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Focused Discussion: DARKNESS

Elloa

Administrator
Stormhaven Studios
Elloa - 8.png

FOCUSED DISCUSSION: DARKNESS

Hello friends!

This discussion is aimed to gather in one single thread all wishes and thoughts related to DARKNESS
I would like to welcome in this serie of discussions both Alpha/Beta testers that play our game regularly, but also everyone else that have some opinions regarding the subject.

Please, try to keep your answers concise and precise, to make it easier for our team to follow.

DISCLAIMER
Darkness as it is currently in game is going to be changed. Do not take the current Darkness as the final product in our game.
It is currently being discussed among the team, and requiere the NEW SKYBOX tech we are waiting for. Then we can tweak and tune the new darkness to make it fitting our wildest wishes.

Our intention:
  • Darkness is atmospheric and immersive
  • Darkness is an enjoyable feature for a majority of our players.
  • Darkness respect your physical eyes sight
  • Darkness will vary depending places in the world. Caves & Dungeons will stay very dark, enforcing players to make good uses of torches. Some places in the world, like forest, or canyons will be darker than open spaces.


LET’S SPEAK

  • DARKNESS. Does it matter to you?
  • IMMERSION How to make Darkness a meaningful experience?
  • TORCHES AND LIGHT SOURCES How to ensure that torches and ground torches and other light source in the game are a meaningful aspect of your adventure.
  • COMFORT How and when Darkness become an uncomfortable experience (eyes sight and /or moral)? How to ensure making it something fun, enjoyable and part of the adventure



Thank you for your participation.
 
I personally enjoy the darkness and think a lot could be done with it. I think it adds to immersion when mob difficulty changes or zones change with darkness i.e. Kithicor in EQ.

My only concerns come from a performance perspective. I don't have the greatest GPU in the world (1080) and the game already threatens to turn it into a toaster at times. So adding more lighting affects, torches, shadows, etc., could compromise it even further.
 
  • DARKNESS. Does it matter to you?
    • It does matter to me alot, I liked the first iteration of Darkness in Ember Adrift. However, everyone that I grouped with, was bitching about it. With that said, I prefer having people to play with, rather than the true immersive night that I've always dreamed. (I think New World has a good balance regarding it.)
  • IMMERSION How to make Darkness a meaningful experience?
    • I liked alot of the problems darkness can bring, it makes you plan what you want to do/where to go since it's nightime. Something I would like to see is bigger threat at night, a more drastic changes in MOBS, hell even monster would be awesome or disfigured current mobs.
  • TORCHES AND LIGHT SOURCES How to ensure that torches and ground torches and other light source in the game are a meaningful aspect of your adventure.
    • I was very interested in this mechanic, but no one seems to be on the same page regarding this. One thing would be cool, is the possibility to have the torches stapped on the back a bit like Outward did. So we wouldnt need the ground torch at all.
  • COMFORT How and when Darkness become an uncomfortable experience (eyes sight and /or moral)? How to ensure making it something fun, enjoyable and part of the adventure
    • The only bad situation I have with Darkness, is when I play during the day (IRL) and the daylight reflect on my PC screen. Sometimes I cannot see things and have to do something else. This in itself indicate a frustration that most people will not endure.
Final toughts: I would love to see full darkness remain in game, however I prefer playing with people than solo adventuring. So I'm in favor of lighter nights for that matter, but hope Dungeons stay darker :).
 
  • DARKNESS. Does it matter to you?
  • IMMERSION How to make Darkness a meaningful experience?
  • TORCHES AND LIGHT SOURCES How to ensure that torches and ground torches and other light source in the game are a meaningful aspect of your adventure.
  • COMFORT How and when Darkness become an uncomfortable experience (eyes sight and /or moral)? How to ensure making it something fun, enjoyable and part of the adventure

Yes, it matters, however, I don't want it where it's unplayable ever.

I think day night cycle should for sure be seen and felt, but it shouldn't look so bad you can't see what is going on.

