Last Epoch

Last Epoch Dev Tracker




28 Nov

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I think the bigger problem is the idea that any intentionally misleading communication has occurred. That is the crux of interpretation and most forms of communication. No matter how clear you are on something, someone will misconstrue it.

I can assure you that everyone here considers everything we say, does our best to communicate as clearly as possible, and, quite frankly, is very open/honest when it comes to communication.

We do all of that because we do care. A LOT.

I quit a career of 10+ years to come work for EHG because of their passion, commitment, and how much integrity they have. I realize that being on the outside looking in, you only get so much, but it’s been a huge breath of fresh air coming to EHG with how honest they are.

We definitely hear you. We do have plans.

But, like others have said, we would rather deliver a product we are proud of than hit an arbitrary date.

Believe me, we know about PoE Leagues and D4, etc. We agree...

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Originally posted by Andrew_Tilley

The full quote, if it helps Mike, from the Multiplayer Dev Q&A with Zizaran stream:

Q: What do you think about gear upgrades? I feel like items other than build enabling unique’s have too little impact on survivability and damage. You deal similar damage naked and fully geared with the huge damage multipliers coming from skill trees. Due to this you cap out fast and the urge to min/max is not as strong as it could be.

Dan: Yeah, that one’s a really interesting question and anyone who kind of knows our community has seen a popular video by Lizard_IRL about gear in our game. For us, we definitely want to shift some power from passive trees and onto items again. We want to kind of consolidate some item modifiers so that they’re offered in fewer spots. We don’t want to aim for gear to be as high of a portion of your total power of build customization as other games though. Some of that is actually quite intended but we do...

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Thanks, this is why I have to watch all the source videos in these posts haha


27 Nov

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Originally posted by greguniverse84

I don't want to fight but the developers agreed with the 1st video being general and not build specific. I was just wondering about what if any further info was out there. Like I quoted them directly but those are vague terms, and it has been a hot minute.

Edit: woops, it's not me, it was Dan. All good.

I'm not sure where the quote came from about not wanting gear to be as high a percentage of your power as other games but if you've got a source, it's like 99% chance going to be from me. I do the weekly dev stream and this was a pretty hot topic a few months back so I answered a bunch of

I think it might be assumed that we would have been just talking about PoE and the amount that we would be referring to is probably less than it seems.

If was me, I was probably mostly talking about D2, not PoE, which for the most part is extremely gear dependent (except a few select builds, looking at you smiters).

Second, it isn't saying that we don't want gear to be impactful or important. Quite the opposite really. I'd like people to be able to get to end game and experience it with average gear but need to hunt for significant gear upgrades to be able to do the very top tier content. Prior to some recent changes, ...

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26 Nov

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Originally posted by SpambotSwatter

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Originally posted by FrodoFraggins

They aren't releasing with a season, that's after 1.0. At least from what I've seen. They definitely said 0.9 chars are moving to offline on release when asked in one stream. 1.0 will be the start of standard.

I'm the person you are saying said that. I didn't say that.

Offline characters will stay offline. Online characters will stay online.

You might be thinking of how I said that CT characters (closed multiplayer alpha testers) won't be moved to the main population when general access is released.

The plan is to have 0.9 characters move to a "standard" style environment when 1.0 launches.

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Originally posted by zG_Hyper

From what I have been told, the drop rate blessings do not affect uniques.

Maybe they changed it but I don't think so.

Only the blessing which increases unique drop rate (might) help, not the two-handed axe drop rate blessing.

Iirc they want to change that in the future because it's pretty unintuitive right now...

It affects uniques that drop from random monsters, but it doesn't affect boss specific drops. That is something we hope to fix in future though.


25 Nov

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Originally posted by moxjet200

Hey everyone, we're actively working on getting information out the door! Apologies for the rate of official information that we're putting out recently - it will improve significantly. We have been heads down ensuring that we have things in order so that this release can be the best we can provide. The entire team appreciates the patience you all are demonstrating with us as all of us internally are very eager to get more content out the door as well. We draw a lot of energy from putting new content out. We're working hard to make sure we not only have a stable release but also one that we can support, which is a different beast when we're online. More information hopefully this week.

Since this comment got some attention I'll add an update here:
Information regarding 0.9 release date and lead up events coming Tuesday, Nov 29

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Yo Kedanor - Gotta keep it chill friend. I appreciate the passion, but please refrain from direct attacks. I edited your post.

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killing Shade the moment it appeared as a tile in the monolith.

This might be the problem. The drop rates of the Shade's rarer uniques are higher the further the shade echo is from the centre, so repeatedly running ones close to the centre isn't necessarily the quickest way to find them. On top of that the drop rates are higher at higher corruption.

It's difficult to know how much we should telegraph drop rate information like this in game, but we're not necessarily opposed to making it clearer, and situations like this are taken into consideration for making these sorts of decisions.


24 Nov

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    Mike_W on Forums - Thread - Direct

How about, not in a reliably competitive environment yet?

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    Mike_W on Forums - Thread - Direct

This isn’t something that we are prepared to make a lasting determination on at the moment. Modifying the gameplay experience in a competitive environment is not something that we will likely encourage. It’s a big topic with many different stages. There is probably a fine line somewhere in there that we could draw eventually. Unfortunately, detecting if software like this is being used responsibly vs used at all is almost impossible. For this reason, in some situations, the whole program gets banned as a result of the possible abuse cases.

I know that it doesn’t seem like modifying those things will change gameplay or present the ability to abuse mechanics but it can. It might not be used this way in game right now but allowing it now could preclude us from using the things it removes as game mechanics in the future.

So, for now, we will approach each instance case by case. As we are not in a competitive environment yet, detecting these types of things is not a high pr...

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23 Nov

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Just as a reminder, please don't raid other subs or harass other users, even if you disagree with their opinions.


22 Nov

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Originally posted by liveangelic

You've promised more information and better communication in the September dev blog, so excuse me if I don't hold much faith in the promise of significant improvement this time around.

I think this is a fair criticism and callout and I should be stating that this will improve when we're very near our 0.9 launch. Once 0.9 launches we'll get back to our more frequent releases and the team will remain in a more constant state of interacting with the community from there forward.

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    Mike_W on Forums - Thread - Direct

I just bottled my hot sauces this year too. Did an orange one as an experiment. Actually really good.


21 Nov

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Hey everyone, we're actively working on getting information out the door! Apologies for the rate of official information that we're putting out recently - it will improve significantly. We have been heads down ensuring that we have things in order so that this release can be the best we can provide. The entire team appreciates the patience you all are demonstrating with us as all of us internally are very eager to get more content out the door as well. We draw a lot of energy from putting new content out. We're working hard to make sure we not only have a stable release but also one that we can support, which is a different beast when we're online. More information hopefully this week.


18 Nov