Noaani wrote: » Irohnic wrote: » now it sounds like you're just complaining about the summon system just because you personally wouldn't use it. If it makes it in to the game, I'll abuse the absolute shit out of it, make no mistake.
Irohnic wrote: » now it sounds like you're just complaining about the summon system just because you personally wouldn't use it.
Noaani wrote: » Irohnic wrote: » now it sounds like you're just complaining about the summon system just because you personally wouldn't use it. If it makes it in to the game, I'll abuse the absolute shit out of it, make no mistake. A game and its systems should all be simple to follow, and should be intuitive. Placing arbitrary restrictions on some activities after using a summons is not intuitive - even if those restrictions are for a good reason. If there is a restriction after using the summons, that restriction should be for all forms of combat, not for selected, arbitrary aspects of combat. The thing is, even with that arbitrary restriction, you aren't actually stopping the issue at hand. If you are sporting from one side of the world to the other to kill a top end encou ter, you are saving yourself and your raid an hour or more of travel time. 5 minutes wait before you can engage is still a massive time saving. Same with caravans. It isn't an issue to summon your friends and then follow that caravan for a few minutes before attacking. The suggestion is stupid and arbitrary from a game design perspective (not from a suggestion perspective), and is completely ineffective at doing what it would need to do.
Irohnic wrote: » Also, even if the abuses could be prevented it's not really fair to implement the system because somehow it only benefits casual players, not hardcore players, and hardcore players deserve love too.
Noaani wrote: » Irohnic wrote: » Also, even if the abuses could be prevented it's not really fair to implement the system because somehow it only benefits casual players, not hardcore players, and hardcore players deserve love too. This is neither something I have said, nor implied. If anything, I have said it is unfair on casual players.
Noaani wrote: » 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.
Noaani wrote: » Lets assume that your suggestion of preventing players from the kinds of activities that would be abused actually goes ahead. The next question is - how long does that prevention need to last in order to stop the abuse of the summons. The answer to that is no less than 30 minutes. If it is going to save me and my guild an hour of travel time to go from one world boss to the next, anything less than this will obviously not be an issue. With caravans,it is very likely that they will move somewhat slower than characters on foot, and so 30 minutes is probably about how long a medium length caravan run would take. So even then, 30 minutes isn't likely to stop people using this system in order to facilitate the two most obvious (though by absolutely no means *only*) abuses of this system. All it will do is add in a small delay - in both cases, the abusers are still able to perform the task they want earlier (in the case of world bosses) or perform the task at all (in the case of caravans). So, a 30 minute prevention on these activities is ineffective - and that is far longer than Intrepid would ever consider implementing. Lets look at what a 30 minute block on these activities does to a casual player. Lets say your friends are in a dungeon, and want to summon you to them. You get summoned, fight for a bit and then come across a boss. You have the remainder of that 30 minute timer before you are able to take it on - giving other groups in the area plenty of time to come around and take the kill from you. Maybe your group gets annoyed with that and so leaves the dungeon. While running to the next thing you all decide to do, you come across an undefended caravan. Since casual players can PvP too, you consider attacking it - but once again, you can't. Then we have to look at all of the other activities that players would abuse the summons to facilitate. Assuming you want to put a prevention on all of them, that list would include no killing bosses, no PvP at all, no harvesting, no using the marketplace, no quest advancement, no joining groups that someone has just been booted out of, and likely a few other things related specifically to unique mechanics in Ashes. That is a big chunk of the game you are saying people shouldn't be able to do, and 30 minutes is a big chunk of time to a casual player (and still not long enough to prevent abuse). That is not a good system, and is considerably worse than just telling casual players that if they want to play together, they should organize themselves because they are better off doing that and would probably end up doing that anyway, due to frustration with the limitations that would be necessary on the summons - if a block on all abused activities were put on it as you are suggesting.
I don't really understand why it's so hard to grasp that if you don't like the limitations, then don't use the system.