Torches look awesome however, very limited range. You can't use the one you hold while fighting in anyway, so you have to use a "ground torch" which is bothersome in most playstyles to put one down every 5 mins with a cost to them and a 2s cast timer.
I think crafted torches should last much longer currently I was told they last 10mins before now I've tested it they only last 5mins. They should be increased to like 20mins and found ones should be increased to 10mins.

I think it looks bad when you can't see at all what is going on, it's super clunky to be able to put out a torch or place a ground torch. I think caves and dungeons should be darker than being out in the wild.
I think currently we have it set to is not bad, I think we can see too far in the dark currently and the days are over bright at some times of the day. I posted screenshots in the screen shot channel on discord of how the nights are currently and without a torch it's hard to see (which is fine) but it doesn't feel like I have to go sit at the ember ring or log off.
 
I quite like the VOID night cycles but I think the starter zone could be lighter during the night to let new players explore and ease into the game better. I started during worldbreaker and although I had a positive experience, it was quite frustrating during the first few solo night cycles as I felt limited and constrained to the camps, when I didn't know the map and didn't want to lose my stuff, you could say ah well thats the point! to create a sense of danger and caution, but I just remember getting bored of farming mobs (I could barely see) near an ember when I wanted to explore. Later zones or even the north part of SNH (if possible) go wild with the void.


On Light sources:

So what we really need is a new class called LIGHTBRINGER and his or her job is to just hold the torch and follow the group around and... no? ok then, how about making the lantern equipable (eg. to the belt) with penalties like armour weight, bigger aggro distance and a regent to burn like candles or oil over time when the lantern is 'lit'. I was really dissapointed when I saved up all those precious coins for a lantern only to find out it just replaces the torch slot, and hurts your eyes with how bright it is to boot! I think a slightly expensive but super useful mobile lightsource you can use in combat would be great and not cut in to cheaper sources like ground torches too much. Theres going to be times in a dungeon where you just want to be on the move like grabbing mobs and taking them around the corner, out of range of other mobs patroling etc VS static granding like exiles where the group isn't moving around too much once you get into a good spot.
 
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  • DARKNESS. Does it matter to you?
    • Yup, this is another gameplay element for Embers when done right. People should be conscious of night descending and having the tools and knowledge to deal with it, or retreating to safety. When darkness makes people halt or change their though processes, I think it's working right.
  • IMMERSION How to make Darkness a meaningful experience?
    • Darkness can only be meaningful if it has a direct impact on the player. This was previously achieved when moonless nights were pitch black and players needed to either know where they were or make good use of ground torches and held torches
  • TORCHES AND LIGHT SOURCES How to ensure that torches and ground torches and other light source in the game are a meaningful aspect of your adventure.
    • Make them have varied uses and functions. Lanterns I know are a little messed up right now and are supposed to have longer but narrower cone than torches. Ground torches could use longer duration and perhaps more interesting features when crafted. Make ground torches more desired.
  • COMFORT How and when Darkness become an uncomfortable experience (eyes sight and /or moral)? How to ensure making it something fun, enjoyable and part of the adventure
    • I put darkness in the same boat as death penalties. Do players love death? Of course not, but the consequences of death encourage players to respect the world more or lose time and money dealing with the effects. I know I'm in the minority, but I think darkness should be producing the same effect on players.
 
I've disliked the pure blackness of night since I first started the game.

Should night be a different experience of the game during it's time...yes. Should it be a different element that it changes the play style from when it's day...yes. Should it be so all consuming that players are logging out or just afk at a camp fire for 45 mins at a time? No.

I say the absolute darkness of night takes away from immersion for me. When I'm outside even on cloudy moonless nights, my eyes adjust and eventually they are able to take in what little ambient light is there and after a few minutes I can see quite well at night. It's not like this in the game. It's pitch black the entire time and very off putting.

