Posts by Mox

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Hey Blakey, it saddens me to hear that this issue is keeping you from playing the game but I do understand. It is an issue with how our engine handles resources and changes to them - we’ve identified a way to address this but it is not a small task. I’ve personally set out to find another developer resource to help us implement the solution. I’m hoping to have this implemented in the upcoming months.

Until then, many thanks for your early support and I hope the next time you boot up Epoch this is no longer a pain point.

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Hi Dark, thank you for your interest! As someone who loves boss farming, and did way too much of it in Diablo 2, I’d like to answer your question personally.

  1. We do aim to have boss fights have interesting and unique mechanics. That is not reflected extremely well in the current version of the game due to bandwidth being allocated elsewhere, though as you may have seen in our development forecast we have boss reworks slated.
  2. We will have enemy specific loot tables.
  3. We do intend to have content that is very hard that will require above average itemization, character building, and skill. We believe having a long term goal to defeat hard content is important to the game longevity and feel.
  4. If you like boss farming you will be able to adequately gear your character by doing so. High end Monolith content may have the ability to drop better loot more frequently in some cases of course.
  5. We plan to have different item drop modes that are selectable by the party leader. Some may be introduced b...
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Hey guys, we have this topic and forum thread slated for discussion in our next game design meeting. Thank you for the suggestion and providing the reasoning behind it!

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Hey Storm, the amount of effort you put into this suggestion doesn’t go unnoticed. I will make sure that I finish reading it along with our skill team.

Really enjoy the icons as well :smile:

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I already love this thread. :smile:

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He took the week off, related? :thinking: :smile:

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Hey guys, just want to let you know that this is circling around internally right now

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Hey guys, if you play our latest patch it would be very helpful to hear if or how the performance has changed. We’re trying to collect as much specific information on this as possible.

Things that are helpful to have reported are if the performance issues are general low fps, if there are certain areas or actions causing fps dips, or if there are other things causing it to seem like there is poor performance like a jitter somewhere.

Thank you guys sincerely for taking the time to report this stuff. It is very helpful :+1:

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This was definitely our most intensley debated system internally and I was afraid that we wouldn’t come to a conclusion that all parties agreed on before this. Very happy with the positive feedback we’ve received from this version of the passive system so far and with the improvements around the corner I’m confident we’ll have a system ARPGs players can pick up quickly, has depth and interesting choices, and allows for very distinct playstyles. Great writeup, Mike!

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Hi all, thank you for highlighting this issue. We’ll have an opportunity to dive into loading time optimizations here soon. The good and bad news here is that we haven’t yet had the bandwidth to dive in to this which means that there is likely plenty of quick wins to be had.

When our next patch launches, which is not far off, if any of you remember to come back around and let us know how this looks with the update in hand it would be helpful. I don’t expect that it will change much for 0.7.2 but having up-to-date data would be helpful.

Thanks again for taking the time to provide us reports.

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Thanks for this fantastic writeup @Orobyss. It has been linked internally and I am scheduling time for our story and world building crew to read over it today. Admittedly I’ve only made it half way through so far but agree with the vast majority of points you raise. Look forward to going over this with the team!

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@luke-dooly save a life

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Hey guys, we hear this request loud and clear. We’ll see what we can do :slight_smile:

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Hey @kenm130, thank you for the feedback! We will be improving controller support quite a bit from where it is now. This is the first iteration that we felt comfortable enough with to release to people who really want or need to play with a controller (I am one of them, actually!). I’ll link this feedback to Dario who’s working on controller support. Again, thank you for the suggestions.

Hey all, copied from another thread I just replied to:

We will be implementing a system to respec skill point in the very near future. You’ll be able to take points out of skill trees which will de-level them that many levels. This will require you to gain more experience to regain those levels back in the skill but will keep you from having to reset the entire skill down to level 0. Keep an eye out for patch notes!

Thank you for your feedback and we hope youre enjoying your time in Epoch :slight_smile:

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Hey @Masked_Baboon - the dev team definitely have our eyes on a number of zones and feel the same way at the moment. We’ll likely reduce the size of a few of them and/or increase mob density as that’s been a common suggestion. Thank you for the feedback

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@JustLoveHnS for one, I just want you to know that I’ve read this entire post and very much like the ideas that you’ve posted here. You clearly understand skill design for this type of game. I’ve shared this with our dev team and even though Black Hole may not be the first skill that we go back and readjust I’ve saved this to our skills document that we work out of for future reference. Thanks for taking the time to ideate and write this post :slight_smile:

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We’re definitely still watching :slight_smile:

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We will be implementing a system to respec skill point in the very near future. You’ll be able to take points out of skill trees which will de-level them that many levels. This will require you to gain more experience to regain those levels back in the skill but will keep you from having to reset the entire skill down to level 0. Keep an eye out for patch notes!

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Hey @mcmagic - load times are definitely top priority right now. There are a number of things we can do to optimize these and are currently in the process of doing so. Thank you for taking the time to report and provide a log :slight_smile: