Last Epoch

Last Epoch Dev Tracker




19 Jan

Comment

Originally posted by SnakeFang93

HP 15

8 GB Ram

Windows 11

I1th Gen Intel I3

And thank you so much for the reponse!

Sorry, that won't do it.

Comment

Originally posted by jcm2606

Good to know, thanks. I'm one of those players who prefers having chat available even in offline/local play, so as long as chat works then that's fine by me.

Yea, I'm not sure what does or doesn't in a proper build right now.

Comment

Originally posted by Likes2PaintShit

Great answers.

I bought the game back in August of 2020 to support you guys and have just been waiting for years for 1.0 to play it lol

Excited to try it out!

thanks :) a lot has changed since then lol

Comment

Originally posted by jcm2606

Is the current offline mode (still connected to chat servers and such, but all character and account progression is stored locally and the game is played locally) staying, or is that being phased out for the new fully offline mode? Assume it's staying but just want to make sure.

I'm not actually sure, I know you can access offline characters even if you start the client with online capabilities enabled. But once you're in, I'm not sure if it will even try to use any networked services if you're playing offline. I just checked in the editor (which is not quite the same as a proper build). It does still let me open chat but if I open the leaderboard it just says nope, you're offline.

Comment

It's a neat idea and I kinda alluded to something like this in an interview I just did. Afterwards I realized a couple big problems with something like this though.

  1. It adds a burden of optimal play that will force players to play in a way that they don't enjoy in order to be optimal.

  2. We can't ever reduce a character's level. So once you do hit lvl 100, this just becomes a flat boost and farming becomes "sub-optimal" until you hit 100. Suddenly the rhetoric is that the game doesn't really start until you hit 100. This isn't an MMO, we want the end game to start pretty early still. That's why the first monolith is only level 55.

Comment

Originally posted by bobyhey123

How much traffic can the on-prem servers can support?

I don't know. It's kind of a tricky question to answer though. Even if I did know, in order for the information to be useful you'd need to know how much traffic each client drives to the server at peak and average. Then we would also need to look at the cpu and memory usage per client and capacities of the systems and check how many servers (software) could run on each server (hardware).

It's a lot that goes into creating a global server fleet. I'm just one of the gameplay developers so people who are way smarter than me actually handle all this. I just know enough to be dangerous if I were in there making changes to the servers.

Comment

Originally posted by TheAdsAreHere

Sorry man I don't just trust me bro randos on the internet.

So you personally checked the Last Epoch code?

Could you post the issues with the code here and maybe link it to your GIT and tag the devs you might be the one person outside the team that has solve every issue of the game. It's so strange that you have all this knowledge of the game yet you don't want to contact the devs and help them make the game better ...... /u/ekimarcher

We don't really have a rule about being wrong so I can't delete the post or anything. And a couple comments up, they do make a good point in that a couple minute loading screen (under expected conditions) is not really acceptable.

I would suggest that we might be seeing an almost traffic light time dilation effect happening. Sometimes getting stuck at a few second stop light can feel like many times longer if you're in a hurry. I'm not saying that they are misrepresenting, intentional or not, the transition time but minutes of loading time is technically potentially possible. It would be a very outside case from what we can tell.

I think that it's easy to feel like if it's this bad for you then it's probably even worse for others or that this is the average or something.

I will however, defend our code base as I do not believe it to be a rushed mess at all. It's not perfect and probably never will be. I'm sorry but I think the best we can do is just ignore t...

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Comment

Chat, ladder, multiplayer, merchant's guild and cosmetics are all the features which will not available in 1.0 offline mode.

(This is Mike from that video)

Comment
    EHG_Mike on Forums - Thread - Direct

History Chanel Aliens Meme Guy
{ Time Travel }

Comment
    EHG_Mike on Forums - Thread - Direct

I can’t tell if trolling or not but just in case. A common idea in real life is that it generally takes 10,000 hours to master a skill. I was relating why it makes sense that something which has the name mastery might not be so easily changed once completed. Your character may have spent the first 9,999 hours practicing before we join them in the story.

Comment

Originally posted by Taronz

Well get ya next time ya cheeky bugger. You'll slip one day!

Never!

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I’ll look at it personally tomorrow

Update: we increase the hit area significantly today. This change will be available at 1.0!

Comment

Originally posted by Blacklotis

If I happen to be browsing the store and see some item I think a friend might like but they aren't online it would be nice to purchase it immediately in case it's been bought up before they get back online. At which point I could gift it to them.

Yes, that works.


18 Jan

Comment

Originally posted by DoubleGreat44

I don't recall hearing any wild breaking news or reveals but I did appreciate Darth particularly for asking a lot more about EHG's philosophy on various ARPG common topics rather than specifics about what is and isn't in the game and why.

Good interview overall!

I came very close at one point but caught myself. Don't think I leaked anything, sorry.

Comment

Originally posted by TheAdsAreHere

Sorry didn't understand it (woops) thanks for the correction can't wait for 1.0

No worries at all, it's a lot to keep track of. I'm trying to keep the info available as precise as possible but it's an uphill battle.

Comment
    EHG_Mike on Forums - Thread - Direct

I’m sorry but switching engines entirely is nowhere remotely close to the same amount of work as upgrading Unity versions. Not to mention the training that everyone would have to undergo just to be functional again. We have started the process to upgrade our version of Unity in order to be able to incorporate some of these newer technologies. It’s going to take some time still but it is something we are planning to do eventually.

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.