ekimarcher

ekimarcher



12 Dec

Comment

Originally posted by WhiskeyAndI

That is a fantastic idea. Would you be attempting to have this be a built-in feature with the current filter system, or would it be more of a "set up a filter that includes items your friends would want"?

As an idea, having the ability to set up a party-wide loot filter, that you could add in everyone's individual filters to (perhaps adding an icon in the item's label?) Could work to reduce "is this showing for me or buddy #3? I'm definitely no developer so I have no idea of the implications with that, or if it's just rehashing exactly what you said, but I'm really excited either way. Love what you guys are doing, love the interaction with the community.

Just to be clear, this is one of those "I bet I could do it one day" things. It's not on a roadmap or plan.

Each player has 2 things they set up:

  1. Priority loot filter rules. This would be as simple as clicking a star beside the rules in the filter list.

  2. You can add rules to your own filters that say "recolour party member priority items blurple".

Then if an item drops for you that a party member has prioritized, it shows up blurple and you know to pick it up and tell a party member.

Could get even crazier with it and have an auto whisper the person who it was for.

Tons of painful things to set up in here but I think it would smooth out the experience so much.

Comment

Originally posted by WhiskeyAndI

For what it's worth, I prefer instanced loot. My friends (only play with them) are always currency hoovers in POE, and then are astounded to learn I'm broke in the game. Instanced is better, imho. I don't mind scanning for items that could make my friend perform better, just adds that extra touch of something when they drop something for me!

This is something that we have considered and run into problems with but I'm still convinced that it is possible to actually set up loot filters to have a priority rule. One that you could flag as something you really really need. Then everyone could have an option to show party priority filter rules and you could set your own colors for party items. So you would know that an item was only being shown for a party member and they wanted you to pick it up. This way you wouldn't even have to discuss what you are looking for. And if someone's priority rule was showing too many items, you just turn it off.

Comment

Originally posted by Pochama999

In the future, would you consider something similar to Borderlands 3's instanced/non-instanced loot system, presuming you're familiar with that? The idea being that when making the party, the party leader can choose between instanced loot/gifting for playing with pubs, or non-instanced loot for playing with friends, with a rarity or quantity bonus to make up for the fact that you'd be dropping 1/(# of party members) the amount of loot.

Only reason I ask is that BL3's implementation of it seems like the closest analogue to your guys' vision of being able to share loot with your friends or other randoms without creating a full blown trade economy.

We will be looking closely to the feedback we get from players playing 0.9 and consider all our options after that.

We will not be changing the system for 0.9.

Comment

Originally posted by pon_3

Could we get an option for shared loot! It’s industry standard to have options and it makes playing with friends so tedious to have to keep checking with each other.

The network implications of this request are not insignificant and I suspect significantly greater than you would expect unless you have implemented a system like that before.

It's not a dealbreaker but it is not something we could implement and test in time for 0.9. We will not be adding this, or any other, suggestions or requests regarding trade or drops to 0.9.

Comment

In fully cooperative parties, yes this would be very similar. However, since you may play with people who are not as generous, you could find yourself getting nothing at all while they vacuum up all the good loot.


11 Dec

Comment

Originally posted by ShadoweCZ

are you sure about that ?for example on Maelstrom (primalist) it shows lightning greyed out even tho i have all the lightning nodes on it; or earthquake (shaman) shows lightning in full colors even with Cataclysm that should convert all damage to fire

thats why i askeed about statuses and added damage

It might have a bug that is causing it to not work right but as the person who set it up, yes I'm sure that's the intent.

Comment

It highlights the elements that are currently active and greys out the ones that are possible to get but you don't have selected at the moment.


02 Dec

Comment

Originally posted by Significant_Mud_1167

I corrected this part and as many grammar as I could see. I had to work hard now that a member of EHG took notice of me haha.

thank you very much :D

Comment

Originally posted by Significant_Mud_1167

Totally right. Corrected.

I'm sorry but it still has some mistakes. Can you change it to this?

-Legendary Potential is a number which can appear on any droppable unique item. You will be able to combine it with an exalted (purple) item which shares an item type with it and has 4 affixes on it. Merging them together in the Temporal Sanctum will make the unique become legendary by taking a number of random affixes from the exalted item equal to the legendary potential.


01 Dec

Comment

Great little writeup, could I request that unique and legendary get their terms flipped in the post? You find Uniques with Legendary Potential and add an exalted to it to then make it Legendary.

Comment

The game is currently CPU bound so upgrading your video card rarely has much of an impact on performance. Enabling streamer mode, even if you're not streaming will likely have a decent impact.

As a reference, I'm running a GTX 1080Ti on medium high settings at 1440 while streaming and it's butter smooth.

Major performance updates have been done and we had hoped to have those out already. They are bundled in with 0.9 and will be coming out March 9th.


28 Nov

Comment

Originally posted by Andrew_Tilley

The full quote, if it helps Mike, from the Multiplayer Dev Q&A with Zizaran stream:

Q: What do you think about gear upgrades? I feel like items other than build enabling unique’s have too little impact on survivability and damage. You deal similar damage naked and fully geared with the huge damage multipliers coming from skill trees. Due to this you cap out fast and the urge to min/max is not as strong as it could be.

