Torchlight II

Torchlight II

Far East Pack 1 (v.393)
Spxder_bxtch  [utvecklare] 20 aug, 2013 @ 4:30
Far East items, more or less?
It was brought to my attention that FE items drop far more frequently than base game items. So, in response I lowered the weight of the FE items in the game.

My question is would you rather have more or less FE items drop from monsters. Keep in mind that the Eastern Merchant will still be there to purchase some items from.
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I haven't tried the new version, but I would prefer the Far East items to have a rarity to them. This is because you use new icons, textures and even animations across the weapons and armour. Rarity gives it a meaningful collectible feel, and something to strive for.

Incidentally, where is the Eastern Merchant located? Only in Act 3, but I don't think he's there.
Spxder_bxtch  [utvecklare] 20 aug, 2013 @ 6:53 
For this release he is only in the act 1 town. The next pack will see one added to act 2, then the 3 release one to act 3, and so on.

For this release I actually reduced the weight even more.
zParticle 20 aug, 2013 @ 10:44 
The current build has a real glut of drops with every fist dropping THREE fists and every sword dropping TWO swords, and they're usually all rare, too. Hopefully this was just a misassigned spawnclass or a test setting that got left in.

In general, I would agree with making the new items drop a lot more rarely to add to the excitement. Also be aware a lot of us will keep this mod active while playing with other classes so it's good to keep the larger game's ecosystem in mind.
LoLDodgeTHIS 20 aug, 2013 @ 11:00 
I'm down with the idea of rarity.
Afterall, someone using primarily katanas might want to switch it up with a broad sword from time to time anyway. Keeping an eye out and striving for a certain weapon would just add to the thrill of adventuring.

If you're looking to add more FE item types... if this is actually potentially implementable...
How about the addition of a Scythe-and-Chain (Kamakiri?) weapon and/or class? As for actual gameplay, it could be similar to the Ezrohir chain users seen in act 2. It would also give more meaning to the "Get over here" chain-aoe-pull skill as seen in the Vanilla release.
Senast ändrad av LoLDodgeTHIS; 21 aug, 2013 @ 17:43
Had a crazy amount of blue loot drop from the Faceless King boss. I'm talking at least 100 items..
Spxder_bxtch  [utvecklare] 21 aug, 2013 @ 4:44 
Fyrestorm, that is not a spawn class that we have touched. What character class was this on?
St_Winter 21 aug, 2013 @ 10:02 
i would love to have more of the far east items because i've already played the game once, i dont want to find a whole bunch of western items for my ronin because it just feels likes im throwing all that stuff away.
Ursprungligen skrivet av Zyph:
Fyrestorm, that is not a spawn class that we have touched. What character class was this on?

Kensei
Michael 22 aug, 2013 @ 15:00 
Personally, I think the drop rate is fine the way it is. I agree with St_Winter, in that when I'm playing on these classes, I have no reason or desire to use the vanilla gear. I like the outfits to fit the theme of the class.

That was one of the main things that always bothered me about custom classes, in fact. They always start out with this awesome looking themed gear, but as soon as you pick up your first piece of leather, your awesome character looks just like every other bland TL class. Even the traditional classes have this issue, until you find some legendaries. And because YOU all managed to fix this problem, you've been bumped to the top of my favorite mods. :-)

That being said, I would love to see some more variety, so that my kensei, ninja, and grand master don't all look exactly the same, save for the way they hold their weapons. As I mentioned in the other thread, I would vote for all the drops to be class-specific.
Senast ändrad av Michael; 22 aug, 2013 @ 15:03
LoLDodgeTHIS 22 aug, 2013 @ 17:41 
Could a mod or 2 be made for Higher and/or Lower drop rates on FE items?
Like Synergies has its LowPopulation version with less creature spawns in it?

I still think rarity to FE items is more fun in the longrun, but currently with no FE merchants on Act 2 and above, higher drop rates would surely help. And ppl seem to have differing opinions, so just let them choose one or the other? If possible.
Senast ändrad av LoLDodgeTHIS; 22 aug, 2013 @ 17:41
More.
Spxder_bxtch  [utvecklare] 23 aug, 2013 @ 4:09 
I am breaking down and adding more merchants to this preview.
zParticle 23 aug, 2013 @ 6:02 
I think the merchants are a great compromise. That way the new loot is still fun to find but doesn't overwhelm the main drops for your other characters.
Roalith 23 aug, 2013 @ 13:23 
My stance has been to continue with the merchants and leave the drops somewhat low so as not to be annoying when playing an outside class. I am of the opinion that between quest rewards and merchants I seem to sell 95% of the dropped FEP items anyway...

When I rebuilt the spawnclasses I did not change drop rarity or quantity at all from what the FE team had in place previously.
Senast ändrad av Roalith; 23 aug, 2013 @ 13:56
The drop rate seems fine for me except for one specific bug that I've mentioned elsewhere - "packages" of FE items that drop usually include 1 Kunai and 2 Katana rather than 1 Kunai, 1 Katana, 1 Nodachi (or their equivilents). As a result, FE-themed 2-handers basically never drop.

50 levels in and I have never seen one. Fixing this would be great.
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