Stop resetting maps when I portal out

Can we not? Every time I portal out of a map to go to town really quick, I come back to find loot gone, mobs respawned, etc, etc. It feels so 1998…can we not reset maps please, or at least, put a timer on it so I have a few mins to portal back and continue in the state I left the map in?

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Why are you portalling out to go to town? I agree that it’s frustrating & they said that they’d be changing it when they implemented mp, but there’s really nothing worth while to go to town frequently, if at all (outside of the times when you go to town for the campaign quests).

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That is not the answer to his question. They said they were going to change it and they haven’t it’s that simple. It’s one of the things that really pisses me off about this game. Sometimes you need to port out to avoid getting killed: The phone rings etc. The fact they haven’t dealt with this makes them still bush league afaic.

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  • They said it’s technically not feasible for now (server resouce allocation I’m assuming).
  • For your use case, a “Pause” feature would be better. E.g. also if you stand in front of a Nemesis. Though that feature would be technically even harder haha.
  • Both features are exploitable if they allow it in front of a boss.

Sorry but I’m not buying into any excuses at this point. This has been an issue since early access. They’ve had plenty of time to fix it. This is the only game of this type I play with this problem.

I already use that feature in the game.

Only, I play in true offline mode.

That’s why I asked why he was portalling to town in the first place.

GGG added pausing (which would also solve any issues that one might need to portal to town for) last year. Does that make them bush league as well?

IMO, if that’s why you’re doing it then the zone resetting is a perfectly reasonable & very small, price.

Apart from PoE where a zone gets reset in 10-15 mins. According to google, areas in D4 reset when you go to town as well but it’s been a very long time since I’ve played that.

Ya you’re wrong about D4 in fact I don’t know any diablo game that resets, could be wrong about the early ones tho. My porting out to avoid getting killed was referring to one’s gameplay being interrupted by rl issues not avoiding damage from any mobs, and sorry didn’t know about pause being added that def helps. I play this game when I’m not playing any of the others so sometimes I’m away for months at a time.

And please tell me what the pause key is because esc is not working for me.

D1 never reset anything unless you killed Diablo and started a new game, at least in SP. Never played D1 in MP so no idea what happened there.
D2 doesn’t reset the zones on using portals, but it does reset the map in online play, keeps the map layout in offline as long as you don’t switch difficulties (even between plays). In this regard, it’s like LE’s offline, where you also keep the layout for the campaign zones (and also the loot during that game session).
D3 didn’t reset zones until you started a new game session. Not sure about timeouts, though.

PoE has always reset zones after some minutes away from them. PoE2 does the same.
Haven’t paid attention to the few times I played TLI and Undecember to know what they do.

LE is the only MP of the genre (among the top games, anyway) that doesn’t keep the instance. Most likely due to server resources and performance (also the reason why PoE1/2 reset it after some time).
It should be noted that even though LE keeps instances when playing offline, this is only for the campaign. For echoes it behaves the same way as online.

I also agree that LE should have instanced zones, especially for echoes and especially because of prophecies. Having 20 items drop from a prophecy and then you have to leave more than half on the ground because you don’t have enough space is annoying.

However, I know that Mike has also answered in the past that they want to fix this. I assume it’s just not that simple and there are other priorities.

Pause in online would probably be easier to implement and be more useful for players. Especially if the game paused when interacting with stuff like Nemesis.

Pause only works offline.

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Ah thx so I will restate my opinion that yes this is indeed bush league! I guess I also need to ask if you’re not trading or teaming up is there any reason to play online at all? I just assumed online was the way to go, for one thing I like hearing from others in chat.

Online is mostly only if you want to trade, party play or participate in the leaderboards. I don’t think there is anything else online has that offline doesn’t.

If you use false offline (meaning you launch the game as normal and then select offline rather than online) you can still chat and get the offline benefits. It’s only with true offline client (have to change how LE launches) that you don’t have chat either.

However, when servers are down for maintenance or whatever reason, you still can’t play false offline (because the starting screen is still trying to connect to the servers) whereas you can play true offline.

So if you want to play offline and keep chat you can use false offline, knowing that when servers are down you can’t play.
Also note that characters are necessarily separate, so if you switch to offline you’ll be having a fresh start (unless you already played offline, in which case you might have characters/stuff in stash already).

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Ah thx for all that and btw I need to add that over the years I have noticed that you and Llama are extremely helpful. It is very much appreciated and I’m sure I speak for many others when I say that

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Ok four(had to edit myself I wrote more then planned) things for this.

  1. if it’s a case of you want to pick up every drop and sell them I don’t think your point will carry far. The way it stands echos will drop more then you can carry unless it’s a one mob echo like uber. Then maybe you can get all the lot that drop.

If your issue stems from not being able to sell all the drops(not here to say if that good or bad idea (u do u)), you may be better off asking for an echo npc shop to spawn in that you can sell stuff too. People have asked for a mtx that does this feature and devs were against the pay to win connection (if I remember correctly) and said before there was a paid one they would have to make a free one first to prevent backlash. I believe devs know about players desire for a npc shop in echo but I don’t believe it’s very high on priority list (said from personal opinion I have no idea what devs think/want)

  1. if this is a case of you CoF and at the point where you are “min maxing” your favour odds and “stacking props for better drop odds”(there’s no data to say this works(this being grab 48 props all at once with same reward and same completion conditions) it’s just the gamblers mindset if you increase the amount of drops at once you have a higher chance of getting what u want). And you now have a case where you either leave before you can’t pick up your prop(props being prophecy items) and lose your echo completion rewards. Or you do the same thing but drop more then you you can carry and you now have to leave items behind). To me these are valid complaints.