I also fail to see other people perspective of 'adventure' when it's a black night. If the claim of it's exciting to run into a mob of monsters and have to fight your way out of them, it's an incorrect correlation in this game. If you were ever to run in to a mob of monsters you would never fight your way out of it, you'd turn tail and run. The excitement of that happening 1 time is over after it has happened 1 time. I'm not sure what adventure they are looking for or they're claiming it adds and I'd be willing to listen, but I think it's more of the idea that it can add fun and excitement more than it actually adds fun and excitement. A black night where you can't make left from right or can't see 10 feet in front of you and run into a mountain are less than a fun and exciting experience.

Adding 'area's into the game and into zones where the light cannot penetrate the darkness is a fun idea and if a player chooses to enter those areas it's their choice rather than everyone for the entire duration of night being subjected to pure blackness because a few people think it's a neat gimmick.

I think a crafted lantern that can be equipped is a neat idea. The ground touches have been improved, yet I do think they should have a slightly longer duration at all levels of implementation.
 
I've disliked the pure blackness of night since I first started the game.

Should night be a different experience of the game during it's time...yes. Should it be a different element that it changes the play style from when it's day...yes. Should it be so all consuming that players are logging out or just afk at a camp fire for 45 mins at a time? No.

I say the absolute darkness of night takes away from immersion for me. When I'm outside even on cloudy moonless nights, my eyes adjust and eventually they are able to take in what little ambient light is there and after a few minutes I can see quite well at night. It's not like this in the game. It's pitch black the entire time and very off putting.

I also fail to see other people perspective of 'adventure' when it's a black night. If the claim of it's exciting to run into a mob of monsters and have to fight your way out of them, it's an incorrect correlation in this game. If you were ever to run in to a mob of monsters you would never fight your way out of it, you'd turn tail and run. The excitement of that happening 1 time is over after it has happened 1 time. I'm not sure what adventure they are looking for or they're claiming it adds and I'd be willing to listen, but I think it's more of the idea that it can add fun and excitement more than it actually adds fun and excitement. A black night where you can't make left from right or can't see 10 feet in front of you and run into a mountain are less than a fun and exciting experience.

Adding 'area's into the game and into zones where the light cannot penetrate the darkness is a fun idea and if a player chooses to enter those areas it's their choice rather than everyone for the entire duration of night being subjected to pure blackness because a few people think it's a neat gimmick.

I think a crafted lantern that can be equipped is a neat idea. The ground touches have been improved, yet I do think they should have a slightly longer duration at all levels of implementation.
I think you bring up a valid point regarding "how dark is too dark". It can depend on the settings of someone's monitor or what monitor they have period, and that can be problematic. I don't need a torch to see at night currently because of my monitor settings, but then I read how others absolutely need one, or otherwise can't see. So I guess at that point it should be looked at if it's causing gameplay issues for some and a complete non-factor beyond "hey this is cool" for others.
 
I think you bring up a valid point regarding "how dark is too dark". It can depend on the settings of someone's monitor or what monitor they have period, and that can be problematic. I don't need a torch to see at night currently because of my monitor settings, but then I read how others absolutely need one, or otherwise can't see. So I guess at that point it should be looked at if it's causing gameplay issues for some and a complete non-factor beyond "hey this is cool" for others.
This, I can see perfectly at night once I understood I could swing my gamma up to 2.5.
Also some nights when I was like "I can't see" (before gamma changing) people were like I can see. That's how I found out about gamma on monitors and not just game settings.


I also noticed a lot of the people (all of the ones I asked which was 7 people) who liked dark nights all had high gamma settings. So I didn't understand this. A lot of people who said they didn't like dark nights also had higher gamma settings. Some of the ones that had lower gamma settings (of the ones that don't like dark nights) tried changing the gamma and didn't like the over exposure of their screen and UI though.
So I think this is likely a setting issue and because of that why is it even going to be placed on people who don't like dark dark can't see nights to be forced into a bad looking over exposed game setting.
Sadly this is what I had to do in 2019 build (not now).
 
