d2jsp
Log InRegister
d2jsp Forums > Other Games > Other Games > Official Torchlight Frontiers Thread > No Red Title Xd
Add Reply New Topic New Poll
Member
Posts: 52,350
Joined: Jan 20 2008
Gold: 8,910.00
Aug 28 2018 06:53pm
official trailer



Honestly, I always thought TL2 was what diablo 3 should have been. I personally cannot wait to see this game come to beta so we can get into it and really be a part of the development.

This thread will be for keeping up to date with videos, news and access to the game.
Feel free to discuss anything you find or how you feel about the game!

https://www.arcgames.com/en/games/torchlight-frontiers/news/detail/10973783-announcing-torchlight-frontiers

This post was edited by Bayonet on Aug 28 2018 06:54pm
Member
Posts: 52,350
Joined: Jan 20 2008
Gold: 8,910.00
Aug 28 2018 06:54pm
- early gameplay from gamescon
Member
Posts: 52,350
Joined: Jan 20 2008
Gold: 8,910.00
Oct 9 2018 10:25pm
Member
Posts: 10,028
Joined: Dec 14 2005
Gold: 1,298.26
Oct 10 2018 07:42pm
Looks cool I would get into it
Member
Posts: 52,350
Joined: Jan 20 2008
Gold: 8,910.00
Oct 10 2018 09:43pm
Quote (segouin1221 @ Oct 10 2018 08:42pm)
Looks cool I would get into it


I think it is gonna be a really good game.
TL2 was honestly what diablo 3 should have been in my opinion.
I just can't wait for another updates installment to come up and its an mmo? should be a hot game for at least a few years.
hopefully it gains some traction
Member
Posts: 52,350
Joined: Jan 20 2008
Gold: 8,910.00
Nov 14 2018 10:18am
for all those who got an alpha key this weekend post upppppppppppppppppppppppp



/edit


here is a link to the news stuff
I fell behind and don't wanna link 50 things but here you go
will link them slowly
https://www.torchlightfrontiers.com/en/news



Most important one lately is this:

"Hello people of Torchlight!
The time has come to discuss the topic of our monetization plans for Torchlight Frontiers. This is a sensitive topic, so we thought we'd let you know our thoughts and values as we embark on this journey together. In the coming months, we'll be rolling out various forms of private and public tests, from Closed Alpha all the way to Open Beta testing. During much of that time, we'll be live with our monetization plans, and our hope is that we can craft a system, with your input, that preserves the spirit of Torchlight, and facilitates a long and continuing development process from the gang here at Echtra Games.

Our community is the most important thing to us, and your happiness is critical to our success. However, continuing development on our awesome world requires revenue, so we are crafting a system that we believe preserves and enhances the goals we have for our game. We are, however, going in to this with our eyes wide open, and are willing and able to change if whatever we are doing isn't working. We are well aware of what has and has not worked with other games in the market, but also understand that every game is unique, and what works in one game may not work in another. We are also painfully aware of the abusive payment schemes some have tried, including those that exploit gambling mechanics, and at Echtra Games, we reject such approaches. With that said, here are a few of our core values:

