Thanks for wrangling the screaming toddler in a calm and collected way. The way he behaves he didn't deserve it, you did put in the time anyway. Thank you.
:)
Thanks for wrangling the screaming toddler in a calm and collected way. The way he behaves he didn't deserve it, you did put in the time anyway. Thank you.
:)
Read moreWhile it's often tempting to put stock into all forms of feedback, it might be prudent to weigh the credibility of contributors, especially when their responses might be slightly less than articulate or perhaps fall victim to more than just unfortunate autocorrect mishaps ("alot"). I'll move on.
Reflecting on the unlocking of idol slots, although there are ample wow moments within the game, these particular unlocks might not carry the same palpable impact when unlocked individually. An alternative perspective - providing a notable power spike through instant access to all idol slots for new characters, still honors the player’s initial efforts and maintains the spirit of earning rewards.
The monolith compromise seems fair enough. Integrating idol slot unlocks with more enjoyable content solves the core issue. Although sidequests provide a novel experience initially, their allure can wane in repeated runs, where the enticing call of the endgame beckons louder.
...
Thank you for valuing the array of perspectives from the community too.
Read moreFirstly, I'd like to commend your attention to detail, especially in pointing out 'residence' instead of 'resistance.' It's these little quirks that make our conversations delightfully engaging.
While I understand the sentiment of not wanting to remove activities from the game, the core issue here isn't about removing them entirely. The overwhelming request has been to provide the option to skip them on subsequent characters after completion once. It's about respecting player time and ensuring the gameplay remains enjoyable, rather than turning into a repetitive chore.
Your point about players desiring a variety of activities is well-taken. Yet, paradoxically, by not allowing the choice to skip sidequests, you're actually forcing a specific gameplay pattern onto them. A true variety comes from having choices – not just in the activities available, but in how one chooses to engage with them.
Furthermore, the assertion that players would enjoy levelin...
It's just auto correct and not bothering you proof read because I'm trying to wrangle a toddler.
I'm not going to go into specific semantics as requested. I do not agree with some of the statements as presented. The only way I could refute them is to just say the opposite thing though so I'm not sure how far that will get.
I don't think this is an issue of respecting player time. If you want your character to get stronger, you have to earn those increases. If each quest took hours to complete then I would agree with you. They however only take a few mins each to complete. Some of which happen almost accidentally as you play.
Additionally, one of the big things that these quests do is give you exciting rewards while leveling. We need more, not less variety in quest rewards. Taking these out would remove (I think) 40% of our quest reward types.
I think the burden of optimal play to take the fastest path available has a bigger impact than you are acknow...
Read moreRead moreFirstly, I'd like to commend your attention to detail, especially in pointing out 'residence' instead of 'resistance.' It's these little quirks that make our conversations delightfully engaging.
While I understand the sentiment of not wanting to remove activities from the game, the core issue here isn't about removing them entirely. The overwhelming request has been to provide the option to skip them on subsequent characters after completion once. It's about respecting player time and ensuring the gameplay remains enjoyable, rather than turning into a repetitive chore.
Your point about players desiring a variety of activities is well-taken. Yet, paradoxically, by not allowing the choice to skip sidequests, you're actually forcing a specific gameplay pattern onto them. A true variety comes from having choices – not just in the activities available, but in how one chooses to engage with them.
Furthermore, the assertion that players would enjoy levelin...
I'm just making dinner for the family so I'm going to have to pick this up later, I won't forget.
If skipping the idol quests are more effecient then I'll do that, it would negatively effect the game and I'd rather them make the campaign play better as I said.
Game feel is by and far the biggest complaint I've seen it just seems like campaign skippers are very loud probably feel bad with their 9 kids 3 wives 2 dogs and 3 wives boyfriends they feed
Well I just used this same logic in another response so I think it's sound.
Edit: if you want a term for it, it's called the burden of optional play.
Apology accepted, but it seems you're focusing on semantics here to avoid the main topic.
I invite you to poke holes in the logic from my other comment. Perhaps there's something I'm overlooking that can justify the dev resistance to adding a frequently requested feature, which I've never seen anyone argue against in the comments. That's where the "borderline unanimous" comment came from. Full support and no resistance, from the community.
Scenario A: Sidequests are mandatory to unlock idol slots for all characters. Those who enjoy repeating the quests will approve, those who don't enjoy repeating the quests will disapprove.
Less than 100% of players get what they want from Scenario A
Scenario B: Idol slots are unlocked across all characters. Those who enjoy repeating the sidequests can still do so. Those who don't enjoy repeating the sidequests can skip them.
100% of players get what they want from Scenario B
I'm not going to be able to let things slide that are exaggerated to prove a point in a debate on the topic. The comment that started this was in reply to someone providing resistance so I don't see how it could be true that you've seen no residence. I don't know how to debate the topic without pointing these things out. Because if I just let them slide, it's like I'm agreeing with them. So I'll try really hard not to any more.
I think the main logic holes sit in that sometimes people want things that they don't know will make the whole experience less fun and that the burden of optional play can pull people out of their desired gameplay patterns.
People generally like taking more varied activities to do. Removing one of those activities will result in doing other activities more. We have been working really hard to add more activities to the game, not take them away. If we were to remove this activity, I think that many people would probably not realize why they ar...
Read moreThen let's see the data you collected. Hopefully you're able to back up the strongly worded statements you're throwing around.
Logically, it's pretty simple to determine the best way to handle this clash of opinions.
Scenario A: Sidequests are mandatory to unlock idol slots for all characters. Those who enjoy repeating the quests will approve, those who don't enjoy repeating the quests will disapprove.
Less than 100% of players get what they want from Scenario A
Scenario B: Idol slots are unlocked across all characters. Those who enjoy repeating the sidequests can still do so. Those who don't enjoy repeating the sidequests can skip them.
100% of players get what they want from Scenario B
Sorry but burden of proof on this one is in your court. Also I asked you first. Also, I disagree that saying something is not borderline unanimous is a strongly worded statement.
Edit: I also just want to make sure this is clear. I'm not saying that it's wrong to make the idol slots unlock for all characters, rather, I'm saying the reasoning that almost everyone agrees with you is unfounded. It might be the right thing to do. It's a debate that can happen, not a forgone conclusion that we are just being stupid or malicious or something.
What a weird hill to bleed out on.
I find it odd that you would be bothered by the idea of players having the option to skip sidequests they don't want to repeat for the 6th time.
I find it significantly more odd that you would pretend it's a data driven decision.
I apologize for being unclear. We have designed the game one way and then the feedback we have received with regards to that design have not followed borderline unanimously negative from what we have seen.
I find it very hard to believe that people enjoy redoing quests in order to unlock item slots. But I will say it's more reasonable of a task than PoE's necessary quests for reroll.
I find it hard to believe that a group of gamers can agree on much at all so having a "borderline unanimous" anything sets off alarm bells of skepticism for me.
Unfortunately, you can't bend reality to suit your narrative. That's simply not how it works.
It's a clear majority, borderline unanimous, asking for idol slots to unlock on alts. Why are you hell bent on repeating the same dozen sidequests over and over? What enjoyment does that bring to the experience?
As far as D4, you're referring to the most miserable community on reddit that complains about everything. Even they widely regard campaign skip as a great feature. If you're so insistent on repeating content, nothing is stopping you from running the campaign again. Those who would rather skip it, can skip it.
Try brining a stronger argument to the table next time, if you're going to waste my time being a contrarian on such petty issues.
This information directly contradicts the data we have collected. If you can submit your findings, with sources, I would be happy to look into it.
Would it be possible to attach an aura on bosses slightly larger than their model which immobilizes the player if they're standing in it and facing its center?
Depending on how common/replicable it is, the "center" can be changed from a point to an internal radius, which should at least push it toward not happening as often.
Rotation is not reliable either, this doesn't work. Sorry.
Ever since playing Wildstar I have wanted to add practical cc effects to the player. It really fit well with that game though. Blind left your ui but made the screen black underneath. Confuse remapped wasd randomly so you would have to figure out how to move. Check it out if you're interested. I don't think we can add it to Epoch though.
Just hard to know which side quest to do
I expect you already know this but just in case, if you open the map panel, it shows you the reward of each quest. There are more quests which can unlock passive/idols than there are passive or idol rewards available. You can see your progress for those in the bottom left corner of the map panel. You don't have to complete all the side quests, only the convenient ones along the path through the campaign that you choose. We intentionally put them in convenient places, even if you do skip sections of the campaign. You can find leveling guides that will give you optional routes on sites like maxroll.
Is there plans on making idol slots easier to unlock ?
No but it's like a dozen side quests for all the unlocks you need. I don't think that's unreasonable at all.
The line is that we don't plan on adding another system to jump through the campaign. We do however plan to improve the first tier of each dungeon and how it fits in as a campaign skip tool.
You can also just jump to the end game if you're playing multiplayer.
We plan to start working on additional platforms after 1.0 is out and it has had some time to stabilize. We have no set date for console ports. We have not started working on a console port yet.
i don't know anything about dev stuff, but how was this solved before? i played a good while ago and moving bosses around wasn't a thing, came back in 0.9 for a few more hunred of hours and Im basicly playing ping pong with the bosses with my smiterdin character.
pre-0.9 was offline only. This isn't a problem in offline mode even now. The problem is a networking issue.
Can't that be solved by server prediction, similar to how client prediction is done, but on the server instead?
Not that we know of. The client doesn't really predict anything either.
Don't you use rigidbody, if you do, can't you just raise the weight?
It's not that simple. It's caused by the unreliability of the position of the enemy and yourself between the client and the server. But yes, that's what offline mode does.
Maybe in a future update the boss can be coded to be immovable by a player but the boss itself can still move through its phases and attacks?
We don't have the capability of doing that right now. We currently only have the ability to make something immovable by making it completely immobile.