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Sep 21 patch feedback

graphics and gpu performance overall seems much improved. The new crafting system is harder to give feedback on as playstyles have made some classes of recipes easy to find and some difficult. Once people get a better idea of what drops of which types of creatures I expect this to improve, but the bottleneck of everyone needing things all at once made testing the drops and their application difficult . The purchased recipes seem to work fine, though it can be painful trying to find the one you need to buy off of the vendor.

We are beginning to see some network sync issues for player locations at a distance. While this is fine most of the time, you may want to update group member locations more as it gets confusing to run a distance to raise someone who is down for their corpse, what they were fighting and where that actually are to all appear to be different out of range of each other locations.

NPC leashing overall seems to work, but some creatures (some wolves in dryfoot for me) seem to either have no leash or much much longer leashes than creatures of differing types found next to each other. (get a toad, ant and wolf all setecing you at the same location and the toad and ant will leash and the wolf will follow for 1/3 or more of the zone).
 
We are beginning to see some network sync issues for player locations at a distance. While this is fine most of the time, you may want to update group member locations more as it gets confusing to run a distance to raise someone who is down for their corpse, what they were fighting and where that actually are to all appear to be different out of range of each other locations.
Each npc or player falls into a different observation "band" depending on their distance from you. Those who are farther send you less packets which can cause them to jump around a bit more, but are critical for maintaining decent network performance. If they are bouncing around too much then we likely need to work on the interpolation a bit more - but this should have minimal impact on gameplay as once you get closer you will receive more packet updates from them per second.

NPC leashing overall seems to work, but some creatures (some wolves in dryfoot for me) seem to either have no leash or much much longer leashes than creatures of differing types found next to each other. (get a toad, ant and wolf all setecing you at the same location and the toad and ant will leash and the wolf will follow for 1/3 or more of the zone).
Different NPCs are going to have different leash distances depending on what they are so it sounds like it is working as intended? :)
 
Yes, leashing does seem to be working as intended. I just thought to note that the one survivor who ran could not get the Alpha Wolf to leash in dryfoot in the time I gave up my corpse, ran back and revived the rest of the group While the 2-3 other targets did leash. I do not know how straight away his path was.

The far player updating less is fine, it’s just that if we run directly to a group member who is just at the edge of showing on the group bar for direction leaves them appearing in one spot and what they are fighting in another some distance away. (And if they die their pack is in yet another location). This may be in part network lag on the player end, I am just not the only one who has seen something similar this last week. More than one person has asked me about it while in game.
 
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