I have my own set of thoughts on the game as someone who has been playing it and these kinds of games for a while. But I want to talk about the game from another perspective:
At 1.0 I got my friend to try the game. He’s played various kinds of RPGs and games with build-making elements, but never a diablo-style ARPG. (We really need a better genre name btw. It’s hard to distinguish these kinds of games from the wide variety of action games with RPG elements we have today without specifying it’s like Diablo.) So I figured he might be able to enjoy it since he likes making builds and things and I hoped it could be another game to add to our co-op roster.
Unfortunately, things just really haven’t gone well. The game at 1.0 was so thoroughly broken that we gave up trying to play multiplayer, and by the time the game was supposedly stable, we had just moved on to other stuff.
So we tried again when 1.1 came around. I’ll split this up into two parts, technical and gameplay:
Technical:
Despite what seems to be general improvements to server stability, there are some underlying technical issues that have made the game frequently unplayable for my friend. The game often stalls out or straight up crashes at various points during start up or connecting to the server. I’ve tried looking for answers on this and even posted a thread, but I couldn’t get any useful information to fix the problems. We already have a pretty small amount of time we can play together, so this reduced it even more in a way we couldn’t predict from night to night. It’s probably an issue specific to his computer, but there are plenty of modern multiplayer games he runs just fine.
When we were able to play, we ran into a number of issues that created friction in the experience beyond the bugs I was used to playing offline:
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The game frequently put us in the wrong instances and we had to use the portal to other player to fix it. With long-ish load times this wasn’t a trivial speedbump.
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We ran into weird situations with items that dropped from Nemesis that couldn’t be gifted even though we were both right there for the kill. Sometimes it did work though, so no idea what caused the issue.
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The few times we tried doing a dungeon together, we ran into problems with just entering the thing. I still have no idea what is the correct sequence of actions necessary to make sure the door opens with multiple players there. It seems like there is some kind of interference if both players click on the door, or maybe it needs confirmation and the UI isn’t showing up right, or idk. Eventually we managed to make it work after trying a bunch of things including reloading the area a few times.
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When we were running Soulfire Bastion for the first time, my friend died. When he respawned and tried to teleport to me, the game brought him to the instance, but in a void missing most of it’s textures completely separate from the rest of the map. I don’t know what the intended behavior is for multiplayer dungeon deaths since normally you die and can’t get back in. But if you’re supposed to be able to rejoin your friend it’s not working and if you aren’t supposed to be able to do that, whatever mechanism is meant to stop you from doing that and inform you about it clearly isn’t working right. This is actually the moment that made my friend finally give up on the game. The straw that broke the camel’s back.
Gameplay:
I think the biggest issue was the disconnect between planning a build and then not actually getting to play the build before slogging through a lot of boring gameplay first. He actually probably spent more time theorycrafting funny builds he was never going to play than he actually ended up spending playing the game. He seemed really excited about that part of the game, then you actually get in the game and you spend your first like 10+ hours slowly plodding around hitting things with a basic skill and none of the cool interactions you were excited about because those need a few uniques and max level skills before you can even try them and even then sometimes you need way more gear than just the baseline uniques before the build feels like what you imagined it would. This is made worse when you only have like 1-2 hours a night to play, so it feels like it takes even longer to have any hope at seeing your build come to fruition.
Another issue with the gameplay that’s specific to multiplayer: I’m just not sure that the game really is any better, or even as good, in multiplayer compared to single player. For a few reasons:
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The game already fill the screen with particle effects that can make visibility challenging, add another player’s on top of that and just forget about seeing things. I was playing a shaman and whether it was my storm totems while leveling or my avalanche at endgame, it made it really hard for us to tell what was going on.
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Builds end up having very different paces. Different movespeeds, different amounts of damage and clear, etc. That can make you sometimes feel like you’re not really getting to do stuff. He was playing a tanky build he made that didn’t have particularly well optimized damage and I was just following a guide for a build that just deleted stuff even without very good gear. Also I was ranged and he was melee. So there were a lot of times where I’d just see things at the edge of my screen, cast on them, and they’d be dead or basically dead before he even got there. Even if doing damage wasn’t the fantasy, he can’t even really live out the tank fantasy either since he’s rarely getting to the frontlines while it’s relevant.
Lastly, while LE does better than say, PoE, at explaining mechanics, there’s still an unbelievable amount of ambiguous, unintuitive, confusing, or just plain lame interactions. There were so many times during build-making that my friend would ask me some mechanics question and not only couldn’t I give him the answer, I couldn’t even find the answer myself. For some I did know, and the answer was usually “no, that doesn’t work in the cool way you thought.”
Conclusion:
How things ended up: By act 8 he was asking if we were almost at the end of the campaign. When we finally finished it we did a few monoliths (didn’t even finish Fall of the Outcasts) and 2 dungeons before reaching the point of exhaustion with the game. At this point I kind of doubt we’ll end up playing together more before the season is done if at all. Which is a shame. Like I said, he gets really into the buildcrafting and I’d have liked to have been able to play and chat about the game with someone I know. But there are just other games that work, respect your time, and are fun from the get go. It’s kind of a hard sell to spend a lot more time and energy struggling with a game that barely works and won’t get good for a while.
As much as I want new content and stuff as a long time player, I feel like EHG really needs to spend more time fixing tech issues and polishing UX, features, and the first time leveling experience to remove these issues that make it hard to get someone new into the game. Some of this stuff even annoys me beyond how it’s affecting my ability to recruit friends to play. The little things add up. Item tooltips go off the screen. The affix menu for crafting sometimes just closes when trying to scroll through it. I’ve had items refuse to craft on a certain affix slot for seemingly no reason. Dodge roll still sometimes bugs out and send me back into danger. Etc. For all the good design in the game, it’s lack of polish just really hampers what could otherwise be one of the best ARPG experiences on the market.