You mean sold off because the developer's previous title sucked shit and didn't generate revenue forcing the studio to close and sell off IP assets, having a new asian developer take up the banner and continue work on it, publish and release it in asia with plans to launch in europe and north america as well?
Is that what you mean? Given that Torchlight generated far more revenue than Runic hoped for, I don't think that'll be a problem this time around.
Not sure how Mythos generated money either... it was kind of free to play.
Torchlight will be able to sell until Diablo 3 comes out. I simply don't see it being terribly worthwhile after that point. I just hope the moding is a little more refined in this version too. The modders were able to do quite a bit, but it wasn't terribly uncommon for me to read a thread on a mod and see that there were issues with the toolkit that caused problems.
Oh and just so you know I'm not a Torchlight-hatin' Troll, I actually own the game (and paid full price for it):
http://steamcommunity.com/id/aikouka/games/?tab=all
There is no release date more specific than 2011, but a safe bet would be to travel into the future, see when Diablo 3 is released, and then subtract two years from that date.
lol this is from the Ars blurb on it. made me LOL
http://arstechnica.com/gaming/news/2010/08/torchlight-2-trailer-gives-us-exactly-what-we-want.ars
So I started playing Torchlight a lot more recently, and some things I really hope they address in the sequel (some may be phased out by the differences between Torchlight and Torchlight 2):
It looks like the sequel is shaping up to literally be the equivalent of what Diablo II was to Diablo (open-world vs multi-level dungeon), which sounds great. I'm not sure if the new classes will be too good, as in Torchlight, I found fan-made classes to be quite a bit more fun than the originals. I'm actually playing an Assassin class from the Jarcho's Class Mod and I'm currently around level 74.
- Avoid worthless items: Too often do I get an item that is fantastic for a melee class, but completely ruined by silly things such as high requirements for certain stats. Such as an item that grants +# Strength yet requires 50 Magic.
- Enchanting is a PITA: I won't even get into the fact that you can lose all of your item's stats (or just be naughty like me and get a mod that removes that feature). Enchanting sometimes suffers from the problems above... they love to add worthless stats to you! The idea is to try to be random, but there are plenty of random stats to assign that are actually worthwhile to a character.
- Quest givers can be buggy: There seem to be two major issues. First is with the Ember Retrieval guy and how in the Shadow Vault, he will give you a quest to retrieve a piece of ember... 3 floors above where you currently are! This isn't the worst thing, but when the other two are giving you quests for the floor below you, this is just silly. It's also problematic that you can sell the quest item for Gar's quest, so you have to be a bit careful when shift-clicking
.
- Caster mobs are a bit OP: You know there may be a bit of a problem when you can run into a group of melee-oriented mobs (that are your level) and mow them all down without losing a discernible amount of HP, but a few casters can easily kill you in seconds. Even with high resistances and the Elemental Protection spell, those cat-like creature casters can just destroy me quicker than any mob in the game... including bosses!
- Identify scrolls: For the love of all that is holy, get rid of this! I don't think anyone enjoys identifying their gear!
Hopefully the sequel will also allow modders to do a bit more with the game. The biggest problem seems to be the mana constraint as classes that aren't really designed around mana (such as the aforementioned Assassin class... it's more like the Rogue in WoW with energy) try to make some wonky mechanic to make up for it.
EDIT:
I hope no one reads this post expecting me to have some new information on the sequel.
yeah, I paid $5 for Torchlight, and glad I didn't pay any more. it's fun and all, but after having played several of these games, and having played, and quickly become bored with Fate some years ago, I just quit at some point on Torchlight. these dungeon crawlers just don't bring anything new anymore, and become so damn repetitive so quickly.
the mods I've sued to make it far more playable for me:
--no breaking from enchanting
--potions stack at 99 (stacks of 15? really??)
--all magic items instantly ID'd upon drop.
seriously, there is absolutely no game value to the process of IDing things. the point of these games is loot, and to spend some 20% of your time going through your trash and IDing each individual item, buying more scrolls to do this one function, is such a massive loss in value.
Further, No need to ID = instant cash from scrolls and no need to carry around an ID spell.
win.
I hope no one reads this post expecting me to have some new information on the sequel.
You need to add the mods where it's all unique monsters and ALL magical drops![]()
I liked identifying items via the scroll. It was like unwrapping Christmas presents.
--no breaking from enchanting
--potions stack at 99 (stacks of 15? really??)
--all magic items instantly ID'd upon drop.
You need to add the mods where it's all unique monsters and ALL magical drops![]()
One assumption that I have is that with the introduction of multiplayer, modding will likely be limited, no? Especially if there is PvP, you can't allow people to bring tripped out spells and gear that provide ridiculous advantages that you simply can't counter.
I imagine that player-created classes would also be out, too, unless they go through extensive vetting (for balancing purposes) and are then made available through an in-game feature, rather than searched via unattached fan&mod portals.
I thought the multi-player was suppose to be free for those who purchase the original game ?
