I just wanted to post this here since I saw the multiplayer preview video. I’m really looking forward to the quality multiplayer the team is hoping and working for. I understand there’s a long road ahead for a truly good multiplayer system, but perhaps this could be a source for inspirational ideas and possible content updates even further down the line.
As an example, one feature I would like to see is an adjustable monster density per instance, such as a slider or drop down menu just before starting a multiplayer session.
→ Create your own games [game browser or self created group], invite friends and still open/provide places for random teammates (see auto matchmaking).
→ Auto matchmaking +/- adjustable character level [random groups].
→ Everyone receives and sees only their own loot.
→ Inviting someone from the friends list at any time is mandatory.
→ Inviting someone from the Steam friends list at any time is also mandatory.
→ More skills, items or passives that are clearly useful in group play.
→ Bazaars of all friends (or later guild) always and directly accessible. Same for current random players.
→ Asking other players for permission to see their character completely.
→ Group box with or without permission assignments.
Sometime later - Guild stuff:
→ Guild Crate.
→ A guild level/area where everyone in the guild has their own property that everyone can access.
→ “Housing” - see above.
→ Guild leveling up together to expand guild space/guild crate etc.
Thanks for the reply! In detail what I had in mind was a selector for the densities that will already be in game (read 2 - 4 players) for private games if, say 2 friends wanted to stress test their builds in environments designed for 4 people they could select “4 player monster density”. If they don’t plan to scale the monster density at all, this would not exist of course.
This doesn’t need to be on your wishlist, since it’s already confirmed to be the case.
There is only instanced loot planned so far.
From what i gathered from the MP news drop, enemies only scale in HP, not in damage or density.
That way tank builds are way mroe viable in MP, especially when you build a defensive orientated build and it’s working firn solo, you will knwo it will work just fine in a MP environment.
I haven’t read anything on multiplayer yet, but the thing I liked in D2 was that I could put in a command to simulate the challenge and bonuses of having a full group of players without actually having them.
That’s… the point. Multiplayer adds more challenge and more loot but sometimes you want to play by yourself, and it’d be nice to be able to simulate the more challenge and loot.
Welcome aboard OP. Some good points raised in this thread.
I have one “out there” wish for MP eventually.
We already know dungeons have been mentioned in the roadmap. I would love to one day also see large raids in there as well. I know it goes against the traditional arpg genre stereotype, but so what? LE seems to want to stretch & break boundaries. So why not also have Raiding one day? I always used to love raiding, and I think the prospect of 20 or so players all grouped up in LE taking on a Raid Boss would be awesome. Loot would have to be looked at very carefully indeed, so as not to upset the natural balance, but that aside, the entertainment value could be immense.
No it doesnt. Because this is about multiplayer feature wishlist.
No1: He was mistaken about D2 having such a multiplayer feature.
No2: its important to highlight that no multiplayer ARPG (that I know of) give you such a switch because it completely throws off the multiplayer balance in terms of loot acquisition.
Can you elaborate on point #2? Merely for discussion sake, can we try to brainstorm a method for this to be feasible? I find this quite fascinating. If LE adapted that sort of SP method, that’d be pretty damn amazing imo. Thoughts?
Maybe if it only changed the difficulty, not loot/exp? Hmmm
Originally, if I remember correctly, there were supposed to be/become groups of 5 in multiplayer in Last Epoch.
Now there are 4 in a group.
→ Either the NET code is once again cheese, as so often and in sooo many games nowadays, or it became too confusing in the multiplayer tests. [both only guessed]
Useful network codes for 20 or more players hardly anyone gets clean.
[BTW: How would it be if all the spells, minions and whatever else there is of all the players would only be displayed with half the “color intensity” [can’t think of a better term right now]. So just to ensure a better overview and prevent epileptic seizures].
In private network games under TCP-IP […or was it IPX? I don’t remember exactly…] you could very well enter the /players 8 command into the console, we actually ONLY played this way in the LAN. However, it did not officially go online, that’s clear.
I would love to one day also see large raids in there as well.
This is interesting. They could even leverage systems they have in the game already to reduce network strain. For instance, imagine separate teams helping each other across time zones to complete complex objectives. This would mitigate some network impact in comparison to one occupied instance.
Perhaps they could implement a new Time Zone that introduced that level of challenge, or hidden “arena” zones designed for that sort of engagement. They could go several routes with this idea of scaling difficulty, and if it was implemented well it could make its way into multiplayer in some form as optional content.
As someone pointed out, you could play multiplayer without going on battle.net and it did work. And it doesn’t matter if no other game has done it since, that’s not an argument to not have it. Even PoE has private leagues so you can change the rules on how the game works in your own private multiplayer session. This isn’t some wild request or something that’s never been done.
I think you don’t understand the implications of your own suggestion.
First of all, POE private league doesn’t allow more loot acquisition.
Secondly, my point is that what you’re asking for is basically a difficulty slider that allows you to adjust how much more loot/enemies you can get by just “flipping a switch”. In LE terms, that’s like a command you can use to get higher corruption levels without working through the mono web.
My feedback a while ago when corruption was added was exactly that - ‘a slider’ (more of just a +/- clicker UI) but you had to earn it per character and could reallocate corruption (but would reset the web so you cant abuse it)
ie if you earned 150 (so at 250) corruption in Spirits of Fire, you could remove the corruption back to 100 and put it into another one to farm blessings/drops etc
My feedback was updated to want corruption removed entirely as I hate infinite scaling but at least allocating corruption you earned on that character at least means you arent locked into a single timeline if wanting to go as high as possible
You seem quite stuck on this specific part of the discussion. I feel as a whole, we’d like to continue the discussion. Since you wish to keep us anchored on this bit, I’ll ask you things about this specific part since you can’t move with the conversation.
If the difficulty was the only thing adjusted, not loot or experience, would this work in your opinion?
If its merely you want to be recognized as the ‘right’ person, then sure, you can be right. I know I don’t care one bit about the subject you are stuck on, as its semantics at this point. But some people need such things to feel closure, so maybe you can rejoin the conversation.