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Embers Adrift

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Feedback May 20-22 Test Feedback

is this feedback?

Meeks

Member
Having heard more about your vision for the game and getting more context around some of the design decisions that have been made, I frankly never would have raised some of the feedback I’ve posted here prior to this point. At the end of the day, I’m here because the last thing I want is another iteration of the WoW model. I've seen enough to trust your judgment and to believe that things that don't seem apparent at first likely have a specific purpose, whether you can speak to it in detail or not.

So, take the following questions/feedback and do with them what you will:
  • If I have a 2H weapon equipped, shouldn’t it appear in both hand icons on either side of the action bar? (perhaps slightly greyed-out in the secondary hand)
  • Deep Thoughts with Meeks Handy: I’ve heard people say that an ember ring isn’t a fire. If so, why do I get burned when I walk through it?
  • Posted something about this in Discord, but wanted to include it here as well: I aggroed a red 2-chevron spider near some kind of tower in the rocks on a mountainside near the SW corner of Meadowlands. It chased me down the mountainside into a meadow where it knocked me unconscious. After I respawned, I estimate that I waited 30 minutes before it finally left the site where my bag sat. (or possibly reset to its spawn position... I didn't see it leave)
  • Traversing multiple zones to reach a destination can be a real slog and monopolize the amount of actual playtime working stiffs like me have in the evenings. Any thoughts on granting a slight speed boost when traveling on paths? Maybe you have other considerations in the works?
  • Is it just me or are prospecting nodes much more sparse than those of other harvesting skills?
  • It would be cool if guards would respond when I hail them. Whether they respond with a simple “Hail, [username]” or it just opens the right-click dialog menu, it would be a nice touch.
  • Fall damage seems disproportionately severe. What seems like a small jump will often cause significant damage. Is this intentional? I tend to be the off-the-beaten-path type who sometimes ends up in areas that weren't intended for players to be. But this punishing mechanic discourages me from my normal, hyper-exploratory style.
  • Any chance you can share some statistics around which classes have been chosen most often?
  • Maybe it’s just my old eyes, but I sometimes can’t tell the difference between white and yellow chevrons and it has gotten me into trouble! Anything you can do to further distinguish the two would be appreciated.
  • I’d like to add some transparency to the Combat and Chat windows
  • I’m not clear what I need to do to unlock/unobscure some sections of the map. I’ve traveled what seems like every inch of some of them and still can’t see it on the map. Is it accurate to say that it could be an ember ring or other point of interest?
  • I’m aware of, and fully support, your desire to defy modern MMO convention in an effort to promote a challenging style of gameplay that rewards skill and promotes collaboration. One thing I’m struggling with is the lack of a quick means of returning to safety in the event something comes up and I need to log off unexpectedly.
Another fun test weekend! I had some great groups and got to explore some new areas I hadn't seen before. It does feel like the nightly population is shrinking a bit and I hope for a fresh infusion of new players soon.

Cheers! :cool:
 

Undone

Codemaster
Stormhaven Studios
Having heard more about your vision for the game and getting more context around some of the design decisions that have been made, I frankly never would have raised some of the feedback I’ve posted here prior to this point. At the end of the day, I’m here because the last thing I want is another iteration of the WoW model. I've seen enough to trust your judgment and to believe that things that don't seem apparent at first likely have a specific purpose, whether you can speak to it in detail or not.
No worries Meeks! We have so much on our plate it's extremely easy for things to get lost. We frequently kick small improvements down the road for eternity so it's always good to bring them up every once in a while.

If I have a 2H weapon equipped, shouldn’t it appear in both hand icons on either side of the action bar? (perhaps slightly greyed-out in the secondary hand)
Likely yes, we do this on the equipment sheet but not yet on that offhand slot.

Deep Thoughts with Meeks Handy: I’ve heard people say that an ember ring isn’t a fire. If so, why do I get burned when I walk through it?
It's not a traditional fire that requires fuel to burn. Their "perpetual" energy comes from within the planet. It is hot, and when you get something hot enough it burns!

