Season 3 Release Date Announcement

GGG already announced that the next league will release in late August, so it very much exists and Eleventh hour should know this and still chose this date. They should’ve just put it one month later to avoid clashing.

LE in it’s current state sadly can’t become the main arpg, I wish they could but the reality is that as it stands the quality is just not there. So for now the best thing is to make sure they don’t kill the studio by releasing at the same time and not getting any players/way less than they would otherwise.

Then in the future as quality rises, they take a more firm stand as the prime arpg

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There are people who play LE and not POE2 or D4, you do know that right, most of us don’t care about POE or D4. Rather wait less than more.

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There is also a substantial overlap between those communities.
Especially in the form of large-scale streamers.

And plainly spoken streamers are the lifeline of a ARPG nowadays, they provide the largest possible reach to keep players coming back or starting it.

So while I want to agree with you I sadly can’t. It’s a nice view of things but sadly also a unrealistic one in the current times.

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EHG is definitely in a rough spot when it comes to avoiding POE1 and POE2 season launches. And EHG can’t really wait until the last minute to announce launch dates as they probably need to make commitments with content creators, setup Twitch drops and advertising and such.

Hopefully GGG plays nice this time around.

Anyway I’m excited to see what’s in store for summoners. It’s sometimes nice to play less action per minute builds. :slight_smile:

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Not trying to be offensive or inflammatory, but this has been the staple of the genre for a very, very long time.

You’re giving feedback on something that the majority of players enjoy and expect out of a game like Last Epoch… you’re entitled to your own feedback and opinion of course. But I’m mostly wanting to help you temper expectations.

I wish you could get to endgame, too! But it sort of sounds like you don’t like this genre… I’m not sure it has much to do with how smart the devs are or aren’t. It’s just sort of how the genre works. And they already have a solution for what you’re talking about. You just don’t like it…

If you don’t like playing legacy, you won’t like the idea of playing offline and editing your game files either to speed the process up; that’d be my other suggestion

The entire drama between PoE 2 and LE was just bad happenstance. GGG has been playing nice.

Looking forward!

i love this game devs, always care people, not like poe

i would say, GGG did care about the people but theres too many different groups of people.

cant make everyone happy.

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I can’t let this comment stand by itself. GGG does care about the people, and quite a lot too. Their decisions aren’t always something which is a great outcome but the properly try to keep their mechanics in a good state and ensure - nowadays - proper QoL handling. QoL is a large aspect of the game since a while now actually, and that was the weakest aspect it had.

EHG simply does not provide this level of support for the game yet, they’re slow to react and long-standing issues don’t get addressed with priority, content implementation does.
This was fine up until 0.9, but the second they went 1.0 this is an unacceptable state… and the Merchant’s Guild showcases it the best what the problem is. Deprecated designs phased out 20+ years ago for a market and it hasn’t been handled since it came out, it’s an atrocious state beyond end.

I can easily accept misguided decisions from developers, or those not aligning with what I personally want from a game.
But I cannot accept neglect, which sadly is the case here currently.

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What part of MG is that bad and how should they improve it ?
(I play CoF mostly so I really have no idea but am genuinely curious)

i played poe since 2013, i know everything about this suck game, a lots of people build broken and quit it. it idiots and suck.

I think I wrote about 10 times in high detail about it.

The design aspects which are bad:

Access limitation based on ranks.
Problem: Sure, it can be done, but then it needs to be finetuned immensely. Which it isn’t. We’re talking about being able to buy Uberroth uniques at Rank 3 but exalted items earliest at Rank 5.
This is not acceptable.
Solution: A so-called ‘power based’ decision system for access. It includes acquisition rate, acquisition position for content and Affix count and spread. Harder to set up, necessary for a RNG-based itemization system like we have.

Gold-based Economy:
Problem: Also not inherently one, though it is in the current setup. Gold from MG can be used in Lightless Arbour via CoF, which is double-dipping. That’s not allowed to happen when the systems are supposed to be separate.
The second issue is the technical numerical limitations of 2,5 Bil max limit, which is easily reached as sales happen at the minimum of the 1000 magnitude and not 1 magnitude after all. This causes several items which are extremely rare to be more valued then the maximal available amount of Gold possible to be held.
Not to get into the issue of Gold sinks here even, because the inflation based on the lack of sinks is another topic in itself.
Solution: A separate currency, be it gems, platinum, whatever. Those start with the Magnitude of ‘1’, which allows 1000 times higher prices in itself.
It also removes the Lightless Arbour double-dip.
And a mechanic solely dedicated to MG which has item creation (something like the map runners or shipments of Path of Exile’s Settler league system for example) or a crafting mechanic unique to it to allow a dedicated long-term sink.

