Irohnic wrote: » many people enjoy leveling a toon with a couple friends, family, guildies, whatever. If you don't have some sort of fast travel mechanic this becomes a huge chore because you either can a.) only play the game when the other person is on so you don't end up in different places or b.)walk long distances everytime you log on together just to be ablet to start playing the game (this map is going to be HUGE). Meanwhile if you make fast travel/teleportation available to everyone everywhere the world feels small no matter how much content and space you put in it. I think the family system is a good compromise which is exactly what a game is supposed to be, a compromise between enabling you to do things you can't do IRL while presenting challenges, rules and realism that makes those things interesting and fun
Hurf Derfman wrote: » When join a family, your account joins the family. So this includes alts. It has its own chat tab.
Noaani wrote: » Irohnic wrote: » many people enjoy leveling a toon with a couple friends, family, guildies, whatever. If you don't have some sort of fast travel mechanic this becomes a huge chore because you either can a.) only play the game when the other person is on so you don't end up in different places or b.)walk long distances everytime you log on together just to be ablet to start playing the game (this map is going to be HUGE). Meanwhile if you make fast travel/teleportation available to everyone everywhere the world feels small no matter how much content and space you put in it. I think the family system is a good compromise which is exactly what a game is supposed to be, a compromise between enabling you to do things you can't do IRL while presenting challenges, rules and realism that makes those things interesting and fun I don't understand how this is an issue. If you play the game with a friend and you are playing while they are not online, you are going to be mismatched with levels. When I play with a friend - or indeed with multiple friends - we have specific characters that we only use when we are all online so that we can all progress at the same pace. Since we are doing this, obviously all our characters are in the same area every time we play. Even if you decided you were ok with mismatched levels, it really isn't that hard to stay in the same area. If you log on and your friend is an hours walk away from where you are, that is because they spent an hour of their time walking to that location. What they should do, realiztically, is just not do that. If you are intending on playing the game with a person, stay in that general area. A massive part of the reason Ashes has little in the way of fast travel is because that requires people to be organized. You can't just buy materials on the market and make items with them - you need to transport those materials from where you bought them to where you want to use them, using the caravan system. You need to be organized. What the family teleport system is saying is that casual players simply don't need to be organized. They are excused from that. Since being organized is not a factor of casual/not-casual, that is obviously a bullshit position to take. If the game is going to ask a level of organization from one group of players in order to be successful, it should ask for that same level of organization from all groups of players in order to be successful. What this means is that - other than metropolis services - either everyone should have access to fast travel (destroying half of the game), or no one should have fast travel. The key thing is that all players should have access to fast travel for their style of game play as all other players. Since the game will not fonction if all players have fast travel, that means the family summons simply should not exist - which literally means nothing more than casual players need to keep themselves organized.
Irohnic wrote: » We're talking about a QOL feature, by nature it doesn't (or at least shouldn't) fundamentally change the game, it just makes certain things more convenient.
Ventharien wrote: » Irohnic wrote: » We're talking about a QOL feature, by nature it doesn't (or at least shouldn't) fundamentally change the game, it just makes certain things more convenient. QoL changes very often fundamentally change the systems and baseline of a game. LFG, fast travel, instant access to mats, portable refinery/crafting benches, and queues are all systems intended to make life easier for the average gamer, allowing them quicker, more efficient entrance into content or usage. And they all have changing effects on MMO's many of which have equated to negatives to the social aspect of this genre, so we shouldn't assume just because this system seems to be a benign move to allow players to experience the game together, that it could not also bring light or heavy penalties to various other systems. If you have that much difficulty meeting up with a buddy, there does come a point that you have to accept that you aren't easily going to be playing friends, depending on your situation. And if it's a very important thing to you to be playing with this friend, you're going to make it happen. Keeping track of where the 'rest' spot where you'll be meeting up, and gravitating to that location as their login time approaches, planning game sessions that you know will take a good bit of time before hand, etc.
Irohnic wrote: » But that doesn't mean we should write off the system on premise alone.
Noaani wrote: » Irohnic wrote: » But that doesn't mean we should write off the system on premise alone. We are not writing it off on premise alone, we are writing it off because there have been a half dozen or so discussions about it on these forums since it was announced, and people have come up with many, many ways in which it will be abused. One of the key aspects of the caravan system in Ashes is that since there is no fast travel and you are a moving target, the only real threat to them are groups that you happen to come across - as opposed to groups that organize upon spotting your location and direction. The idea is, without fast travel, groups won't be able to organize, meet up and still catch up to where you are. This is exactly what Steven has said in regards to caravans, but it was said before there was any mention of a summons system. Naturally, this is all out the window if that summons system is implemented. Groups are now able to gather instantly to challenge a caravan that a player spots, and so caravans are all of a sudden significantly more vulnerable. The same will hold true for contested PvE content - entier raids of an organized guild will literally be able to port from one side of the game world to the other, allowing them to much more easily dominate top end content. Without this system, it would have been possible for the developers to spawn two raid encounters on opposite sides of the game world simultaniously, requiring a guild to first kill one, then travel for an hour or more to get to the other. This would give rival guilds a good amount of time to attempt to get the kill on that second encounter, making it much harder (almost impossible) for any one guild to dominate all top end content on a server. Now that travel is instant - it will be somewhat trivial for the first guild to get a raid at the level cap to also dominate that top end content. These kinds of things absolutely break the game - and all for a QoL feature for people that both can't be bothered to be organized, and also can't be bothered to have alts to play with specific friends. Feel free to come up with a way to try and balance this QoL feature with breaking both the caravan system (a core system of the entire game) and top end content in general - the rest of us can't. This is what happens when you design a system around lack of organization (or competence, or motivation), and place it in the hands of guilds full of highly organized, competent and motivated people. That is why we are all writing off the system. It is the details of it and what those details will mean for the game, not because of the premise as you suggest.
