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March 25-27 Weekend Feedback

Pelirow

Active Member
Bugs & Issues
1. I noticed significantly more issues with "cooldown not met!" notifications this weekend compared to previous weekends, and my ability in question was definitely showing itself as ready to use.

2. Someone in my group had an issue where they were in my group on one toon, logged off, switched to another toon, then joined the same group. In effect they had "two toons" in the group and after the previous toon was removed from the group, the new toon could not see group chat without a relog.

3. Some people like to set auto-greed as a default to keep things moving along in a group, but I think auto-greed should pause itself when there's an actual item drop, as auto-greed should mainly be for reagents and vendor trash animal drops.

4. I thought Undone planned to make mobs invulnerable if they couldn't reach their intended target? I was trying to escape a mob and when I ended up on rocks the mob was still focused on me, my group mate was able to pick off the mob from distance and down it while I stood there on the rock.

5. The merchant table in meadows does not sell any vegetable soup, making it an issue for folks who don't have the ability to cook meat to stay in the zone. I got by with handouts from fellow gamers but that's not sustainable.

Feedback
1. I'm personally still fine with the levelling pace, but I do worry whether there are enough loot "hot spots" for people to spread out when servers are in the hundreds. I spent 15+ hours at Wolf Den and only saw 2 weapon and 2 armor drops; I can't imagine how difficult it'll be when the camp is congested to both try to get exp and get those drops because the dark wolf gear is significantly better than anything else at that point in the game so it's going to be very desired, and nowhere else in meadows seems to have has consistent the rate of mobs plus high end loot. tTe rate of loot drops is fine now because there's no competition for these spots, but I worry the lack of drops will have people fighting over wolf den because more people will stay instead of moving on to other places. The super slow levelling pace is mostly okay for people when there's pixels to chase; if it's just straight exp grind it's gonna get tedious for some.

2. At least in terms of bats and mistwalkers for MAR reagent drop, there are significantly more that pop as 2^ and 3^ than 1^ and they're often tightly packed, making it a somewhat difficult reagent to try to accumulate. My thought was reagent hunting would be one form of horizontal content that could be done solo, but it's been more chore than grind, for lack of better explanation, just due to the nature of the mobs I have to target being scarce as 1^ and clumped together a lot. I spend more time looking for 1^s and carefully pulling them than fighting. It's just doable in terms of content for me, but I seem to have more tolerance for this sort of grind than others. I also noticed that the WLD drop was consistently in higher drop numbers than the MAR drop, almost double the amount usually. Rigid flasks was usually 4-10 and the rotten flesh would be 10+ per drop.

3. I haven't gotten my level 18 ability yet but after further play and conversation, I'm starting to think that 6 LAS spots for 18-20 anticipated abilities may be too low. I'm a big fan of forcing choices, but the situation I'm seeing is rather than forcing choices players have no choice but to use the best 6 skills. I think 7 or 8 would be better and still forces players to leave more than half their kit on the bench. My main reason for this suggestion is 6 LAS right now will already force you to play linearly and not allow any supporting skills, or will end up with a situation where instead of having multiple comparable abilities, you always keep the strongest one. I'm not all that excited for my level 18 MAR ability (dodge?) because I'm not sure it's gonna be better than resilience, or it's going to replace resilience and then I will likely never use resilience again, simply because I need spots for attacks and halt. I think 7 or 8 LAS spots will allow people to keep the core skills they need while still being able to swap out the others more flexibly. I worry 6 LAS spots is going to create very streamlined action sets and the other 12 abilities are rarely going to be used. I think 6 LAS slots to start with is good, and maybe have quests at 20 and 30 to unlock 2 more LAS spots? I guess my question after that ramble is: with all the abilities SHS is designing, are you confident people will find a time and place for all of those abilities, or is it more likely that a set number of them are going to be completely pushed to the side and never used (as opposed to situationally used) due to LAS being set at 6?
 

Kittik

Well-Known Member
I suggested the same thing for LAS. I strongly believe that if you force LAS you will force people to play with 6 abilities. Rarely, will moving abilities around be a thing, especially as cumbersome as it is to do in this game. So, designing X amount of abilities is a waste of time, when the majority of those abilities will get used so rarely it doesn't make it worth it. I suggested upping it to 8 also. At least that is something to play around with. Secondly, allowing us to save different layout and load those (keeping the 30 second unusable timer is fine) is something that should really be considered.

