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Last Epoch

For RPGs that require a persistently online connection.
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Decline
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Last Epoch

Post by Decline »

Finally released 6 years after I pre-ordered it and approx. 1 year after I binged it the last time.







Anyone wanna play?
Last edited by Decline on February 23rd, 2024, 21:10, edited 2 times in total.
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Post by WaterMage »

This game seems better than D4 but I'm not sure.
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Post by Decline »

Still absolute trash on Steam Deck, let's wait for Valve's seal of approval.
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Post by rusty_shackleford »

Decline wrote: February 23rd, 2024, 21:59
Still absolute trash on Steam Deck, let's wait for Valve's seal of approval.
Enable the windows version via proton, the native linux version is poop.
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Post by Decline »

rusty_shackleford wrote: February 23rd, 2024, 22:00
Decline wrote: February 23rd, 2024, 21:59
Still absolute trash on Steam Deck, let's wait for Valve's seal of approval.
Enable the windows version via proton, the native linux version is poop.
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Will that magically fix the controller though? I have my doubts.

Edit: Indeed seems to fix the controller issues. Fabulous.
Last edited by Decline on February 23rd, 2024, 22:32, edited 1 time in total.
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Post by Nooneatall »

Lol game devs are such weak pathetic faggots "someone was mean to me on the internet wah literally shaking"
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Post by maidenhaver »

If I need to be told I'm speaking to a human, then it isn't a human.
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Post by Nooneatall »

How fucking unprofessional do you have to be to let your dev team talk to customers like this? There should be a product manager in that chat (if anyone at all) who can filter real feedback back to the devs so they can make changes. None of these people have ever worked in a real business and are just cargo culting how they think a business should run. There's a reason there are support and client-facing people hired to talk to clients. Devs are trannies, have autism, and generally aren't people persons and shouldn't be allowed around clients in the first place. Many companies I worked at the devs had their own office where they could show up in sandals and sweat pants, drink mountain dew, and write code in peace. Clients were never sent over there and instead hung out with charismatic people in suits who didn't even know how to code.
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Post by Dead »

Why can't they just deal with it
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Post by rusty_shackleford »

Dead wrote: February 25th, 2024, 16:46
Why can't they just deal with it
Because their skin is as thin as some members of this forum.
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Post by Dead »

rusty_shackleford wrote: February 25th, 2024, 16:47
Dead wrote: February 25th, 2024, 16:46
Why can't they just deal with it
Because their skin is as thin as some members of this forum.
Which specific members are thin?
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Post by Decline »

Dead wrote: February 25th, 2024, 16:49
rusty_shackleford wrote: February 25th, 2024, 16:47
Dead wrote: February 25th, 2024, 16:46
Why can't they just deal with it
Because their skin is as thin as some members of this forum.
Which specific members are thin?
Relative to Rusty everyone.
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Post by Decline »

Post Launch Mid-Week Update
Hello, Travelers!

Wow, what an opening week for Last Epoch. We are absolutely floored by the turnout and response to the game. Having started as an after-hours passion project from die-hard ARPG fans, we’re in awe that Last Epoch reached 265,000 players online at one time this weekend, the #39 highest concurrent user count recorded on Steam - ever. We appreciate you all bearing with us as the load initially gave us trouble for online gameplay, but we’re happy to say that we’re holding mostly steady above 200,000 players in-game and have made improvements each day in the backend infrastructure to support the demand. We’ll continue to monitor and address any issues that crop up.

I want to take a moment to talk to you all about what’s coming next.

INCOMING HOTFIXES/POST 1.0 PATCHES

We have a good sized bugs fixing and quality-of-live improvements patch that we’re hoping to deliver this week, and plan to continue releasing weekly patches. In addition to weekly patches, the team will be actively monitoring services and applying hotfixes as needed.

Thank you for taking the time to report issues you’ve found in-game with the in-game bug reporting tool. This is the most optimal way to report issues as it also sends us your player logs and a screenshot if you choose to include it, which helps us diagnose and address issues much more rapidly. Forums and third-party sites are a much less ideal way to submit reports as we don’t get this information, and it’s not immediately tracked in our internal systems.