  • DARKNESS. Does it matter to you? Absolutely! It adds to the 'full feel' of the game. Though the balance as I see you searching for does matter. Sometimes due to local light around my system, I can't see a thing. I believe the answer lies in the balance of torches and torch types.
  • IMMERSION How to make Darkness a meaningful experience? Keep it SCARY' LOL.. we have to feel the sense of danger and not just tell the sun has gone down. Otherwise there is no functional use for darkness in game. Creatures (or some creatures) need to have a plus damage and experience during the night cycle. So you know when you venture out, it's going to be more deadly, but you also gain better exp and possible loot as well?
  • TORCHES AND LIGHT SOURCES How to ensure that torches and ground torches and other light source in the game are a meaningful aspect of your adventure. I think this mechanic could help a lot! torches need to light better and further, still limited just up the power a bit. Ground torches should have more capacity than hand torches in both str and distance, but we should be able to place them faster. A timer still but just an interruption vs a big penalty. 2s in game after being bitten or attached and then having to go into combat mode and attack, is a bit too much of a penalty in the final tally, imo. and of course Lanterns are last.. much more power and distance. The cost enough!! hehehe.. oh and of course the crafted stuff should have some benes, like maybe the purchases and found ones are at one speed to set up, but the crafted ones are significantly reduced by a factor depending on the grade of the torch.
  • COMFORT How and when Darkness become an uncomfortable experience (eyes sight and /or moral)? How to ensure making it something fun, enjoyable and part of the adventure. When you can't see or distinguish elements and the environment to the point of running around aimlessly, again if you do so without one of the previous stated elements, you deserve to get bitten in the arse!!
  • Tek
 
  • DARKNESS. Does it matter to you?
    Darkness gives meaning to light! I think the current maximum darkness is decent, though the darkest of night is a bit brief and transitions between dawn and dusk seem to happen quickly

  • IMMERSION How to make Darkness a meaningful experience?
    More darkness is ok so long as players have more options to combat the shadows. Both literally and figuratively. Shadows cast by certain objects of the player (like lantern) + animations = weirdness.
    Setting up camps? camp benefits upgrade with survivalist skill?
    Emberstone glow?
    Headlamp or other equipment?
    Off-hand held lanterns/torch?
    Potion of night sight?
    Fireflies in a bottle?

  • TORCHES AND LIGHT SOURCES How to ensure that torches and ground torches and other light source in the game are a meaningful aspect of your adventure.
    Lanterns are great for roaming around and finding your way or maybe nearby resources.
    Torches are very rustic and although provide an inferior light, may be just the right amount of light and appreciated by some for aesthetic value. Lanterns can be blinding in some conditions.
    I think the BEST thing you could do is allow 1-handers (such as supp without a banner or striker or ... a tank without a shield??) to wield a torch or lantern in the offhand. Heck, give it an off-hand chance attack for some fire damage while you are at it (torch only, not lantern).

  • COMFORT How and when Darkness become an uncomfortable experience (eyes sight and /or moral)? How to ensure making it something fun, enjoyable and part of the adventure
    In tight cave spaces where lots of light from a lantern reflects off of many gray-white walls (CV), the light can be blinding. I've told people to put lanterns away before because of this! A torch may be a better option with a softer glow.

    Total darkness sucks and is made pointless by the fact that we can tab-target, see target circles, and see nameplates all over. I've gotten used to the current darkness settings, which seem appropriate for SNH, but may need to be tuned per each region.
 
  • DARKNESS. Does it matter to you?
    • I prefer the light. I like to be able to see. With that in mind, I do like how mobs change depending on night/day.
  • IMMERSION How to make Darkness a meaningful experience?
    • The average person's eyes adjust in the dark. Something to think on and consider.
  • TORCHES AND LIGHT SOURCES How to ensure that torches and ground torches and other light source in the game are a meaningful aspect of your adventure.
    • I'm not interested in any of that.
  • COMFORT How and when Darkness become an uncomfortable experience (eyes sight and /or moral)? How to ensure making it something fun, enjoyable and part of the adventure
    • Does anyone enjoy stubbing their toe because they were unable to see the obstacle? When something produces pain people tend to avoid that thing. Food for thought.
 