Irohnic wrote: » I don't really understand why it's so hard to grasp that if you don't like the limitations, then don't use the system.
akabear wrote: » In a past MMO I used a summoner for the basic purpose to provide increased play time and provide convenience. I had 3 accounts and have 1-2 summoners on each account. Whilst I could have used the summoners for pvp, I rarely did find the need. My summoners were primarily used to save time, I placed them at strategic locations around the map in sets in order to firstly scout if the pve area was vacant and then to summon my set of characters to the xp spot to play. And later if I played for longer periods to summon in clan members that were looking for a party. When solo, by doing this saved me 10-20min play time. And when only wishing to play for 30min at a time, then this was ideal. I could then be at the places I wanted, knowing they were free within 2min and get productive play time in for 28min. Where as without this, I would spend 10-20min travelling to a spot to find it may not be empty and then walk away disheartened for the day that I would have to wait until tomorrow to have a quick round. So prior, to finding the utility of the summoner, I nearly gave up on the game as it was just not geared for casuals. If summoning is to be limited, I hope the casual player is catered for.
Noaani wrote: » The summons is a band aid, not a fix.
Sathrago wrote: » I don't really understand why it's so hard to grasp that if you don't like the limitations, then don't use the system. @Irohnic the issue with this is that it goes against the games philosophy and it gives organized use of the summoning system an unfair advantage. It being exploited by other players makes the game worse and choosing to not use it yourself does not change that fact. If a guild wants to maximize slaying bosses they send 1 of each 8 man family in groups of 5 out to scout the world, if anyone gets a hit they summon everyone else. This is not good for the game and is clearly going against the idea behind family summoning. Currently the one suggestion I thought was worth trying was the once a day summon limitation. This makes it rare enough that maybe it wouldn't be that big of an issue but still needs testing.
Noaani wrote: » Irohnic wrote: » I don't really understand why it's so hard to grasp that if you don't like the limitations, then don't use the system. But then what is the point of developing a system like this? The 30 minutes I talk about is a minimum. There will still be many things in the game that are easily abused with this timer, even with all of the activities I listed being prevented. So what we have now is a system taht people like me can STILL abuse, and people like you won't use because it means you can't do anything. Sure, you may be able to get to your friends, but you won't be able to actually join them in anything while you are there. Since that would last half an hour (at least), you are probably better off just running to where they are in that time. If the time was dependent on how far the summons was (and that time was designed to make abuse of the system not possible), it would always be benefitial to casual players to run to their friends.
Noaani wrote: » I'm really curious, if all potentially abused activities (which is virtually all activities) were prevented for an amount of time after being summoned, what actual use do you see as being left for the summons?
Noaani wrote: » I mean, there is no point being summoned to your friends if you are unable to do anything once there. Since one very obvious abuse for a system like this is to form a group knowing a friend is to log in later on, and then when they do log in, booting a player from the group to give your friend space, if we are trying to design away all abuses by preventing activity that could be abused, then joining a group post summons would be in that list of activities that can't be done.
Noaani wrote: » One easy abuse for this system I can see that literally can never be designed around is for me to set up my crafting and supply network in a part of the world that has the resources I want (which will shift, as per game design). I then make finished products to sell, where all materials, processing and crafting are done in a somewhat condensed area, limiting the number and length of caravans needed, thus lowering the overall risk and over all time spent to get the finished items. Then, I can place all of those finished items on an alt and have them summoned to a metropolis node far away, in an area that doesn't have access to those resources in the same proximity. This trip should take me hours each direction, but with the summons, I can be there instantly, and I can return instantly (even if I have to wait for the next day). This allows me to compete with crafters in all metropolis nodes, but with significantly less overall time investment on my part. Because this is an activity that only needs to happen a few times a week to save me, as a player, many hours of travel time, there is literally nothing at all that can be done to prevent this from taking place short of preventing all players that ever use this summons system from ever using the marketplace.
