EHG_Kain

EHG_Kain



21 Oct

Comment

Originally posted by StudentOfMind

Why did you end up going with the term "Season" instead of "Cycle"? The game is about Time, I thought "Cycle 2, Cycle 3, Cycle 4..." had a nice thematic ring to it, and would actually fit into the lore of the End of Time. I imagine because Season is more generic and easily identifiable?

Also, further feedback, it's not a big deal since the event was so short and it seems a lot of the modifiers are rolling into the base game somewhat, but please don't run temporary loot/drop buffs during seasons. If I wasn't able to play during Imperial Uprising, but wanted to play in 1.1.7 now (say I didnt hear about Imperial Uprising until it was too late, or i was busy IRL), it would feel really bad knowing that not only did I miss out on the buff, but that the entire economy has been impacted by those buffs. I'd already be behind as is from starting late, but it'd be even worse since I never got to fight those loyalist packs.

I propose to follow PoE and run these sort of temporar...

Read more

Why did you end up going with the term "Season" instead of "Cycle"? The game is about Time, I thought "Cycle 2, Cycle 3, Cycle 4..." had a nice thematic ring to it, and would actually fit into the lore of the End of Time. I imagine because Season is more generic and easily identifiable?

Because our content is released to both Legacy and Cycle, Online and Offline, there is a distinction between the "Cycle" game mode, which is a fresh start typically coinciding with the release of a major content addition, and the Season, which is (now) the term for the new major content release. This separation would make less sense if new content was exclusive to the fresh start environment, as it is in some other games.

Comment

Originally posted by Throwaway7646y5yg

Fair but leaving nothing in between will drown the player base till next ‘event’. If you put it to a player vote I’m sure most would want it extended. Hopefully the team listens as they did in past. Cheers :)

We already started discussions during the event of how we can incorporate content similar to Loyalists within the game as a standard feature. The Loyalist Undead weren't designed to be a core part of the game as is (to every echo, in the quantity that they were). As a limited time event feature, they offered a lot of power, and were outside of the standard game balance for difficulty to be extra exciting, however that doesn't make as much sense in standard game balance. Keeping extensive power creep for longer makes it that much harder to eventually pull.

We already have some plans for something similar to return, which we'll be talking about with other Season 2 news once we start diving into details.

Comment

Originally posted by Spendinit

All great changes. There was one thing in particular, though, that jumped out at me the second I read it. "Patch 1.2 will be introducing many additions that will give players exciting new ways to target desired loot " I would love to hear a little more about this lol

Haha, for sure! We wanted to mention that we have more systems coming, but not quite ready to share the details on them. Keep an eye out for when we start posting more detailed information about Season 2!

Comment

Originally posted by Throwaway7646y5yg

Why not keep it going till the next event so people keep playing?

Part of the nature of an event, the event only lasts for a time! We're happy to hear you enjoyed the event and the Loyalists, I know I did as well!

Comment

Originally posted by Risin

Why were loyalists removed? 

Read more

The Undead Loyalists were part of the Imperial Uprising event. It's likely the mechanic will make a return at some point. For more information on the end of the event, check out the wrap-up post here: https://forum.lastepoch.com/t/the-immortal-uprising-end-of-event-wrap-up/74245

Post
    EHG_Kain on Forums - Thread - Direct

LE_Steam_EventHeader_ImperialUprising-WrapUp1920×622 93.7 KB

Victory Travelers!

Thirty-one days after the Immortal Emperor let loose his loyalists legions into the world, the uprising has successfully been quelled. With a total of 760,523,009 skeletons slain, the Immortal Emperor has realized their grave error and been forced to pull his forces back to standard deployments. To reward your efforts in stopping this uprising, Yulia has managed to acquire a special item from the Emperor’s personal stash for you, which you will be able to claim from the in-game MTX shop (at no charge) to add to your cosmetic inventory.

This marks the end of the Immortal Uprising Event. We hope everyone enjoyed all t...

Read more

20 Oct

Comment
    EHG_Kain on Forums - Thread - Direct

Thank you very much for putting together these great clips! Pathing issues like these need to be addressed on a case by case basis, so having videos of where exactly it’s happening is perfect. I’ve passed this along to the team for these areas to be addressed.


08 Oct

Post

Hello Travelers,

We are currently planning some server maintenance taking place Tomorrow, 10/9/2024 at 9:00 CT (14:00 UTC) . During this time, we will be making a number of backend service changes as part of our ongoing efforts to improve transition times and overall online performance. We do not anticipate any disruption in game services. However, if at any point you notice a change or disruption in the ability to play, please let us know immediately.

Thank you all, and we will see you in Eterra!

External link →

21 Sep

Comment

Originally posted by werdna76

now I'm getting a new error - ghost images of my shards, etc., are sticking aorund in inventory after I mass move them to crafting stash... only after the update

We have just released a small hotfix reverting the stash tab optimization changes from 1.1.7.2 due to inventory graphical issues. We will continue investigating this to get a new fix out as soon as possible.

Comment

We just released a new hotfix to resolve this issue. We will be continuing to investigate stash optimization to get a new fix out ASAP.

Comment
    EHG_Kain on Forums - Thread - Direct

We just released a new hotfix 1.1.7.3 which reverts the change which was causing these graphical artifacts. We will be continuing to investigate stash optimization to get a new fix out ASAP.

Post
    EHG_Kain on Forums - Thread - Direct

Changes

  • Reworked the Isle of Storms quest, to avoid a possible progression block. The entire collect the Moon Fragments step has been removed, along with the two altars. The portal to Lagon’s Temple now appears right after speaking with Liath in the Moonlit Shrine.
  • Your efforts to unburden all the Loot Lizards of Eterra have been paying off! Many of the Loot Lizards are now safely back at home having been freed of their burdens. In response, the factions employing them are becoming more wary of sending their Lizards into the world.
    • Blue and White Loot Lizards now start spawning in area level 12 and above. This prevents players finding Idols before having any Idol slots unlocked in normal gameplay scenarios
    • Loot Lizards spawn less freq...
Read more

20 Sep

Comment
    EHG_Kain on Forums - Thread - Direct

Are you using something like a Chronostasis that’s consuming ward on a melee skill use (and grabbing a melee ability shrine)?

Comment

We're currently working on getting a hotfix out ASAP for this issue.

Comment

Originally posted by AlexZohanLevin

But why?

Using character name instead of account name display in-game means it's much more confusing to figure out who is who in general chat, or grouping with people. Particularly for players that jump characters a lot, or don't use uniform character naming like "EHG_Kain_ShieldBash". There's certainly arguments to be made for both sides, but we decided to use account names as the representing name to make for more consistent social experiences with other players, and get to know other players.

Comment

Originally posted by AlexZohanLevin

But when you are in game it displays the account name over your character instead the characters name

That's correct, yes.