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#1081 | |
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Broad Band
Join Date: May 2005
Posts: 159
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Quote:
Multiplayer is non-trivial to add, and would easily have doubled the development period, and more than doubled the cost - probably tripled, I'm speculating. Add to that the fact that for it to be successful ( and not massively hacked ), we'd have to host a centralized server system (which would have to be free to players, and at a very expensive cost to us ), and it just wasn't something we could afford to do out of the gate. So we took a look at what we COULD get done with the time we had, and said 'well, how can we make this worth people's consideration? 20 bucks - and moddability'. Now, you can also say at this point - well, why make an ARPG at all? If you can't do multiplayer out of the gate, what's the point?' For us, it had to lead into the next project - we couldn't afford to spend a year making a game and throwing it away - it had to contribute to the next thing in a meaningful way. So far, the response has been great, and it seems to have worked. We all would have loved to have done multiplayer right away, but pragmatism and a desire to survive in the wake of Flagship's VERY publicized and painful meltdown really made the decision fairly easy. And post-release, I think it was the RIGHT decision. |
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#1082 |
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Spinning Toe
Join Date: Jul 2008
Location: Columbia, MO
Posts: 594
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Something like Angband's user-configurable per-item squelching would be cool.
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#1083 | |
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Spinning Toe
Join Date: Jul 2008
Location: Columbia, MO
Posts: 594
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#1084 | |
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Neo Acoustic
Join Date: Oct 2006
Posts: 1,681
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Of course, this needs to be followed with easy looting. I don't need to click everywhere. Just give me a vacuum key. |
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#1085 | |
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Social Worker
Join Date: Dec 2003
Location: Lakewood, NJ
Posts: 4,837
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Quote:
So do you guys know how the game has sold so far? On the day of release, roughly a third of my friends on Steam bought it, which is pretty impressive! Granted, most of my friends on Steam are from Qt3. But still.... |
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#1086 |
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Hustle
Join Date: Jan 2008
Location: Chicago
Posts: 375
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Despite my (really, really strong) desire to play Torchlight with my friends, the single player only decision does make sense. Clearly, focusing on gameplay systems and polish with no need to worry about multiplayer scaling and net code has paid off. I've found that the level of polish in a game is really important to me, and can be the difference between a game I obsess over and one I put down early. Polish is thrilling.
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#1087 |
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Spinning Toe
Join Date: Jun 2003
Location: Third cornfield on the left, past the ducks.
Posts: 788
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Great game, and all the more amazing when you find out how quickly it was put together; kudos to all who worked on it.
I know some people in this thread have had characters deleted, and I had a very strange variant on this happen. I was playing a level 8 Vanquisher, and when she killed a yellow unique, she suddenly gained three (3) levels. When I logged her out, it turned out that I now had two Vanquishers with the same name. One of them was level 7, the same level that she was then I had started that session. The other one was level 11, thanks to the bizarre 3-level jump. And my level 11 Alchemist, who I hadn't been playing at all, was now gone. Soooooooo that's pretty strange. Was my Vanquisher cloned and the Alchemist deleted in two separate and unrelated bugs, or did my Alchemist become transmuted into a Vanquisher? I had already decided to keep playing the Vanquisher instead of the Alchemist anyway, and level 11 is no big deal, but it certainly makes me worried about the endgame. I've started backing up the save files just to be sure. |
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#1088 |
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Good Shape
Join Date: Sep 2008
Location: Western MA
Posts: 58
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maybe...
You may be right, but I'm not so sure. The game's cheap and easy to mod. I suspect this game will be around for years to come despite the lack of multiplayer, and periodically this thread or some successor will pop up when a cool new mod gets released.
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#1089 |
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Mad Chester
Join Date: May 2008
Location: Cleveland
Posts: 1,179
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And yes, Runic, not Relic. Similar names and I was half asleep. So sue me :P
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#1090 |
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How To Go
Join Date: Jun 2002
Location: Aurora
Posts: 12,768
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Also, a multiplayer game being played for a long time incurs costs to the developer (for server hosting) but not necessarily revenue. Unless it's an MMO subscription model, and do you really want that?
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#1091 | ||
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Social Worker
Join Date: Mar 2003
Location: I love this thread so much
Posts: 3,895
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Quote:
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D2 is an aberration -- not many 8 year old games are still being played today, period. And I'm thinking design has something to do with it, yes? Nobody is playing TQ or Sacred 2 multi. Of course, neither one has an 11-year-old multiplayer infrastructure (Battle.net) behind it either. So maybe it's safer to say that multiplayer games with big, expensive server infrastructure backing last a very long time. Who knows. I'm not sure where your sense of multiplayer entitlement comes from with a game that was advertised day one not to have MP. :/ |
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#1092 |
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New Romantic
Join Date: May 2008
Posts: 9,762
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Travis, your story makes a lot of sense, which makes me wonder why you'd bother with an MMO for your next game!
