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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, our official Discord server and on Reddit with posts and comments.

See you in the Pantheon!

Uros aka dzudzubajac

External link →
about 5 years ago - /u/Sasha_jp - Direct link

Originally posted by diranpanda

Is there any information on accessiblity to the game for people in Australia/NZ? I would love to sink my teeth in but unfortunately can't T_T

Hey /u/diranpanda. Making this game is all about your experience for us. Since we can't deliver the great, satisfying experience we want for APAC players (including things like proper localization, servers in the right places, customer support community folk present at the convenient hours for you), we opted to wait. As soon as we're sure that we can provide you the right treatment, we will be there! That means the ETA is "when we are ready to do so."

I understand you're disappointed. We want to bring Pagan Online to all of you, and we plan to do just that eventually.

about 5 years ago - /u/Sasha_jp - Direct link

Originally posted by Punchinballz

Any love for the Asia/Oceania zone soon?

We already love you and always will ♥(ˆ⌣ˆԅ)

Just give us a bit of time to get our Romantic getaway sorted!

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by kryptik1993

I haven't played many ARPG's (diablo 3/POE) but this one is by far the most fun, +1 for the WASD/crafting. i would love to know what are your plans for the future to retain players (maybe raids/seasons). the only downside i'm having so far with the game is being locked in a small area and having to kill 4-5 monsters before the next wave spawns, I personally would love to pull bigger packs and kite them around the map. also some simple quality of life changes would be "Mark x items as junk"/ "Sell all junk" with the removal of the delay *Waiting for server to respond* and allowing melee characters to move while attacking instead of being locked in position it would greatly enhance the fluidity, Thank you.

Hi kryptik1993 and thanks for the kind words!
All the lacking quality of life features are kind of "early access, didn't have time to fix" things, that are addressed and certainly will be fixed along the way. Beside that, we're working on many new features to expand the amount of things you can do in the battle, to expand the amount of playstyles and content, and obviously - to bring more and more things to the endgame content. If you're interested in some more details - you can read through some other answers I wrote here on reddit (which address some of the endgame features we're working on) and definitely stay tuned on our Discord and Reddit for the updates on what's cooking.

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by Citrow

I'm loving the game so far! Any information yet around how to gear up?

Legendaries! :D

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by dzudzubajac

Legendaries! :D

and thanks for the support Citrow! :)

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by polop95

stupid buy to play games

you break our little developer hearts :(

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by Jeracan

I find the game really fun so far! :) I'm wondering, will the progress we make now, carry over to full release of the game?

Really hope the game will have cool end-game stuff to do, and something that motives farming for many months ahead :)

Keep up the good work, the game feels fantastic so far :) <3

thanks Jeracan, may the absent and not so absent Gods favor your way! :)

I've been talking about endgame content in many other answers to make sure to check them out! Also, regarding progress - we have no plans to wipe any progress, unless we screw the database big time during this turbulent Early Access phase with many bugfixes, updates and all these development shenanigans :) So - wipes are not planned, and will be our last resort if something goes wrong :)

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by Dreamforger

You done really great so far! Really enjoying it!

Just wish we could chose between more heroes. It takes a bit too long to get to Dameer and the lot :)

And wish the skill-tree had a bit more woaw-effect like some of your legendaries :) Maybe with pros and cons. “X”- ability got no CD but increase ressource cost of “Y”%.

Change of effect from cone to targetting aoe, from static to moving etc.

hey Dreamforger!

Make sure you read-though the other answers I wrote on this thread - there was a lot of talk about Skilltree and stuff. TLDR - working on it, but it requires time to get live :)

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by 2Lainz

I have some concerns on melee heroes and cc. I picked Kingewitch as my starting hero and he feels very clunky to play. His m1 and m2 animations seem very long and hard to pull off in a lot of fights because of how much cc is in this game. A lot of it seems very hard to dodge with WASD because half the time you are stuck in an attack animation and can't react in time. Things like the big orange artillery dude's ground pound and the robots that pull you. Dodging with WASD is pretty second nature after 700 hours of Battlerite but I feel like you are very impeded at doing that in this game. Movement skills sending you in your current WASD direction (instead of your mouse direction) and not having a cancel cast button I believe add to that.