ONLINE SERVICES

We are excited to see the servers holding above the 200,000 CCU mark (concurrent users in the game at one time), and that scene transitions and queue times have gotten much shorter. There may still be shorter periods of downtime as we roll out updates to improve the reliability after our turbulent first weekend, where we had some unanticipated bottlenecks in our backend architecture. We will continue to make improvements here, including making social services (like adding friends) even snappier, focusing on scene-to-scene transition times, ensuring in-game chat is stable, making queues continue to flow smoother and faster, and more.

We’re going to put out some information about what happened at launch that caused the instability under load, but we want to focus our backend team on improvements for a while longer before we pull them off to help us write this up - and also give them some much-deserved rest after working through the weekend.

LOCALIZATION

Localization improvements are ongoing as we focus on the quality of our translations and further coordinate with native speakers and quality assurance testing teams. We will be releasing improvements with our weekly hotfixes to address the feedback we have received so far, including quality fixes to all languages, menus, affixes, and UI errors reported for Russian, Korean and Chinese. We ask for your continued support in improving our experience in all languages by submitting reports to us by via the official Last Epoch Discord in the Localization/Translation Forum located in the Feedback and Reports section under feedback-forums or by utilizing our in-game support tool, and choosing the category “Feedback”

FUTURE CONTENT

We’re excited to start to share with you the future content plans we have for Last Epoch, including our next major Cycle patch, 1.1.

The content coming for Patch 1.1 is designed specifically in two parts. The first, and most important part is focusing on and committing time to act on player feedback. We are wholly committed to making the best ARPG in the genre, and listening to our amazing community is a big part of that. In addition, throughout the 1.0 Cycle we intend to release quality of life and bug fix patches regularly.

Secondly, as you all may know, we’re going to have a heavy emphasis on expanding end-game content now that we’ve released 1.0. For future patches we have plans to expand the monolith, bring great new itemization options, add more boss content, class and balance updates, campaign content, etc. For 1.1 specifically we’ll be focusing on bringing some “pinnacle” content, or very hard fights that will give you challenges to aspire to. We’ll be sharing more on this and more of what’s to come in 1.1 in the not too distant future.

It’s worth emphasizing that EHG has a strong focus on listening to the community, as it’s where our team came from, and we want to hear what you want to see in the future. We are active in our forums, Reddit, and social channels, so if you want to see something, please do voice it! You are not shouting into the void, nor do you have to amass an army to get us to take notice. We’re there and ready to have conversations with you all.

SENTIMENT & REVIEWS

While we’re continuing to receive high praise about the game itself, Steam reviews and sentiment took a heavy hit due to the initial turbulence of online services at launch. We are committed to regaining that trust by making improvements to our backend infrastructure for this amount of load and providing a great experience for online play.

We take time to read your reviews and feedback on Steam, socials, and our forum and take swift action to improve the areas that we see players are dissatisfied with. We know that seeing our Steam reviews lower than they’ve ever been is concerning to players who are looking forward to the future of Last Epoch, but we want to assure you that the team has always been committed to making a game you can enjoy and expect updates from for years to come. We’ve seen that passion reflected back at us in the community this past week, and it has bolstered our resolve to that goal even further.

Last Epoch is here to stay.

GAMEPAD SUPPORT

We’re thrilled to see many of you enjoying the immense amount of gamepad updates we’ve brought for 1.0, and we have a lot of updates coming before 1.1 that will improve the experience even further, including better navigation of certain panels. We aim to release LE on console in the future so making sure that the gamepad experience is top notch is a focus for us.

Thank you all for your amazing support and excitement of Last Epoch. There’s so much more to come and we’re thrilled to build this game for all of us ARPG fans. We’ll keep you all posted with more news, patches, insights, and plans shortly.

- Judd | Founder & Game Director
https://store.steampowered.com/news/app ... 2091503963

Sounds like the dudes make bank. Good for them considering there's also no woke shit in the game (yet?)
These gamepad fixes are absolutely critical. RIP druid & pally. QQ
Last edited by Decline on February 29th, 2024, 01:47, edited 3 times in total.
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Post by Decline »

Last Epoch Patch 1.0.2 Notes
Hello Travelers,

For today’s patch we have a bunch of fixes for controller, UI, skills, and more. We’re also spending a moment to comment on Dive Bomb and Ghostflame. Read below for the full notes.

