10 months ago - /u/moxjet200 - Direct link

Hello everyone, game director for LE / CEO of Eleventh Hour here. We do see a lot of new people coming to LE in the last few days and I want to welcome you all and give a little info.

First of all, LE was an after hours project that I started 6 years ago right here on Reddit that we spent evenings planning and creating a vertical slice to take to Kickstarter. Enough kind individuals took a leap of faith to get us started and we’ve pushed hard to make Epoch what it is now - and over that time we’ve had the opportunity and great pleasure to update the game significantly as we’ve progressed, earned the community’s support, and hired more fantastic and talented individuals with the mission to make the next great ARPG. Our team has been built from passionate Diablo-like game enthusiasts and developers like many of you!

I’m thrilled to hear the positive responses our new players are having and please know that there is a ton of polish coming this year to the game. Some things don’t feel as good as they will before we get to 1.0 and you’ll see the mountain of patch notes at 0.9.2 showing progress towards those polish goals. Combat feel, massive reduction in bugs, quest improvements, UI updates, online play becoming smoother, party play refinement, etc.

We have a ton of end game, itemization, and additional content already planned for post 1.0 Cycle (this is what we call Seasons) content.

We love to hear your feedback, critical and positive, as we are aiming to make LE a game that you’re thrilled to make your hobby with substantial updates coming every 3-4 months for hopefully many years into the future with your support.

Again, welcome to the community. We feel very fortunate to be making this game for all of us and we’ll do our best to provide you all with an amazing ARPG for years to come!

  • Judd (“Mox”)
External link →
10 months ago - /u/moxjet200 - Direct link

Hello everyone, game director for LE / CEO of Eleventh Hour here. We do see a lot of new people coming to LE in the last few days and I want to welcome you all and give a little info.

First of all, LE was an after hours project that I started 6 years ago right here on Reddit that we spent evenings planning and creating a vertical slice to take to Kickstarter. Enough kind individuals took a leap of faith to get us started and we’ve pushed hard to make Epoch what it is now - and over that time we’ve had the opportunity and great pleasure to update the game significantly as we’ve progressed, earned the community’s support, and hired more fantastic and talented individuals with the mission to make the next great ARPG. Our team has been built from passionate Diablo-like game enthusiasts and developers like many of you!

I’m thrilled to hear the positive responses our new players are having and please know that there is a ton of polish coming this year to the game. Some things don’t feel as good as they will before we get to 1.0 and you’ll see the mountain of patch notes at 0.9.2 showing progress towards those polish goals. Combat feel, massive reduction in bugs, quest improvements, UI updates, online play becoming smoother, party play refinement, etc.

We have a ton of end game, itemization, and additional content already planned for post 1.0 Cycle (this is what we call Seasons) content.

We love to hear your feedback, critical and positive, as we are aiming to make LE a game that you’re thrilled to make your hobby with substantial updates coming every 3-4 months for hopefully many years into the future with your support.

Again, welcome to the community. We feel very fortunate to be making this game for all of us and we’ll do our best to provide you all with an amazing ARPG for years to come!

  • Judd (“Mox”)
External link →
10 months ago - /u/moxjet200 - Direct link

Originally posted by SwordofMercy

Hello Judd & Thanks! I picked this up a few months back but didn't start playing until last weekend & for now I'm hooked.

The biggest issue i see right now is stuttering/rubber banding. Other than that the game is more polished than POE's early days.

Looking forward to 1.0 changes, will there be a wipe at start? If yes, what will get affected & what won't?

Glad you’re enjoying it! Yes we believe we’ll have much of the rubber banding addressed by then. We are using a network library that is sending a bit of unnecessary data back and forth quickly for some actions that happen very frequently and have been working towards removing that library all together for a lower level networking solution where it’s used. Funny enough we got our first internal playtest session in with the new solution yesterday and it seems to have gone very well. This should make a big impact there and we’ll continue to push for better and better client and server performance

At 1.0 we’ll have our first Cycle where existing characters will be moved to Legacy (non current season)and everyone can start the 1.0 content on fresh characters. Each Cycle existing characters will move to Legacy

10 months ago - /u/moxjet200 - Direct link

Originally posted by Telethebasin

Glad to be here. LE is a truly enjoyable ARPG experience, and I cannot wait to see what 1.0 brings. Been with you guys since 0.8.

Appreciate your early support! Couldn’t have done it without you guys that backed us early

10 months ago - /u/moxjet200 - Direct link

Originally posted by vomit_devouver

LE is my 2nd favorite ARPG right behind PoE and I'm excited to be a consistent player for hopefully years

We’re all huge PoE fans as well. One of the coolest things about having started EHG and Epoch is getting the chance to speak directly with Chris and his team. We have a great relationship and plan to stagger our releases so our community and team can play both Cycles/Leagues without too much overlap

10 months ago - /u/moxjet200 - Direct link

Originally posted by Adriac99

Excited for combat feel updates to polish. Judgement feels great while earthquake sounds kinda wonky, or rive has rigid animations etc

Yea we have some tune ups to do to animation and VFX timing of networked abilities - like Rive. It’s tracked in our production queue and we’re working through those lists! There’s other things like making sure each enemy has good flinch animations so you feel each hit impact, all of the imperial enemies needing death rag-dolling so bones fly off in a satisfying way, mastering sounds. We have two people working through all of this atm and it will do wonders for combat feeling crunchy

10 months ago - /u/moxjet200 - Direct link

Originally posted by icelink4884

So I'm a complete ARPG Casual player. I play games now for story than the grind and am really enjoying the game so far. With that, I'd make 2 suggestions.

  1. When going to a lore note, allow it to read the wine thing without having to click the arrow key.

  2. Allow me to hit a bit to expand spoken text without immediately jumping to the next line.

Example

Speaker: the dog was runnning....

