Then I, like many other players, will under no circumstances buy this game. Shame on you
I'm sorry that we aren't making a game that you are interested in.
I feel no shame for this design decision.
Then I, like many other players, will under no circumstances buy this game. Shame on you
I'm sorry that we aren't making a game that you are interested in.
I feel no shame for this design decision.
Is it though? If you mean "ground effect=bad" with easy to learn sure, but isn't the hard to master part typically attributed to skill-based gameplay, not your ability to find this information by googling it?
Until I read this dmg deals a percentage of your life per tick here on reddit I just assumed the damage over time just hurt a lot and %less dmg over time taken would help. Does it help though or is it a fixed amount of hp that's removed akin to "true dmg" from other games that can't be mitigated?
I also thought it was a bug that it went through ward before reading about it here.
I'm curious, does research by googling qualify as "hard to master" for you?
I mean, you don't have to google this to figure it out though. Googling it is the fastest way to learn it but that's only half of the mastery. Putting that information into action is the primary step in the mastery of the mechanic.
Thanks again for your response, I didnt meant the screenshot to be taken as a hostile action, or a promise or anything. But it is an insight into your decision.
I totally support you guys for keeping WASD out of the game at the moment.
Your customers, or at least most of them, are not prepared to admit there is a better way, and like you say, it would give an advantage to WASD players and force everyone to move to that.
Yea, you're good. I'm just about to step into a meeting but I don't think it's a better control scheme for the game. I think it gives you the opportunity to do maneuvers that would otherwise be impossible.
As a kid extreme example, take resident evil 1 vs 4. 4 has the "better" controls. But REmake would have been way worse if they had "upgraded" the controls.
Maybe it would make sense to use some unique visual effect for these ground effects to get some consistency into it and communicate that this is different from regular dmg?
The 2 cases I know are the necrotic circles in arena and the blood DoTs in the Emperor of Corpses fight. Probably some other arena hazards aswell?
I guess you could remove the Emperor of Corpses one and just explain sonewhere once that arena hazards work like that. That would add consistency to it and make sense in my eyes.
For most players it's dangerous and good to not stand in. Some advanced strategies can be employed when you learn advanced information. I think this is the definition of easy to learn, hard to master.
I'm screen capturing this. Thank you for admitting that it is in fact a superior control scheme. Will be helpful to show all the purists that say "why would you even want that? You don't have enough fingers then".
Now, it would be nice if all arpgs designed moving forward, were designed with the idea to give players a better control scheme from the get go and those that want to play old school could always use the inferior setting.
Go ahead, I don't think it proves what you want it to prove though.
Hey thanks for the info, it looks like i was wrong and it is based on current health.
Whenever i tested it id always stop at around 20-30% hp so i never noticed the drop off. Then whenever i googled it everyone seem to say it was bugged so i just assumed that was the case.
Do you have any news on the slow loading of zones in the campaign? whenever i play with a friend 30-40% of the time is spent waiting at a loading screen or remaking our party when it bugs out (noticed the rust lands/sewer area was the spot where it bugged out the most).
All I can really say is that we're working on it.
There are a few things i really hope are fixed by launch.
I really hope they fix specific ground dot effects ignoring ward and damaging health. Its been an issue for awhile now like in that arena with the two necrotic circles or the necrotic dragon boss.I was wrong, it is based on percent health.also the loading screens during the campaign while playing in a party are a bit crazy. They take way too long due to only one person being able to load in first and often bugs, requiring the party to remake.
I really hope they fix specific ground dot effects ignoring ward and damaging health. Its been an issue for awhile now like in that arena with the two necrotic circles or the necrotic dragon boss.
This isn't actually a bug, that's just how that ability works. It deals percent current hp damage so it can never actually kill you.
oh god I can't count to 30 anymore, help
If it makes you feel any better I used a calculator after your post to make sure.
I don't understand why.
If you have controller support why not add WASD. This is just nice to have as an option and also a good accessibility feature for anyone that can't do constant clicking.
The primary method of control for the game links your targeting and movement positions to the same point, your mouse cursor. If we include WASD movement then you can move left and shoot right at the same time. Now you might just be thinking, "yea, that's what I want". It's a not insignificant advantage. Suddenly the way you have to play is with WASD movement if you want to be competitive. This is a deal breaker for us.
Ok so no WASD movement but we still have the feedback that clicking too much for movement is a problem. So to combat this, we've given 2 alternate movement control options.
Force Move: you can bind a key to the new move action. This is a keyboard button that is the same as clicking your mouse at a location. So it's the same thing as normal movement but it doesn't need a click.
Controller Support: alternatively you can just use a controller. No clicking required at all.
Now, one last thing, you're possibly wondering why we allow moving ...
Read moret29 is the highest possible right? 3xt7, a sealed t4 and a crafted t5 right? Or where did you get t30 from?
