daveywavey wrote: » If Player A is in a spot where they're not under attack and are in a game-legal position for logging out (i.e., not flying, etc), then why should Player B get to decide whether or not Player A's already existing logout request is completed?
uninterruptible logout
Vhaeyne wrote: » daveywavey wrote: » If Player A is in a spot where they're not under attack and are in a game-legal position for logging out (i.e., not flying, etc), then why should Player B get to decide whether or not Player A's already existing logout request is completed? If player A had a hard out at a set time, then they should have a good idea of how long it might take to get back to town or "safeish" area and plan accordingly. To me, this is just being responsible. If you were in a raid or something, maybe ask your guild mates to take your spoils back to town for you or protect you while you log? There are options for hard outs.
daveywavey wrote: » Noaani wrote: » If you are attacked before the timer runs out, you aren't logging out. Ugh, I always hated this.
Noaani wrote: » If you are attacked before the timer runs out, you aren't logging out.
SoggyBandaid wrote: » Just out of curiosity, what are the major problems with the family summon? I thought the idea was 8 players could group up somewhere to play together. I guess it violates the idea of no fast travel, but I'm curious where the potential pain points would be? Seems to me like a genuine quality of life way to group up with your friends if you start playing at different times of day?
McShave wrote: » SoggyBandaid wrote: » Just out of curiosity, what are the major problems with the family summon? I thought the idea was 8 players could group up somewhere to play together. I guess it violates the idea of no fast travel, but I'm curious where the potential pain points would be? Seems to me like a genuine quality of life way to group up with your friends if you start playing at different times of day? Here's an example. A full party of 8 people are doing a dungeon, and another party comes and is looking for a fight. If everyone in the original party is in a different family, and they each summon one person, now it's 16 vs 8. Adding any sort of summons like this will lead to unfair situations, no matter how hard they try to balance it.
SoggyBandaid wrote: » I see what you're saying, and that would definitely be a drag, but without testing I think it will be tough to tell if it's really unbalancing. I'll also mention if the issue is adding people to fights that not much different that just calling your friends, guild, or whatever. I'm with Dygz on this one.
SoggyBandaid wrote: » Idk Noaani it seems sort of narrow sighted to me to say discussions you've had, for a system that is not even in place, have already revealed the problems without knowing the specifications. Without any test for how the family summon system works I don't think you can reliably say how it will be abused.
Khronus wrote: » One perspective to think about, wow classic was a thing because players missed the good old days of mmorpgs. One of the biggest positives I kept seeing was no flying mounts. Roaming the world again without flying mounts was a beautiful moment in time to experience again for the majority of the players. Nobody complained about the hearthstone at the time. I'm not sure it even crossed anybody's mind as a negative. If AoC had no flying mounts, got rid of this ridiculous family summoning thing and just gave a long cooldown teleport back to your own home (or possibly to the node you are a citizen of) life would go on and we would all thoroughly enjoy this game. Yes, there are some negatives but overall, there are less negatives than quick cooldown teleports, family summoning loopholes, or no hearths at all. I'm really dreading leading a guild to roam and then having to travel back after a long day. People have lives and I want the game to be filled with fun and engaging moments, not long drawn out travel times. Teleportation was added into games as they evolved because players needed better QOL updates. Eventually these QOL updates became "let's make the game as easy as possible" and that is not right. Find the middle ground. Difficult but fun and engaging community driven organization is precisely what I hope to see from any mmo I play.