Family summon

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Utility skill (subject to change based on prototyping)[1]:


Alpha-2  utility skill:

Base skill
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).[2][3] Players cannot be summoned in the following cases:
This will be tested in Alpha-2.[6]

The idea is that this is a longer cast time and that you can slowly start to spawn your family members. Now you can only be ever be a member of one family so it's important if you want to coordinate kind of constant party or PvE groups that you coordinate which families you're a part of so that you can summon out to different dungeons and whatnot.[2]Steven Sharif

My concern is that the divide that's present in having a largely non-fast travel based traversal for the world might be a very significant encumbrance for more casual oriented players. We can still maintain the game philosophy in my opinion of mitigating that large group traversal capability as long as we contain the fast travel method to a family type system, where you can't have people quickly dip out of the family and then add new ones and summon them, and the cool down period is quick enough where you can summon large amounts of people.[7]Steven Sharif

The summon ability in current design could not be used if the member being summoned was in combat, corrupted, or in an event (caravan battle, siege, war) and they would need to have their mats, gatherables, or certs in their warehouse/storage not in their inventory. Otherwise the summon would fail. But as I said, this will all be tested.[5]Steven Sharif

I will not allow a system in place that circumvents the resource or region mechanics. Nor will an implementation be allowed that could abuse my “anti-Zerg” desires. The testing for this feature will be present in A2 and I will always err on the side of caution when examining the data we collect around this mechanic.[6]Steven Sharif

There's a reason for those types of systems to exist but at the same time Ashes of Creation is very dependent on movement across the world; and limiting that movement because we've experienced problems with that as players in the past games that are highly teleporty; and so it's something we're going to test. We have a few ideas we're probably going to prototype those out as part of Alpha 2- focus group them a little bit and see how it changes the state of player behavior.[1]Steven Sharif

Families

Families are a means to relate up to nine characters.[8][9][10]

  • Family sizes are normally limited to eight characters.[8]
  • A character may only belong to one family at a time.[8]
  • Leaving one family and joining another family will have a cooldown period in the order of days.[8]
  • There are costs associated with family creation and maintenance.[12]
    • Some costs are shared among the family members and other costs are specific to the family head.[12]
There's not going to be a ton of ton of parcels all over the world- that might not be feasible for every player to get one; but... if you can be a family member and you have a whole family owning a freehold together, it'll allow many more players to see the system and partake in it.[14]Kory Rice
  • The family system is not a core pillar of the game and will be changed based on testing and feedback.[16]

See also

Riferimenti