Multiplayer Progress Update - December 2021

Thanks for keeping us informed!
You’re doing an awesome job not only with the game, but also with how you communicate. That’s very rare in this industry.
Have a nice end of year, and see you soon in Eterra!

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Happy Holidays and New Years to EHG. Loving the new additions and really looking forward to multiplayer.

Happy Holidays! I was not expecting to see this update! :smiley:

Thanks for the heads’ up on your plans, and those plans sound very promising to me, especially the part where you’ll be working on reducing CPU costs. In Multiplayer, I have a question: Will loot be shared equally, be part of an allocation system set by the original player requesting to play in multiplayer, or will each player have their own drops appear on their screens exclusive to them to pick up? Will there be experience/rarity bonuses along with difficulty of mob increases like in PoE, or will each player continue to receive their normal amounts of drops?

In PoE the bonuses of party play (especially in 6-man parties) was astronomically far more impactful on the amounts of loot and experience gained, and I feel that it was kind of unnecessary to continue to allow some of these abuses vs. people that prefer to play solo, especially when it comes to competetive play.

Additionally, will we eventually be able to link our items in chat to show other players, like pressing CTRL+ALT on the item in chat in order to show them?

As far as stash space goes, I have an issue (my OCD kicking in) where you put a category of items into a stash but when you fill it up there is not quite enough space left marginally to fully utilise the stash to include more of those base-type items. Here are just a few examples:





These are just some of the examples where the margins of the stashes could be improved to best optimise the stashes that are meant to hold those particular items. Perhaps a way to customize the slot sizes to best fit the various items when you create the stash so there is less unusable space? I know maybe it is too much to ask, but I do feel some improvement could be made in this department.

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Hey, thanks for the update and happy new year!
I would love to help, how does one apppmy to be part of the community testers?

I have no idea if applicants are still being accepted, but here is all the information relating to it from previous multiplayer dev blogs:

Couldn’t agree more. I put in a suggestion for one extra row earlier. 18 total rows will make it so much better. 17 just isn’t easily divisible: Awkward Stash Vertical Size (17 rows) Leaves Gap

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It’s instanced personal loot right now for each individual. We are still experimenting with what we are excited the most about but right now it is instanced loot.

Definitely aware of the huge xp and loot bonuses provided in other ARPGs, they are something we are being mindful of and discussing when it comes to MP player experience.

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Awesome to see progress on online multiplayer. Has the team given any thought to implementing local co-op? I’ve seen it mentioned a few times by users but never responded to by the team.

My wife and I love playing ARPGs together, but I play on GeForce Now and PS5 and we don’t have a gaming PC. We also specifically enjoy the “same console” experience. Right now we’re stuck with mediocre games in the genre like Chaosbane since so few games support local co-op. Last Epoch is the perfect level of complexity for us to play together and I’d love to see local co-op implemented.

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Local coop with more controller improvements and this game goes into another tier of fun.

Nothing is as fun as kicking back with a friend and sharing the screen in a huge smash it up ARPG romp. Takes me back to games like dungeon siege 3 on PS3 or Diablo on PS1. Sure, some things are unavoidable, like needing to share the UI panels such as inventory etc. but its all worth it for how fun local coop is.

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Looking forward to the eventual implementation of chat channels sometime into the future. I’ve found that I keep my chat off more often than not nowadays, not because anything bad like toxicity. Just that it’s hard to filter through global chat to help new players if they need help or discussing in-game elements/mechanics with other players

one question i would like answered is: if/when can we link our items in chat?

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I think I recall that trade(bazaar) is very much a 1.0 or thereafter thing. However in the initial multiplayer will players have the ability to drop stuff on the ground that they do not want that fell in the game, and players in the group when that mob died will be able to pick it up?

Trade/bazaar has to come with/after multiplayer (0.9), I’d be surprised if we had to wait till 1.0 to get it.

They have also said that there will be some form of direct trade if both players were present at the time the item dropped. Quite what form that will take we don’t know.

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Please do not swing to the other extreme. As it is, it already sound like MP trade plans will be DOA.

People talk about MP gameplay abuses in POE, but those are exploited only by the minority (multiboxers, extreme coordinated parties, etc), with the broad base of players heavily incentivised to avoid public parties as most POE progression dont facilitate MP play. I would be very disappointed if LE effectively become a single player ARPG with online/MP only in name.

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Geez, here i thought innocently MP is just so that people can party their siblings or friends to have a wholesome experience together, trade items they found together.

But apparently you guys are discussing planning loot bonuses

There are equal part of players who enjoy single play, as much as those looking forward to MP.

IMO, any form of “more rewards” advantage in MP will definitely tick some single players off because FOMO

Since the game is not online yet, i cant attest to how efficient EHG deals with multiboxers and botters, but having “more rewarding if you play MP” can definitely incentives exploiters.

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Incentivizing exploiters or not, I don’t want to be forced to group up with randoms just to farm more efficiently. I hate that in Diablo 3 it’s four times as efficient to run bounties in a group for example.

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My sentiments exactly

This is precisely why I would prefer there not be multiplayer. Increased loot/exp only forces the devs to balance things down to accommodate and that hurts single play.

Everyone said they wanted MP just so they could play with their friends. I knew that was a lie and people actually wanted a play advantage.

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So you use your imagination to support your false statement.