Having darkness is fine, but it's just too dark. Like I said in a thread I made about darkness, I'm not the target audience at almost age 50, but I have to squint to see. This is one nostalgic feature EQ had that other games didn't adopt and if I remember correctly they toned down eventually. I like Embers but I had to log off because it was just too hard to see. I timed a day night cycle on Saturday and night seemed to last around an hour I started timing it when I logged in at 11:12am and it seemed to go to around noon, then the day cycle felt like it was getting darker around 1pm so I logged off because I didn't want to do another night cycle. Torches and campfires are nice but they just don't compensate enough and I can't fight with a torch in one hand and my weapon in another like I can in Elden Ring.
 
In my opinion, having complete darkness means a significant amount of time for the normal player is lost as they sit around unable to do much of anything. Now, for many players, this is completely meaningless as they just jack up their gamma to 2 or 3 and the night looks like a washed out day. There really is no point to the night if it is just easily bypassed and most people are doing that. All it does is frustrate and somewhat incapacitate the folks that don't know how to adjust their gamma. I personally know how but hate to do so as I want the game to be enjoyable and playable with as little out of game interaction as possible. So in summation, there really is no point to the darkness except to frustrate the less computer savvy players.
 
  • ARKNESS. Does it matter to you? I am a bit more indifferent about I think you need a night cycle to answer the next question. I just find it dull and not scarry either I fight a doe or a firefly. So I guess if night meant be in a group or die or ghost and undead came out then it might have some more meaning. I cannot really harvest in the dark so I just set up near a land mark and pull. Sometimes it is so dark it is a bit annoying to get around but every game has issues.
  • MMERSION How to make Darkness a meaningful experience see above.
  • TORCHES AND LIGHT SOURCES : I generally forget to use my torch unless it is so dark I really cant see. The torches just dont help that much and I find not worth my time to use. If it was brighter I might use it more. It is like my map it has no real use so I dont use it very often. So if you are looking for suggestions make them brighter or shorten the extreme amount of darkness or the night periods it just makes the game drag for me.
  • COMFORT How and when Darkness become an uncomfortable experience (eyes sight and /or moral)? Give me something different to do at night or different drops for gear or night events world boss that only comes out at night ect.
 
  • DARKNESS. Does it matter to you?
  • IMMERSION How to make Darkness a meaningful experience?
  • TORCHES AND LIGHT SOURCES How to ensure that torches and ground torches and other light source in the game are a meaningful aspect of your adventure.
  • COMFORT How and when Darkness become an uncomfortable experience (eyes sight and /or moral)? How to ensure making it something fun, enjoyable and part of the adventure
Probably a bad time to start this thread, with Unity 2021 bringing oversaturated light to the game and basically breaking night compared to how it was.

Darkness is important. The Night/Day cycle separates the day as well as offering a chance for different mobs out in force at night.
Immersion I just discussed. The Day/Night cycle directly impacts where you decide to play.
TORCHES AND LIGHT SOURCES : I don't particularly care for the Ground torch method of lighting. Support class seems the ideal class to be able to hold a torch while fighting. Instead of equipping a flag, you could equip the torch/lantern. Otherwise, allowing torch/lantern to be attached to player somewhere would be helpful.
COMFORT Physical comfort isn't an issue for me, but I do see how a person's room set up for lighting, might make it difficult to see their screen.

Night mobs and bosses would be really cool. We already look for certain mobs at night for loot. Maybe some sort of Smuggler boss, or Wolf boss, etc. Night creatures that go in during the day.

I would like to add that I recently played Icarus after a few months of not playing. The night in that game is pitch black, so be happy we don't have something like that.
 
