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Multiplayer Progress Update - December 2021
Were making continued progress polishing core gameplay and making sure the player experience feels great. There are a lot of decisions our team has made for the player experience for the single-player game that manifest themselves in very tiny ways, like how small details of a UI works or how group quests and party UIs will function. Our UX Director Ross (who designed our new website - PS were hiring!) will be a large part of our Multiplayer update next month to talk more about how well realize player experience and UI when we go online. We are making other progress here that is chiefly focused on fixing bugs, and most importantly reducing CPU costs for both our game servers, and your gameplay experience.
Weve completed the initial stages of migrating our character save system to the more robust service mentioned last month. This coming month well be digging into the fine details, such as ensuring our crafting and stash systems are as reliable as possible. This will involve things such as breaking down how often we save characters and world states, how to protect the integrity of characters, how to prevent items from disappearing or being duplicated, and much more. We want to catch as much of the easy-to-find issues here before we even release it to Community Testers, and make sure we can fix these kind of problems faster than anything else.
Since our current deployment environment is fairly efficient, and weve had other priorities, we didnt place a huge emphasis on work here this month. We spent a bit of time targeting the specific improvements we need and were set to do some technical planning for this in January.
Last month we mentioned we were migrating our account system, and we have it functional internally now. We arent quite ready to roll it out to the public. The next month is focused on integrating this system with our website, and making sure we have the ability to observe important details that will allow us to fix account problems quickly when we see them. Unfortunately a number of players have run into login issues recently with our old system thats currently live, and you can see why were eager to finish our work here to make sure nobody experiences this issue again, or we can create better fixes faster.
Weve made massive progress here. We are happy with our new chat system and it will almost certainly be the one we release to 1.0. My update here is very boring, software development-related stuff; we are making a few minor refactors, and then planning a proper integration into our new backend systems. With this new chat system, were going to able to add a ton more moderation and Quality of Life features than ever before.
We mentioned last month that we have successfully implemented our matchmaker. And even better news is that weve tested its scalability up to ~1million concurrent users making matchmaking requests! A new challenge ahead of us now is to build out more automated scale testing to try to ensure were also going to see those numbers in the game client itself; this tech will help us with every release we do and is something the other big Action RPGs give a lot of attention to.
Our main goals for January are very broad, but I can summarize some of my thoughts here:
Focus on all of the elements we need from every part of both the game, and the platform we are building, to ensure that we can best make use of Community Tester feedback for multiplayer. This means a large focus on our ability to observe the health of the online game, as well as our ability to quickly fix any problems we find. This also implies a lot of other things: fixing bugs, having 24/7 support where possible, planning for how to suddenly increase our multiplayer playerbase by a large amount, and more.
Were growing our team to build Last Epoch Multiplayer, and as one might guess its important to plan how to do that so we dont slow down our ability to create work on the game.
This is very much tied to planning for Community Testing but its worth breaking out on its own. As Ive mentioned in previous posts, a lot goes into making sure were a game company that can provide a great game service as well as a great game for years to come. Were making sure we continue to put a lot of attention and love into building the departments we dont already have that will help make this happen.
Some of our final core systems to fully implement are our Monolith and Crafting systems. Our crafting system is heavily reliant on a lot of complex database work and character saving, so there will be a lot of debugging to perform here. The Monolith of Fate is relatively straightforward to implement at its baseline, but there will be a lot of multiplayer considerations we need to address before we release it to Community Testers.
While were hard at work on getting multiplayer ready next month, well change up this blog post a bit to allow our UX Director Ross to speak more to some of the ways were going to be improving Last Epoch to welcome a fully multiplayer experience. Happy Holidays and New Years to everybody, its been an exciting year for Last Epoch and Eleventh Hour Games and 2022 will be our biggest year yet. Like always, Ill be around to answer questions below. Thank you so much for reading, and see you next month!
[ 2021-12-31 12:50:33 CET ] [ Original post ]
Hello all, Happy Holidays and welcome to the December Multiplayer update!
Its been a fun month for us with our release of patch 0.8.4, Eternal Legends, and some developers taking some holiday time off to spend time with friends and loved ones before we dive in head first into getting Multiplayer into players hands in 2022.
We have quite a lot going on in our Multiplayer development and Id like to break down some updates for the topics from last month, as well as talk about what is ahead of us in the next month.
Our feature list from last month:
Party / Friends / Gameplay
Were making continued progress polishing core gameplay and making sure the player experience feels great. There are a lot of decisions our team has made for the player experience for the single-player game that manifest themselves in very tiny ways, like how small details of a UI works or how group quests and party UIs will function. Our UX Director Ross (who designed our new website - PS were hiring!) will be a large part of our Multiplayer update next month to talk more about how well realize player experience and UI when we go online. We are making other progress here that is chiefly focused on fixing bugs, and most importantly reducing CPU costs for both our game servers, and your gameplay experience.
Characters
Weve completed the initial stages of migrating our character save system to the more robust service mentioned last month. This coming month well be digging into the fine details, such as ensuring our crafting and stash systems are as reliable as possible. This will involve things such as breaking down how often we save characters and world states, how to protect the integrity of characters, how to prevent items from disappearing or being duplicated, and much more. We want to catch as much of the easy-to-find issues here before we even release it to Community Testers, and make sure we can fix these kind of problems faster than anything else.
