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I’ve lost the will to login

Xavure

Well-Known Member
I’ve put so many hours…..and here my last feedback, for a while:

Solo play is almost unbearable at higher level, there nothing to do other than gathering/crafting.

New dungeons are so bad that I don’t want to do it anymore. Would love some nice design other than gray/brown tunnel that give you headaches just thinking about it.

My main complain, Combat is boring, the same old same old from lvl 1 to 30……we need strategy, pulling one mob at a time is freaking dull….we need mob linked together so we have to plan our pulls.
Why can’t we have Big battle with boss that can fear you, throw you on the ground..:.that you need to evade things, snatchscale that use their tongue to hit ya….etc. (Don’t get me wrong class and abilities are good, the problem is the mobs are boring to fight)

Emberdrift could have been so cool, but it’s just a another dungeons, with the same design as the previous one, same dull colors, with no strategy other than pulling so many mobs thats it’s unbelievable/not doable for on level group. Failed emberdrift also……could have had mobs coming out of it like deformed things, could have had state like rifts in Rift…..etc

Loot table are scarce at best…..the loot needs to be randomize to have thousands more items possibilities, more color variations, everything looks the same brownish color…And it needs to be BOE so we have a replayability value. Now if I drop a thief blade, all my alt can have it……and all my friend also….that’s not working.

Crafting needs lots a love, it is so tendious thats no fun. Craft a hundred helm, deconstruct them manually one by one and sell them manually one by one is so tendious, my hands hurt……rince and repeat a thousand times…….

Leveling is boring, theres no point in leveling other than one skills once in a while and some ac weight….WTH
Others game have some fun things to look for at certain level….aka 10-20-30….etc
Mounts, bags, cape, cool combination of skills, diff type of armor wear (leather to mail to plate…etc)

Now we are left with what…..a nice world…..that feel empty once you know the drill. I had much hope for this game…..but I’m not sure anymore.

What’s in store for the game???? Will we have progression? Or it’s just the same old boring combat from lvl 1 to the end of time? Boss Battle that last 10min?? Raids?? Solo Content?? Fun randomized drops?? Recipe drops?? Legendary things that when you see someone wearing you know it’s fucking epic?? There’s so many options……and none made it it seems….

At least I made some friends, that is the highlight of this game. The community is great, but we needs substance!!
 
Heya @Xavure thanks for writing this up. I think you have a number of valid points and I want to understand a bit more so we can work towards some solutions.

Solo play is almost unbearable at higher level
Is this due to the speed at which you gain experience? Or the lack of 1^ mobs at higher level? And what level range are you specifically talking about here.

New dungeons are so bad that I don’t want to do it anymore. Would love some nice design other than gray/brown tunnel that give you headaches just thinking about it.
Are you classifying them as bad because of their layout? Their content? Both?

……we need strategy, pulling one mob at a time is freaking dull….we need mob linked together so we have to plan our pulls.
Is the social aggro that we currently have implemented not enough? Or is it not firing off enough? Or does the recently added lull ability make it too easy? Are there specific instances where it does work well, contrasted to places where it does not?

Why can’t we have Big battle with boss that can fear you, throw you on the ground..:.that you need to evade things, snatchscale that use their tongue to hit ya….etc. (Don’t get me wrong class and abilities are good, the problem is the mobs are boring to fight)
Are you suggesting that mobs telegraph their abilities? Do you think this would ease some of these concerns? Or do we need more here.

Emberdrift could have been so cool, but it’s just a another dungeons, with the same design as the previous one, same dull colors, with no strategy other than pulling so many mobs thats it’s unbelievable/not doable for on level group.
Would you say that the rewards are not worth the risk? Or that it's too difficult on the whole? And is that difficulty because of the density of mobs? The respawn times? The idea of the drifts was to provide limited access windows to specific "wings" of the dungeon. In Northreach there are only two, but we hope to expand that.

Failed emberdrift also……could have had mobs coming out of it like deformed things, could have had state like rifts in Rift…..etc
Ashen creatures are sort of this no? I guess you are suggesting that they should act as spawn points for ashen creatures rather than transforming current creatures into ashen on death?