Darkness adds a level of immersion to the game that can build excitement. I just remember the feeling when traveling Kithicor Forest in EQ. It wasn't bad when it was day time, but at night it'd spawn more dangerous creatures that made the traveling that much more terrifying and dangerous. Plus if you were a human, it was difficult to see some times. Darkness facilitates a meaningful day/night experience. With regards to torches and other light sources, I think finding the right balance is key. Do the light sources make the aspect of darkness trivial? Then darkness will have a significantly less impact on immersion. Is utilizing a light source annoying and overly punishing? If so, then certain content might be deemed not worth it and skipped altogether. As far as comfort is concerned, that's another balancing act that could be difficult to nail. There should be some level of discomfort and tension in an area that's dark. And what players are willing to put up with will vary from person to person. I see the comfort inextricably linked with how well light sources are implemented. Personally, a good balance would light sources that are easily manageable and obtainable that provide just enough light to see your immediate vicinity and not much beyond that. You can also get creative with that by having flares or some type of light source projectile that will briefly illuminate areas outside of your immediate vicinity.
 
Now, for many players, this is completely meaningless as they just jack up their gamma to 2 or 3 and the night looks like a washed out day. There really is no point to the night if it is just easily bypassed and most people are doing that. All it does is frustrate and somewhat incapacitate the folks that don't know how to adjust their gamma. I personally know how but hate to do so as I want the game to be enjoyable and playable with as little out of game interaction as possible. So in summation, there really is no point to the darkness except to frustrate the less computer savvy players.
This is probably the most true statement out of this whole discussion. (Me being on the unsavvy said of the screen)

....and the thing is, I could figure it out, but I don't want to. Like you said, it's the last thing I want to do, is work outside of the game to make the game playable. I'll just not play a game. Instead of doing that....
 
  • DARKNESS -Does it matter to you?
    • I look at darkness as another challenge to overcome, so it does matter to me. It's a commonly overlooked aspect of many games, and very commonly skirted (like many mentioned above with gamma adjustments). My appreciation for Embers Adrift is the challenges directly created by the developers against me as a player. I can only enjoy and appreciate games I find challenging, which is the entire reason why I play them to begin with.
  • IMMERSION - How to make Darkness a meaningful experience?
    • I think you're already on the right track, dungeons should be dark, night should have an element of risk to it the day does not and with the higher risks come greater rewards. It sounds like a simple concept but as we're discovering in this thread, it really isn't. For the concept of immersion, why not simplify the gamma setting process? Many games have a game first-start process to adjust their gamma for the desired effect the developers were aiming for (Link for Example - Elite Dangerous). This will allow players the choice to adjust correctly for your intended light exposure conditions, or jack it up to usurp the experience. I would even speak to immersion in this settings adjustment screen, explaining the intention. Honestly, if I question why we're even being asked about this topic shows me this is something you want to do in your game so I'd like to provide you any information/opinion to help with that. With the new sky-box addition, I hope moonlight becomes more visible from shadows so we can tell it's moonlight. Maybe certain harvesting nodes can glow in the moonlight? Maybe animal spirits are only able to be seen in the moonlight in south-haven with higher difficult and better rewards? There are endless possibilities to make the case that Darkness is meaningful to the experience.
  • TORCHES AND LIGHT SOURCES -How to ensure that torches and ground torches and other light source in the game are a meaningful aspect of your adventure.
    • I think the first thing to address is the cash sink that ground torches implies (usually the first reason why people adjust gamma). Simply put, currently we see it as, "if you want to see, it's going to cost you." I think most of us are "ok" with that concept, but it's a significant inconvenience currently when trying to implement it. I must be defenseless to use my torch which is too much of a risk, or lighten my coin purse for a short duration light source. These options kind of limited and feel punishing, if I'm being honest. I have two ideas that would make the torches more useful and attractive to acquire. Firstly, as stated many times already allow people to use it in off-hand with 1h weapon and even give it an off-hand chance for low fire damage output. Second, and this is the more significant change, remove ground torches completely, turn torches into a regent or resource (like ground torches already are). With this change, make the ability to right-click while holding a torch to place it in the ground or even throw it to the ground quickly (-1 torch to resource pool). Then the torch could have a set duration like 2mins or similar. This gives the players a chance to react to a threat without punishing them. These changes makes purchasing/crafting the torches a valid option, despite the cost (which should be low, but could scale with better materials for better effects in higher levels). Now, about the lantern, currently it doesn't have a value more or less than torches. Why not give it a different option completely to lighting a torch? Lanterns could be persistent light source for players (durability should still be a thing tho). I think it should offer two options, if worn on the hip it's a persistent source of light but very limited range less perhaps even less than torches (turned off by T like torches, and loses durability for extended use) and the other option is being held off-hand like torches for better light range or even directed light, however it cannot be put down like a torch so it still has a "limited combat use" and risk. (Link for Example - Outward) Oh, you could even have it take up a valuable inventory slot, anyone remember using Greater Lightstones in EQ? I sacrificed a bag slot just so I could see as a human!
  • COMFORTHow and when Darkness become an uncomfortable experience (eyes sight and /or moral)? How to ensure making it something fun, enjoyable and part of the adventure
    • I think if you take measures to ensure gamma selection is easier to understand (like the link provided above) it can remain a fun aspect of the game. From jump scares to natural fear of the unseen, any player would admit these add to a game's experience. As for when it becomes uncomfortable, I think it's amazing you're taking this kind of consideration for us as players, but there are far too many elements that affect that to put that responsibility on you. Lighting conditions in the room you're playing in are usually the biggest factor to that instead of the gamma settings. Believe it or not, studies have proven that playing in a dark room with only you're monitor on (which sounds ideal I know) is the biggest contributor to eye-strain. I'd rather not have the sun light over-expose on my screen tho obviously, but trying to control too much just isn't fair to you. Players will have to address the real life side of this experience, whether it be dark-out curtains, anti-glare monitors, or even the anti-strain glasses (Link for Eye Strain Glasses). I personally own a pair of Gunnars because I love playing in the dark with only my monitor as the only source of light (I only said I knew better, not that I did it LOL).
PS: Considering it's a low-fantasy game style, are lighting spells out of the equation? In reference to things like D&D's light spell or dancing lights?
 
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I'm not sure the dark brings anything extra to the game personally. If it is here I will deal with it best I can. Does it break my game no! That said since the engine change I do like how it is slightly lighter and it's very comfortable for me now. The dark does change the things I do in game... For example, I will return to repair during darkness as I CBA squinting looking for things to do, just feel wasted time to me. If you are going to make it pitch black then give us the tools to deal wit it.

Like it's been said above people sit around the ember fires, it's not to have a barbeque of marshmallows either they pissed as they cannot see. Do they share this with each other, maybe as in our discord we do comment about stuff like this effecting what we do. On a plus note Dark = Coffee break or snack time in RL. On a negative note I have put weight on since I started testing the game againhard core!!! Just look at Madmedic says it all.

I'd prefer if the darkness is staying, maybe make it shorter! It does not need to be the same as it is in RL right? After all it is a game and fantasy at that.

One of my pet hates is that the crafting station are dark, WHY? This is not ideal, as there should be a light source above all of them to see what we are doing. I will not spend 10 silver buying the lantern when it does the same as the hand held torch which is free. I get that you cannot hold a torch when crafting as you need both hands free. Turn out the lights should mean no crafting in the dark or you will have no fingers left after hammering your tips to death in the dark.

Light variations, so you could allow crafted light sources, such as a lantern on a pole covers wider area than a hand held lantern. So like the runner dropped touch which gives stats, so could the lantern on a pole too.

I also feel the hand held touch should have an effect on the mobs such as a wolf, this should make the wolf run away or try to flank you while you hold the torch. This effect should also work against spiders. Mobs hit with fire should react with fear like they would normally. Just feel you guys have missed an opportunity with the light source and made it basic. Feels like an afterthought.

Sadly I am at a crossroads atm with the many changes which have been implemented. Having been here since S.O.L days when it was darker than my favorite chocolate. The loss of some of the early stuff and lack of magic is making me question where will we end up in the final iteration. 7 months until release and still more question than answer.
 
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