Dan: Yeah, that one’s a really interesting question and anyone who kind of knows our community has seen a popular video by Lizard_IRL about gear in our game. For us, we definitely want to shift some power from passive trees and onto items again. We want to kind of consolidate some item modifiers so that they’re offered in fewer spots. We don’t want to aim for gear to be as high of a portion of your total power of build customization as other games though. Some of that is actually quite intended but we do...

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Thanks, this is why I have to watch all the source videos in these posts haha


27 Nov

Comment

Originally posted by greguniverse84

I don't want to fight but the developers agreed with the 1st video being general and not build specific. I was just wondering about what if any further info was out there. Like I quoted them directly but those are vague terms, and it has been a hot minute.

Edit: woops, it's not me, it was Dan. All good.

I'm not sure where the quote came from about not wanting gear to be as high a percentage of your power as other games but if you've got a source, it's like 99% chance going to be from me. I do the weekly dev stream and this was a pretty hot topic a few months back so I answered a bunch of

I think it might be assumed that we would have been just talking about PoE and the amount that we would be referring to is probably less than it seems.

If was me, I was probably mostly talking about D2, not PoE, which for the most part is extremely gear dependent (except a few select builds, looking at you smiters).

Second, it isn't saying that we don't want gear to be impactful or important. Quite the opposite really. I'd like people to be able to get to end game and experience it with average gear but need to hunt for significant gear upgrades to be able to do the very top tier content. Prior to some recent changes, ...

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26 Nov

Comment

Originally posted by SpambotSwatter

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Comment

Originally posted by FrodoFraggins

They aren't releasing with a season, that's after 1.0. At least from what I've seen. They definitely said 0.9 chars are moving to offline on release when asked in one stream. 1.0 will be the start of standard.

I'm the person you are saying said that. I didn't say that.

Offline characters will stay offline. Online characters will stay online.

You might be thinking of how I said that CT characters (closed multiplayer alpha testers) won't be moved to the main population when general access is released.

The plan is to have 0.9 characters move to a "standard" style environment when 1.0 launches.


15 Nov

Comment

Originally posted by Talimwind

I play alts all the time and i don't remember seeing any visuals in this manner, if they are there then just increase the magnitude of them.

Lets take the last point. When you first open your mastery ui after picking a mastery, your original class could glow brightly then extend a light effect into the main specialization you choose, then have a lesser light effect go to the other specs.

Maybe have them all be greyed or monochrome before you pick a specialization and give them all color when you have unlocked it.

Yea the buttons on the left don't change at all and I think that's a good place to target to draw attention to it.

Comment

Originally posted by Talimwind

Frankly its a UI thing. Its not intuative that the other passive trees from the other classes are still available. It looks more like they are visable despite your choice.

One way is with visual effects, obnoxious but usually works. Have each mastery tree pulsate until you click them, then have each passive node on the first row pulsate until you hover over them.

This would clearly indicate that they are options available to you. Without needless handholding.

I also think that making a clearer distinction between available and unavailable skills and passives would help. Maybe make them fade out more or remove coloration. Except for the chain there is no way to tell the difference, and on first glance you can mistake it for a cool visual effect or even just part of the background.

It might also work if you have some sort of visual effect on the mastery tree UI that unlocks your passive trees, have it unlock one with a large effect and the others with ...

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I think I'm not understanding some of those suggestions because I think that it already does most of that doesn't it?

Comment

Originally posted by Talimwind

information on this is very sparse in game, i only figured it out by happenstance when i saw some build on the online tool using skills from multiple specs.

But yeah, its visualized in the tree as a chain going through the middle. You cannot get passives or skills past this point.

This kinda bothers me a bit. Every character you level has a large pop up that you have to manually close which explicitly says this information. On top of that, it is also clearly detailed in the game guide. And I'm pretty sure that each node also says what they require.

Edit: so I know how much hand holdy force tutorials suck but what's the alternative here? Writing it down in multiple places and forcing the player to accept it clearly doesn't work. Should I be recording my voice to come through in the tutorials?

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They appear visually tracked under the event health bar as a total stack count but are applied any tracked individually.

Each stack of every ailment knows exactly what your or your minion's damage stats were when it was applied and it even remembers who applied each stack.


14 Nov

Comment

Hi everyone, we have a set price for the game in USD that has not changed in years and follow Steam's pricing for all regions. As others have pointed out we do have the option to deviate from the recommended regional pricing. I have no idea if this is something that was considered or not. It's really unfortunate that this situation is hitting the people of Turkey like this.

Due to the comments straying very fast away from the topic of Last Epoch, I'm going to lock this post but I'm not going to remove it right now as several people have suggested via reporting.

Edit: I'm not sure what y'all want here. I'm getting reports for leaving this here being bad and reports for locking it being bad. The constructive parts of this conversation have already been said so I think it's not useful to keep it going. I however don't want to hide the information so I don't want to delete it.