Open world Raid/Boss Possible problems

Post by Songcaller on 2022-08-21 16:30:22

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Post by Warth on 2022-08-21 18:35:42

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Post by Azherae on 2022-08-22 03:18:27

After thinking about it in this thread I know what I'd want instead of Family Summon.

"Family Call Autopath", with most if not all of the same restrictions as the current Family Summon system.

If the main 'problem' the Family summon is meant to solve (people not being able to catch up with their friends when they don't have as much time to play and wanting to form up in group quickly), but this 'solution' also creates a bunch of problems, I'd settle for this.

1) I can still be killed but if rep is good in the area or the area is safe/secure for my Family in the first place, there's much less risk
2) The time to travel is not negated, only the player's need to pay close attention at all times to make sure they are going the right way
3) The summoning player would, if sensible, find a safe place to summon family to instead of 'wandering into some dungeon and then pulling everyone else past all the mobs magically'.

I can't speak for all players obviously but I personally don't usually have an issue 'finding the time to turn on the game and autorun somewhere', I just may not have the time to get there manually.

This would also allow for different escort services to work, or for 'having your best PvP player in the family join up with the one that will have to take the most dangerous path' and protect them, or stuff like that. Just make people's lives a LITTLE bit easier on gathering together without as much hassle, but they can keep all the risks.

If your family can manage to Autopath to a Boss location safely in potentially hostile territory, more power to them. Similarly if the whole Node wants to work together to bring down whatever threat, and people start 'summoning' their family, and no one attacks them on the way... great.

Post by Ludullu on 2022-08-22 03:32:34

"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.

Post by Azherae on 2022-08-22 03:46:20

"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.

I wouldn't hate it, assuming all the same restrictions, but I feel it might get a little weird to have characters 'moving in game without actually being online'.

If that's what it takes, though, then I'm all for it. Heck if you REALLY want to make it helpful to the players I feel this is targeted at, make it so that if they die while autopathing during the call they respawn at the spawnpoint nearest to their own forward path, or if within a certain range, at the one nearest to their Calling family member.

Will some people use that to bloodport to family? Sure. But assuming that you don't WANT to take the exp loss from dying when you don't have to, still works. No worse than 'vanishing from the safety of my Freehold to appear wherever my Rogue is'.

Post by Hatham on 2022-08-22 08:10:45

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Post by Kardin on 2022-08-22 15:55:49

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Post by Azherae on 2022-08-22 16:13:37

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This is always the problem for MMOs and the one that I feel devs need to tackle first.

You have to throw out any concept of 'consequences' that mimic RL ones. Everything in an MMO can be solved with 'persistence that a living human could not have'.

Your character never gets so hungry that they can't function. They can stand in the middle of a swamp, fight monsters for 40 hours straight (their time) and not get sick. Even if they did get sick, they could theoretically go jump off a cliff take some exp debt and respawn healthy. They practically can't be punished for being bad other than effectively griefing the player out of the account.

You can't put 'good rewards' at the end of paths that people would take irl if they were all Wolverine. You can't even put 'deterrent punishments' on the bad paths they'd take and expect them to work as much anymore now that 'killing people on streams and laughing about it' can get fame.

Would any of us even accept it if the droprates for World Bosses were also influenced by:
Reduction in drop rates from monsters.

From the wiki? I mean, we might have no choice, but if someone can stop you from getting the loot from the Boss just by killing you enough times during your attempt, and we assume that either 'side' starts off this way, now they've 'both lost' already. If the fight was even, now both sides have 'droprate reduction' and for many, their biggest interest would be 'prevent anyone else from killing it either, or if they can't prevent it, at least mess with their drop rate'.

You wouldn't even have much incentive to come to an alliance, you've already poisoned the well. The only thing the alliance would form to do probably is kill anyone ELSE who showed up.

Post by Kardin on 2022-08-22 16:35:12

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Post by Azherae on 2022-08-22 18:34:40

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You should probably expect Ashes to be more competitive in terms of crafting and economy than PvP or boss kills. Lots of players who play similar games have basically assured me that the PvP itself and contested bosses situation doesn't exist in the same way as in those games.

PvP is probably going to end up being more of a side-thing, particularly if corruption penalties are harsh.

Post by Songcaller on 2022-08-22 18:43:57

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Post by Azherae on 2022-08-22 18:46:16

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You're right, my bad.

I specifically meant, and should have said, Open World PvP.

Objective Based PvP will be one of the biggest catalysts of change in Ashes.

Open World PvP will probably mostly be a distraction from influential content such as what you mentioned, and at 'worst' OwPvP encounters will be an obstacle you could just disengage from if you needed to, or jump in on for fun and to create chaos (which appears to be the OP's perception of a problem).

If no one can kill the boss because it's completely a chaotic deathzone, the people moving their caravans while others are clustered around the boss will be the ones that determine things.

Post by Songcaller on 2022-08-22 18:50:33

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Post by Mag7spy on 2022-08-22 18:58:06

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Post by Songcaller on 2022-08-22 19:10:18

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