EHG_Kain

EHG_Kain



13 Feb

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    EHG_Kain on Forums - Thread - Direct

Hello Grevnon,

I’m sorry to hear about this issue. If you’re playing on the live version - 0.8.5f, all saves are locally saved to your PC. Because they’re locally saved to your PC, we don’t have access to those files. However what it sounds like, and what is more likely is you’re facing save file rollbacks by utilizing the saves on various computers without steam cloud syncing properly. Steam cloud keeps previous save states accessible by logging into your steam cloud storage (Link to login to steam cloud storage: Sign In ). For Last Epoch 0.9.0 coming March 9th, you will have the option to play onlin...

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10 Feb

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    EHG_Kain on Forums - Thread - Direct

Please Remember to keep conversations civil and follow the Code of Conduct. We understand this is a topic people feel very strongly about, and it’s perfectly fine to debate ideas, however please refrain from comments regarding users themselves.


07 Feb

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    EHG_Kain on Forums - Thread - Direct

Just dropping by with context of a design perspective of the intents of endurance, not trying to comment on the ideas presented, or trying to steer the conversation or defend current endurance mechanics (we’ve had our own internal conversations about it as well). Converse away! Basically think of me here as nothing more than a bot responding with “Hey, you mentioned Endurance, here’s the ideas behind it!” haha. :slight_smile:

Certa...

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    EHG_Kain on Forums - Thread - Direct

For this conversation, I think it might be helpful to provide some information on the intended design of Endurance. Endurance does apply to “oneshot” damage - any damage dealt to health below endurance threshold does get reduced by endurance amount - even if the instance of the hit happened while above endurance threshold. eg. IF you have 800/1000 health, threshold at 400 health take a hit for 500, 100 damage of that hit would be mitigated by endurance. This doesn’t prevent “oneshots” if the damage is high enough, which is intentional - it’s not meant to be a health gate.

Endurance is designed as a defensive mechanism which allows builds to have more time “on the edge” of death, where the most excitement is, fighting to hold on. To achieve this, the lower part of your life total gets this additional damage mitigation, allowing players to see and experience that low-life, holding on to the last string, but actually have more of a hold than it feels like in the heat of the mome...

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    EHG_Kain on Forums - Thread - Direct

When you have an item which grants +levels to skill, removing the item also removes those levels from the skill, and unallocates assigned points from the tree correspondingly. This is expected behavior - though there is a visual bug where sometimes the current level of the skill doesn’t display correctly.

We’re looking into the issue with re-connecting to the game server. It doesn’t look like a different issue we identified based on your description.

When you try to connect to the server now, at what point does it stop working as expected? Do other characters work?


06 Feb

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    EHG_Kain on Forums - Thread - Direct

Can you provide some more information as to when this happened? Were you in a party the first time you were disconnected?


04 Feb

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    EHG_Kain on Forums - Thread - Direct

It can for some systems, not for others. As we’ve mentioned in the past, we’ve looked at many possible systems and it can be an important distinction.

@ExsiliumUltra pointed out one of the primary the distinctions here. a “bot” is typically one that’s some measure of control/setup by the player.

Yup, we’ve tried to clarify the question in the s...

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    EHG_Kain on Forums - Thread - Direct

For direct examples of how this could manifest: a Vendor NPC, or a Market stall.

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    EHG_Kain on Forums - Thread - Direct

We certainly understand there are players who are completely against trade, which we try to capture in the very first question. We’re trying to gather feedback with some questions in the frame that ‘if a more open trade was to be implemented, what would be the most okay for you’. We also understand not everyone’s exact preferences will be captured in the options present, however if there’s too finely detailed of options, the results wouldn’t be very usable. We’re absolutely looking at threads, and other discourses for the more finely detailed opinions.

In the questions, the term ‘bot’ refers to an intermediary which is not the player, though the trade is connecting through to a player.


02 Feb

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    EHG_Kain on Forums - Thread - Direct

Thank you for the report! The new chat system introduces some features for countering some events in chat such as racism, and violence. We’re actively monitoring what the system is catching, and adjusting the system.


01 Feb

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    EHG_Kain on Forums - Thread - Direct

if you go to your account settings here on the website (https://lastepoch.com/player/account/overview) there should be an option to redeem the game in steam.