What is 7+7+7+5+4?
Also what Kain said to get to 33.
Each affix can exist as tier 1-7 (7 being the best).
An item is often described as the sum of its tiers.
Tier 5 is the highest craftable tier. Each item can have 4 affixes by default.
T20 generally means 4xT5.
This is the easy benchmark of a "finished" simple item.
Once you get deeper into the end game, you frequently have exalted items, those with a purple, T6 or T7 affix. You'll also start to seal affixes onto items, thus using a "secret" 5th affix slot. This can get items up to a higher net tier. T25 is very high. It is almost impossible to get to T30.
Currently we use Forum for things that generally use full sentences. We then use Cinzel for shorter descriptions and titles. It's the all caps font in game.
The new Last Epoch font will be replacing Cinzel everywhere.
Also, this was the first time I've been an extremely tiny part of the design process for a new font and it was surprisingly cool to watch. We contracted some really accomplished font designers to make it and I really like it a lot.
I'm sorry to say that we recently debated adding this in a game design meeting. We are intentionally not adding WASD movement to Last Epoch at this time.
We still appreciate getting feedback from players who do and don't want to see this added to the game. It will not be a 1.0 feature.
Please keep your replies constructive everyone.
Edit: please don't downvote the replies if you disagree with them.
Thats very sad to hear, because the campaign ends very aprubt and I think many players who will start playing with 1.0 will expect a finished experience.
This could lead to a lot of confusion.
I am Wondering why its even called 1.0 if not even the campaign will be finished with the Release.
For me sounds more like a big Update than a full Release Update, but maybe i am a bit too harsh.
But Personaly I would prefere waiting longer for 1.0 if it really woule conclud a whole and finished experience.
With any live service game that has been in early access for as long as we have, the 1.0 distinction is fairly arbitrary. It really just marks the point where we are happy to present it to the world as a product up to our standards. Even when the campaign is "finished", the story telling won't.
We've run a few surveys and read a metric !@#$ ton of feedback and feel that the feature set and timing we are going to release 1.0 with will be the best for the game. It won't be perfect for everyone but we think it's going to be awesome.
No new campaign but do we get new "cycle" content (new game mode, new item customization, new story, cycle challenges & rewards....etc which is specified for the cycle)?
Could you please reveal a little bit?
Please see the announcement post from this morning for the most up to date information of what we are working on.
Wait not even 1 more chapter? I thought it got changed from full campaign to 1 additional chapter, but now you're saying no new story chapter at all? Fair enough, but it does seem weird to have a full release without a complete campaign. Especially for the most casual players who just play through games like this once for the story and then move on.
I could be wrong but I don't think we have said another story chapter is coming at 1.0 for a really long time now. If you know of an official post saying something else then I'm probably just wrong.
I do see a lot of posts that state wrong information with confidence to the point that it seems like it must be true. I try to set those straight but even a misleading topic title can be enough to seed that false information.
Edit: I also don't think we've said it would be full campaign for a few years now.
Well, lots of the little details are still unrevealed but the main things are item factions, warlock and falconer.
You can see lots of info in the dev update that went out this morning.
One thing to note is that the no new campaign chapters are coming at 1.0. The campaign will be completed across future updates.
ah i missed that bit, thanks, that makes a lot more sense, i didnt realise the trading functionality was tied to the item itself rather than the guild
It's both. You can't trade items with an item faction requirement. CoF and MG requirements to equip both prevent the item from being traded.
tbh unless getting favour is ridiculously grindy (or maybe the CoF boosts are so low as to be negligible) i dont see why a player wouldnt stay in CoF the majority of time to farm gear and then only drop into the guild to periodically offload their hoard
Because you wouldn't be able to post any of the items you found while in CoF.
Edit: I re-read what you posted here and your last one too and I think you might want to read the FAQ at the bottom of the initial Item Factions announcement post.
thats interesting, but you're gonna end up being on circle of fortune 99% of the time in that proposal (unless you HAVE to be representing the merchants guild to accrue the favour required to market stuff, but if thats the case then the system becomes more clunky because you're flipping it on to grind then flipping it back when you're actually doing stuff)
I think we might have slight terminology mix up. The only way to get favour for a faction is to represent that faction and play the game. That's like the core requirement of how the whole faction system works. You "put on a tabard" (not literally) and go represent that faction out in the world. Your deeds for that faction are recognized by that faction with favour. You can then use that favour to get stuff from that faction.
You can't get favour for MG while representing CoF. I feel like this should be intuitive but worth being clear on just in case.
The system is designed so that most people will play as one or the other almost exclusively but if you decide that the grass is greener, you can switch. We are intentionally not incentivizing switching. I'm sure there will be exceptions where some people do switch back and forth but for the most part, it's pick the playstyle you like more. We aren't trying to give you 2 tools to use, we're trying to give you 1 of 2 tool...
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