ekimarcher

ekimarcher



17 Jan

Comment

Originally posted by GetRekt

I do regret buying the game now; This is an atrocious attitude. Ultimately your reponse as a developer to a correctly idenfitied issue in the game is simply that they don't have the finer details on how your sausage is made? If I click any kind of zone transition in the MP mode I have to sit around waiting for the load screen, then wait about the same time again just to finally get into the new zone. Weirdly this doesn't apply for monoliths, but I'm sure you have a "well, actually" for that too. I suppose while you're here divulging the nitty-gritty of how it's really so hard to move players around on a server you could let me know why it takes about a minute to join a friend's party too?

I'm sorry it came across that way. I don't think I was rude or out of line. They replied to a comment where I was talking about server issue misconceptions with a server issue misconception. I explained what it was and that we were addressing the underlying issue. I even upvoted them.

To answer your question, the party delay is because the social systems run on a completely different system which had a long message interval. If you got really unlucky and clicked it right at the start of an interval and their interval was perfectly anti-timed, then it could take a very long time. However, if you do get lucky, it can be almost immediate. We've been working to improve that system too because you're right, it's frustrating.

And at the risk of being that jerk again, it's really easy to move players around on a server. That's why coming back from an echo happens almost instantly. It's just a jump on the same server. The long load times are for switching servers. The mediu...

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Originally posted by shrewdlogarithm

You'll be too tired to see me but I genuinely hope I'm wrong - for your sake and mine...

I don't party that hard any more.


16 Jan

Comment

Originally posted by shrewdlogarithm

Not releasing that fix before launch is madness, if it doesn't work, and you cannot have tested it at any scale, it will be a disaster...

All online game launches are bad, you cannot sensibly scale for the Invasion that the first week or 2 brings but you do everything you can to ensure the ONLY new stuff is the players...

I'm literally planning to sit out the first month because I've been through this too many times before as a player and developer and its always bad

Great, see you in March :)

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Originally posted by makingtacosrightnow

For what it’s worth, I’ve been playing about a week and I use nvidias streaming service, 0 lag and rubberbanding on my end.

sweet :)

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Originally posted by dragonguard270

As a fellow IT person I want to say I feel your pain and nicely done keeping the rant out. I have been tempted to make a few of my own and I have little to no skin in.

I write them out all the time. It's oddly cathartic.

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Originally posted by Aeonera

Am i right in thinking that the bulk of the issues people have with online stem back to unity's netcode structure? My perception is that unity's netcode isn't quite built to handle  the communication requirements of a game like last epoch.

This isn't criticism, obviously the decision on the engine used to build the game has many different things that go into it and i have little doubt that using an engine more suited to the online requirements would have meant significant concessions in other areas or would have been straight infeasible for cost reasons.

No, we don't use unity's netcode. We were using another package but have recently written our own from scratch.

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Originally posted by AjCheeze

The biggest issue with the servers is the delay to entering a new zone. Offline its instant, online it can take a few seconds. Its long enough to be confused. Click a zone and you can still run around and question if your going to the next zone. A story quest takes you to a new zone but really you were standing around for 10 seconds after a boss with nothing to click on wondering whats going on. Instead of a slow loading screen we are taken into a limbo state while waiting for the game to let us move on. To the loading screen.

Disconnects and lag in game arent that big of an issue for me its the delays after clicking to enter a new zone and wondering if the game is working right and you auctally clicked it. #1 server issue as a player i see that should have been addressed when online launched. It just makes blasting through zones feel so bad with a long pause. Currently i would suggest players to play offline if they are not going to use any multiplayer exclusive features b...

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Edit2: Preface. I'm seeing this get referenced in other threads as a response to similar but different issues. This is not the only problem with multiplayer on live right now. These server(hardware), server(software), netcode, UI, and other issues are very complex and easy to get mixed up.

