Title: Torchlight (The mmo version) Post by: Mrbloodworth on November 04, 2009, 06:57:29 AM Torchlight: Discussing the Torchlight MMO (http://www.mmorpg.com/gamelist.cfm/game/432/feature/3692/page/1)
Quote Torchlight is a single-player Action-RPG game and the first offering of indie studio Runic Games founded by Max Schaefer and Travis Baldree. Do those guys sound familiar? Only if you played Mythos and Hellgate: London or knew about Blizzard North. Both were part of (now closed) Flagship Studios. These are the gentlemen with Diablo/Diablo II / Fate Action-RPG and Hellgate: London / Mythos MMOGs under their belt. Within months of Flagship Studios going down, we received news of Runic Games opening and a new Fate-like, Diablo-esque Action-RPG in the works with plans for taking it to MMOG. Torchlight looked and played well in demos at conventions. It was easy to get into, with a simple interface, good sound and music, and good looking. Released on October 27th, it has received acclaim from many critics and I was curious to know how a game like Torchlight would be developed into an MMOG. advertisement Runic Games President and Torchlight Lead Designer Travis Baldree, Art Director Jason Beck and Zombie Pyrotechnician (no kidding) John Dunbar, a Producer type talked about their plans, their aspirations and their hopes for what we dubbed “Torchlight, the MMO” over the conference table. “We hope to create a game that plays like Torchlight single-player in an MMO environment,” said Travis. “Quick gameplay and highly soloable,” tossed in John. “But with party support skills,” added Jason. Soon, it was evident that all three were on the same page as they continued to speak of their plans, often ending each others sentences, adding to what each described. There will of course be more classes. More customization, an expanded “wardrobing” system. Party support skills will be AE more likely than single target. “We want to preserve the gameplay style. The look and feel of the Torchlight world,” said Jason, “And we’re keeping the pets,” added Travis. A nod to Fate, revealed by Travis, a feature that not many knew about. In Fate, you could actually teach your pet spells by feeding them the spells. It would randomly use them and then forget them. In Torchlight, your pet can be taught two spells which it uses at random. It also has inventory space, picks up your treasures and takes a jaunt to town to sell them for you. “Will it do that in the MMO?” “Maaaaybe…” Travis responded, reminding me that although there are plans, ideas and aspirations, none are carved in stone. “I’ll make sure it still can summon zombie skeletons!” quipped John. “With fireballs?” “With fireballs,” he agreed with a grin. Torchlight is short on backstory and long on game-play. The town of Torchlight is like a wild-west border town and a precious magical material, Ember has been found in the mines and so it goes, giving you a reason to go into the mines to fight monsters, pick up precious Ember and other kewl lewt that just happens to drop off the monsters that live in there, never mind where that spider kept the honking big sword. There will be PvP in “Torchlight, The MMO” and they hope recreate the “wild-west” PvP feel in Mythos as well as the Karma system. It will be fast enough so as not to be intimidating. Half hour fights aren’t planned. Quick, accessible, duels and team based PvP features are planned, and Region based territorial control hoped for. “Competitive PvE too,” said John, “would be nice. Dungeon diving contests. Most points, most loot, that sort of thing.” The world will be a mix of persistent elements and instanced elements. The open world, the towns and some of the dungeons will be shared, others will be instanced. Runic has a system to generate random dungeons and quests by putting different pieces together. Just like Diablo did with random maps and Torchlight currently does with random dungeons. It’s a feature that keeps the game fresh as you enter what’s seemingly the same dungeon again and again. Apart from the overarching storyline quests, random quests will also be available. Visiting NPC A standing in front of the mouth of the cave will yield a “Kill X number of Y monsters and bring me the head/toe/hand of boss Z for XP, gold and random reward.” We talked about character development, including Crafting which will be skill-tree based. The team drew on the best of Mythos and what they would bring into “Torchlight, The MMO” from it. One of them was the idea of skill sub-sets; the ability to improve sub-sets of a skill. Another was the achievement system – the idea of equipable perks which gave stat boots. “The plan really, is to take Torchlight as it is, get it to multi-player and balance for PvP as soon as possible,” said Travis. “From there, we expand the world, add new classes, get it to an Alpha state, start testing and iterate from there.” “Not just a generic fantasy world, but our own version, our own style,” said Jason who liked that fact that the look and art style of Torchlight could not be simply categorized. “We’ve made a much richer world than a generic fantasy land. Yes, we have heard it called a fantasy/steampunk/pixar mash-up.” With a pinch of luck, it will soon be called the Torchlight style. Launch of the MMO is still about two years off and at this time, their first patch for Torchlight the single player game is coming up. Player modding tools are about to be released and it’s full-steam ahead for the MMO. Torchlight is available via download only. At a price-point of $19.95, it has been a “I’ll try it” among my gaming buddies and a couple of programmer friends are already drooling at the prospect of the Modding tools. As for me, I played Diablo II and am loving my doggie pet Phydeaux in Torchlight. There are no plans at this time to bring a multi-player aspect to the current Torchlight game, but who knows what developments will come in the future as Runic preps the game for the MMO? Title: Re: Torchlight (The mmo version) Post by: Malakili on November 04, 2009, 09:24:35 AM I'm actually looking forward to this. I don't know how many people played Mythos here, but it was really great fun. It played a lot like Torchlight plays (for obvious reasons). It really was an ARPG mmo with all the trappings you would expect. Its a shame it never got off the ground, but frankly, I'm happier to see Runic running this than Flagship anyway, cause Flagship didn't seem to have a lick of business sense, and Runic seems to have plenty of it.
Its going to be Free to play with micro transactions. That used to be a pay model that turned me off games, but frankly I just don't care anymore. If they game is fun, I'll play it, and spend cash on the things I want. Hopefully they can bring back the magic they had going with Mythos. Title: Re: Torchlight (The mmo version) Post by: Sjofn on November 04, 2009, 05:44:25 PM I just ... I guess I just don't see why they feel the need to make an MMO out of Torchlight. While the single player game screeeeeams for multiplayer, it doesn't really cry out to be MMO'd.
But if it means I can play a lady alchemist, I guess I can allow it. :awesome_for_real: Title: Re: Torchlight (The mmo version) Post by: Lantyssa on November 04, 2009, 05:51:52 PM But if it means I can play a lady alchemist, with pants, I guess I can allow it. :awesome_for_real: Tweaked it for you.Title: Re: Torchlight (The mmo version) Post by: Merusk on November 04, 2009, 05:54:16 PM Maybe they mean "MMO" in the same sense that Guild Wars is an MMO. The game's fun.. tons of fun (Which surprises me because I usually hate Diablo Clones) but I can't see it being your traditional "one world, many players" MMO.
Title: Re: Torchlight (The mmo version) Post by: Mrbloodworth on November 04, 2009, 06:01:00 PM Bet its just like dungeon runners.
Title: Re: Torchlight (The mmo version) Post by: Ingmar on November 04, 2009, 06:18:19 PM Did Dungeon Runners have a shared overworld?
Title: Re: Torchlight (The mmo version) Post by: Mrbloodworth on November 04, 2009, 06:22:06 PM Town hub(s).
Title: Re: Torchlight (The mmo version) Post by: Ingmar on November 04, 2009, 06:28:29 PM It sounds like this will have a bit more than that - the implication is you can run around wherever outside, together, a la a more traditional MMO. But it's precious few details to go on at this point I guess.
Title: Re: Torchlight (The mmo version) Post by: Sjofn on November 04, 2009, 06:39:56 PM But if it means I can play a lady alchemist, with pants, I guess I can allow it. :awesome_for_real: Tweaked it for you.Goodness, how could I have forgotten pants? :heart: Title: Re: Torchlight (The mmo version) Post by: Malakili on November 04, 2009, 06:59:34 PM For a long time Mythos was only shared towns with dungeons that were instanced. I think this might be dungeon runners style (but I never played that). However, after a LOT of playerbase feedback asking for an "Overworld" they eventually added in larger shared non instanced world from which countless dungeons spawned off of. Generally outside every dungeon there would be a vendor, and a guy that could send you back to the deepest level of that dungeon you had been to. Then the whole thing went belly up when Hellgate: London folded, and Flagship had put up all their assets for a loan at some point, so there it all went.