Loot table are scarce at best…..the loot needs to be randomize to have thousands more items possibilities
We have considered procedurally generated items in the past but never moved in that direction because it felt a little hollow to us. We always liked the idea of if you want that specific item you can hunt it down (even if that takes a long time). When you introduce procedurally generated items this becomes much more difficult as loot kind of turns into a slot machine. My primary fear with this would be far less design & balance control on our side. Which I think would ultimately lead to less interesting items as you'd get a ton of junk. We have the core tech to make this happen (we could hijack the crafting system on the back end) - I'm just not convinced that it would really lead to a more interesting outcome? Right now item drops are very deliberate in their purpose but that doesn't make them interesting for every character & play style.

, more color variations, everything looks the same brownish color…And it needs to be BOE so we have a replayability value. Now if I drop a thief blade, all my alt can have it……and all my friend also….that’s not working.
I am keen on the idea of BoE - however, I think we have to be extremely careful on how frequently this gets used. Crafting specs will allow for the new weapon & armor augments which will bind the item to you on usage, so maybe these will help this a bit?

Crafting needs lots a love, it is so tendious thats no fun. Craft a hundred helm, deconstruct them manually one by one and sell them manually one by one is so tendious, my hands hurt……rince and repeat a thousand times…….
Any opinions on how to inject a bit more life into this process?
 
Is this due to the speed at which you gain experience? Or the lack of 1^ mobs at higher level? And what level range are you specifically talking about here.
Not related to xp gain, but to things to do. Killing one up, for what reason? Grinding reagents? Mats? There's no incentives to grind 1 up, unless I'm a hunter.
What would be cool, is drop possibility on any creature. I mean, drops like, bag slots unlock for exemple, cool unique recipe for crafting, unique items...etc.
I would add, soloable content, like small dungeon and stuff like that, but you seems to stear away from that.

Are you classifying them as bad because of their layout? Their content? Both?
Bad layout and content. I love dungeons, but this one must be the most painful one I've done in my entire life. Maze are not fun.....there might be a slim % of player that likes it, but not much more. Also, the camera jankiness in tight area is really bothersome. (this needs to be fixed)
A dungeon is fun to explore when: arriving from tunnel, that you fought youy way down to a wide open....HUGE, HUMONGUS area with tons of pulls and a Big Boss fight at the end. Random boss spawn is cool, but you need Boss marker, that you know you reach the end of half....you also need the fat loots that goes with it.

Is the social aggro that we currently have implemented not enough? Or is it not firing off enough? Or does the recently added lull ability make it too easy? Are there specific instances where it does work well, contrasted to places where it does not?
This bring a little spice, but that's about it. What we need is, pulls that you have 3 mobs linked, you need to think before pulling. The social aggro works in very high populated area and it's not working for spreaded mobs. When you pull 1 mob that is with 2 others beside the fire for example, they need to be pulled all 3 together. You also need to add, adds for the named mobs, so we can have a challenge.

Are you suggesting that mobs telegraph their abilities? Do you think this would ease some of these concerns? Or do we need more here.
Telegraph would is cool, but it need to be combined with positionnal abilities, that we need to be awared.
I'll take the turtle for example: you added a cool ability so we can't walk on the mob, we need to be aware of our position. I would have added also a tailwip, on a random occasion (with telegraph), so they have a chance to damage all the party. That would make the fight way much engaging and it needs to be apply to a lot of mobs in game.

I will reply to other later on, I need to leave for now.
 
Also, the camera jankiness in tight area is really bothersome. (this needs to be fixed)
Is this still an issue? Camera damping was disabled for some time due to a Unity bug - but that was resolved in August 24th's patch. This is the first bit of feedback I'm hearing about this after the fix.
 
Hey Xav, thanks for the honest feedback and answers. We're discussing some ideas internally and I think the launch product will also provide for some of what you're worried about. This kind of feedback is super important and we're grateful you took the time to consider everything and put it up here. Looking forward to hearing what else you have to say.
 
This bring a little spice, but that's about it. What we need is, pulls that you have 3 mobs linked, you need to think before pulling. The social aggro works in very high populated area and it's not working for spreaded mobs. When you pull 1 mob that is with 2 others beside the fire for example, they need to be pulled all 3 together. You also need to add, adds for the named mobs, so we can have a challenge.
But in the example you cite here - are they just not close enough? We don't have any "spawn-linking", just the call for help system which works off of probabilities. Maybe we need to have scaling probabilities where the closer the mobs higher the probability and the probability of aggroing a neighbor decreases with the distance from said neighbor?
 
