Fei Dao 说:
...
First you guys complain about companions leaving, now you complain about companions staying... Make up your mind!
Who is "you guys"? I never complained about companions leaving. Some people complained about that but I never thought the dev team would listen to them.. I hope the dev team doesn't start listening to the players who want things easier. I feel this way about virtually every aspect of the game.. If something is to be made easier then it should be optional because a great many players enjoy a challenge.
Now that it seems that companion retention after capture is somewhat random, well that is better than them all just staying with you. But I still think it would be best to have some fun challenges to get them back. Going around to all the taverns was no real challenge anyway, but it was better than having them just always stay with the player even after being captured.
I guess they have tried to make a compromise between the players who don't want them to leave or want them to go to a central location for easier recovery, and the players who want even more of a challenge then just having them leave.. For the players who want more of a penalty to being captured this is not much of a compromise.. Now some might leave and go to a more centralized location and others will just stay with the player. So this "compromise" is 100% catering to those who wanted easier.
I think it is a waste of a wonderful opportunity to add more depth to the game by adding some involving rescue scenarios to get your companions back.
Edit: almost forgot..
@ SantasHelper
You may try lowering the battle size.. 200 is pretty high and having so many troops may be causing their AI to geek out and behave erratically. What you describe sounds like just the sort of behavior that could be caused by having too many units trying to calculate too many things all at the same time.
The other possibility is that the dev team may be in the process of making the AI much better, choosing more appropriate targets, switching to more appropriate weapons for a given situation, using the terrain more effectively, etc. etc.. Maybe they just have yet to iron out all the kinks in the greatly improved AI they are developing, thus the erratic and indecisive behavior you describe.
Finaly it could be a combination of both. An improved AI with kinks that still need working out combined with too many troops being calculated simultaneously causing both issues to become far more noticeable.