Irohnic wrote: » If you want to just throw down the towel and say "it's impossible to prevent abuse so just remove it now", then fine, you're welcome to that opinion, but don't pretend like that's somehow based in fact or evidence when no one has even played the game yet. I don't see any harm in Intrepid trying to implement the system and then removing it if it causes issues, and the flipside, if it can be implemented successfully, it will make the game at least a little bit more enjoyable for a lot of people.
Noaani wrote: » Hurf Derfman wrote: » When join a family, your account joins the family. So this includes alts. It has its own chat tab. This can't happen. If it were done like this, every player would need to join a specific family when joining a guild, which means the guild know all alts that player has, meaning that player is unable to be active in espionage against that guild.
Noaani wrote: » The game can't have any system that affects all characters on an account.
FuryBladeborne wrote: » Noaani wrote: » Hurf Derfman wrote: » When join a family, your account joins the family. So this includes alts. It has its own chat tab. This can't happen. If it were done like this, every player would need to join a specific family when joining a guild, which means the guild know all alts that player has, meaning that player is unable to be active in espionage against that guild. I am not following you. Why would every player need to join a specific family when joining a guild? I can see how working with a specific family within a guild would be beneficial or easier but not why it would be a requirement. I am trying to get a citation on whether characters or accounts are considered for the family system. Noaani wrote: » The game can't have any system that affects all characters on an account. Just FYI, an account can only have 1 citizenship per account, per server. As you pointed out, having a system that affects all characters on an account may make it difficult to spy on other nodes unless the spy uses a second account. "A player can only claim citizenship to one node at a time.[5] Only one citizenship may be declared per account, per server.[6][7][8] This may have changed to one citizenship per account.[9]"https://ashesofcreation.wiki/Citizenship
Noaani wrote: » Irohnic wrote: » If you want to just throw down the towel and say "it's impossible to prevent abuse so just remove it now", then fine, you're welcome to that opinion, but don't pretend like that's somehow based in fact or evidence when no one has even played the game yet. I don't see any harm in Intrepid trying to implement the system and then removing it if it causes issues, and the flipside, if it can be implemented successfully, it will make the game at least a little bit more enjoyable for a lot of people. The problem is, the difference between a player being summoned to join friends and a player being summoned to monopolize top end content or hunt caravans is purely in player intent. There is no system based difference, and as such, no system can be built to allow one and not the other. The problem with the notion of "just test it" is that test environments almost never have guilds with the same level of organization and drive as live servers do. Since this is the basis for where the issues with this summons are to be found, those issues won't manifest in a testing environment.
Irohnic wrote: » Noaani wrote: » Irohnic wrote: » If you want to just throw down the towel and say "it's impossible to prevent abuse so just remove it now", then fine, you're welcome to that opinion, but don't pretend like that's somehow based in fact or evidence when no one has even played the game yet. I don't see any harm in Intrepid trying to implement the system and then removing it if it causes issues, and the flipside, if it can be implemented successfully, it will make the game at least a little bit more enjoyable for a lot of people. The problem is, the difference between a player being summoned to join friends and a player being summoned to monopolize top end content or hunt caravans is purely in player intent. There is no system based difference, and as such, no system can be built to allow one and not the other. The problem with the notion of "just test it" is that test environments almost never have guilds with the same level of organization and drive as live servers do. Since this is the basis for where the issues with this summons are to be found, those issues won't manifest in a testing environment. You're certainly right that differentiation will be tricky. Player intent can't be controlled via game design but player use can to a degree. Don't want people to use summons to attack caravans? Put a debuff after tele that prevents someone from participating in caravan attack/defence. Dont want it used to contest world bosses? Put a world boss debuff or inhibit summons within x distance of the boss.