If I hit the button, I'd like to see: the dog was running through the forest.

What trends to happen is it jumps over the non spoken text to the next line.

Oh that’s good feedback and I don’t know if that one is on our radar. I’ll bring it up today with the world and story team. I suspect this isn’t a huge amount of effort to change

10 months ago - /u/moxjet200 - Direct link

Originally posted by EgregiousGames

I've been watching this game for years while playing Grim Dawn. I'm sort of a "wait until it's done" kinda guy (the live-service seasonal stuff never appealed to me)

Love what you're doing with the game though. I continue to watch the updates with bated breath. One major request would be: I would love it if you guys combined offline and online characters like Grim Dawn or others. The idea of having to make separate characters, or being unable to go online with my offline characters if I feel like it later - that's not my favourite.

Completely understand the want there, however the reason we do this is so that people cannot modify offline characters and then bring them into the online realm. This is necessary so we can have ladders that aren’t just filled with cheaters, an actual item economy, hold race events, and other things. Grim Dawn isn’t server authoritative in the same way LE, PoE, and Diablo are.

10 months ago - /u/moxjet200 - Direct link

Originally posted by fuzzboxing

Can we get more mobility skills? Also, I love the crafting system , it visually so intuitive, didn’t have to read any guides just learned it by using the shards and looking at the crating UX .

There is a new mobility skill coming in 092 that is internally a team favorite! We’ve been having some other general discussions on mobility skills that I shouldn’t share the details on just yet - but saying that so you know that mobility skills are on our mind and being talked about.

10 months ago - /u/moxjet200 - Direct link

Originally posted by LurkingHare

Lovely! I'm glad to have come back to LE and I'm amazed at all the improvements since the last time I played.

Haha glad you’re seeing them. Lots more to come

10 months ago - /u/moxjet200 - Direct link

Originally posted by Rhiwion

As someone who has only been lurking and looking at LE from a distance for a while now I can‘t stress how much I‘m looking forward to the 1.0 release and seeing how hands on you as the devs are with your community. I don‘t know how you think of your competition in this genre, or if you even strictly think of it as competition, but I personally love that LE seemingly fills a niche between Diablo and PoE that people will hopefully naturally gravitate towards if neither of the other two manages to scratch that itch. I know I personally am looking forward to juggle between D4, LE and PoE2 as my whim dictactes, haha.

Yea we actually use this in our main marketing points - in the competitive landscape we aim to stay easier to come in, understand and make builds than PoE - so slightly less complex and have more depth than the Diablo games.

We put a lot of effort into making sure you don’t have to exit the game to understand game mechanics or anything else (G for in-game guide)!

10 months ago - /u/moxjet200 - Direct link

Originally posted by trildemex

I’ve been here since Rogue was introduced and I loved the game since the day I bought in.

I still like the new updates and features and I appreciate the constant hotfixes, patches and bug squashing.

However, I find myself enjoying the game much less ever since the multiplayer patch. An hour of effort and playtime now achieves maybe 70% of what I could do in offline. Maybe that number feels inflated, but it definitely feels that way.

3 minutes to run through a map (in story) followed by 10 to 30 seconds of transition completely kills any momentum I’ve built up and for me this is the biggest pain point I’m having.

I used to be excited to jump on to get a few hours of play after work, but now I look at the icon and I think about how much time I’d waste on loading screens.

I have faith that the team will get this fixed eventually. Your team has earned it after I saw how you guys were going to handle trade (a seemingly impossible philosophical argument) by giving both parties what they wanted.

Loading times and smoothness of online play is the actual top of our priority list to continue to improve. I have a lot of high caliber engineers working on this and we have clear paths defined to improve them! We agree that a 10 second loading time, for example, is unacceptable

10 months ago - /u/moxjet200 - Direct link

Originally posted by Lizard_IRL

Judd, also known as Chad! 😎

Haha see you soon Lizard!!

10 months ago - /u/moxjet200 - Direct link

Originally posted by JerleGamer

LE is firmly top 2 ARPGs for me now that D4 basically self-destructed! Go Judd!

Thanks to your early support, Jerle. Cheers bud!

10 months ago - /u/moxjet200 - Direct link

Originally posted by OskinsPe

Are there any plans for console version?

Very likely. We need to ensure that the PC production and live ops pipeline is well established and smooth first, but we’ve always believed we’ll come to console eventually. Not at 1.0 though.

10 months ago - /u/moxjet200 - Direct link

Originally posted by theDreadalus

I've got 1,680 hours in the game and I just completed my first empowered monolith yesterday 🤣. To say the content is engaging would be a huge understatement; enough to build 40 characters and enjoy exploring all the various skill tree and gear interactions with most of them.

My only criticism would be the missing classes. There have been so many tuning passes on all the unlocked ones that it's very likely going to feel wonky and unbalanced for a while to come when the new ones get released.

Keep up the great work! You will get my vote for 'all-time favorite game' as soon as you incorporate cinematic cut scenes that I'll watch for (at least) 23 years like D2, lol.

Love to hear that you’re getting that much enjoyment out of the game already in early access. We have made significant progress on the remaining masteries and I must say they are showing us what we are now capable of and are very cool.

10 months ago - /u/moxjet200 - Direct link

Originally posted by Deias_

Cycle content is going to be rolled out across online and offline at the same exact time, it will be effectively identical sans trading, partying, and leaderboards.

Confirming this is true. In addition there may be a few small differences, like newly introduced pinnacle bosses won’t be accessible in offline till killed once in online mode so that offline modified characters don’t trivialize finding a strategy for the online realm. But you’ll get to play Cycles in offline mode