I just completed Soulfire Bastion. Great mechanic with the fire and necrotic immunity mechanic, though tiny pathways dungeons aren’t that fun.
I killed the final boss and I had about 6 prophecies stacked for Armors to drop for this dungeon. And it was a ton of loot that dropped, I’m talk about 10+ Exalted armors and 8 unique armors. My inventory was full so I went to town to sort it out as I figured I may not be able to return if i ran to the exit. Eagerly wanting to get back in to check what dropped for me as I was only able carry two pieces of the gears that dropped.
After finishing sorting through my stash. I noticed that there wasn’t a return portal to dungeon in the town that I Town Portal’d to. I ran around the place for few mins looking for the portal but none existing.
I dare say anyone would have been very disheartened, shocked and annoyed at this point. I’m a father and a family man, so I don’t get much time to myself to enjoy much games, but every ARPG I’ve played so far in my life, (All the diablos, Torchlights 1, 2 and 3, numerous MMOARGs, PoE, NoX etc) have never had this issue.
Now, seeing the nature and simplicity of this issue. I’m sure I’m not the only one to have experienced it. So I wish to report this so it may not continue for much longer, as time progresses no doubt that there’ll be many others facing this same problem.
Whether this bug or lack of development feature, I am truly and utterly begging you developers get this fixed as soon as possible. Good gear is hard enough to get in such a grindy game, please don’t take let things like this take our gear any further and make our experience in the game more frustrating than fun. We want to have fun with our time in your game and not face issues like this that takes away all the fun bring nothing but frustration.
Part of the whole mechanic of the dungeons are the same as the monos, if you leave it’s over. It’s just something that you have to realize so you don’t use your portal out until you know you’re ready to end it. That means you will have to choose carefully what items to leave behind. I know it’s frustrating but I went through this on my first Lghtless Arbor dungeon where I had a LOT of exalted items that I had to leave behind.
This should probably be explained in the in-game guide.
We would optimally like to have map permanence, however this is normal for our maps as it reduces load to help with performance.
Because we don’t encourage vendor runs (items sell for very little), and all endgame activities are failed if you leave them before completing them, going to town and returning to a map is generally a rare activity in Last Epoch. This in addition to the performance benefits has resulted in map permanence being lower priority.
We understand this in particular tends to affect new players, as it’s a habit of regularly returning to town to sell items from other games - even if this is not an encouraged activity in Last Epoch. As such we would like to add map permanence in the future.
Sounds like you’re excusing/defending the game that is all about loot with an end game all about getting more loot to drop to refine builds/push content, doesn’t have the basic mechanic of teleporting to town and back to the dungeon/monolith to pick up loot.
Yet the mechanic exists when you’re doing the story where loot seldom drops that gets dumped 10mins later and the need to go back to town is less needed.
Surely one can love the game but defending its flaws with such poor excuses really shows that you don’t want the game to improve. It’s a game, not your partner. Overcoming flaws/weaknesses is part of life. Accepting flaws, then nothing will change.
It was never about selling the loot, it’s about collecting a lot of loot and exp fast. Then sorting it out when you have the time. With so much dropping in the mid-late game and the randomisations, why is the player at fault and pushed when they want to pool their loot sort out all in one go to find the better gear.
This logic seems to suggest that I should be more careful with what i loot. Do i need to stop every 20secs to see if if the drop is worthy of picking up or not and remembering if I have a similar or better or worse item in my storage? As obviously I can’t go to down to store it, I gotta break the fun and immersion of killing heaps and fast for exp and loot cause I can onlyt fit so much in inventory.
Great that this game has more than 6 stash taps but you’re not letting me put my loot in there for me to get the dopamine hit of finding multiple upgrades when i sort through 50 or more items.
I am flabbergasted that you were this far into the game - i.e. running a (presumably) top tier dungeon with many active prophecies - without knowing the basic mechanics of how portals work and that you never, ever leave a dungeon (or any map) when there is stuff on the ground you want.
The game is based around killing/getting exp to level up/loot monsters, I do a bunch of monoliths, save the favors, spend them in one go for maximum loot when I do the dungeon. I don’t fancy going back to the observatory to spend the favors every 10 or 20k.
What’s really is hard to understand is that, every ARPG released as has the ability to TP back to town from a dungeon to stash loot.
