Natasha wrote: » I'm going to crack a soda and settle in for this one.
Chime wrote: » Why? Guilds would be able to exploit it far more than a "family member" could.
superhero6785 wrote: » I'm not against removing it. It's meant to be a compromise to be able to jump in and play with your friends without spending 30 minutes running across the world to join up with them simply because you got home from work an hour later. Guilds don't have it because they want to avoid zergs teleporting in. Family sizes will be MUCH smaller than guilds, I think they said 8 people per family? So that would get you one full party of close friends playing together.
Strevi wrote: » And if the purpose is to let them enjoy the game together, why punish guild members? This assumes that random strangers in a guild are insensitive and cannot be friends.
NiKr wrote: » Let's test it first and see how bad the planned system is, if bad at all.
MrPockets wrote: » Strevi wrote: » And if the purpose is to let them enjoy the game together, why punish guild members? This assumes that random strangers in a guild are insensitive and cannot be friends. Then make a family with your closest 7 guildmates? This doesn't punish anyone....as stated before, the intent behind it is to prevent large guild zergs instantly teleporting all over the place. NiKr wrote: » Let's test it first and see how bad the planned system is, if bad at all. Also this ^^^^^^
Strevi wrote: » If they care about each other so much, they would not roam selfishly the world to places hard to reach, leaving the others behind when they are offline. And if the purpose is to let them enjoy the game together, why punish guild members? This assumes that random strangers in a guild are insensitive and cannot be friends.
SongRune wrote: » I see you've never had a family with busy lives, sometimes random work emergencies, etc, where the teleportation is the difference between "something broke at work and I had to fix it, but I can still join late" and "guess we're not playing today".
Strevi wrote: » If they care about each other so much, they would not roam selfishly the world to places hard to reach, leaving the others behind when they are offline.
SongRune wrote: » Strevi wrote: » If they care about each other so much, they would not roam selfishly the world to places hard to reach, leaving the others behind when they are offline. And if the purpose is to let them enjoy the game together, why punish guild members? This assumes that random strangers in a guild are insensitive and cannot be friends. I see you've never had a family with busy lives, sometimes random work emergencies, etc, where the teleportation is the difference between "something broke at work and I had to fix it, but I can still join late" and "guess we're not playing today". Planning ahead is good, but not everyone has the luxury of a perfect life. Family Summon is made for them. In a guild? Yeah, the guild was going to go on without you either way. But for a family? It makes a difference. There are potentially better ways to do it, but the base concept matters.
Families are a means to relate up to nine characters.[1][2][3] A character may only belong to one family at a time.[1] Leaving one family and joining another family will have a cooldown period in the order of days.[1] Family sizes are normally limited to eight characters.[1] Marriage increases family size by one to allow player housing permissions to be shared.[4] This size increase only applies if the family's head is married.[5] There are costs associated with family creation and maintenance.[5] Some costs are shared among the family members and other costs are specific to the family head
Long duration cast (30 seconds to a minute) with an approximate 30 minute cooldown that slowly summons each of your family members to your location (up to eight members).[14][15] Players cannot be summoned in the following cases: While in combat, if they are corrupted, or if they are engaged in an event, such as node wars, guild wars, sieges, arenas or participation in the caravan system.[16] If they have mats, gatherables or certs in their inventory.[17] This will be tested in Alpha-2.[18]
Sapiverenus wrote: » SongRune wrote: » Strevi wrote: » If they care about each other so much, they would not roam selfishly the world to places hard to reach, leaving the others behind when they are offline. And if the purpose is to let them enjoy the game together, why punish guild members? This assumes that random strangers in a guild are insensitive and cannot be friends. I see you've never had a family with busy lives, sometimes random work emergencies, etc, where the teleportation is the difference between "something broke at work and I had to fix it, but I can still join late" and "guess we're not playing today". Planning ahead is good, but not everyone has the luxury of a perfect life. Family Summon is made for them. In a guild? Yeah, the guild was going to go on without you either way. But for a family? It makes a difference. There are potentially better ways to do it, but the base concept matters. Teleportation exists and the world isn't that large though. The game doesn't seem to be designed around long-distance travel; it's more about a local ~10 minute radius.But maybe you'd like my idea for how to balance progression: Having something to do when low on time and needing to progress is why I suggest elsewhere 'Training' progression with a softlock past a certain daily and weekly limit [similar enough to real training]. . . . . rather than the somewhat arbitrary "Kill, get XP". Hit them with hammer = Strength and Skill XP. Use spell = Spirit? and Skill XP. Being rewarded for running around and contributing sounds just fine to me. Attempting and failing a 'dungeon' and still getting something out of it sounds just fine to me.
Sathrago wrote: » To be fair, the current proposed family system has a clear flaw where guilds could/will require their members to become family members within the guild so that they can summon each other to quickly deal with content. All they need to do is have groups of 8 from 8 different families roaming around. If that group runs into a rare mob or say an enemy caravan they want to fight, they can then each family summon 7 additional players. 8 just became 64. So, what can be done to solve this sort of issue? I dont know how outside of completely making the character naked as a requirement for teleportation.
SongRune wrote: » Instead of teleporting players, have them auto-path and auto-run to the summoner. This takes away all teleportation and 'sudden arrival' based exploits, and at first glance it looks like it would ruin the spirit of the thing, but if you look a little closer, a lot of people in the target demographic will have more time to AFK while they say, cook dinner, or deal with whatever else, which lets them get in position for content while they're able to actually play. It won't work for everyone, but it keeps the theme up, and it definitely helps with the teleportation-induced problems. Suddenly it's a pain in the ass for little profit, to guilds, but still useful to most actual 'families'.