Is it Time? Focus on MULTIPLAYER

This section of your post makes it sound like you are comparing LE to another game, which one?

Too many people forget that EHG is a company of 2 dozen developers, unlike some other ARPGs with massive teams and many issues. MP will end up making or breaking LE, why the hell would they rush it?

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At the risk of repeating myself, I’ll just quote instead.

It’s not about “rushing” - it’s about doing it in perhaps a different way that makes more developmental sense. Look at the huge discussion on Trade in the other thread. Wouldn’t it be nice to test how that worked out in a “real world” environment before a full release? I’m not saying this is an easy endeavor for a small developer, but that’s exactly why I think it should be a priority. Even a test base of maybe a hundred (?) random players would likely expose important issues sooner rather than later.

I thought of a good analogy the other day. Think about self-driving vehicles. You can perhaps perfect it in a vacuum, testing a single car by itself, but until you really test it in the alongside other cars in real environments, it’s simply never going to be done/ready. There are simply too many factors that cannot be predicted once you introduce the multiple human factor. I remember reading about a test that was going perfect until it encountered an old lady with an umbrella, and the software simply had no idea what to do so the car just stopped. The longer you wait to face real problems, the harder it will get. That’s my personal view, anyway.

Yes, and there is a name for those few brave souls who would risk themselves on a journey into the unknown… Hardy pioneers for the community.

I have seen many replies that should focus on the SP/Endgame/Optimization before MP but this is just wrong. MP has huge impact on everything. This is why many games never add MP. It is a feature that is designed from the start. The more the MP is delayed, the harder it will be to develop but also it will increase the likely hood to not work properly.

I also see comments that they are a small indie but GGG was smaller and MP was working from the start.

I am very concerned that MP will not meet expectations. I loved to be wrong and I wish them the best.

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Apparently they have had & been working on multiplayer since the kickstarter, they’ve just not released it (presumably because it’s not ready yet &/or the game wouldn’t handle it well).

I’ve always been under the impression that there is a dedicated group of people working on multiplayer based on comments Mike has made in past dev streams and has reiterated in the most recent stream on June 4th;

Judd also mentioned in his recent AMA that there are currently many industry veterans collaborating on the multiplayer mode;

What kind of steps are Eleventh Hour Games taking to ensure multiplayer launch to be smooth? Will there be more than enough server capacity to ensure that people who wish to play can login without 8-hour que.?

You have a very different definition of “working” than I do then. Early PoE MP was… Yikes!

Yea. But all those sounds like the technical side of the house to make MP in a server authoritative environment. I have no doubt they are working hard to make that smooth in the game. But those are to me hygiene factor. The key to MP success will be whether MP integrate well with LE game systems.

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Indeed. I think Wolcen failed partly because they tried so hard to rush out MP that they didn’t put enough into getting the core game functional and engaging. This is why I think those elements come first, then MP. Just in terms of cost/benefit, you lose a lot less by postponing MP than releasing a broken game.

that comment is pretty humorous seeing as you can get over 80 minions on screen at once all causing ailments, are they trying to make it harder on themselves?

why are Wraiths/Forged Weapons and other shit not capped at a low number and improved, why would anyone want 50 minions when 5 minions who actually are good can do the job better and cause must less performance issues

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No idea. Though if I had to guess I’d say that it’s to provide some variety for minions.

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Yeah, just wait until we have 4-players in a squad, 3 spam summoners and an aurabot (or w/e this game’s equivalent would be)… :rofl:

My body is ready for MP, but I’m also patient. I don’t play SP ARPGs so LE is shelved for now, but I’m quite excited to jump in and no-life the MP when things feel like they have more meaning and permanence. I’d like them to take the time to get it right, with little chance of cheats and exploits making it through being the most important aspect to me personally.

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Fair enough. I’m in a similar boat–only play a few hours a week, maybe–until I see more changes in (hopefully) the right directions. MP isn’t the make or break thing for me at this point, but it’s definitely something I look forward to if they can get the game into a much better spot.

