Multiplayer Progress Update - July 2021

That looks promising! :slight_smile:

super excited about this LETS GO!!! HYPE HYPE HYPE HYPE!!! Can’t wait to talk about this in the podcast tonight SUPER HYPED!!!

Oh Yeah. Thats Good News. Thanks for your great work Guys!!!

Oh me like. Me love. :cupid:

Edit: That multiplayer video is mouth watering satisfyingly awesome.

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What is the plan for what more players in a party do to monsters? A lot of ARPGs increase health, damage and drops, but I’m not really convinced damage needs to go up significantly in a party.

How will enemies scale?
When additional party members join an area monster’s health will scale up per party member. We are not planning to scale damage as this can be discouraging for players who have geared defensively for a solo experience.

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Super Hyped!!!

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Very clear and precise update, nice! :slight_smile:
I’ve just read the whol multiplayer FAQ and I must admit I love all what I read!

2 questions!

1st question how will experience ranges work? can someone sit at the start of map soak EXP freely. Do they have to keep up?

2nd limiting the level up particle effects might be nice thing to do now. because in the future i can see 4 players leveling up at same time and all those particle effects popping off at same time be a real FPS killer. What’s your approach to mass spam particles or minions from hindering fellow party members online performance?

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  1. Right now it’s about 2.5 screens worth of distance. We haven’t finalized what our final goal will be here. We’ll put it in the FAQ when we have!

  2. You will see limited VFX/minion from your group members. We want to do this in a way that still looks good while also achieving our technical goals, but performance will matter the most. We have been thinking about this particular topic for quite a long time already and we are very aware of this FPS killing risk :slight_smile:

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Will there eventually be the option for non-instanced loot? If all player consent?

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Will there be a way to share loot filter rules with the party. So you can better see items dropping a party member would need.

I already made a suggestion thread about it but maybe also ask here if something like this is planned: Loot Filters in Multiplayer - #3 by Nopileos

Is that an amended end of time or does it relate to the Bazaar?

The gameplay looked decently fluid though. Just wondering how it’s like with 200 Wraiths & a load of Devouring Orbs proccing Future Strikes, chill, etc on everything. And Smites.

It’s not currently planned. What we have planned for loot instancing is in the FAQ

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It is not currently planned to share Loot Filter rules, since players have instanced loot.

Good, if Heavy gets non-instanced loot, I want friendly fire.

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Please consider implementing it, it’s entirely optional and i would be ok if all active party members must consent!

Other than that i am happy about all that INFO!

  1. It is not the Bazaar.

  2. We’re aware of that situation and one of the other questions I answered here addresses that we’ll be ensuring that your personal experience is a bit less gruesome, both from a visual and technical standpoint. Your friend can still have their silly amount of Wraiths, ideally less than 200 or we’ve added a zero somewhere :slight_smile:

But what if you want to have friendly fire 'cause Heavy someone keeps on ninja-ing your loot?

Just saying @heavy, this is why non-instanced loot is bad.

Edit: Though him getting swarmed by 200 Wraiths that then die & spawn Giant Zombies that explode in his face while giving me ward does sound good… While he’s trying to summon an Abomination or hit me with Harvest/Erasing Strike…

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I think for this very reason it would be great. Because otherwise I have to recreate some loot filter rules from my friend manually. So we can help each other to gear. Which wouldn’t be that bad but a more automatic system would be great. Especially in a random party, it would be nice to have.

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