almost 6 years
ago -
Pagan: Absent Gods
-
Direct link
Transcript (by Youtube)
7s | Hey all, what’s up? |
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8s | I am Emil and I’m the Lead Game Designer on Pagan Online. |
11s | You also may know me as Easymode from Discord |
13s | where I interact with you guys. |
15s | First of all, I want personally to thank you personally for all the feedback you provide us |
18s | on our Social Media, mainly Discord and Reddit. |
22s | I want to assure everyone that literally every line of feedback is read by us. |
25s | We tend to analyze it, and we tend to separate it in two categories |
29s | One which is $@&%*! and one which is very constructive. |
33s | We then collide into our own design decisions and make conclusions on what to do next. |
39s | I also want to stress that due to high level ideas for our game, we sometimes do not |
45s | fix something that is broken (and we know it's broken!) but we leave it for the later stages of development |
50s | when we know we can fully address it. |
52s | Let's talk about the immediate future and what awaits us in the next patch |
56s | Patch 0.3. |
60s | So let's talk about legendary items. |
62s | Right now, they're not so legendary. |
65s | They're pure $@&%*! |
67s | That is because we have some bugs in our legendary crafting system which we are going to address soon. |
72s | The main bug is that legendary items are not affected by crafting bonuses which means that, really quickly, |
78s | epic items become far more powerful than legendary ones. |
82s | That was leading people to farm epic materials because of high reroll potential for epic items |
90s | which in turn lead to legendary materials and items being useless. |
96s | For Patch 0.3., we're completley rebalancing Legendary Items. |
100s | They will be now better than epic ones. |
102s | Legendaries can now be reforged but they do not draw random stats. |
106s | They only reroll values. |
109s | Okay, let's talk about difficulties. |
112s | Our statement about difficulty would be we want players to be able to have a proper challenge |
117s | while having the best possible gear in our game |
118s | so we do not want players to be able to one-shot or speed-run most difficult content. |
124s | Both Hard and Master difficulty will get significant increases in health pool and enemy damage. |
131s | Each difficulty will also bring a set of armor and resistance penalties. |
135s | Meaning that on harder difficulties, players can start with negative values to their resistances in armor. |
143s | Which in term means that gear containing resistances and armor is more useful now. |
149s | COOP is getting some love too. |
150s | Threats are now playable in co-op. |
153s | Also, selecting difficulty for co-op missions is now available. |
159s | It's been fixed. |
160s | Difficulty balance is further increased in co-op. |
163s | Enemies got bigger numbers now. |
165s | Some of the mission bosses are receiving fixes, namely Kablar, Veles and Furun. |
169s | Not all bugs are ironed out, but we will keep working on them. |
173s | We recognize it's not a good design decision |
176s | to be forced to play one of the three first starting heroes without trying all three of them. |
182s | First change we are implementing is that players will now get a prompt at the end of the tutorial |
186s | asking them if they really want to commit to that hero. |
191s | If not, they will be able to pick another one and try it out. |
194s | Unfortunately, there are some glitches to this which may force players to relog, but |
198s | we are working on fixing those. |
201s | Now you can choose in options which items |
202s | you want to auto pick from the ground so it’s a nice little quality of life improvement. |
207s | We are always thinking about how to improve the control scheme, so we added an option to move in combat. |
214s | Frankly, it feels a little weird for us but it might make some people happy. |
218s | It is made so “W” key can be set up to always move players towards the mouse pointer |
223s | while “A” and “D” keys function as strafe buttons. |
226s | While it might not feel natural, this system can be setup in a way where you can bind LMB |
232s | to move forward and get some kind of mouse-movement system out of it. |
237s | It is not perfect, it is still experimental, but it might give you guys some other options to explore. |
243s | Another small change we are making is that |
245s | now you can change which modifier node is active in your ability trees. |
250s | Our solo high-level endgame mission The Gauntlet is getting some love too. |
254s | It now will have rewards, new items to drop and even some very rare legendaries. |
259s | So that's it for this Devlog episode. See you in Pantheon. |