PAX East 2012 News, Infos, Videos, Screenshots...

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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby Kalsten » Fri Apr 13, 2012 10:39 am

Zidders wrote:
Kalsten wrote:I don't care about hair/facial/skin colour customization because, honestly, how much time do you see the sking/face/hair of your character in T1? Only during the first levels until you get an armor, and for example, if you use helmet, forget even to see any skin at all.

I don't know even why they bother about it.


Because not everyone feels the way you do.


So tell me the point on customize parts of the character that you will not see in the game. Is like if they allow you to customice the color of the inside of the mouth. Totally pointless.

However, it is great that every class can be male/female. But in this kind of games, where you change your armor every minute and so, the rest of the customization is totally pointless. Unless they allow you to not show the helmet, even when you have it on, like in WoW.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby Volbard » Fri Apr 13, 2012 10:43 am

carrierx wrote:So uniques as in gold named items ?


Right!
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby JamusT » Fri Apr 13, 2012 10:47 am

Kalsten wrote:
Zidders wrote:
Kalsten wrote:I don't care about hair/facial/skin colour customization because, honestly, how much time do you see the sking/face/hair of your character in T1? Only during the first levels until you get an armor, and for example, if you use helmet, forget even to see any skin at all.

I don't know even why they bother about it.


Because not everyone feels the way you do.


So tell me the point on customize parts of the character that you will not see in the game. Is like if they allow you to customice the color of the inside of the mouth. Totally pointless.

However, it is great that every class can be male/female. But in this kind of games, where you change your armor every minute and so, the rest of the customization is totally pointless. Unless they allow you to not show the helmet, even when you have it on, like in WoW.



You can indeedy hide said facial obstruction with a simple check of a box good sir =) So yes it isnt super easy typically to see the faces... but you can make it more visible and deep down you will know what you look like... which to some people makes all the difference. Plus we do have a lot of open face helms and hoods etc, so long story short- its most noticeable in character select, but there are ways to see it in game as well.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby carrierx » Fri Apr 13, 2012 10:50 am

Volbard wrote:
carrierx wrote:So uniques as in gold named items ?


Right!



and 1 person named most of those ?

How is his therapy going ?

:D
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby Kalsten » Fri Apr 13, 2012 10:55 am

JamusT wrote:You can indeedy hide said facial obstruction with a simple check of a box good sir =) So yes it isnt super easy typically to see the faces... but you can make it more visible and deep down you will know what you look like... which to some people makes all the difference. Plus we do have a lot of open face helms and hoods etc, so long story short- its most noticeable in character select, but there are ways to see it in game as well.


Ok, that makes me happier :) And thank you for calling me sir :P
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby Rusty » Fri Apr 13, 2012 12:29 pm

carrierx wrote:
Volbard wrote:
carrierx wrote:So uniques as in gold named items ?


Right!



and 1 person named most of those ?

How is his therapy going ?

:D


He did indeed. JDWiker is the one who did the naming.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby D2Hans » Fri Apr 13, 2012 12:37 pm

Falcor is likely managing the therapy by taking him out for walks and getting treats for Falcor. When the treats are done Falcor wants his belly rubbed.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby carrierx » Fri Apr 13, 2012 2:48 pm

They should throw up 2 random screenshots of uniques...

Just for fun :D
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby JamusT » Fri Apr 13, 2012 4:35 pm

carrierx wrote:They should throw up 2 random screenshots of uniques...

Just for fun :D


It's all coming soon enough. Keep an eye out over the next few weeks. We will be sharing more on this eventually ;)
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby Deadnoob » Sat Apr 14, 2012 5:03 am

jamesL wrote:we heard about the "pet shopping list", but I'd like to see it

Don't know if you watched the video and caught it, but you can get a short glimpse of the shopping list UI in the Gametrailers vid.

http://www.gametrailers.com/video/pax-e ... ew_comment

at 4:29

It looks to be a both potions and both scrolls each with it's own quantity counter.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby adoomgod » Sat Apr 14, 2012 7:06 am

travisbaldree wrote:We do have Faster Cast Rate - it's separate from attack rate bonuses.


1.That can't be quite right, for what if both weapons have +15% attack speed? Doesn't it stack to 30% for both? Of course I guess you balance this by making 2h weapons have higher modifiers aka 30% attack speed bonus.


