Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Family Teleport
PherPhur
Member
I think Family Teleport could work if it requires the person being teleported to have no gear or mats on or in their bags on teleport. If they're family then you're trustworthy enough to be lent some gear.
Also there has to be some extremely long lock timer for switching families. A few weeks minimum. And if you've been teleported you can't be again for 24 hours.
This way it is mostly only used by people planning ahead of time to grab their family/friends who can't log on until after the person or group has started farming/questing/PvP'ing or whatever, which is really the only way it should be being used in the first place.
Also there has to be some extremely long lock timer for switching families. A few weeks minimum. And if you've been teleported you can't be again for 24 hours.
This way it is mostly only used by people planning ahead of time to grab their family/friends who can't log on until after the person or group has started farming/questing/PvP'ing or whatever, which is really the only way it should be being used in the first place.
2
Comments
You have a good point about the empty inventory and stuff, if players could teleport freely, it could destabilize the in-game economy. For example, resources could be gathered far too efficiently, or items could be moved around the world without any of the normal costs associated with transport. This could drive inflation, make certain items worthless, and ruin the economy that the game relies on for balance.
In short, while Family Teleport might sound like a helpful convenience, it introduces too many risks of exploitation and imbalance in a world that’s meant to feel expansive and carefully designed. Keeping teleportation limited or more intentional is crucial for maintaining fair play, world integrity, and the overall challenge that makes the game interesting.
Try it out, see what works and doesn't work, and give feedback!
1. Lets family teleport the guild to X location to gather ABC resources then run back.
2. Lets family teleport the guild to X location to attack ABC guild to prevent them from gathering, lvling, dungeoning.
3. The biggest defense to MEGA guilds is the size of the map. Now you give them the ability to go just about anywhere anytime. An extremely powerful tool for power projection. People will make alts and have multiple accounts to exploit this. Intrepid could crack down on this but that's resources that could be put else where.
4. This will devalue the mount progression. Something Intrepid put a lot of work into.
5. This will devalue the world as a whole, all fast travel does to different degrees.
Even taking materials out of the equation it's still going to tilt the scales and make some of the other issues Intrepid needs to address harder.
Well keep in mind, it's not just mats, it's gear too. If they want to take resources and run back, they're going to be doing it naked and even then it's once per 24 hours or 20 hours or whatever the debuff is.
Personally I don't want it in the game at all, because there's still ways that it can be exploited for your number 3 point most importantly. If they have alts or people bring spare gear for when they summon people. But if they're trying to summon the 8 other people, they'd have to have enough room in their bag for all of those players which I doubt they'll have.
The player can also bring an alt with gear out to that location so they can just "appear" out of nowhere ready for battle, but that also requires running the alt out there, logging in, trade the gear and equipping it, so it's not some instant thing like a mass summon in other games.
But if it is in the game, it does need to be heavily restricted. I'm more in the camp that if it's so important to have a family teleport because the world is just so large, then players need to plan ahead of time to log off in or near an area that they plan on playing with their friends or family with the next day or whatever.
Another point to consider: If I want to spend time with a family member in real life, I have to contact them, set a time and place, and meet them in both space and time.
This same dynamic already exists in the game. If I know my cousin is logging on at 5 PM and wants to grind in Winstead, we can plan and coordinate accordingly. We don’t need teleports for that.
This is my personal feedback, shared to help the game thrive in its niche.
The notion that was given for why we need a family summons was that the world is big, and maybe you want to play with a rl friend but they are a long way away, or they are logging on later than you, or some other random disorganized excuse.
By adding a family summons, what Steven is basically saying is "don't try and meet new people and make new friends in our social online game, because you probably won't ever be able to play with them again". I mean, if the expectation is that we can't even organize a time and in game location to meet a rl friend, what hope do we have of organizing that with someone we only know in game, and only met two weeks prior?
Either the game world is large and so we all need teleportation, or it is not.
Intrepid need to pick a lane and stick to it.
This is without getting in to the notion that the family teleport will dictate that the family system not be used as intended - people will look at it as a system to be put to maximum effectiveness, rather than a system set aside to only use with rl friends.
Same for the Flying Mounts, wtf ? Even if there's a few and it's super rare. It make no sense, it make it worst and no coherent with the original design.
It smell like classic Us Ponzi MLM shit here. There's is the rule, but, you know for the 0,001% you can earn free ticket/exploit to bypass them.
That's kind lame. ^^
That's my worry.
Guilds will require you to "Family" other members as they see fit.
Hahaha, those early livestreams where Jeff looks completely shocked as Steven came out with those
He's come on a long way since then
Family Summons by default is done only at a respawn points and the family member summoned is bound to the spot upon summoning.
Only Families with no members in a guild or who have recently (48 hours) left a guild, can use Familiy teleport.
