Vhaeyne wrote: » I wish there was a distance limit on the family summon.
FuryBladeborne wrote: » I like the idea of some type of range limit as well, although I don't see the point of having the summon to join friends if it can only save a few minutes.
Ostaff wrote: » The less the fast travel options, the better the game.
ariatras wrote: » If you want corruption to be a gameplay loop (As you should, let players form little raiding parties) You already drop a percentage of resources upon death (If I remember correctly?) If gathering professions can just teleport back to safety it only lets players ambush/attack whilst they are actually farming. There should be as little fast travel as possible, fast travel makes the world look smaller too.
VmanGman wrote: » Why? This is just so much to keep track of and unnecessarily complicated. Just let the game have its limited fast travel.
maouw wrote: » The real downside of nearest-town tping is that most players will do half the journey, then as soon as they cross the border to the next region they tp. (I know I do this)
novercalis wrote: » maouw wrote: » The real downside of nearest-town tping is that most players will do half the journey, then as soon as they cross the border to the next region they tp. (I know I do this) you're tied to the city you're bound to. So you picked City X and in Y node. U cant port to city X nor city Y. Sure, the second u walked from city Y into Node X, u can port to city X but thats because it's your hard bound recall spot. You can not port to any other cities in their nodes.
Noaani wrote: » FuryBladeborne wrote: » I like the idea of some type of range limit as well, although I don't see the point of having the summon to join friends if it can only save a few minutes. The point would be so that the group doesn't need to fight all the way back to the start of the dungeon to pick up the player. If the dungeons are designed well, it won't be possible to just run from one end to the other, getting there will require fighting. My experiences with open dungeons in other games (where the design intent is to have roughly the same number of players in it as Ashes has said they want) is that it could take an hour or more to fight from one end to the other. EQ2's Sol Ro was a great example of that back in vanilla EQ2, heading to the bottom of it to talk to Nagafen for the dragon language quest could take several hours. While I am not saying that this is you, many people here seem to forget that dungeons in Ashes will see mobs respawning. So rather than being able to have a clear path back to the dungeon entrance, you will find that you have all the mobs you just killed standing in your path - this means an hour spent fighting in means an hour fighting back out - this is all without taking the variable of PvP in to account. Based on the design intent of the family summons, I don't see the need for it to summon long distance. If you have a friend log on a bit later than normal, you wouldn't have walked half way across Verra without them. In a game like Ashes, that trip is half the fun of the adventure and you would want to do that with your friend. You may, however, start fighting your way down the local dungeon. If this is the case, your friend getting to the entrance of that dungeon shouldn't be an issue, and a summons allowing that friend to be ported to you has no need for a long range. One thing to keep in mind, if there is a range limit on the summons, a single group 8 players will be able to all but lock out caravan travel within an area that size. If that range is that of a node, then a group of 8 players will be able to lock out caravan access to that node.