Weapon speeds are innate - they don't come from bonuses, so it doesn't work like that in practice. If you got a piece of armor that gave you 15% attack speed bonus, it'd apply to both weapons.

2. Please, please, please change this. I loves me some cap breaking.


It's actually not a limitation right now - soft caps have been supported since TL1. We just aren't using them right now.


That's not what i meant on 1. I know weapons have base attack speeds built into them. But say one weapon has a +15% attack speed modifier on it. That will apply to both your weapons correct? Like you are wielding a short sword of alacrity for +10% attack speed and a Claw of Ferocity for +15% attack speed then both weapons will have a +25% attk speed modifier on them.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby travisbaldree » Sat Apr 14, 2012 2:30 pm

I'll have to check again. There are a subset of weapon bonuses that ONLY apply to that weapon. Can't remember off the top of my head though.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby travisbaldree » Sat Apr 14, 2012 2:56 pm

Chthon wrote:
jamesL wrote:since skills take the DPS value of weapons then how is the DPS value on weapons rendered useless ?
the more DPS a weapon has, the more damage a skill does, so comparing weapon DPS essentially compares skill damage


1. This has nothing to do with skills in particular. The problem will exist across the board.
2. The problem is that the weapon DPS display does not reflect the fact that different damage types will have very different multipliers.
3. An example may help:
Imagine you have 200 strength and 100 focus. Further imagine that you are presented with an choice between two swords. One says "100DPS." The other says "90DPS." Which would you choose? Probably the one that says "100DPS," right? Well, it was the wrong choice. If you look at the smaller text, the "100DPS" swords says "100 physical damage, 1 sec attack interval"; and the "90DPS" sword says "45 physical damage, 45 fire damage, 1 sec attack interval." After applying your strength bonus, the "100DPS" sword will do 200 damage each second. What about the "90DPS" sword? Depending upon whether the strength and focus bonuses stack additively or multiplicatively, it will either do 202.5 or 225 damage each second. In either case, the weapon with the lower DPS displayed actually does more base damage in practice. Thus, the DPS display on the weapons was so misleading as to be worthless.

why is the underlined sentence impossible ?
why isn't it the average ?
don't you alternate hands when you dual wield ? so you're hitting with one weapon 1/2 the time and the other weapon the other 1/2
so if the R handed weapon does 100 DPS and the L handed weapon does 200 DPS and each weapon strikes once per second, then in 2 seconds you've striked once with each weapon, for a total of 300 / 2 seconds or an average of 150 per second ? not a sum of 300 right ? or am I misunderstanding something ?


1. It's impossible because it's internally inconsistent. You can average DPS or you can have "each weapon attack[] at its own rate," but there's no way to do both.
2. You seem to be confusing DPS -- damage per second -- with damage per hit. (With a correct dual wielding implementation, overall DPS should be the sum of both weapons' DPSs and overall average damage per hit should be a weighted average of both weapons' damage per hit. (See #3 for why it must be a weighted average.)
3. Assuming Travis was correct in saying "each weapon attacks at its own rate," you do NOT alternate hands unless your weapons have the same attack speed. Imagine one weapon that attacks once per second and another that attacks once every four seconds -- would they alternate? Obviously not. (At least not in real life. TL1 gets it wrong.)
4. If, as you say, "each weapon strikes once per second," then, in 2 seconds you would strike TWICE with each weapon, not once.
5. You've put me in a position where I'm trying to justify some very fundamental mathematics, which is quite tricky. Imagine being asked to prove that 1 does not equal 0 without being able to say "look, 1 obviously does not equal 0." (Don't feel bad -- it may be fundamental, but it's not necessarily intuitive -- Runic got it wrong in TL1 after all.)
6. This is one way that might make it intuitively clearer for you: Imagine there are two people in your game. Each has a sword and shield combo. Each is attacking at their own attack rate according to the weapon they have. One is doing 100DPS. The other is doing 80DPS. They are on a team. How much total DPS is the team doing? 180DPS, right? You just add them together and take the sum. Easy enough.
Now, if instead of two people, there are two hands on one person, is anything going to be different? The answer should be "no." Total DPS should be the sum in both cases.
7. This is another way that might help make it intuitively clearer: Imagine you have a sword in your right hand and nothing in the left. Your sword does 10 damage per hit, and attacks once per second. How much total damage will you do in 10 seconds? 100 damage. What's your DPS? 10DPS. Now, imagine that you have a "rather pathetic magic pebble of slowness" in your left hand. It does 10 damage per hit, and attacks once every 10 seconds. How much total damage will the pebble do in 10 seconds? 10 damage. What's the pebble's DPS? 1DPS. So, now, what's your overall damage done in 10 seconds? 110 damage. (10 damage for each of 10 sword swings, plus 10 damage for one pebble attack.) What's your overall DPS? 11DPS. Which is the sum of your weapons' DPSs.
(If you're having trouble picturing this, ACT IT OUT. Go up to a whiteboard with a red (10 damage, 1 sec attack interval) marker in your right hand and a green (10 damage, 10 sec attack interval) marker in your left hand, and swing them at the board -- the red marker once per second, the green marker once per 10 sec -- for 10 sec. Then count the marks you made. You will find 10 red and one green. Which jives with what I jut said above.)

Which comes back to the issue at hand (sorry pun): A correct dual wielding implementation will give you an overall DPS that is the sum of both weapons' DPSs. Runic got it wrong in TL1. I'm bringing it up because I really, really want to see it done right in TL2. (And I'm bringing it up a second time because Travis's internally inconsistent statement didn't inspire confidence.)

What appears to have happened in TL1 is that they forced you to alternate hands -- probably to make it easier to animate. This slows down both weapons because each hand is left idle while the other is attacking. (Instead of "attack, attack, attack, attack...," each hand now goes "attack, wait, attack, wait...") So it's not true (in TL1) that "each weapon attacks at its own rate." The final attack interval for each weapon is equal to the sum of the attack intervals of both weapons -- which means half speed if the other weapon has the same attack interval. (Otherwise, the faster weapon slows down more and the slowdowns on both weapons average to half speed overall.)

So....

The "really, really right way" to implement dual wielding is to let each arm swing totally independently (no forcing alternation), thereby removing the idle periods.

A "mostly right way" to implement it would be to do it like TL1, but add 100% speed boost to correct half speed back up to full speed. (See TL1 mod that does exactly that.) This implementation gets the math right, so it's balanced, but the animation isn't quite right. (Instead of "attack, attack, attack, attack...," each hand goes "super_fast_attack, wait, super_fast_attack, wait...")

in the video http://www.youtube.com/watch?v=MpXQO76bjrY around 5:47, Max said when you dual wield you have a chance to do an Exceute attack, where you attack with both weapons at once, so that would be a sum and an advantage to dual wielding


Unless execute does so much damage that it makes up for missing half the DPS you're supposed to have, it won't fix the problem. Even then, execute costs points in focus. You shouldn't have to sink resources to get back something you should have had in the first place.


Ok, theres a whole lot of stuff here but it is primarily based on assumptions about how things 'should' work that are not consistent with what we chose to do, and there are many reasons why we chose to do what we did.

Attacks are not simultaneous, and we don't pretend that they are - they alternate. If you have two identical swords and put one in each hand you do NOT do double damage. It's hugely imbalancing to do that, and means that dual wielding is the only viable way to go. Your dps when wielding two identical weapons is EXACTLY the same as if you were using one.

Apart from the basic double damage imbalance, mashing the damages together makes it easy to 'game' inherent properties of other weapons. Imagine I have a very weak weapon with a 20 meter range that can strike 20 enemies. Now I have a super strong weapon with 1 meter range that can hit one. I am dual wielding these weapons. Should my super strong short range weapon augment my multi target long range weapon? The implications are huge, and not good.

We DID introduce execute so that you CAN invest in getting double attacks where both happen simultaneously, but they must be of a similar weapon type to avoid big disparities in rate favoring one specific weapon combo.

DPS on weapons is just a helpful visual. Weapons have an attack speed ( which doesn't mean that if equipped they will attack x times per second - it means that from initiating a swing it will take x long )' and they have a damage they deal on strike, and they have an attack cone, a range, and a secondary damage percentage. Everything else is derived.

So, yes, if you put a 100 dps weapon in one hand and a 1 dps weapon in the other, your overall dps will suffer a LOT.

