If they coded it where at certain intervals the companion's gear would update, that would be amazing.
Also Temple Trekking update when?
If they coded it where at certain intervals the companion's gear would update, that would be amazing.
Also Temple Trekking update when?
I have a WIP design that took the structure of temple trekking but with character companion customization (and level up). However, instead of the player doing all the fighting and the NPC's being useless... The player could only play as a healer who had to support their group of adventurers and use skilling to clear the path and make food/potions. The idea was to be a Farming/Herblore/Cooking activity.
I stopped work on it though as I'm not convinced we can actually do that level of NPC customization without some heavy engine support (I think). Also, if we are to do anything - as you said - we should probably update Temple Trekking to not be so bad/inconsistent.
Wow. That is a fascinating possibility, for sure. I would like to ask some technical questions about what the hold outs in the engine are, but I don't have a reliable or useful logic and coding background to make any sense of it. But, I'll just say that your idea sounds pretty cool.
Always thought it interesting that Temple Trekking as a whole, didn't really have any kind of scaling difficulty similar to Pest Control's level 40->70->100 difference. When I first ran TT I expected the different chosen companions to be a level difference, not just a difference in amount of mobs spawned. Would your rework take into account a possibility of level variance, or would it operate how TT is now, with it being mainly a difference in amount spawned and/or the ability to escape or not? Almost sounds like you could make it into a mini DM type activity, managing resources and supplies and supporting a team.
Just rambling and throwing out things that come to mind, hearing thoughts from Mods on the direction they're thinking of developing is very interesting. Thanks for the good work Mod West!
I’ve not looked too far into it, but from what I understand NPCs can’t have inventories as their models are hard coded into the config and can’t change at run time. When an NPC changes it’s generally a completely different NPC.
It could be done at a more basic level, say each character has 3 upgrades available - that could work but the customisation is severely reduced. I’m sure I’ll come back to this at some point 😅
As for fixing TT, it definitely needs some proper balancing. From experience trying to actually kill the mobs before your companion dies seems quite difficult without BiS gear and high stats. Which is ridiculous given what the minigame is.
Thanks! It’s always good to share with the community 😁