"A player may not flag on members of the same party, raid, guild or alliance.[84]" This is the only reference I can find for the topic and it's possible i'm reading this incorrectly, with that said I'd still like to pose the case for being able to damage our guild/alliance members.
In my opinion not having friendly fire on guild(and alliance) members limits the games combat in a lot of ways. I would argue that protection from friendly fire should only be available in groups and raid parties it would still allow substantial group size(s) to avoid friendly fire.
"Combat in Ashes of Creation is focused on
strategy and tactics"
Here are a few reasons I believe the friendly fire should exist for guilds/alliances outside of group(s).
- Will create an organic reason for guilds to avoid zerging (likely more so than any guild size related buff system)
- Stupidity should not have a safe guard (If you can't understand that your AoE spells/Attacks are killing your own team it should cost your team).
- Avenue to create inner guild/alliance strife
- Will require "strategy and tactics" in multi group scenarios.
- Political espionage that could be substantially damaging during sieges.
- Ultimately it will separate the men from the boys when it comes to team work.
Outside of zero awareness and button masher skill sets is there an argument for not enabling friendly fire outside of group/raid parties?