Also, Families which own FreeHolds can only be teleported TO it, effectivly the 'summon' ability only works for a family members standing on the Freehold plot, rather then respawn points
Lastly being teleported causes a player to drop all gatherables, and immediatly suffer any corruption death penalties such as gear lose etc so it is effectivly equivilent to dying.
If this features is intended for little casual friend groups to muster together without friction, then explicity limit it to people not in guilds will be the only way to prevent organized guilds from abusing it. Likewise if your groups got a Freehold yours not a wandering the world like vagrants anymore so less newbie-aid is appropriate. And the gatherable dropping and corruption penalties are obviously needed to prevent trivial escape from bountyhunters etc.
The limitations on the actual teleports still need to take into account mules and other exploits but this goes a long way as a basis. And softer limits on the length of time an individual teleport takes, and how long the cooldown is on the teleported person before they can be teleported again are possible.
I'm also in agreement with this stance. Intrepid should not waste time implementing what they currently have designed because it will be a testing nightmare. Either come up with a bulletproof design first (which is a very big ask and will at minimum take the kinds of radical limitations I pust posted) or don't try it at all.
IMMEDIATELY around +98% of the whole Population never being able to teleport.
This was already so annoying in V Rising. Not being able to teleport when You have anything in your Bags that counts as Materials. Kinda defeats the Purpose of being able to teleport at all.
✓ Occasional Roleplayer
✓ Currently no guild !! (o_o)
Sounds like a great way to make multiboxing more viable.
Steven has already said he supports multiboxing if the person is really playing them.
I'm aware, I was a part of that discussion and poll. I have always had every intention of multiboxing this game - as I do every MMORPG I have ever played.
However, while it is allowed, Intrepid have no plans to actively support it. As soon as multiboxing becomes seen as the optimal way to play, there will be a riot.
I have played MMOs that had multiboxing. It was never a riot. EQ I used to play three accounts. I would make the base class to get going and when real players showed up would swap things around. We lose someone and I would bring back one of my accounts. No one is was ever upset.
There was no real percieved advantage to having multiple accounts in a game like EQ. In Ashes, people think there is one (they are generally wrong, but being wrong has never stopped a riot).
The only thing that prevented this kind of thing happening in Archeage was the fact that the developer and publisher never claimed the game wouldn't be pay to win.
In Ashes, you have that situation where Intrepid have said the game is not pay to win, and you also have many, many people thinking there is a real advantage to multiboxing. If you then add in the notion that multiboxers get teleports and the vast majority of other players do not - yeah, riot.
Assuming you mean a siege, I considered this.
However, players are unable to move materials out of a node once a siege has been declared - or so the stated plan goes.
If that is the case, the only way I see doing this is to move materials before the node is able to have a siege declared on it. This seems time consuming.
Teleport a friend once a week would be ok...
Even once a week could cause damage. I think 0 fast travel is the only solution.
But the logistics of moving large groups as guilds would be mitigated. In a friend to friend teleport where the friends must be friends for that whole week.
I agree it probably should not exist. But i'm think of a situation where actual friends (partners) might like such a thing. I know there is a planned marriage system,,, so Maybe a spouse teleport once a week. with the use being a single action between both.
But that then turns the in game marriage system to be something that guilds will control for their members, so as to optimize the guild.
It will mean that when you join a guild, you are told who to marry. If you are already married, you will be told to get un-married. If the game doesn't have a divorce system in place, it means guilds that form at the start of thr game and so can maximize this teleport and its requirements will be exponentially stronger than guilds forming later on that can't.
Speaking from experience running somewhat dedicated guilds, if the only way to teleport in the game is via family or marriage, those guilds will control that aspect of their members gameplay.
You could also be 100% wrong. I have multiboxed for many years and more then a few MMOs. People I ran into were always happy to have a team. But keep making a big deal on a very small thing.
Oh, I've run in to many people in a number of games that are quite haply to have someone multiboxing the tank and healer for a group, for example.
That isn't the point I'm making.
I'm saying that if Intrepid make the family teleport only work if both accounts to are paid on the same credit card and are at the same physical address, people would see that as being pay to win, because you can then set up a second account and give yourself teleport locations all around the world.
The miltiboxing aspect of it is just one facet of why people would complain about this - as multiboxers would have a definate advantage.
Basically, it means fast travel in Ashes is a $15 a month addon.
So yeah, riot.
A family using family teleport that pays for multiple account to ay as a family wouldn't. Everything gets exploited, that does not mean people using it as intended should be punished.
Yes, and this should be the main consideration behind game design.
Every mechanic and system in a game like Ashes should be run through the filter of 'how will this be exploited'.
The fact that a few may get good use out of it as it was intended does not outweigh the fact that many will exploit it for fast travel purposes.
It also does not outweigh the fact that people will look at this as Ashes turning in to a pay to win game - $15 a month for 7 or 8 fast travel locations around the world is a good deal.
Its paying for a convenience. which goes against Intrepid very own No P2W in Ashes of Creation mantra.
the best thing would be to scrap it...
I was trying to find a possible compromise.