As soon as I unlocked Lukian, who is a ranged character that can hit multiple targets AND move during his m1, I was kinda floored at how much more smooth the gameplay was, aside from the enemies that pull you. DANG.

Are there any plans to improve or at least acknowledgement that this is a thing?

We're checking out anim cancelation options, along with the option to choose between "dodge to mouse" or "dodge to WASD". Will update you if it's ready for the implementation soon!

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by Dreamforger

I would like small icone showing what the dmg is:) the colour is great and all.

But skull:poison

Lightning icon: lightning

Flame icon: fire

Etc :)

Forwarded to the Dev team! :)

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by Pu3Ho3

Maybe it was already asked, but will there be Auction House/Trading system? It's a major dealbreaker for A LOT of potential players and for me as well.

No Auction house planned atm

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by Deprox93

Me wasn't able to participate on trials, I got invite and stuff but not the Phoenix pet, cause I didn't manage to log in at the trial (I decided to wait instead of contacting the support =(.) . Is there any chance to get it afterwards? I mean, you could just send me the code via pm, I won't tell anyone ;)

ahhhhh...you're tearing me beetween being a good cop and a righteous cop :D

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by Malphasik

I Played from IV Trial - very interesting game turned out! Thank you! When is the release of Acts 6-7 planned?

a

Thank you Malphasik! Act 6 is coming quite soon, and final Acts 7 and 8 are coming together, in a couple of months most likely :)

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by 2Lainz

Praise the Sun!

Gods favor dodge to mouse!

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by kajidourden

Understood. No comment on the arbitrary order in which heroes are unlocked? Why not simply have one currency and allow people to choose which character they wish to unlock with the currency they have earned?

Edit: Additionally, allow me to give an example of why I don't think this system makes sense.

Player A and B are both new to the game

Player A is interested in playing Lukian

Player B is interested in playing whoever the last unlock on the track is

Player A unlocks Lukian and begins playing their preferred character within 5 hours of play

Player B must play through several times more hours in order to unlock their preferred hero, why?

Additionally, with the way the system is currently set up Player A can easily farm to his hearts content for Lukian's cosmetics since the assassination mission is very low level.

Player B on the other hand must farm the most difficult assassination mission available in order to unlock their cosmetics. Why?

Hey kajidourden! Thanks for the comprehensive feedback! Kudos for presenting the problem, and presenting the train of thoughts, that's how we roll in Mad Head Games :)

I won't get into too much detail with the answer (trying to manage all the answers at once :D ) as we plan to write down the article about the progression - what we're gonna be working on, what we think is good, what went wrong etc. This article might actually address concerns you've mentioned above. There are a couple of strong points for this type of progression, along with a couple of strong ones against it (like you mentioned). Certainly, nothing is carved in stone - and the way the heroes are unlocked could be changed or tweaked, and we want it all to be changed based on educated decisions - decisions that make the game loop more fun and gameplay experience smoother. We're still aggregating reviews and feedback, and based on that, very soon we'll be sitting in our geeky meeting room, thinking on ways to improve the meta - with hero unlocks being huge part of it.

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by Tilted_Till_Tuesday

How are the servers holding up? The latency for item handling is frustrating - any plans to address?

Otherwise I'm loving it - great decision for WASD movement.

Huh, every praise of WASD controls make butterflies in my stomach go crazy :D

We're actively working on backend, and that's one huge reason while the game is Early Access game - there is still ton of work to be done, and hopefully, over time you'll see many of these glitches and inconveniences disappear :)

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by Pu3Ho3

Well, FeelsSadMan. Online PvE grinding games w/o any kind of trading is pretty much a guaranteed fail in the long run(there is a lot of examples), D3 after expansion is just the most obvious one.

We know that Auction Houses and Trading have huge impact on the game economy and whole game experience. The fact that it's not in the production at this very moment doesn't mean we haven't discussed it or that it's not gonna happen - it's just a matter of doing it right. And for doing it right, we need to listen to the people for a longer period of time, look at them playing for many more hours, and figure out how to bring such a huge feature to Pagan without sacrificing or screwing up anything. It's a huge challenge, but we're up for the challenge, as soon as we figure out how to make it a killer one.