Irohnic wrote: » The proposal with the debuff was never to lock you out of all potential activities, it was to block the activities that have been considered readily exploitative and with large negative impact on the game by the people commenting in these threads: the majority being guilds using the system to mobilize for world bosses or groups using them to mobilize to attack (or defend) caravans.
Irohnic wrote: » They can be limited in number (ie. what you have equipped +5), and/or limited in level (can only take a summon with weapons/armor that you are actually able to equip). Couple this with summon skill level limitations (ie. a level 1 can't summon a level 50)
Tyrantor wrote: » You're threatening to exploit the family summon system let's see how many people are concerned about you abusing it. I'm not planning on raising my hand, do what you gotta do champ.
Noaani wrote: » I am not coming up with potential exploits, I am telling you the exploits that I personally will use if this system goes live.
Tyrantor wrote: » Noaani wrote: » I am not coming up with potential exploits, I am telling you the exploits that I personally will use if this system goes live. I mean you said exploits....
Tyrantor wrote: » No I think the point is what ever version of the summon makes live is the system. Let's at least see what the game looks like before disowning something that may be much needed. The need for the system may out weigh the endless list of reasons you don't want it.
Noaani wrote: » Irohnic wrote: » The proposal with the debuff was never to lock you out of all potential activities, it was to block the activities that have been considered readily exploitative and with large negative impact on the game by the people commenting in these threads: the majority being guilds using the system to mobilize for world bosses or groups using them to mobilize to attack (or defend) caravans. So, what you are saying is that you are ok with the summons if only some areas of the game are able to be easily exploited with it. You are ok with people teleporting directly to get quest updates, to get to harvesting locations (even if not to get back), to participate in sieges on the other side of the game world without needing to travel or to sell products in significantly higher risk markets without that risk, and also without travel time.
Noaani wrote: » You also seem to be ok with this system essentially allowing players to treat each other as disposable, much as WoW's LFG does. With this system in place, you can form a group up, head in to a dungeon and if a member of your group isn't up to standard you can then just boot them out of the group and port in another player.
Noaani wrote: » Also, there is never a need to have two accounts for any of the exploits mentioned - a friend on the same server is literally all that is needed.
Noaani wrote: » Irohnic wrote: » They can be limited in number (ie. what you have equipped +5), and/or limited in level (can only take a summon with weapons/armor that you are actually able to equip). Couple this with summon skill level limitations (ie. a level 1 can't summon a level 50) I don't think these "limitations" are quite what you think they are. First of all, non-casual players absolutely will level their characters up to the cap, regardless of if they are summon bots or not. Requiring that in order for a world spanning summons for the purposes of marketplace listings to be effective isn't a problem. Second, if there is a limit on how many items a player can carry on them in order to be summoned, all that is doing is limiting the use of this to the intended players again. All of a sudden, not only does the player wanting to be summoned need to find space to dump any raw materials they have on them, but they also need to dump all items they have. This means they are going to need to spend time finding storage (storage in Ashes is not a given). Essentially, what you are doing is saying that instead of players needing to be organized in a way where they are not too far from each other when their friends all log in, you are saying that they need to be organized enough to be able to stow away literally everything they are carrying away in order to be summoned. I mean, if players can be that organized, surely they can be organized enough to stay in the same area while waiting for their friends. Further to that, what you are also now saying is that people that are summoned to their friends don't have the option of taking situational gear, nor of taking a backup set of gear for if/when their equipped gear breaks. This is obviously not a good idea. What I don't think you are quite getting is that I am not coming up with potential abuses, I am telling you the abuses that I personally will use if this system goes live, and pointing out to you that the only way you will be able to stop me from abusing this summons is to make it so that it is not effective for the intended use. As long as there is a system that allows players to be summoned to a different area to take on content, it will be abused by people that summon others to different areas to take on content.