Would you say that the rewards are not worth the risk? Or that it's too difficult on the whole? And is that difficulty because of the density of mobs? The respawn times? The idea of the drifts was to provide limited access windows to specific "wings" of the dungeon. In Northreach there are only two, but we hope to expand that.
The rewards are not worth the time effort. It is difficult for the intended level that's for sure, however I did not go back this patch.
I really think the drift, should be very short instance, max. 45min for slower groups. You should encounter at least one Boss fight and the loots according with it. I think you needs like 5 differents iteration of the drift, so you never know which one you get. It would be cool and not very long to implement one instance that is only a Boss with adds but no trash mobs. (I got plenty of ideas and I've heard many on this forums also for the drift that could be very very cool.)
Once it's cleared, it disappear or once a group enter, it disappear for other groups. This would make them wanted, that would make the group jump on that as soon as they see it.

Ashen creatures are sort of this no? I guess you are suggesting that they should act as spawn points for ashen creatures rather than transforming current creatures into ashen on death?
Kinda, make them an event that you need to clear the spawns or it grows bigger and bigger, until something happen.....I'll let you brainstorm on that. Also, you can use the transformation for any other area at random %.

We have considered procedurally generated items in the past but never moved in that direction because it felt a little hollow to us. We always liked the idea of if you want that specific item you can hunt it down (even if that takes a long time). When you introduce procedurally generated items this becomes much more difficult as loot kind of turns into a slot machine. My primary fear with this would be far less design & balance control on our side. Which I think would ultimately lead to less interesting items as you'd get a ton of junk. We have the core tech to make this happen (we could hijack the crafting system on the back end) - I'm just not convinced that it would really lead to a more interesting outcome? Right now item drops are very deliberate in their purpose but that doesn't make them interesting for every character & play style.
You already told me this, but I think you absolutely need a mix of both. You need to keep those items that you already have, but you also need some more variation, to make things interesting. People will figure out what's the BIS for their own playstyle.

I am keen on the idea of BoE - however, I think we have to be extremely careful on how frequently this gets used. Crafting specs will allow for the new weapon & armor augments which will bind the item to you on usage, so maybe these will help this a bit?
I'm fine with uncommon not BOE, but as for the rest I think it needs to be. Of course the augments will help, but you need to lower the amounts of rare that pass from one person to another, so items don't have an infinite lifespan.

Any opinions on how to inject a bit more life into this process?
This is a big one:

1 - The lower tier mats needs to be worthless with higher Tier flux. I mean it can take 15 minutes for me to know which thing I will craft with my flux, because I need to check with all the mats.....it is very annoying and time consuming. You cannot remember it all, you always have to go back and recheck with each mats multiple times. This will also help with bank space, because we won't have to carry every Tier of mats in it.

2- The Higher Tier needs to be better than the Lower tier ALWAYS. We do not want to choose if we keep a lower tier or not, we want to replace it all, with better mats. That would give a better sense of progression.

3- We need to be able to link to final result to friends: This is one of the biggest complain. if I need a weapon, the weaponsmith can give me results for 15 minutes.....I can't remember everything.

4- There's a need for Critical chances. This could work with the actual flux system. If we add let's say 5 flux, then you have a 25% chance of critical. It could be an Improved Imbued item with +1/2 for each stats. This would give the flux another reason to exist and to be strive for.

5- Deconstructing is a good option, but you need to fix the return on mats. Also when it return junk, this needs to stack into your bag so you don't have to sell 15 times. You could also add a deconstruct all or something like this.

6- Recipe book should be list by type with sub-categories example: Cloth - Leather - Metal...etc

I probably have other ideas for crafting, but for now that's what I have.
 
Is this still an issue? Camera damping was disabled for some time due to a Unity bug - but that was resolved in August 24th's patch. This is the first bit of feedback I'm hearing about this after the fix.
In tight area it is very much, but it's not the same issue than last time I think. It seems to be related to the camera that hit the walls, that gets very sluggish.
 
But in the example you cite here - are they just not close enough? We don't have any "spawn-linking", just the call for help system which works off of probabilities. Maybe we need to have scaling probabilities where the closer the mobs higher the probability and the probability of aggroing a neighbor decreases with the distance from said neighbor?
This could be tried i guess.
 