It is sort of hard to explain, cause you would think the genre really doesn't "need" a traditional MMO structure. And it probably doesn't "need" it. But damn, it was fun. Title: Re: Torchlight (The mmo version) Post by: Tannhauser on November 05, 2009, 03:35:54 AM Very much looking forward to this! But I hope they put a few static dungeons in. I really liked UO because they had/have these permanent dungeons where you knew what was around the corner. You knew where the lich was etc. Maybe that's a throwback idea but it makes the world more real to me.
Title: Re: Torchlight (The mmo version) Post by: Draegan on November 05, 2009, 08:28:01 AM Mythos was great, but their classes were terrible.
Title: Re: Torchlight (The mmo version) Post by: Teleku on November 05, 2009, 09:02:07 AM Very much looking forward to this! But I hope they put a few static dungeons in. I really liked UO because they had/have these permanent dungeons where you knew what was around the corner. You knew where the lich was etc. Maybe that's a throwback idea but it makes the world more real to me. How is it more real to have the same lich you've already killed appear in the same dungeon in the same place every time you walk back into it? :why_so_serious:Title: Re: Torchlight (The mmo version) Post by: Malakili on November 05, 2009, 09:04:11 AM Mythos was great, but their classes were terrible. I liked them conceptually, but the balance was pretty bad. Title: Re: Torchlight (The mmo version) Post by: Yegolev on November 05, 2009, 10:20:18 AM Initially, Mythos was like Dungeon Runners, or maybe DR was like Mythos, but at the end they added the overworld. I had mixed feelings about that, preferring the instance-dungeon-with-minimal-travel gameplay. On the other hand, I did enjoy exploring the overworld. No matter, this will be a day-one purchase for me.
Title: Re: Torchlight (The mmo version) Post by: Malakili on November 05, 2009, 11:49:17 AM No matter, this will be a day-one Fixed. Just want to pre-empt confusion about the price structure. Free to play with micros. Title: Re: Torchlight (The mmo version) Post by: Tannhauser on November 05, 2009, 03:34:44 PM Very much looking forward to this! But I hope they put a few static dungeons in. I really liked UO because they had/have these permanent dungeons where you knew what was around the corner. You knew where the lich was etc. Maybe that's a throwback idea but it makes the world more real to me. How is it more real to have the same lich you've already killed appear in the same dungeon in the same place every time you walk back into it? :why_so_serious:It's more real because it makes the world feel more static in a world of random dungeons. Yeah I know it's kinda weird. Title: Re: Torchlight (The mmo version) Post by: Malakili on July 03, 2010, 05:24:49 PM Quote The team behind the fantastic action-RPG Torchlight are making an MMO, an MMO that will be free-to-play, but supported by microtransactions. Although little’s known about the MMO, the Torchlight team talk about their plans in the new issue of PC Gamer, on-sale in the UK on Thursday. In the mag, they reveal that they’re aiming for an MMO that feels like a single player game, and it’ll retain the same fast action. Their president Travis Baldree also shows he has a traditional PC gamer attitude towards microtransactions. Baldree says, “our vision is to have an MMO that plays as close to single player as we can get it. It will have the same focus on relatively fast action: carving your way through hordes of monsters with a large number of hugely devastating skills. The game has to be solo-able, but players will have to have skills that make them useful in a party and make them work together.” Travis also says that even though the Torchlight MMO business model will be based around microstransactions, he won’t be buying any items. “I will never, ever buy a microtransaction item,” he states. “I’m that kind of player. And the game has to be enjoyable for me, too. We don’t want our monetisation stuff to offer ways to skip the game because the game is boring.” Many more details in the new issue of PC Gamer UK – on-sale on Thursday.\ http://www.pcgamer.com/2010/06/29/torchlight-mmo-details-in-the-new-pc-gamer/ Sounds similar to how Mythos was shaping up. Hopefully this'll live up to the single player version. Title: Re: Torchlight (The mmo version) Post by: Paelos on July 07, 2010, 08:32:50 AM If they do the game as various instances with a chat lobby / trading system / player housing, they will be just fine and I will support their product.
Title: Re: Torchlight (The mmo version) Post by: Modern Angel on July 07, 2010, 08:38:37 AM It being just like Mythos would be more than fine. The real tragedy of Flagship folding was Mythos, not Hellgate.
Title: Re: Torchlight (The mmo version) Post by: Malakili on July 07, 2010, 08:46:09 AM It being just like Mythos would be more than fine. The real tragedy of Flagship folding was Mythos, not Hellgate. So true, it was the superior game. Luckily Torchlight has taken up the mantle nicely so far. Title: Re: Torchlight (The mmo version) Post by: Ratman_tf on July 07, 2010, 09:32:55 AM If this is just the missing multiplayer component, I won't bark too much. But really, Torchlight 2 is all I want. I realize I'm in a vocal minority, but fuck multiplayer. And fuck MMOing it right in the ear.
Title: Re: Torchlight (The mmo version) Post by: Malakili on July 07, 2010, 09:39:58 AM If this is just the missing multiplayer component, I won't bark too much. But really, Torchlight 2 is all I want. I realize I'm in a vocal minority, but fuck multiplayer. And fuck MMOing it right in the ear. Did you play Mythos at all? It was really excellent. Title: Re: Torchlight (The mmo version) Post by: Ratman_tf on July 07, 2010, 10:28:18 AM If this is just the missing multiplayer component, I won't bark too much. But really, Torchlight 2 is all I want. I realize I'm in a vocal minority, but fuck multiplayer. And fuck MMOing it right in the ear. Did you play Mythos at all? It was really excellent. I think I played it for a little bit, but I honestley don't remember. Title: Re: Torchlight (The mmo version) Post by: Typhon on July 07, 2010, 12:02:39 PM If this is just the missing multiplayer component, I won't bark too much. But really, Torchlight 2 is all I want. I realize I'm in a vocal minority, but fuck multiplayer. And fuck MMOing it right in the ear. A Torchlight that is playable with a small squad and has access to an auction house. That's what I want. MMO? Who cares? I played DAOC, I know first-hand that "MMO" doesn't mean what people think it means. MMO = lag. MMO = barrens chat. MMO means that your contribution to a battle means both jack and squat. I just want MO - multiplayer online. Massive brings nothing that I like. Title: Re: Torchlight (The mmo version) Post by: Malakili on July 07, 2010, 12:38:31 PM If this is just the missing multiplayer component, I won't bark too much. But really, Torchlight 2 is all I want. I realize I'm in a vocal minority, but fuck multiplayer. And fuck MMOing it right in the ear. A Torchlight that is playable with a small squad and has access to an auction house. That's what I want. MMO? Who cares? I played DAOC, I know first-hand that "MMO" doesn't mean what people think it means. MMO = lag. MMO = barrens chat. MMO means that your contribution to a battle means both jack and squat. I just want MO - multiplayer online. Massive brings nothing that I like. Well, thats more or less what you'll get with this, I suspect, if it is like Mythos. Mostly instanced except for towns, group up for added fun, mostly soloable. Kind of funny that this is exactly the kind of thing I would HATE in most other things labeling themselves an MMO, but this is an ARPG, and for some reason thats enough of a difference for me. Title: Re: Torchlight (The mmo version) Post by: Nija on July 07, 2010, 01:21:40 PM When they say MMO, my guess is that it's obviously going to be like Mythos right before the plug was pulled. It was leaning towards a cross between Anarchy Online and graphical version of battle.net. You'll have shared towns and some overland maps that are also shared before you go into instanced dungeons and that sort of thing.
It'll be as massive as you want to make it. Friends list it up and play with a couple other people or be a 39 year old 300 lbs female social butterfly/guild destroyer. Title: Re: Torchlight (The mmo version) Post by: Fordel on July 07, 2010, 03:27:34 PM Free to play Multiplayer Torchlight, I could see myself screwing around with that for awhile.
