Hi all.
The last few emails from the Ember forums, and the lack of updates, have got me itching again, so here’s a new forum post.
I completely disagree with the change of focus of the demo. I too thought it sounded a bit too much like Evolve, and it detracted from the reason that I backed M3 in the first place: Firefall. Now, I’m not expecting EM-8ER to be like Firefall, on the contrary I was hoping it would greatly build in the original concepts and modernise it in a meaningful way; where players are the focus, not their cash. But, I do expect it to be Firefallesque, which selling cosmetics, not adding features/fixing things in your game, and fighting large bullet sponge monsters ARE NOT the parts of Firefall I wanted to see emulated.
The current demo is not impressive given the massive amount of time that has gone into it from 2018 onwards. The time lost through COVID, features non-existent in UE4 and now standard in UE5, and the art passes, are noted. They do not together justify the state of the demo, and the state of the demo does not justify putting our faith and wallets towards EM-8ER for another change of direction.
So I “thought about it” for “a couple of weeks” and tried to find features that could be reused and improved upon so we could have fun rock collecting.
Incorporate the New Copa level into the demo
Adding New Copa to the demo utilises the ‘Taxi’ mechanic from the Claimstakes dev build. New Copa is also a much more friendly, interesting looking world than the frost plains, though much smaller. This would be a good environment for players to trial using the personal THMPR (instead of in their own instance), safely gather materials, test out weapons and gliding. It also introduces them to the world of EM-8ER and what the Gatestriders are trying to achieve. Changes would need to be made in:
Thumping encounter dynamics
The crux of my issue switching to a Kaiju-focused encounter is the thumping encounter was already going to feature a kaiju. Instead of now helping your THMPR defeat one, you’re going out to hunt one yourself. This should be an optional uncommon event, not a full demo on its own.
The thumping encounter is boring because there is:
Variety.
Combat mechanics.
A single-player encounter can be defeated with missile swarm only. A 4-player encounter is hectic due to the constant number of enemies. All abilities and weapons should be used.
Still, the combat appeals to the assault player of Firefall, with the added Missile Swarm of Arsenal, albeit restricted. The assault class isn't the only Firefall class, nor is the Medium Omniframe a "class". Weapons use on a frame is more restricted to energy use and size, rather than "class".
Resources and Crafting
Rock collecting he says. You’re right, we’re collecting meaningless rocks and not doing anything with them. So, add some crafting basics! Nothing crafted in this stage of the demos need be very complicated. This is optional equipment meant to reward players for doing the encounter, without locking new features requiring testing behind a timewall.
Possible craftable items could include:
Same encounter every time
This will be resolved with the above, along with new updates to existing content. The new Tsi-hu will change the encounter with their spear-like weapons, kneebiters will beam attack and swarm the THMPR. A kaiju will shake things up. If a player is doing well, you might spice up an encounter by adding a Tsi-hu “death squad” that actively pursue the player during the encounter, rather than focus on the THMPR to pull the players attention.
My opinion on this change of direction
My opinion on EM-8ER, or whatever the new name will be, is that the project is dawdling aimlessly. It used to be about new features now and for when the game releases, but it now just seems to be… Not “trend” hopping but something similar. In trying to stay on the cutting edge and give players the most interesting experience possible, the project has lost its grounding and is suffering for it.
There is no need to switch focus. There is need to improve the game experience you have. It’s too late to go on another several month tangent to try something new. If you can’t even hit the backlog of roadmap milestones, you won’t be able to release a massive feature AND make it fun, enjoyable and rewardable for the player base in a reasonable span of time.
Last Words
Grummz made up his mind about claimstakes, so I’m sure his mind is made up about 4v1 Kaiju hunting. This forum post, and all your feedback, likely won’t matter.
In short, the focus change feels like a failed attempt at hype generation. The name change sounds like an optics shift. Sit down and build upon what you have now instead of running away from your promises. Show us and stop telling us.
At least, that’s what I think. What do you think?
The last few emails from the Ember forums, and the lack of updates, have got me itching again, so here’s a new forum post.
I completely disagree with the change of focus of the demo. I too thought it sounded a bit too much like Evolve, and it detracted from the reason that I backed M3 in the first place: Firefall. Now, I’m not expecting EM-8ER to be like Firefall, on the contrary I was hoping it would greatly build in the original concepts and modernise it in a meaningful way; where players are the focus, not their cash. But, I do expect it to be Firefallesque, which selling cosmetics, not adding features/fixing things in your game, and fighting large bullet sponge monsters ARE NOT the parts of Firefall I wanted to see emulated.
The current demo is not impressive given the massive amount of time that has gone into it from 2018 onwards. The time lost through COVID, features non-existent in UE4 and now standard in UE5, and the art passes, are noted. They do not together justify the state of the demo, and the state of the demo does not justify putting our faith and wallets towards EM-8ER for another change of direction.
So I “thought about it” for “a couple of weeks” and tried to find features that could be reused and improved upon so we could have fun rock collecting.
Incorporate the New Copa level into the demo
Adding New Copa to the demo utilises the ‘Taxi’ mechanic from the Claimstakes dev build. New Copa is also a much more friendly, interesting looking world than the frost plains, though much smaller. This would be a good environment for players to trial using the personal THMPR (instead of in their own instance), safely gather materials, test out weapons and gliding. It also introduces them to the world of EM-8ER and what the Gatestriders are trying to achieve. Changes would need to be made in:
- Adding back rifts on the outer islands only, or when a player is mining a lot of resources.
