Early Access Feedback

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Buckshot is in a sorry state (The Call of Duty Issue of Shotguns)

Oh shotguns, how I love them. The way they look, the way it feels to chamber them, the way it feels to lean forward and put your cheek to its cold stock. Ugh, however, it unfortunately seems that as a gun enthusiast and avid gamer, I find shotguns in a lot of semi-realistic presenting first-person shooters often get a certain aspect of shotguns wrong, and it’s universally lethality at range. With the somewhat grounded direction that this game seemingly wants to push with its guns, it seems odd that shotguns probably miss the mark the most of all the weapons, especially after the recent projectile velocity buff that makes most weapons feel pretty good. A shot from ~10 meters with any of the shotguns should not produce this variation and spread. Often times it will appear that at least 2-3 of my pellets will miss the mass of a human torso just because of pattern spread. The only time all of my pellets land on a target will be a berserker homing in on me, and those are the only enemies that are aggressive about closing the distance. It seems almost always more dangerous to engage someone from further away with a weapon that has quite limited effective range. The Rampage is the only short-barreled shotgun and yet it has an as expected spread pattern at 10m, though even it shows the same “bloom” issues starting at 20m. The most common loads like your standard 9 pellet 00 Buck loads don’t often pattern out in real life until around 15-20m. This game doesn’t have any short-barrels (besides the Rampage) or chokes so there generally shouldn’t be any reason (outside of… balance?) for the pellets to land so wide. 7 pellets is an interesting choice for buckshot. Federal FLITECONTROL 00 Buck uses 8 pellets, and is reputed on the market for having some of the tightest shooting loads. If balance is remotely a concern, I would rather tune down the base damage of individual pellets while guaranteeing that they will land and still be effective up to ~20m at the minimum. Given the number of rather long sightlines, even on the smallest maps and tiles, I doubt that this would give buckshot too much more leverage when I find it hard to have any reason not to go slugs since they are lethal (at practically any range, even ranges where they should not be as accurate as they are (150-200m, it’s hard to find engagement distances like this outside of Airport but still relevant if we are to add more maps with heavy open sightlines or if we add DMRs, don’t want to overstep their role balance-wise.) Overall, these would be my suggestions for shotguns, buckshot, slugs, and the potential for other rounds: -Increase pellet count from 7 to at least 8 -Buckshot spread should not exceed ~10 inches until it travels for at least 20m -More buckshot variants like 1 Buckshot, Flechettes (more pellets :D) -Slugs require more shots to break open locked doors; buckshot always opens it in one -Buckshot chambered through the Rampage should have a wider base pellet spread than the long barreled shotguns, but should not spread out further until at least 20m as well -Feeding rounds could feel better. Things like letting the player ADS as soon as they have at least one round in the chamber, allowing players to reload while ADS’d, lets us continuously feed rounds while empty and staying on target.

Toofy 1 day ago

1

Feedback

Previous Campaign Statistics

With the discussion of overall player stats, I thought it would be interesting if we could do anything with the data of previous campaigns; the first of which could be allowing us to view our statistics in previous campaigns, both for individual missions and the overall campaign. Furthermore, what if we could get analytical graphs based on things such as KPM, heals done to self/others over time, armor recovered over time, ammo usage, etc.? This feature is certainly a heavier undertaking of its own but as an MMO player (now that I’m getting back into MOBAs with Deadlock >.>), I like poring over my performance statistics to see how I did even if it doesn’t necessarily translate to “how I could do better” as impactful.

Toofy 3 days ago

1

Feature Request

My Updated Feedback!