Title: Re: Torchlight (The mmo version) Post by: Signe on July 07, 2010, 03:32:03 PM Free to play Multiplayer Torchlight, I could see myself screwing around with that for awhile. Me, too. I certainly had good fun with Mythos, even all by myself. It was a really, really good time waster when I was doing laundry or waiting for the oven time to ding. Title: Re: Torchlight (The mmo version) Post by: Malakili on July 15, 2010, 03:35:10 PM http://www.pcgamer.com/2010/07/08/light-from-the-darkness-the-making-of-torchlight/
Longer article that was referenced in my previous link. 1/2 Post Mortem on Torchlight, 1/2 info about the upcoming MMO version, though most of it is vague. Title: Re: Torchlight (The mmo version) Post by: Ratman_tf on July 15, 2010, 03:47:05 PM http://www.pcgamer.com/2010/07/08/light-from-the-darkness-the-making-of-torchlight/ Longer article that was referenced in my previous link. 1/2 Post Mortem on Torchlight, 1/2 info about the upcoming MMO version, though most of it is vague. Vague, but promising. Title: Re: Torchlight (The mmo version) Post by: Count Nerfedalot on July 15, 2010, 04:29:42 PM I like the sound of it so far, but there was one quote that really worries me:
<quote> “I think our overall business philosophy is that we just want to have the widest base possible,” says Erich. “We want as many free players as possible. We’ll worry about converting a few into payers as a secondary thought.” </quote> Doesn't that pretty much sum up the business philosophy that sank Flagship Studios? Build it now and figure out how to make money on it later? Title: Re: Torchlight (The mmo version) Post by: Malakili on July 15, 2010, 05:00:43 PM I like the sound of it so far, but there was one quote that really worries me: <quote> “I think our overall business philosophy is that we just want to have the widest base possible,” says Erich. “We want as many free players as possible. We’ll worry about converting a few into payers as a secondary thought.” </quote> Doesn't that pretty much sum up the business philosophy that sank Flagship Studios? Build it now and figure out how to make money on it later? I hope they don't just assume that free players will pay as a matter of course if they like the game. I mean, if I'm enjoying the game I might buy a new outfit or something for my character every so often, but I won't if its more than a couple bucks, a couple bucks every once in a while isn't going to make them the monies. Frankly, I just wish they'd figure out what the need the average monthly bill to be and just charge that per month. Title: Re: Torchlight (The mmo version) Post by: Stabs on July 15, 2010, 05:22:22 PM My impression from DDO's f2p system was that a great deal of research, thought and marketing expertise went into crafting it. It wasn't simply tacked on. I believe one of their executives said it took two years to plan. It's very good at breaking down certain significant barrier moments to paying.
- free Turbine Points as you play breaks down the barrier to using the shop. Everyone uses the shop to at least spend the free points. - big upgrade to your account first time you spend cash. Any amount, the minimum is $6 or so, upgrades you to Premium which is much better. - continually changing list of discounted items. Even when I had no intention of spending anything I had to look just in case there was a huge discount on something I wanted. - very regular content updates some of which is free. So if you had hit the paywall and got bored you could come back to try out new free dungeons. - forum support without giving non-payers the ability to spam every board. The free players forum is very helpful and the elder community really works hard to help new people get started. You can't get all that right if your cash shop is an afterthought. Of course the opposite is also terrible: over-design of monetising features. No one wants to feel they put this cliff in to get you to buy the levitation potion from the cash shop. Title: Re: Torchlight (The mmo version) Post by: Malakili on July 15, 2010, 05:37:37 PM My impression from DDO's f2p system was that a great deal of research, thought and marketing expertise went into crafting it. It wasn't simply tacked on. I believe one of their executives said it took two years to plan. It's very good at breaking down certain significant barrier moments to paying. - free Turbine Points as you play breaks down the barrier to using the shop. Everyone uses the shop to at least spend the free points. - big upgrade to your account first time you spend cash. Any amount, the minimum is $6 or so, upgrades you to Premium which is much better. - continually changing list of discounted items. Even when I had no intention of spending anything I had to look just in case there was a huge discount on something I wanted. - very regular content updates some of which is free. So if you had hit the paywall and got bored you could come back to try out new free dungeons. - forum support without giving non-payers the ability to spam every board. The free players forum is very helpful and the elder community really works hard to help new people get started. You can't get all that right if your cash shop is an afterthought. Of course the opposite is also terrible: over-design of monetising features. No one wants to feel they put this cliff in to get you to buy the levitation potion from the cash shop. Yeah, the premium idea (6 bucks or whatever), is interesting, as is the idea of earning some points through just playing. The idea of a recurring 5-6 bucks a month charge that just gives me some nice little bonus, and a pool of shop points is a LOT more enticing than hemming and hawing over whether or not I want to buy this or that item. Probably totally psychological, cause I could just as easily spent 5 bucks on points on the first of every month and then treat it the same way, but it doesn't FEEL the same. I think my brain is broken. :uhrr: Title: Re: Torchlight (The mmo version) Post by: Count Nerfedalot on July 15, 2010, 08:26:20 PM You can't get all that right if your cash shop is an afterthought. Of course the opposite is also terrible: over-design of monetising features. No one wants to feel they put this cliff in to get you to buy the levitation potion from the cash shop. The latter would be the Allods model. I sure hope the Torchlight guys busy doing the research to get it right this time. Frankly, for me and my wife and a few friends anyway, Torchlight 1.0 with the ability to play multiplayer up to 4 or 5 people on locally hosted machines with a battlenet style lobby would be just fine. Charge a couple bucks a month to pay for the lobby and they could probably approach Diablo 1 success, without the money-sink of free battlenet. Did Blizzard lose truckloads of money with that model or something? I don't get the reluctance of the industry to make money by selling games, and let people play together with friends of their own choosing and just charge them enough to cover the costs of the matchmaking services. Seems a lot more clear-cut than these elaborate f2p models they keep jiggering up. Title: Re: Torchlight (The mmo version) Post by: Stabs on July 15, 2010, 11:34:56 PM Well the cash per player with the MMO model blows the older pricing model out of the water. I spent over $1000 on WoW. I spent $50+$50 on Diablo 2. I spent even less on Diablo 1 as I picked it up second hand.
And DDO has shown that a good game that generates enough traction gets the spend per player in a F2P MMO up to levels comparable with a sub-based MMO. Nobody who could release something as a "MMO" is going to want to use the old model (except ArenaNet). Title: Re: Torchlight (The mmo version) Post by: Malakili on July 16, 2010, 03:24:29 AM Well the cash per player with the MMO model blows the older pricing model out of the water. I spent over $1000 on WoW. I spent $50+$50 on Diablo 2. I spent even less on Diablo 1 as I picked it up second hand. And DDO has shown that a good game that generates enough traction gets the spend per player in a F2P MMO up to levels comparable with a sub-based MMO. Nobody who could release something as a "MMO" is going to want to use the old model (except ArenaNet). The free to play model seems to be about ease of entry, since you don't need to have anyone shell out 50 bucks to get into the game in the first place, but if that is really a concern I'd say just let people download and play their first month free, then charge monthly like a normal MMO. There is actually an argument over on the Torchlight forums (sort of), about whether free to play or monthly fee to play is better, and I've been arguing that I'd much prefer to just pay monthly, but there are some vocal proponents who feel that a monthly fee "pressures me into playing 24/7 to get my money's worth because if someone else is playing more than them they are getting more for their 15 bucks than I am." Thats a paraphrase, but its the gist of it. I told them they are batshit crazy for thinking that way and all that should matter is whether or not they think they think their 15 bucks would be better spent on something else, but what do I know? :oh_i_see: Title: Re: Torchlight (The mmo version) Post by: Tebonas on July 16, 2010, 04:12:10 AM I can understand that sentiment, I always feel like I don't get my months worth of money if I play something else instead during the rare times I am subscribed to a MMO. I don't give a fuck how much others are playing, its just that nagging feeling that I'm wasting money. Its quite irrational, and thus not easy to understand for a sane person. :why_so_serious:
Title: Re: Torchlight (The mmo version) Post by: Malakili on July 16, 2010, 04:20:14 AM I can understand that sentiment, I always feel like I don't get my months worth of money if I play something else instead during the rare times I am subscribed to a MMO. I don't give a fuck how much others are playing, its just that nagging feeling that I'm wasting money. Its quite irrational, and thus not easy to understand for a sane person. :why_so_serious: I can sort of understand it, but to me its like stuffing yourself at an all you can eat buffet just because you can. I'd much rather just eat until I satisfied and happy rather than stuff myself and feel like shit afterwards, feeling like shit is not "getting more for my money." Title: Re: Torchlight (The mmo version) Post by: Tebonas on July 16, 2010, 04:42:25 AM In my case its more of a "paying a premium price for an all you can eat buffet when you are just a little peckish". I seldom play a MMO more than a week after I resubsribed. Most of the time its 2 or three days.