You can “cheese” the death vacuum” and when to many items drop at once you let a mob kill you by prop loot explosion. and suck all the drops close to you back to the “reward room”. This is at best a player used bandaid and I’m not even sure if the devs are ok with using the death vacuum for this. It may be an unintentional interaction or a bug that may be patched later on(again I have no dev insider information pass to me for this comment).

Personally I would like props to have the option you can turn on and off, that allows the player to either choose drop immediately on completion or press to complete(and therefore the player won’t have to worry about lost items u less they crash or a bug prevents them from picking up items). It’s important (imo) if this feature gets added as to not “force players” to “play how you want them too”. Some people enjoy seeing hundreds of items dropping at once. Even if 99% of them are useless it’s fun to watch. Others rather more controlled setting.

  1. if this is a complaint that if you don’t die and voluntarily choose to leave and then get the loss of rewards and certain drops like tombs/cemeteries on revisit. I agree punishing players for what may be a legitimate reason like inno you pc is on fire and you decide to go buy a taco. Sadly there are players who look for anyway to exploit features in the game and previously certain players would load in small echos (like arenas) look for the chest then just spam in out in grab out …. (Again no dev info to 100% say this is why we lose rewards it was just a case of that issue was brought up and bing bang boom loss or rewards upon leaving). It’s kind of a case you got to run at the slowest persons pace and the slowest person is the exploiter and the set speed is to prevent the exploiters from ruining game.

  2. if none of these connect to you, then sorry guy I don’t get ya. I feel ya you have a frustration and GL with resolving it.

Other than the current endgame with monolith, this is one of the most annoying things about this game. No pause, if you portal out to take the phone, open the door, toilet or other stuff - completely reset the entire instance… And i agree it does feel like a game from the early 2000’s… Alot about this game feels like the early 2000’s sadly.

I like that instances reset, it means more combat, loot, and EXP for me. Combat is the main gameplay after all.

:upside_down_face:

I know you folks don’t want to hear that but as a Dark Souls fanatic I wouldn’t have it any other way.

Zone persistence is something that would be nice to have, but I don’t believe we’ve ever stated we would be adding it, for good reason. We’d like to add it, be cool if we could, but it just hasn’t been justified to us so far.

To kick things off, this isn’t a small ask we’re talking about. How scenes are loaded is a pretty core function of the game, which means it’s a pretty significant task if we wanted to overhaul it. Maybe not “adding multiplayer” levels, but probably getting close. So when we look at this as a studio, we have to analyze not only do we want it, and will it be good for the game, but also how much will it take to execute versus other potential tasks. Essentially, Do we add zone persistence, or do we add PCG to all scenes (and likely more to be the same size task).

Because Last Epoch never asks you to leave and revisit the same zone, it’s a much lower priority function. We also intentionally disincentivize things like ‘vendor runs’ with extremely low vendor values. Endgame activities are all kept very short, and in turn leaving a map loses it - if you leave an echo, a dungeon, a pinnacle fight, any endgame activity, it’s failed and you can’t return to it. So past the campaign, there would be no returning regardless.

Beyond that, there’s reasons why we actively wouldn’t want this functionality. Primarily: performance. It’s a bunch of extra data being stored in memory that would only be used for the rare case of “I need to step away right now”. So it’s really just the odd case of during the campaign, going to answer the door, or answer the phone and you need to step away. A bit of QoL for those rare cases hasn’t made sense to us given the massive size of the task. If we want to see this changed, we would need good enough reasoning to justify prioritizing the massive task before others.

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Well that is not always true. You as developers made a choice to make 2H axes and swords be 2x4 so take up a lot of inventory space. It is quite easy , when you have a full set of 48 max # item drop prophecies, to not be able to fit all the drops you want to keep into your stash. When trying for a 3LP item for example you want to keep all drops to play the tower and turtle loop.

I’m not sure what argument you’re trying to make here sorry. I think this case scenario is again extremely specific and doesn’t justify committing to such a significant project over others - like say improvements to the endgame to make those loops smoother or less necessary

The point is that if the instances were not reset you could portal back (because that’s the only way to access stash and store some of the items you want to keep) then return to collect the remainder of item which dropped and didn’t fit the first time. This being a particular problem with the larger items like @H swords and axes.

That’s not all, though. Most of those could be solved with a simple pause, but there is an issue where zone permanence, even in echoes (especially in echoes, really) would be fundamental and that would be when you get lootsplosions, mostly from CoF.

You end up having to sacrificing good drops because you don’t have enough space to carry them. And if more than one trigger at once, you’re screwed and have to leave behind tons of gear you might otherwise pick up and use.

This was the point TheRealIronMan was making and is the worst pain point of prophecies.

To justify keeping zones like they do now, then we need to have some way to either:

1- Access the stash when prophecies proc

2- Have the option to “fulfill” the prophecies but only proc them somewhere else that has access to stash, either echo of a world or the observatory.

But even that might not fix it. You could get lucky and have a very populated echo and get enough drops from Nemesis, Champions, Omens, Rifts, Tombs, etc, that you can’t carry everything.

I understand that it’s way too big to change just for that, but then you need to provide us ways to not lose loot because of it.