Last Epoch

Last Epoch Dev Tracker




18 Jan

Comment

Originally posted by makingtacosrightnow

My mistake but the general theme of my comment still applies.

Devs are working on things, relax and let them work shit out. Report bugs the official way and quit whining on reddit.

Yup :)

Comment

Originally posted by TheAdsAreHere

Dev said yesterday that this is addressed in 1.0 also this is t an issue with the servers it's an issue with the UI not properly communicating the the zone should be loading.

I think I read the dev response correctly.

That's a comment from me you're referring to there. The post I said that in was a different issue. We have improvements for this issue that they are having too but this one is a little more complex and the easiest way to describe it is a "netcode issue". The issues get conflated a lot.

Comment

Originally posted by theBlackRook

There's likely no way to push just this change, which is almost certainly a number of smaller changes throughout the infrastructure, and even if there was, that would need lots of testing to make sure it works the same on 0.9 as on 1.0. With a release coming up, they're probably not spending a lot of time backporting fixes to the version we have access to, and they shouldn't.

Big yup.

Comment

Originally posted by makingtacosrightnow

Guess what though, the devs have said this isn’t even a server issue, it’s a UI issue. They’ve also said it’s been fixed.

That's a post from me you're referring to there. The post I said that in was a different issue. We have improvements for this issue that they are having too but this one is a little more complex and the easiest way to describe it is a "netcode issue". The issues get conflated a lot.

Comment

Originally posted by Papa_Kilo2020

Ty man.. I didn't know the top story line quest would be the most recent higher level one. I think I went around backwards too much to complete the passive and idol quests and got lost to where I should be at

I'm not sure if it's the highest level one but the top quest in the list should be a main quest.

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I'm sorry but it will not run on that directly.

Edit: You might be able to get it booted up but it's going to be rough. Leave the rest of your system specs for a more specific answer.

Comment

Originally posted by cpa_porter

Thank you for responding! It's nice to hear the dev feedback. It sounds like the servers aren't the issues of groups of 2, 3, 4 people rubber banding, lagging, invisible enemies, enemies not walking, invisible floors, etc.

Does EHG think those issues will be fairly resolved with the release of 1.0 or shortly after?

Mainly asking as I got a few friends to buy the game and play. They stopped because of issues noted above. I try and watch Aaron ARPG often and it seemed like he would still encounter some of these issues.

Those issues are affected by so many factors that I can't say for certain if they are going to be fixed for any particular individual or not. Some of those issues are related to each other. They are fixed for me but that doesn't really help you. Multiplayer stability and performance is our main priority and we will continue to make improvements wherever we can going forward.

Comment

Originally posted by xDaveedx

Hey do you possibly have an estimate on how many builds you've played so far? On that note I'm curious, do you currently play LE a lot outside of the weekly streams or do you rather keep it under control to not burn out? I bet you've played the latest Poe league ;)

In LE? No idea, 100? I don't play as much as I'd like outside of my streams. I usually hop on for a couple hours a night. I've actually been playing OOT Randomizer for fun lately. Finally just got ISG working reliably.


17 Jan

Comment

Originally posted by dabadu9191

Love to hear it. That said, this bug has been reported on the bug report forums multiple times (examples: 1, 2, 3), so I'm surprised it wasn't already on the radar (or perhaps it was, but you didn't know). Is there a better way to report bugs that is sure to be seen?

It was already on the radar, it just hadn't been prioritised and formally assigned to a dev. I just saw the comment and decided to have a quick check to see if I could spot the cause quickly.

Comment

Originally posted by xDaveedx

I think it's possible that trade will enable a lot of new possibly bizarre and niche builds, as you may be able to get your hands on weird affix combinations and items in general.

I think that's a really good point. People might be undervaluing the specificity of items that you'll be able to find in rares and exalteds at the bazaar.

Comment

Originally posted by sweetxinsanityx

I really liked this feature but then I got the Helm of Calamity and no matter what I die from game tells me it was the helm 😂

Just double checked the code for that, and it looks like that's because it's still technically dealing damage after you're dead. That damage leaves you at 0 health, so the damage system thinks that that's killed you and updates the death info. Should be possible to get that fixed for 1.0.

Comment

Originally posted by fuckyou_redditmods

Bro, you guys are doing a good job. I saw Ziz's reaction to your latest video update and the game looks like it has moved forward by leaps and bounds since I last played it.

Every game has server issues at launch when there's a huge buzz and hype around it. What it comes down to imo, is how responsive you guys are with fixes and how rapidly and effectively you communicate updates to players.

People who don't understand that, you shouldn't be worrying about pleasing them. Just keep your heads down and work.