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Well, when Poe released betrayal league i still played the game with a friend regularly, and it was sad that only one person could progress the syndicate board. Back then i thought about a system like this(translating to the monoliths):

1- Create two separate progress: Singleplayer and Multiplayer;
2- When you are not in a party the game will use your singleplayer progress;
3- When you are in a party two things can happen: If you are the leader, all the party members will use your multiplayer progress instead. If you are not the party leader you will use the party leader progress.

So for example let’s say that you have already unlocked up to the level 85 monoliths in singleplayer but never did a multiplayer session. If you were to create a party you would have to start from the level 55 monolith again. On the other hand if you entered in a party that the leader has already unlocked the level 100 monos, you would be able to run those with the party.
About the quest echoes i think that the best way would be simple making so it follows the party leader progression (so if you join a party that has already completed 2 of the quest echoes there is no problem) everyone will get the blessing in the end anyway (and i know this could be abused, but i don’t think it’s too bad to be really a problem, worst case scenario they could make so you have to do at least x echoes with the party to be eligible of the blessing).

While this system doesn’t do much for random multiplayer parties it’s really good for “local coop” since the party feels their progress is being shared(even thou only the party leader multiplayer progress is actually progressing) and even if each player also plays alone for some time, the multiplayer progress will remain there untouched for when the band gets together again.

This would require a step 4: The progress you make while in that party counts toward your own MP progress. Otherwise nobody will join parties except people that know each other.

Even then, this system creates a lot more hassle, more room for bugs, doubles your grind unless you exclusively play SP or MP, and possibly creates holes in your MP progress if you’re joining random parties.

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Here’s a statement from mox on reddit:

"It definitely is a question we’re asked a lot, but we understand because we’re extremely excited about it too. We’re working on some more formal information to put out to everyone but some quick info:

  • We’re currently working on lots of optimizations. It’s running pretty smoothly 90% of the time but then you’ll run into a large dense pack of small mobs that need to send reliable RPCs on death and we’ll get some lag for example. Fixable, just working through it.
  • We’re working through server-side quest implementations. Some require a bit more work when they’ve got multiple branches of logic and conditions
  • We’re working on ensuring that services that scale up aren’t making too many calls to the database and other APIs and costing us absorbent amount of funds. Much better to do it at a smaller scale.

We playtest with the larger team every Wednesday and are still finding plenty of things to address but overall it’s feeling good and playable - but there are still a number of things to do after the technical list. Some of which I’m detailing above.

We’re working with some very talented engineers internally and externally. Some that have worked on backend services for games like LoL and Battle.net so things are going smoothly.

I wrote out a little more than I anticipated here. Throw it an upvote so others can see perhaps. We’re wanting to be more transparent with it - we’re just so busy working on it that it can be hard to pull up, bring that team together, and spend time working through a formal post. Overall, good things are happening. We’re confident, busy as heck, and “it will be ready once it’s ready” as we’re very adamant on getting it right so everyone enjoys playing with their friends and the larger playerbase of Eterra."

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@Moxjet200

What’s an RPC? Rocket propelled carrot?

Curious as to what makes them different between server-side & client-side.

Have you tried using Plenty kitchen towels? I hear they’re very absorbent.

Exorbitent, however, means expensive.

That’s dev speech I suppose. :nerd_face:

If you want more details, you have to bug Mox. I just copied the text :kissing_heart:

Pretty sure he is referring to “Remote Procedure Call”.
It’s a protocol for client-to-server communication.

This would essentially be the thing that will off-load alot of the calculations and workload from the client and would transfer those to the server side.

Basically the client sends a request for a specific procedure to the server and would wait for a response.

In Mox example it would be the procedure of mobs dying.

Generally the client will wait for a response before continuing.
In Mox example a lot of small mobs die in a very short time frame, which seems to still cause lag for them internally.

Obviously I am not a dev and I am happy if a dev corrects me here.
I tried to explain it on a non technical level.

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