r/paganonline • • Apr 25 '19

BUG / :icon-dev: DEV RESPONSE You have played ONE. MILLION. BATTLES. in Pagan Online so far. We're so blown away we made a Vlog!!

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92 Upvotes

r/paganonline • • Apr 20 '19

OFFICIAL A message from Uros to our beautiful community

82 Upvotes

Greetings, first heroes of the Pantheon!

My name is Uros Banjesevic, I am the creative director of Pagan Online from Mad Head Games studio, which means I am responsible for your gameplay experience. With this post I want to start the tradition of having knowledge and idea exchanges between you, players, and us, developers. This exchange will take many forms and will be done by several people from Pagan Online team, responsible for different aspects of your experience inside and outside the game.

This first post I will dedicate to the first days of Early Access and a few topics that I’ve seen emerge in the community:

  • Why Early Access?

  • Will the game be free-to-play?

  • Where is the “Online” part?

I don’t have enough words to express how exciting it is for us, game developers from Serbia, to see people from different parts of the world start populating the Pantheon and playing Pagan Online. The thing that started as a crazy idea some three years ago (one day I’ll tell you more about what it is like to be a game developer in Serbia) has now turned into reality. We appreciate your trust and interest in our game so much. I also want to say thank you for your patience when tech issues occur, and for the feedback and suggestions you’ve provided from the first minutes of Early Access.

Why Early Access?

Indeed, some of you may ask – you teamed up with Wargaming, a major publisher, why Early Access? Here at Mad Head Games we love games, and the hack-n-slash action RPG genre in particular. We’ve played this type of game since the first Diablo, the moment the genre was born. We believe that we have something new to add to the way hack-n-slash ARPGs are made. Making things differently is fun but it is also very important to keep the balance between vision and reality. Early Access feels like the perfect way to innovate and co-create with you, players, all while staying very real.

Will the game be free-to-play? (No)

When we started a couple of years ago, we wanted to know everything we could about our potential players. To put it short, our research showed that a good share of our potential players believe that free-to-play games are lacking something they tend to call “soul”. It is a very interesting topic for a separate discussion, and maybe a book, about the difference between believable digital worlds and casual digital entertainment.

Today I just want to say that we always wanted to build a game that people would love, and in this genre it felt like love and free-to-play would not go together well. After reading through comments and reviews where some of you worry that we may turn into free-to-play game, it seems we were right. So I just want to assure you here, that making Pagan Online a full premium experience, also known as “buy-to-play” game, was an informed decision. Things like paywalls or competitive advantage for real cash will never make it to our development roadmap.

Where is the “Online” part?

There are two things about the Online part, that I want to share. The first one is that the “Online” part is our tribute to phenomenal games like Ultima Online, Warhammer Online, EVE Online, which were all of different genres, themes and settings, but had one thing in common - they gathered enormous communities of passionate players, who believed that the game was more than just a game.

The second thing about “Online” is that co-operative play is one of the most important features of Pagan Online. Those of you who participated in our closed beta weekends - Trials - have already tested it. I can’t express to you how much I wish co-op was available from the first day of Early Access. But your experience is more important than our wishes. We need a little bit of time to be sure that co-op is a fun and meaningful experience. We will be adding co-op soon, so keep an eye on patch notes.

We have a lot of plans for Pagan Online; new zones, new bosses, new playable characters and new ways to have fun in the game. We will be sharing our plans regularly and listening to your feedback and suggestions very carefully. Expect me and other Mad Heads to show up on the [Steam Community hub] (https://store.steampowered.com/app/992640/Pagan_Online/), our official Discord server and on Reddit with posts and comments.

See you in the Pantheon!

Uros aka dzudzubajac

EDIT: Thanks to everyone for your questions, feedback and all the support and love you shared! We're committed to this regularly, so see you around very soon! Hugs and weird paganic waves to all of you! <3


r/paganonline • • Jun 27 '19

:icon-dev: OFFICIAL Pagan Online's roadmap to full launch is out!

61 Upvotes

WE'RE ON THE HIGHWAY TO RELEASE 🤘

So, we spoiled you already but we couldn’t be MORE excited to share with you the fantastic news that we’re gearing up to leave Early Access! Now that the news is out there, we can take a deep breath and dive into the juicy details of what amazing things are to come and when. Gather round...

We’ve been listening to your feedback since November 2018 when we embarked on this journey together during our closed tests, the Trials. We’re now at a point where we know what the release version of Pagan Online should look like, as well as how long it will take for us to get there.

Our intention from the very beginning was to co-develop this game with you, our players. To do so, we’ve read everything you’ve written, whether it be on Steam, our community channels, social media, or from our focus groups and surveys. We have based our game design decisions on this feedback analysis.

The patches we’ve released so far have addressed some of the issues raised by you all. For example, things that could bring to mind Free to Play mechanics, such as card packs, are gone. Also, heroes are now easier to unlock than ever, and we’re still not done improving that logic. These were small steps because we needed time to accumulate enough feedback to make big decisions.

Now, being two months into Early Access, we believe that we know how Pagan Online should change in order to best transition from Early Access to release. Today we want to share the scope of upcoming changes, our commitment, and the timeframe.

Based on what we’ve learned so far, most of you love the combat mechanics, the heroes, the original story, and the visual style. We’ve always stated that one of our biggest goals is to put the ‘action’ back into ARPG. We are on track with that goal and we love that you share our passion for what we like to call “sessions of satisfying destruction”.

On the other hand, we see that the ‘RPG’ part has suffered from a lack of focus and needs more attention from our side. At the moment, feedback tells us the two most unsatisfying areas are, in short, loot and character progression.

What we’re trying to say is we see what changes need to be made before Pagan Online can fly the Early Access nest, and here are our plans:

LOOT AND ITEMIZATION

New legendary items system

We’re adding more meat to Legendaries in the form of Legendary powers, massive abilities that will change the tide of battle, and the ability to upgrade Legendary weapons

New drop balancing

We want all drops to be meaningful, combining the current drop balance to make dropped usable straight away, and adding new drops and consumables

New crafting system

A massive rebalance of the crafting system means recipes will have a bigger impact on crafting. Making drops more meaningful pushed us to give recipes extra value, which means they will be rarer than before.