- In the UE5 world, these could be readded as a dynamic event when you’re travelling around looking for resources. Have them spawn faster in the UE5 demo.
- Replace the really bad water effect with something else.
- The Home demo, or social hub demo, could be scrapped completely with New Copa being used for this purpose instead. The world is there, but some basic structures (maybe some huts and a landing pad) and a place for players to gather and communicate with their avatars (such as a bar with interactable seating and an omniframe parking zone). Tiki torches to bring back the Copacabana Firefall vibe.
- New Copa needs to be placed in a terraforming bubble for lore reasons. Even if this is a whitebox model in the sky with a light on it, at least it is there and it explains, in part, why there is an invisible wall.
- There’s a render of the bike. Put the bike in. It’ll look cool. This goes for other completed models, like the Mk1 omniframe.
Thumping encounter dynamics
The crux of my issue switching to a Kaiju-focused encounter is the thumping encounter was already going to feature a kaiju. Instead of now helping your THMPR defeat one, you’re going out to hunt one yourself. This should be an optional uncommon event, not a full demo on its own.
The thumping encounter is boring because there is:
- No variety - you fight two enemies, who spawn at consistent intervals in the same quantity
- Same-y low level combat mechanics - you have two weapons, missile swarm to eliminate Tsi-hu and Deepstryke for clumps of kneebiters.
- No reward - resources that do nothing
- It's the same encounter every time.
Variety.
- Lower the health on the kneebiters to 15.
- Increase their spawn rate by 3x.
- Increase their speed and responsiveness so they can easily chase down a sprinting omniframe.
- Where is their model and beam attack?
- Add back the grappler enemy. Instead of killing you outright, change their attack to pull you to the ground, disabling gliding and temporarily your jumpjets energy to 10% for a few seconds.
- Add back the Tsi-hu armoured. Give him a plasma cannon.
- Change how the crystals drop so they don't just fall in a huge clump. When the encounter portal opens, crystals spawn 100m above with 0% opacity. Raise to 100% as it reaches the portal and drops to the ground. They should do this one by one, for each ring at the same time. Falling speed should be doubled.
- Tsi-hu don't fall out of the sky in the novel. Perhaps rifts could serve this purpose also.
Combat mechanics.
A single-player encounter can be defeated with missile swarm only. A 4-player encounter is hectic due to the constant number of enemies. All abilities and weapons should be used.
Still, the combat appeals to the assault player of Firefall, with the added Missile Swarm of Arsenal, albeit restricted. The assault class isn't the only Firefall class, nor is the Medium Omniframe a "class". Weapons use on a frame is more restricted to energy use and size, rather than "class".
- Add a charge rifle. Equivalent to a sniper rifle, but it takes energy much like the plasma cannon does.
- Add a combat shotgun.
- Add a poison needler. Each shot can deal base 1-2 damage, plus 5 poison damage (stackable) over 2.5 seconds. 50 rounds, can expend this in 7.5 seconds.
- Add the Turret ability.
- Better yet, place these models near spawns to add some more flair.
- Add the Overclock ability. Increase movement speed, energy recharge rate, and weapon speed (in omniframe) by 50% for 10 seconds. 1 min cooldown.
- Add the Poison Cloud ability. Shoots to an area, spawns an area of denial cloud dealing 10 poison damage per second for 15 seconds.
Resources and Crafting
Rock collecting he says. You’re right, we’re collecting meaningless rocks and not doing anything with them. So, add some crafting basics! Nothing crafted in this stage of the demos need be very complicated. This is optional equipment meant to reward players for doing the encounter, without locking new features requiring testing behind a timewall.
Possible craftable items could include:
- Alternative colour swap options for the omniframes. Maybe one or two.
- The jump pad as a deployable in the C menu.
- Maybe small cosmetics for the pilot. A pair of shades that can be toggled in the C menu.
Same encounter every time
This will be resolved with the above, along with new updates to existing content. The new Tsi-hu will change the encounter with their spear-like weapons, kneebiters will beam attack and swarm the THMPR. A kaiju will shake things up. If a player is doing well, you might spice up an encounter by adding a Tsi-hu “death squad” that actively pursue the player during the encounter, rather than focus on the THMPR to pull the players attention.
My opinion on this change of direction
My opinion on EM-8ER, or whatever the new name will be, is that the project is dawdling aimlessly. It used to be about new features now and for when the game releases, but it now just seems to be… Not “trend” hopping but something similar. In trying to stay on the cutting edge and give players the most interesting experience possible, the project has lost its grounding and is suffering for it.
There is no need to switch focus. There is need to improve the game experience you have. It’s too late to go on another several month tangent to try something new. If you can’t even hit the backlog of roadmap milestones, you won’t be able to release a massive feature AND make it fun, enjoyable and rewardable for the player base in a reasonable span of time.
Last Words
Grummz made up his mind about claimstakes, so I’m sure his mind is made up about 4v1 Kaiju hunting. This forum post, and all your feedback, likely won’t matter.
In short, the focus change feels like a failed attempt at hype generation. The name change sounds like an optics shift. Sit down and build upon what you have now instead of running away from your promises. Show us and stop telling us.
At least, that’s what I think. What do you think?