Last Epoch

Last Epoch Dev Tracker




12 Dec

Comment

Originally posted by WhiskeyAndI

That is a fantastic idea. Would you be attempting to have this be a built-in feature with the current filter system, or would it be more of a "set up a filter that includes items your friends would want"?

As an idea, having the ability to set up a party-wide loot filter, that you could add in everyone's individual filters to (perhaps adding an icon in the item's label?) Could work to reduce "is this showing for me or buddy #3? I'm definitely no developer so I have no idea of the implications with that, or if it's just rehashing exactly what you said, but I'm really excited either way. Love what you guys are doing, love the interaction with the community.

Just to be clear, this is one of those "I bet I could do it one day" things. It's not on a roadmap or plan.

Each player has 2 things they set up:

  1. Priority loot filter rules. This would be as simple as clicking a star beside the rules in the filter list.

  2. You can add rules to your own filters that say "recolour party member priority items blurple".

Then if an item drops for you that a party member has prioritized, it shows up blurple and you know to pick it up and tell a party member.

Could get even crazier with it and have an auto whisper the person who it was for.

Tons of painful things to set up in here but I think it would smooth out the experience so much.

Comment

Originally posted by WhiskeyAndI

For what it's worth, I prefer instanced loot. My friends (only play with them) are always currency hoovers in POE, and then are astounded to learn I'm broke in the game. Instanced is better, imho. I don't mind scanning for items that could make my friend perform better, just adds that extra touch of something when they drop something for me!

This is something that we have considered and run into problems with but I'm still convinced that it is possible to actually set up loot filters to have a priority rule. One that you could flag as something you really really need. Then everyone could have an option to show party priority filter rules and you could set your own colors for party items. So you would know that an item was only being shown for a party member and they wanted you to pick it up. This way you wouldn't even have to discuss what you are looking for. And if someone's priority rule was showing too many items, you just turn it off.

Comment

Originally posted by Pochama999

In the future, would you consider something similar to Borderlands 3's instanced/non-instanced loot system, presuming you're familiar with that? The idea being that when making the party, the party leader can choose between instanced loot/gifting for playing with pubs, or non-instanced loot for playing with friends, with a rarity or quantity bonus to make up for the fact that you'd be dropping 1/(# of party members) the amount of loot.

Only reason I ask is that BL3's implementation of it seems like the closest analogue to your guys' vision of being able to share loot with your friends or other randoms without creating a full blown trade economy.

We will be looking closely to the feedback we get from players playing 0.9 and consider all our options after that.

We will not be changing the system for 0.9.

Comment

Originally posted by pon_3

Could we get an option for shared loot! It’s industry standard to have options and it makes playing with friends so tedious to have to keep checking with each other.

The network implications of this request are not insignificant and I suspect significantly greater than you would expect unless you have implemented a system like that before.

It's not a dealbreaker but it is not something we could implement and test in time for 0.9. We will not be adding this, or any other, suggestions or requests regarding trade or drops to 0.9.

Comment

In fully cooperative parties, yes this would be very similar. However, since you may play with people who are not as generous, you could find yourself getting nothing at all while they vacuum up all the good loot.


11 Dec

Comment

Originally posted by ShadoweCZ

are you sure about that ?for example on Maelstrom (primalist) it shows lightning greyed out even tho i have all the lightning nodes on it; or earthquake (shaman) shows lightning in full colors even with Cataclysm that should convert all damage to fire

thats why i askeed about statuses and added damage

It might have a bug that is causing it to not work right but as the person who set it up, yes I'm sure that's the intent.

Comment

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.


10 Dec

Comment

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!

Comment

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!


09 Dec


08 Dec

Comment

Originally posted by Tall_AltAccount

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.

Comment

Originally posted by MrMeltJr

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.

Comment

Originally posted by Xeiom

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.

Comment

Originally posted by AlextheGreat2013

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.

Post
    Trasochi on Forums - Thread - Direct

Untitled (7)1920×1080 225 KB

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.

Economies and Our Evolving Philosophy

One of our core beliefs when designing Last Epoch...

Read more
Comment
    Mike_W on Forums - Thread - Direct

We’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.


07 Dec

Comment
    Mike_W on Forums - Thread - Direct

It catches up faster than you think. Just go for it.


06 Dec