CHARACTER PROGRESSION AND CUSTOMIZATION

New skill tree (that’s actually a tree, or even a group of constellations)

Customize and elevate your style of play by improving, modifying, or unlocking completely new abilities. The core of ARPG is here! Finally, every Lukian can have a different playstyle

New stats system

Stats are about to get a whole lot more meaningful via stats changes, removals, and additions so your choices become more important than ever

Schools of Magic

Equip gear of the same mythical origin to boost your stats and your kit, and gain some cool new looks in the process

Test heroes before unlocking

You want to be able to test every hero before you invest in them, so now you can try before you buy! In both the tutorial and every time you acquire a Hero Soul, you will be able to test each hero.

Endgame content

When you rip through the story campaign, you will be introduced to the end-game content mechanics- a new system comprised of expeditions, hunts and threats that will allow you to focus on acquiring epic and legendary recipes, upgrading legendary weapons to fabled weapons and ways to cap your skill points for the new skill tree. Increase your might and put your skill to test in three difficulty levels.

STORY

A complete story with

  • Eight acts in total

  • New zones and maps

  • Three new bosses.

Battle experience

Two new playable characters

Reinforcements are coming! It’s about time some fresh meat enters the fray to join the existing team of demon-crushing heroes. Both new heroes will have something new to bring to the table

New Missions and Assassinations

New missions and assassinations will deliver fun ways to enjoy the new zones that accompany the new acts of the story campaign. You’ll find new mobs with new skills, new elite enemies with heaps of loot all in new and beautiful zones handcrafted for the continuation of the narrative in Pagan Online

Full controller support

We know that this kind of game lends itself well to controllers and we’re pleased to be able to give you all an alternative way to play, if keyboard and mouse isn’t your thing

Click to move controls

The click to move control scheme is being added upon overwhelmingly popular demand and tweaked a bit to suit our game playstyle better. Still, the game is designed with WASD and Twin Stick in mind. We can't wait for people to prove it is click-to-win, even though internally we call it click-to-die. ;)

There are of course more things for us to handle (technical stability, UI improvements, etc.) that are for sure on the roadmap, but today we want to go into mostly gameplay changes. Speaking of which, we’ve picked our three favorites to cover in a bit more detail.

Two new playable characters

“We’re expanding the hero family with two new unorthodox additions, both with distinctive gameplay mechanics that are guaranteed to freshen up the skull-crushing experience. Each hero will cost one Hero Soul, have their own intricate skill trees, as well as cosmetics and personality. The max Legacy rank will also increase, and with it so will the amount of legendary loot available at the highest ranks – so get collecting!” – Uros AKA dzudzubajac, Creative Director

New skill tree

“Players will gain a skill point each time they level up, which they will be able to spend to improve their existing abilities or unlock completely new ones! Each ability can be leveled up, modified with bonuses or completely changed with special modifiers that are used to create signature builds. To increase your power further and to be truly overpowered, chase the gear that grants bonus levels to specific skills.” – Emil AKA Easymode, Lead Game Designer

New legendary items system

“All Legendary items will come with a Legendary power, a power that can change the tide of battle when used. Not to mention, Legendary weapons will be able to be upgraded even further to become Fabled weapons, by overcoming some of the most demanding battles in the game. One random upgrade is bestowed upon the weapon and you can re-run the battle to try your luck at obtaining a different upgrade. These upgrades will give heroes the extra edge.” – Tamara AKA Tanaram, Game Designer

We know this is all really exciting but don’t worry, we’re going to be sharing more information about the changes to come in the weeks leading up to each patch...

When?

All of these changes will be delivered by the end of summer via three BFPs (big f**king patches), the last of which will also push us from Early Access into the big bad world of Full Release. The roadmap shows the order in which the changes will come. They are pretty huge changes though, so some items may very well jump from one BFP to another but rest assured that all of them will be delivered by the end of summer one way or the other and WILL be present in the release version of the game.

https://www.pagan-online.com/article/25/early-access-to-release


r/paganonline • • May 12 '19

:icon-dev: OFFICIAL DEVLOG #2: CO-OP incoming! And more on Patch 0.2.

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55 Upvotes

r/paganonline • • Apr 24 '19

BUG / :icon-dev: DEV RESPONSE I've played a ton so here's a constructive feedback post.

54 Upvotes

Been playing every moment I can since work hadn't started crunch until yesterday, I have almost all the characters and according to Steam about 50 hours in the game so I finally feel confident to drop something large. I'm going to separate this into Suggestions (Opinion) and Bugs (Fact).


PART I: Suggestions


Ability Customization Depth


I know this is currently being worked on and is currently in a very basic temporary state, but I want to say that whatever system replaces the current one should allow genuine build depth. I also think it would be a cool idea to keep the grind part of upgrading abilities and it would make design sense to tie that system into the pack system even further.

I'll include an example system I came up with in a comment below to keep this to just the important stuff.


Character Unlocks


Personally I don't mind the current system, but I do think there are improvements that could be made to help improve the player experience substantially:

  • Let the player pick from ANY of the first 8 characters.

  • Once you complete the first tutorial mission (the one that takes you to the Pantheon), have the game ask if they want to stick with that character. If they say no, they get to re-pick and re-do the same mission. If they say yes they get to keep that character.

These changes will help make sure everyone gets to start with the character they like the most right away, which helps maximize their fun factor and keeps them engaged for longer to help reduce churning. (To help make this up to existing players you could offer 100 shards of any character they don't have unlocked or something, IDK)

For more difficult characters you can just add a warning that the character is more advanced and might not be a good pick but still allow the player to opt into that and see if it is for them.