We believe that the Free-to-Play model gives the widest possible audience access to Torchlight Frontiers. We will be building the game with this approach to start, with the hope that it provides the ability to grow and expand our game for years to come. If it doesn't, we will change course.
We believe item sales should enhance your enjoyment of the game. We believe the best items to sell are ones that you want to buy, but do not need to buy.
We believe that you should earn your game play rewards through adventuring and killing monsters! However, we understand that some people's time is constrained by real-life responsibilities, so within reason we will allow for limited acceleration of various metrics, like gold, luck, etc. Whenever possible, we think these powers should be shareable with your friends, and will still require that you earn your loot through adventuring.
We believe that normal gear, like your armor and primary weapons should be attainable only by adventuring and finding them. That said, we may sell some special items, like specific Relic Weapons. If we do, we will always strive for there to be a reasonable way to attain or craft them through normal gameplay.
We seek to have fun with cosmetic items, like decor for your fort. These will span the spectrum from things you can buy, to things that drop from monsters, to things you can craft. These items have no gameplay impact, so they are entirely optional for you. But they are fun!
We reject "pay-to-win". For one thing, there is no specific "winning" in Torchlight Frontiers. We want you to be who and what you want to be in our world. We know that killing a boss and finding that cool rare item is immensely satisfying, but buying that same item from a store or auction house is less so.
We have no plans to gate content from you. There will be no "premium" areas where paying players can play but non-payers cannot. The world of Torchlight Frontiers is open and fair, and we value our non-paying players and paying players alike. You are all valued members of our community.
These are the guiding principles that drive our monetization plans. We are prepared to adjust and tweak them as necessary, and your input is vital to this effort. We know we cannot please everyone, and sometimes the market doesn't always please us, but together we can make this a success. We cannot wait to start our public testing with you, to both show you the world we are in the process of creating, and work with you to chart the course for the future. We are starting this process early in development, so at first it's going to be a bit rough. We will fill in the spaces, and steer the development according to our data, and the creative minds of both our amazing staff and your expert input. In the end, we need to make you happy, and that fuels our every effort. May the world of Torchlight live on for many years to come!


If you have any feedback for us on this or anything else related to Torchlight Frontiers, make sure to sign up for the Closed Alpha Test starting November 16!"



This post was edited by Bayonet on Nov 14 2018 10:20am
Member
Posts: 52,350
Joined: Jan 20 2008
Gold: 8,910.00
Nov 15 2018 07:09am




This post was edited by Bayonet on Nov 15 2018 07:10am
Member
Posts: 52,350
Joined: Jan 20 2008
Gold: 8,910.00
Nov 15 2018 07:11am
Member
Posts: 52,350
Joined: Jan 20 2008
Gold: 8,910.00
Dec 3 2018 08:10am
"ALPHA 2 INCOMING
Thank you for your valuable feedback from the first Alpha test! Come back December 7th for a crack at Alpha 2.
By PW_GlennVP Nov 29, 2018 12:39 pm

The first alpha test weekend for Torchlight Frontiers went live on November 16th with the goal of getting enough players online to stress test our servers and surface breaking issues with the game. These help us be sure the game is stable enough to plan ahead for large scale pre-release testing.

Get up here and give me an internet high-five because y'all SMASHED that goal right out of the gate. We caused all kinds of interesting and surprising crashes, and collected a staggering amount of bug reports & constructive feedback about the game. We also got to experience the game side by side with players, in-world and live on our Discord in a way that none of us have before. It was amazing and you are a fabulous community to be part of.

We're excited to announce that our second Alpha test will be kicking off in just a couple weeks. Starting December 7th, players will be able to jump back into a similar test environment with some bug fixes and game tuning. If you were sent an invite into the first test, good news: you're already going to be able to continue playing in this second test. We'll also be sending invites to lots additional players, so pay attention to your inbox as we get closer to the test!

Here's a rundown of some key things that came out of the alpha event.

TECHNICAL TESTING


We did it! Such fire, much boom!
Friday morning was all about configuration/management of servers. Way too many players were getting sent into the same zones together - it was pretty strange to find 100 other people in my "private" dungeon. This was mainly about backend settings that behaved in funny ways and were easy to set straight.
Once fixed, players were able to show us two very common ways to break the game:
die while relic weapon active = crash the server
get quest data in a bad state = characters can't load into the game
Saturday the team released a patch that resolved both those issues. Our first hotfix everyone!
Once the servers and characters were able to stay online for an extended period, the real dastardly demon emerged: public zones were getting into a bad state after being active with high traffic for several hours which resulted in players getting disconnected when trying to enter that zone.


Overall, this was exactly what we'd hoped for - issues that only appear at scale were found, players stuck around long enough for us to really understand what was going on, and we got all the data we need to figure out why those bad things were happening.

We have Top Peeps on the "old zones go bad" issue and multiple fixes in progress. There is also a solid list of less-noticed issues that we found during Alpha 1 that are on deck to resolve. We'll clear these up before Alpha 2 - the event in which we do not wish the servers to catch fire, but welcome the challenge. The results of Alpha 2 will feed directly into our planning for larger scale access to the game.

