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Embers Adrift

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Feedback Emberdrift concept

is this feedback?

RazorBrains

Well-Known Member
So I will first start off by saying the graphic on these looks pretty cool I will say.

Ok so I don't know a lot about the concept you already have, but from the few people I spoke with it sounded like it was just another entrance to a large dungeon. Not really sure what the point of a temporary entrance to an existing dungeon is.

I would change this to be a small mini-dungeon, where each ember drift is color coded based on difficulty, Solo, Small group, Full group. Have it where there are mobs appropriate to the difficulty level and a mini-boss.

Once the mini-boss dies the ember drift closes and it spawns a personal loot chest for everyone who made it inside before it closed. 15 minutes after it closes another one opens in the world somewhere. Have multiple ember drifts open around the world. Make it fun and good loot sort of like a goblin portal in Diablo. Just another content option. So when you out exploring its exciting to find one of these and worth it to call in your friends to help if its the group version.

Make these a completely separate dungeon not connected to another dungeon. They don't need to be large, something like the wolf cave for solo, maybe 3x that size for groups, with very slow respawns and no miniboss respawn until a new one opens.
You can reuse current dungeon designs it wont matter.

Give it like 15 min after boss death for people to get there loot and get out, or automatically be ported to the nearest ember ring so that you can reuse the dungeon to reopen entrance somewhere else in the world.
 
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Albion Online does this exact type of randomly spawning dungeons if you want to see it in action. Although being a PvP game, there's a lot more risk as someone at any time can come and kill you / kill the boss before you and steal the loot.
 
So I will first start off by saying the graphic on these looks pretty cool I will say.

Ok so I don't know a lot about the concept you already have, but from the few people I spoke with it sounded like it was just another entrance to a large dungeon. Not really sure what the point of a temporary entrance to an existing dungeon is.

I would change this to be a small mini-dungeon, where each ember drift is color coded based on difficulty, Solo, Small group, Full group. Have it where there are mobs appropriate to the difficulty level and a mini-boss.

Once the mini-boss dies the ember drift closes and it spawns a personal loot chest for everyone who made it inside before it closed. 15 minutes after it closes another one opens in the world somewhere. Have multiple ember drifts open around the world. Make it fun and good loot sort of like a goblin portal in Diablo. Just another content option. So when you out exploring its exciting to find one of these and worth it to call in your friends to help if its the group version.

Make these a completely separate dungeon not connected to another dungeon. They don't need to be large, something like the wolf cave for solo, maybe 3x that size for groups, with very slow respawns and no miniboss respawn until a new one opens.
You can reuse current dungeon designs it wont matter.

Give it like 15 min after boss death for people to get there loot and get out, or automatically be ported to the nearest ember ring so that you can reuse the dungeon to reopen entrance somewhere else in the world.
This is the kind of feature that would give the game a little boost in term of fun, I like the idea very much!!
 
Albion Online does this exact type of randomly spawning dungeons if you want to see it in action. Although being a PvP game, there's a lot more risk as someone at any time can come and kill you / kill the boss before you and steal the loot.
Agree about the boss kill steal, which is why I think its important to have a personal temporary chest for each person who made it inside the rift before the boss kill on a 15 min timer to loot the chest before it disappears. Sure someone could technically just sit there and not help and get a reward, but who cares? More likely than not everyone will help in the kill. If the chest for nothing is a HUGE problem, you can always require 1% dps/heals for the personal chest drop.

It doesn't have to be about pain, some things can just be about fun and luck.
 
I think they could even make 5-10 small-medium size dungeons that appear inside Ember Rifts. The openings are active for X amount of time. Issue being there needs to be an exit at the start and end of the dungeon. Forcing players to Kill themselves because a group member had to leave and they can’t make it to the end is bad game design. They could even take sections from excising dungeons to use instead of making new ones to save on resources. I don’t know what the end goal is for the rifts as they could be changed a lot before launch.
 
I think they could even make 5-10 small-medium size dungeons that appear inside Ember Rifts. The openings are active for X amount of time. Issue being there needs to be an exit at the start and end of the dungeon. Forcing players to Kill themselves because a group member had to leave and they can’t make it to the end is bad game design. They could even take sections from excising dungeons to use instead of making new ones to save on resources. I don’t know what the end goal is for the rifts as they could be changed a lot before launch.

Exactly, using code snipets from existing dungeons, with 5-10 different versions, each with random types of mobs that spawn into the rift so you never know what you are going to get. Tons of new content all around the world. Give people another reason to be out there running around exploring.
 
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