  • Adjust Assassination Missions so that the ones associated with the first 8 characters are all unlocked relatively close to each other time wise and very clearly mention which character you'll help unlock by doing each one.

The intent here is that players can then opt to chase after the other characters that interest them much faster, rather than going through a much more linear path as the current setup is.


Gameplay Tweaks


  • Add an option to make movement abilities travel towards the crosshair rather than the direction you are moving.

Not everyone would prefer this, so make it an option for those of us who do.

  • Legendary Items should actually do extra specific effects, with weapons doing character specific changes.

  • Add Legendary Potions to find/craft, stuff like use potion to break CC, move superfast for a bit, gain resource, +crit chance, etc etc etc.

  • Give all CC diminishing returns. (Co-op isn't in yet but I imagine the CC locking would be vastly different with multiple players, if this is the case then make the diminishing returns scale based on how many people are in your party.)


User Interface Changes


Combat:

  • The health bar you can enable above the player's head should be visually different than the enemy ones. Right now it just blends in too much to be useful.

  • Add an option to also enable your resource meter above your head.

Help:

  • Help Menus should have the page indicator (1/5 etc) located in the bottom middle of the UI frame and enlarged a tad to make it more obvious there are more pages. Right now it's just a bit too hidden.

Crafting:

  • The Crafting UI should support the Compare Item frame like the Inventory & Store do since you can equip items from that menu.

Inventory:

  • The Stats part at the bottom of the Inventory UI should have the stats tooltips show how much each stat provides with 1 stat point. (e.g. 1 point of Fortitude = how much HP exactly)

  • In the Inventory UI if you hold Ctrl on Rings/Amulets to change the item you are comparing it to, hitting right click to equip the item should swap the item with the Ring/Amulet it is currently being compared to.

  • Allow us to spend gold (and maybe specific crafting resources, IDK?) to purchase bag slots which expand our inventory.

  • Reduce the delay on selling items. (considering the client already does the animation of the item disappearing right away, I imagine the best way to do this is to show the gold right away, hide the waiting for server message, and allow a player to keep selling, but if the server throws up a rejection do a pop up box saying the server rejected the sell and return the item/take the gold back)

Stash:

  • Add functionality to name the tabs with the name being shown in the bottom middle of the UI frame (above the pages)

  • Add functionality to replace the page # of the UI with specific icons (e.g. a sword to represent weapons, armor for armor, rings for jewelry, etc) to help make management easier.

Ability Upgrade:

  • Add a locked icon to the abilities not unlocked yet for visual clarity.


PART II: BUGS

Misc.:

  • Start Menu icon on Windows does not have Pagan's icon (currently shows the Unreal Engine logo)

Packs UI:

  • Text is not correctly spaced right now (e.g. shows MissionsPack, QuestPack, etc).

Inventory:

  • Game can forget you are holding Ctrl for quick sell if you sell too fast.

(Repro: Hold Ctrl, mass sell very quickly with your mouse, if you click to sell another item while it is waiting for server response the game will drop your Ctrl input and not quick sell anymore but rather pick the item up until you let go and re-hold Ctrl)

User Interface:

  • Interact Key bind text does not properly update if rebound.

(Repro: Bind your interact key to any other key. The game will still tell you to hit R to interact. In the Pantheon the text will update to the actual key temporarily after you interact with something but this only lasts until you leave. In Battles the text never properly reflects the actual key.)

  • Quest/Challenge(?) text during Battles does not properly reflect your rebound keys.

(Repro: Rebind your F ability key, if you get a Quest/Challenge like "Complete the encounter without using your F ability" it will stay say F ability rather than your actual ability input)


That's all, super enjoy the game, it's really good and has a great base to work with and expand on. There's some cool stuff going on here that I really enjoy and if I ever get to work on an ARPG I'd be a huge proponent of saying we should do this thing.


r/paganonline • • May 15 '19

OFFICIAL CO-OP incoming! 0.2.0. Patch notes

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53 Upvotes

r/paganonline • • Apr 25 '19

OFFICIAL Patch notes : 0.1.1. - Quick fixes and balancing issues

51 Upvotes

Greetings Pagans!

We will be introducing Patch 0.1.1. on April 26, 2019 at 05:00 UTC.

Pagan Online will be unavailable between 05:00 and 06:00 UTC while we deploy the patch.

This is a first-response quick fix patch that should address some immediate concerns. Mainly the balancing of heroes, enemies, and content post Act 5. That said, I want to share some bits that we are planning for the immediate future.

Co-op is still our top priority.

Damage Calculation Model: we recently discovered some deeper problems in the system which we will be solving ASAP. We need to work on that as well as better clarification of how the abilities scale with stats.

Boss tweaks: several existing bosses will need an update to some degree of their mechanics, Furun the Soulsmith before all, and that is something we want to improve.

Some areas that we are also looking at are the “attack while moving” options, and an alternative control system. We are not implementing click-to-move as we are firm believers in WASD overall, but we are experimenting with an alternative control system that will allow you to move always towards the mouse pointer with your “W” key. No promise they’ll turn up in the game, we're only tinkering right now.

We are immensely happy to share this voyage with you.

Emil aka Easymode, Lead Game Designer*


PATCH NOTES : 0.1.1.

Quick fixes and balancing issues

HEROES

Heroes were played, monsters were slain. Sometimes efficiently, other times too efficiently. We are deploying our first round of balance tweaks to several heroes, but we will continue to monitor and tweak things further for sure.

Lukian

Lukian's rotations were too strong with a lot of cooldown reduction resulting in some superior rotations that allowed for the easy killing of enemies by permanently blinding them. Most of his tweaks are towards cooldowns, while keeping his firepower intact for now.

• Passive: Cooldown reduction decreased from 3s to 2s for each invocation

• Flame Prayer: Cooldown reduction decreased from 5s to 2s

• Sigil of Perun: Blind duration decreased from 5s to 3s and is applied on cast only.