Listing costs:
Problem: The listing costs are not adjusted according to item value, they are adjusted according to item type majorly. A well-rolled 4 T5 rare is not supposed to have the same listing price as a 0 FP failed rare item with Affixes all over the place. Same with legendaries of common uniques costing vastly more to list then extremely highly sought-after uniques without LP in comparison.
Solution: Same as the Access limitation. Power based system in the background.

Listing space:
Problem: Currently you can list as many items as you want. This causes the market to be flooded. The longer you play the more likely you’ll have items in the market which aren’t valuable enough to re-list and pay once again, as well as taking up ‘space’ for the people following after you. Month 1 of the Cycle you can basically not make profit with regularly needed but high supply items.
This causes people early ina Cycle to snowball off the early efforts every further while someone even going in a day late or being non-optimal in terms of progression at times entirely missing out and getting either no sales for the same items or magnitudes lower in price.
Solution: Limited listing slots. Number has to be determined but that’s the important aspect. If you ‘only’ have for example 200 slots then you’ll only list the 200 highest valued items instead of - like I did at one time - 7500 items total. This enforces choice and longer-term players will have only their valued items listed, leaving ‘space’ for those coming after them to list lower value items and acrue value which is the direct progression system in MG.

Price checking:
Problem: Price checking is a disaster currently. It takes absolute ages. Not only do we have separate traders which only showcase their stock enforcing you to move between them during those price-checks. You also need to move between the stash and the trader. You then also have to search for the specific base with the specific mods given from not only 1 but 2 dropdown list separately accessed. Then you need to change the listing method from ‘newest’ to ‘lowest’ as it’s not the primary sorting method and then you need to check for the respective rolls afterwards manually. Absolutely unacceptable state.
Solution: Since it is in-game based only they need to provide a quick-check functionality, nothing below is acceptable. You press the button combination, it open the layout to choose which aspects are to be price-checked against the available ones in the market and you need to have the ability to adjust roll-ranges accordingly downwards to get appropriate price comparisons. Same as base-check or avoiding the base to be taken into consideration for direct rolled items or LP slammable ones.

UI issues:
Problem: Ever tried to search for a 3% pen idol? You don’t get presented with a slider stating ‘1%, 2%, 3%’… you get one from ‘1%-100% roll value’. I as a player really don’t care, and I also have no ability to ensure I chose the lowest percentile available for my roll. 3% is 3%, I don’t give a shit - plainly spoken - if it’s in the 67% roll range or the 85% roll range. This is mind-baffling bad design. Any game-dev student will facepalm at that, it’s unacceptable.
Also we can’t sort by roll-range after picking the Affixes we want. This is only a thing with Idols as well, not with items. Why the methodology difference? It’s a sign of bad quality.
As mentioned before the default sorting state is ‘new to old’ rather then ‘low price to high price’, which inherently is not the commonly used default sorting state for a reason. It has vastly less functionality after all and is majorly used in seeing if supply and demand uphold and how to price according to that parameter.
We have no way of re-listing items at all without re-paying, which makes the vast majority of items ‘dead weight’ in the system. You already invested the resources… so taking it out again would be nonsensical, the logical conclusion which follows is ‘leave it in to rot, maybe in the future the situation changes’.
Search is split into separate windows and dropdowns which need to be individually accessed. This is obviously a net-negative. Count the clicks needed for ensuring you get the exact right item in LE compared to PoE (counting the trading site). The process is actually: Click on sorting method → Choose price low → click on subtype → click on all-classes or class specific → choose → close → expand options → click on affixes → search through the sub-dropdowns again… alternatively write it in → click on dropdown for tier → choose tier → slider for rolle-range.
Why so many dropdowns? Because the font is massive, each individual value takes up a massive amount of space, which is bad UI design. Form over function.
Next up we also have another issue, the ‘personal’ Affixes? (Champion Affixes btw, which nobody sane should know they are called ‘personal’ for whatever reason?) aren’t searchable by function, only by name. So if I need one on gloves I can only find it via the dropdown or by knowing the name, as example ‘Mirage Champion’s’. This is senseless as well and doesn’t fit with the UI otherwise.
Solution: Proper consistent UI design. One method needs to be seen everywhere, not idols having a different one from normal Affixes which have a different one from Champion (ah, sorry… ‘Personal’) Affixes. This is low quality simply.
Font changes. Function over Form is mandatory with any complex system. LE’s UI looks nice but is really bad.
Universal window, enforcing a specifically designed UI on top of the window, with proper space to allow options and listing to be separate. The most commonly seen method is either choosing the options first without any display and a toggle between the search and the options, allowing both to take up the entire screen rather then small aspects being shared… or to put it on the side so ‘on the fly’ changes can happen.