BUG FIXES

QUEST

Fixed an issue where players would get the Immortal Empire quest before gaining access to that quest state of Elder Gaspar
Fixed an issue that caused the elevator to the Council Chambers to never appear after defeating waves of monsters at the end of the Void Assault quest



CONTROLLER

Fixed issues with interacting (such as opening a chest, or talking to an NPC) while using a controller
Fixed an issue with mapping the “Y”/Triangle controller button
Fixed issue with controller bindings disappearing when using a mouse
Controller binding dialog can be closed by pressing the “B” / Circle button
Navigation cursor refocuses the corresponding action binding button after an action is bound



UI

Fixed an issue where once a party member enters the arena and you do NOT enter the arena, you cannot open any UI
Fixed an issue so that “Steam Required” and “License Required” are separate errors
Fixed issue where some enemies had no/only partial red outlines when hovered
Fixed an issue where item tooltips displayed when the mouse was not hovering them
Fixed issue causing “no characters found” to be overlaid on your character list at character selection
Fixed inconsistent portraits for Maceth and Leyda



SKILLS

Fixed a bug where Elemental Nova’s damaging area was not affected by increases to its area of effect
Fixed issue where when returning to human form after transforming turns, the player model invisible
Fixed most instances of a bug where channeled movement skills, particularly Flame Rush and Shield Rush, could lock the player into the movement and not visually move the player until the ability ended



OTHER

Slightly Improved party transition times
Fixed a visual gap in Festering Sewers
Fixed weird visual triangles at top of screen in The Ancient Cavern
Fixed issue with players dying prematurely by setting their actor to invincible as soon as we spawn them, then allowing grace period to overtake later
Fixed issue with linking the game guide in chat
Revert change from previous patch that was causing players to see other players running in place (reverted change was a fix aiming to fix players not animating when joining a scene).



CHANGES

Require players to manually click to transition scenes during the campaign
Various Bazaar UI/UX improvements
Greatly reduced the sell price of Arena Keys and Arena Keys of Memory
Arena keys now sell for 175 (from 6500)
Arena keys now sell for 175 gold (from 6500)
Arena keys of memory now sell for 265 gold (from 7250)
This was done to remove the burden of optimal on MG players feeling like they needed to level up CoF and use arena key prophecies to farm gold effectively

Added Prevention for CoF bonuses from doubling XP tome rewards in Monoliths
This is also technically a bug fix as the XP Tome Reward isn't a direct item reward. Item Factions are not intended to have an effect on experience gains, only how items are obtained.




GHOSTFLAME AND DIVE BOMB

There’s one change in this patch, and another change we’ll be releasing soon which we wanted to speak a little bit more to than just listing. These are changes to Ghostflame’s Spirit Kindling Node (included in this patch), and Dive Bomb’s Cloud Gatherer node (being released in near future).

CHANGES

Ghostflame

Fixed a bug where Ghostflame’s Spirit Kindling could apply to the player if it had previously hit a Wraith during its lifetime and was not currently hitting a Wraith



Dive Bomb (hotfix soon)

Changed Cloud Gatherer to only apply to any individual Smoke Bomb one time.



Both of these nodes are exceptionally overperforming, but that’s not why we’re changing them right now. We’re changing them because of the performance impact these skills are causing, more specifically their tendency to crash servers.

Our current stance is that we won’t issue mid-cycle changes for balance, such as with Profane Veil’s Vampiric Blood node. While the node is much stronger than intended, it’s not causing performance issues and so it will instead be changed with the next cycle patch. This stance is of course open to feedback, it’s not carved in stone. If there’s high demand to fix bugs or make changes that affect balance mid-cycle, we can adjust.

While these changes are being made for performance reasons, they do also carry considerable impact to power levels of these skills/nodes. This automatically raises some questions, to which we’ve provided a short QA below of what we think are the biggest questions.

Will existing entries be removed from the leaderboards?