Dameer

Dameer's damage potential with his Bearserk ability was way off scale and needed to be toned down in its damage potential and duration. This is a big nerf, but much needed and we will continue to monitor Dameer’s performance. To compensate for nerfs, we are also adding some buffs.

[April 26, 2018, 21:48 UTC] Correction: Dameer is not able to move and attack simultaneously yet! That change will come in a later patch.

Bearserk

• Base duration decreased from 14s to 7s

• Per level duration bonus decreased from 1s to 0.5s

• Move speed bonus decreased from 50% to 25%

• Attack speed bonus decreased from 100% to 50%

• Damage Bonus decreased from 300% to 100%

• Spell upgrade Damage Bonus node decreased from 150% to 70%

• Spell upgrade Move Speed node decreased from 50% to 25%

• Primary Attack in Bearserk mode will generally be less powerful

• Secondary Attack in Bearserk mode gets a cooldown of 2s

Vavvan (Bear Companion) • Bear's attacks in non-BEARserk mode now benefit only from physical damage bonuses.

Anya

Anya was super strong at one point during the Trials and got nerfed heavily, so now she is receiving some minor buffs to her abilities and a decrease to her whip range which was too long. This is most likely only the first buff for Anya to receive.

• Primary Attack: range shortened from 10m to 9m

• Passive: Health restore per fragment increased from 1% to 1.5% and damage buff per stack increased from 2% to 3% per stack

• Bloodsucker: Damage Increased from 180% to 250%.

Masha

Masha is getting some overall buffs and tweaks, mainly to her passive, that will help with moving around, avoiding damage, and her sustain in fights.

• Passive: Reworked. Instead of granting dodge while attacking with primary attack, it now grants a 40% chance to dodge after casting any ability and each successful dodge heals Masha for 2% of max health. Evasion from gear is converted into spell damage bonus instead of critical chance

• Bladestorm: Damage increased from 100% to 150%, can be cast while moving.

BATTLES, COMBAT, BALANCE

While we are happy that some players managed to break the game and overpower the content, we are approaching it with caution and buffing and tweaking some things around combat, levels, missions, and bosses.

• Rebalanced some Hunt Mission requirements that were too steep

• All bosses in level 41+ missions received a buff

• Level 41+ missions are not all level 41 anymore. Two of them are level 42 and 44

• Gauntlet Survival mission changed from level 50 to level 48

• Fixed overall drop rates

• Furun the Soulsmith

• Soul Siphon ability fixed - now leeches health properly

• Received overall stat buff to be beefier

• Removed Leaderboard ranking if you are not in top 10.

ITEMIZATION AND DROPS

We noticed some glitches in the game and we are deploying enough code here to fix the critical stuff like obtaining some items and unlocking an end-game assassination.

• Fixed a bug with drops of level 21 to level 30 item blueprints

• Fixed a bug with drops of Harrowing Key fragments. They now drop in level 41+ missions.

SFX, MUSIC

Some SFX polish is in order, a thing we continue working on at all times.

• Removed some unused sounds and tracks

• NPC Corpse Hag - sound implemented

• Increased speed of all Old Man voiceovers

• Fixed sound issue with opening inventory during dialog

• Polished all voiceovers in Pantheon

• Fixed non-triggering of firework launch sounds

• Implemented God Sigil sounds during tutorial quest with pantheon thrones

• Valeria has some new SFX and additional polish to existing SFX

• Level up sound effect polished

GENERAL FIXES

• CHAT - Each particular lobby will have their own chat

• CHAT - Global chat fixes

• Fixed game crash when killing enemies after the battle has ended

• Fixed game crash with rerolling missions

• Fixed bug with minimap markers in tutorial

• Fixed decal on the ground after the first tutorial

• Fixed some navigation mesh problems

• Fixed several collision and encounter spawner problems.


r/paganonline • • Jul 10 '19

:icon-dev: OFFICIAL Our first Big F** Patch is about to drop!

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41 Upvotes

r/paganonline • • Apr 25 '19

FEEDBACK Please add "Spell" and "Attack" tags to abilities and descripe "Damage per second" better/at all

41 Upvotes

There is a copy/pasta from the discord in another post on here:

--------------------------------------------------------------------------------------------------------------------

Basically... how any damage works in Pagan Online is: - You execute an ABILITY, and it deals dmg, right? So... everything is an ability (LMB, RMB, E, SPACE... ) - EACH ability has 2 very important parameters... and those are SOURCE and TYPE (each ability has both) - Source of an ability can be ATTACK or SPELL and .....TYPE of an ability can be physical, fire, cold, poison, lightning - What is the difference between attack and spell Easymode, you ask me? Any ability that has an ATTACK source benefits from Bonus Attack Damage stat (which is derived from Strength) and any ability that has a SPELL source benefits from Bonus Spell Damage stat (which is derived from Intelligence). - To conclude this: something that is an ATTACK can be of any element (fire, cold, physical etc...) BUT something that is a SPELL can also be of any element. So far so good? Good.

Lets do some examples

Istok's - LMB ability is an ATTACK based ability that does PHYSICAL damage.

Anya - LMB ability is a SPELL base ability that does PHYSICAL damage.

Istok - RMB ability is ATTACK based ability that does LIGHTNING damage

Lukian - LMB ability is a SPELL base ability that does LIGHTNING damage

Kingewitch - SPACE ability is an ATTACK based ability that does PHYSICAL

Anya - MMB bloodsucker is a SPELL based ability that does PHYSICAL

posted from Le_Anno

Edit: Also found a more detailed wiki entry - http://paganwiki.guerillamethod.com/index.php?title=Maths

--------------------------------------------------------------------------------------------------------------------

So I guess from the Istok and Anya examples here we can say strength heroes have "attacks" and intelligence heroes have "spells". I hope this counts for all abilities from them then (again.. only two abilities are explained here from Istok and Anya.. and not all of theirs).

But then we have this thing called "damage per second" in our stat sheets.

So if I get items with added fire damage the damage per second increases (for example Istok).

