ekimarcher

ekimarcher



10 May

Comment

Originally posted by princemousey1

Oh my, Canucks are the absolute worst. You guys use both American and British spelling together! Then I take it all back, you don’t need a Brit and a Yank in the equation. You just need a Canuck to muck it all up.

Yea, and then we toss in some random native stuff too just to make it extra confusing.

Comment

Originally posted by princemousey1

They’ve got a yank and a Brit editor who just keep correcting over each other’s mistakes.

It's actually a Yank, a Brit and a Canuck that caused these problems but yea.

Source: am the Canuck in question.

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Do you have an item with +skills that you've been crafting on? When it becomes unequipped, and re-equipped the +points need to be re-added.


07 May

Comment

Originally posted by ggdoter

It was fine during trade league launch, I got 300 hours /played. After a break (and probably some patches) it keeps cpu usage at 90%+ but can't even load login screen.

Get steam to validate the files. Likely something we've squirrelly in the patching process.


05 May

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Originally posted by SourceAwkward

I read this while walking as a pineapple boss, now I'm disappointed

It kills by slowly digesting you with an enzyme that breaks down your body over a thousand years.

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Originally posted by Lfemomo77

Thanks! Missed that response. Have you seen anything about PTR for 1.1? Haven’t seen that either

We call it the community tester (CT) program. It's what we use for closed testing of the upcoming content. I don't think it is currently accepting new applications but I expect that it will open up again at some point.


04 May

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I'm not sure if it's obvious or not but just in case, those chances are the chance that the item will have that LP given that it is already dropping. So it only "rolls" those chances when you get one of those items. So your looking for single digit or less chance rolls on very rare items. It's going to take an extremely long time to find some of those. Each are mega chase items.


01 May

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Originally posted by Airowird

If you mean what I think you mean, I mostly had an issue with content being timer-based and understood that end-run loot was a compromise for not losing time over checking out drops.

Your argument also sorta falls short when completing an echo already gives me 2 bursts of loot, being the node reward and the completion chest.

Additionally I'ld like to add that, as someone who does Prophecies in bulk, it would be nice to see which ones I just completed, especially when it's been a while since I selected that Prophecy.

It could be as simple as marking Prophecies "complete" in the UI, and clicking them (or even a 'Claim All' button) would generate the reward.

This would also help when you complete an echo or boss fight and you had so many Prophecies proc that you get more interesting loot than you can carry. I have come close to this occuring and felt relieved I could still tetris all the good stuff in my bags. I would feel terrible if I go into a boss...

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Just got the record, there is nothing simple about this. We've been trying to find a nice way to do this for a few years now.

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There was an ARPG that came out a couple years ago which held all loot to the end of a run. It has several other damning issues which caused it to shut down almost immediately. I had a huge issue with loot all coming at the end and I'm curious if you have played any games that do this.


29 Apr

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Originally posted by Ysilla

Are seasons leagues?

Essentially, yes.


28 Apr

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Originally posted by legiononeps4

no idea what that is but will do

It's just what you described.

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I think this is a cool idea for a head to head competitive mode.

With regards to the ranking and matchmaking, in the future you can just say a modified ELO system.

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Originally posted by Krogholm2

Atleast for now* I think the wording they used was the first few cycles focuses so much on deepening the core endgame loop that not making them "core" would be weirdly insane.

This guy reads.

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It's a universal bug, I've fixed it but I'm not sure if it will be deployed until we do 1.1 or not due to other changes to the system happening at the same time that would cause problems.

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Originally posted by Willing-Monitor1502

Not sure if you're ironic or not, but it would probably be better, for me.

Nope, trying to find out if it's just a thematic disconnect.

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Originally posted by Groovy_Decoy

Maybe, but all I can do is speculate based on the fact that the delay between when the teleport moves the player on client and when it is yanked back to that exact same location grows at a completely predictable linear rate.

I am having trouble imagining any other explanation than something is accumulating. Either time value is accumulating over time, or there is a delta between 2 times that is supposed to constant, but one is advancing a hair differently than the other and they grow more and more out of sync over time.

Another observation is that at larger degrees of rubber banding, I can teleport to a location and begin to walk away and stop before the rubber banding happens. I can just sit there as long as I want and I won't rubber band until I actually try to move again, and only then am I yanked back. Even after a long wait.

Another test I tried was to intentionally create a higher lag scenario. I logged into the server location on the far side of the ...

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Yup, that's all consistent with what I was saying above given how movement works.

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Originally posted by Willing-Monitor1502

Well, feelings jarring af to me, and I can't remember having any reaction to ripostes in other games. Not sure how they solve it, but they seem to have managed to do it in a way that doesn't immediately stop me in my track like this. Hell, even playing 2 animations on top of each other would probably feel less wierd..

What if I renamed it to magical retaliation instead?

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Originally posted by Willing-Monitor1502

I'm unsure what VFX is, but I would expect that when the character ripostes he would swing the weapon, as that's what a riposte is. Obviously when I cast vengeance the sword swing animation fires, but when the enemy hits me back and I riposte, there is no swing.

VFX is Visual Effects. The FX kinda sounds like effects so it's not really an initialism.

That is working as intended. You'll see a small VFX of a sword hitting the enemy when it happens. We can't have the character animate because riposte will most of the time trigger while you are in the middle of another action that requires you to be animating doing something else.

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A character doing literally nothing during an expected swing of a sword is going to look so weird that I'd sure hope that it's obviously a bug.

You can check out a build guide video for that skill and see that every attack has animations. Some of them are shared because casting a fireball and casting a volcanic orb are similar enough that the mage doesn't need to make two different gestures.

Edit: triggered abilities don't have character animations because you need to be able to do stuff at the same time.

Edit 2: wait, do you mean VFX?


27 Apr

Comment

Originally posted by Groovy_Decoy

I've done my fair share of troubleshooting issues in my time and I feel pretty confident that this isn't a simple lag issue. I can reproduce it every single play session. It happens at exactly the same rate of progressively getting worse. It happens when my latency is showing a solid line of 22 to 24 MS 100% of the time I check it.

My theory is that there is some kind of event firing off in code that tells the server to update the position in some tiny fraction of a second after the teleport happens to the target position. I believe this delay is intended to be almost instant. I believe that this trigger is supposed to say "the teleport is finished now and the character can move now!" Until the trigger, movement isn't really valid from the client. Other players see me just standing there too.

But there is something wrong in this calculation and that delay isn't constant. It's some kind of time delta that is growing over time (somehow related to the character sessi...

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That's not how movement works. I still think it's 2 issues.