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Yea so the same "ON" vs "OFF" overlay that you see while your weapons are drawn is always active, but when your weapons are sheathed there is another overlay on top indicating that you are not in the correct stance, which basically washes out the other one. But like you mentioned, it's not obvious and very difficult to see so we certainly need to improve this.


Most abilities should automatically put you into combat and auto-draw your weapons when hit (with a valid target). So this should already be happening? Or does it just not happen because you are out of range and the execution fails?
It works fine.
The visual feedback on the hotbar does not show the skill is ready to be used when in peace mode.
Put peace mode on, select the mob and walk toward it then once in range does the icon light up showing it is usable, which it very much is?
 
It works fine.
The visual feedback on the hotbar does not show the skill is ready to be used when in peace mode.
Put peace mode on, select the mob and walk toward it then once in range does the icon light up showing it is usable, which it very much is?
I will have to double check exactly what is going on but I 100% agree this can be improved and I'll look to do that for this month's patch.
 
Hey thanks!
Hopefully you can make some small tweaks that have a big impact.

You guys got a raw deal but have handled it like some Chads. Nice to see in today's scene.

edit: I also took a better look at the reagents system. It actually is a cool idea. esp if u can eventually get ones that have different effects. very cool
 
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I really love this game. in my opinion you all have done (and still do) a great job.
it really hurts, deep in my heart, that there are not more players feeling the same way.
 
Would love to hear what additional changes you think will help with retention.
When I played, the game was close to ideal for me.
That means any change which makes it worse might bring more players :)
And the things which bothered me I am not going to post them publicly on the forum.

But I have to say that often I think I want a certain feature and I believe that if I get it, it will be better and I will play longer. That's an illusion.
Apparently I enjoy the most games which bring something unexpected, something I've not seen before.
So if I have to answer, I would probably suggest features which make the game closer to my 1st mmo. I think every player loves his 1st mmo the most. But then, why we gave up on it? I can go back and play it... is not dead. But is not new anymore. I have nothing to discover. Only to remember and have some nostalgia.

Even in single player games, it happens once in a while a game to become very popular surprising the developers too. Then they make worse sequels.
 
Lack of minimap and GPS is what sold me on this game (immediately), and their presence would be a pretty hard dealbreaker for me. It's bad enough we have the compass now, even if it is optional. I like navigating by knowledge and landmarks.
 
The torch thing still annoys me really badly. Having to hold the torch to make light is horrible.

Why?
You will either fight in the dark using a 2h or with a torch in the offhand instead of your other weapon and shield. The torch provides zero benefit for making you stash your offhand/shield.
As far as the issue with people running around with the torch on just make it so player equipped non held lights are only visible to that player. Regular torches and stuff could stay visible for everyone.

Alternately you could add an ability that stabs/drops the current torch into the ground (to make area light) and reequips whatever offhand the player had so that you don't have to fight every single night time fight IN DARKNESS.
 
The torch thing still annoys me really badly. Having to hold the torch to make light is horrible.

Why?
You will either fight in the dark using a 2h or with a torch in the offhand instead of your other weapon and shield. The torch provides zero benefit for making you stash your offhand/shield.
As far as the issue with people running around with the torch on just make it so player equipped non held lights are only visible to that player. Regular torches and stuff could stay visible for everyone.

Alternately you could add an ability that stabs/drops the current torch into the ground (to make area light) and reequips whatever offhand the player had so that you don't have to fight every single night time fight IN DARKNESS.
We have a consumable (ground torches) that do precisely this.
 
News flash: you can see better without a torch. Turn up your night brightness and let your eyes adjust. You ever drive at night and turn your interior light on in your car? Harder to see outside right? Same logic for torches and god forbid 8000 kelvin lanterns.
 
Some ideas:
1. Be nice if there was some form of a snare, perhaps limited to wardens and Brigands that would slow the movement speed of the target by 30%, granted then people could kite; But at least I wouldn't get into trouble for soloing the 3chevs. This would make using bows a thing, as the best existing snare is basically pointless, except in very few circumstances and a couple of exhaustively slow bosses.

2. The Warden damage shield should kick out damage based on tiered levels of the target character; Every 10 levels it should double, rather than the ridiculously low damage it does now, clearly the skill isn't meant to be used above level 25. At level 50 the damage shield should be at least 35 damage per hit, and with the right reagent even over 50. I know, tech team is thinking about soloing the level 50 raid boss again... that was fixed awhile ago. (adds).

3. There needs to be a way to upgrade the static item drops in the game, and it should be multiple tiers with a 30% or more failure rate; There should be modifiers to both succeed and fail the combines with multiple chances to upgrade in different ways: For example, Hoggits legacy bracer (which the devs hate, I know), upgrade 1 could add one of the options (+1 armor, +1 run speed, +10 hit points, +1penetration, +10 ember maximum, etc... etc.. ). Just think of how many legacy and new items will be cycled out of the game due to these upgraded, failures. :)
b. Doing an upgrade should make it no drop too.

4. There is still a problem with the angle of attack versus the mob dictating the roll of the dice for base damage value. (This is a major problem, I'd think you want this fixed before it goes live on Steam).
a. You ask how a level 50 warden solo's a level 50 3 chev bear (or the raid boss), its because the right facing is max damage every hit (through evidently non-existant armor) and it has to die in 9 hits (wardens are flimsy). This is an ongoing issue. Flex looked into it, but testing was spotty and its still not fixed. The downside is that its much easier to do the minimum damage every hit than max, the window is 1.1 degree's of turn for max damage. Nothing worse than whipping out your state of the art "Best weapon in the game" and hitting for 22 damage (less than the slated minimum damage by armor) over and over.
b. A maximum damage hit does more damage to the mob that any armound of positional or penetration bonus, sometimes you have to fight from the front because the positional bonus is anemic next to max damage. PS for you overachievers, this is over 640 dps; I know right, total game breaker, aaand I'm not telling how much I actually do. :)
c. Before you get mad at me, remember I reported this issue almost 2 years ago.

5. There should be something else to spend gold on... guild perks which have to be renewed every 30 days would do it.
a. 1000 gold per month for an expanded guild bank limited to the guild owner, for example.
b. 500 gold per month for a flat "good will" from the merchants, -10% costs.
c. 500 gold per month for a Guild talbard (all guild members automatically get a fuzzy chicken on their chests in guild colors or whatever).
Or something like that.

:) Chisaineko
 
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4. There is still a problem with the angle of attack versus the mob dictating the roll of the dice for base damage value. (This is a major problem, I'd think you want this fixed before it goes live on Steam).
a. You ask how a level 50 warden solo's a level 50 3 chev bear (or the raid boss), its because the right facing is max damage every hit (through evidently non-existant armor) and it has to die in 9 hits (wardens are flimsy). This is an ongoing issue. Flex looked into it, but testing was spotty and its still not fixed. The downside is that its much easier to do the minimum damage every hit than max, the window is 1.1 degree's of turn for max damage. Nothing worse than whipping out your state of the art "Best weapon in the game" and hitting for 22 damage (less than the slated minimum damage by armor) over and over.
b. A maximum damage hit does more damage to the mob that any armound of positional or penetration bonus, sometimes you have to fight from the front because the positional bonus is anemic next to max damage. PS for you overachievers, this is over 640 dps; I know right, total game breaker, aaand I'm not telling how much I actually do. :)
c. Before you get mad at me, remember I reported this issue almost 2 years ago.
This is simply not true. Yes, you reported this over 2 years ago, but were unable to provide any non-circumstantial evidence or testing data to show that this is the case. No data we have collected since launch has supported these claims.
 
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