The answer to this is no, we will not be removing current entries from the leaderboards. We understand this choice does have the negative effect of affecting some player’s motivation to push the leaderboards when there’s a leader. However, there’s many other negative effects if we do remove entries. Primarily, if we remove rankings in these situations, it incentivizes players to keep these interactions a secret until the very end of the cycle, making it much more difficult for us to act in time for the next cycle.

Dive Bomb’s Cloud Gatherer has been known and used since release, why are you only changing it now?

We were willing to live with the node being imbalanced, but it wasn’t until later that we realized players were maintaining Smoke Bombs in Echo of a World as they ran echoes, which means as more and more Smoke Bombs piled up, the server becomes more unstable and eventually crashes. We’re only fixing this mid-cycle due to the server issues it presents, not its balance.

Why not fix it in a way that keeps it as powerful as it currently is, but without the server issues?

Investigating a skill for appropriate balance changes that’s not purely numerical takes a fair amount of time. From design discussions, to implementation, to QA, and finally merge and release. For cases like this, it unfortunately taking this time means it comes at the cost of time spent towards other bugs, or new content, when we only plan to remove it as soon as the next cycle starts.
https://store.steampowered.com/news/app ... 5845124260
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Post by rusty_shackleford »

Is it called 'Last Epoch' because by the time you finish sorting through all the trash loot, a new epoch has begun?
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Post by Decline »

rusty_shackleford wrote: March 6th, 2024, 23:54
Is it called 'Last Epoch' because by the time you finish sorting through all the trash loot, a new epoch has begun?
I wouldn't know, I use loot filters.
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Post by Tweed »

Last Epoch I gave you my heart.
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Post by Decline »

Last Epoch Patch 1.0.3 Patch
Hello Travelers!

In today’s patch we have previously mentioned skill changes, stash tab cost reductions, audio updates and more! We plan to release more information regarding the mid-cycle balance changes tomorrow. So if you’re interested in seeing the results of the survey, and our plans going forward as a result of the feedback, please keep your eyes out for that post on our forums!

Changes

Campaign

Moved Transition to Temporal Sanctum from The Ruined Coast so it’s not as easy to accidentally transition after combat.



Skills

Changed Cloud Gatherer to only apply to any individual Smoke Bomb one time.
Wandering Spirits now has 30% more spirit reveal frequency
Wandering Spirits now has a base of damage of 20 (from 16.2) and damage effectiveness of 200% (from 180% actual, 140% listed)
These are compensatory buffs that were intended to be included alongside the change in 1.0 that made Wandering Spirits always fade out when the reveal duration ends, but the buff did not make it into release. Since the initial change was a nerf and did make it into 1.0, and this compensatory buff was always planned to be paired with the change, we're adding the buff in this patch instead of waiting for the next cycle.



UI / Visual

Added “Localization” type to in-game bug reporting tool
Improved player to player trade user experience so that you can no longer request a trade which requires a higher rank than the potential buyer possesses.



Audio

Reduced the frequency of the Falcon’s CAWWWWs (attack vocal sounds)
Updated audio for Healing Hands
All chapter 6 scenes have new 2D ambient loop sfx
The Barren Aqueduct has new music
Soul Cage props in chap 6 have looping sounds again
The Barren Aqueduct and Nests of the Fallen now have sounds for the running water on the ground in the aqueduct
The large running water props in chapter 8 now have sfx
Added looping sfx to the large rusty pipelines that cross the map



Other

Reduced cost of Stash Tabs
Stash tabs beyond the first 6 previously cost 10000 more than the previous tab. Now stash tabs 7 to 16 cost 2500 more than the previous tab, and stash tabs beyond the first 16 cost 5000 more than the previous tab. This results in the cost of large numbers of stash tabs being reduced by around 50%.



Bug Fixes

Campaign

Added a failsafe to Imperial Welryn for killing the commander early or off-screen.
Fixed an issue where you could complete all Chapter 1 quests, but do not have the first Chapter 2 quest “Last Refuge”



Skills & Passives

Fixed a bug where Profane Veil’s Vampiric Pool gave 40% of the consumed minion’s maximum health as ward, instead of the listed 4%
Fixed a bug where Runemaster’s passive node Sanguine Runestones’s threshold bonus (15% of health regen applies to ward) was scaling with points allocated
Flame Whip now receives 4% increased damage per point of intelligence (this affects Flame
Whip casts from all sources, and previously never received attribute scaling from any source)
Fixed a bug where the effect of Chthonic Fissure's Eradication was not doubled when the player was cursed



Gameplay

Fixed several issues with Heorot fight including Ice Spike stopping projectiles, and being frozen not stopping actions in multiplayer.
Fixed bug where minions were not benefiting from items when being respawned after leaving towns in multiplayer.