Those are a sub-set of the issues. I’m sure I’ve forgotten about a lot of em, but it should be easily seen that there are substantial issues available.
When I talk about ‘20+ year long known issues’ then I look back at D2. Gold was initially the way to trade and got very swiftly changed to a barter system since it had no ability to represent the value because of limitations. The exact same thing happening in LE. With LoD runes took up the space of unique bartering, still existed but was less.
This was done to circumvent the problems from Gold, which was possible via direct trade. In LE we can’t do that since direct trade is enforced to only work with play-time together. So instead we’re mandated to use a broken mechanic which we can’t properly circumvent to alleviate the clear shortcomings.

Do you mean broken builds in Standard?
This will happen in LE too, so LE will be shit for you by then.

Also what do you mean with ‘everything’? That’s a nonsensical comment. Is having levels bad? LE has em too, so it’s shit, right? Or is it having a passive tree? Or is it having mobs? Or is it having a RNG-based highly mutable drop-table? Or is it…
Be a bit more specific there, generalizations like you provided are not helpful beyond ‘Yeah, you don’t like the game’. Nobody can see if you’re talking out of your ass or got proper reasons for it.

Without proper explanations and only generalizations it’s really not shining the best light on you I have to say.

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I’m not the person that you’re asking but I found the MG to be super annoying. NPCs for each item type spread out all over the place. No price checking tool is the biggest issue and can make pricing a pain in the butt. Torchlight Infinite does it perfectly and in game so I hope they get some inspiration from that.

As far as I could tell you couldn’t just lower the price if it doesn’t sell for a while. You have to delist and then relist with another posting fee.

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lol from my pov, standard should be where players should get to have fun.

the entire purpose of standard is for players to engage in the game over YEARS instead of a short season.

i feel that their efforts should be rewarded. if a build is broken in standard because of OP items. then its fine. if its broken because of unintended interactions/multipliers it should be nerfed.

but all in all. despite defending GGG in my other comment. i would say at the very end of it all, i fell in to the group of the ones they did not make happy.

if i m being honest, i trusted the devs and their vision TOO MUCH. i was on too much hopium. the devs kept pushing the game in a different direction from what i wanted. there are 2 main issues that i have with the devs that made me now “more antagonistic” against them.

the first is they RUINED standard. the idea of standard is permanency. they even introduced the concept of legacy mods/rolls to preserve the concept of permanency and legacy items. which was a very good move to keep standard players happy. GGG has been keeping standard players happy for a long time, then one day they just went FUCKIT.

some mods were retroactively changed with no legacy variants
exalt/divine values were switched causing player to lose 90% of their wealth as many had invested heavily into exalts.
alternate quality gems were practically “poofed” from existence. many players spent tons of divines buying these gems. and all of them got downgraded to basic versions.

i would add. during an interview, when the topic of the exalt/divine switch was brought up, the main lead, the guy all poe fans revere, chris wilson remarked something along the lines of “you should always diversify your investments” with seemingly a smirk.

the only thing that kept me playing poe1 was something that became the 2nd issue.

the 2nd issue was the promise that “poe2 would fix everything”. also the game would continue on in poe2 where all our gear/characters woud still be usable. that was the original promise.

i can understand why they didnt keep this promise. but understanding why doesnt help poe1 one bit. all the effort i worked so hard for amounts to nothing.

i’ve wasted too much time and effort on a game that originally was marketed to be “played forever”.

i learned a lot of valuable life lessons. just cost me a lot of “dev simp money” and a decade of my life.

as for poe2. i really wanted it to jump into it and abandon poe1. but all the stuff that they mentioned about making the game more deliberate and slower (which i liked) just turned out to be garbage as the game quickly became another poe where everyones blasting/zooming.

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Cant waiiiiiitttttt

less goo dinos

Can’t wait to see all the changes coming in Season 3. Tombs of the Erased is an incredible addition to a great game!

Gonna be epic!