Torchlight II

Torchlight II

Torchlight Arena (alpha_05)
WOL7EN  [developer] 31 Jul, 2014 @ 7:08am
Rules and Gameplay
Right. I'm trying to brainstorm the "rules" of the arena, how it all should work, in regards to leveling, rewards, experience gain, gameplay etc. I have some ideas from before, old notes and such and I've got some new ideas. I'll try to make it all coherent and presentable to you all some day in the future.

Here are some ideas I have floating around in my head:

Leveling ladder

I've been thinking about this for a while and my current idea is to have the character start with a quest which, when handed in, will level the character to level 21. Rewarding 20 skill points and 100 stat points.

Level 21 is the starting point for the arenas and the player progress, gaining experience points up to level 41 which is the level cap. At level 41 the character will have gained 40 skill points and 200 stat points. To max out the skill tree you need 60 skill points, so 40 should be good number to create a build from.

Fame

Gaining fame will not be rewarded with skill points, but with some thing else, like honor points, or something... Fame will give you status and ranking on the score board and the points you earn can be traded in for special items you can't buy just for gold.

Fame will be rewarded for kills, winning a 1 on 1 duel, or FFA Death Match, Winning a team game, be it death match or an objective game. Fame should also be rewarded for helping winning the objective of the game, what ever it may be. Capturing a flag, controlling a point, destroying/defending an objective, what have you...

Power-ups

Some areas and game modes will have power-ups, in strategic locations through out the map. The power-ups, (shrines?) would be: Health and Mana regene. Speed boost for Run Attack and Casting. Damage amplifier, <your_idea_here>.

Character identification

In order to make it easy to identify a class in-game while playing. All classes should have a recognizable silhouette. This means that the armor pieces should always use the same meshes for each class to keep the "class silhouette". (The textures of the armor pieces can change.)

That's all I have for now. I'll edit this post when I've got more. As always. Fell free to comment and suggest.

EDIT: These are just ideas. Some ideas I have might not be possible, or very hard to implement. I do not know the limits of what can be done with TL2 and GUTS.
Last edited by WOL7EN; 1 Aug, 2014 @ 1:41pm
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Showing 1-3 of 3 comments
DrinkDotka 31 Jul, 2014 @ 4:11pm 
Leveling Ladder:
Having the characters increase parameters as they progress will make the pvp an ecuatinon as simple as + or -, where the numbers matter more than skill. Id add variation without altering the strenght of the character, giving the player more choices on his character as it levels up, making stats highly customizable, but never increasing the parameters from one player to the other so that skill is the single determinating factor in a fight.

Fame:
The ingame-fame is just for titles and skill points. I would suggest something related, but truly have no clue about the possibilities.

Power-ups:
if they exist make them optional. RNG factors always get in the way of skill, but since some people just want to have fun and see things exploding why not?

Character identification:
There are several simple ways, if you can modify the hp bar and add an icon at the end of it, it should be easy and you dont have to limit the cosmetic options of the players. Auras under the feet work fine too.

Looking a bit ahead, a ranked system would be awesome, in 1v1 and team fights alike to make the skill gap a bit more hard.
WOL7EN  [developer] 7 Aug, 2014 @ 5:11am 
I'll try to present the main idea for the mod a bit clearer, as it has come to my attention that I suck at presenting my ideas... ;-)

TLA is a total conversion mod. By this I mean that it will not exist alongside the vanilla quest-line. You will not be able to pop in and out of the Arena with a questing character. Nor will you be able to use any of the vanilla classes in the Arena. Only classes created for TLA will be available to play and only Items and Gear created for TLA will be available to use.

I guess that impression has been given, by the way you are transported to the Arena Town, and since you can go back to the Alpha Zone again. And I guess the tag line: "where heroes are forged" also support this notion.

The current set-up is just for testing and having a way to transport the character to the arena town. I just added the option to go back so the characters could get some gear and level by questing. Once the mechanics and logic of the mod has been worked out, this option will go away.

Having an Arena mod which exist alongside the vanilla game is an interesting and cool idea, but it's not what this mod is about. At least not at this stage. It's meant to be a pure PvP Arena mod, where all the content is created and balanced from scratch.

The motivation of the mod/game will be to climb the ranks in a leader board. To gain fame and fortune when you duel or fight for the objective, so you can get access to better gear and additional items, etc.

The idea is that you should be able to jump in and play a 15-20 min match. And perhaps join a longer objective campaign, which may last up to an hour or so.

TLA will have more in common with FPS shooters such as Team Fortress and MOBA games like LoL, than the vanilla TL2 experience. Though TLA will not be a MOBA. Just so we're clear on that...
Last edited by WOL7EN; 7 Aug, 2014 @ 5:21am
DrinkDotka 9 Aug, 2014 @ 2:16pm 
Put that somewhere people can read it, as far as im concerned it's a ♥♥♥♥♥♥♥ awesome idea.
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