bloodmeridian wrote: » Boy wrote: » I see. What about the idea of distance related cooldown? I see this as a viable solution for the caravan problem. A variable timer based on how far the players are from each other. In the same town the cooldown may only be a couple of minutes but if they are on opposites sides for the map it could be several hours.
Boy wrote: » I see. What about the idea of distance related cooldown?
noaani wrote: » Also seems like a way to get around a potential ambush, or quickly pass through an otherwise hostile area. Literally anything done to make the use of this easier or more common will result in more situations in which it can and will be used to bypass key aspects of the games risk structure.
bloodmeridian wrote: » noaani wrote: » Also seems like a way to get around a potential ambush, or quickly pass through an otherwise hostile area. Literally anything done to make the use of this easier or more common will result in more situations in which it can and will be used to bypass key aspects of the games risk structure. You can use the current time to achieve the same thing. This would make the timer longer over longer distance so it doesn't make it easier or more common. If you are using that as a point to remove teleportation completely, I'm not going to go there.
B1uefalc0n wrote: » Your guy's solution to give a summon timer on both the summoner and the one being summoned would ruin the entire point of the mechanic as you couldn't get your main group to that dungeon.
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.
Aardvark wrote: » 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. You are assuming you can be the member of more than 1 family which they said you could not. Meaning you would have the same family list as the person you summoned you. So you summoning after you were summoned wouldn't summon anyone who didn't already get the same summon you got.
screwtape wrote: » With monster certificates increasing in value the farther away you sell them. Would it be possible that with some coordination among your family (or simply someone paying for multiple accounts) have them stationed as far apart as possible and use the summon option to sell for massive returns?
noaani wrote: » 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. I actually agree. I can't see a why to add the summon ability to the game in a way that won't be easily exploited in some manner.
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.
StevenSharif wrote: » The summon ability in current design could not be used if the member being summoned was in combat, corrupted, or in an event (caravan battle, siege, war) and they would need to have their mats, gatherables, or certs in their warehouse/storage not in their inventory. Otherwise the summon would fail. But as I said, this will all be tested. 😁❤️
Aardvark wrote: » StevenSharif wrote: » The summon ability in current design could not be used if the member being summoned was in combat, corrupted, or in an event (caravan battle, siege, war) and they would need to have their mats, gatherables, or certs in their warehouse/storage not in their inventory. Otherwise the summon would fail. But as I said, this will all be tested. 😁❤️ If you have to run all the way back to a warehouse to drop stuff off in there, it would make this pretty worthless to use not because you wanted to exploit anything but because your family goes we need to summon and you go ok give me 20min to run back to town and drop off my stuff...whatever they wanted to summon you for would be long over by the time you got to town and deposited all the stuff you can't have on you.