Last Epoch

Last Epoch Dev Tracker




23 Sep

Comment

Originally posted by violentlycar

On-kill effects are essentially a way to say "this mostly doesn't work on boss fights," which just kinda feels bad, even if it's numerically balanced. Is that your intent?

On-kill effects are essentially a way to say "this mostly doesn't work on boss fights,"...Is that your intent?

Yes, this is often how we approach new nodes that we make with these types of effects. And this is why most of the new nodes with these types of effects have been the "on kill or boss hit" style. It's just not a blanket decision.

Comment

We do that for new effects that we think it appropriate. There are situations where it's not though.

Comment

Originally posted by iorik9999

I always thought it was like 33% to roll a LP on a unique item, and each unique item rolls 4 times? So I would assume that probability to get a 4 LP unique is 1/81 when an unique drops?

But then this would make 1 LP legendary more common than 0 LP ones. So probably not 33% per roll.

Sorry, this is not quite right. Each unique has a different chance and it scales with area level. Some items are mega dramatically super way way way more rare than 1/81 for 4LP.

Comment

Originally posted by ab24366

What's the point of having 4 LP for those if it's a 1/16 quintillion? There will be no community "Holy shit" moments. People were pissed off about uber unique rarity in d4, 4 LP is similar power increase, and this is way rarer than those items.

The big difference is that the unique effect that the unique item has is obtainable. The D4 uber uniques have mechanically unique effects locked behind the mega rare chance. The 4LP versions are just higher power versions of the same items.

It is not uncommon feedback though so we are going to have to figure out how to make it feel better.


22 Sep

Comment

Originally posted by les_bloom

Thank you for that

The other answers have little mistakes or missing info, this is the best answer here.


21 Sep

Comment

Originally posted by perrythepig

Judd, can I get some insight as to why 1.3 or 1.4 are going to be big milestones in your eyes? I'm surprised to hear that 1.0 isn't the milestone you're commenting about, pushing for it to be "great".

Hey Perry - Imagine D2 when they brought out LoD. D2 base was amazing and LoD is the point where it became the GoaT. I think what we have in store for the 1.x series is going to be our LoD and take our very strong base at 1.0 and elevate it substantially. My heads on what’s coming later as my role is planning a lot of it of course! After 1.0 we’ll be bringing back our roadmap/forecast so you guys have a bit more insight into what’s to come.

Post
    EHG_Kain on Forums - Thread - Direct

Changes

  • Fixed the waypoint on the world map for Last Refuge Outskirts being unusable.
  • Fixed the Hide/Show Quests function on the world map.
  • Fixed a bug which caused error spam in The Immortal Summit.

What We’re Working On

Thank you for your bug reports and feedback. We’re still working on addressing more issues for future patches.

Here are some things we’re currently investigating:

  • Progression blocker in Temporal Sanctum (offline)
  • Some skill projectiles are coll...
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Comment
    Mike_W on Forums - Thread - Direct

It’s not a “you” problem. It’s a mistake we made with font generation. We will fix it.

Comment

Originally posted by MonkAndCanatella

Congrats man, you and your team have made my favorite ARPG without question! Something special is that I can play just doofing around without being overly concerned about min maxing and still have a blast, and then there are folks who calculate every last thing who get a whole lot out of it too.

Thanks for the kind words. It's awesome to hear that people are enjoying it as much as they do in early access. Once we're around patch 1.3 - 1.4 I think we're going to have something that is truly truly great.

Comment

Haha I’ll have to give a more in depth talk on this at some point. But I’ll give a little background here.

I ran a web development studio for a decade with a partner. I did front end dev, sales, marketing, hiring, and most of the business side before staffing up a little where I was able to delegate some of it. I was never a great coder outside of html/css and some probably poorly executed JavaScript. But this taught me all about business,team building, and how to make digital products.

I was also obsessed with ARPGs and knew what made them good and what detracted from them, so I saw an opportunity to make one that capitalized on all the great aspects. I also wanted to make sure the studio was very openly communicative because people play these games as hobbies and it was always a feelsbad when there was a lack of communication from the devs for something I was so invested in.

From there it was an exercise of finding other people who were passionate abou...

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19 Sep

Comment

Originally posted by Eraromik

Didn't you say something about that in an interview with Rhykker? Maybe I hallucinated but I'm pretty sure you said that we will unlock the rewards and be able to change between all the unlocked rewards at will.

There are some details still not quite locked in but something very similar to that is being worked on.


18 Sep

Comment

Originally posted by itzzzluke37

It don‘t actually would need full customization but just to being able to select male or female so from a view of development to have fixed models at first would cost much less resources than a full customization feature. And I‘m sure all people would already be happy having the option to choose between genders!

A less feature rich version of just a character template selection with a few options would probably satisfy most people's desires and that feature would require less work than full customization. However, it's more of an, only 90% as difficult, situation than "much less resources". There are a lot more little things that go into this than you might think. The related systems just aren't set up to accept it at the moment and we aren't prepared to attempt it yet.

Comment
    Mike_W on Forums - Thread - Direct

Which is why it was only 80% McD’s fault. Coffee hot enough for 3rd degree burns is too hot. She also started out just asking for her medical bills to be paid for and it was McD who forced going to court over it.

Comment
    Mike_W on Forums - Thread - Direct

I know this might seem like an obvious easy option to add. This is gigantic task, on par with the years we spent making multiplayer in the first place. This is not a feasible option. Sorry.


17 Sep

Comment
    EHG_Kain on Forums - Thread - Direct

The issue appears to be effecting authentication servers as well currently. We are working on a fully offline mode for 1.0 which will not depend on authentication (though we of course realize this doesn’t help during this outage).

Comment
    EHG_Kain on Forums - Thread - Direct

Hello Travelers. We are aware of an issue effecting server connectivity, resulting in an error regarding “unusual levels of traffic”. We are currently working with our service providers to resolve this issue ASAP. We apologize for the inconvenience.

19:33CT Update: We’re seeing a large number of services coming online and players getting back in game, however we are still seeing a number of failures occurring. We expect these to even out as services continue to come back up.

Post

Hello Travelers. We are aware of an issue effecting server connectivity, resulting in an error regarding "unusual levels of traffic". We are currently working with our service providers to resolve this issue ASAP. We apologize for the inconvenience.

19:33CT Update: We're seeing a large number of services coming online and players getting back in game, however we are still seeing a number of failures occurring. We expect these to even out as services continue to come back up.

External link →
Comment

Originally posted by mafifer

Fair enough. I can accept it if there was a specific reason behind the skill access order and not that it was just sorta random.

Thanks for the explanation Mike (at least I think this is Mike).

Yea it's me, but don't tell anyone, I'm in disguise. It's not a very good one though, check the first 4 letters of my username.

Edit: and we do very carefully pick the unlock orders of skills.

Comment

Which skills are granted in which section of the passive trees is surprisingly important to how the skill and passive trees and unique items are designed. Making the skill unlock order variable would cause a complete audit of every node of every tree in the game. We would have to change, move or remove many nodes.

It's a cool idea that would have a much bigger impact than you might think.

It's not feasible to implement at this time if we did decide we wanted to do it.