New Em-8er Build: Visual Overhaul! 7/7/2022

Grummz

$6k package
Community Manager
Ember Dev
Jul 25, 2016
802
6,683
93
#22
Hello again!
After playing the new build I still got some bugs but this time they are different depending on the server I use. For example, the deepstrike bug still occurs in the US server, but seems to have been fixed in the Pacific server. Maybe the fixes were deployed to some servers but not to others.

US server bugs:
  1. Deepstrike bug is not fixed, when it's triggered from low altitude it make us hover and stutter above the hole, and from high altitude it sometimes don't even create the hole and leaves me stuck below the ground.
  2. When calling a thumper I'm logged out automatically (same as reported by joshua), and after i login again while the thumper is still active I'm logged out if I try to get close to where the thumper is supposed to be.

Pacific server bug:
  1. The tsi-hu and knee biters don't spawn during the thumper encounter.
Edit:
Now I have some recordings of these bugs if you guys need it.
Hi! The Copa map on Unreal 4 does not have the THMPR encounter with Tsi-Hu. To play that you need the visual update Unreal 5 build available to Newcomer and M3 backers.
 
Aug 17, 2020
38
89
18
#23
Hi! The Copa map on Unreal 4 does not have the THMPR encounter with Tsi-Hu. To play that you need the visual update Unreal 5 build available to Newcomer and M3 backers.
Oh, I was talking about the visual overhaul build, not the Copa build.
The image with the Chad in the copa landcape is my forum signature ;)

While connected to the Pacific server, I called the thumper, the encounter started normally and the thumper started mining for resources, but the enemies never spawned.
Yesterday I played it again and it seems that the bugs I found in the US server were finally fixed, but I didn't play in the Pacific server to see if the enemy spawn bug was fixed too.
 

Faeryl

Omni Ace
Staff member
Kaiju Slayer
Community Coordinator
Jul 26, 2016
634
2,268
93
Planet Earth, USA, East Coast
discord.gg
#25
Hello everyone!

I have an update from our awesome Community Manager, Ronyn, as seen in #latest-announcement and #demo-announcement channel on Em-8er Discord:


Gatestriders,
We have deployed a new build with a few important bug fixes. Please download it if you'd like to explore the world of Em-8er, as old builds will no longer connect to the servers.

Thank you, and good hunting!
 
Aug 17, 2020
38
89
18
#27

Pandagnome

Kaiju Slayer
Fart Siege
Welcome Wagon
Happy Kaiju
Jul 27, 2016
7,035
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113
Island of Tofu
#28
I think if you are in or close to Japan, the route to servers in the west coast of the US are faster because of the undersea fiber optic cable systems tha connect the west coast directly to Japan and other asian countries.
I am much closer to the EU than any of the other servers which is why this seemed strange to me.
 

Pandagnome

Kaiju Slayer
Fart Siege
Welcome Wagon
Happy Kaiju
Jul 27, 2016
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Island of Tofu
#31
Yeah, I had the same bug....
I'm starting to think maybe that's why the server is called "Pacific" ;)
Don't worry pacific, reinforcements have arrived :cool:
1657743602076.gif

Also scanned inside the base and went on the roof of the base and dropped a thumpr and no baddies still.
basethmpingagainr.jpg
scaninside.jpg
The thumpr looks quite blue is it just me or is that my computer screen?

Another thing is when the drop ship arrives to pick the thumpr, the trail of the drop ship doesn't seem to be quite in sync with the drop ship.
 
Aug 17, 2020
38
89
18
#32
Also scanned inside the base and went on the roof of the base and dropped a thumpr
I'm preety sure this is a bug too.
From your images it seems that the resource indicator is appearing exactly where you scanned. Maybe it's possible to scan and call the thumper even on top of the ship!

But anyways...
I think this has something to do with the deployment of the server updates, because most of these bugs are already fixed in the "US" server, so maybe the new fixes were not deployed, or only partially deployed, to the "Pacific" server.
 