Hey @Xavure !! Thank you very much for your feedback! Make me a little sad, as I really enjoy your company and your presence in the community, but I understand and your feedback is very constructive.
Much love to you. Hope we keep in touch!
 
I think having abilities that are telegraphed in some manner that you have to dodge for 3^ mobs or bigger ones in general would make a massive improvement in combat. Right now no matter what lvl or anything it is. Your standing in place and just hitting buttons in a rotation. I get the complaint about the dungeons. They are all cave brown lol. Maybe a dungeon that is basically a underground forest with glowing plants etc. something with some color :)
 
I kind of miss the crafting bit where you had to get to max level in that range to make a great product. I think now anyone can make the same weapon as soon as they learn the recipe?

Before there was the crafting range, where you would get a spread of stats from level 1-10 making a level 1 sword as an example.

With the item being better as your crafting level/expertise increased.

Q
 
I kind of miss the crafting bit where you had to get to max level in that range to make a great product. I think now anyone can make the same weapon as soon as they learn the recipe?

Before there was the crafting range, where you would get a spread of stats from level 1-10 making a level 1 sword as an example.

With the item being better as your crafting level/expertise increased.

Q
While I liked the idea, it was not really good because all equipement under 100% was worthless. I would prefer a system like LOTRO that when you achieve master or 100% in that case you get to craft rare and more.
 
Bad layout and content. I love dungeons, but this one must be the most painful one I've done in my entire life. Maze are not fun.....there might be a slim % of player that likes it, but not much more. Also, the camera jankiness in tight area is really bothersome. (this needs to be fixed)
A dungeon is fun to explore when: arriving from tunnel, that you fought youy way down to a wide open....HUGE, HUMONGUS area with tons of pulls and a Big Boss fight at the end. Random boss spawn is cool, but you need Boss marker, that you know you reach the end of half....you also need the fat loots that goes with it.
I don't agree there don't need to be a boss mob in a dungeon, it will again make it so you think Need to kill a boss to get loot and then gtfo because I'm done in here. Would love the randomness of maybe sometimes:
1. Just kill stuff and maybe find a chest
2. A encounter or event where you maybe keep someone or something safe from being over run by mobs
3. Could be some king of riddle you need to search for clues for
4. Could be some kind of fuel to keep an Ember Ring going or kindle and stuff to lit up an Ember Ring
5. Ofc a boss fight

But instead of there need to be a boss, so many other things can happen to make a dungeon good, but would love the idea that it's not just always the same.

Still new as I have only been on this last weekend so still a lot of the game I have not seen yet, but hey just my point of view
 
I don't agree there don't need to be a boss mob in a dungeon, it will again make it so you think Need to kill a boss to get loot and then gtfo because I'm done in here. Would love the randomness of maybe sometimes:
1. Just kill stuff and maybe find a chest
2. A encounter or event where you maybe keep someone or something safe from being over run by mobs
3. Could be some king of riddle you need to search for clues for
4. Could be some kind of fuel to keep an Ember Ring going or kindle and stuff to lit up an Ember Ring
5. Ofc a boss fight

But instead of there need to be a boss, so many other things can happen to make a dungeon good, but would love the idea that it's not just always the same.

Still new as I have only been on this last weekend so still a lot of the game I have not seen yet, but hey just my point of view
There’s some cool ideas in there, but I know for sure that if there’s no incentive to make a dungeon and spend 3h of your life doing so, at the end of the day, nobody will do it.

I say a Boss, but an event with cool strategy and dynamics can be fun, as long as the reward = the time spend, I think there’s no problem.

I’d still prefer over anything, a Big bad ass Boss battle that last 10 Minutes or more at the end of it all.
 
We've got a few things we are cooking up but it will take a few to implement. Hold tight!
 
To Xavure, I tell you to step away. I know for me it helped greatly. Do all these issues exist, probably, but when you come back you will enjoy the game again. I had to step away myself due to things getting to toxic in the community. I don't play nearly as often as I did before. The Devs are holding a bunch back from a post or conversation I saw with Drindin and a streamer. If nothing else, wait til release and check it out again.
 
I’ve put so many hours…..and here my last feedback, for a while:

Solo play is almost unbearable at higher level, there nothing to do other than gathering/crafting.

New dungeons are so bad that I don’t want to do it anymore. Would love some nice design other than gray/brown tunnel that give you headaches just thinking about it.

