about 2 years ago - EHG_Kain - Direct link

Hello everyone! I just wanted to drop in with a few words. We appreciate the community having discussions such as these, and we of course do pay attention to them for general feedback and sentiment from the community, however we do want to keep it constructive and civil. So please try to stay away from attacking players providing opinions, and rather debate the points themselves (ie. ad hominem fallacy attacks).

To provide some context from our view: The realm of multiplayer is a constantly evolving scene. Not only are we planning for a long life cycle for Last Epoch with many years of content which will keep changing the landscape, but we constantly keep a close eye and adapt things to a healthy balance with community perception. When Multiplayer releases, we acknowledge that there will be all sorts of different team combos and strategies emerging which can change the power balance. We will be keeping a close eye on this and making sure we adjust as necessary. To set reasonable expectations, we don’t expect 0.9.0 to be able to immediately release with the desired balance due to the community’s ability to find all sorts of crazy little tricks ( you guys are amazing at this :stuck_out_tongue: )

For the intended balance of multiplayer, it is our goal that a coordinated multiplayer group will be very similar to solo but if one has to be more efficient then we plan to lean a little to the coordinated group - but we’ll be again keeping a close eye on the gap. Our primary intention is for Last Epoch to be a fun game, rather than a competitive game - and mechanics are designed to reflect this. Of course ‘fun’ is highly objective, but we will prioritize “fun” over “fair”, while trying our best to prioritize it being both.

about 2 years ago - EHG_Kain - Direct link

Drops are instanced - every player gets, and only sees their own loot. This is not changing for multiplayer, and again we’ll be keeping a close eye on any sort of mechanics the community finds to greatly change the balance of loot in multiplayer.

Experience is also individual: xp is not provided to the group and split, it’s provided directly to the players, the xp is the same solo or in multiplayer. It also follows the same mechanics for xp curve as solo (eg. Being level 5 in a level 20 area will only grant xp as if getting it from level 10 mobs). Again, certain strategies may allow for efficiency differences, but we’ll always be keeping an eye on it.

We are not planning on any content to be only available to multiplayer.