Title: Re: Torchlight (The mmo version) Post by: Malakili on July 16, 2010, 04:55:06 AM In my case its more of a "paying a premium price for an all you can eat buffet when you are just a little peckish". I seldom play a MMO more than a week after I resubsribed. Most of the time its 2 or three days. Well, this to me is a separate issue of just not playing enough to justify the price in the first place, its the same reason I don't pay 50 bucks for a new game I'm just going to play through the single player. I look at it more like "if I'm playing enough to warrant the 15 bucks, the rest is just effectively 'free'" Of course you have to reach that "15 bucks worth" threshold in the first place. The free to play model is clearly superior if you are really only going to play 2-3 day a month, but I'm not sure that describes the average MMOG player. Title: Re: Torchlight (The mmo version) Post by: Tebonas on July 16, 2010, 05:11:19 AM My record was resusbribing, moving my Everquest 2 character from one server to the other, and then quitting after 3 days. That were 20 dollars per day! :awesome_for_real:
Title: Re: Torchlight (The mmo version) Post by: Sunbury on July 16, 2010, 05:35:57 AM Torchlight is isometric, right? (High overhead viewpoint, instead of from character's POV).
Why do developers still make these? Title: Re: Torchlight (The mmo version) Post by: Azazel on July 16, 2010, 05:49:08 AM :facepalm:
Title: Re: Torchlight (The mmo version) Post by: Malakili on July 16, 2010, 05:55:32 AM Torchlight is isometric, right? (High overhead viewpoint, instead of from character's POV). Why to developers still make these? Wait, you're serious? Title: Re: Torchlight (The mmo version) Post by: Sunbury on July 16, 2010, 06:08:59 AM Torchlight is isometric, right? (High overhead viewpoint, instead of from character's POV). Why do developers still make these? Wait, you're serious? Yes, just curious. Is it style or technical? Reasons against isometric (especially when mainly controlling a single character): You can't see stuff your character should be able to see. Stuff shoot you from off screen that your character should be able to target and shoot. Standing next to a wall hides crap on the ground. One could ghost the wall, but... You can't really do a world with rolling terrain, bridges, etc. Reasons for: Well 15 years ago there wasn't 3d hardware so you could not do 3d. When 3d came in, it was still kind of limited to CPU power to move stuff around, so with 2d-iso one could add a lot more enemies. It is easier to see stuff coming up behind your character, but 3d over-the-shoulder camera remedies this 'glance' effect. If one is controlling many units, like a party-based RPG or RTS type I can understand it. Title: Re: Torchlight (The mmo version) Post by: Bunk on July 16, 2010, 06:22:25 AM Um... yea.
Ok, why not, I'll answer seriously. It's a style. It's a style to the point of being it's own genre - the Diablo style ARPG. I can see it being a little bit foreign to the younger audience that grew up on nothing but first person, but to anyone who's a little older here will tell you, top down view (which eventually morphed in to isometric view) has been a staple of RPG games since before computers had more than one color. As to why is it still used? It works well for games that want to integrate a tactical element to fights, especially involving multiple combatants. Look at a game like Dragon Age - I'm sure lots of people run around in over the shoulder view, but once a fight starts it's far more effective to pull back to isometric, so you can see the whole battlefield. Until we have banks of multiple monitors setup in our dens to give us peripheral vision, overhead views will always give you a better view of the battle field than first person. Title: Re: Torchlight (The mmo version) Post by: Sunbury on July 16, 2010, 06:31:27 AM I started playing games on a mainframe with a hard-copy terminal where the map was . and +
I don't play those anymore. I played pong, asteroids, etc when they came out. Don't play them anymore. I played the side-scrollers, don't anymore. I played, and loved Diablo when it came out (actually I still play diablo 1 once in a while), but I don't care for isometric anymore. Once 3D / FPS / Over the shoulder came out, in a more-or-less 3d world, I can't get into 'new' games that are not that way - where you control a single character. Mainly because of the reasons I listed. The overall view just does not feel right anymore, both where its restricted, and where its not restricted. Title: Re: Torchlight (The mmo version) Post by: Tebonas on July 16, 2010, 06:34:17 AM Its simply a matter of style. You don't like the style, but its valid for all the reasons Bunk stated.
You lose awareness of your surroundings in 3D in fast paced multi target combats, even if you spin around your camera like a ferret on speed. Title: Re: Torchlight (The mmo version) Post by: Malakili on July 16, 2010, 07:14:15 AM You lose awareness of your surroundings in 3D in fast paced multi target combats, even if you spin around your camera like a ferret on speed. Aside from just the style of ARPGs, this is probably the best reason. When you are dealing with being surrounded and with tons of monsters, a first person or even over the shoulder view just isn't as good. I think Hellgate: London is actually a fairly good example of this actually, the first person shooter/third person view wasn't terrible, but I don't think it suited the game nearly as well as an isometric viewpoint would've. I don't really care if "my character" can see 100 ft ahead straight ahead and I can't because quite frankly what is over there doesn't matter. This idea that we are somehow on this road of pure progression where any older style is immediately and permanently replaced when something new comes along is odd. Hell side scrolling platformers that you mentioned are passe are still very popular, and most have added interesting things like modern physics engines to bring them a bit up to date. Now, if you don't like isometric because you don't like isometric, fine, but I don't see the need to throw the baby out with the bathwater the way you are. Title: Re: Torchlight (The mmo version) Post by: Ratman_tf on July 16, 2010, 07:42:13 AM Iso is no more or less valid than first person, or even 3rd person. 1st person you lose peripheral vision, 3rd person you gain a bit of it back.
The big difference is that in iso view, you can pick out targets a bit better, and click on them instead of aiming. I mean, nobody aims a sword like a gun. All of these presentations are equally realistic or unrealistic, as long as we're still using monitors and keyboards and mouse/gamepad interfaces. Different approaches, different styles, different gameplay paradigms. Title: Re: Torchlight (The mmo version) Post by: Typhon on July 16, 2010, 07:47:02 AM So you've played all these different games, managed to find a Torchlight thread... and you don't know that isometric is a stylistic choice?
I usually want us all to be nice to the newer folks but please, go troll some other thread. Title: Re: Torchlight (The mmo version) Post by: Sunbury on July 16, 2010, 08:09:12 AM So you've played all these different games, managed to find a Torchlight thread... and you don't know that isometric is a stylistic choice? I usually want us all to be nice to the newer folks but please, go troll some other thread. I'm not trolling. I asked this same exact question when Diablo 2 came out, and the answer was not style or situational awareness, but technical, meaning with 3D + PC you could not get good frame-rates with 30 mobs on the screen, with isometric you could. I now understand that many people LIKE isometric, to solve the situational awareness issues, at least until we get some kind of holosuite, helmet thingy. I just brought it up with Torchlight MMO, since most new PC-client-based MMO's are 3d, only older, or browser-based are isometric nowadays. Title: Re: Torchlight (The mmo version) Post by: Paelos on July 16, 2010, 09:10:20 AM I now understand that many people LIKE isometric... Good. Glad that's established. Since Torchlight is only $5 at various outlets at various times of the year, I suggest you try it. Otherwise, thanks for stopping by and you can see yourself out. Title: Re: Torchlight (The mmo version) Post by: Bunk on July 16, 2010, 09:17:31 AM Wow, the new guy actually annoyed the dancing monkey. That takes effort.