Noaani wrote: » Irohnic wrote: » Noaani wrote: » Irohnic wrote: » If you want to just throw down the towel and say "it's impossible to prevent abuse so just remove it now", then fine, you're welcome to that opinion, but don't pretend like that's somehow based in fact or evidence when no one has even played the game yet. I don't see any harm in Intrepid trying to implement the system and then removing it if it causes issues, and the flipside, if it can be implemented successfully, it will make the game at least a little bit more enjoyable for a lot of people. The problem is, the difference between a player being summoned to join friends and a player being summoned to monopolize top end content or hunt caravans is purely in player intent. There is no system based difference, and as such, no system can be built to allow one and not the other. The problem with the notion of "just test it" is that test environments almost never have guilds with the same level of organization and drive as live servers do. Since this is the basis for where the issues with this summons are to be found, those issues won't manifest in a testing environment. You're certainly right that differentiation will be tricky. Player intent can't be controlled via game design but player use can to a degree. Don't want people to use summons to attack caravans? Put a debuff after tele that prevents someone from participating in caravan attack/defence. Dont want it used to contest world bosses? Put a world boss debuff or inhibit summons within x distance of the boss. Cheesy, arbitrary mechanics like that are really stupid, and should be avoided at all costs. Also, what if hunting caravans is what me and my friends do? If we have a friend that logs in late to the game and we want to summon that friend to us so we can hunt together, why shouldn't we be allowed to? Why should the summon only apply to people that are summoning their friend to do one activity and not another? That is stupid and arbitrary. Even if they did that, how long would it last? If it is only a few minutes, then we can just shadow that caravan until the timer wears off. If it is an extended period of time, that just infringes on our ability to do what we want to do, or to react to things others are doing around us. The same can be said of world bosses. If I have a friend that logs in an hour after I do and I summon him to me, why should that prevent us from taking on a world boss we then come across? Again, stupid and arbitrary. If it comes down to the option of not having this summons and telling casual players to just organize themselves, or making a game that has these stupid and arbitrary limitations all over the place, I know for sure which one I would rather.
Irohnic wrote: » Noaani wrote: » Irohnic wrote: » Noaani wrote: » Irohnic wrote: » If you want to just throw down the towel and say "it's impossible to prevent abuse so just remove it now", then fine, you're welcome to that opinion, but don't pretend like that's somehow based in fact or evidence when no one has even played the game yet. I don't see any harm in Intrepid trying to implement the system and then removing it if it causes issues, and the flipside, if it can be implemented successfully, it will make the game at least a little bit more enjoyable for a lot of people. The problem is, the difference between a player being summoned to join friends and a player being summoned to monopolize top end content or hunt caravans is purely in player intent. There is no system based difference, and as such, no system can be built to allow one and not the other. The problem with the notion of "just test it" is that test environments almost never have guilds with the same level of organization and drive as live servers do. Since this is the basis for where the issues with this summons are to be found, those issues won't manifest in a testing environment. You're certainly right that differentiation will be tricky. Player intent can't be controlled via game design but player use can to a degree. Don't want people to use summons to attack caravans? Put a debuff after tele that prevents someone from participating in caravan attack/defence. Dont want it used to contest world bosses? Put a world boss debuff or inhibit summons within x distance of the boss. Cheesy, arbitrary mechanics like that are really stupid, and should be avoided at all costs. Also, what if hunting caravans is what me and my friends do? If we have a friend that logs in late to the game and we want to summon that friend to us so we can hunt together, why shouldn't we be allowed to? Why should the summon only apply to people that are summoning their friend to do one activity and not another? That is stupid and arbitrary. Even if they did that, how long would it last? If it is only a few minutes, then we can just shadow that caravan until the timer wears off. If it is an extended period of time, that just infringes on our ability to do what we want to do, or to react to things others are doing around us. The same can be said of world bosses. If I have a friend that logs in an hour after I do and I summon him to me, why should that prevent us from taking on a world boss we then come across? Again, stupid and arbitrary. If it comes down to the option of not having this summons and telling casual players to just organize themselves, or making a game that has these stupid and arbitrary limitations all over the place, I know for sure which one I would rather. Okay you wouldn't like the debuff so idk... maybe just don't use it??? Why do you care if someone else chooses to use it and accepts restrictions such as a debuff? It's understandable to worry about abuses of the system, but now it sounds like you're just complaining about the summon system just because you personally wouldn't use it. Let's go ahead and remove all crafting from the game too because the combat oriented folks aren't gonna be doing any of that. I really dont see this discussion going anywhere constructive if that's your opinion.
Noaani wrote: » To your last point, that is correct. If you wish to spy on a guild in a different node cluster, or even spy on any guild with competent counter-espionage, you are probably going to need to renounce your node citizenship. That's all a part of the deal, and is fine. As to the first part, if a guild is in a position where it wants to contest top end content, or other similar activities, you will need to join a family in order to gain access to the summons the guild will have in place, but that require you to be in the right family. If this system goes ahead, every guild that is serious about the game will have a network of alts to summon guild members to where they are needed. It will just be a part of what these guilds will do, and new recruits will be required to be a part of that.
Irohnic wrote: » now it sounds like you're just complaining about the summon system just because you personally wouldn't use it.