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Back to where we were before. 1 account can do it all, but I guess that is what the majority want since the changes didn't last a week. Will make trade early on non-existent except for maybe some dropped recipes, but with the "must be within 10 levels adventuring" rule, perhaps less people...
I like the idea of one can't do all, especially at launch. You can always implement different things later if the population drops or there is a gap somewhere needing filled. Leaves you more options as time goes by imo. You also need it if you expect to have an economy. Keeping crafting...
I was a Shaman main and the only others I would raid with were my cleric and chanter. All had gate. I know some would just shout, "Train to zone" and then run for it... LOL
I just was thinking about EQ and I guess I always ran toons that had Gate, but I don't think a warrior or rogue had that option. How'd they get out of down deep places? Rely on someone with a port to get them out? Run for the entrance training mobs? I never played those classes so I never...
Login: I will have to do more checking this week, but I could swear when I was logging in it would put the camera looking upwards and zoomed in on my rear end. It is a bit odd view to start with. I don't recall it doing that in the past.
Trading between players: When you have a trade window...
They only Supporter I could see having any form of a shield, be it physical or magical, would be the Sentinel since they pull some characteristics from the Defender.
My comment was more about not being able to craft all equipment/weapon slots or gain them all via adventuring. If the comparison is like you say, then why limit some slots to crafting and some to adventuring? You can fill what slots you want off of adventuring and then upgrade some slots via...
Forester seems to be on a good pace. Provisioner seemed to level really fast from 1 to teens.
I assume mobs drop gloves, belts and helms since that is all I have seen drop so far. All of those were drops in SNH. I have yet to see any type of armor or weapon drop off of animals in NNH so...
Logged in a little bit recently. Took these notes:
1. Guilds - Played with invites, ranks, demote, promote, etc. Worked really well except for the following I noted:
Bugs:
When you rename a rank, it doesn't update when you hover over the person's name in the guild window. You have to log...
Will there be a way to "gate to your bind spot" kind of mechanic so you can get out of a dungeon if you need to leave? That to me is a bigger issue than not wanting to run across a zone.
IMO, I would make a "gate to bind" mechanic that consumes Ember, has an hour cooldown and will return you...
I don't see wood as that difficult, especially when you get to Meadows. you can get four kinds there. Certain areas of each zone has more wood than others. Just takes a bit to figure those areas out.
Since the town of New Haven will be the center of activity due to it being the only location for the shared bank, I could see having a "bind" option where you complete some kind of quest or activity in the town to unlock it. Once unlocked, you would be allowed to use your ember to port back to...
My only concern with this would be how long do they last and am I going to have to give up 2 more slots in my limited bag to carry extras around for when they wear off.