Title: Re: Torchlight (The mmo version) Post by: Musashi on July 16, 2010, 09:43:41 AM So you've played all these different games, managed to find a Torchlight thread... and you don't know that isometric is a stylistic choice? I usually want us all to be nice to the newer folks but please, go troll some other thread. I'm not trolling. I asked this same exact question when Diablo 2 came out, and the answer was not style or situational awareness, but technical, meaning with 3D + PC you could not get good frame-rates with 30 mobs on the screen, with isometric you could. I now understand that many people LIKE isometric, to solve the situational awareness issues, at least until we get some kind of holosuite, helmet thingy. I just brought it up with Torchlight MMO, since most new PC-client-based MMO's are 3d, only older, or browser-based are isometric nowadays. Man, I will fucking KILL you. What the fuck are you talking about. The isometric view is integral to diablo-likes. It's important not to know whether there's a monster right off the screen. It adds an element of tension that's part of the game. It's not done in isometric because developers are too lazy to do it in the 'way more awesome' 1st or 3rd person. It's isometric because 1st and 3rd person sucks. I can run around town all day in 1st person in real life. Where's the fun in that? In isometric, I'm God. I make all the calls, and direct the action from my perch on high. If you can't understand that, then you don't belong here. Go play Halo, you twat. Title: Re: Torchlight (The mmo version) Post by: Malakili on July 16, 2010, 09:59:18 AM Man, I will fucking KILL you. Thats a little much. Quote What the fuck are you talking about. Better. Here is why people are pissed at you though Sunbury, you've come into a forum populated by old neck beardy gamers like myself and said "I think we should just do away with the ARPG genre." You might not know you said it, or have meant to say it, but thats what you said. Title: Re: Torchlight (The mmo version) Post by: Paelos on July 16, 2010, 10:37:20 AM Wow, the new guy actually annoyed the dancing monkey. That takes effort. Coming into a thread horribly uniformed, having not even touched the game in question, and then shitting on the entire genre... Hot button of mine. :grin: Title: Re: Torchlight (The mmo version) Post by: Trippy on July 16, 2010, 11:47:08 AM Sunbury, STFU.
Title: Re: Torchlight (The mmo version) Post by: Azazel on July 16, 2010, 07:24:13 PM So anyway, if the MMO version is basically Mythos 2.0, I'll be happy. My wife and I quite enjoyed faffing about on that.
I'm not sure about the payment model though - I wouldn't pay a sub fee for it these days. Now would I pay for it in the equivalent of "RTW points" and I honestly don't know how much I'd micro-transaction it (though I've bought heaps od DLC etc off XBL and even a bit from Steam these days). I'd definately buy a box Guild-Wars style, despite only having had about 4 sessions of GW over the years. Basically, I'd like to have to pay as little as possible, but I'd like them to stay in buisiness. Title: Re: Torchlight (The mmo version) Post by: Sjofn on July 16, 2010, 07:42:12 PM My record was resusbribing, moving my Everquest 2 character from one server to the other, and then quitting after 3 days. That were 20 dollars per day! :awesome_for_real: EQ2 seems to have added a "pay five bucks, play for three days" thing. You can only pay said five bucks/play three days once a month, but I don't think there are any other restrictions? I only half paid attention, but it seemed like not the worst idea I've ever seen. Title: Re: Torchlight (The mmo version) Post by: Azazel on July 16, 2010, 07:53:23 PM do they let you upgrade your five buck/3 days thing to a month sub by just adding the other $10 or whatever? If so, I think that's a very clever idea.
Title: Re: Torchlight (The mmo version) Post by: Sjofn on July 16, 2010, 08:47:25 PM Hm, the site pimping it isn't totally clear, it says you have to "convert" to a monthly plan but I am not clear on if you have to pay $15 or what. You can go look at it here (http://everquest2.com/get_the_game/passport) if you'd like and maybe you can intuit better than I could. :grin:
Sorry for the derail! Title: Re: Torchlight (The mmo version) Post by: Ratman_tf on July 17, 2010, 03:01:53 AM So why haven't sub games tried the pay as you go plan, like a water or power utility? It seems no more or less complex than keeping track of a bunch of microtransactions. Hell, I think that would be the best plan for a MMOFPS like Planetside.
Title: Re: Torchlight (The mmo version) Post by: Fordel on July 17, 2010, 03:24:14 AM So why haven't sub games tried the pay as you go plan, like a water or power utility? It seems no more or less complex than keeping track of a bunch of microtransactions. Hell, I think that would be the best plan for a MMOFPS like Planetside. Isn't that how most sub games originally started? Like the old olden days AOL NeverWinterNights and shit? Title: Re: Torchlight (The mmo version) Post by: Ratman_tf on July 17, 2010, 04:48:37 AM So why haven't sub games tried the pay as you go plan, like a water or power utility? It seems no more or less complex than keeping track of a bunch of microtransactions. Hell, I think that would be the best plan for a MMOFPS like Planetside. Isn't that how most sub games originally started? Like the old olden days AOL NeverWinterNights and shit? Yep. I believe UO was the first to go for a flat monthly sub. Title: Re: Torchlight (The mmo version) Post by: Malakili on July 17, 2010, 05:16:07 AM So why haven't sub games tried the pay as you go plan, like a water or power utility? It seems no more or less complex than keeping track of a bunch of microtransactions. Hell, I think that would be the best plan for a MMOFPS like Planetside. Depending on how much they charged per unit of time, I can't imagine I would pay less than 15 a month to play an MMO I wanted to play. A flat fee is so much nicer as far as I am concerned, one of the reasons being that I don't need to constantly have a ticker going in my head, just adds a level of stress that isn't good from my point of view. Now, if they had apay as you go OR pay a flat fee, that could work I suppose. Title: Re: Torchlight (The mmo version) Post by: Merusk on July 17, 2010, 06:21:25 PM So why haven't sub games tried the pay as you go plan, like a water or power utility? It seems no more or less complex than keeping track of a bunch of microtransactions. Hell, I think that would be the best plan for a MMOFPS like Planetside. Because it sucks to get on, dick around for an hour and then get screwed 2-3 times trying to form a group or do something worthwhile. Then, on top of the crappy experience you just had you realize you paid $6 for the honor of doing so. It's what killed Gemstone III for me. Now, sure, I don't expect modern games would be charging what the old "Premium" text adventures did, but you never know. They certainly wouldn't be charging the $.03 per hour other MMOs do. Title: Re: Torchlight (The mmo version) Post by: Count Nerfedalot on July 18, 2010, 09:29:44 AM Sheesh. Who'ld've thunk asking a simple question on an internet message board would've stepped on so many dicks? :oh_i_see:
To make isometric view work right requires a LOT of correct choices all over the design map on the part of the developers. When done right, it works very well and feels "right". But it is actually a risky/gutsy choice on the part of the developers because it is soooo easy to get just one choice wrong and end up frustrating the player. Especially so when trying to do it in a fully 3D world as opposed to a tile-based world with sprites for characters. Diablo 1 is a perfect example where isometric was done "right" in a non-turn-based game. And it was tile/sprite based. Most of the Diablo clones that forced isometric pov onto a 3D world screwed it up, one way or another. Dungeon Siege being the best example. That game was great but the limited PoV was a royal pain in the ass at times, probably aggravated by the exaggerated 3D terrain. I found that hacking the game with the editor to allow a more over-the-shoulder PoV improved it dramatically. I still spent most of my time in iso, but having the option to look a little farther ahead when desired made the whole experience a LOT less frustrating. So the original question itself is a bit imprecise. Isometric perspective styled games are certainly a valid choice and work quite well, done right. A more precise question might be, why do developers keep trying to force isometric perspective on games with 3D worlds? The answer to that, sadly, is money. We demand lots of variety in how our characters look as well as the worlds they inhabit, and that is tons cheaper to do well in 3D than in sprites and tiles. Title: Re: Torchlight (The mmo version) Post by: Musashi on July 18, 2010, 11:39:57 AM :facepalm:
No. The answer is not money? What? Whether the game is rendered in 3D isn't even germane to the discussion. Think of the isometric view as part of the rules of the game. The developers are saying, "Here, you get to see this much of the screen. You have to make your decisions based on what you can see, and what might potentially be lurking around the corner." They're not forcing isometric into anything. It's not even remotely a 'risky decision.' It's an easy decision. It's probably one of the first decisions that gets made precisely because it's so easy. "We want a game like diablo? Oh well then it will have to be isometric. Why? Because it's one of the most important parts of an action rpg." Decision over. What you are saying, it makes no sense. The reason you want to hack into stuff to be able to look and see what's coming... That's, like, the reason you can't. It's important. Without it, you might as well be playing a turn based game. There's nothing wrong with turned based games. But you can't have a fluid situation when you're planning six moves ahead. That's why they're called 'action' rpgs. There are plenty of turn based games out there. Please stop shitting up action rpg discussions with 'why isometric?' twaddle. Title: Re: Torchlight (The mmo version) Post by: Merusk on July 18, 2010, 02:12:23 PM So the original question itself is a bit imprecise. No it's not, he was pretty clear in his reasons for asking. To paraphrase; "Iso is oldschool and sucks. Like Pong and Asteroids it should be consigned to the depths of gaming, never to resurface. 1st person 3d is the only 'true' way of doing games, so only shitty developers would do iso." You're just trying to wrap your head around such a trolly statement by rephrasing it for him. That's his job if that's what he meant to say, but since he spent several posts illustrating it and expanding on it, it's pretty clear that's what he was going for. Title: Re: Torchlight (The mmo version) Post by: Typhon on July 18, 2010, 05:48:44 PM I agree with what Musashi said about iso and add this - it's a great viewpoint for action games. The "action" part of the game makes it:
1) important that enemies come in very quickly and you have to react in a small amount of time 2) important that you see how much ass your character is kicking 3) have a "from all directions" sense of awareness that suggests, once again, that your character is just chock full of awesome First person games are great, I like them. That said, in tense situations they descend into you back pedaling furiously as shit closes in on you. If you've every thought about how quickly this would get you killed in a real gun fight... well just don't', because it will make these games less enjoyable. You also will never see how awesome your character is in a first person view. You NEED a third person view if you are going to include your characters' body as part of the fight. Iso and over-the-shoulder are pretty popular and effective and I don't see that ending prior to them being about to jack into your skull. Title: Re: Torchlight (The mmo version) Post by: Trippy on July 18, 2010, 07:08:10 PM Stop fucking talking about the overhead view -- it's not even fucking isometric. All you are doing is feeding the fucking troll.