My altered screenshot below shows how you can easily fit 8 abilities and at the same time allowing a player to always keep in view their consumables bag and reagents bag.
 

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Pelirow

Active Member
I suggested the same thing for LAS. I strongly believe that if you force LAS you will force people to play with 6 abilities. Rarely, will moving abilities around be a thing, especially as cumbersome as it is to do in this game. So, designing X amount of abilities is a waste of time, when the majority of those abilities will get used so rarely it doesn't make it worth it. I suggested upping it to 8 also. At least that is something to play around with. Secondly, allowing us to save different layout and load those (keeping the 30 second unusable timer is fine) is something that should really be considered.

My altered screenshot below shows how you can easily fit 8 abilities and at the same time allowing a player to always keep in view their consumables bag and reagents bag.
I'd say the easy way is just extend the LAS from 1-6 to 1-8, then the reagents/consumables can simply use 9, 0, -, and = buttons since they're all in a row. people can easily change the keybinds from those defaults.
 

Kittik

Well-Known Member
Well, the key they are mapped to doesn't matter. Those can always be adjusted at the user level. The SS was just to show a mock up of how it could look and function.
 

Nfab35

Active Member
I suggested the same thing for LAS. I strongly believe that if you force LAS you will force people to play with 6 abilities. Rarely, will moving abilities around be a thing, especially as cumbersome as it is to do in this game. So, designing X amount of abilities is a waste of time, when the majority of those abilities will get used so rarely it doesn't make it worth it. I suggested upping it to 8 also. At least that is something to play around with. Secondly, allowing us to save different layout and load those (keeping the 30 second unusable timer is fine) is something that should really be considered.

My altered screenshot below shows how you can easily fit 8 abilities and at the same time allowing a player to always keep in view their consumables bag and reagents bag.
 

Rev

Well-Known Member
**In my best Undone voice**

Why stop at 8? Why not 10? 12? Same argument as bank and bag space. When is enough, enough?



With that said, I referenced a few other similar style games from the past and 8 seems to be about the least amount of icons I could find so I guess I am on board with 8. At least it isn't like GW1 where you had to go to town just to change out your skill icons on your bar. ;)
 
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AdricLives

Administrator
Stormhaven Studios
I think this is a bridge we will cross when we get there. A lot of the additional skills will have more specific use cases where-as those first 6 try to be as applicable as possible to the role of the character in either a group or solo setting. Like abilities that work better solo, but worse in a group. The LAS also serves to help give purpose to stacking single specializations within a group and giving them the ability to play their role without making the other player irrelevant. When combined with other systems I think we can get to a point where even 3 of the same specialization within a group would be viewed as OK.
 

Pelirow

Active Member
**In my best Undone voice**

Why stop at 8? Why not 10? 12? Same argument as bank and bag space. When is enough, enough?



With that said, I referenced a few other similar style games from the past and 8 seems to be about the least amount of icons I could find so I guess I am on board with 8. At least it isn't like GW1 where you had to go to town just to change out your skill icons on your bar. ;)
Haha, 8 at most feels like enough, that's still less than half the proposed toolkit while still allowing some wiggle room. I worry as I get more skills there won't be wiggle room.
 

Pelirow

Active Member
I think this is a bridge we will cross when we get there. A lot of the additional skills will have more specific use cases where-as those first 6 try to be as applicable as possible to the role of the character in either a group or solo setting. Like abilities that work better solo, but worse in a group. The LAS also serves to help give purpose to stacking single specializations within a group and giving them the ability to play their role without making the other player irrelevant. When combined with other systems I think we can get to a point where even 3 of the same specialization within a group would be viewed as OK.
I hope this is the case, hopefully we can try to iterate this well once classes actually have those 18-50 abilities and people have 12+ abilities to choose and just 6 slots.
 

sand32

Active Member
Stormhaven Studios
2. Someone in my group had an issue where they were in my group on one toon, logged off, switched to another toon, then joined the same group. In effect they had "two toons" in the group and after the previous toon was removed from the group, the new toon could not see group chat without a relog.
Particularly good feedback here. I was able to reproduce the issue and have pushed a fix. This case should no longer occur. Thanks for the clear description!