almost 5 years ago - Sasha_JP - Direct link
You’ve seen the roadmap and you’ve been getting hyped, so it’s time to tell you all about Big F**king Patch #1 – which is coming next week!



Along with a new act of the campaign, wherein you’ll take a break from your land-lubbing ways to search the depths of the Land of Rod, the biggest changes to the game are to the loot and character progression systems. These are some pretty huge changes so let’s go into a bit more detail.

New loot and crafting system We want your shiny new weapons and items to be a labor of love instead of a chore, so we’re rebalancing drops and changing the way you craft. Firstly, the weapons and items you loot have been finetuned to have relevant stats and be useful immediately upon pick up if you choose to equip them. Gold and material drop chances will change and rewards for missions won’t just be materials any more, but new consumables as well. The drop chance for legendary items and recipes will also be decreased, but their stats will be improved to make up for it.

As for crafting, it will be better streamlined and a more satisfying process overall. Item stats will no longer come from the materials you use, but the recipes themselves. All recipes will have several guaranteed stats that your crafted item is sure to get, and these stats will stick with your items no matter how much you reforge. Recipes will also have random stats that have a chance of being transferred to your crafted item, and these will change upon reforge.

This new system means that recipes may require materials of different rarities to be crafted. For instance, if you desperately need that badass epic item, you’ll have to get a hold of the epic materials you need and depending on the recipe, you may need some rare materials as well.

New character progression system We don’t need to talk about how amazing our current skill tree is… So, let’s just dive into what the new one will look like. Each time you level up, you’ll gain a skill point. Leveling up won’t be the only way to gain skill points though, because you’ll be able to earn some (up to a specific cap) by unlocking and completing special missions.

With your skill points, you can modify and improve your current abilities, or unlock completely new ones. This means you’ll be able to theory craft a bit more, explore different builds for different purposes (bring on the co-op wombo combos!), and of course chase up different items to go with said builds.

The core skills – the primary attacks and movement/defense abilities (LMB, RMB, and LShift) – will remain as staples determined by their heroes, so you can augment them but they can’t be replaced with something else. The other abilities will have different variants you can choose from and ways to further customize them even after that.

The beginning of the end of the beginning This is the first step in our overhaul on the way to a new and improved Pagan Online, and what an overhaul it is. These changes are massive, and you will essentially be playing a whole different game when this update is delivered. So significant are the changes, both in player experience and from a technical standpoint, that a database wipe is unavoidable.

We tried our very best to avoid a reset because we didn’t want it either, but this is the only way we can turn Pagan Online into the game you want. To lay it all out for you, a progress wipe will mean this:
  • Your legacy and character levels will be reset
  • Your inventory will be empty
  • Your currencies (gold, hero souls, hero shards) will be gone
  • Your campaign and side mission progress will be reset.
We know you have invested good time and effort into playing and we’re not taking that lightly. You have been instrumental to the development of Pagan Online and we love you for it. The least we can do is compensate you, naturally, for your time after the progress wipe.

Once you have downloaded BFP #1, the following things will be waiting for you:
  • One (1) Hero Soul
  • 150 Hero Shards for each hero.
We wanted to deliver this news to you in person (on the internet), so please check out the latest devlog.

https://youtu.be/tICIyN6AGcU

Big F**king Patch #1 comes next week! Watch this space and please do feel free to reach out if you have any questions on Discord or Reddit.
almost 5 years ago - Pagan: Absent Gods - Direct link

Transcript (by Youtube)


2s [Music]
6s hey guys what's up welcome to the first
8s vlog in this new series explaining how
10s new crafting system how new stat system
13s and how new drop system will work the
15s following episodes are gonna cover in
17s depth some of the new cool features such
18s as skill tree and player progression but
21s also stay tuned until the end of this
22s one for a bit of additional and
25s important info hi everyone my name is
28s Mirko and I'm a systems designer and
30s pagan online welcome to another deadlock
32s welcome to another dev walk today I'm
35s going to talk about changes in stat
36s system in crafting system some changes
39s of balance namely balance of drops and
42s balance of difficulty of the game so
46s let's start with changes we implemented
48s for the stat system we made some tweaks
50s to some of the existing studs to make
52s them more viable we also introduced new
57s studs and removed some of the old studs
59s that we felt are not impactful enough
61s the goal we had in mind when we made
63s those changes was to have more
64s meaningful studs apart from damage we
67s wanted to create the need for players to
69s think more about survivability and
71s resistances instead of just dumping all
73s their stats into damage our crafting
78s also had quite a bit of rework for one
80s stud some crafted items are not
82s correlated to the materials used for
84s crafting instead they depend on the
86s recipe used this means that every recipe
89s will have a certain set of guaranteed
91s starts depending on its rarity plus
93s several bone studs
94s this also applies to reforging of
96s crafted items every time you reforge you
99s get different values on your guaranteed
101s studs while random studs change both in
104s type and value we also remove the recipe
107s tiers for example if you have a weapon
109s recipe you can use it to craft any
111s weapon you want no matter its power
113s level of course values of the studs
115s gained will depend on the power level of
117s the item we realized that not all of you
119s guys like to craft in that light we made
122s a really important change we completely
124s removed the crafting leveling system
126s from the game this means there will no
128s longer be crafting level bonuses for
130s studs on crafted items we made this
132s particular change in order to allow
134s who dislike crafting to experience our
136s game at its best without being forced to
138s craft we think these changes will make
141s crafting more clear more balanced and
142s give players more control over it it
145s will also turn crafting from a necessity
147s to an option for players who like it
149s this will also add value to the loot
151s that enemies drop since crafting will no
153s longer inevitably yield the best items
155s all these changes in crafting system and
158s stat system will impact the overall
160s balance of the game which brings us to
162s our next topic lastly a few words about
167s balance of difficulty drops and items we
170s redesigned most of the old legendaries
172s and also added some new ones drops will
174s be a bit more scarce and there will also
176s be a lot less gold dropped from enemies
178s this way we had more value to dilute as
182s far as difficulty goes we were aiming
184s for a more balanced game we wanted to
186s narrow the gap between the players who
187s have the best gear and players who are
189s struggling the stronger characters will
191s face more challenge now on the other
193s hand the game will be more forgiving
195s towards players who do not have the best
197s gear and did not spend an infinite
198s amount of hours in our game as you
201s already figured out these free new
203s patches pagan online is getting
205s tremendous future boosts overhaul and
207s rebalance having that delivered requires
210s one drastic action on our side and
211s that's wiping progress so wiping
214s progress is something that could be
215s expected from an early access game but
217s it's never an easy decision to make at
219s this point this is not just a simple
221s technical but also logical decision we
224s feel that so many relics of the past
225s exploits balance issues and obsolete
227s features combined with all the cool new
229s stuff would completely ruin the
231s experience both for new and the old
233s players the wipe wasn't and never will
235s be a first weapon of choice but your
237s player experience is always going to be
239s our top priority even if it means that
241s we have to start all over this might be
243s the first day of the new pagan online
245s thanks for sticking with us in this
247s rough transitional period but hopefully
249s after this one
250s pagan online will be like
252s [Music]