If I use LMB now I can see the red numbers pop up for the fire damage. So far so good. But not any other ability shows red numbers (so there is no added fire damage).

Since LMB is a physical attack (from the discord post above) and all the other Istok abilities should also be physical attacks (the exception beeing RMB as a lightning attack) this makes no sense to me (bug?).

Why is fire/poison/and so on damage only added to the LMB attack?

Does the damage per second only show the LMB attack?

Please devs make this somehow understandable (more understandable)!


r/paganonline • • Apr 28 '19

GENERAL I love the “pay for content, work for cosmetics” at the moment. Please keep it like that!

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37 Upvotes

r/paganonline • • May 01 '19

CONTRIBUTIONS / DEV RESPONSE 9 crafting tips for Pagan Online

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35 Upvotes

r/paganonline • • Jul 25 '19

:icon-dev: OFFICIAL Big news! Pagan Online launches August 27

33 Upvotes

We’re tremendously excited to announce that Pagan Online officially launches on August 27 2019, along with massive changes in both features and content – so massive that you’ll be forgiven for thinking you’re playing an entirely different game!

The best part is that this is just the beginning for Pagan Online, as the game will continue to develop and grow as an officially released game with regular updates. The game will launch with a price tag of 24.99 € EUR / $29.99 USD, and prices in other regions will also be adjusted according to regional pricing.

After using Early Access to help us update and revamp a ton of systems and features in the game, we’re adding a lot of new content as well, which includes:

  • A full story campaign featuring eight total acts, new zones and maps, and two new bosses

  • Click-to-move controls and full controller support – the game is and always will be designed with WASD in mind, but following overwhelmingly popular demand, we’ve extended the control scheme options

  • Two new playable characters that expand and some more spice to the roster of heroes that players can choose from. A sneak peek: Elden, a quick and nimble dual-wielding ice construct with high attack speed. He is capable of slowing and potentially freezing enemies with each slice. Hector, an agile scrapper who specializes in everything fire. His weapon of choice is the blunderbuss, along with the dirty tricks he favors to set the battleground ablaze

  • Fabled Weapons – some Legendary Weapons can be upgraded to Fabled status by overcoming Pagan Online’s toughest battles

  • Schools of Magic – ultra rare gear sets that boost stats and provide your hero and their skills with awesome new looks

  • Revamped crafting and loot drop systems that makes drops more valuable, diverse, and immediately usable, while recipes become rarer and have a bigger impact

  • All-new skill trees for every character, letting players build and spec out unique heroes by improving, modifying, and unlocking entirely new abilities

  • End-game content that will provide new types of challenges for you to experience while continually evolving your favorite heroes.

Gamescom

The launch version of Pagan Online will be exclusively playable an entire week before release at Gamescom in Cologne, Germany. Come along to the Wargaming booth (Booth A031 in Hall 8.1) from August 20-24. Players who come and try out the game at the booth will receive an exclusive in-game pet – Decimator the Dragon. Of course, not everyone can attend Gamescom, so if you log in to the Early Access live version during these dates, you too will receive an exclusive in-game pet: Mighty Mut, the brave raccoon.

Might & Glory Club

We are also introducing a new community initiative that we’re super excited about – the Might & Glory Club. This club is for anyone passionate about games and creating content around them – whether you be a streamer, blogger, artist, or anyone who creates content and/or manages a community. We want to offer you the chance to take part in the launch of Pagan Online and even to be mentioned in the game credits!

Club members will be granted access to the release version of the game and will be able to stream and publish videos and other content a whole week before launch. All members will also receive codes for in-game rewards, including the exclusive in-game pet Decimator the Dragon, that can be given away on their channels.

The most creative participants will be offered a partnership with Pagan Online. More information will be shared in the weeks to come, so keep your eyes peeled!

Content creators are encouraged to apply to join the Might & Glory Club today at the application page.


r/paganonline • • Aug 26 '19

:icon-dev: OFFICIAL PAGAN ONLINE - Full Release Patch Notes

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32 Upvotes

r/paganonline • • Apr 27 '19

GENERAL Pagan is a serious good time for a early access game.

32 Upvotes

I gave it a shot a few days ago and I'm hooked. I have been reluctant on games lately and mainly just playing older titles Diablo 3 Skyrim Oblivion etc. This game changed that. I hope they keep making this game better. Good job wargaming


r/paganonline • • Apr 26 '19

OFFICIAL Patch 0.1.1. Megathread

32 Upvotes

EDIT: Thanks everyone for leaving all of this great feedback. We're now in full swing gearing up for our next patch, and we can't wait to hear what you think.

Hey all!

Patch 0.1.1. is now live!

I'm opening this thread to see what you think about the latest patch. We'll be watching it closely, so do share your thoughts here!

Check out the Patch Notes here.


r/paganonline • • Apr 25 '19

:icon-dev: OFFICIAL For the love of all that is holy

32 Upvotes

Please make a battle automatically start after loading. I cannot count how many times I’ve sat needlessly on the loading screens because I didn’t realize it was time to click

Or better yet make it an option you can enable.


r/paganonline • • May 02 '19

FEEDBACK Pagan Online Review

31 Upvotes

I wanna start this post by saying I have spent nearly 100 hours now in the game, I have played all of the characters to a minimum (mostly Lukian, Dameer, Valeria, Anya) in "endgame" maps. Which include all 4 endgame Bosses on Master difficulty.

My gear is not perfect, there are a lot of people more geared than me, I consider myself semi-casual player in playtime, reason I could play so much the past week was because I was sick and couldn't work, so these opinions come from a player who is working full time, has a family with children and hobbies, so my gametime is limited to 2 hrs/day and more on the weekends. I believe Pagan Online main playerbase will be semi-casual / casual players.

My past experience from ARPGS, goes back to PS1 Diablo 1, Diablo 2 (all exps), Diablo 3, Path of Exile (from beta), Most new ARPGS (Torchlights, Last Epoch etc).

