Season 2 and Beyond - Closer Look

Nice! Looking forward to season 2!

1 Like

I certainly hope they did not delay till April due to the speculated PoE1 3.26 release time. If that is the case they need to stop worrying about that overlap. PoE2 should all the evidence they need that GGG is not interested in mainstream ARPG gamers.

1 Like

No, per the OP they delayed because they changed their minds on what they felt they needed to deliver for season 2.

1 Like

These type of issues should have been sorted out before the official release of your game.

3 Likes

Its nice you actually replied. April will come eventually, then we can talk if the time you took as a studio was worth it. But for the sake of many people’s mental health who actually bought the game and supported EHG in many ways, I think that you could have released at least some hotfixes all this time. You chose not to. Well numbers are here. You see them, and sadly I think you will see them in April as well.

Yo, lets release that engine patch. I need an excuse to login and play some LE :smiley:

1 Like

Yes, but hotfixes don’t bring people back.

1 Like

IMHO, the problem for delivering patches right now is the imminent upgrade of the game engine.

Any patch would need to be done twice: One for current engine and then for next one. That’s a net lost of development power for an arguably, marginal benefit.

In addition, the time used for the patch duplication would also prevent new content/further patches to be developed.

I am also looking for excuses to login in LE too… but rushing things do not see the way to go :frowning:

I wouldn’t mind another in-between-cycle event after the engine is released though :slight_smile:

4 Likes

Couldn’t you have realized that before releasing the game in 1.0? So many games were released in 1.0 only to delay new content for months on end because it wasn’t actually ready.

1 Like

That’s very true.
But with slow development and the use of a third party engine, this is a vicious circle that will have to be broken at some point.

There was a good game. For some reasons I don’t fully understand, it had to be entirely rewritten to add multiplayer. And now it is being fully rewritten, again, to update the engine. Technically, this should be called Last Epoch 3.0. The labour-time required simply to change the base code every two years must be enormous, considering it adds nothing to the game, that’s just under-the-hood stuff.
And by the time they are done updating, Unity will have evolved again. We can’t play catch up forever.

Very excited to see some long term goals listed, I’m happily supporting progress even if I don’t have much time to play at the moment. Very curious for the implementation of the Transmog and dying system!

Because it wasn’t originally written for MP, it was all coded for SP in order to get something out & playable for people but then it had to be re-written for MP.

My understanding here is:

  • Multiplayer addition: This is a transversal update in the SW that, in addition to introduce new SW modules, it modifies plenty of existing SW modules [with their respective tests]. This is a monumental task that I could only justify behind a meditated business model decision.
  • Engine update: I see this more like a technical nuisance result of the update to a third party SW. At its core, probably it is just changing some library calls for another [slightly different] library calls. From my personal experience, the most annoying part in these library updates are the “interesting side-effects” that the new version of the library brings. e.g.: Maybe we were using the library in a “peculiar” way because it “worked”… only not to work anymore after a “bug fix” in the library that eliminated the usage we made from it…

Therefore I totally believe when they say that they found something “unexpected” and are hesitating to move forward… during the holiday season.

My guess is that things will move “faster” once back from holiday. Devs are like any other human… and they are provably eager to get over this update and start to do what they surely want to do.

1 Like

Because they didn’t had the capacity and resources to do MP from the start. So they decided to ship a playable game without MP first and then deliver MP at a later date.

This is something they don’t have to do, but they want to do it because in the long run this will serve them good with more and better tools in their toolbox. EHG plans and always planned LE as a project for the next decade and not a short term project. So at some point they have to do it and there will never be a “good time” for it.

They don’t have to catch up with every new engine version, this initial update will provide them enough tools for the next few years and then maybe 5 years from now they do another engine update.

2 Likes

But you don’t need to rewrite everything when you update right?
You might need to check it didn’t get broken in the process

The issue with engien updates is, that it can brake things that currently worked fine, so while in short this might be a bit of a setback in long sight it will be better for the game.

We can just hope that everything will be sufficiently tested.
And on the flipside, a lot of issues that were palging the game fora long while might be fixed.

1 Like

Oh, I get that.
But for a non-technician it is impossible to understand why the game had to be fully rewritten for that (keyword: fully).

Someone is running around in a landscape, using some skills.
But if we want two people to do the same, the entire landscape and all the skills have to be completely changed.
Hard to see how this makes sense if you are not a coder…

Anyway, this was two years ago, it doesn’t matter now. I just hope the engine upgrade won’t be a huge step backwards, like the move from 0.8 to 0.9 was.

1 Like

There are multiple things making this extensive.

Before there was Multiplayer whatever you did was directly processed on your client. With Multiplayer being added a lot of things need to be sent to the server, the server needs to approve that request and then it’s sent back to you and possibly to other people in your instance. This leads to systems needing a rework under the hood. That is why a lot of things broke, that previously worked fine in SP.

Your example of people running around in a landscape and using skills is missing the part where what you do is not directly communicated between the two players, but there is a server.

What player A does is sent to the server and the server sent back to player a and player B what player a just did.

Then there were reworks necessary for things like storing data to ensure integrity. Noone wants to lose items when transferring items from your inventory to the stash.

There are a plethora of more subjects that needed to be adjusted or entirely reworked, because the landscape changed.

What happens when data is incorrectly, only partially or delayed transfered? All of this needs entire new solutions.

1 Like

Dupes

Of course the plot is not the most important thing. But it does not change the fact that version 1.0 is incomplete. And that is the main problem. Is also a problem with items you put something on and the appearance does not change? It is still a beta version.