Items

Fixed a bug where casting Summon Skeletal Mage with Grave Passage allocated caused the "minions transported with traversal skills" experimental affix to not bring any minions with you
Fixed a bug where a Two-handed weapon and off-hand could be equipped at the same time
Fixed a bug where Circle of Fortune Prophecy Lenses could be socketed into locked sockets with Shift + RMB
Fixed bug where Wraithlord would try to consume other player’s minions
Fixed bug where Spine of Malatros Flame Whips were not receiving some scaling
Fixed a bug where Stygian Coal's more Stygian Beam Damage per 10 current mana affix did not work
Fixed a bug where Stygian Coal's Stygian Beams were not affected by Drain Life's Horrify, Condemnation, Unholy Mass, Stupefy, Soul Blast, and Ravenous nodes
Fixed a bug where Chronicle of the Damned's chance to reveal a Wandering Spirit on kill would cause the player's existing cast of Wandering Spirits to stop releasing spirits
Fixed a bug where the Wandering Spirit from Chronicle of the Damned's chance to reveal a Wandering Spirit on kill always instantly faded away
Fixed a bug where items influenced by the Rank 8 passive from Circle of Fortune would not have the Circle of Fortune tag
They still have the "cannot be traded" tag

Fixed a bug where Flame Whips did not benefit from Chthonic Fissure's Eradication when using Spine of Malatros
Fixed a bug where Chthonic Fissure's Grasp of the Undying did not apply to Flame Whip when using Spine of Malatros
Fixed a bug where only the "while cursed" benefit of Chthonic Fissure's Death From Below applied to Flame Whip when using Spine of Malatros
Fixed a bug where Chthonic Fissure's Chronicles of Ruin did not apply to Flame Whip when using Spine of Malatros



UI / Visual

Fixed a bug where right clicking a dungeon key upon first entering game would not open the map
Fixed a bug where campaign prophecies could still appear while blocked
Fixed a bug where enemies could appear invisible while playing in a party
Fixed a bug where the gate in Soul Warden’s Road wouldn’t animate going down.
Fixed a bug where The Mountain Beneath would walk through terrain in The Sheltered Wood
Fixed bug where item tooltips could disappear when loot dropped
Fixed some instances of players facing backwards after a scene transition
Please continue to report any instances of this issue via the in-game bug reporter



Audio

Fixed a bug where mousing over a vendor inventory then back to your inventory it would play the “item bought” sound effect



Upcoming Changes

We will be releasing a bugfix for Infernal Shade in a hotfix later this week
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Post by somerandomdude »

Decline wrote: March 7th, 2024, 00:32
rusty_shackleford wrote: March 6th, 2024, 23:54
Is it called 'Last Epoch' because by the time you finish sorting through all the trash loot, a new epoch has begun?
I wouldn't know, I use loot filters.
The loot filters in LE are the best built-in loot filters I've seen in a game like this. Down to specific base items and specific mods on those items. There's zero time wasted sifting through junk if you got the filters narrowed down to only things you specifically want. It requires a little bit of knowledge, determining the highest base items that'll drop in a given level range, setting the filter incorrectly could actually screw you.
Last edited by somerandomdude on March 16th, 2024, 02:34, edited 1 time in total.
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Post by rusty_shackleford »

"hmmm, we're going to have the mobs drop endless useless garbage… then add an overly complex system to filter the garbage out"
you guys are addicts
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Post by somerandomdude »

rusty_shackleford wrote: March 16th, 2024, 02:32
"hmmm, we're going to have the mobs drop endless useless garbage… then add an overly complex system to filter the garbage out"
you guys are addicts
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Post by rusty_shackleford »

somerandomdude wrote: March 16th, 2024, 02:52
rusty_shackleford wrote: March 16th, 2024, 02:32
"hmmm, we're going to have the mobs drop endless useless garbage… then add an overly complex system to filter the garbage out"
you guys are addicts
Image
Wanting every enemy to explode in a pinata of loot is the behavior of a compulsive gambler.
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Post by somerandomdude »

rusty_shackleford wrote: March 16th, 2024, 02:53
Wanting every enemy to explode in a pinata of loot is the behavior of a compulsive gambler.
And this is precisely why people use loot filters.
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Post by rusty_shackleford »

somerandomdude wrote: March 16th, 2024, 02:59
rusty_shackleford wrote: March 16th, 2024, 02:53
Wanting every enemy to explode in a pinata of loot is the behavior of a compulsive gambler.
And this is precisely why people use loot filters.
*game creates problem*
*instead of fixing the problem, they just provide a small bandaid to terrible design*
????
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Post by Decline »

rusty_shackleford wrote: March 16th, 2024, 03:04
somerandomdude wrote: March 16th, 2024, 02:59
rusty_shackleford wrote: March 16th, 2024, 02:53
Wanting every enemy to explode in a pinata of loot is the behavior of a compulsive gambler.
And this is precisely why people use loot filters.
*game creates problem*
*instead of fixing the problem, they just provide a small bandaid to terrible design*
????
yes, part of why people like diablo style ARPGs is because they're slot machines.

do you actually play games?
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Post by somerandomdude »

rusty_shackleford wrote: March 16th, 2024, 03:04
*game creates problem*
*instead of fixing the problem, they just provide a small bandaid to terrible design*
????
500 items drop, no sane person is going to filter through all that shit manually, yet the game provides you with a tool to intelligently filter it down to 0-3 items dropping per run, with a good possibility of those items being upgrades. That's not a bandaid fix, it's a straight up solution to a problem if you set your filters correctly. You have to know enough about your class/build to know what you want, and you also have to do a little bit of research about desirable mods/items, and which level ranges those items/mods can drop at. That might not come as intuitively to someone who doesn't really play these sorts of games, but it was easy enough for me to use and get desirable results with.
Last edited by somerandomdude on March 16th, 2024, 03:29, edited 1 time in total.
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Post by rusty_shackleford »

somerandomdude wrote: March 16th, 2024, 03:26
rusty_shackleford wrote: March 16th, 2024, 03:04
*game creates problem*
*instead of fixing the problem, they just provide a small bandaid to terrible design*
????
500 items drop, no sane person is going to filter through all that shit manually, yet the game provides you with a tool to intelligently filter it down to 0-3 items dropping per run, with a good possibility of those items being upgrades. That's not a bandaid fix, it's a straight up solution to a problem if you set your filters correctly. You have to know enough about your class/build to know what you want, and you also have to do a little bit of research about desirable mods/items, and which level ranges those items/mods can drop at. That might not come as intuitively to someone who doesn't really play these sorts of games, but it was easy enough for me to use and get desirable results with.
*developer makes enemy drop 500 items*
gamer: "wow that's too many!!!"
*developer adds tool to filter the items instead of just not making it drop 500 trash items*

????
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Post by somerandomdude »

rusty_shackleford wrote: March 16th, 2024, 03:44
*developer makes enemy drop 500 items*
gamer: "wow that's too many!!!"
*developer adds tool to filter the items instead of just not making it drop 500 trash items*
????
If 500 trash items didn't drop, you'd have autistics complaining about not seeing enough loot. "iTeMiZaTiOn SuCkS GuIzE!"
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Post by rusty_shackleford »

somerandomdude wrote: March 16th, 2024, 04:05
rusty_shackleford wrote: March 16th, 2024, 03:44
*developer makes enemy drop 500 items*
gamer: "wow that's too many!!!"
*developer adds tool to filter the items instead of just not making it drop 500 trash items*
????
If 500 trash items didn't drop, you'd have autistics complaining about not seeing enough loot. "iTeMiZaTiOn SuCkS GuIzE!"
Alright, hear me out.
You have items that aren't randomly generated crap but items that had thought and time put into their design and a reason to exist in a specific place or on a specific character.
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