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We understand that some of you may find this unsettling at first, but movement being WASD in Pagan Online is not a choice made on a whim, it's a core design decision that we did not make lightly. Pouring over what Pagan Online should be, we did some tests with the traditional click to move control scheme and found it didn’t match up with what we had planned for the game – intense fast-paced combat that can scale up to insane difficulties. Having the mouse as a driver for both movement and attacking meant that we would have to slow down the game more than we wanted. The biggest benefit we see with the WASD + Mouse control scheme is control – five fingers on the keyboard ensure you can have instant reactions to what happens on the screen. The idea is being able to move around, time your attacks, sometimes attack while moving, and have full control of your character at all times in order to react quickly to combat situations happening around you.
Thank you for your polite request Bicio and for your question. Did you try out Pagan Online during our Trials?
The design makes me question how much the developers actually appreciate Diablo, Path of Exile, Grim Dawn and the like.
only a imagination.
besides that, WASD is clunky..?
I've never heard a traditional ARPG or MOBA player pine for WASD movement.
For example, if you're aiming at something at the far end of the screen, but something pops up near your character that you want to move away from, you'd have to move your mouse back and then click your destination with the standard system. With WASD, you can simply start heading there immediately and even adjust your course on the fly as a situation changes. And you can do all of that while still aiming and chucking skills at your target.
What'll likely make or break the movement system for me is less the movement system itself, but more the skills that you get to use with it. Anything that roots you in place such as skills with long animations or that have some kind of animation lock after activation will probably feel really bad (ranger sword 1 attacks from Guild Wars 2 and dragoon jump from FF14 come to mind).
All that said though, I don't see anything wrong with having mouse movement as an option, but with content balanced for WASD. If a mouse movement player finds the game too hard as a result, they can just switch back.
And as for the devs not caring about traditional ARPGs, well, their play tester feedback survey says otherwise.
Preamble: I have been a supporter of wargaming for years, having played quite a bit of "world of tanks", having played since the beta at "world of warship" that I still play almost every day and I really gave a lot of money to wargaming with all my various purchases, even on the store buying clothes. It is a company, which despite having various defects, including the fact of listening little or nothing to the community, especially outside of Russia, I continue to support and believe :) in fact when I read the news of this H&S online I was really happy because would have filled that void that Blizzard failed to fill with an online H&S, after having semi-abandoned diablo 3 that I still play every now and then because I like it.
Coming to the game. I played the beta and in the end I compiled the survey reporting several points that I believe are to be improved. I don't usually compile surveys, I write on the forums, but this time it's different because I want wargaming to play a nice game that can entice me to play.
the thing that I didn't like is the movement. I found myself typing the various commands like I was writing a text furiously during a written exam. Which also from a purely physical point of view, it bothered me to move all those fingers furiously. The problem lies not only in typing movements, but is also linked to the fact that on the keyboard the available movements are only in the 4 directions and it is not instinctive to go diagonally by pressing the keys.
In addition to this comes the problem of coordinating right hand eye to aim left hand to move. With just the use of the mouse, where you point the cursor is where you are looking and where you want to go or attack. The current system is complex, with the result for example, that during the game maybe I was aiming at an enemy with the mouse, I pressed the "click forward" (or jump) button and the character ran (jumped) from somewhere else because it was turned in another direction. So you create situations in which you are focused on watching the action and the point of attack, but you lose sight of your character you are moving without really accounting for it. If on the one hand it is true that you have more control, on the other you lose it also because you have to look after what we do with the mouse cursor and what we do with the keyboard. Besides the fact that the keyboard is used both to move and to use some skills, messing up the whole thing.
I don't know if I was clear and surely my way of facing and playing is personal and everyone has their inclinations. Currently I didn't like this system because I felt like I didn't have control over what was happening, where I wanted to go and what I wanted to do ..
I wanted to give feedback because, as I said at the beginning, I want to make a good game .. But if I don't have the right feeling with the movements it is also useless to face the other gameplay problems that are or can be. Surely I'm doing wrong, because I'm looking for a "moar and the same" of Diablo 3, while here we are trying to make a similar game but different .. and doing something different just leads to potential breaks with those who are used to a sure way ..
ps: I am Italian and I am not so good at writing in English even if I read it without problems and I got help from google translate..I hope that what I wanted to say can be understood ^__^
I want to play this game as it could be the best in its genre but with keyboard movement it never will be anything but a fail as far as i am concerned.
Like the previous poster i am a long term wargaming net player and enjoy world tanks and also world warships and was in the Arena beta also(great game) which was axed.I really want this game to be a success
Let player pick his/her own playstyle.
And then players whine because that control setup severely penalizes them.
Thet's the beauty of providing options. If a player is feeling penalised then they can try another approach.
Many top-tier games have addressed movement decisions they made after release to offer better options and experience to the player eg. Witcher 3.