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would be nice
This was always said to be unintended and was simply a limitation prior to MP being implemented.
Are you now saying we will forever be stuck with mobs and maps resetting (sans fow) everytime we zone in or out?
My apologies for the misunderstanding and my failure to clarify. This was intended for solo play. In the time before endgame monoliths, and dungeons, there existed only chapter scenes. Being able to quickly and easily reset scenes was important to be able to farm so you didn't have to re-log every time to farm a scene. This is something we're looking at with multiplayer, however to be completely truthful, it is low priority and has a performance cost as it needs to remember more information. Currently I believe (not positive, would need to double check) the last three scenes will be remembered.
The reason it's low priority is that it's only really encountered during the campaign - and even there infrequently. Usually this is only encountered as an issue when players teleport back to town for safety, say while taking a call or answering the door. You don't revisit repopulating zones while following the quest line, and Vendor Runs aren't a thing in LE (this is intentional - gold is found from drops, not from selling items to the vendor). It is also important for some areas to reset - such as bosses to prevent 'portal cheesing'. All endgame activities (Monolith of Fate, Endless Arena, Arena of Champions, and Dungeons) close when you either leave or die, and if doing so before completing the objective, are lost. So anything past the campaign being 'remembered' has no effect since it cannot be re-entered regardless.
It is intended for solo play that every map (with few exceptions) resets when you leave it and this will not change in the future, regardless of how this might be handled in MP?
Correct they clearly had to much trouble fixing this, as despite them now saying its by design this was not always the case. Originally we were told it was a known issue which would be fixed when MP dropped.
Now its being spun as a 'feature'
Which tbf I have to give them some credit for lol
It's no longer considered a 'bug' or an issue, its now been spun as being a feature of the game that is working as intended (despite them previously stating it wasn't)
My enjoyment in arpg's is the loot, not killing mobs, I enjoy Looting everything, If I lose my loot when going to town, If I have to kill the mobs again after going to town, If I can't leave end game areas without them closing, then this is not a game i want to play.
1st: Spellblade tree ''Volka's Razor'' looks powerful (+150% elemental dmg) but doesn't increase dmg for high mana cost abilities at all.. simply does nothing. Blade Weaver works ( require Volka's Razor point )
2nd: horrible perf issues in ''Ancient Era'' even with everything at lowest settings.
3rd some other perf related issues where's many mobs only on specific parts. ( all you have to do it's play and can notice where exactly )
first must be fixed asap and if there's more out there like that those too, perf issues should be greatly diminished before 1.0 or can scare players.. I'm playing God of War and some other triple AAA games, gpu doesn't cream that much in that game but in this with lowest settings oh boy..
The developer mike spoke about this on the reddit: https://www.reddit.com/r/LastEpoch/comments/16f8xuu/entire_zone_respawning_when_popping_back_to_town/
"Given the server cost associated with each instance, they have no close fairly quickly upon exit."
"Storing the static data of what that server looked like with the intent of being able to recreate it is WAY cheaper to do than allocating a server to sit there and remember the game state. Like orders of magnitude cheaper."
Temper your expectations as it seems to be a tech cost issue more then anything else. So despite all of the conflicting developer statements it does not seem likely to change.