It highlights the elements that are currently active and greys out the ones that are possible to get but you don't have selected at the moment.
It highlights the elements that are currently active and greys out the ones that are possible to get but you don't have selected at the moment.
Haha very glad to hear you think Epoch is FAF ;)
We have a lot of performance updates coming in our March 9 multiplayer patch that I hope resolve some of the issues you're having there. Also, Monolith variety and end game updates in general will be a huge focus after getting this multiplayer patch out the door.
Oh, and as someone who absolutely loves playing Meteor as a main skill... MP makes this way better when you can sit behind your tanky friends. Cheers!
We appreciate the kind words and I'm very glad to hear that you're enjoying the game so much. We'll continue to push hard for you guys. Cheers!
If there is going to be no trading/economy, why make an authoritative server system. At that point people wanting to play multiplayer just loosing out on possible mods and gain nothing?
Server authority will allow many opportunities and conveniences that we wouldn't be able to have otherwise. Fair and reliable leaderboards, community events including races and first X to completion with awards and rewards, intrinsic remote characater saving that's not prone to corruption, remote server-hosted co-op that is not reliant on your own or your friend's internet connection, and for those that do care it will mean that when you find cool things and see others with cool things you'll know that they are legitimate and not spawned by client-side hacks.
Specific uniques and idols are going to need to be a lot more targetable if there's no trade.
We plan to continue to introduce new ways to target farm certain items and to tune the potency of existing methods all the way up to 1.0 and afterwards. There are definitely build enabling items that are too difficult to reliably find right now. There are several Idol affixes such as the Smite Chance on Hit affix that are prime examples of that. This is something we aim to fix in future updates.
Any consideration around making it slightly more flexible with the instances?
I often speed ahead of my buddies because they are a bit slow in town, it would not be ideal if we're all actively playing together but the first half of a map is ungiftable because of them being a bit more casual even when the correct level and actively engaging.
A leniency timer to solve this issue is something we're actively considering.
To be fair, nothing stops you from killing monsters and acquiring gear, even if there's overbearing trade on the game. No one is forcing you to trade.
This is true, but as developers, we'd either have to balance around an open trade system or not balance around it.
If we balance around it, then the players who don't use it are at a disadvantage and the items that they find themselves won't necessarily be sufficient to keep up with a game balanced around a higher standard of items.
If we don't balance around it, then players who do use it will find the game very easy and feel like further upgrades to their gear, skills, etc. don't matter.
If you’ve been following Last Epoch, you’re probably aware that our plans for how trading will work in the game have evolved significantly over development. In this dev blog, I’ll explain the reasoning and design process that brought us to our current plans, what those plans are, and how they relate to patch 0.9.
One of our core beliefs when designing Last Epoch...
Read moreWe’ve just updated the interactable component to have the option to require a fresh click to interact with. It will be used for things like waypoints that can bring up major screen obstructions in the heat of battle.
It catches up faster than you think. Just go for it.
I completely understand the frustration that the community is expressing with the time it's taken us to get multiplayer out the door and our previous inaccurate estimates to do so, and I won’t defend us on it. Creating a server-authoritative ARPG when we started as an after hours, non-funded project was much more complex, costly, and came with more challenges than we anticipated, even with anticipating many. I should have been more confident in our progress before the team was speaking to any type of timeframes with the community. We’ve had to switch third party providers for some services, rewrite systems to scale better, and just in general figure a lot of things out that a more experienced team may have had better foresight on.
We’re in it for the long game though and we’re building the game that we want to play as a group of die-hard ARPG fans ourselves. If we didn’t think server auth was important we could have had a version of MP out the door 2 years ago. I can’t p...
Read moreTrade is a very big topic, with a lot of conversation around it. We are doing a dedicated post for it for that reason. The Development Blog is an overview of a whole bunch of things that we’re working on and some insight behind the different things. While trade is one of those things, it’s such a large topic we want it to have a dedicated post.
Hello Travelers, and welcome to our Development Blog post for December 2022!
Earlier this week, we made an exciting announcement for Last Epoch: The date for our highly anticipated Multiplayer release is locked in on March 9th, 2023! You’ll be able to join forces with your fellow Travelers in Eterra with Beta Patch 0.9.0, but that’s not all it will bring. This major content patch will also be coming w...
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