Mag7spy wrote: » Only issue I see is really the zergs, like that will make it difficult to create challenging content as people will just Zerg it down to beat it. I understand they will have some anti zerg stuff for pve. So how effective that will be is definitely a question, but also people could grief you by bringing a ton of people not to beat the boss but to make the raid more challenging and wipe the people doing it. I can understand why some people want instanced bosses as it is the easier way if you cant find a solution. Though i don't think that should be the norm.
Warth wrote: » If the boss has a long window of possibly respawns, then forming raids for it will be reactionary and zergs will naturally be less pronounced.
NiKr wrote: » Warth wrote: » If the boss has a long window of possibly respawns, then forming raids for it will be reactionary and zergs will naturally be less pronounced. Nah, the guilds will just get people with staggered playtimes. In L2 you had bosses that had +-5 or more hours, so you could potentially sit there waiting for 10++h for the boss to respawn, yet multiple guilds did just that with several parties at the very least. And with no TP in Ashes, the pressure to always be present at the boss respawn will be even higher. The guild that manages to get enough members to be able to wait for a boss for 10+h, w/o losing the guild's effectiveness for both pve and pvp, will be the one who controls said boss. And imo they'd deserve it.
Warth wrote: » Mag7spy wrote: » Only issue I see is really the zergs, like that will make it difficult to create challenging content as people will just Zerg it down to beat it. I understand they will have some anti zerg stuff for pve. So how effective that will be is definitely a question, but also people could grief you by bringing a ton of people not to beat the boss but to make the raid more challenging and wipe the people doing it. I can understand why some people want instanced bosses as it is the easier way if you cant find a solution. Though i don't think that should be the norm. Irregular respawn timers are needed on top of reduced fast travel capabilities. If people know the exact time of a respawn, then zergs will indeed form beforehand. If the boss has a long window of possibly respawns, then forming raids for it will be reactionary and zergs will naturally be less pronounced. I still worry about the Family Summon System, as i feel like its predicated to form Zergs. The Ability to summon 7 other players in a short amount of time will help zergs more than everybody else and feels generally out of place.
Neurath wrote: » I doubt IS will remove Family Summons no matter how many of us are against the function.
Neurath wrote: » We were all set to have no fast travel, then we got the node diaries and news that Scientific Node will have a fast travel. Then out of the blue the Family Summons system was announced. All you need is 8 people in a group who are all part of a different family. Even if there was a long cooldown shared between all family members, a group of 8 could rapidly deploy 16 vs 8 when required.
Azherae wrote: » "Family Call Autopath", with most if not all of the same restrictions as the current Family Summon system.
NiKr wrote: » Azherae wrote: » "Family Call Autopath", with most if not all of the same restrictions as the current Family Summon system. How would you feel if this worked offline as well? As in, you don't need to log into the game, but your character would still run towards the family summoner. This would put even more responsibility on the summoner, because now the summoned char can't fight back (though most likely they wouldn't be able to do that either way, cause the summoned player would most likely be afk), but this would serve a very similar service as the TP summon. As I see it, the family TP is meant to completely cut out the time required to move from one place to the other. So if just one family member gets to login before the others, they can just summon everyone and they'll all play together once the others get online. I'd assume guilds wouldn't use this system at all, cause they'd just get murdered by any gw player on their way to the summoner. And this wouldn't be usable to them when they're online, cause at that point they'd be better off running themselves.