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by Heli0nix

Hello Uros, first of all i would like to say how astonished i am. I discovered Pagan Online and heard for the first time about it yesterday right at early access start. As a passionate and dedicated ARPG player i decided to give it a try directly, ended in a really long session and i don't regret it not even a second.

My question now is do you plan to add an Hardcore mod in the futur ?

Somehow i feel i could appreciate the experience the game is really smooth both on technical and gameplay part. I have other questions but it target mostly the UI so i guess it can wait a bit or i can post them in a separate topic - Thank you for providing this game, getting back to grind now ;) Keep up the good work :)

Thank you for all the kind words Heli0nix, may the Legendaries drop for you like crazy!

I can even spare a little secret with you now, but don't tell anyone... hardcore mode in Pagan Online is coming, and it's not gonna be called "Insane", "Hardcore" or "Pro"...it's gonna be...."Paganic mode" :)

Still no ETA on when it's gonna be live, but it's coming :)

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by BloodLetterGames

First order of Business: I have only played 5 hours of the game, and already I'm blown away. Even with the limited features the game is FUN, and I have only completed ACT I and unlocked Lukian (very interesting playstyle from this guy, by the way)

Now down to the questions:

  1. Monetization. I know this is a scary subject, but as I am developing a PBBG and the development hosting server for that is a tiny bit pricy (on a web hosting page??) I can't image your fees. I worry about these buy-to-play games, because look at Diablo 3. No more income to speak of and development stopped to a halt. Servers are expensive, and I think you will eventually need more. People seem to hate microtransactions but I like them done right, AND it keeps our favorite games a live. Any plans for, well, not running out of funds/getting discouraged?
  2. Guilds/Clans - I know a lot of us want this, are there any plans to implement them? IF so can we expect some sort of guild wars/ guild bosses?
  3. PvP! I know there are more important concerns at the moment, but a huge part of where D3 messed up is PvP. A lot of us crave this, be it arena style or not. Even some narly skins via PvP could be interesting. And PvE skins (not just through shards but also hard challenges)

That being said; take yalls time and show us a good time. Superb job so far! As someone who is only programming in JavaScript right now, and know how difficult it is to even develop a PBBG (Persistent Browser Based Game for those who don't know) I look up to smaller developing teams like you guys. I look forward to what you make of Pagan Online!

Hey BloodLetterGames, thanks for the love! May the Golden Chicken spawn and survive in every encounter of yours! :)

I don't have a proper answer to the first question, it's more on a publishing side - Mad Head Games is in charge of fun only :) For the second and the third question, I have only one vague answer unfortunately - we're brainstorming, testing and pre-producing different game modes, including pvp ones and guild based activities. The thing is that these are all in pre-prod phase, which means it's not gonna be live soon (not during next 6 months for sure). The thing is that we don't want to implement features for the sake of saying we have them. As soon as we figure out fun in some of the PvP modes, or find a true value of Guilds in the game - it will go to the top of our roadmap priorities. Other than that, none of these features is gonna make it to the live build if it's not fun, or it doesn't live to our expectations. Still, I'm pretty confident that during the next year of development, many many new features including at least some aspects of these are gonna expand world of Pagan, and your gaming experience in it :)

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by Dreamforger

That’s awesome, did think you would, since it could go against you philosophy where the heroes are the different “skills/playstyle”:)

e

Philosophy definitely stays that we want unique playstyles with each hero, and that we're aiming for our heroes to be something like "builds in regular RPG games, just on steroids", but still - even these heroes must have customizations :) Beside that, that feature is taking your whole Legacy into account, so it will be not just hero specific, but also overarching goal to strive for :)

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by decyphier

Where is endgame content on the priority list? Just wondering how far out we can be expecting some teasers of it.

Endgame content is basically a sum of many many features to come (some of them are mentioned in other replies on this thread, make sure to read through), so ETA for different parts of it vary from smaller ones that are gonna be added in a month or even less, to the huge ones which might be added though several iterations over the course of the year. The most important thing is that improvements and additions should be seen on a regular basis.

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by Dreamforger

Ahh that sound like a nice thought :) can’t wait to see how it will unfold as time goes on :)

The Mods should pin your answers at the top of the posts, for us to read :)

I try to recommend my friends this game, but they might wait for Co-op :)

Coop should kick in real soon :)

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by Seymdeil

Hey Uros!

First of all as a Spanish-Serbian user I must say I'm amazed about this gem! Damn I love that I can understand few references!

As an Early Access I must say it was pretty neat, you can be proud of your masterpiece.

I saw that you received a lot of good words and a lot of people is expecting the best from this game. Me, myself I'm putting all my hopes on your game. I just came from Battlerite the game I put more hours of my steam library. In the beginning everybody had very good words and expectations for Battlerite, the company even made a ROADMAP (that they didn't followed) and nowadays in Reddit everybody is literaly cursing on them, what I mean with this is that you should not lower your guard!

I want to take advantage of this situation to ask if you a few questions:

- Do you have any intention to add a PVP system in the game?

- The Co-op's will be focused on 2 persons or it we will be able to run the dungeons with 3, 4 or 5?

- You have the intention to show your ROAD MAP for 2019.

Srećno u vašem projektu!

Hey Seymdeil, thanks for the support! - I've talked about pvp in a couple other answers so make sure to check them out as well for a bit more info. TLDR -we're not gonna be adding PvP for the sake of PvP, or just tell people we have it. We're brainstorming and playing with different game modes (including PvP) and as soon as one stands out as a fun one, it's going up on the priorities list of our roadmap. So the answer is - we're brainstorming and prototyping, nothing is for sure except for - if we implement it, it's gonna have to be awesome. - We will start small with 2 player coop, and right after listening the feedback and watching you play, we're gonna expand to 3-4 players slowly and wisely :) - Roadmap is still chaotic bunch of possible features waiting for the audience response and feedback from you guys. Most likely, as we have more time to analyze everything you've said so far, in a month or two, we're gonna have better paved path in front of us, which we might present to you. We certainly don't want to trap ourselves promising something we can't deliver - still, this is our first project of this scope, it's hard to keep up with a live service and expanding content.

Hvala puno! :)

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by King_Kasma99

Please no ingame Shop. im so happy there is a new online game in 2019 without the only thing working, the online Shop

No power will be bought ingame, I will be the first one to stand for that! :) Cosmetics and pets are the only acceptable things :D

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by foxzstealthpawz

Hello! I just picked up the game a few days ago, and did not play in any of the trials. I am loving it so far, seems like it has a lot of promise! A few things/questions:

What are your plans, if any, for pets? Are they going to remain a cosmetic addition with a few bonuses? Any chance they could serve purpose beyond that? Maybe like the Torchlight system, etc?

Suprisingly, I am enjoying the shorter mission scope. It makes hopping on for a bit here and there really easy.

Great game so far, I am excited!

Great to hear that!! For the time being, pets are gonna be only cosmetics with some small Quality of Life addition. Pets might be sold ingame separately, and givingg them power bonuses would make them p2w, and that's certainly not something we wanna do. Of course, we're always brainstorming new features and updates - so who knows if we come up with some cool new idea that's empowering pets, but still not making them pay to win. Cheers!

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by Ryu_Review

I bought the game earlier today and have been really enjoying it! It’s been quite a while since a new game has had my playing for three hours straight! Can’t wait to play more!

wooohooo, thanks Ryu_Review! May Veles light your path (after you reach him in campaign, ofcourse)! :)

about 5 years ago - /u/dzudzubajac - Direct link

Originally posted by Joeysav

Thats amazing to hear, i hope this game does well. Just stick to your words about the buy to play with none of the bs. I have no issue supporting development through dlcs or maybe even some cosmetic stuff if i can still earn some in game as well. I love the combat and to be honest how quick the missions are and the challenge as well. You have a sleeper hit here people are skeptical about some of the systems i think in my opinion it might be wise to consider reworking some of these to get rid of the talk and worry for the long term health of the game. Things like the card pack, which i see as just basically a version of diablo's bounty rewards.

Already considering all of the feedback we received, and some things are going to happen! :)

And I assure you still, only DLC are certain to be payed, and most likely there will be cosmetics and pets to be bought ingame (again, without any power advantage). No power and victory condition should be bought with real money, and I'll certainly be a person who'll always stand for it! :)