Is there any chance to be hired as a remote developer?
Yes. However, there is zero chance of being hired as an in-person developer. Hah.
Is there any chance to be hired as a remote developer?
Yes. However, there is zero chance of being hired as an in-person developer. Hah.
I hope this is you guys expanding and not replacing people who left/fired
Yep! Just expanstion. We actually just hired another for the same role about a month ago and we've seen it be so impactful that we're wanting to bring in another. For one of the systems we have coming we definitely can use the man power.
He's being diplomatic in saying there are a ton of laid-off game devs with experience right now. I don't see junior roles coming back anytime soon unless you form your own studio like they did...
There's defintely a lot of talent available right now due to the state of the industry. However, especially for this role, a stacked resume is not what Im looking for. I need someone that eats, breaths, and sleeps ARPGs and knows how to code in Unity... industry experience is a distant third variable if that.
What’s the salary, and why isn’t it listed on the job description?
Ranges based on multiple factors like experience, geolocation which have wide ranges of cost of living, etc. Pay bands are in-line with what you'd find at a local AA or triple-i studio though. It's not to be sneaky, lowball, or anything like that.
Do you guys ever hire entry level positions?
We haven't in a while and admittedly I don't currently see upcoming junior roles. We had a lot of junior people who just loved ARPGs back in the early days with our little bag of Kickstarter and Early Access sales money. Now that we've grown we're focused on leveling up the team and staffing with vetted talent these days. But, I still prioritize love and passion for the genre over nearly everything. I can nearly always find both.
Hey travelers,
We're looking for a die-hard ARPG fan who is well versed in C# and Unity and wants to come in and help us design and develop skills, items, bosses, etc. If this is you or a buddy you know please send them our way to apply here!: https://eleventhhourgames.bamboohr.com/careers/75
The team is completely remote and distributed so we're looking for the best passion for the genre and talent we can find.
It's a pretty fun role I must admit. A ...
Read more External link →Is there still a future goal of the game coming to Xbox/PS? Absolutely love LE and excited to get back to it but I’ve also gotten really spoiled being able to chill out on the couch on the Xbox in other ARPGS and would love that experience with LE as well!
We would love to come to console. It's something that we still have to work out a lot of details for. I'm sorry, I don't have any hard info on the subject.
The other sources of vanguards that I've played with seem to stop triggering once you're at the cap, I never noticed them falling over or anything. So I would guess this doesn't work the way you're hoping.
You could use a Skeletal Mage with the Profane Oblation node to detonate the vanguards, though. Someone posted about a necromancer built around that interaction. The mages are very aggressive with the Oblation skill as long as the vanguards or warriors are next to an enemy.
The mages are very aggressive with the Oblation skill as long as the vanguards or warriors are next to an enemy.
The AI specifically works by only targeting minions that are currently using a melee attack. And the mages prioritise that spell above all others, and it has no cooldown, so they'll generally detonate a melee skele as soon as it gets in melee range and starts using an attack.
Your team is awesome and so is your game. Bee costumes on stream please.
Gotta dress up for the April launch eh?
Read moreWould you know if there’s improvements for dread and infernal shade targeting on allies? Trying to target my arch mage was what made me ultimately give up on my necro on console.
I don't know the specifics of every ability off the top of my head but every ability is getting a new primary and secondary targeting method. Every time you take a node that changes how a skill works, those targeting parameters also gets updated if necessary.
I'm very happy to report that we are fixing this issue for controllers in Season 2 on April 2nd.
My current favorite with controller is harvest lich. So many little dashes and jumps.
We’re all about positivity, OP. Yes 😄
Thanks for the answer. How do I know which corruption level is needed?
Also is there any harbinger particularly hard that I should fight early on?
Personally I think that the spirits of fire are the hardest harbinger. Lots of people would say lagon though.
Appreciate the love u/Tjohej1. We’re working on things to speed up content developments. Reacting to feedback from 1.0 significantly slowed our momentum as a smaller team for this genre but we’re working on lots of ways to increase it! Excited to see people’s reactions to Season 2
Yea check if you’ve got a VPN enabled. This happens to me more than I’d like to admit as the founder of the studio lol
Closing this thread as there is no discussion presented or feedback being provided in thread purpose, and is only causing unnecessary conflict. If you’d like to discuss the validity of measuring a game by active player counts, please use one of the existing threads, or create a thread for that purpose.
as someone who mostly plays offline, I’m a little confused how seasons will work in LE in the early days. Will non-seasonal characters have the same content or will it be like other arpgs where season characters have different mechanics.
From an earlier conversation I thought I remember that the first few cycles would all be immediately put into non-seasonal as well
Currently all content additions will be available in Season, and Legacy; Online, and Offline. It's possible in the future that we may do Season only content, but for now all game modes get all new content.
Yeah. They have just worked for the 9 months(from Harbingers to this next release date) and only made 3 months of work.
You have proof they stated they limited their scope AND extended their patch cycle, because that’s about the stupidest decision I have ever heard from a game that’s officially launched and past 1.0.
Season 2 will be a very large patch with a lot of new content. The misunderstanding we often see is that we took two of our previously planned seasons and put them together to make the new Season 2. That's not the case, we took planned features from all across the board to make a Season 2 that best addressed the largest areas of community feedback, rather than confining ourselves to the previously split up schedule of content additions.
Have they said yet if this will be the season that pushes characters to legacy?
When the season releases, existing Cycle characters will join Legacy, and a fresh new Season (cycle) will become available.
Did we stop calling them "Cycles"?
We received a lot of feedback that referring to major releases by their patch number (1.1, 1.2, etc.) was misleading as partial numbers like that didn't feel like they were as big as they were meant to be (Content expansion, environment restart, new ladders). We changed to Seasons as a familiar term to better communicate that these patches were those kinds of large content drop starts players were looking for.