Irohnic wrote: » Yes I am, as stated, within the context of the family summon system because the ability to do those things is already extremely limited with only 8 people per farmily, and would be even more limited by some of the proposed additions such as longer cooldowns and level requirements.
I have confidence in what I've seen from Intrepid so far that they will do a good job of being vigilant of such behavior, putting in the proper limitations to prevent it from causing widespread negative impacts on the game, and if it really comes down to it, removing systems such as family summons all together if such prevention is not possible in any other way.
Noaani wrote: » Irohnic wrote: » Yes I am, as stated, within the context of the family summon system because the ability to do those things is already extremely limited with only 8 people per farmily, and would be even more limited by some of the proposed additions such as longer cooldowns and level requirements. These things are not limitations.
Noaani wrote: » I've already pointed out that the level restriction you suggest isn't an issue, but neither is the 8 players per family... Now, you may want to say that families should then only be account wide, not character.... This would obviously open up more potential summons locations...
Noaani wrote: » Systems that allow players access to five markets instead of one market though?
Noaani wrote: » That will be widely abused. If the only way to get a top end PvE kill is to beat other guilds that are abusing this system, you had better bet every guild wanting to kill such encounters will be abusing this.
Noaani wrote: » If you are on the lookout for somewhat rare resource spawns, you will abuse this.
FuryBladeborne wrote: » I'm pretty sure that restricting family summon to once per day per account per server would block any abuses that you are referring to.
Sathrago wrote: » The only thing I can think of to stop this is to ban the organized use of family summoning as a written rule considering it an exploit... And good luck enforcing that.
daveywavey wrote: » Do we know yet if we can decline the Family Summon? If they're doing a dungeon and I don't want to, and they Summon us all, do I have to get summoned, too?
Noaani wrote: » Sathrago wrote: » The only thing I can think of to stop this is to ban the organized use of family summoning as a written rule considering it an exploit... And good luck enforcing that. But wouldn't that include if you have planned to summon your friend when he gets home from work? I mean, that is organization, of sorts.
Noaani wrote: » or perhaps you even summon yourself to your family members (would make more sense to do it that way - not that it makes any sense at all).
daveywavey wrote: » ESO wasn't so bothered about the whole "distances" thing.
Sathrago wrote: » Noaani wrote: » Sathrago wrote: » The only thing I can think of to stop this is to ban the organized use of family summoning as a written rule considering it an exploit... And good luck enforcing that. But wouldn't that include if you have planned to summon your friend when he gets home from work? I mean, that is organization, of sorts. What I mean is the intent and use in a guild setting for the purposes of fast traveling your entire guild or large parts of it to a single point. The rule is more of a joke than a suggestion this would make things needlessly difficult for the moderation team.
Noaani wrote: » My suggestion to people that need a feature like this in a game is to play a game where a feature like this makes sense - which is clearly not Ashes.
Noaani wrote: » FuryBladeborne wrote: » I'm pretty sure that restricting family summon to once per day per account per server would block any abuses that you are referring to. Not really. The need to fast travel to get to a top end PvE encounter won't happen more than once a day, so the people using it for this will never be limited by that.
Noaani wrote: » As to the type of raid spawn mechanics, there are likely to be a number of different systems employed, for different purposes. Encounters designed for all to participate will likely be the kind of thing that spawns in the open - so that all can participate easily. Raid encounters that spawn in dungeons (which we know will be a thing) are more for individual guild participation (and guild competition). Obviously, it is the latter ones here that I am referring to. This is also why abusing a summons (if it were in game) would be the only way to kill this content. My expectation of these encounters is that Intrepid will have them spawn at specific and set times during each servers prime time. There is also likely to be a server announcement when they spawn. However, even if they are based on a spawn window (the mechanic that has the most variation) with no notification, top end guilds will figure out their window, and have a spotter. I have yet to play a game with contested encounters that are actually worth fighting over where top end guilds haven't always known they were up with 2 minutes of them spawning - so this aspect of it is already established. From there, it is simply a matter of who gets there in force first. Obviously, the way to do that is to use the summons, if it is in the game.
Noaani wrote: » As to the market aspect, the reason the family summons is useful is that it will allow you to transport finished items and coin in either direction, without the requisite time investment in traveling. It is the ability to avoid having to transport products from one market to the other that is the abuse here. The very least this does is give players access to markets that should require a significant time investment and risk (via PvP) to be able to access. If a player wanted access to all five metropolis markets, that would likely take a major portion of their play time to accomplish without the summons (the idea of seperate markets would suggest that they don't expect players to sell in all markets). With a summons, it is something they can dedicate the last 10 minutes of their play time to. With this one, there is also the likely need for citizenship in the node you want to sell in - which means this exploit is likely to be a collaberation between multiple players with different products to sell. This also totally negates all potential restrictions like character level, family size, cooldowns etc.
Tyrantor wrote: » I'll ask you again can you not wait to see how it works before explaining to the rest of us why it's not needed?
Ventharien wrote: » Tyrantor wrote: » I'll ask you again can you not wait to see how it works before explaining to the rest of us why it's not needed? I'm pretty sure all he's done is bring up the point that this is a system rife for abuse, and literally against one of the stated pillars of the game, size is important.
Tyrantor wrote: » Can you show me the "Pillar of the game" that states "Size is important"?
daveywavey wrote: » Tyrantor wrote: » Can you show me the "Pillar of the game" that states "Size is important"? I'm a lot newer here than you are, and even I've heard them say this a number of times.
Sathrago wrote: » now if they can come up with a better system that reduces or gets rid of this clash then I am all ears. The best thing I can come up with is a once a day limit.
Tyrantor wrote: » Ventharien wrote: » Tyrantor wrote: » I'll ask you again can you not wait to see how it works before explaining to the rest of us why it's not needed? I'm pretty sure all he's done is bring up the point that this is a system rife for abuse, and literally against one of the stated pillars of the game, size is important. Can you show me the "Pillar of the game" that states "Size is important"? You're both simply projecting your own dislike(s) on others and trying to mask it as "that's not the design" when in fact it is considering the developers are actively trying to design it as such.