Posted something about this in Discord, but wanted to include it here as well: I aggroed a red 2-chevron spider near some kind of tower in the rocks on a mountainside near the SW corner of Meadowlands. It chased me down the mountainside into a meadow where it knocked me unconscious. After I respawned, I estimate that I waited 30 minutes before it finally left the site where my bag sat. (or possibly reset to its spawn position... I didn't see it leave)
This seems to be an ongoing issue with some NPCs that I have not had the chance to track down yet.

Traversing multiple zones to reach a destination can be a real slog and monopolize the amount of actual playtime working stiffs like me have in the evenings. Any thoughts on granting a slight speed boost when traveling on paths? Maybe you have other considerations in the works?
This is something we have thought about in the past, but there's a lot of potential issues that we just haven't had time to address (notice a trend? <insert frown>). We hope to come up with a usable but not exploitable type of fast travel that can be used from time to time for a cost, we just aren't there yet.

Is it just me or are prospecting nodes much more sparse than those of other harvesting skills?
I don't think so - but I have been wrong in the past. A lot of nodes may be spawning under ground as some of them are smaller.

It would be cool if guards would respond when I hail them. Whether they respond with a simple “Hail, [username]” or it just opens the right-click dialog menu, it would be a nice touch.
We did have this going at one point and will likely revisit it when we get the quests flowing again.

Fall damage seems disproportionately severe. What seems like a small jump will often cause significant damage. Is this intentional? I tend to be the off-the-beaten-path type who sometimes ends up in areas that weren't intended for players to be. But this punishing mechanic discourages me from my normal, hyper-exploratory style.
I have done extensive fall damage testing to make sure that things are not overly punishing. In the GM zone I have a set of pillars ranging from 1m high all the way up to 24m high that I use to calibrate fall damage based on distance:
IST7U1m.png

The damage obviously scales with the distance fallen - so if you are having issues with fall damage being overly punishing please send a /report from the location at which you fall with the amount you fell for and how much health you have at the time and I can look into it further.

Any chance you can share some statistics around which classes have been chosen most often?
Not yet!

Maybe it’s just my old eyes, but I sometimes can’t tell the difference between white and yellow chevrons and it has gotten me into trouble! Anything you can do to further distinguish the two would be appreciated.
Any thoughts? I have occasionally had this issue as well, but there are not many good colors between white and red to fill the gap.

I’d like to add some transparency to the Combat and Chat windows
These windows have been awaiting a revamp. No idea when we will get to it though.

I’m not clear what I need to do to unlock/unobscure some sections of the map. I’ve traveled what seems like every inch of some of them and still can’t see it on the map. Is it accurate to say that it could be an ember ring or other point of interest?
The discovery system that currently exists is more of a "proof of concept" rather than the actual content. This too, like many other things, is due for a revisit once the zones get a bit more solidified. The general idea will be to reveal sections of the map as you travel to them - and then individual POIs when visited will add their icons to the map.

I’m aware of, and fully support, your desire to defy modern MMO convention in an effort to promote a challenging style of gameplay that rewards skill and promotes collaboration. One thing I’m struggling with is the lack of a quick means of returning to safety in the event something comes up and I need to log off unexpectedly.
Similar to the point above regarding potential fast travel options - having some sort of hearth is also mixed in with that discussion.
 
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Undone

Codemaster
Stormhaven Studios
Ditto here. Maybe bring back orange in place of yellow?
Then people are going to have issues differentiating between red and orange.

I'll make some adjustments to the tone of the yellow to see if I can bring it out more.
 
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Elloa

Administrator
Stormhaven Studios
:p Smiley yellow should be a good, nice and very flashy kind of yellow that bring no confusion
 

Meeks

Member
Agree with @Elloa! A nice, rich yellow that works on light backgrounds as well as it does dark ones.

Maybe something like #FFAA00 (255,170,0)