My main complain, Combat is boring, the same old same old from lvl 1 to 30……we need strategy, pulling one mob at a time is freaking dull….we need mob linked together so we have to plan our pulls.
Why can’t we have Big battle with boss that can fear you, throw you on the ground..:.that you need to evade things, snatchscale that use their tongue to hit ya….etc. (Don’t get me wrong class and abilities are good, the problem is the mobs are boring to fight)

Emberdrift could have been so cool, but it’s just a another dungeons, with the same design as the previous one, same dull colors, with no strategy other than pulling so many mobs thats it’s unbelievable/not doable for on level group. Failed emberdrift also……could have had mobs coming out of it like deformed things, could have had state like rifts in Rift…..etc

Loot table are scarce at best…..the loot needs to be randomize to have thousands more items possibilities, more color variations, everything looks the same brownish color…And it needs to be BOE so we have a replayability value. Now if I drop a thief blade, all my alt can have it……and all my friend also….that’s not working.

Crafting needs lots a love, it is so tendious thats no fun. Craft a hundred helm, deconstruct them manually one by one and sell them manually one by one is so tendious, my hands hurt……rince and repeat a thousand times…….

Leveling is boring, theres no point in leveling other than one skills once in a while and some ac weight….WTH
Others game have some fun things to look for at certain level….aka 10-20-30….etc
Mounts, bags, cape, cool combination of skills, diff type of armor wear (leather to mail to plate…etc)

Now we are left with what…..a nice world…..that feel empty once you know the drill. I had much hope for this game…..but I’m not sure anymore.

What’s in store for the game???? Will we have progression? Or it’s just the same old boring combat from lvl 1 to the end of time? Boss Battle that last 10min?? Raids?? Solo Content?? Fun randomized drops?? Recipe drops?? Legendary things that when you see someone wearing you know it’s fucking epic?? There’s so many options……and none made it it seems….

At least I made some friends, that is the highlight of this game. The community is great, but we needs substance!!
As a new player, I found this helpful. I will admit, some of these call-outs were more of a positive to me than a negative right now, but I really appreciate your late-game perspective.

Your criticism around combat actually sound like more of your current personal preference/mood since it's really on-par for this type of game. Maybe I need more time, but I don't yet find it boring since what you describe is, in many ways, exactly what I'm here to enjoy. A tab-targeted game with skills that have various control mechanisms...from fear/lull to protections and heals, etc. It's early, but it feels like the existing skills provide good dynamics to combat (not too many, not too few). I'm excited about leveling for armor weight increases, additional skills, better armor/weapons, and new quests/lore. I think it's easy to get confused about what can make a new game "great" versus what would make a new game great for your current mood (maybe?). I think it's possible that a lot of what makes a game "great" can be as simple as carrying forward (or bringing back) great gameplay mechanics like the EA team has done, here.

I've really enjoyed the Central Vein (CV) dungeon, for the most part. If they were all similar, I'd think I'd be pretty excited. Much larger than I thought it'd be and certainly easy to get turned around (for some) - which I think is a great part of the challenge. If it weren't for the randomly-massive mob (high-chevron) pulls or the strange aggro range on some of the tougher & grouped mobs, it would be a pretty solid experience overall.

Speaking of the color brown, I played Skyrim for 600+ hours. I thought I would get tired of "brown", but I didn't. I wouldn't change it - I've never modded it. I enjoy the realism; bright, impossible, unrealistic colors everywhere would be more of a turn-off for me, personally.

Loot with more style options, colors, tiers, etc. is a still a great suggestion. I haven't seen very much, myself; I don't see a lot of armor/weapon loot in general. I'm fine with realistic material colors, but some flavor wouldn't be unwelcome as time progresses - I don't have this high on my list for beta (or even launch) expectations.

I agree that crafting needs some love, but it's there and it's usable, workable, and beneficial (save the annoying 2nd quest from Merreka). I don't really have time to run 2x toons to pick up all crafting spheres, so I'll be begging/trading a lot (and, admittedly, I'd rather not HAVE to). Adjusting the grind may be possible, but right now it does flow with the theme of working hard (and frequently) to earn those levels. Again, at your level I hope my fingers aren't hurting, too.

