What's new
Embers Adrift

Register a free account today to Ignite your Adventure! Once signed in, you'll be able to participate with the Embers Adrift community. Your active account will also be the same account used to purchase, download, and login to the game.

Feedback Ground Torches Duration

is this feedback?

MrDDT

Active Member
Been looking to use these and they just don't seem to be worth using. 5mins is extremely short. I was told that 10m ones can be crafted, however, both of these seem to be like using them often. Their range isn't great to start with so you might even want 2.
I think the duration can be upped greatly to make them useful. I see almost no one using them.
 
Rather than adding duration, they should allow you to put multiple charges into the first planned ground torches to extend duration. The duration would be dependent on your groups resources.
 
I agree with this sentiment mostly. Ground Torches are very nice at night. The duration is just to short.
 
As to not spam the world with ground torches the cooldown is very similar to the duration (pretty sure they would exist and players could put down multiple but I'd hve to double check it). For groups on the move, having a 30 minute ground torch with a 30 minute cooldown is awful. Also a trail of ground torches behind your group is not good either and the more light sources the worse the performance tends to be. Although maybe it would be interesting to find a random ground torch to know there's a group nearby?

I'll look at some options to make them more usable without causing issues, we're still looking at some other options to give players some play space around light sources, but it hasn't been a priority yet.
 
What about making the duration tied to a buff... and the ground torch goes away when you dismiss the buff? That could also reset the cooldown so you could place another torch down.
 
Is the duration really too short? Or are you just not wanting to spend another one to "extend' your stay? These objects have to be maintained in the world & are shadow casters so they can be detrimental to performance all around which is why the amount within a given area is limited.
 
Definitely too short. I just don't use 'em because of it. If it's already limited to one per person due to the cooldown, changing the duration won't change the number being used.
And what prevents/dissuades you from putting another one out?
 
And what prevents/dissuades you from putting another one out?
Well they last 5mins (10 if crafted)
So you don't want to put another one out until the old one is used up else waste.
So once the old is used up you sitting fighting in darkness (if you even happen to be near it still), but likely have a mob pulled back to it or can't find where your location is because it's dark again.
I think the charge up would be one option, but really 5mins is just very short. You likely have the numbers, but I would be that very very small % of people even use ground torches at all. Ask yourself why? I would say the lighting radius + duration, are the major factors, along with likely roaming looking for whatever they looking for.

Is there a reason 5mins (10 for crafted) is a good starting point for you? Is there something we missing? Do we need to lower the drop rate and increase the cost to make it better what's the issue? Server lag? Afraid people are going to spam ground torches everywhere?
What are the negatives we looking at so maybe we can help see it from another angle or even help give information on how we disagree/agree with those reason(s).
 
Well they last 5mins (10 if crafted)
So you don't want to put another one out until the old one is used up else waste.
This doesn't really answer the question though: what is making you not want to put out another one once the current one expires?

Is there a reason 5mins (10 for crafted) is a good starting point for you? Is there something we missing? Do we need to lower the drop rate and increase the cost to make it better what's the issue? Server lag? Afraid people are going to spam ground torches everywhere?
What are the negatives we looking at so maybe we can help see it from another angle or even help give information on how we disagree/agree with those reason(s).
I explained above. These things have to be maintained in the world & they cast shadows which hits people's performance. The last thing I need is a bajillion torches throughout the world lasting for extended periods of time. Personally I feel that 10m is too long for something to remain in the world placed by a player - especially something that can hinder performance if there are too many.
 
I agree. 5 mins is a bit too short. I've mentioned this earlier, but I'll just assume most of what I mention is put in the "special" folder. Anyway....I'd say 7 mins would be better for the first tier torches. But with a 5 minute cooldown. But once the torch hits 5 mins...it starts to fade until it goes out at 7 mins. With a 5 min cool down you'll be able to plant another one when you see the first one start to fade.
 
I agree. 5 mins is a bit too short. I've mentioned this earlier, but I'll just assume most of what I mention is put in the "special" folder. Anyway....I'd say 7 mins would be better for the first tier torches. But with a 5 minute cooldown. But once the torch hits 5 mins...it starts to fade until it goes out at 7 mins. With a 5 min cool down you'll be able to plant another one when you see the first one start to fade.
Interesting idea I'll stew on.

However, this still does not answer the question: what is discouraging players from placing another one when the first one goes out?
 
Because we are lazy and greedy.
Naa, I've often run out of tourches, and I'm always putting them down at night or in the caves. 5 mins goes by pretty quick. I've never had a crafted torch though...so I can't compare the 5 mins to the 10 min ones.
 
Naa, I've often run out of tourches, and I'm always putting them down at night or in the caves. 5 mins goes by pretty quick. I've never had a crafted torch though...so I can't compare the 5 mins to the 10 min ones.
So the only reason you don't put down another one is because you run out?

Ground torches are consumables. They're meant to be consumed, not placed down for the entire duration of the night.
 
So the only reason you don't put down another one is because you run out?

Ground torches are consumables. They're meant to be consumed, not placed down for the entire duration of the night.
eyep, they'd do it. Tough to put down more, when I run out so quickly.
 
eyep, they'd do it. Tough to put down more, when I run out so quickly.
Sounds like a money sink. Don't you love those?

I'm not going to increase the duration of a consumable because you don't carry enough of said consumables. There are no stack limits meaning they only take up a single slot in your inventory/pouch. So it sounds like @Dalton was on to something...
 
Sounds like a money sink. Don't you love those?

I'm not going to increase the duration of a consumable because you don't carry enough of said consumables. There are no stack limits meaning they only take up a single slot in your inventory/pouch. So it sounds like @Dalton was on to something...
Oh, I'll keep buying them. 7 mins isn't that much longer than 5, but 5 is annoyingly short is all.
 
Back