Pandagnome

Kaiju Slayer
Fart Siege
Welcome Wagon
Happy Kaiju
Jul 27, 2016
7,035
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113
Island of Tofu
#34
I'm preety sure this is a bug too.
From your images it seems that the resource indicator is appearing exactly where you scanned. Maybe it's possible to scan and call the thumper even on top of the ship!

But anyways...
I think this has something to do with the deployment of the server updates, because most of these bugs are already fixed in the "US" server, so maybe the new fixes were not deployed, or only partially deployed, to the "Pacific" server.
That's great and hope this is done so everyone on any server will have the same good experience.

Love the planet/moon aesthetic
Every time i return to this demo and wonder will the sky turn to night and we will have to use our torch lights or even our night vision making the encounters even more thrilling and dangerous!
 

punkbuzter#6186

D-Gater
Ark Liege
Jan 6, 2021
87
143
33
Sweden
#37
BONUS COMPLAINT

Earlier July 9 I downloaded the latest build from the website, this is the day after Ronyn announces a new build on Discord.
The package that day was called "UE5_Em8ER_Update_1_0", and I made a previous report in this exact thread using that exact build.

Today July 22 I downloaded the latest build from the website again, but this time it's called "UE5_Em8ER_Update_1.2_client_3".
So now I'll be making another report on the exact same forum thread using a completely different build (this one!). Sorry for the confusion, something went wrong with the downloads.



UE5_Em8ER_Update_1.2_client_3 report:

---- The Problems Found ----

# File upload size here on forum is below 2.8 MB, tried to upload a gif of a problem but 2.8MB was too big, ridiculous imho so I'll be posting a youtube link.

# The server selection dropdown menu gives dark marker on black text, making it hard to read other unselected servers.

# Connection Timeout when trying to connect to EU and Pacific servers.

# Need to double tap TAB in order for marker to switch textboxes during login from Account to Password.

# Strafing Forward/Left and also Backward/Right lacks proper animation while weapon is drawn.

# Sound is centered on character instead of camera, which makes audio unbalanced to the ear.

# Environment is lacking global illumination, dark areas are way too dark. (on the contrary, the character inside the omniframe is uplit too much as if it had a 100W lamp right infront of it)

# Graphics settings lacks a brightness/contrast slider.

# Character reverts back to the green skin after respawn, additionally, the first "Swap Skin" click does not register as if the game still thinks I'm wearing the red one and switches to green, even tho I visually already had the green on respawn but not before I died.

# The sensitivity sliders are still off the charts. Remove anything above "3", and remove the 0.0001 steps and set each tick to 0.1.
By default, "1" should be the mouse DEFAULT input speed, for whatever reason the "1" seems as a 10x value above the hardware default. (GIF of the problem is uploaded below)

# Deepstriking down to a slope makes character want to skate instead of creating a crater.

# Coming down to a skateboard animation from gliding is sometimes too slow, especially on flat terrain where the transition from gliding to skating is too different, first I'm gliding at 100MPH then I'm skating at 20MPH (contrast between the too is off).

# The wheel menu does not cancel when clicking ESC (escape), which should be default.

# The wheel menu has "A" and "S" bound to both Scan/Swap Skin, and Unassigned.

# The missile lock-on does not disappear when clicking it twice or switching weapons. Sometimes one would regret their choice of lock-on and target another group of enemies, right now that's not possible unless you fire the missiles only to find yourself in a cooldown.

# Missile lock-on does not work on the small hitbox enemies.

# Character can make too fast turns when gliding making loops to small. Correcting this would also balance combat in both PVE & PVP. (current turnspeed is unrealistic)

# Deepstrike descend as if it's unintentional, animation is bad, make it so the character is about to hammer the ground with both fists from above (Hulk landing).

# NPC's without their own omniframe is very small, even if the player is in a medium one. Talking to an NPC not wearing an omniframe while the player is wearing a heavy frame could pressent a challenge. How will NPC interaction be solved?