Title: Re: Torchlight (The mmo version) Post by: Sunbury on July 19, 2010, 11:40:17 AM To me my question/issue about Torchlight is, and the answer is, are they for purpose of style making an overhead perspective, and not allowing a 1st person, (or close over shoulder 1st person) as a specific game design / style choice, and NOT for technical reasons?
I remember in Asheron's Call 1, which you can fight many mobs at the same time, and is kind of 'actiony', that you could play pure 1st person, or just over the shoulder 3rd person, or if ourside, pull the camera WAY up and back for a high overhead view (but it was centered on the character, one could not shift the camera off that, but rotate it around it). In AC1 you could walk into a large interior room, that had levels in it, with mobs all shooting arrows / spell casting at you, that I don't see how one could do in high-overhead view. Also I don't understand how its less exciting in 1st person (again in a RPG style game) to peek down a hall, or around a corner, rather than scroll around looking down on a map. To me its like I'm in the character in 1st/close 3rd, but in high-overhead its like I'm driving a doll around a map. Title: Re: Torchlight (The mmo version) Post by: Trippy on July 19, 2010, 11:55:02 AM Stop fucking talking about the overhead view -- it's not even fucking isometric. All you are doing is feeding the fucking troll. To me my question/issue about Torchlight is, and the answer is, are they for purpose of style making an overhead perspective, and not allowing a 1st person, (or close over shoulder 1st person) as a specific game design / style choice, and NOT for technical reasons? Banned for a week for not shutting the fuck up.I remember in Asheron's Call 1, which you can fight many mobs at the same time, and is kind of 'actiony', that you could play pure 1st person, or just over the shoulder 3rd person, or if ourside, pull the camera WAY up and back for a high overhead view (but it was centered on the character, one could not shift the camera off that, but rotate it around it). In AC1 you could walk into a large interior room, that had levels in it, with mobs all shooting arrows / spell casting at you, that I don't see how one could do in high-overhead view. Also I don't understand how its less exciting in 1st person (again in a RPG style game) to peek down a hall, or around a corner, rather than scroll around looking down on a map. To me its like I'm in the character in 1st/close 3rd, but in high-overhead its like I'm driving a doll around a map. Title: Re: Torchlight (The mmo version) Post by: Typhon on July 19, 2010, 01:18:33 PM I re-read the article and I didn't get the feeling that advertisements would be a part of the game.
There doesn't seem to be enough character definition to support selling cosmetic equipment (characters seem too cartoony to me for this to be a big draw). I think they could probably make a good chunk of change off of selling pets. I think they could also make some money off of basing housing on having a paid subscription - they did mention "converting players into payers". You don't really need a house to play the game, but some folks just go mad for housing. Paying for better luck? My luck is typically mostly miss. It would annoy me to no end to buy some luck, and get nothing but items that I couldn't use. I'd probably buy luck that was more focused (i.e. more drops for my character class). I guess I care because I like their games and would like to see them not go out of business again. Title: Re: Torchlight (The mmo version) Post by: Malakili on July 19, 2010, 01:31:27 PM I re-read the article and I didn't get the feeling that advertisements would be a part of the game. There doesn't seem to be enough character definition to support selling cosmetic equipment (characters seem too cartoony to me for this to be a big draw). I think they could probably make a good chunk of change off of selling pets. I think they could also make some money off of basing housing on having a paid subscription - they did mention "converting players into payers". You don't really need a house to play the game, but some folks just go mad for housing. Paying for better luck? My luck is typically mostly miss. It would annoy me to no end to buy some luck, and get nothing but items that I couldn't use. I'd probably buy luck that was more focused (i.e. more drops for my character class). I guess I care because I like their games and would like to see them not go out of business again. Yeah, I don't like the idea of paying for a better drop chance either, with my luck nothing would drop. This is why I don't play the lotto. Hell, i really WOULD rather pay for straight up gear than do that, at least I know I'll get something for my money. I wish they'd just charge monthly :-/ Title: Re: Torchlight (The mmo version) Post by: Azazel on July 19, 2010, 02:48:44 PM Banned for a week for not shutting the fuck up. At this point, it's just gotta be trolling, anyway. He's gone to a soccer game and asked "why aren't they playing basketball?" Over and Over. Title: Re: Torchlight (The mmo version) Post by: Azazel on July 19, 2010, 03:08:18 PM Yeah, I don't like the idea of paying for a better drop chance either, with my luck nothing would drop. This is why I don't play the lotto. Hell, i really WOULD rather pay for straight up gear than do that, at least I know I'll get something for my money. I wish they'd just charge monthly :-/ Really though, assuming that this game is going to be Torchlight + Mythos, I can't think of any reason it actually needs to be a "MMOG" over server matchmaking/LAN or even something like Titan Quest where you could join games of people anywhere in the world. LAN/Networkable + Expansions/DLC packs would be just as good. Because in games like EQ you're more likely to talk to strangers and group with them. In WoW or LOTRO/etc, you might not talk to them but you'll often group with them for a short time. In Diablo-type games, you're really only likely to group with friends/etc than strangers, and most of the content is soloable (no raids where you have to find a group of 10/15/20/72 of your closest friends). The desire for Money Hats, I guess. It'll be interesting to see what they copme up with. Title: Re: Torchlight (The mmo version) Post by: Typhon on July 19, 2010, 05:49:48 PM Given my experiences during the Borderlands and Demigod launch and the COD4, "which server are we playing on tonight... oh no, more asshats, ok, which server now", I'd have to say that I'm happier that this won't be what you described.