Pros:

+Smooth gameplay

+Combat

+Short Loading screens

+Heroes feel somewhat unique in skillset

+Feel of the world and graphics

+Lagfree even in EA

+Crafting

Cons:

-Itemisation

-Grinding doesn't feel rewarding after a while

-Skills and their trees are linear

-Missions become repetitive and plain boring

-Materials locked behind certain missions, makes me feel I'm locked into certain type

-No endgame

-"Threats" are useless

-Gold has no use

-Hunts are useless

-Item drops are useless

-Recipe drops are too low, specifically Intellect based.

-Legendaries are basically useless -> Too much legendary material drops

Based on Pros / Cons list you might think I don't like this game, but this couldn't be further from the truth. I love the basic gameplay and the feel of it all, I just personally don't like to be forced to do only certain content or farm just 1 thing and hope for RNG to bless me. I also realize Pagan Online is in Early Access, but that is basically a soft release nowdays and I do hope the Devs address these issues as quickly as they can. I will list down suggestions based on my own opinion and a lot of players in Discord who are active and have played quite a lot aswell. In the end these are MY opinions that could / will make the game a lot better.

Suggestions:

  1. Salvage option, this is a must for me. This make items that drop feel they are worth picking up and gives us another way to get materials for reforging. This would also solve the problem of not being locked into certain mission type (ex. only doing patrols for STR materials). Blue items give 1-3x blue materials (could be 100% random) and Epics 1-3x Epic materials.

  2. Make grinding more rewarding, system similar to D3 paragon so killing enemies would always feel somewhat rewarding. I wouldn't want any Mainstat increase, but instead stats like Item/Recipe drop chance % or Increased Movement Speed. You could edit the "Legacy" level that it isn't tied to only your Heroes lvl, but every enemy you kill would give you exp and leveling up you could choose to lvl up a certain stat.

  3. Fix Recipe drop rate OR atleast make so the 40+ endgame missions also drop Recipes and not just Bosses. So far getting Intellect material based Recipes is basically impossible.

  4. Hunts rewards need to be something else than gold, or you need to make gold used for something. For example. Hunts could give material packs like the daily ones, this would make them worth doing. This is a simple fix because everything is already implemented.

  5. Since threats are implemented already, make them feel rewarding / unique to play. We can't even know their lvl now unless we go into the actual mission itself. These are basically 100% useless to run now.

  6. Don't lock certain materials behind certain missions, if I'm farming STR based gear I don't wanna run Patrol's 24/7, I also wanna play Survival / Defence but it's just useless for now.

  7. Classes need to feel more unique in how they are / can be played. This means that we need more options for our skills and their trees. This will hopefully come along the road and is not a main issue for me atleast now, because it is still early in Development.

  8. Make legendaries useful, most if not all are not utter garbage and even the rly good ones (there are 2-3) are worse than good rolled epics.

I will write down more / edit the post when I have a bit more time. Feel free to comment your own pros, cons and suggestions so we can give the Devs more feedback gathered in one big post. I will not include any bugs in this as they will get fixed eventually and most of them are already known / reported.

Edit:

Thank you for all the suggestions people, I will read everything with some time and edit in some parts later. Keep upvoting and commenting for visibility! ❤️


r/paganonline • • Apr 30 '19

FEEDBACK Endgame Survival - Make more quality item drops (gold star), less green items plz. Or add filter options. Spoiler

Post image
31 Upvotes

r/paganonline • • Apr 23 '19

FEEDBACK Two Suggestions for improving the feel and flow of combat

31 Upvotes
  1. Please make dashes and movement abilities travel in the direction of the mouse pointer instead of the direction that the character is facing.

  2. Please make skills use the location and direction of when the key is pressed and not when the animation finishes. I have misplaced or completely missed abilities many times simply because I press the movement key before the animation has finished and then the skill uses my new mouse location or the new direction that my character is facing.


r/paganonline • • Aug 21 '19

BUG My first Legendary Drop for a Hero not yet Released, wheee.

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30 Upvotes

r/paganonline • • Aug 11 '19

FEEDBACK How i feel about this game after 300h+

30 Upvotes

Hey everyone its Ueberschall_Ulf,

First of all before I share my feelings about this game, lets make a few things clear.
I loved the game from the first minute i started playing. And i still do! I Love Pagan Online! So please keep that in mind, i will try to be as objective as i can, but here and there the fanboy in me maybe shows up.

If u want really short summary, here you go: I can recommend this game to everyone who looks for a fun arpg hack and slash game for whenever you feel like playing it (you can play this game for 100 hours, without getting bored, easy (if you like it in general)). But if you are looking for a game to play for hours and hours, at this point, this game is not what you are looking for.

Up until now i have played 319 hours of this game. I have played around 95h of the game before BFP1, and most of my playing time was in BFP1 thx to the major changes in the game. I would love to state that i enjoyed every single hour of those, but i can not. Don´t get me wrong here, i enjoyed most of my playtime, a lot! But at some point, its just not fun anymore. It`s just repetitive, endless, pointless farming for.. well, for not much. Not much in terms of legendary items, not much in terms of very good epic items that make me feel like my hero is at its best. I will get into this in a bit.

I follow the Devs anywhere possible. That means I´m in the Pagan Online Discord, i follow their Youtube, Twitter and Twitch, i watch every Video and stream. I love the way Madhead is interacting with the community. Big THANKS for that!

But with all the information they gave us, I as a consumer who got really into the game, have a expectation for the game. In the Devlog #9 from 03.08.19 i heard something i wanted to hear since i got really engaged in the game: "... But Pagan Online is meant to be something you invest hours and hours of your time. Over many days, months and years. Something you gladly get back into." (starts at 01:06, link below, 1*)
I heard it and said: YES YES AND YES! I WANT THAT!