GAME FEEDBACK
We got deep feedback across all the major areas of the game; here are some areas that drew the most:



Class combat feel & balance
Moment-to-moment play is probably where we got the most positive feedback, and requests that tended to focus on tuning or what content should be added to round out the characters.
Responsiveness of skills is an area we need to keep an eye on, and making sure characters move through the environment reliably. It needs to just "feel good" and do what the player expects when clicking.
Progression in class skills, gear skills, fort building levels, and relics
These areas got some of the most wide ranging feedback. There are clear things to address in tuning, like gear skill costs and relic weapon power curves
Feedback on the core system design, what choices you get to make, and how rewarding the progression feels has been incredibly insightful. We need to spend additional time reading and talking about how to improve here.
Monsters, world areas, champions, bosses, mapworks
Beside some clearly bugged or imbalanced content, we're mostly hearing about things that stood out well, and ideas players want to see more of in the monsters and adventuring areas. We'll keep making more!
We hear you on Waypoints being single-bind, and the team agrees you should be able to "collect them all"
Loot, gear choices, potions, inventory space, managing sets of gear
A lot of this feedback dove into the details of content (versus major systemic concerns). Players want to be sure there are interesting affixes to build around and interesting choices between looted gear pieces. There were too few potions early on, and then too many filling the bag later in the frontier. Inventory size is always a hot topic, and there are some pain points in managing gear collections we need to address.
Harvesting, refinement, crafting
We got really mixed feedback here--hot and cold. We need to work on making it clear why players should care about the content; how to "do it well" without feeling like you're being overburdened, and ensure that it feels rewarding at each step. Having players put real time into these systems has given us a ton of fresh insight into how the meta is/isn't delivering on its promise.The design team has lots of improvements in mind.
Quality of life
We have a near infinite list of things we could do for Quality of Life across the board. Players gave really specific lists of their top needs in this category. That helps us pick the right priority from our massive list of possibilities.
Some of our most requested areas for QoL improvements were: skill tips, quest details & tracking, map screen zooming, easier to use party tools, size of chat window and chat font, and UI scale options.


SHORT TERM CHANGES (FOR ALPHA 2)
Alpha 2 is still primarily a technical test for the game. We need to make sure we've got stable and reliable services. This is the first priority for our team to address quickly. Issues that cause players to get blocked, unrelated to server problems, are also at the top of our list due to preventing an effective playtest.

Balance changes to skills, skill purchase costs, and item power are being made to bring the "way off" numbers more in line. We want to see how the existing systems feel when their number are more correct before we start making the larger systemic changes. We're also making targeted fixes to some content that was plain broken (e.g. certain quests, monsters, party functions, etc.).

We will provide detailed patch notes on all these changes before Alpha 2 is released.

MILESTONE WORK
Significant quality of life improvements, adding more content (skills, areas, game features), and making large changes to existing systems takes some time to design and build right. We're going to give a milestone or two to those efforts before we announce specifics and get people playtesting them. Our next few months will be a combination of continuing to build the greater game, and working down the areas I mentioned under Game Feedback.

OFF WE GO THEN!
Playing together with fans in alpha and listening to you talk about Torchlight Frontiers has been a rush for everyone at the studio. We are grateful that so many people participated in testing the game and telling us what we need to hear to keep going in the right direction. Our energy level is high and we can't wait to get back into game with you very soon!

~Jordan Womack (Product Lead, Echtra Games)

ALPHA 2 INVITE FAQ
I was invited to participate in Alpha 1, will I be able to play in Alpha 2?
Yes, all participants from the first alpha are able to join the new alpha starting December 7.

Will you be sending out more invites?
Yes, we'll be sending out more invites to players who have signed up for the beta. However, most of the invites will be sent to EU players.

How can I get a code?
Stay tuned to our social media channels for information regarding code giveaways.

Will my progress from the first Alpha test carry over into this next test?
Yes, our plan is for all character progress to be retained from Alpha 1 into Alpha 2."
Go Back To Other Games Topic List
Add Reply New Topic New Poll