As for me not understanding the basic mechanic of how portal works, what point is your rhetorical comment trying to make? Never, ever leave a dungeon when there’s stuff on the ground? Doesn’t solve the problem of me waiting to keep most of the gear but not having enough inventory space. As for what gear I want to keep, may it’s godly pieces for future or alternate characters and/or this main character. Your comments seem to want to misdirect the flaw by putting the flaw/focus on me as a player.
What’s even harder to understand is all you people on here giving mute counter-points to the flaws, instead of getting the devs to change their approach and make it better for everyone else.
That is not the answer though. For a normal map, yes, but dungeons and monoliths are different.
You can’t leave a dungeon once it has started. You can’t leave a monolith echo once it has started. It will count as if you died in the dungeon/monolith echo. So if you leave, it closes for good until you start a new run of it.
So the answer is: That’s how the game is designed. Don’t leave dungeons or monolith echos as you will not be able to return.
I do agree that a “Are you sure you want to return to town? You will not be able to continue the dungeon” pop-up could be good, but this could also get in the way of hardcore runs where people teleport out to not die.
Some community this is turning out to be. Player comes on to give feedback and reasons why a feature needs reworked for the better and a bunch of kids start to flame the person.
Barely any rebuttal to the reasons why the flaw should continue to exist, just a bunch of misdirect and finger pointing at another player instead of acknowledging that this is an actual fault.
Would be great if some dev comes on and discusses the points I’ve made rather than letting this tirade nothing burgers getting flung at me.
Just flag them and move on. The explosion in players have also introduced a lot of less polite players. It’s sad, but all we can do for now is brush it off and flag their messages as inappropriate or others.
Agreed. But it’s been like this for 5 years in this game. We’ve been complaining about it forever.
Yes.
It’s easily explained. Before 1.0 having a full inventory to haul home was simply not a thing, because selling items to vendors is never worth it, and if you want to smash items for shards you can do it when the item drops, no space required. So there was basically never the need to port back and unload. It is only with the introduction of CoF that this might have changed and people will get a full inventory of worthwhile stuff.
I do question whether there really was a entire inventory worth of stuff you needed to haul in one go, instead of sorting it at the end of the dungeon and leaving the crap behind. Crap Exalted items are still crap.
At the end of the soul fire bastion, there is a stash in front of the Soul Gambler. There is a stash in all the 3 dungeons at the end.
I’m not 100% sure you can return to the boss room, but I think so.
So, IIRC, it would be possible to go to the stash, store your stuff, and walk back to the boss room to pick up the rest of the loot.
The non-persistent maps are quite unintuitive, I had discovered that luckily very early on and learned to deal with it.
I’m sure I’m not the only player that looks at an amazing amount of loot and say “Oh, this is gonna be great for another character I want to make. And I’ll have an easier time with content for a bit and feel strong when I’m able to use this great weapon/armor/etc. If I save these now, I won’t need to waste a lot of time farming to get strong when I reach the level required to use it on my future characters, cause something like this won’t come easy early game”.
Great that we have a lot of stash space but is it really a crime to want to transport the loot found in any dungeon into said stash space?
My points in this thread was NEVER about selling the items for gold nor was it mentioned.
Surely, you save gear for your alts and future characters as you come across them on your main.
Once you leave the boss dungeon to get to the stash found in the exit, you cannot return inside the boss dungeon. I’ve lost loot before thinking that was the case, hence I Town portal’d this time.
For the record, in the past I believe the devs said they could not change this without a serious architectural change. It’s not that they want it to work like this but that they are stuck with it. Someone will correct me if I am mis-remembering.
I fully support your request for change, it’s perfectly reasonable, but I am trying to explain that it might not happen.
Since it seems to have been taken the wrong way… In my first post I was simply expressing surprise that you could have played as far as you did without once porting out to drop off only to find the map was completely reset. Most people discover this bizarre portal “mechanic” quite early.
Some just have different priorities, time management, dopamine hit tactics to make games more fun for themselves.
Who in their right mind that has read this thread and does not think having this basic feature which has existed since the dawn of ARPGs is a good idea. If you think it’s a good idea and agree, quit making excuses and reasons why you’re against me. You’re a player and not a developer. You pay and give this game your time and money because you like it, don’t you want it to get better? For yourselves, future and new players?