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Embers Adrift

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Night needs to be adjusted

I understand both sides.

Yes, I also swear regularly when I'm out at night - although for me it's less about finding resources and more about finding my way (which is already hard enough for me during daytime, but at night it can become a real nightmare).
More than once I've wished that the nights were shorter.

On the other hand, the developers have thought of something and should stay true to their concept.

The developers of WoW, for example, also experimented with dark(er) nights at the beginning and considered the Survival profession, with which you could make torches - but discarded the idea because it wasn't casual-friendly enough.

As painful as many of the design decisions made by the developers of Ember Adrift may seem at first glance, I would like to congratulate them on having the courage to go down this (uncomfortable) path (and hopefully stick to it).
If you were to remove all the elements that make Ember Adrift unique and beautiful (but sometimes also uncomfortable or annoying), you'd end up with just the umpteenth WoW clone.

I have also started to adapt my in-game activities to the day-night rhythm - and that in itself is something special that hardly any other MMORPG has to offer.
 
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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
Sorry to spoiler you (as you clearly haven't done any dungeons yet), but Embers is exactly the same.


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
Right, and BECAUSE i have that balance in real life, I don't need it repeated in the game.
 
I understand both sides.

Yes, I also swear regularly when I'm out at night - although for me it's less about finding resources and more about finding my way (which is already hard enough for me during daytime, but at night it can become a real nightmare).
More than once I've wished that the nights were shorter.

On the other hand, the developers have thought of something and should stay true to their concept.

The developers of WoW, for example, also experimented with dark(er) nights at the beginning and considered the Survival profession, with which you could make torches - but discarded the idea because it wasn't casual-friendly enough.

As painful as many of the design decisions made by the developers of Ember Adrift may seem at first glance, I would like to congratulate them on having the courage to go down this (uncomfortable) path (and hopefully stick to it).
If you were to remove all the elements that make Ember Adrift unique and beautiful (but sometimes also uncomfortable or annoying), you'd end up with just the umpteenth WoW clone.

I have also started to adapt my in-game activities to the day-night rhythm - and that in itself is something special that hardly any other MMORPG has to offer.
At this point day/night cycle has no point in World of Warcraft.
 
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