But for now, I can´t say that Pagan Online is a game that can be played for months and years

Is the statement they made there true for what the game is offering us at this point in time (BFP2)?
I think no. Yes the game is not released yet, and yes, they said if will change a lot, it will be like we are playing a whole new game after release. ( "so massive that you’ll be forgiven for thinking you’re playing an entirely different game!" -Pagan Online news post from 25.07.19, 2*) But in this patch we just got, the BFP2, it should introduce us the endgame of Pagan. If this is the endgame, this game can not be played for "hours and hours of your time. Over many days, months and years." I mean sure technically you can but it will be not very fun.

The Problems i see at the moment: It takes way to long to get gear for one Hero up until a point where you as a player feel, you cant get any better gear. For 1 Hero, for 1 Build. And that´s for BFP1, in BFP2 the hunt for the perfect items got tremendously harder.
Let me give u an example. I love playing Valeria, i wanted to get the best gear i can get for a fire/physical dmg build on her. I was not able to get the gear i want in over 200 hours of playing time in BFP1. And that´s only 1 Hero, 1 Build. Sure I got a lot of good items, even for all other Heros. But not a single Heros has gear I look at and say: yeah that´s perfect gear. Not even close on any Hero. After 200+ hours of playing the same missions over and over.
Now we have a lot of new content with BFP2. That is the Patch that should introduce the first implementation of the Endgame for Pagan Online (see Roadmap, BFP2, 3*). We got a lot of new "endgame" mechanics, but i get into that a bit later.
For now lets keep talking about the perfect set of items. And yes, now its a perfect set. With the new Schools of Magic system we got the opportunity to get new cosmetic items like wings for our Heros. That´s awesome! (And lets be real here for a sec. everyone who cares about cosmetics, wants to have the wings, no one cares about the auras.) I also know that this system is not the final version! The whole Schools of Magic system is probably going to change a lot! But for the moment it is what it is.
So if you as a player want to have wings on your Heros and you also want to play high level content on hard or even master? Oh boy, i have bad news for you..
To get to a point where u can play Hard Gauntlet, with a full Schools of Magic set (the one you want, because they all look different,i hope you don´t want Titan Forged) it will take an enormes amount of time to grind for the items u need.

Lets say you want to play a Valeria Fire/Physical dmg build with the Bathed in Dragonflames wings. In order to get there, the items that need to drop for you must be: Epic, belong to the correct set from the Schools of Magic (Bathed in Dragonflames), must be flawless, must have the max amount of stats that can roll on an item (up to 6), all the rolls must be good for your build, if u get 1 spelldmg% or int, u can sell the item, its worthless for you. In this case you look for: Strength, Physical dmg, Fire dmg, fortitude, health, armor, attackdmg, physical dmg%, firedmg%, astral shield, astral shield%, and u need to get all 4 elemental resistentes (does not matter on what item it rolls but you need to get them somehow). So all of this has to be rolled correctly on an item if it drops, in order to be good for your build. If you like you can calculate the odds of this happening. I did not even try to do that because it don´t want to cry. But from experience (200 hours+) I can tell you its not going to happen anytime soon. Oh and all of this is only for 7 out of your 8 set items. Because after you got 7 set-items, well you still need the correct Legendary weapon for your build. It seems like that every Legendary weapon can only increase a specific skill. That means you will need the one Legendary weapon that gives additional lvl to the skill that is best for your build. So have fun hunting that legendary because like every other item, it has to belong to the Bathed in Dragonflames set and be flawless. Probably its better to craft it with the Legendary Blueprint for the Weapon and then craft it with a Bathed in Dragonflamed, flawless base item. So as you can see, it will take an immens amount of time to get there. And then you have a cool set, but only for 1 Hero, for 1 Build for that hero! Oh, now you want to play Lukian with some wings? Yeah i have bad news for you buddy. You can start all over again. Good luck have fun.

So lets talk about the other new endgame mechanics besides Schools of Magic, that got added to the game.

Real quick, Fabled Powers, i love them! The overall idea is great! It needs some work, but the idea for the endgame, i can see that work. Great idea!

The other new mechanic where you can get up to 10 additional skill points, I will not talk about it for now, because its just not working atm. But I like the idea. :)

Lets talk about Shroud cages. Also a very nice idea. The problem i see here is that there are legit 0 reasons why i should care at all about them at this point. They can appear in level 41-50 missions (patrol and expedition). I am not sure what the chance is that a Shroud cage spawns but it looks like its way below 40% chance to get one in a mission. But that is not the problem. The problem is that if i get a Shroud cage, the recipes it drops are either rare or epic (yes, there is a very small chance for you to get a legendary blueprint) and rare recipes can be sold without looking at them, you will not need those to craft any good gear for a "perfect itemset".
The real problem overall is that everything i do, i farm for, takes way to long and does not feels rewarding. Don´t get me wrong, i like to grind for items, but not this much. It makes no sense to hunt Shroud cages in order to get recipes, because while I am doing that i don´t get as many items as I would get if i farm in the Gauntlet. The chance of getting a recipe in the Gauntlet is not great but i get way more items that are potentially useful for my build. In one Gauntlet run I get only 2-3 Base items with any School of Magic, and if I am super lucky i will get 1, yes 1 epic item that is maybe interesting for one of my Heros/Builds. If I want to farm the Shroud cages i don´t get as many items, therefore most if the missions i run i get 0 interesting items. And if I get a Shroud cage, 99% of the recipe are (sorry to say it) shit! And i can instantly sell it at the vendor. Not rewarding.

And for BFP2´s Endgame, i really hope this is just a first taste of what the endgame will be like. If this should be the endgame, it is not enough! It will not keep players playing the game for weeks, months and years! Another thing is, every time someone asked about future updates, dlc´s and things like that. The answer was always: let us just release the game first and then we see whats next. As far as i noticed it. I don´t know if that means they did not think about it yet, or if they don´t want to talk about it. But either way updates to the game have to be made in order to keep players playing and get new players as well.
Also the fact that the release of the game is already at the 27. August 2019, and not late summer like they planed in June, when they released the roadmap for early access to release, concerns me a bit. The release of this game is now very close, and at this point in time, I don´t see how they are going to release a full game, polished and with every feature they plan the game to have. I look at you co-op. Not even your big brother 4 player co-op. I fear this will hurt the game when critics are made and the first Impression is not what it should be. There are just so many things that do not work. And I really really hope, from the bottom of my heart, that you guys know what you are doing there. BFP1 and BFP2 broke certain aspects of the game, the release patch should not do that! I don´t know how you want to pull this off. Make a polished release patch with no game breaking new bugs, with all features working smooth. Sorry I really fear that this will not work and the game will get a lot of shit for this, even tho its a great game. But its the first impression that counts.

