Stanzwar

Stanzwar



28 Feb

Comment
    Stanzwar on Forums - Thread - Direct

I can appreciate how that came off. It’s more the distinction of how we have to develop it internally; where ideally our offline client becomes the simpler of two elements to ship and the core team is all constantly testing/building/making content in the MP environment.

This is not a confirmation or denial of an offline client, which we’ve answered elsewhere :slight_smile:

Post
    Stanzwar on Forums - Thread - Direct

Multiplayer Progress Update

Hello all, and welcome to the second multiplayer blog of 2022!

If you checked out Ross’ post last month, we took a break from all my techno babble to break down our various social features. We’re now using a numbe...

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31 Dec

Post
    Stanzwar on Forums - Thread - Direct

It’s instanced personal loot right now for each individual. We are still experimenting with what we are excited the most about but right now it is instanced loot.

Definitely aware of the huge xp and loot bonuses provided in other ARPGs, they are something we are being mindful of and discussing when it comes to MP player experience.

Post
    Stanzwar on Forums - Thread - Direct

Multiplayer Progress Update

Hello all, Happy Holidays and welcome to the December Multiplayer update!

It’s been a fun month for us with our release of patch 0.8.4, Eternal Legends, and some developers taking some holiday time off to spend time with friends and loved ones before we dive in head first into getting Multiplayer into players’ hands in 2022.

We have quite a lot going on in our Multiplayer development and I’d like to break down some updates for the topics from last month, as well as talk about what is ahead of us in the next month.

Our feature list from ...

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02 Dec

Comment
    Stanzwar on Forums - Thread - Direct

This is pretty accurate, though of course subject to change. But the general strategy here will likely not be modified much - we are of the belief that a steady increase of players before a rollout are our best chances for success and catching major issue


01 Dec

Comment
    Stanzwar on Forums - Thread - Direct

It’s actually the opposite. We’ve moved to services where we can own and customize the code to our needs better - I can see how some of my language may have suggested otherwise. By moving we’ve increased our ability to customize, own, and respond quickly. We’ve increased our overall ownership of the technology by a huge amount.

Comment
    Stanzwar on Forums - Thread - Direct

Definitely have closely watched all recent game releases and learned.

We built out a continuous integration and build delivery system that can scale quickly and regularly builds multiple versions of Epoch all day.

We patch every couple days after releases and that time is just for testing and content to come in.


30 Nov

Comment
    Stanzwar on Forums - Thread - Direct

It’s fair, I did contemplate sending out a more “we don’t have a ton this month” but we are very used to providing dense content updates and this would have been against the norm. Food for thought

Comment
    Stanzwar on Forums - Thread - Direct

For sure. Given all recent game releases as well, we’ve got a lot more knowledge about what we can expect when we land, and making sure we can adjust very quickly is our #1 priority.

Comment
    Stanzwar on Forums - Thread - Direct

It’s a very careful balance between what we need to completely own, and what solutions we can use that will get us what we want to do without risking slowing down our ability to say, ship patches when we get there. We’re learning more every day :slight_smile:

Comment
    Stanzwar on Forums - Thread - Direct

Not to say I won’t break down the technology later, but I likely won’t name things like that until it’s shipped and proven (in the event we build or make changes).

What I can say is that it’s a bunch of really stable and high quality stuff. :slight_smile:

Post
    Stanzwar on Forums - Thread - Direct

Multiplayer Progress Update

Hello all, and welcome to the November Multiplayer update!

It has not gone unnoticed that our last update was fairly light, and that we skipped our October update. I would love to take some time to break down some of the reasons why and share as much visibility and clarity on our ongoing Multiplayer work.

https://forum.lastepoch.com/uploads/default/original/2X/d/d6640913a175d39d91b52fd29b7b76dfd7acba9f.mp4

I’d like to make reference to something Judd discussed a bit more in-depth in our ...

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28 Sep

Post
    Stanzwar on Forums - Thread - Direct

Multiplayer Progress Update

Hello travelers, and welcome again to the monthly multiplayer update!

Through the last month we were hard at work delivering our Sands of Majasa update, which of course takes some of our attention to ensure we can deliver a high quality release to everybody. We were humbled to see more and more engagement with new players every day, and the reality of what this means for the scale of our multiplayer release is not lost on us.

I’d like to update everybody on our goals from the August Update, as well as share some information about some decisions we’ve made for group Arena play. I am also going to discuss some of the learnings we have made about the scale we need to get to in order to ensure a high quality multiplayer release.

Onwards to the updates!

1. Convert the Idol System to be 100% server authoritative

...

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03 Sep

Comment
    Stanzwar on Forums - Thread - Direct

Hey all! We’re finalizing some things for the builds and should be expecting a hotfix in the next couple hours if all is well.

Sorry for the delays, we moved as quickly on it as we could.

Comment
    Stanzwar on Forums - Thread - Direct

Hey all! We’re finalizing some things for the builds and should be expecting a hotfix in the next couple hours if all is well.

Sorry for the delays, we moved as quickly on it as we could.


26 Aug

Comment
    Stanzwar on Forums - Thread - Direct

Revival is not off our radar. But it does have a ton of precedent in many existing games and results in very specific styles of gameplay; it takes production time to even develop the feature enough to representative to test it, so when we do want to test it it will be a matter of choosing whether or not we are interested in it enough


25 Aug

Comment
    Stanzwar on Forums - Thread - Direct

Hey! Actually we’re working that out literally right now, we were just having discussions today. We are considering a first format that will work for testing, and then whether or not we want a competitive and non-competitive form of Arena to be available.

Right now any death kicks players out of Arenas and we aren’t going to keep that. But it is pretty funny for internal testing :slight_smile:


24 Aug

Comment
    Stanzwar on Forums - Thread - Direct

The last 20% is always the longest in game development, and has the largest impact on game quality. :smiley:

Comment
    Stanzwar on Forums - Thread - Direct

We are mostly down into the “small wins” categories for server memory use, which is good news. We have a few major chunks still we’re about to take out but then over time it’ll just keep getting smaller and smaller :slight_smile:

Comment
    Stanzwar on Forums - Thread - Direct

Copy paste life. I’m sorry about it :slight_smile: