Torchlight Frontiers Livestream Summary: 2/28/2019
The last stream before Alpha 3 goes live next week! We got to see some gameplay for the Forged, and a romp through a Goblin Frontier dungeon, in addition to new UI elements including the new waypoint system and new minimap!
Let’s delve into the summary notes!
You can join in on the discussion regarding Torchlight Frontiers on Echtra and Perfect World’s official Torchlight Frontiers Discord! Feel free to join us for further discussion on The Ghar Station Discord. You can follow us on Twitter: @TheGharStation. We are also now on Patreon!
VOD: https://www.twitch.tv/videos/388138807
Presented by Tyler (Project Lead) and PW’s SoFech
- Reminder! Alpha 3 – March 5th
- Codes to go out prior to March 5th
- New waypoint map detailing all the available zones
- New map for Goblin and Hyvid frontiers
- Hyvid frontier is completely revamped from Alpha 1 & 2
- New rounded minimap
- Parties are 4 in size
- Limits on number of players in a zone and town
- New music for Alpha 3
- Gleam steelseries giveaway link: https://gleam.io/1YMNT/torchlight-frontiers-steelseries-closed-alpha-3-giveaway
- Showcase new Forged abilities
- Gave Forged more melee skills
- Gave Forged a defensive bonus after doing a melee attack
- New item/weapon affixes
- Increased bleed duration
- Increased burn duration
- Increased item drop
- Lots of changes to items
- Made many affix changes. Restructured affixes to address min/max issues involving damage vs. defensive affixes.
- Weapons should have at least 2 (3 for 2-hand) damage affixes
- Armor now has more beneficial passive bonuses to help drive builds
- Idea is that all active/passive skills, relic weapon, and skills should help drive your build
- Revamped drop tables
- 1h vs 2h – trying to make them at least on-par with each other. 2H will have slower default attacks that hit a wider area.
- Trying to find the right balance to ensure that the heat and resource mechanics require you to balance basic attacks in addition to your resource powers
- Really want to encourage base attacks!
- Many bosses reset if you die. You cannot keep respawning to whittle down their health.
- Phase being: kill and opens up a portal to a phase dungeon for phasic items that are lifebound that you lose if you die.
- This is their iteration on a semi-hardcore mode without presenting a hardcore mode
- Phasic Items do not go away if they are in your stash
- More pets coming, alongside more pet gear. More details to come later.
- Do not want to force pet min/maxxing, you should be able to play with your preferred pet
- Legendary items show up more at higher levels and drive new looks
- Each frontier has their own gear appearances for normal and legendary gear
- No Transmog yet. Debating transmog vs costumes
- No PvP, game is focused on PvE, more about you running around, finding loot, and just having fun. No competetive aspects
- PvP has been experimented on. Not much time has been devoted to this. It will likely be a novelty/side content at best, not a major focus.
- There will be more than 2 classes. Railman is a planned class that was revealed on prior live streams. Plan is to add more over time.
- No concrete number of classes that the game will launch with after Beta. (This is still in Alpha!)
- End game? Level cap of 50 in Alpha 3, but the team is not ready to elaborate on end-game quite yet. They want to provide reasons for players to play year-round and have plenty of activities for that. More to be revealed later.
- No healer class. Action RPGs are often Solo based, you almost never see pure support classes in aRPGs like this.
- Still want to enable some synergy between classes to work together.
- Dusk Mage has a skill that provides buffs to yourself and allies that stand within a circle.
- No Console alpha/beta timeframe that the team can share right now. More details regarding this will likely come in the future.
- Plans to revamp the stats page. Currently looks “messy”. New UI Dev is working this.
- Working towards a Free to play game. Alpha 3 is free, but invite only. Finer details about the store have not been finalized yet, nothing ready to share.
- Lots of Frontier props are in development. The team has people that worked on Sims 1 and 2.
- Graphically, trying to enable the game to work on low level and cheaper hardware
- Built a system to support armor dyes. Tools have not been given to a player to enable dyes yet (WOO!)
- No plans to talk about the structure of seasons yet.
- Demonstrated pre-boss cutscene.
- Team loves achievemnet systems. Not in Alpha 3. Planned feature.
- No fishing right now.
- Controller support is in Alpha 3! Some things may not be 100% working, but a lot should be working.
- No item sets created right now. Some designers don’t completely like the idea of item sets.
- Plan to have no progression resets after Alpha 3. Should be permanent through launch.
- Item Socks are planned, as are pet skills. Neither are in Alpha 3 right now.
- Game is on UE4, plan is to keep updating the engine as the game continues
- Using the Deferred renderer, gives far better dynamic lighting