# Player camera is locked when scanning, instead it should be released so one can look around the character while its scanning.



---- Things I Would Like ----

# 360 camera where the character faces the direction they're running/walking instead of always to the crosshair.

# Running/Sprinting in all 8 directions while holding SHIFT/Sprinting, seamless with the suggestion above.

# A "double-tap" feature to dodge character in all 8 directions just like you can when hovering.

# L-ALT to detach mouse from crosshair, to interact with on-screen objects such as the chatbox and possibly re-orient the entire UI if future allows for UI customization such as inventory placement or accessing other menus other than the "game menu". (should be a standard in games since 2010)

# Replace the brown crack-sprites from skateboarding with skidmarks, and scar the terrain like a deepstrike does but much smaller trails which the skidmarks automatically gets placed in when aligned.

# The entire "settings" UI needs a new layout, instead of wasting the entire right pane with explanations or just nothing, you can use popup bubbles that explains what various settings in the UI does and save space for other options like a 2-row UI.

# Instead of clicking the scrollwheel switching from 1st to 3rd person camera, can't we just scroll the wheel and decide how much we want to zoom in or out?

# The wheel menu at "C" either needs a new round/sphere design or allow for visible mouse to click the buttons. Don't remove it though, I like wheel menus, it's just that it's too clunky right now.


---- The Problem With Frames ----

# Let me explain and elaborate what I think about the frames and their sizes, looks and functionality...

1. The "Light" frame should be closer to body-assist for things such as speed, strength, and flexibility. It should be the most revealing/liteweight one and my current thoughts on it is that it has too much armor. "Arm Shield" for example I think should only be available for the Medium frame. I think the extended arms look awesome but they're too big for the size of the rest of the suit.
I also think the legs are too covered up as well as the arms. If you remove the armor on legs and arms and make the frame more "assist" focused, you get a liteweight agile and flexible assassin looking model that's focusing on handheld weaponry for rapid fire and critical hits, much like your typical DPS in other games.

2. The "Medium" frame also looks too clunky, if I had a choice I'd make the current "Light" frame the Medium one and just build a new Light frame, and thus making the transaction going from Medium to Heavy more dramatic and valuable. Current graphic of the Medium frame's built-in weaponry looks awesome, but this is not repressented in the demos (yet). The "Arm Shield" would serve a much greater purpose here as the Light frame should be more focused on dodge/evasion/speed, and the Medium more armor focused. Have the size gap between Medium to Heavy greater than Light to Medium.

3. I have no complaints about the Heavy frame, go wild, have it bulky :)



---- Conclusion ----

Thus far, the problems are mostly aesthetic, with some minor tweaks needed for functionality.
The old bugs mostly follows the UI by now.

I just have 3 concerns right now...

- One is that I'd like a milestone where we have a clean build to expand upon where old bugs are completely removed before new stuff gets added in, because I'd fear those would otherwise be irreversable and too baked in to be fixable.

- Two is the look of the frames and how they feel while playing... We as players gonna pay a lot of money for skins, where the minority of the playerbase (us, the backers) will probably be the ones spending the most, and I feel like the skins gonna have more value if we get to see the skins more often. It's better that I express this concern now because most of the models hasn't been designed yet, not in the game at least, so there's still time to go back to the drawing table and fix this before it's too late.

(this is gonna be a vast one, sorry for the book)
- Three is the business model. I can already tell you that buying the game is gonna gate a lot of income coming from the store where the most money will be generated from. Ditch the whole "buy2play" model and let more players in, more players = more sales. This game will generate more money from skin sales alone than it ever will from selling game copies, so why not harness that income at a maximum rate to begin with?! A plethora of other game companies have tried this model before and it's extremely risky...
Because if the game should ever struggle financially and be forced to move to F2P later, it's gonna create an extremely toxic environment that both old and new players will have to struggle with. Remember Aion, APB, Tera, Elyon, Secret World, Wildstar... I mean I'm just grabbing titles out of my arse at this point, even Blizzard struggles with their models now with multiple headlines suggesting they're gonna trend multiple titles towards the F2P model as playerbases dry out. Paid models only works when you have a high playerbase, but a couple 100.000 players won't cut it, then the model needs to change and if you ask me, it's better to start off with F2P than changing into one later. Just saying, think about it.


