Schaefer noted that this rotation was just a small sample of the plethora of abilities that can be unlocked and upgraded with skill points. Using skills like a rapid-fire chest cannon, a wide-arced shotgonne, or a whirling spin attack all generated heat which needed to be dissipated with a devastating vortex attack. I shot and sliced my way through the roving packs of goblins with a handful of fun to use and versatile abilities. In the woods, for example, goblins spawn during the day and skeletons at night. And while I didn’t see it personally, Schaefer assured me that these zones also have a day/night cycle that governs which enemies are spawning. Schaefer explained that relative to other zones the “Wood’s Edge” wasn't that big, but could still hold twelve or so players in a single instance. I would have liked to have explored the town further, but my time was short so I made a beeline for the exit.Īfter a loading screen, I found myself in a stone-speckled moor called the “Wood’s Edge.” Schaefer referred to this outdoor zone as a “public play area.” In these spaces monsters respawn, harvestable crafting materials pepper the landscape, and you’ll encounter other players outside of your party. Torchlight Frontiers is an MMO after all. The town was called the Imperial Outpost, and while it was currently barren (save for a few NPCs), Schaefer promised that on the live servers it would be brimming with other players. We'd like to thank our dedicated player base for supporting us and providing such insightful feedback during early development.I started my journey in a well-maintained town that existed just within the boundaries of safety at the edge of the forest frontier, or as Schaefer called it the forest “spoke.” A spoke is a thematically consistent playspace that offers a self-contained progression experience, and while I'll elaborate on what that means later, for now, let's just say it's one of the brilliantly unorthodox concepts that makes Torchlight Frontiers so intriguing. Based on this and extensive feedback from our Alpha testers, we decided it was time to take the game back to its roots and model it after the classic Torchlight games that ARPG fans have come to love. "During development, you often discover what type of product a game was meant to be and we found Torchlight Frontiers was meant to be a true successor to Torchlight I & II. "When we started developing Torchlight Frontiers, we were focused on creating a shared-world experience," Max Schaefer, CEO of Echtra Games and co-founder of the Torchlight franchise, said. You can check out all of the announced changes on the official website for Torchlight III. Other changes include the return of the act structure from previous Torchlight titles, the removal of the in-game real-money store, and more. Torchlight III will still have both online and offline play, but much of the progression systems appear to have been or will be reworked, and offline characters will not be able to play multiplayer games. According to the developers, this extremely significant change comes after extensive feedback from alpha testers.
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