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31 Jan

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    EHG_Kain on Forums - Thread - Direct

Hello there, and welcome to the forums!

I’m sorry to hear about your experience. The “black circle overflow” bug has in fact been noted for a while, though it’s had different causes - many of which have been fixed. This is something I myself actually encountered and reported back before joining the team here! That specific case, with my feedback, was able to be identified and fixed, though as mentioned there is still a way to cause it.

We do get infrequent reports about this issue, however we’ve not been able to reproduce it internally, nor have any reports been able to find a way to reliably reproduce the issue (or at least reported a reproduction case) for us to reliably investigate.

All bugs are bugs we want to fix, however we also need to prioritize bugs. With this one in particular, it’s a bug which is rare to happen, and doesn’t currently have a known reproduction. This means to address it, we would need to pull apart any and all related code to try to ide...

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    EHG_Kain on Forums - Thread - Direct

I have no idea what you’re talking about. I don’t see that in the post :wink: haha. See you then!

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    EHG_Kain on Forums - Thread - Direct

Hello Travelers!

This past weekend we held our first of multiple multiplayer events, the “Invitational”, which went exceptionally well. The aim of this event was to gather feedback, test our live operations procedures, and give the community their first full look at playing together with friends in Last Epoch. We were able to capture a ton of significant data and feedback to help us prepare for the multiplayer release coming with Last Epoch: Convergence on March 9th.

From what we observed, many of the participants thoroughly enjoyed the new and updated campaign zones, all the VFX, SFX, and music changes, which was fantastic to hear. We also received a lot of positive feedback regarding the ease of grouping up, and generally feeling great playing together for hours on end, outside of a few minor bugs (we’re on them!). Some issues that we are aware of and have been actively working on did rear their heads during this event, such as server-side performance in end-game act...

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13 Jan

Comment

Good Callout! We've actually changed this for 0.9 in multiplayer. The result is that you're sent back to the monolith stone in the hub, not sent back to End of Time 'town' upon completing the final monolith quest. Currently in offline you're sent back to End of Time instead of the monolith Hub. We are looking into updating it to also send you to the monolith rock in the Hub for offline as well.

The reason it doesn't send you back to the rest zone (the zone you arrive at after completing a normal web node) after completing the final quest is that you normally also unlock another monolith for you to progress to, and pushing back out to the hub helps complement that. We want to keep the same behavior for empowered for consistency (however now being sent back to the rock in the hub, not the End of Time 'town').

In multiplayer as well, the hub and rest zone are additively loaded with echo zones so there's also no loading going back to the hub or rest zone so you can ...

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04 Jan

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    EHG_Kain on Forums - Thread - Direct

We don’t have any rules against players using Yolomouse.

We would certainly like to add support for something like this, however it is far more complicated than it may seem to implement, and alongside programs existing which people are already familiar with and do the job well, it’s currently lower priority. It is still on our list of things we’d like to look more into, just no current ETA.


02 Dec

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    EHG_Kain on Forums - Thread - Direct

Trade is a very big topic, with a lot of conversation around it. We are doing a dedicated post for it for that reason. The Development Blog is an overview of a whole bunch of things that we’re working on and some insight behind the different things. While trade is one of those things, it’s such a large topic we want it to have a dedicated post.

Post
    EHG_Kain on Forums - Thread - Direct

Development Update

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Hello Travelers, and welcome to our Development Blog post for December 2022!

Earlier this week, we made an exciting announcement for Last Epoch: The date for our highly anticipated Multiplayer release is locked in on March 9th, 2023! You’ll be able to join forces with your fellow Travelers in Eterra with Beta Patch 0.9.0, but that’s not all it will bring. This major content patch will also be coming w...

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29 Nov

Comment

Originally posted by pogothrow

Does anyone know if this update will come with new content, or is it just adding multiplayer to what is there already?

Patch 0.9.0 will have a whole lot of other updates and additions! We'll be releasing another Dev Blog later this week which will have some more information on some of the things coming in 0.9.0, as well as our previous dev blogs, and teasers we've released (one of our community members has compiled a list of all teasers we've released on our forums here: https://forum.lastepoch.com/t/dev-q-a-weve-sprung-a-leak/49707). The big categories for 0.9.0 are Multiplayer, Combat Feel, and Performance. So there's tons of VFX and SFX changes, new models, updated maps, balance...

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