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Embers Adrift

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Night needs to be adjusted

Most if not all people ran around the edge, wall running, when they had to cross the zone.

People was avoiding the zone entirely, that was not intended gameplay. It wasn't "a sense of danger" it was just annoying to go through it. Night in this game is the same, I just want to be able to get rid of it without impacting in other people's experience.

Why are you so adamant into open to more options? why your way is the only way? You can still enjoy the darkest night with your settings and I can have a bright as day night with my own settings and enjoy the game too.
 
Likewise, why are you so adamant that it's not right for the devs to decide this is how they want their game to be.

Because they already stated that they can add the option (Undone itself said so), but they were listening to feedback and understanding why people disliked the night first, so I gave my feedback.
 
Personally I love the night time and I think lighting the torch and running around is super pretty. Without a light source I'd completely hate night time but I think having a light source that you can easily enable/disable with a single key stroke without having to manually unequip/equip an item is awesome.
 
I'm fine with the night as it is, but what should be improved IMO is the visibility of gathering nodes. The small mining patches for example are already easy to miss in daylight, at night they are basically impossible to see unless you happen to walk nearly right over it. Could we maybe get a feint glow at night for gathering objects (and maybe a size bump for the smallest ore depots)?
 
I'm fine with the night as it is, but what should be improved IMO is the visibility of gathering nodes. The small mining patches for example are already easy to miss in daylight, at night they are basically impossible to see unless you happen to walk nearly right over it. Could we maybe get a feint glow at night for gathering objects (and maybe a size bump for the smallest ore depots)?
Maybe have them show up as little gold dots on the mini-map?
 
I've thought about this off-and-on during my playtime. I understand the annoyance, but also the immersion argument.

My preference would be for a quest that allows you to see 'better' at night, perhaps at the cost of Ember. I think this mechanic already exists in game because you can see the lighting effects change as you approach a Ember Ring/Hallow. (I think about Infravision in EverQuest)

This would allow the player to have enhanced vision at the cost of a limited resource. If the quest is level 20-25, I think it also keeps the 'feel' of the early game in tact.
 
I love night in Embers. The colors really shine and are deeper. The lighting is very nice.. You can see the NPC names easier as the yellow overhead labels stand out. I also suggest turning off your torch and letting your eyes adjust. You can still see nodes (especially the flowers as they are brighter at night and stand out) and I would also suggest turning vegetation down to make seeing them easier. Ever turn your interior light on in your car at night while driving.. Its harder to see outside isnt it? Torches are nice for checking dark corners and such but try letting your eyes adjust without it. As mentioned, try the exposure adjustment settings or your cards gamma settings. Just some suggestions from a player who loves night in the game.
 
You can still see nodes (especially the flowers as they are brighter at night and stand out) and I would also suggest turning vegetation down to make seeing them easier.
Oh really? So where's the ore nodes in this picture:
EmbersAdrift_2023.11.29.23.36.59.png

Ok, that was a very easy example, often times they are harder to spot
EmbersAdrift_2023.11.29.23.37.09.png
 
You will learn how to distinguish them. Of course its going to be harder at night (thats the whole point). The hardest zone would be Highland Hills as there are lots of tree stumps which look like nodes.
nah, I just won't bother with it anymore. Crafting in general and weaponsmithing in particular is too useless to put that much effort into it.
 
nah, I just won't bother with it anymore. Crafting in general and weaponsmithing in particular is too useless to put that much effort into it.
Well you can make gear augments, potions, or items with specific stats on them that are not found in the game elsewhere. Its your choice to not do it but its not useless if you understand what the potential is. Its not worth it to some people, but it certainly is to others and gives them some other progression system to work on between fights, etc.
 
@Keiban you realize your primary argument is that it is harder to see at night than in the day? Is that not usually the case? I know for me when I'm doing stuff at night that it's a lot harder to see *shrug*.
 
@Keiban you realize your primary argument is that it is harder to see at night than in the day? Is that not usually the case? I know for me when I'm doing stuff at night that it's a lot harder to see *shrug*.
What I'm trying to say is that (some) resources are so hard to see at night that it becomes futile to go out and farm them. I'm fine with night making things harder to see, but not to the point where it ruins the gameplay or severly hampers your ability to gather stuff.
 
What I'm trying to say is that (some) resources are so hard to see at night that it becomes futile to go out and farm them. I'm fine with night making things harder to see, but not to the point where it ruins the gameplay or severly hampers your ability to gather stuff.
Thats the whole point of night, its supposed to be harder. Its yin and yang, cant have light without dark, and adds to the dynamics the developers are shooting for. Some nodes are actually easier to see at night (later on you have glowing gems and flowers in general seem to be easier to see at night than during day depending on which zone you are in. Saying its futile and severely hampering your ability is taking this way to far. You can still do it, sure its harder, but thats the point of night.
 
Ok how about an alchemical potion that let's you see in the dark better? Not as if it were day but better and as you level just like any other alchemical potions they will allow you to see better and farther at night or in the darkness. For example level 1-10 you would brighten the darkness by about 10% and see about 15% further than you would in normal darkness. 11-20 you would brighten the darkness by 20% and see 30% farther etc. etc..

This gives players the option in game to use limited time potions if they want to see better in the dark or to not use potions and play as normal. It also gives players something else to make. Perhaps they might have to use ember as an ingredient to see since it glows.

