Last Epoch

Last Epoch Dev Tracker




17 Jan

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.

Comment

Had a rant at the start of this that I realize wasn't good to post so I deleted it. Short version is that almost every claim about "the servers" is not based in understanding of the issues but also not something that sounds like is interested in being told they are wrong either.

Since multiplayer has launched, our number 1 priority has and continues to be multiplayer performance and server stability. Updates like "reduced memory usage of servers by 3%" aren't exactly splashy so we don't advertise them that much but it's always happening in the background. Since 0.9 launch we have completely replaced our entire fleet of servers and they are very good quality. They are being used conservatively and we are constantly working to improve them.

We've got plenty of bare metal servers ready to rock with lots of dynamic cloud server capacity available if it somehow comes to that.

For what it's worth, I'm confident in them holding strong on launch.

Edit: I jus...

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Comment

Originally posted by xDaveedx

When it says "base damage gets converted", that means only the dmg the skill has by default, so without any skill nodes or passives or gear gets converted AND the generic +melee damage from weapon implicits which inherits the dmg type of the skill, which would be void with the conversion, as it changes the skill tag from phys to void.

Any other kind of added dmg of a specific type like +melee physical damage will remain physical and won't get converted.

So you can have a void skill that deals 50 void dmg, 10 phys and 10 cold if you get those from gear or passives.

The base damage of a skill is usually only 1 for melee skills, as these are supposed to get their dmg mainly from weapons, but spells usually have much higher base dmg, so conversions have a "bigger" effect on them.

So conversion nodes on melee skill trees are pretty much only to change which type of dmg the generic melee dmg becomes and to change skill tags to potentially benefit from +lev...

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This is correct.

Additionally, the rule for spells is that they nearly always have 20 base damage per 100% added damage effectiveness. So +1 spell damage is similar to 5% more spell damage, but additive with other sources of flat damage.

The main exception to this ratio is void spells, which typically have 40 base damage per 100% added damage effectiveness, resulting in +1 spell damage being similar to 2.5% more spell damage for them.

Comment

Originally posted by Magic2424

Like a toggleable option more similar in implementation to masochist. Where as factionless feels like something that isn’t obvious to players looking for that challenge. I don’t know what the actual process for picking factions looks like, but if there is a very obvious ‘I don’t want a faction’ button that explains the added challenge then I would consider it more ‘planned’

It's nothing like any of that at all.

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This post has been removed as a recent duplicate topic.

Comment

Originally posted by LEGOL2

I just hope you are not bringing ruthless in 😁

no

Comment

Originally posted by Magic2424

Factionless? Or something more ‘planned’

I don't understand what you mean by planned.

Comment

There is a new opt in difficulty challenge that we have. It's not quite the same as you're probably expecting but it does the trick.

Comment

Originally posted by Papa_Kilo2020

I am having the opposite problem. I have just started the game a few days ago, I just hit level 43 and it seems as though every story quest is sending me into level 20 areas.. I need help in knowing where I should take my char to in order to level up against equal or harder things. I have unlocked as many idol slots and passives as I can from quests I had.. wheredoigo! 

M to open map

Quest list on the left, top one should be a main quest, click on it. Your map will focus on the next main quest. Go to the nearest waypoint to that and follow the main quest arrow on your minimap.

Comment
    EHG_Kain on Forums - Thread - Direct

It’s not an unwarranted question: why not make an exception if the ability doesn’t do damage, and doesn’t deal a hit?

This is because it has no reasonable way to know when it gets consumed that Snap Freeze won’t be causing any damage, and that it won’t be triggering any subskills which would either be a hit, or cause damage.

Stats from abilities get inherited by subskills, and any ailments they inflict. So. to know there was no damage it would have to run all calculations and added effects, including which enemies are effected, their defences, how the AoE applies, who the ability chains to - effectively simulate the entire ability cast as there may be conditions on a subskill or different trigger that apply only when X enemies are hit, or something similar. Then, if there was something which resulted in damage or a hit, it would need to re-calculate it all again with the increased damage and slow chance from the preparation. This would be non-performant (very slow),.

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Comment

Originally posted by Cadmus_or_Threat

I've been doing echoes for like six hours and didn't realize there were quests 😔

Have you fought the abomination boss yet?