, y'know, actual characters instead of Blob Lupine Warrior #31.Zo is an exception because a lot of powers and commands involve generic talk. In that scenario, there would genuinely be a need to customize certain actions.
It wouldn't be all that hard to balance their stats so that having access to a standard power set for their class would be functional.Stuff
And that says everything we need to know, right there.but I will not accept the arguments against the idea
As someone with a very active imagination, who creates characters in my sleep for tabletop rpg campaigns, I think this is a bad idea. Why should I have to do the leg work in coming up with the headcanon details of a character in a porn game when the game could literally just have, you know, characters already made as it does now? This is the same logic of you saying the cardboard box a game console comes in is more fun than the console itself because you can imagine anything and you aren't hemmed in by what games you have, the hardware etc. I don't understand how you think generic characters are better than those with actual creativity and effort put in to flesh them out. You may be ok with characters all saying the same shit and having blanket responses, but most of us demand a bit more quality than that. Also saying that you won't accept any arguments against the idea is just arrogant and makes you come across as kind of inflexible. I agree that options are good, but this would just be mediocre.It wouldn't be all that hard to balance their stats so that having access to a standard power set for their class would be functional.
Again, if people want super fleshed out characters, they could use the regular companions. Those players who prefer generic could use generics. Options are good.
See how extremely rare companion interactions are outside of combat? Of all existing companions, how many make custom comments in the Frostwood or Undermountain? How many companions make custom comments in Harvest Valley? And if you don't have those companions with you, there aren't even going to be any comments at all. It's not like it's this big must-have feature, companions almost never say anything when you're out and about. There is almost no gameplay difference. Plenty of players would happily give up one comment every blue moon in exchange for a wider selection of party members.
Instead of writing a line for one single companion that you might or might not have with you, why not write a generic line that could work for any and all generic characters? Isn't that a better use of time?
Generic characters are only blobs if you don't have any imagination. Even a creatively disabled person like me can effortlessly create a personality and headcanon around a generic character. It's actually something that makes generics superior as companions are set in stone, if the game tells you something about them, it's there and you can't do anything about it. It was the same in TiTS, where instead of creating a space explorer you were stuck being a specific character (which, unless it's been added since last I played, also disabled options like playing as a synthetic being). I really didn't like that and I was glad that you could actually make your own character in CoC2.
I know it's not the direction the development team is going, but I will not accept the arguments against the idea. Generic party members would be fucking awesome. Especially for those of us who don't have anyone we like in the available selection of companions.
Though I guess there will be Vivianne at some point... I do like her.
Doesn't this game make 32k a month? Why can't you just hire another programmer?I guess the point of "it'd be a mechanical nightmare for an already overworked programmer" is also unacceptable.