Reign118 wrote: » From what I've heard Steven say, they will be keeping a very close on this mechanic throughout the Alphas, Betas, and even on launch. I am sure they will find systems to put in place to prevent any abuse, just throwing some of my ideas out there.
StevenSharif wrote: » Reign118 wrote: » From what I've heard Steven say, they will be keeping a very close on this mechanic throughout the Alphas, Betas, and even on launch. I am sure they will find systems to put in place to prevent any abuse, just throwing some of my ideas out there. Yup. This one will be closely watched during testing. Dual cool down is another idea I’ve had as well
Current wrote: » If you have a scouting party of 5. They could quickly turn into 40. The scouting party summons 1 each, scouting party now has 30min CD, the summoned people does not. The summoned people, summons 5 new people and so on. A scouting party of 10 would turn into 80 in 7mins, if cast time is 1min. It wouldn't be abusing the system, if it is the system. But a game without fast traveling, it seems to be a quick way of moving people around. Another issue that comes to mind is alts + multi accounting. Group them as family members, and have them logged out around the world for fast and easy travel. Looking forward to see the end result tho, after all the testing.
Reign118 wrote: » @Lazyactor Keep a few family members in certain locations. Maybe alts that don't need to move so you have easy summons. This could easily become a zerg situation when a 100 person raid coordinates into a bunch of families of 8 with 5 person strike teams and the other 3 coordinating summons to strategic locations. Using it to abuse the goods transportation system is another possibility. Given more time I personally could think of a few more and you know others will find even more. Also doesn't mean there aren't potential systems available to prevent a lot of these.
StevenSharif wrote: » Yup. This one will be closely watched during testing. Dual cool down is another idea I’ve had as well
Boy wrote: » Sure you can get a lot of people there, but how do you get them back quickly
noaani wrote: » Boy wrote: » Sure you can get a lot of people there, but how do you get them back quickly Have someone in the family in the "home" node cluster. Hence a part of the need for a long cooldown.
bloodmeridian wrote: » noaani wrote: » Boy wrote: » Sure you can get a lot of people there, but how do you get them back quickly Have someone in the family in the "home" node cluster. Hence a part of the need for a long cooldown. That family member would have to be online or filled by an alt to guarantee an escape. If part of your strategy is weakening your party in order to have a teleport back I think you should be able to do that. I also find an 18 hour timer too restrictive, but would prefer something like a combat timer that requires you to get away to a safe space or kill the enemies to teleport out.
Tsukasa wrote: » Just get rid of the family system or any utility it provides!!!! I don't want a family but also don't want to mess out on its utilities... There are too many social systems in this game!Make them completely optional without utilities.
bloodmeridian wrote: » I don't think 18 is enough to meet that. Maybe if you are on for a few hours on a weekday it would be fine, but if say you played in the morning, got summoned and then had to get off for a few hours, you may not be able to participate when you come back on if they are too far away. I think there are other means ensure that caravans are more efficient than teleporting than one large timer preventing you from being summoned.
Boy wrote: » I see. What about the idea of distance related cooldown?