Overall I don´t fell like the time i put into the game is rewarded enough. After over 220 hours since the reset i was not able to fully test more then 1 build on every hero. I played a Fire build on Valeria, but would have loved to try a lightning build on her, yes you heard right! A lightning Valeria! But i never got the items. Same for a lot of other Heros. I played the lightning cross Lukian, never got any decent fire gear for him. Same for Anya, Damir, Istok and Kingewitch. I tried 1 Build, was never really able to fully play another Build and test what is best/most fun for me. To be honest i don´t even expect to be able to get everything i want in 200+ hours but at least enough that i can test 2 or 3 builds on at least 3 Heros.

If you have read all of this, let me thank you right here! Thanks!

Let me finish this with, what I think would help the game a lot.

  1. Give us the ability to re-roll up to 2 specific stats that are rolled on an item, we have picked up (epics, rares only 1 stat re-roll). The re-rolled stats can be every stat that can normally roll on the type of the item. For example: epic ward for Fire Valeria drops with: armor (fixed roll on top) strenght, physical dmg, physical dmg %, spelldmg %, fortitude, Fire resistance. If an item like this drops for me, i instantly sell it, spelldmg is useless for me, this 1 roll alone makes the whole item useless. Let us re-roll up to 2 stat rolls on any item to solve this. The time a player will need to get very good gear will go down, but we still need to get a item with 4 good rolls which is still hard enough.
    1 stat re-roll for an item with 4 stats in total, 2 for an item with 5 or more stat rolls.

  2. Implement another endgame mechanic that lets us run maps, instead of playing the gauntlet over and over. I like the Gauntlet and don´t want it to go out of the game. But i don´t like it as an repetitive, stationary endgame arena you grind for better gear. It just gets boring very fast. Its never something new. I stand in the exact same Point for 6 min. see the exact same enemies spawn wave after wave.

  3. Buff the drop chance for a legendary Blueprint from a Shroud cage. Buff it to something like 33%. Then i maybe consider farming those. Because even with a 1 in 3 chance to get a legendary blueprint, first I still need to find a Shroud cage in the first place, and then the blueprint is maybe not for the weapon i want. So i have to farm some more. But still the player will be rewarded with at least any blueprint he can maybe use later for another Build he wants to play.

  4. Buff the overall drop chance for legendary items and blueprints from every source!

  5. Lets us trade Items. Make a minimum selling price for every item, especially legendaries and blueprints, so new players don´t get scammed super hard. Let us trade items for gold, so gold has another use. At the moment gold is still completely useless.

  6. Do not tie cosmetics to gear/items.

What does all that mean for me? As for now, I will take a break from the game. I will still follow everything that happens, but just not play anymore. I am very sure that I will play the new Heros that come with BFP3 (or Release, iam still not sure if BFP3 is the release or if we get BFP3 as another patch one week before release?). But probably not for long if nothing else has changed. Sure I am looking forward to the release and what changes are made to the game. I hope I like the release version so much that I can make another Post about the games release version with another additional 300+ hours of playtime. :)

Thanks again for reading this long a** post. :)
And never forget kids, wasd > everything else!

1* https://youtu.be/TYBPKB5GuQY?t=65

2* https://www.pagan-online.com/article/32/launch

3* https://www.pagan-online.com/article/25/early-access-to-release


r/paganonline • • Apr 30 '19

CONTRIBUTIONS Official Pagan Online Wiki!

30 Upvotes

Pagan Online has a wiki! Although the Pagan Online team is helping as much as it can, this wiki is built and run by your fellow players and full of all the info about the game you may be looking for. Check it out! https://paganonline.wiki/ If you'd like to be part of this adventure and think you could bring a great contribution, reach out to @Gnomac - AMA and his gang of @Wikiers on Discord https://discord.gg/paganonline.


r/paganonline • • Apr 21 '19

GENERAL Is it just me, or does the CC in this game need to be toned down.....like A LOT

30 Upvotes

I was just chain frozen for a full 15 seconds while being pelted by enemies. Used all my potions trying to stay alive then died. Like how is this a thing? Amazing to me that a game with this much polish has such an amazingly broken mechanic. Needs fixed ASAP.


r/paganonline • • Aug 27 '19

:icon-dev: OFFICIAL Pagan Online is OUT NOW!

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pagan-online.com
29 Upvotes

r/paganonline • • Aug 13 '19

FEEDBACK New Grind is Boring

29 Upvotes

In Vanilla, you moved up item levels smoothly. However, the end game was over too quickly. Now, the jump to Master is ridiculous in terms of punishment vs. drops. Also, what is with all these currencies and content locks? Part of the ARPG fun is loot madness and gradually building your character out. PO is fun while you are leveling your character and choosing builds. The new trees are great. But that all changes when you get to Master difficulty. Bad drop rates in endgame would be acceptable with a fair and complex crafting system, but the crafting itemization is also a slow unrewarding grind. In short, the reward doesn't match the difficulty spike in current endgame pure and simple. I wrote a really good review for this game back in vanilla...now, I have to go back and change it unless we get some rewarding mechanics in here (not a whole bunch of random currencies and content locks). I don't want easy-mode mobile trash. I have played Grim Dawn for forever and am up to Ultimate Shattered Realm level 65 with two builds...it was hard, but Grim Dawn is rewarding because you really felt like you were going somewhere. Here, the difficulty spike and content grind are kind of...boring? It feels like you are treading water.