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One of the core features that keeps me coming back to games in general, but ARPGs more specifically is the progression. I love seeing how far I have come, represented as majestic looking gear, havoc causing skills, or soon to be organized, overflowing stash spaces.

But to keep my competitive side of the brain engaged and to really make me feel part of a thriving game, I just love to see other players progression, especially in form of gear (more specifically aesthetics). It just tickles me in all sorts of places to see someone rock a piece of gear that looks so cool, I want to, no I NEED TO have it.

Also, I want other players to be able to inspect me and hope that they think the same.

This seems like such a simple feature that would open up a whole new dimension to the game.

Sort of like PvP, inspecting other players adds a reference point for progressing in a mulitplayer game that I would love to see integrated into Last Epoch.

Please think about it!

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about 1 year ago - /u/ekimarcher - Direct link

Originally posted by AAAAnst

100%, and I think that would be a low effort addition to the game, although I dont have any game development experience

The information of what other players have equipped is not currently synced between server and client. So this isn't just a matter of making the UI function and hooking that all up (which is also not exactly low effort).

about 1 year ago - /u/ekimarcher - Direct link

Originally posted by AAAAnst

Didn't have a clue about that. Thanks for explaining!

For sure :)

I also don't want to imply that we won't do it because it is still a possibility, it's just not a quick one.

about 1 year ago - /u/ekimarcher - Direct link

Originally posted by Tee_61

Sounds like you already have an API for that no? That's how LE tools works I believe.

So it's just a matter of making the call from the client as far as getting the data, which should be fairly easy, unless that API is slow/expensive.

Making a UI to fill that data in sounds like a serious PITA though.

It's WAY more performant to ask the game server that you're connected to than to hit an external API.

about 1 year ago - /u/ekimarcher - Direct link

Originally posted by Tee_61

Definitely, no need for handshakes, maybe the service has it cached. Assuming the API is served from the same server though, no need to call a different service. I assume that's not the case here though.

Assuming the external API is fairly performant/indexed though, it shouldn't really be a problem. Most simple crud look ups take around 200 ms and can pretty easily scale to thousands of calls per second without too mcu overhead.

Not sure how a characters current build is stored though, so it might involve some fairly complex queries.

Ultimately calls to external services aren't going to negatively impact the client outside a few extra ms of latency for that one request, and they obviously don't tax the game server at all.

It could strain the DB that the game server uses, assuming the external service shares the same cluster, and the game service itself may already have that cached, so it's just more overhead. Obviously it also puts a little more CPU work on total servers due to the need to handshake again, but that's pretty minor.

Everything comes down to performance benefit vs engineering resource time. If DB resources are a bottle neck and the game server has all/most of the things you might want to inspect cache then the extra overhead is clearly worth it.

Well, it has to come from the active game server because that is the only thing with the current information. The API call returns the last long term saved version. So it would update as you were playing but could possibly be slightly out of date. So if we used the external API then you wouldn't be able to change your gear and have people see it right away.

So while the API is very good as you said, the active game server is faster and cheaper.

We also still need to have the design meeting to discuss if we even want to do this too.