Title: Re: Torchlight (The mmo version) Post by: Ratman_tf on July 19, 2010, 09:09:32 PM I guess I care because I like their games and would like to see them not go out of business again. Me too. But the Guild Wars model was rather sucessful. AFAICT. Release an expansion every year or so. Dip into microtrans for silly cosmetic bullshit. Etc. Title: Re: Torchlight (The mmo version) Post by: Malakili on July 19, 2010, 09:22:27 PM Given my experiences during the Borderlands and Demigod launch and the COD4, "which server are we playing on tonight... oh no, more asshats, ok, which server now", I'd have to say that I'm happier that this won't be what you described. Yeah, thats a pretty fair point. The structure Mythos had going "felt" good anyway, even if strictly speaking you could have probably replaced the instanced towns with a text based lobby. I expect a similar feel here. That still doesn't say much about the cash shop though, and a Guild Wars model with frequent expansions might do very well as long as they could keep pumping out new zones, areas and items. I'd pay 20 bucks a year for a new expansion almost certainly. I think just that we have to worry about the payment model at all is a bad sign though. I mean, if they just came out and said 'this is going to cost 5 bucks a month" (or whatever they were going to charge), most of us would probably say "alright, i'll pay 5 bucks a month for a multiplayer modern Diablo with social features and general MMO features" That being said, I'd be less likely to spend 5 bucks a month at a cash shop if I feel like the things for sale are a bit iffy, just on principle, because thats just how I roll. Title: Re: Torchlight (The mmo version) Post by: Azazel on July 20, 2010, 05:12:41 AM Given my experiences during the Borderlands and Demigod launch and the COD4, "which server are we playing on tonight... oh no, more asshats, ok, which server now", I'd have to say that I'm happier that this won't be what you described. Why is that? The only issue with what I posted is if you want to play with random strangers in a Diablo-alike. Having said that, a GW-like solution would work for me. I'd be up for an expack every year or so much more than a $15 sub fee. I just don't play enough these days to go back to the EQ/WoW pricing model. Ironically, that's why I went for the lifetime sub for LotRO - big upfront cost, but now I don't feel a need to log on to "get my money's worth" and just log on whenever I have time. Title: Re: Torchlight (The mmo version) Post by: Tebonas on July 20, 2010, 05:15:07 AM Thats the exact same reason I did it as well. I even briefly contemplated buying Star Trek Online because that model exists, but the actual game didn't interest me.
Title: Re: Torchlight (The mmo version) Post by: Azazel on July 20, 2010, 05:17:08 AM Yeah. I would actually do the same for WoW if they offered it for the same reason, despite not having played in 2+ years. I guess ActiBlizz are taking the longer-term view with their cash cow, and so I doubt we'd ever see that there.
Title: Re: Torchlight (The mmo version) Post by: Malakili on July 20, 2010, 06:10:38 AM Given my experiences during the Borderlands and Demigod launch and the COD4, "which server are we playing on tonight... oh no, more asshats, ok, which server now", I'd have to say that I'm happier that this won't be what you described. Why is that? The only issue with what I posted is if you want to play with random strangers in a Diablo-alike. Having said that, a GW-like solution would work for me. I'd be up for an expack every year or so much more than a $15 sub fee. I just don't play enough these days to go back to the EQ/WoW pricing model. Ironically, that's why I went for the lifetime sub for LotRO - big upfront cost, but now I don't feel a need to log on to "get my money's worth" and just log on whenever I have time. I think thats the biggest draw for the lifetime sub for any MMO that offers it in my opinion, at least for the slightly older crowd who tends to have more disposable income but less time. It sort of "frees" you from having to treat the game like an MMO. Just play when you want, don't when you don't want. (What a crazy concept!). Title: Re: Torchlight (The mmo version) Post by: Typhon on July 20, 2010, 08:26:26 AM I guess I care because I like their games and would like to see them not go out of business again. Me too. But the Guild Wars model was rather sucessful. AFAICT. Release an expansion every year or so. Dip into microtrans for silly cosmetic bullshit. Etc. Yes, I really like this model myself. So much so that I would actually buy silly cosmetic bullshit to support the game. Azazel, my experience with Demigod and Borderlands was that it was a pain in the ass to actually get connected with all four of "the regulars". "Holy crap this fucking sucks", level of pain in the ass. Some of the regulars are very much less technical and having to walk them through configuring routers is patience-draining. COD4 was an exercise in finding a server that we all had decent ping. Frequently we'd finally find a server with good ping and shortly thereafter people would start to join. 50% of the folks we were happy to see, the other 50%... not so much. So, time to find another server. This continued until one of us (not me) got so fed up with the 5 minute delay every time we wanted to play that he went through the effort of installing a server (and then he had to maintain it with every patch). I don't think any of the regulars would mind paying to to not have to deal with having to dick around with getting everyone connected and not having to play with douchebags. Having doucebags in the same hub is fine (/ignore), actually having to play with them, no thanks. I definitely agree with the lifetime sub angle for exactly the same reasons. As mentioned, I'll even support games I like via cosmetic microtrans. I won't tolerate being held captive to advertisements - I can't watch tv, I won't wait for internet video for more then 15 seconds, it just pisses me off to no end. Title: Re: Torchlight (The mmo version) Post by: Hoax on July 20, 2010, 09:33:50 AM If this shit is powered by Gamespy (ala Borderlands) I wouldn't touch it either or any other game associated with that shit.
Title: Re: Torchlight (The mmo version) Post by: Azazel on July 21, 2010, 12:31:16 AM I guess I care because I like their games and would like to see them not go out of business again. Me too. But the Guild Wars model was rather sucessful. AFAICT. Release an expansion every year or so. Dip into microtrans for silly cosmetic bullshit. Etc. Yes, I really like this model myself. So much so that I would actually buy silly cosmetic bullshit to support the game. Azazel, my experience with Demigod and Borderlands was that it was a pain in the ass to actually get connected with all four of "the regulars". "Holy crap this fucking sucks", level of pain in the ass. Some of the regulars are very much less technical and having to walk them through configuring routers is patience-draining. COD4 was an exercise in finding a server that we all had decent ping. Frequently we'd finally find a server with good ping and shortly thereafter people would start to join. 50% of the folks we were happy to see, the other 50%... not so much. So, time to find another server. This continued until one of us (not me) got so fed up with the 5 minute delay every time we wanted to play that he went through the effort of installing a server (and then he had to maintain it with every patch). I don't think any of the regulars would mind paying to to not have to deal with having to dick around with getting everyone connected and not having to play with douchebags. Having doucebags in the same hub is fine (/ignore), actually having to play with them, no thanks. I definitely agree with the lifetime sub angle for exactly the same reasons. As mentioned, I'll even support games I like via cosmetic microtrans. I won't tolerate being held captive to advertisements - I can't watch tv, I won't wait for internet video for more then 15 seconds, it just pisses me off to no end. Borderlands on PC was a fucking joke, I'll agree. CoD4 - well, you're pretty much joining a PUG game in progress, with all of the things which go laong with that. Titan Quest though was as simple as setting up a game, choosing Internet, then the other three would connect to me and off we'd go for some glorious co-op. We mostly played locally by LAN, but more than a few times our friends connected from their house to my PC which was hosting, and my wife sitting next to me also connected via the net (since we were in Internet Game mode) and no problems at all. No asshats, no gamespy, no Borderlands-style "the PC is our primary platform" bullshit. It's a bit of a tangent, but I'm fine with ads when they fit the game. real-life billboards for shit when I'm driging around in GTA or Saints' row? Fine. On the edges of the field or racetrack in FIFA or a racing game? Fine again. Outside of those, nope. Title: Re: Torchlight (The mmo version) Post by: Typhon on July 21, 2010, 07:28:19 AM It's a bit of a tangent, but I'm fine with ads when they fit the game. real-life billboards for shit when I'm driging around in GTA or Saints' row? Fine. On the edges of the field or racetrack in FIFA or a racing game? Fine again. Outside of those, nope. Agree, Hellgate billboard didn't bother me at all. If the ad is amusing, it's even a plus... course, marketing firms usually can't be bothered to create something amusing for an in-game ad, too much work. Title: Re: Torchlight (The mmo version) Post by: Count Nerfedalot on July 21, 2010, 05:02:34 PM Titan Quest though was as simple as setting up a game, choosing Internet, then the other three would connect to me and off we'd go for some glorious co-op. We mostly played locally by LAN, but more than a few times our friends connected from their house to my PC which was hosting, and my wife sitting next to me also connected via the net (since we were in Internet Game mode) and no problems at all. No asshats, no gamespy, no Borderlands-style "the PC is our primary platform" bullshit. This is exactly what I want to see again. But there's no money after the initial sales in that model so we're not likely to see it because developers (and more to the point, financiers) seem focused on getting their money hats by repeatedly taking money from the same customers rather than making a game good enough to garner lots and lots of customers. Title: Re: Torchlight (The mmo version) Post by: Merusk on July 21, 2010, 06:32:40 PM Well its worked for MMOs for 10+ years, so why not?