Thanks :)

Comment

Originally posted by GetRekt

I do regret buying the game now; This is an atrocious attitude. Ultimately your reponse as a developer to a correctly idenfitied issue in the game is simply that they don't have the finer details on how your sausage is made? If I click any kind of zone transition in the MP mode I have to sit around waiting for the load screen, then wait about the same time again just to finally get into the new zone. Weirdly this doesn't apply for monoliths, but I'm sure you have a "well, actually" for that too. I suppose while you're here divulging the nitty-gritty of how it's really so hard to move players around on a server you could let me know why it takes about a minute to join a friend's party too?

I'm sorry it came across that way. I don't think I was rude or out of line. They replied to a comment where I was talking about server issue misconceptions with a server issue misconception. I explained what it was and that we were addressing the underlying issue. I even upvoted them.

To answer your question, the party delay is because the social systems run on a completely different system which had a long message interval. If you got really unlucky and clicked it right at the start of an interval and their interval was perfectly anti-timed, then it could take a very long time. However, if you do get lucky, it can be almost immediate. We've been working to improve that system too because you're right, it's frustrating.

And at the risk of being that jerk again, it's really easy to move players around on a server. That's why coming back from an echo happens almost instantly. It's just a jump on the same server. The long load times are for switching servers. The mediu...

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Comment

Originally posted by shrewdlogarithm

You'll be too tired to see me but I genuinely hope I'm wrong - for your sake and mine...

I don't party that hard any more.


16 Jan

Comment

Originally posted by shrewdlogarithm

Not releasing that fix before launch is madness, if it doesn't work, and you cannot have tested it at any scale, it will be a disaster...

All online game launches are bad, you cannot sensibly scale for the Invasion that the first week or 2 brings but you do everything you can to ensure the ONLY new stuff is the players...

I'm literally planning to sit out the first month because I've been through this too many times before as a player and developer and its always bad

Great, see you in March :)

Comment

Originally posted by makingtacosrightnow

For what it’s worth, I’ve been playing about a week and I use nvidias streaming service, 0 lag and rubberbanding on my end.

sweet :)

Comment

Originally posted by dragonguard270

As a fellow IT person I want to say I feel your pain and nicely done keeping the rant out. I have been tempted to make a few of my own and I have little to no skin in.

I write them out all the time. It's oddly cathartic.

Comment

Originally posted by Aeonera

Am i right in thinking that the bulk of the issues people have with online stem back to unity's netcode structure? My perception is that unity's netcode isn't quite built to handle  the communication requirements of a game like last epoch.

This isn't criticism, obviously the decision on the engine used to build the game has many different things that go into it and i have little doubt that using an engine more suited to the online requirements would have meant significant concessions in other areas or would have been straight infeasible for cost reasons.

No, we don't use unity's netcode. We were using another package but have recently written our own from scratch.

Comment

Originally posted by AjCheeze

The biggest issue with the servers is the delay to entering a new zone. Offline its instant, online it can take a few seconds. Its long enough to be confused. Click a zone and you can still run around and question if your going to the next zone. A story quest takes you to a new zone but really you were standing around for 10 seconds after a boss with nothing to click on wondering whats going on. Instead of a slow loading screen we are taken into a limbo state while waiting for the game to let us move on. To the loading screen.

Disconnects and lag in game arent that big of an issue for me its the delays after clicking to enter a new zone and wondering if the game is working right and you auctally clicked it. #1 server issue as a player i see that should have been addressed when online launched. It just makes blasting through zones feel so bad with a long pause. Currently i would suggest players to play offline if they are not going to use any multiplayer exclusive features b...

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Edit2: Preface. I'm seeing this get referenced in other threads as a response to similar but different issues. This is not the only problem with multiplayer on live right now. These server(hardware), server(software), netcode, UI, and other issues are very complex and easy to get mixed up.

I'm sorry to do this to you but this is exactly what I'm talking about. The crux of what you're saying here is not a server issue. It's the UI of the client not communicating properly that it's loading. We've got some improvements for this in 1.0.

Edit: Just to be clear, that doesn't mean the zone will load any faster. That's a separate issue that we are also working on.

Comment

Originally posted by Naxerism

The frustration is understandable, server stuff will always gonna be a weird topic to talk about because of the points you mentioned.

The reason I made the post is that I've seen A LOT of comments that, based on the games history (since MP came out), are assuming pretty bad stuff which obviously isn't good.

From experience, if they go in with those assumptions, and the launch doesn't go "well", they further cement that mindset and hold on to it for a long time (even after the issues have been resolved), ultimately giving bad rep for the game.

An example is people saying blizzard are bad at launching their games. All because in 2012, more than a decade ago, the Diablo 3 servers was in a bad state for a while. It's kind of ridiculous.

In the end the important thing is that things are running as smoothly as they can.

Yup, I along with dozens more of us have been there on launch day for every medium or bigger ARPG since PoE came out.