I'm sorry to do this to you but this is exactly what I'm talking about. The crux of what you're saying here is not a server issue. It's the UI of the client not communicating properly that it's loading. We've got some improvements for this in 1.0.

Edit: Just to be clear, that doesn't mean the zone will load any faster. That's a separate issue that we are also working on.

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Originally posted by Naxerism

The frustration is understandable, server stuff will always gonna be a weird topic to talk about because of the points you mentioned.

The reason I made the post is that I've seen A LOT of comments that, based on the games history (since MP came out), are assuming pretty bad stuff which obviously isn't good.

From experience, if they go in with those assumptions, and the launch doesn't go "well", they further cement that mindset and hold on to it for a long time (even after the issues have been resolved), ultimately giving bad rep for the game.

An example is people saying blizzard are bad at launching their games. All because in 2012, more than a decade ago, the Diablo 3 servers was in a bad state for a while. It's kind of ridiculous.

In the end the important thing is that things are running as smoothly as they can.

Yup, I along with dozens more of us have been there on launch day for every medium or bigger ARPG since PoE came out.

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Had a rant at the start of this that I realize wasn't good to post so I deleted it. Short version is that almost every claim about "the servers" is not based in understanding of the issues but also not something that sounds like is interested in being told they are wrong either.

Since multiplayer has launched, our number 1 priority has and continues to be multiplayer performance and server stability. Updates like "reduced memory usage of servers by 3%" aren't exactly splashy so we don't advertise them that much but it's always happening in the background. Since 0.9 launch we have completely replaced our entire fleet of servers and they are very good quality. They are being used conservatively and we are constantly working to improve them.

We've got plenty of bare metal servers ready to rock with lots of dynamic cloud server capacity available if it somehow comes to that.

For what it's worth, I'm confident in them holding strong on launch.

Edit: I jus...

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Originally posted by Magic2424

Like a toggleable option more similar in implementation to masochist. Where as factionless feels like something that isn’t obvious to players looking for that challenge. I don’t know what the actual process for picking factions looks like, but if there is a very obvious ‘I don’t want a faction’ button that explains the added challenge then I would consider it more ‘planned’

It's nothing like any of that at all.

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This post has been removed as a recent duplicate topic.

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Originally posted by LEGOL2

I just hope you are not bringing ruthless in 😁

no

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Originally posted by Magic2424

Factionless? Or something more ‘planned’

I don't understand what you mean by planned.

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There is a new opt in difficulty challenge that we have. It's not quite the same as you're probably expecting but it does the trick.

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Originally posted by Papa_Kilo2020

I am having the opposite problem. I have just started the game a few days ago, I just hit level 43 and it seems as though every story quest is sending me into level 20 areas.. I need help in knowing where I should take my char to in order to level up against equal or harder things. I have unlocked as many idol slots and passives as I can from quests I had.. wheredoigo! 

M to open map

Quest list on the left, top one should be a main quest, click on it. Your map will focus on the next main quest. Go to the nearest waypoint to that and follow the main quest arrow on your minimap.

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Originally posted by Cadmus_or_Threat

I've been doing echoes for like six hours and didn't realize there were quests 😔

Have you fought the abomination boss yet?

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You should be able to keep your resistances roughly in line with your level until they cap at 75 just by picking items with some res implicits, affixes here and there and idols. Eventually you'll actually get a very good chunk from blessings.

It is important to note that capping resists isn't anywhere near as important as it is in other ARPGs of you've played those. You might want to look at health and endurance or ward.

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Originally posted by Morcas

I hope this is something that finds a solution. As I understand things, going forward, there's no way to financially support the game outside supporter packs/mtx purchases.

For those of us who prefer to play offline or are forced to because of latency issues, there's little point buying something that can't be used.

I hope so too


15 Jan

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By red helmet do you mean the text was and reddy-pink? If so, did you just create the legendary and log out right away? If so, it is probably sitting in your temporal sanctum reward UI. If you beat the dungeon again, you can get it.