Deployment
Since our current deployment environment is fairly efficient, and weve had other priorities, we didnt place a huge emphasis on work here this month. We spent a bit of time targeting the specific improvements we need and were set to do some technical planning for this in January.
Users / Game Access
Last month we mentioned we were migrating our account system, and we have it functional internally now. We arent quite ready to roll it out to the public. The next month is focused on integrating this system with our website, and making sure we have the ability to observe important details that will allow us to fix account problems quickly when we see them. Unfortunately a number of players have run into login issues recently with our old system thats currently live, and you can see why were eager to finish our work here to make sure nobody experiences this issue again, or we can create better fixes faster.
Chat
Weve made massive progress here. We are happy with our new chat system and it will almost certainly be the one we release to 1.0. My update here is very boring, software development-related stuff; we are making a few minor refactors, and then planning a proper integration into our new backend systems. With this new chat system, were going to able to add a ton more moderation and Quality of Life features than ever before.
Login / Game Server / Matchmaking
We mentioned last month that we have successfully implemented our matchmaker. And even better news is that weve tested its scalability up to ~1million concurrent users making matchmaking requests! A new challenge ahead of us now is to build out more automated scale testing to try to ensure were also going to see those numbers in the game client itself; this tech will help us with every release we do and is something the other big Action RPGs give a lot of attention to.
Goals for January
Our main goals for January are very broad, but I can summarize some of my thoughts here:
Planning for Community Testing
Focus on all of the elements we need from every part of both the game, and the platform we are building, to ensure that we can best make use of Community Tester feedback for multiplayer. This means a large focus on our ability to observe the health of the online game, as well as our ability to quickly fix any problems we find. This also implies a lot of other things: fixing bugs, having 24/7 support where possible, planning for how to suddenly increase our multiplayer playerbase by a large amount, and more.
Growing the Multiplayer Team
Were growing our team to build Last Epoch Multiplayer, and as one might guess its important to plan how to do that so we dont slow down our ability to create work on the game.
Becoming Production Ready"
This is very much tied to planning for Community Testing but its worth breaking out on its own. As Ive mentioned in previous posts, a lot goes into making sure were a game company that can provide a great game service as well as a great game for years to come. Were making sure we continue to put a lot of attention and love into building the departments we dont already have that will help make this happen.
Monolith/Crafting Ready
Some of our final core systems to fully implement are our Monolith and Crafting systems. Our crafting system is heavily reliant on a lot of complex database work and character saving, so there will be a lot of debugging to perform here. The Monolith of Fate is relatively straightforward to implement at its baseline, but there will be a lot of multiplayer considerations we need to address before we release it to Community Testers.
Final Thoughts
While were hard at work on getting multiplayer ready next month, well change up this blog post a bit to allow our UX Director Ross to speak more to some of the ways were going to be improving Last Epoch to welcome a fully multiplayer experience. Happy Holidays and New Years to everybody, its been an exciting year for Last Epoch and Eleventh Hour Games and 2022 will be our biggest year yet. Like always, Ill be around to answer questions below. Thank you so much for reading, and see you next month!
[ 2021-12-31 12:50:33 CET ] [ Original post ]
Last Epoch
Eleventh Hour Games
Developer
Eleventh Hour Games
Publisher
2019-04-30
Release
Game News Posts:
429
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Mostly Positive
(90002 reviews)
Last Epoch combines time travel, exciting dungeon crawling, engrossing character customization and endless replayability to create an Action RPG for veterans and newcomers alike. Travel through the world of Eterra’s past and face dark empires, wrathful gods and untouched wilds – to find a way to save time itself from The Void.
Key Features
- 15 Mastery Classes
Begin your adventure as a base class which can then specialize into one of three Mastery Classes. When specializing into a certain Mastery you will be able to access new skills and specialize your playstyle! - Customize each skill
Every active skill has its own augment tree that can completely change how the skill functions. Transform your skeletons into archers, your lightning blast into chain lightning, or make your serpent strike summon snakes to fight alongside you! - Lose yourself in the item hunt
Fill your arsenal with magic items you craft to perfection, change the rules of your build with powerful unique and set items, and always have that next upgrade just on the horizon with Last Epoch's randomized loot system. - Explore a vast world throughout time
The world of Eterra is home to many factions and secrets. Travel to different points in time to change the world's fate, and fight to set it onto a new path. - Endless replayability
With a wealth of classes and skills to customize, deep game systems, randomized loot, and continuing development, Last Epoch is a game that will keep you coming back. - Easy to learn, hard to master
We're committed to making our gameplay approachable through breaking up the required learning and being transparent. At the same time, overcoming some of the most challenging content will require deep knowledge and pushing your build to its limits.
MINIMAL SETUP
- OS: Ubuntu 16.04
- Processor: Intel Core i5 2500 or AMD FX-4350Memory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: nVidia GTX 660ti or AMD R9 270 with 2+ GB of VRAMNetwork: Broadband Internet connection
- Storage: 20 GB available space
- OS: Ubuntu 18.04
- Processor: Intel Core i5 6500 or AMD Ryzen 3 1200Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: nVidia GTX 1060 or AMD RX 480 with 4+ GB of VRAMNetwork: Broadband Internet connection
- Storage: 20 GB available space
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