Okeydoke wrote: » And no to hearthstones. The return to town time of a raid should be factored into the total time of the raid. Emergencies will happen where people have to log off. They should log off immediately, it's an emergency. They can probably hand off whatever mats to one of the other party members. And when they log in again, they can get out of whatever mess they're in without the risk of losing much.
Khronus wrote: » Okeydoke wrote: » And no to hearthstones. The return to town time of a raid should be factored into the total time of the raid. Emergencies will happen where people have to log off. They should log off immediately, it's an emergency. They can probably hand off whatever mats to one of the other party members. And when they log in again, they can get out of whatever mess they're in without the risk of losing much. I'm sorry but this is a ridiculous answer. OFC you will have to factor in travel time. This has always been the case unless the game sucks and you can just teleport everywhere. With AoC, the opposite is too drastic. Even a 30 minute travel time turns into an hour reduced from actually raiding assuming you don't meet any opposition. So if I am running a raid night of 4 hours, 25% of our time is travel. People have obligations and with how many players already have negative emotions about guilds, this just amplifies how negative organized raiding is going to be. Two nights a week at 4 hours a night turns into only 5-6 hours of raiding and this is assuming it's even in your area, no water travel, player delays, finding enemy players. The math just doesn't add up to keep large groups of players engaged to play long term. People will get bored of the travel as they did when mounts didn't exist in games. This game is going to end up being roaming to only local areas or zerging while numbers just diminish as the day goes on. This is a hot mess in terms of organizing. Handing off materials to another party member is a great idea. Allowing them to then hearth back and deal with their emergency would be fantastic. Shame on any player having an emergency! They deserve to be punished by logging out and traveling back alone at a later date! Who cares about their risk of not losing much after trading their top end loot off before logging, it's that waste of time playing alone and traveling back that they don't deserve to deal with.
Dygz wrote: » We're gonna test without a hearthstone to see how fun it is. It's a standard enough feature that the Daybreak/Ashes devs should not have a problem implementing a Hearthstone if they decide -after testing- that they wish to implement one.
Okeydoke wrote: » Like Vhaeyne, I'm just here to say no to all summoning and teleporting. The family summon system and the scientific node teleporting are not like omg cant play this game if that's a thing, to me. But I just think the better answer is no. With the family summoning I think it's kind of silly that you could summon a family member to an actual dungeon. At the very least people should only be able to be summoned to a family freehold or a node. And then they set off on their adventure from there. Traffic to and from dungeons and points of interest should be visible to everyone so that watchful observers can make decisions like lets avoid that area for now or lets go there and ambush them for their mats. If one guy gets to the dungeon area, ducks off in a corner, summons a family member, who then summons another, who then summons another, etc, that circumvents the ability of other rival groups to monitor traffic and make decisions. There should never be a situation where 1 guy slips through an area that a group of players is tactically holding down and 4-8 minutes later that 1 guy has turned into 8 guys. Or that 2 guys has turned into 16. Absolute garbage game play. If the 1 guy slips through, great, good for him, now the group holding the area down has to be mindful that one guy is loose behind them. But it shouldn't magically turn into 8 guys 4 minutes later. If 8 guys want to slip through then let them all slip through the old fashioned way.
Okeydoke wrote: » Take the scenario of the guy who had to log off because of an emergency. He handed off his loot to a guildie. He logs in the next day. He might just suicide out. A lil xp debt, durability loss, no big deal. He also might just walk out of there alive. Or he might log in to a full blown war going on in that dungeon. People flagged, bodies dropping, maybe he kills someone who's flagged and gets a lil loot for himself if he manages to get out of there alive. Does loot from dead players drop to the ground and is it lootable by anyone? I don't think we know yet, but maybe he scoops up a bunch of loot and takes off. Maybe he gets away, maybe he doesn't but its frickin hilarious and exciting. CONTENT. Maybe he picks a side and gets your guild a new ally, an ally that will cooperate with your guild to complete dungeons in the future. That's the beauty of the game, the variety of content, the fact that you can't just teleport away from content you didn't even know would happen. Smart guilds will have scouts across the map, learning the politics of areas, who wars who, who hates who, who are potential allies, how hostile to passersby are the people in this area of the map or that area. How often do caravans run in this area, who's running them, who's attacking them. Almost nothing is a waste of time. Intel will be important. Diplomacy will be important. That one guy logging back in from an emergency conceivably could find out some valuable info about the goings on of the area. Or he might just have fun with whatever happens. Or he might get screwed in some kind of way. Won't be the first or the last time.