That is also right. But that is the part that keeps players active after they have done the story.
If the idea is to complete the story a few monoliths, a few dungeons and leave. I think LE is 10/10.
About the types of players, sure you can give the more casual player a longer story, more masteries, but after that its the same.
The retention rate is extremely low.
I feel like this discussion at least got more reasonable.
I agree with everything you said here.
And I think there are very few people who would argue against you, when you just voice your desire to have more endgame things to do.
But what is just throwing me (and apperently soem others) off, is your approach in your first few posts.
You essentially called EHG lazy or incompetent for not adding “meaningful endgame” yet, after 5 years of developing.
And again, I think its fine if you voice your disappointment about their priorities.
But just the way you did it was throwing people off.
Ah and btw, Patch 0.9.2 will bring some endgame related stuff as well, we already caught a glimpse of that during the Gamescom Demo, I am pretty sure we will get more details the next few days in one of the dev blogs.
Me and my friends left the game as soon as we beated everything T4.
I stuck out for a bit longer to make one more char. But they did that all in 10 days.
The bugs, the struggles, the slow loading, the repetitive monoliths, the dungeons based on a 1 button mechanic or an indicator, the unrewarding crafting.
This rabbit hole goes deep.
I’m genuinely not being negative. I see the cool story replayed it, completed every side quest multiple times. But no, this is just not the bread. The bread is when you go at the end of time.
The sense the game is empty and there is a lot missing is here for a long time.
I might be another one to just point these things, but I’m certain I won’t be the last.
The next projections are
When patch hits big boost in multiplayer. Surely. Many will come.
After 20 days top, people will be off. This is not how an ARPG retains its playerbase, when there is none, you cant retain it.
My sincere advice for them is to think about gameplay loops and itemization option more than anything. That is what the game is missing. ARPG players want that, thats why they don’t stick for long.
Disclaimer: I have more extensive testing experience with RM than solely the gamescom demo
While RM was the missing mastery that I was and still am least interested in, I think this mastery will set new standards, yet again (similar to what rogue did, when it was implemented).
So overall this gives me a lot of confidence, that the other 2 missing masteries and also some overhauls/reworks in the future of existing masteries will elevate the Class/Mastery feeling.
Apart from the RM there are some other things included in 092, that will breath some fresh air into the game.
So overall, the patch has me hyped, which is good, since the last 3 major patches didn’t.
But I am even more hyped for what comes after that because I feel like LE really starts to pick up steam again after the last few months of not so much exciting patches and content with much slower pacings.
This is the part I feel the most torn about, im really a thematic player when it comes to LE.
I feel like the classes do a really good job of making you feel attached to their theme. When you play a druid you feel like a rampaging bear. And when you play a spell blade you do feel like you are a technical master of the blade who weaves magical might.
Im a huge tabletop player, and the fantasy elements of the classes are very important to me. and how those fantasy meld with their mechanics is very important.
Because druid and now RM are so well made it makes lots of the other classes feel extremely lackluster and like they dont deliver on their thematics as well.
I just dont see a world where we can have these classes exist but stuff like paladin who does not even have 4 mastery skills.
It feels like a huge lack of polish similar to old act 1. I am extremely weary of 1.0 dropping without a full rework to the existing classes who desperately need it.
Some players are extremely attached to archetypes and player fantasy, and having the fantasies of some classes be so bad vs others is gonna burn really bad.
Legitimate concerns for certain things aside, I was doing my best to overlook the tone of this and just read the feedback when I got to this.
It’s clear that this is someone who has no good-faith intention to debate or discuss their feedback. Mind is set. No worries. Good luck. Take care. Hope you make what you’d consider better financial decisions in the future.
You can feel free to overlook, underlook and in general look for whatever you want. This feedback is not towards you unless you are a developer. I do not genuinely care if you read it or not, nor do I wrote it because the game was in a good place. It’s been stuck for a long time. And I don’t need another knight to validate what I mean in my comment and what I do not. It is what it is. The devs care about popularity without having a complete product. Something that shouldn’t happen. But there is also money involved so I guess its normal.
My mind is set that until I see it, I won’t believe it, and I haven’t seen it. So naturally I won’t believe it. Makes sense, no?
They can’t even layout a road map for you guys to know when is the game gonna be finished and you expect anyone to believe in the constant change of plans. Weird.
My general understanding of how LE came to early access and its developement.
If I recall correctly, LE was supposed to be originally much smaller game. It was supposed to be released by now, but due to the success they decided to expand it into a larger game. Thus, extra developement time.
It was also brough to early access with very low price with intent that the price was going to go up as game progressed towards completion. I remember looking at the game when it cost, I think, 15€. I did not buy it at that time. It didn’t look good then. I only bought it when it cost, I think 25€. You paid what you got.
The recent content release has been very slow because they made multiplayer which also brought along with it a lot of new problems that didn’t exist before. I personally viewed MP as very low priority feature so this is a point I did not like. They should have made all the masteries and updated the older ones before release than MP.
The end game is fine enough for actual release. To my understanding they are going to do it like poe and release more stuff over time. What did, say, poe have on release? D3 have on release? D4 have on release?
In general, I have been pretty ok with how LE has been developed. Its been a bit slow lately, but there is nothing to say that it was lazy, greedy or anything of the sort.
I don’t care if it’s something on discord or somewhere else. On discord I turn off all the notifications on every server. I’ve learn about the new patch just because I check recent forum activity. There is no other sign of a new patch on main page or on forums page, no big banner, no timer, no single page with all the info, just some teasers inside the news section. I expect to see a patch announcement in the announcements section, but it was not updated since march. There is an announcement video on youtube, but you won’t find it anywhere on this site.
Once again the EHG whiteknights out in force defending feedback to developers left by a player
Ive owned this game for years and check the forums every few days and didnt even know Runemaster was even releasing until my last post which was someone complaining about no Golems in Runemaster which I assumed (based on developers comments 10 years ago) would not be released until 1.0, what a joke and pretty dumb to be honest.
Its almost like EHG dont want people to play this game anymore or simply dont care if you have purchased it already.
Im sure the RM is going to be completely overtuned when you have the EHG forum alumni balance testing it without the general community even seeing the skills until a few days ago, so maybe its a good thing ill try the RM in a few months after its been triple/quad nerfed because of multiple overlooked interactions that werent picked up during testing
@Vekongnitoo
Your listing is slightly off.
It should be:
Rune Prisons
Experimental Items
One-shot and Lost Caches
a new Crafting Mechanic
We could get a glimpse at this already at the gamescom demo.
These are random encounters that will spawn a Rune Prison.
When you click the Rune Prison an Exiled Mage will break free fighting you and all other mobs around you. These are mini-bosses that will drop experimental items.
While the demo was only a part of Chapter 9, these Rune Prisons (and experimental items), depending on how good they will be received, will shake up they way we will play Echoes, because it will be the first incentive to actually look aroudn in echoes and not just rush objectives.
We don’t have any info aobut it right now.
But I am sure we will get a dev blog about it in the lead up to the patch.
It is a “Exiled Mage”, that is kinda a version of the player character mage, but everything pimped up to 11.
Think of Elder Gaspar and Shade of Orobyss had a baby. The Exiled Mage is using pimped up versions of regular mage abilities and each exiled mage has a slightly randomized skill set.
I personally experienced skills like: Volcanic Orb, Flame Weave, Lighting Blast, Arcane Surge. Thes are not just copies of the player abilities, but actually a bit more telegraphed and bigger.
Yes, you can pull a bunch of mobs close to the Rune Prison, release the Exiled Mage and it will fight and damage everything, including the mobs.