I'm still really excited about the game, overall. It's not just playable, it's in a better state now than some "AAA" titles that I've played at launch, and that's no small feat. I can live without capes, mounts, housing, new loot tiers, etc. while the core of the current experience is tweaked for launch - it's still beta, and it has already been a ton of fun.

Your last point has been my favorite part - I've met a few great players, usually around an Ember Ring while I'm trying to decide what to do next. That, in and of itself, is a priceless substance. Beyond that, knowing that I'll never be harassed by a cash shop mechanic...well, that's a sacrifice for any game development team and for that I'm very thankful.
 
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As a new player, I found this helpful. I will admit, some of these call-outs were more of a positive to me than a negative right now, but I really appreciate your late-game perspective.

Your criticism around combat actually sound like more of your current personal preference/mood since it's really on-par for this type of game. Maybe I need more time, but I don't yet find it boring since what you describe is, in many ways, exactly what I'm here to enjoy. A tab-targeted game with skills that have various control mechanisms...from fear/lull to protections and heals, etc. It's early, but it feels like the existing skills provide good dynamics to combat (not too many, not too few). I'm excited about leveling for armor weight increases, additional skills, better armor/weapons, and new quests/lore. I think it's easy to get confused about what can make a new game "great" versus what would make a new game great for your current mood (maybe?). I think it's possible that a lot of what makes a game "great" can be as simple as carrying forward (or bringing back) great gameplay mechanics like the EA team has done, here.

I've really enjoyed the Central Vein (CV) dungeon, for the most part. If they were all similar, I'd think I'd be pretty excited. Much larger than I thought it'd be and certainly easy to get turned around (for some) - which I think is a great part of the challenge. If it weren't for the randomly-massive mob (high-chevron) pulls or the strange aggro range on some of the tougher & grouped mobs, it would be a pretty solid experience overall.

Speaking of the color brown, I played Skyrim for 600+ hours. I thought I would get tired of "brown", but I didn't. I wouldn't change it - I've never modded it. I enjoy the realism; bright, impossible, unrealistic colors everywhere would be more of a turn-off for me, personally.

Loot with more style options, colors, tiers, etc. is a still a great suggestion. I haven't seen very much, myself; I don't see a lot of armor/weapon loot in general. I'm fine with realistic material colors, but some flavor wouldn't be unwelcome as time progresses - I don't have this high on my list for beta (or even launch) expectations.

I agree that crafting needs some love, but it's there and it's usable, workable, and beneficial (save the annoying 2nd quest from Merreka). I don't really have time to run 2x toons to pick up all crafting spheres, so I'll be begging/trading a lot (and, admittedly, I'd rather not HAVE to). Adjusting the grind may be possible, but right now it does flow with the theme of working hard (and frequently) to earn those levels. Again, at your level I hope my fingers aren't hurting, too.

I'm still really excited about the game, overall. It's not just playable, it's in a better state now than some "AAA" titles that I've played at launch, and that's no small feat. I can live without capes, mounts, housing, new loot tiers, etc. while the core of the current experience is tweaked for launch - it's still beta, and it has already been a ton of fun.

Your last point has been my favorite part - I've met a few great players, usually around an Ember Ring while I'm trying to decide what to do next. That, in and of itself, is a priceless substance. Beyond that, knowing that I'll never be harassed by a cash shop mechanic...well, that's a sacrifice for any game development team and for that I'm very thankful.
We still have some work to do. Really appreciate this post. We want both Xav and you to enjoy for years so we'll keep working hard to strike the right balance and get things in the best place/state we can for launch and beyond. With the new quests, creatures, loot, and dungeons coming I think we'll be in a good spot by then. Especially with everyone starting at level 1 with all these things fresh.
 
First of all, just so you all know, I’m a big fan of tab target system and slower pace combat, that’s not the issue here. And I’m also a big fan of Embers Adrift and I’ll continue support the game as much as I can.

I know the team took my feedback seriously and I’m grateful for that. This is all for the greater good. Many of you may enjoy the game, but you´ll never know when the burn will start to happen and that was the intent of my post. I don’t know how many hours I’ve sinked into EA, but I know it’s a lot and I want it to last even more.

I sincerely want this game to succeed and a big part of my feedback was focus on that, more than my own enjoyment. I have many positive things to say about EA, but that’s counterproductive for the moment.

As suggested by @Kaeolin, I’ll take a small break for now, but I’ll keep an active eye on it.

Cheers!
X
 
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