Torchlight II, Spring 2011 - 8/19/2010, Multiplayer co-op trailer now up!

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ibex333

Diamond Member
Mar 26, 2005
4,094
123
106
STILL NO PvP!! :( How can I possibly pwn all you nOObs with my 1337 skillz and itemz if there is no PvP?!

(jk)

I loved the 1st Torchlight and looking forward to this one.
 

Liet

Golden Member
Jun 9, 2001
1,529
0
0
Awesome, I'll gladly by T2 on release day, provided it's reasonably priced ($30 or below). It's so refreshing to have an uncomplicated clickfest that's just good fun.

I hope there are a bajillion monster death animations.
 

Fullmetal Chocobo

Moderator<br>Distributed Computing
Moderator
May 13, 2003
13,704
7
81
Sweet. I will be picking this up regardless of the price. I enjoyed Torchlight like crazy.
 

MagickMan

Diamond Member
Aug 11, 2008
7,460
3
76
Can't wait to get this, I paid $10 for the first one and it was worth every penny.
 

erikistired

Diamond Member
Sep 27, 2000
9,739
0
0
i have many hundreds of hours invested in the first one, so i'll be getting this one too. and they are saying it will be priced the same as the first, which was 20 dollars well spent.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
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 :p.

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 :eek:):
http://steamcommunity.com/id/aikouka/games/?tab=all
 

SunnyD

Belgian Waffler
Jan 2, 2001
32,675
146
106
www.neftastic.com
Not sure how Mythos generated money either... it was kind of free to play :p.

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 :eek:):
http://steamcommunity.com/id/aikouka/games/?tab=all

Mythos was a beta. It wasn't (at that point) designed to be generating money yet. The only game Flagship had released at the time was Hellgate: London which was a rather miserable flop.
 

Wyndru

Diamond Member
Apr 9, 2009
7,318
4
76
Doubt it will hit $5 for a while if it's multiplayer and popular.

I'm still pissed that I was an early adopter on the original and paid $20 for a game worth $5.

;)
 

Gothgar

Lifer
Sep 1, 2004
13,429
1
0
First game was begging for multiplayer... its about time.

In fact, I wouldnt be surprised if this is basically the same exact game with multiplayer, lol
 

Spike

Diamond Member
Aug 27, 2001
6,770
1
81
oooooh, nice. Loved the first one, especially for the price. Co-op on this will be freaking great!
 
Jun 22, 2009
151
0
71
great
things are looking great
Risen 2 was announced
Diablo 3 should be in in the next couple years
Torchlight 2 should be a hit and I got my eyes on Dungeons and Dungeon Keeper 3
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
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):


  • 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 :p.
  • 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!
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.

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 :p.
 

zinfamous

No Lifer
Jul 12, 2006
111,944
31,471
146
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):


  • 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 :p.
  • 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!
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.

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 :p.

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&#37; 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.
 

Homerboy

Lifer
Mar 1, 2000
30,890
5,001
126
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.

You need to add the mods where it's all unique monsters and ALL magical drops :)
 

zinfamous

No Lifer
Jul 12, 2006
111,944
31,471
146
I hope no one reads this post expecting me to have some new information on the sequel :p.

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.
 

zinfamous

No Lifer
Jul 12, 2006
111,944
31,471
146
You need to add the mods where it's all unique monsters and ALL magical drops :)

yeah, I was thinkign about doing that, but I haven't really played in in many months. I got all modded out eventually, and, well, the game just became too cumbersome.

I'm such a loot whore, and while these games are designed to tug at our specific weakness as players, I find myself getting easily consumed and burdened by my hoarding to the point that I simply don't want to play anymore. haha.


Last time I was checking out mods, someone was testing this wicked looking robot tank character. They had animations and skill trees, just debugging at the time. I wonder if that was finished...and if it's any good?
:hmm:
 

SZLiao214

Diamond Member
Sep 9, 2003
3,270
2
81
All mind less games like these are better with coop. Gauntlet legends was the same way heh.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
I liked identifying items via the scroll. It was like unwrapping Christmas presents.

Identifying is not bad in itself, but having the carry the scrolls is not nice. I know, you'll say, "But there's an identify spell!" The problem is that any player that wishes to not die all the damn time has no room in their 4 slots to use those spells (town portal included). I'm using...


  • Dervish: +30% Attack Speed
  • Elemental Protection
  • Silence
  • Heal Self
I need Elemental Protection and Silence for fighting casters or I can take a massive amount of damage within seconds (and my class even has a 30% less damage taken talent). I have pretty good resistances already ( Poison = 247, Electric = 769, Fire = 532, Frost = 493). Dervish is nearly necessary because the class is so dependent on melee damage and given Torchlight's terrible implementation on Life Leech (flat amounts... seriously?), I need to attack as fast as possible.

The worst part is that I have some pretty sweet weapons but they're both slow speed :(. I like the name of my main-hand mace :biggrin:

http://i93.photobucket.com/albums/l51/shin_aikouka/Torchlight.jpg

--no breaking from enchanting
--potions stack at 99 (stacks of 15? really??)
--all magic items instantly ID'd upon drop.

I've got...


  • Enchant Never Wipe
  • Items Always Identified
  • Jarcho's Class Mod
  • Potions Stacksize (200 per stack)
  • Respec Mod
  • Starch the Monster Hunter (Adds a NPC that gives Shadow Vault quests)
The only problem with mods and Torchlight is that they don't always play nice. For example, I still have to identify some items because Jarcho's Class Mod overwrites some of the files for Items Always Identified. Using TorchLeech shows me the conflicts, but I can't do anything about them.

You need to add the mods where it's all unique monsters and ALL magical drops :)

Haha that would be fun, but maybe a little too much! :p

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 can definitely see some strict rules on modding in multi-player. It looks like the game is co-op only, so it probably won't be like Diablo II with the different Battle.Net servers, so I don't think World PVP will be an issue. But multiple people will definitely need to have the same mods, so they may need to program in "mod disable/enable" and "mod sharing" so users can choose what to use and what not to. The only problem is that you'd have to be wary to use that character with any other mods.
 

you2

Diamond Member
Apr 2, 2002
7,070
2,122
136
I thought the multi-player was suppose to be free for those who purchase the original game ?
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
I thought the multi-player was suppose to be free for those who purchase the original game ?

Torchlight 2 is a completely separate game. I honestly don't think it'd be feasible for them to simply add it into Torchlight... it'd probably be such a massive undertaking that they'd be better off writing a new game, which is what they did ;).