11 months ago
SovereignFives
The Cuddly
Mirror Pronouns
319
319 Achievements
Forum Rank 3
Forum Threads: 90
Forum Comments: 627
General Rank 3
Starter Rank 1
Arena Rank 5
Campaign Rank 3
Gauntlet Rank 3
Cooking Rank 3
Crafting Rank 3
Farming Rank 3
Fishing Rank 1
Hunting Rank 2
Mining Rank 2
[Companion timers] Don't lock companions on a wolf after play

I was just doing a trade and decided “Hey I'll just play with them before sending them off!” But completely forgot, that this would lock the companion in and prevent me for trading for an entire hour.

If the point for the lock is so you don't cycle through companions for loot, which is the only reason I can think of, can I suggest instead of locking the companion in, locking the companion out making it so you can't add another companion until the cooldown is finished.

I do not want to get into whether there should be any lock between swapping companions at all and the like here, if you have any suggestions about this, I ask you make your own thread and not discuss it here.

Report




11 months ago

I definitely like the idea of locking out rather than in. I don’t play with my companions specifically so that I can switch them around for my convenience with hunting (though I know I lose a lot of EXP and items while doing so).

Report
Quote
11 months ago
Ninetales
The Loving
25
25 Achievements
Forum Rank 1
Forum Threads: 11
Forum Comments: 204

Please do the lock out rather than in. I traded some KS companions after I played with them and had to wait 12 hours for them to be ready to go. It was pretty inconvenient!

Report
Quote
11 months ago

It think this is just a logistical issue. Companions on LW work a bit differently. Each one is its own entity with its own level and you can equip multiples. The timers are the trade off for this.

In Beta and EA they actually did try a couple ways that wouldn't lock the companion to the wolf. One of them being, applying the cooldown to the wolf and allowing the companion to be taken off, as is being suggested here. This didn't last more than an hour because it was quickly realized that this method allowed users to take a companion and attach it to a wolf, play with it, then remove and attach to a different wolf, and repeat. Allowing for people to farm rewards, especially from rarer and higher lvl companions. So the change was reverted.

At this point, I'm not sure there's a way to make it work. The only one I can see is if the timer is attached to each individual companion even as they are in the inventory, but if that's the case how would the site keep track of all that?

Report
Quote
11 months ago
SovereignFives
The Cuddly
Mirror Pronouns
319
319 Achievements
Forum Rank 3
Forum Threads: 90
Forum Comments: 627
General Rank 3
Starter Rank 1
Arena Rank 5
Campaign Rank 3
Gauntlet Rank 3
Cooking Rank 3
Crafting Rank 3
Farming Rank 3
Fishing Rank 1
Hunting Rank 2
Mining Rank 2

@vihuff Thank you for bringing this up, I didn't know this

Though, while Flight Rising has a bond once a day rollover system, it still keeps track of which ones have been bonded and have not no matter how many times you move it around. Flight Rising and Lorwolf are obviously different games, and just because something that may be viable there doesn't mean it's viable here. I'm just mentioning it, because it the fact that there's no problems there indicates that it's probably not entirely impossible, but I wouldn't know.

Another solution then, this would be toggleable, and toggled to the current system by default. you can toggle between the system it has now, where it locks the companion to your wolf.

Or you can toggle to another system, where when you bond with a companion, it doesn't let you add or change a companion to any wolf until the cooldown is up, and this would jump to highest cooldown. It could only be toggled if there are no companions on cooldown.

(Edited)
Report
Quote




11 months ago
Renaiwom
The Curious
She/her
118
118 Achievements
General Rank 2
Starter Rank 1
Arena Rank 2
Campaign Rank 1
Cooking Rank 1
Farming Rank 1
Hunting Rank 1

Wouldn't it make more sense to lock the cooldown to the companion? Like, say I play with my Kuzma and then decide to put it on another wolf. This would allow me to, but I would still be unable to play with that Kuzma again until the timer was up (I can see how this could become a real snarl on the back-end if you had multiple of the same companion, though; maybe as a workaround, the game keeps track of how many companions out of a stack are on cooldown and then assumes that once they all have a cooldown, if any came out of the stack with a cooldown it would be the same as the companion with the highest cooldown? I don't know if that makes sense, and I can also see it leading to bug reports, but it's a way to do things differently)

Report
Quote
Unsubscribe from Post
Subscribe to Thread
Recent
Subscribed
My posts
Subscribed
You are not subscribed to any threads.
My Threads
You do not have any threads.
Trees
Music
Shuffle
Theme
Enable to have Music selection based site activities.
Repeat
Enable to repeat the current song.
Volume
Dismiss
Not interested in music? Permanently dismiss this music player.
Bathing on an Arturas
Boil 'em, Mash 'em
Canictonis Crossing
Dreaming About You
Embarking
Fields of Loria
First Snow
Follow the Leader
Good Morning, Challengers
Haunted Cave
Into the Deep
Lone Wolf
Moonsblessings
Mosey Through the Forums
Nothing but Time
Play Date With Nana
Queueing Up
Silly Walk
Sleepy Wolves
Sploosh
Sunken Melody
The Mighty Remain
Through Goldsea
What to Buy?