No Companion Who Can Take On Quest [HELP]

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@Dejan is it safe to say these skill requirements for companions to do quests are not final?

If they are they need a serious review as its extremely difficult to level up companions in skills that are not a party assignment.
With 1.6.2 we're bringing in a different system that removes the hard skill requirements altogether. Instead, the companion skill in relation to the issue skill requirements will determine the success chance.
 
With 1.6.2 we're bringing in a different system that removes the hard skill requirements altogether. Instead, the companion skill in relation to the issue skill requirements will determine the success chance.
Sounds good, would be nice if you could give us more information about what we can expect with 1.6.2.
 
With 1.6.2 we're bringing in a different system that removes the hard skill requirements altogether. Instead, the companion skill in relation to the issue skill requirements will determine the success chance.
I hope you are doing something to help players understand the ballpark success chances. Otherwise there will be a lot of annoyed people that don't get the system even if the system works right.
 
With 1.6.2 we're bringing in a different system that removes the hard skill requirements altogether. Instead, the companion skill in relation to the issue skill requirements will determine the success chance.

This sounds great, thanks. On the other hand, please do not make the skill required for success chance too high (keeping in mind how hard to level up companions is currently), and would be great if the required skill requirements wouldn’t scale with the player’s level, otherwise we are going to have a similar issue.
 
With 1.6.2 we're bringing in a different system that removes the hard skill requirements altogether. Instead, the companion skill in relation to the issue skill requirements will determine the success chance.
Very nice, thanks for the update.

I hope this new system doesn’t continue scaling the skill requirements with the player level. Using companions should happen more frequently in the late game compared to the early game. If anything, just scale how many troops they need to bring with them.
 
Very nice, thanks for the update.

I hope this new system doesn’t continue scaling the skill requirements with the player level. Using companions should happen more frequently in the late game compared to the early game. If anything, just scale how many troops they need to bring with them.

This is actually a pretty good idea. I understand the devs’ logic about the current system: these quests’ rewards scale with the player’s level, so why not difficulty/requirements?

Scaling how many troops companions need to bring with them is a pretty nice solution for this.

Anyway, what really matters concerning quests in late game, is just about increasing prosperity (removing prosperity debuff from settlements), and relationship boost, and I really do not care at all about quests’ money rewards in lategame. So, making requeriments much higher for just getting +500 gold is a really bad thing in late game. If increasing how many troops are required instead of companions skills is not an option, I simply suggest to also remove the reward increased accordingly to player’s level (in case that devs feel they should not give us better rewards in late game for free).

In late game the player should not feel forced to deal with minor bandit issues or delivering herd for my own vassals… c’mon xD…



EDIT: I also take the chance for talking about quests when the player solves them. Having to deal with +8 bandit parties in late-game instead of 2-3 parties is simply not fun and does not add anything to the game except tiresomeness. This does not add any challenge, does not add any fun, it just annoys the player. This is another reason because most of people want to start using companions to solve issues in the late-game. I really hate when I am getting a prosperity debuff in my town due to the Escort Caravan quest, I cannot assign any companion due to pretty high requirements, and then I have to visit 2342352342134 towns in order to complete it. Meanwhile, my kingdom is under siege. @Dejan @MArdA TaleWorlds please, if possible forward our feedback to ensure that 1.6.2 actually fix the issue, and it just won't make it different but as bad as it is currently (I am thinking about me assigning companions and getting quests failed every time in late game due to still having high requirements).
 
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With 1.6.2 we're bringing in a different system that removes the hard skill requirements altogether. Instead, the companion skill in relation to the issue skill requirements will determine the success chance.
I think it'd be good to not have failure chance but have a bonus relation or $ chance/reward for using the right skilled clan member or an over qualified one. I just don't see a failure chance as being acceptable, like "oh I forgot how to buy 30 mules and failed" or "oh we couldn't beat 8 groups of looters", that's silly. I also think it would be good to take on multiples of the same quest type or send multiple clan member s on them because the condition influencing many quest cause them to pop up in clusters. Often everyone has trouble with brigands or every has a drought and it's a bit too much campaign time to do them all back to back.
 
Please share some feedback about quests requirement changes in 1.6.2! Is now a good thing to use companions for quests in late game?
 
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