Or am I understanding it wrong and it's really more like a multiplayer action RPG than a standard MMO? |
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#1093 | |
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New Romantic
Join Date: Aug 2003
Posts: 8,208
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Quote:
The reason I played D2 as long as I did (and still consider going back) had tons more to do with the deep item/skill tree combos and how they radically changed the gameplay depending on what class/build I took, as well as some fairly massive patches that really changed things up yet again at strategic times. Seems like the modability here would allow for similar setups. On an entirely seperate note, I've been playing a vanquisher on hard on my laptop after doing an alchemist on normal on my desktop for a while. I noticed today when I got to the storyline event on level 4 involving Brink that it was much harder to kill the evil guy on the vanquisher. I was using the electric trap (since the flame trap sucks on bigger monsters with all the glancing blows) and a standard, store-bought grey bow, and it took forever kiting him around. Was this luck/equipment (and not having had a better ranged weapon drop) or am I missing something? It seems like the damage from the electric trap with 2 points in it is a joke, but I can't be far off in my setup with a couple points in an electric trap, one in fire trap, and one each in the ranged weapon requirements/crit chance talents at level 5, can I? Is it the vanquisher that's harder or is it just that normal -> hard is that different? |
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#1094 |
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New Romantic
Join Date: Aug 2003
Posts: 8,208
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I thought the idea was Torchlight as a free-to-play MMO with a microtransaction support model. Which would seem to me like a natural evolution from Torchlight as a single player game (though I'm worried about the microtransaction MMO model since all I can conceive of is XBox Live Arcade style "A Unique Ring has just dropped. Would you like to A) Buy 150 torchlight points to loot it as is or B) Loot it as a rare ring instead?")
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#1095 | |
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Spinning Toe
Join Date: Jul 2008
Location: Columbia, MO
Posts: 594
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#1096 | |
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Broad Band
Join Date: May 2008
Posts: 229
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#1097 |
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World's End Supernova
Join Date: Jun 2002
Location: In my head and it is pretty filthy in here.
Posts: 15,340
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#1098 | |
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Hustle
Join Date: Sep 2004
Location: Netherlands
Posts: 425
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#1099 |
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Social Worker
Join Date: Mar 2003
Location: I love this thread so much
Posts: 3,895
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It doesn't help that this particular opponent (probably SPOILED already, but I'll be circumspect) is far easier for melee pounding, since said Foozle doesn't fire off ranged spells (and no iceberg storms) when you're pounding him. Poor vanqs and alchys have to kite the guy and suffer all those long-range spell effects.
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#1100 | |
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New Romantic
Join Date: Jul 2002
Location: Baltimore, Maryland Gamertag: Baron Calamity
Posts: 9,962
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Quote:
Plus, Torchlight is extremely giftable at that price. I'm giving copies to bough my sons and a couple of my friends. |
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#1101 |
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Social Worker
Join Date: Dec 2008
Location: Fremont, CA ----PSN: miyamotofreak ----Steam: nawid_a----
Posts: 2,069
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I like that this is single player only.
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#1102 |
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New Romantic
Join Date: May 2008
Posts: 9,762
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#1103 |
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New Romantic
Join Date: Mar 2006
Location: Edmonton
Posts: 5,838
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I gifted two copies.
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#1104 |
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New Romantic
Join Date: Mar 2006
Location: Edmonton
Posts: 5,838
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Last edited by rei; 11-04-2009 at 10:29 PM.. |
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#1105 | |
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How To Go
Join Date: May 2003
Location: Michigan, USA Gamertag: Talisker 18
Posts: 10,647
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Big patch coming in a day or two (hopefully):
Quote:
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#1106 | |
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Social Worker
Join Date: Apr 2009
Location: Pacific Northwest XBL & Steam: kerzain
Posts: 4,622
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Quote:
I bought the game after enjoying the demo and it has been monopolizing my time. |
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#1107 |
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Broad Band
Join Date: Jul 2008
Location: Bellevue, WA Gamertag:Douglas on Live PSN: nekura Steam: nekurareikon
Posts: 237
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I have to take back what I said about buying this game only to support the MMO version since I'm not really a single-player click-and-kill kind of guy. I planned to play Torchlight for an hour tonight before jumping back into Dragon Age; I actually ended up playing for the rest of the night and I'm addicted like crazy. If I wasn't working on an important project at work I'd pull a QT3, but that would not be wise for me to do for the next seven business days.
I have to second the suggestion for a pet window, and buffs being permanent and merely reserving a portion of your mana pool as opposed to having to recast every 20 seconds or whatever. I'm not sure if these changes would be too big to add into this game, but something to consider for the future! As a split keyboard user I'm having a heck of a time trying to keep up maintaining things in this game. |
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#1108 | ||
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Spinning Toe
Join Date: Jun 2005
Posts: 858
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Quote:
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#1109 |
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Broad Band
Join Date: May 2009
Location: Frankfurt, Germany
Posts: 162
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QFT! Id rather have them expand the SP experience then do the MMO dance which is flooded and I am not interested anymore. Too bad. I wish them the best of luck though! Hopefully the Modtools will have the modders working on expansions soon. Great Runic took the time to give them to the players.
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#1110 |
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New Romantic
Join Date: Feb 2003
Location: Palo Alto, CA
Posts: 5,715
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What is the thinking behind requiring a click for every shot? Particularly with the enemies as hyperactive as they are in this game, it's really annoying (like Carpal Tunnel annoying) to have to speed-click constantly. Please let me hold the button down.
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Torchlight : Mythos-reborn
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