EDIT: Cleaned up text, and added the GIF mentioned above.
 
Last edited:

Pandagnome

Kaiju Slayer
Fart Siege
Welcome Wagon
Happy Kaiju
Jul 27, 2016
7,035
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113
Island of Tofu
#39
Deepstrike descend as if it's unintentional, animation is bad, make it so the character is about to hammer the ground with both fists from above (Hulk landing).
Could the landing be different for the different mek types or have the option for different kinds of landing animation?


# NPC's without their own omniframe is very small, even if the player is in a medium one. Talking to an NPC not wearing an omniframe while the player is wearing a heavy frame could pressent a challenge. How will NPC interaction be solved?
What if the mek's could crouch down?

# Player camera is locked when scanning, instead it should be released so one can look around the character while its scanning.
Would be great to have that and lock it where the player would prefer when they want to.

# Replace the brown crack-sprites from skateboarding with skidmarks, and scar the terrain like a deepstrike does but much smaller trails which the skidmarks automatically gets placed in when aligned.
What if the effect changes with the upgrade/speed increase e.g
- Skateboarding = Subtle effects and heat trails
- Skateboarding down a bigger hill = Longer trail, debris flying etc
- Skateboarding with upgrades = Sparks and trail more intense different colour perhaps!


Why couldn't we have variation of light frames depending on look, and also how it could effect the pilot as an example

- Light frame MK-I geared towards ultra fast & agile movements with lower armor placed on the pilot
1658494872188.jpeg

- Light frame MK - II If the pilot decided to add reinforced attached points and add stronger armor sections, this gives your more options and converts MK-1 to MK-II
mk2.jpg

- Light frame MK-III improves on armor fully enclosing the pilot & slightly slower and better protection
think more halo looking style. This is when the pilot decided to put all armor for the full protection of the current exosuit converting MK-II to MK III

mk3.jpg

MK-I to MK-III is modular and can be switched back and forth, profiles would be handy for the particular frame type to easily switch to what they would prefer.

The way we want to play gives us more freedom as an example lets say i'd wanted to add a weapon firing stabilization mod to help with my aim what would this cost me an attachment point some energy etc


- One is that I'd like a milestone where we have a clean build to expand upon where old bugs are completely removed before new stuff gets added in, because I'd fear those would otherwise be irreversable and too baked in to be fixable.
I guess the process of bug checking and reporting is slowly going along as an example i am glad that changing the camera view to left or right side in 3rd person is fixed. Hopefully they will continue to fix more to make it super.

- Two is the look of the frames and how they feel while playing... We as players gonna pay a lot of money for skins, where the minority of the playerbase (us, the backers) will probably be the ones spending the most, and I feel like the skins gonna have more value if we get to see the skins more often. It's better that I express this concern now because most of the models hasn't been designed yet, not in the game at least, so there's still time to go back to the drawing table and fix this before it's too late.
We haven't yet had a chance to play with the heavy, light so i am curious to know how those handle compare to the medium hmm

my concern is what makes the skins appealing, not just for looks so perhaps some could have added features e.g.

What if some skins could have bonus points for e.g Npc/faction Reputation, Stealth rating, Pet support, Special effect/sound type etc etc

That way you get something special for the skins and its not just for looks there is an added bonus making each one that much more special as an example if you think of a vehicle skin e.g.
Tron bike and a Ghost rider bike, both nice different effects, sound and style and look cool!