Just an idea!
 
Honestly my favourite thing about this game is the amount of in-world downtime that's encouraged. Including nights. When playing solo, yes it can be frustrating to be out in the wilderness looking for resources to gather, but of course it is, it's night time, gathering is a day time activity. So you can hunt wildlife instead or take some time to prep for the sunrise, further more, logging off to avoid night-time is not a bad thing either. Time away from the game is healthy, and games expecting 6+ hour sessions in one go (whilst this is possible in embers adrift and with a group can be fun) is a ridiculous demand. At the moment I'm only level 15, I've done some exploring of the meadowlands and of dryfoot and haven't had too much issue with identifying resources or getting lost at night, it is more difficult but it's not futile or impossible. Mostly, however, night time is a good opportunity for me to go sit by an ember ring and do some housework, or cooking and no other MMO I've played has been so eager to give me opportunities to do that.

Embers Adrift is not a race to the finish, Elloa captured this well in her video "Is EMBERS ADRIFT a MMORPG for you? - 5 reasons to play it" describing it as being about "A meaningful journey" and the solar cycle is short enough that it's not difficult to plan for both daylight and nighttime activity, but ultimately to get the most out of night time, play with friends, or run about with a group of strangers so that the effects of the darkness are subdued by the company and engagement instead.

As for the argument to just increase night time brightness beyond it's purpose, whilst I respect the issue here, I don't believe this is an appropriate solution, the exposure adjustment as it is seems like plenty enough to enable resource discovery and diminish the effect of night time, but disabling the darkness entirely negatively impacts design decisions already present in the game relating to atmosphere and collaborative engagement, and could be argued to convey unnecessary advantage to players who opt in to brighter nights, and whilst yes, it would appear as a choice, it would soon move towards an established meta of everyone playing with light nights to maintain parity on resource gathering or levels, which I feel is a competitive nature the Stormhaven team want to avoid encouraging.

If you are desperate for lighter nights however, consider gamma adjustment on your monitor, or adding a third party shader mod like Reshade and tailor nights to your needs, though I'm not sure on the approval of this latter process or the impact it would have on game performance.
 
Honestly my favourite thing about this game is the amount of in-world downtime that's encouraged. Including nights. When playing solo, yes it can be frustrating to be out in the wilderness looking for resources to gather, but of course it is, it's night time, gathering is a day time activity.
I talked with a dev (Adric) about this in the community meeting about 2 weeks ago, and he stated that it's not their design intend to "encourage downtime" by making some activities significantly harder at night then at daytime. They'll look into making gathering nodes better visible at night (not by brightening up the whole screen, but by making the nodes itself give of a glow for example).
 
I am entirely sympathetic to being in a position where you mostly enjoy something though find one or two things that is not quite to your liking.
And then you think ' sure, alright, let me look elsewhere - there's something out there for me'

After enough times of doing this and not succeeding, you start to lower expectations and revisit the landscape with this new standard
You might even reconsider things you moved away from before - when your standard was higher.

This new found tolerance does allow you to enjoy things more, yet you can't help shake the feeling if only things were just a little more this, or a little more that - you could live with it


I suppose that's why the saying if you want something done right, you have to do it yourself, began gaining traction. A beautiful thing about the western world, no one cares enough about you to try and stop you from going out there and making what you want, exactly as you want it.

Yes, I've seen many MMOs that never quite gets it right when trying to create this throwback model to a niche market.
I could go down the list and immediately share things that make most of these projects not scratch that itch well enough or even big titles.

Pantheon - it's not a camp and grind game. Instead of pulling mobs to a group like in EverQuest, you instead move through the dungeon with the group
Shroud of the avatar - same as Pantheon, as well as no zone connectivity (the overland map is great for a standard RPG, not so much an MMO)
Grogon - there's no auto attack
Mortal Online - the list is long

And even big studio titles such as LOTRO for example, did you know that after all this time.. the right click and left click of the mouse behaves different depending on whether in first or third person - it's actually quite frustrating!

Anyways, the reality is the developers are the artists, and this is their art and sometimes we have to spend less effort being demanding consumers, and remember this
Unfortunately, there is an impatience issue that has permeated it's way through the veins of the market place and industry for a few decades.

The idea of having to wait to do or access something is almost foreign to people

In life (and fortunately some games - nothing like being a human in EverQuest!) you have a balance of work and play, or light and dark as someone stated above.
One creates a sense of increased gratification and justification for the other

When we sit around and do nothing, and achieve nothing - my leisure time feels guilty, un earned and less enjoyable
When we hustle, work, produce, contribute and take on great responsibility, then my leisure time feels deserved, amplified

E.g. bust your ass when it's day time, relax when it's night (or in some scenarios it's the converse)


As for the technical side of it - just remember they've wound a lot of the concepts and design (which is part of their vision, their 'art') into this element and variable
A simple global illumination not only affects the display of the art though can impact the gameplay


That said, we do have some agency over it as we can reduce the gamma rating of our monitor as well as adjust the game settings...



As for the nodes, I don't support making nodes more clear or obvious - nothing ruins immersion and the calm of night like some outlined items flashing up in the world
I also find the night is not dark enough with no real actual need for a torch out doors.
 
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