I don't know if I've helped or hindered here.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby xani » Sat Apr 14, 2012 3:03 pm

so dualwield dmg of same type (attack speed/AoE/Range) of weapons that differ in damage is basically their damage averaged + execute bonus ?
How does it compare to 2h weapon ? say dual pistols VS bow of same quality. Does dualwield give any defense bonuses ?
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby travisbaldree » Sat Apr 14, 2012 3:04 pm

Maybe to further clarify - our intent with dual wielding is not to use it as a damage augmentation mechanic. Our intent is to let you combine disparate weapon styles and ranges without using a weaponset. You do get damage augmentation as a side benefit, and you can improve it - but the design purpose for us for dual wielding was NOT to have it used as a massive damage improver. That doesn't work within the framework of the rest of the game systems and how we handle skill damage.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby travisbaldree » Sat Apr 14, 2012 3:06 pm

xani wrote:so dualwield dmg of same type (attack speed/AoE/Range) of weapons that differ in damage is basically their damage averaged + execute bonus ?
How does it compare to 2h weapon ? say dual pistols VS bow of same quality. Does dualwield give any defense bonuses ?


Bows have longer range and damage. Most other 2 handers have splash arcs and longer range than standard melee. Each weapon type has something different about it to recommend it for certain uses.

Over time, yes, it averages for dual wield. But it is not pre-averaged on delivery of damage, if that makes sense.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby Hue » Sat Apr 14, 2012 3:26 pm

travisbaldree wrote:I don't know if I've helped or hindered here.

Sounds like you've helped. Going back to the sword and board versus dual wielding identical swords argument (where it was said that the sword and board would win every time), if dual wielding effectively doubled your damage, it'd be too powerful, meaning dual wielding swords would win every time, resulting in the exact same problem in the first place as there would be no point in having anything but another sword in your off-hand. The ability to execute offsets this problem, meaning both the sword and boarder and the dual wielder have a chance to win, making both a viable weapons choice.

Though personally, even without the ability to execute, the visuals of a Berserker running around with a fist weapon and shield is enough of an argument in favour of dual wielding for me. :P

EDIT: Hope that makes sense... And I haven't grossly misunderstood what was being said.
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby xani » Sat Apr 14, 2012 3:36 pm

I'm just wondering why someone should use dualwield on ranged weapons instead of 1h + shield or 2h as first option gives more defense, and second one both more range and damage.
Some short-range shotgun + whatever long range 1h combo could be fun tho :D. How high chance to execute can we expect ?
Also, if one of weapons is out of range do only longer ranged one will attack or character will run to get into shorter's weapon range?
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby detama » Sat Apr 14, 2012 3:39 pm

travisbaldree wrote:Maybe to further clarify - our intent with dual wielding is not to use it as a damage augmentation mechanic. Our intent is to let you combine disparate weapon styles and ranges without using a weaponset. You do get damage augmentation as a side benefit, and you can improve it - but the design purpose for us for dual wielding was NOT to have it used as a massive damage improver. That doesn't work within the framework of the rest of the game systems and how we handle skill damage.



in this case, assume playing veryhard + hardcore difficulty, there is no reason to choose dual wielding over weapon + shield combo, since dual wielding is making a huge risk by lower a significant amount armor and block chance, but it almost gained nothing from attack damage or speed. in an ARPG, we want our equipment to have better damage, better armor, better speed, less chance to die, but dual wielding didn't really give any benefit, instead it makes us either decreased damage(compare to 2 handed weapon) or decreased armor (compare to shield). if we can use "W" to switch to different weapons, why do we want to combine disparate weapon styles if it put us in great danger without giving benefits? unless certain skills use both weapons to attack together, that means whoever use dual wielding will stick to those skills in later game, which caused the single weapon skills useless to them, also normal attack in this case will be useless too
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Re: PAX East 2012 News, Infos, Videos, Screenshots...

Postby jamesL » Sat Apr 14, 2012 4:00 pm

detama wrote:..if we can use "W" to switch to different weapons, why do we want to combine disparate weapon styles if it put us in great danger without giving benefits? ..


because pistol and sword is fun ?

and this Berserker with the dual claws just looks awesome
http://www.youtube.com/watch?v=KRE7lIod6-c

and I'm sure they're trying to balance the game so that dual wielding is not a disadvantage
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