Patch Preview: Alpha 0.6.1

The system we are using should be compatible with most controller types. We don’t have enough different types of controllers across the development team to test them all so I’m sure some will have issues. We have tested with xbox controllers more than anything else so I’m much more confident in them than anything else.

There are also some programs out there that will trick your computer into thinking that a generic controller is an xbox controller. I have tested this and it worked great for me. (huge sample size right?)

When we have more data on which work well and which have issues, we will release an official support list.

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Sounds awesome. Will test with my Dualshock 4 Controller.

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Excited to try playing with my Xbox controller! Any ETA on this patch?

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It’s in QA currently. It should be ready in the next week or so.

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And here I thought we wouldn’t get a patch until the beta transition in April. So this patch has the new graphics and optimizations mentioned in the recent Dev Blog?

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Most of it.

For example, I don’t think we’ve completed the process of baking shadows into levels.

Ok. The reason I ask is that I have several PS4 and PS3 controllers already, but I don’t currently own an Xbox or Steam controller, so I’m wondering whether the PSx controller will work or do I need to go out and buy an Xbox controller…

Oooh nice a new sound designer, it’s going to be great!

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My PS3 controller works for me. I don’t have much more info on PSx controllers. I am spoofing it as an xbox360 controller through software though.

(I already had it set up like this for when I was playing The Witcher 3 and it is just easier to not change it.)

This sounds amazing.

Cant wait to try it all out :smiley:

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I’ll test the steam controller out for you, even though I don’t use it for anything else :wink:

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Always awesome to have a new patch.

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Mmmmm sexy.

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Would be really nice to get a more detailed explanation on level requirements for items. It’s a major game play change. The biggest one so far in a lot of ways for veteran players with a completely full item stash.

I’m sorry but It’s a bit silly that you chose to make a blog about potion mechanics but not a HUGE item change like level requirements. Despite the buffs to potion mechanics, the changes to potions, as I’ve said before, are completely unimportant compared to something like level requirements for gear. It’s not even close.

IE: How do the number of affixes affect level requirements? Do multiple mid tier rolls cause the item to be higher level than 1 very high roll? Many many other things…that are much more complicated than health potions and where they spawn:P
Don’t you think its a bit punishing to hardcore players unless there’s a good mid level option that can bridge the weak points? Seeing as now you have to have a much bigger stash to gain benefit from your earlier playthroughs.

So before I could only save the very best gear…now, with only 6 tabs I’d want to have sets of gear for every level tier.
For sc it doesnt matter as much, you can just grind it out and die if you need to. But that also sucks. It’s slower dps. Kills the motivation for rerolling alt characters.

Its nice to have a catch up mechanic for gear. Its nice to reward people for their efforts.
If you’re going to have level requirements the crafting system needs to be changed balance wise for early crafting. Maybe you did that already, and I hope so. Again why it would be nice to get a blog about this…which actually matters. Otherwise early crafting is basically a waste of resources until the highest levels. That’s not how crafting should be. One suggestion - making glyphs of guardian more common and more powerful at early levels but scaling them as you progress.
As of now it would be insane to waste glyphs of guardian on anything other than end game gear. I mean if you want to be number 1 that is:)

To summarize: I think its important for level requirements to exist in some format in the game. That way veterans cant just face roll all content until high waves or whatever replaces them. However, there needs to be some meaningful reward for veterans who are leveling alts etc who managed to get good gear and without the need for an insane number of stash tabs. Whether that be leveling uniques that are actually good or a well planned crafting system that lets your items grow as you level without major punishments.

Thanks for reading.

Thank you for the feedback as always, @Sirris.

We are considering going into more detail regarding how level requirements are calculated. As you have argued in favor of this, I’ll offer an example of an argument against it. Last Epoch is currently in alpha - and thus compared to officially launched games, a comparatively larger proportion of development time has been spent implementing systems and features. There is a concern that a forum post explaining each one in depth prior to it becoming available risks cannibalizing the amount of time people spend logging in and playing.

Additionally - the core aim of Developer Blogs is to explain design decisions. As the game had a functional potion system and we had not announced an intention to change it, we considered it prudent to explain the motivations behind the rework. By contrast - not only does literally every ARPG I can think of have level requirements for items, but we have always been open about the fact that their omission was an example of work not yet having been done and that they would be implemented in future. While we are not strictly opposed to posting the numbers involved in the system, a Developer Blog on the subject is unlikely.

You’ve mentioned the implications of this for Hardcore characters. Balance is not a huge priority for the team at this stage of development, however I will say that if the playerbase feels the need to have a full set of equipment for characters in advance at release, something will have gone very wrong. I think we would be more interested in exploring why people feel that need and correcting it than allowing stashes full of items to mask the core issue.

We are not opposed to your existing characters benefiting future ones - I would point to both your characters sharing stash access as well as us not implementing a system similar to Diablo III’s Smart Loot as proof of this. That said, I do think there is a difference between a Path of Exile character having access to the likes of Goldrim, Wanderlust, and Lifesprig at low levels and them equipping Starforge and Headhunter as soon as they first enter Lioneye’s Watch. To put it in Last Epoch terms - I don’t believe it to be necessary (or indeed justifiable) for newly created characters to be equipping items with four max tier affixes.

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Sarno said it first, but yea. It was known from a long time ago that items were going to have level requirements - it was just not worked in yet.

The Patch Notes have been posted and are available here. The patch is available for download, and download speeds should gradually increase as the update propagates.

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Feeling a bit cheeky today, aren’t we? :wink:
This is great, downloading now but will probably have to wait til tomorrow, i have to get up in 6 hours… it will test my willpower once the download finishes.

Brand new alpha tester checking in! Acolyte model looks great. Really excited about the added chapters and quests! Thanks for the progress can’t wait for more.

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hi im new :smiley: