almost 6 years
ago -
Pagan: Absent Gods
-
Direct link
Transcript (by Youtube)
7s | Greetings, Pagans. |
---|---|
8s | As some of you Discord folks already know, my name is Tanaram |
10s | and I am a game designer for Pagan Online. |
12s | Welcome to another DevLog - Devlog 4. |
17s | Okay so let's talk a little bit about the current state of the game |
20s | and more importantly, about the state of our favorite heroes. |
25s | As many of you know, Dameer is actually notorious for being one of the few heroes |
30s | who can manage in the post-campaign missions, |
32s | and achieve these missions without any hardships. |
35s | This issue is two-fold. |
37s | The first factor concerns the fact that we have some misplaced difficulty spikes in our game. |
43s | The other factor concerns the fact that Dameer is not actually working as intended. |
47s | So regarding Dameer's damage, the nerf we introduced in patch 0.4.0. as well as in previous patches, |
53s | won't actually affect your gameplay that much. |
55s | You may have noticed this when you were playing Dameer. |
58s | The reason behind this is that Dameer's power comes from a bug that we were just recently able to unearth. |
64s | In fact, Vavvan used to benefit from gear every time you equipped something else. |
69s | So you get exponentially more damage and end up with a character 100 times stronger than any other character |
76s | and even than Dameer himself. |
78s | This is not something that we intended. |
80s | This kind of lack of control - both on our side, as designers, and on your side, as players |
84s | is something that we definitely want to avoid. |
87s | We want you to be really powerful and OP |
89s | for reasons that have to do with your build and the way that you designed your character |
96s | not because of some back-end bug that you can't control. |
99s | However when it comes to balancing, making Dameer on par with other characters just won't cut it. |
104s | We will have to make all characters, including Dameer, both fun and fulfilling |
109s | as much as Vavvan's broken shenanigans once did |
111s | just without the broken part. |
113s | So while we do have a lot of plans... |
115s | while we do plan on implementing a complex and meaningful skill tree |
119s | redesigning items and stats that you can use with these items |
122s | we won't let you guys fend for yourselves and just for us to implement all of these features. |
127s | We want you to know that we are committed to adjusting the game and changing the game |
131s | so you can play it right now without having to wait a long time to get on with your characters. |
136s | Which brings us to another issue |
137s | and that is difficulty scaling. |
140s | Everybody loves beating the impossible. |
142s | Except when you actually get to beat it. |
144s | We are aware that our difficulties are a little bit misplaced. |
147s | They are making a lot of issues for all of our newcomers. |
151s | This is not something that we intended |
153s | and we could have just nerfed the whole difficulty settings across the whole board |
157s | but we have a few reasons that we didn't do this in this patch. |
161s | Regarding this issue, we wanted to do something more for you. |
163s | We wanted to make difficulty appropriate for different player goals. |
167s | For example, if you want to just unlock all the characters and level them up |
171s | there should be no difficulty that stands in your way. |
174s | However, if you really want to test your mettle and prove that you have the best gear in all the land of Rod |
179s | it should require some effort, skill and time. |
182s | This is the main reason why we didn't simply nerf all of the difficulties. |
185s | We wanted to make them more meaningful and more rewarding for different player goals. |
190s | However, we do realize that this is a really big issue for some of you guys. |
194s | and we will try to ease your pain a little as early as the next patch. |
199s | Finally, we've implemented the big change to the way you unlock heroes. |
202s | We've implemented hero souls that actually let you choose the hero that you want to unlock |
206s | and in the order that you prefer. |
208s | This is only the first iteration though. |
210s | We plan to give you guys a lot of different ways to unlock heroes |
214s | but for now, this is what we're sticking with. |
216s | I know this change won't affect veteran players as much, and people who have hundreds of hours in Pagan Online |
222s | but I think we can all be excited for our newcomers. |
228s | Many of you are impatient for new content and rightfully so |
231s | smashing new foes and overcoming new challenges are the main reasons we enjoy video games in the first place |
237s | New acts and missions are already underway in Pagan Online. |
240s | Most of the story is actually in the final development stages, and some of it is in the testing phases. |
246s | However, for each day that brings us closer to full launch, we have less and less room for error |
250s | especially with big changes such as content updates. |
254s | This is why it takes us a bit more time to iron out all of these production wrinkles when it comes to new enemies, new zones and story arcs. |
262s | But that being said, we do expect to bring new content to you guys in over the next few months. |
268s | As the campaign acts come to a close, we will actually be approaching the real endgame for Pagan Online. |
273s | This is why we’re developing different End Game loops in parallel with our story and campaign acts. |
281s | While most of these systems are already designed, our tech team is left with the really difficult task |
287s | of implementing all these systems without burning everything else down. |
293s | To give you just a taste of what’s to come, we expect to implement in new ways of mixing and matching items with different items properties |
299s | of level up and adding your skill points as well as gaining them |
302s | as well as gaining new legendary power for your legendary gear. |
307s | This is all meant to come alongside new zones and new enemies in future patches. |
313s | We’re super-happy that the legendary overhaul was meaningful to you guys and that you managed to put all of this gear to awesome new uses. |
321s | We will definitely keep on tweaking legendaries, especially the non-weapon items |
325s | so they can fit both in your legendary set, as well as your mish-mash of epics and legendaries builds |
331s | Legendary amulets and rings are also in the works, |
334s | and while our artists work on conjuring all of these items you will be proud to call a part of your inventory screenshots |
340s | we aim to design them in a way that will fit well with the rest of legendary items. |
350s | Our most important goal with Pagan Online is to make a game that’s about improving yourself |
354s | staying quick on your feet and sharp in your decision-making. |
357s | We’ve never wanted to make a game that’s about clicking a bottom to reforge |
361s | or about meaningless grind. |
363s | This is why we’re super grateful to you guys for staying with us and sticking with us |
368s | while we move away from this repetitiveness and get closer to our goal. |
371s | This would not be possible without your extensive and insightful feedback |
374s | so we’re committed to improving the game |
376s | until each and every system in it makes you feel really good about spending time with us. |
381s | Until next time! See you on the Pantheon. |