I know I'm late to this but I wanted to add to the pile
and express the 3 things I absolutely love about this game.
- Write down your reason to start playing Embers Adrift
I started playing Embers Adrift due to a loved one's recommendation! I decided to give it a try. I'll be honest, I was just out of games to try (especially on Steam) and this one came up as one my partner said was awesome, so I dove in. Regret = 0.
- Write down your 3 favorite things about Embers Adrift
1.
How organic it feels. The realism of the map and navigating by the stars, the need to discover things on your own, the fact that there are no highlighted chests or quest markers. The game encourages exploration - what else might be hidden?
2.
The collaboration and fun factor. You can tell the devs have a focus on what gamers like. I was pleasantly surprised by how fun it is to play, given that it doesn't have AAA graphics or all the fancy bells and whistles. It's...amazing, and doesn't even need those. Another big reason it's so fun is there aren't many opportunities for people to...get mad at each other. Aka no PvP. I also LOVE that there are dedicated roles to play. I actually feel like a useful member of the party.
3.
Attention to detail and responsiveness of the team. The writing is superb (bonus points from me, an editing wack), makes me want to pay attention. God, who wrote that song of Hallick's? Give you an award. And how the lore explains mechanics in the game - very nicely tied together. Then little details like movement speed buffs on roads, quest design, the intrinsic value of loot, day/night cycles, slower uphills, the fireflies - all things we gamers love.
- Write down your 3 most disliked things about Embers Adrift
1.
Hitbox infringement/lack of collision. Especially with spiders phasing into my hitbox so I can't hit them. I know this is being worked on so I won't wax long on this but it is my #1 issue with the game.
2.
No place to write quest notes. I've posted about this already, but I love how the quests are difficult enough where you have to pay attention to dialogue - but I need to write my notes somewhere so I don't forget who to talk to, where to go, where I've been, clues, etc. This is something that would be cool to see integrated within the game itself!
3.
RNG isn't RNG. Much of the time, RNG rolls end up giving streaks. Which is kind of okay in a group you know, but in a rando group, you can't expect people to be courteous and say, "Oh, you've been grinding for this and need it more than my alt? Here." Even in a group you know, you really don't have time to stop in the middle of a fight to trade. What I'd propose is this: let's say you can only roll NEED if you haven't won a need roll for a turn (a turn being, when everyone in the group has won a need roll). This means that NEED rolls mean
need, and you have to be more economical when using that roll, therefore reducing the amount of NEEDing to when players actually need something, and the difference between NEED and GREED will be more clear.