Title: Re: Torchlight (The mmo version) Post by: UnSub on July 21, 2010, 08:22:40 PM This is exactly what I want to see again. But there's no money after the initial sales in that model so we're not likely to see it because developers (and more to the point, financiers) seem focused on getting their money hats by repeatedly taking money from the same customers rather than making a game good enough to garner lots and lots of customers. It's cheaper and easier to get your existing customers to pay more (up to a point, depends on category, etc etc) than it is to constantly find new customers. Title: Re: Torchlight (The mmo version) Post by: Azazel on July 22, 2010, 07:09:33 AM Titan Quest connectivity + Guild Wars model of expansions every so often would work for me.
Title: Re: Torchlight (The mmo version) Post by: Typhon on July 22, 2010, 09:06:42 AM I just find the Guild Wars model superior than the Titan Quest model (bolded the point that is the main draw for me).
Payment model is the same. Persistence model is superior with Guild Wars (if my machine goes belly up, if I haven't backed up my Titan's Quest characters, I've lost them for good). Network configuration is simpler with Guild Wars. (In the Titan Quest model, someone has to host. That someone will have had to configure their router.) Option to play with random people is arguably break-even, but you'd have to use a Game Spy type of service with Titan Quest, so I still give the advantage to Guild Wars. Title: Re: Torchlight (The mmo version) Post by: Azazel on July 23, 2010, 01:04:00 AM Sorry, yeah , GW model would work almost as well. I just like the LAN option as well.
Title: Re: Torchlight (The mmo version) Post by: Typhon on July 23, 2010, 05:48:42 AM You don't have to listen to barrens chat. That is an advantage for the TQ model, but not a big one because you can always just /leave barrenschat
Title: Re: Torchlight (The mmo version) Post by: Azazel on July 23, 2010, 05:00:58 PM I guess I should explain. I like LAN as an option because it doesn't need to use the internet at all. No lag, no latency and so forth. Internet goes down and you can still play. On top of that there's no barrens chat. I guess being able to connect to their GW servers or LAN it would be ideal, but they'd never allow that, since people might "cheat" and hack their toons.
Title: Re: Torchlight (The mmo version) Post by: Musashi on July 27, 2010, 05:48:58 PM Looks like a viral marketing thingey.
http://www.runicgames.com/08042010 Title: Re: Torchlight (The mmo version) Post by: Malakili on July 27, 2010, 05:52:20 PM Best guess I've seen so far
A world map? (http://i28.tinypic.com/qxwk29.jpg) Title: Re: Torchlight (The mmo version) Post by: Tarami on July 27, 2010, 05:55:01 PM I think it's the impression of the face of Christ. :-P
Title: Re: Torchlight (The mmo version) Post by: Musashi on July 27, 2010, 06:02:40 PM I think it's one of those things where you come back later and they reveal more of the image.
Title: Re: Torchlight (The mmo version) Post by: Goreschach on July 27, 2010, 06:04:27 PM I see a skull.
But I always see that. Title: Re: Torchlight (The mmo version) Post by: Dtrain on July 27, 2010, 09:11:35 PM Now there is a column with faces on top, and the face is sporting what looks like a moneyshot of snow.
Also, the map looks a little like the elder scrolls map. Title: Re: Torchlight (The mmo version) Post by: Count Nerfedalot on July 28, 2010, 05:25:55 AM Well, the URL indicates August 4 2010, so I'm guessing something will happen then.
Title: Re: Torchlight (The mmo version) Post by: Simond on July 28, 2010, 05:34:17 AM Dog. Dog with head split in half.
Title: Re: Torchlight (The mmo version) Post by: Yegolev on July 28, 2010, 03:00:33 PM Cancerous tazmanian devil.
Or world map. 50-50, I'd say. Title: Re: Torchlight (The mmo version) Post by: schild on August 03, 2010, 05:25:47 AM I don't know what's going on, I'm just going through threads clicking stuff since I haven't been around much.
It's an entrance to a dungeon. Title: Re: Torchlight (The mmo version) Post by: Jamiko on August 03, 2010, 08:17:44 AM I'm guessing it will say something underneath Torchlight, like Online or such.
Title: Re: Torchlight (The mmo version) Post by: Musashi on August 03, 2010, 03:02:46 PM Oh. There's way more of it now. Yea looks like something's either coming out, or going into that dungeon. There's little legs there.
Title: Re: Torchlight (The mmo version) Post by: Jamiko on August 04, 2010, 12:39:55 PM Torchlight II.
Title: Re: Torchlight (The mmo version) Post by: Nija on August 04, 2010, 09:11:19 PM Cool, co-op LAN play.
Title: Re: Torchlight (The mmo version) Post by: Count Nerfedalot on August 05, 2010, 05:17:12 PM Title: Re: Torchlight (The mmo version) Post by: Typhon on August 06, 2010, 05:09:40 AM I'm happy for those wanting LAN play.
That said, it means nothing to me - my siblings and friends are scattered throughout the world. Give me hosted gameplay (frequently called "MMO"), or at least online gameplay that is as simple as hosted gameplay, or we won't be playing. Title: Re: Torchlight (The mmo version) Post by: Malakili on August 06, 2010, 05:50:20 AM I'm happy for those wanting LAN play. That said, it means nothing to me - my siblings and friends are scattered throughout the world. Give me hosted gameplay (frequently called "MMO"), or at least online gameplay that is as simple as hosted gameplay, or we won't be playing. Torchlight 2 will have internet play. But I'm just going to redirect everyone down to the Torchlight 2 thread in gaming to talk about that game and try to keep the MMO discussion separate just for the sake of clarity, since Having 3 games with effectively the same name right now is confusing enough as it is. Title: Re: Torchlight (The mmo version) Post by: Ratama on August 06, 2010, 06:10:19 AM Sorry, week or two late, but in the interest of justice/information:
Torchlight is isometric, right? (High overhead viewpoint, instead of from character's POV). Isometric =/= top down veiwpoint; Torchlight is actually a true 3D game that just has a fixed camera with a top-down view.Why do developers still make these? Anyway, in Runic's case, time and money; they originally planned on TL being played First Person/over the shoulder, but found it was a lot easier to make their terrain/architecture look up to snuff from just one fixed angle. Check out http://forums.runicgames.com/viewtopic.php?f=20&t=11615 (http://forums.runicgames.com/viewtopic.php?f=20&t=11615); it actually looks pretty good as a FPS. Coming into a thread horribly uniformed... You know what he meant. And Runic didn't make TL top-down by choice, so they apparently don't prefer it, either. Expect the MMO to be 3D, with traditional MMO camera options. Title: Re: Torchlight (The mmo version) Post by: Malakili on August 06, 2010, 06:17:01 AM Expect the MMO to be 3D, with traditional MMO camera options. Do you actually have any evidence of this? I ask because Mythos was isometric, and it seems way more likely that they are going with something similar to that. Title: Re: Torchlight (The mmo version) Post by: Ratama on August 06, 2010, 06:35:33 AM Just stated dev preference; I think their explanation of why TL didn't ship as a FPRPG is still on their forums somewhere.
Title: Re: Torchlight (The mmo version) Post by: Paelos on August 06, 2010, 11:06:56 AM If it's that varied of a style, I still wonder why they would bother. I don't consider the world of Torchlight to be a universe you could expand upon into a 3d first person RPG experience. It's a place you go to hack the shit out of things.
Title: Re: Torchlight (The mmo version) Post by: Mrbloodworth on August 06, 2010, 12:03:22 PM Most the art won't translate well in a 3ed person view. See Alien swam cam mod.
Title: Re: Torchlight (The mmo version) Post by: Azazel on August 06, 2010, 08:40:28 PM I'm happy for those wanting LAN play. That said, it means nothing to me - my siblings and friends are scattered throughout the world. Give me hosted gameplay (frequently called "MMO"), or at least online gameplay that is as simple as hosted gameplay, or we won't be playing. That was the Titan Quest thing. You could do LAN or host a game via the Interwebs. Worked well, even internationally. Title: Re: Torchlight (The mmo version) Post by: Sophismata on August 08, 2010, 10:08:40 PM Even if it's LAN only, you can still play over the net thanks to VPN's.
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