(this is gonna be a vast one, sorry for the book)
- Three is the business model. I can already tell you that buying the game is gonna gate a lot of income coming from the store where the most money will be generated from. Ditch the whole "buy2play" model and let more players in, more players = more sales. This game will generate more money from skin sales alone than it ever will from selling game copies, so why not harness that income at a maximum rate to begin with?! A plethora of other game companies have tried this model before and it's extremely risky...
Because if the game should ever struggle financially and be forced to move to F2P later, it's gonna create an extremely toxic environment that both old and new players will have to struggle with. Remember Aion, APB, Tera, Elyon, Secret World, Wildstar... I mean I'm just grabbing titles out of my arse at this point, even Blizzard struggles with their models now with multiple headlines suggesting they're gonna trend multiple titles towards the F2P model as playerbases dry out. Paid models only works when you have a high playerbase, but a couple 100.000 players won't cut it, then the model needs to change and if you ask me, it's better to start off with F2P than changing into one later. Just saying, think about it.
What happened to the book?

If the game stands out from the herd and brings something amazing it should sell very well.
I am not sure on the f2p model i do believe that the quality of the game will stand out and be worth the price is paid for the content it will have.

Not only that if they introduce some nice packages into the mix for aesthetics, sounds, effects and even vehicle types etc etc that should also help.

Subscribers would be willing to part with their cash since the deal for the skins to use ingame etc saves more in the long run and that is another way.

Then there are sponsors who will support the game and hopefully this helps out too.
 

punkbuzter#6186

D-Gater
Ark Liege
Jan 6, 2021
87
143
33
Sweden
#40
1. For sure the landings could be different, it's just that the current one is bad :)

2. A more seamless design would be to give NPC's on the battleground a frame too, either that or make the actual size of the frames smaller.

3. Always free camera movement is preferred, locked cameras are immersionbreaking and annoying. For example, I can still do something infront of me, yet I'm 100% capable of turning my head to look back at something else while I'm doing it... Like typing on a keyboard while looking at my cats doing something they shouldn't.

4. I'm all for it :) Just don't like the current sprite... Skidmarks could also help with making a slide smooth, compared to how it's working right now, as if you hit a bump character goes flying instead of just shaving that bump off the ground like a mech of current size would.

5. Variety is good, as long as it doesn't cover up what people paid for. An aesthetic change should not have to come with a tradeoff at the cost of a skill or function... I'd like to have options to change the appearance for sure, but not at the cost of not being able to use something I already like.
IMHO, the current "Light Frame" looks like it's a medium one, it already covers a lot of what you paid for as it is, you can't see her arms or legs, feet or shoulders, part of her back and front is also covered... What's there left to see of the "Feli" skin you paid for earlier... See my point there? :) If Crixa want to make skins their sales, they can't just go covering the skins up, it makes skin sales irrelevant if you're gonna cover it up.
But I'm all for modularity 100%, just don't cover up my character unless I go Heavy Frame.

6. We have the concept art of all the frames thus far, and we're currently enjoying the Medium one. But, it sets a basic understanding of how the rest of the mechs gonna feel and look while playing and I'm not satisfied. And again, all for content, faction mods and upgrades etc 100%, just don't cover me up when using a skin I paid for, with another skin I also paid for, I'd like to see both.

7. Indeed the quality of paid and subscription games are higher, in general, not always, but that also requires the game to attract a ton of players for the game to sustain itself economically in the long run, and what will attract new players other than the ones that join the first month? The playerbase will drop, the question is by how much. And in knowing that the number of active players will drop, isn't it a better idea to just go free2play and skip the barrier of entry so more players can join... More players equals more sales does it not?

We have to remember that Crixa is not Blizzard, and Em8ER is Crixa's first game of entry to the market, expecting that millions of people will buy a new game from a company nobody heard from is gonna present a challenge on its own, to earn recognition and good PR, and what better way than to make it available for everyone so they can earn Crixa's trust.
 
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