SongRune wrote: » 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. You misunderstand. It is not about being "low on time and needing to progress". It is about being low on time and wanting to play. If your friends can't all gather together easily because of scheduling difficulty, you still want to play with them in this multi-player role-playing game. @Strevi's non-solution is for everyone to go solo instead, if anything makes life difficult on that two nights a week you can coordinate everyone at once. It's not about progression. It's not about increasing numbers, or getting loot. It's about playing. Together.
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.
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.
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.
Sapiverenus wrote: » How about only Summoners can summon family? Yall gotta meet up and the Summoner in the family does a ritual involving blood or whatever. Thus it's the Summoner's "Blood Pact". . . or however you name it. Family could make in-game mechanics easier that involve a "Bond" like an enchanted trinket that permits long-distance communication; Mage item. Cleric gets an indication of where you are when you're near. and other stuff for the other classes.
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.
NiKr wrote: » Let's test it first and see how bad the planned system is, if bad at all.
Mag7spy wrote: » Family summon is fine imo as long as they have restrictions. 1. head of family that you must be beside to be apart of a family (also not easily changeable, if you choose to change it takes a day before it changes) 2. Teleporting players cooldown should be linked between all players in family. 3. Cooldown should be between 30min -1hr (cool down can also be longer if needed) 4. Can only teleport one person at a time.
Rando88 wrote: » What's to stop me from having 2 accounts and teleporting across the map as I please?
Strevi wrote: » I think the family summon should be removed. If guilds don't have it, families should not have it either.
Strevi wrote: » 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. Being naked can also be used to bring a skilled artisan to different freeholds to refine materials.
Strevi wrote: » Being naked can also be used to bring a skilled artisan to different freeholds to refine materials.
Natasha wrote: » NiKr wrote: » Let's test it first and see how bad the planned system is, if bad at all. I'm so happy someone came into the thread early with this answer and many ignored it. NiKr is right, whilst the family summon is a controversial topic, until we test it and can ascertain the full scope of it's capability and limitations there's no reason to panic.
Sapiverenus wrote: » I mean. . . why can't Summoners summon people? Given some conditions? There's precedent for a "pact" or "bond" or "contract" being required to Summon or otherwise many difficult ritualistic variables; so having obstacles to summoning may exist while the obstacles may be less if you already have a Jar of that person's blood or otherwise some of their Blood is in your veins because they're Family. I can imagine a Blood Splotch is still required; a thick tough paper with drop of the individual's blood on it; and that with a Jar of ANYONE'S blood certain rituals besides just summoning could be done (like cursing). . . just thinking ahead here with Summoner design elaborations. It's pretty clunky to have Summoners that can't summon lol.
Sathrago wrote: » Sapiverenus wrote: » I mean. . . why can't Summoners summon people? Given some conditions? There's precedent for a "pact" or "bond" or "contract" being required to Summon or otherwise many difficult ritualistic variables; so having obstacles to summoning may exist while the obstacles may be less if you already have a Jar of that person's blood or otherwise some of their Blood is in your veins because they're Family. I can imagine a Blood Splotch is still required; a thick tough paper with drop of the individual's blood on it; and that with a Jar of ANYONE'S blood certain rituals besides just summoning could be done (like cursing). . . just thinking ahead here with Summoner design elaborations. It's pretty clunky to have Summoners that can't summon lol. Because teleporting/summoning ruins the economy and "size" of the world. There's no lore reason yet as we have no information to really work on save they are "summoners". However we DO know that they will not be able to summon or teleport other players over large distances as the developers have stated the only way to do so will be with family summons and science metropolis nodes.