First off, I’m glad to see some of my concerns were addressed and made the game a bit better as a result! So, here is my newer updated feedback and suggestions! MY HEALTHY CRITIQUES: 💸 Slow Economy: So far, my biggest annoyance is that 98% of my time is spent using a starter pistol. I barely ever use other weapons like the shotguns or rifles because of how much they cost. Even when I do blow all my money on a rifle (only to have no armor, med-kits, or grenades), it’s usually during the last few rounds, and then it will all be gone after that. Also if I die and lose it—now I have no rifle and no money—I’m screwed. Overall, I feel like earning money in RP is too slow, and spending big bucks on new weapons is too risky. Every time I start a campaign, I have to go in with just a pauper’s loadout, and every time I have to see “Are you sure you don’t want armor equipped?“—Of course not, but I spent almost all my money on a med-kit, which is a non-negotiable! While I can just pick up the merc’s weapons, they almost never add enough value. They’re real crappy versions of the weapons I want to use, that have almost no ammo, and sell for only $200 (that won’t even get me another med-kit!) Here’s an idea that I thought may be cool (while not a fix for this problem, it could help it a bit). What if stash rooms also supplied a random weapon mounted on the wall? I think that would be pretty useful and another option to weigh spending phones to open them. And if you don’t want it for some reason, you can still take it with you and sell it for money. Maybe not for the same cheap price as the merc’s weapons, instead maybe $500 or $1000! I feel that would give us more options, and make it so we feel like we’re getting a good enough deal no matter what. 🚁 Rough Extraction: The entire arsenal of weapons and kit in RP is clearly for offensive strategies, which I’m perfectly fine with since we’re taking the fight to the mercs. However, when it comes to the extraction and raid missions, I really wish we had some defensive utility. When I’m waiting for the extract, I feel I’m just quickly dancing around cover hoping a merc doesn’t randomly come around a corner and take half my health. A specific addition I would love to see is barbed wire. I’d love the ability to buy barbed wire, place it down, and have it heavily slow down whoever walks through it. I think it fits the style of the game perfectly and would be a great help to my missions! 🔇Footsteps?: How come the mercs can easily hear my footsteps when I’m sprinting, but I can’t hear a peep out of them unless they scream out loud? I really wish I could listen closely for their footsteps, and prepare for my ambush! Also, I’ve noticed they make barely any noise when opening doors, too. I always try to close doors so I can hear the mercs opening them, but I haven’t heard anythings when they do. 🗺️ In-Game Map: I saw that making the map visible in-game is a high priority for you guys, which I’m super excited for! 😄 So, here are a few of my suggestions! I would love it if the map showed where you and your squad-mates are at any given time, instead of just a static map where you have to guess. Also, I’d love to be able to toggle between two different views, one where it’s the normal color-coded regions like we currently have, and another where it looks like an aerial view of the map so we can see what each section looks like with just a glance (similar to the game Due Process). Also x2, I wish we could see our writings from the map on the ground while we’re running around (also similar to Due Process), that way we can easily tell where we are and where we’re going, instead of having to reopen the map all the time! A minor annoyance I’ve had with the map is the control scheme. I think it should be LMB for drawing, RMB for erasing, and MMB for pinning (just like how it’s used for pinging in-game). 🎰 Dynamic Events: Here are some of my ideas that I think would be really cool and would add a level of energy & strategy to RP! What if there were certain events that you could trigger that affect the gameplay? One example could be switched off a breaker box that turns out the lights on half the map. Maybe that could make the soldiers and heavies blind and make them shoot around randomly, and only the lookouts and snipers can see you. And, of course, the berserkers can light up the area with their dope sneakers! I’m a real big fan of this idea! Another example, could be the mercs running out of ammo. What if the soldiers, after shooting at you for a while, yell out “Shite! I’m out of ammo!” (or something similar), and then they switch to a crappier pistol? Or, what if shooting non-suppressed weapons in certain areas set of an alarm alerting all the mercs on the map to your presence? Or if you shoot certain electrical devices, say large generators, they electrocute and damage anyone near them? Another good example could be hazardous environments. For example, what if there were some large pipes on Oil Rig that you have to avoid shooting, or else they’ll explode and fire will block off certain portions of the map, forcing you to go different routes? I think things like this would be pretty awesome too, because they force you to play cautiously and tactically at times when shooting the mercs. QUALITY-OF-LIFE FEATURES: 🏃‍♂️ Sprinting: I would love to see an option to disable toggle sprinting, as that’s been a consistent nuisance of mine. 🧗‍♂️ Ladder Animation: I feel the animation for hopping on and off a ladder is too slow. It feels like it doesn’t fit RP’s fluid, snappy, responsive, & satisfying gameplay style. I would love to see that animation sped up a little bit. Also, as a suggestion, what if you could stop and shoot your sidearm as you’re on the ladder? I think that would be pretty cool! 🖥️ Performance: RP’s performance seems to have gotten better since I last played it, which I’m grateful for! While still not perfect, it’s a welcome improvement! So, any further performance boosts or graphics settings will be greatly appreciated! 🚑 5-Star Merc Healthbar: I wish I could see (at least roughly) how much health the 5-star mercs have left, like a health bar above their head or at the top of the screen. Or give some visual or audio indicator of how weak they are—that way I can gauge how much our team is accomplishing, and how much we should risk/reward.

MrUp&DownDon 7 days ago

2

Feedback

Permament progression ideas

Seeing as the developers are already aware that there’s a demand for permanent progression and giving us hints at what it could be like: I thought up a few concepts of what I would personally like to see in game and what I hope could be avoided. Starting off with what I’d heavily discourage from being added as permanent progression and reasons as to why it wouldn’t be a great idea: Weapon Damage increases I like to think that weapons are designed with specific numbers in mind and serve a set purpose during gameplay such as shotguns being good at close quatres combat and rifles excelling at longer ranges and accuracy. Increasing such fundamental value as damage can quickly shift the balance towards one option being better than the other for all cases. Changing equipment behavior/use count Having extra charges on a medkit or having additional grenades would require a very delicate approach as to not make it mandatory upgrades for the sake of making players stronger in general or creating expectancy of other players to use those specific upgrades by default. Having outlined what I personally wouldn’t want to see, I’ll follow through with ideas that could be enjoyable permanent upgrade additions with a short justification following each one. Specific weapon category discount Making a certain weapon category more affordable would give players the option to specialize in what they enjoy. Imagine being able to get a discount on pistols significant enough to give you more choice in the first mission or being more redly able to afford the more expensive primary guns earlier during the run. Faster objective interactions I’m not sure how set in stone the current objective related mini-games are but being able to for example: defuse bombs faster or lessen the movement speed penalty when carrying hostages and perhaps increase the speed at which you hack laptops could make for a good addition that improves the gameplay pace whilst not overtly affecting how the game actually plays. Faster gear switch speed Super simple statistical increase Extended killstreak timer window I enjoy the rampage play-style of going room to room whilst clearing enemies in as high killstreak as possible, extending the killstreak window would make that more attainable whilst also buffing the money earned by doing so. Faster tactical equipment use time (planting breaching charges, pick-locking and setting up ladders) The tactical gear is plenty but it’s very slow to use and get good value from, if one could preform the basic interactions faster then I’d imagine that at least some would see use increase across the broad. Cheaper dead drops I enjoy the game of odds and being able to do it more often would be nice, I’d personally like to be able to spin since the very begging of the run so a 200$ discount towards the base price of 1200 would make that possible. Longer effect duration of grenades Throwing more powerful flash nades or longer lasting smokes sounds like a good excuse to start using them more often. Quieter walk/sprint Putting aside that current stealth system is completely busted broken overpowered, this upgrade would make going through the missions covert-style less of a hassle. Increased effectiveness of non lethal weapons Incapacitating the targets faster with things such as tasers, bean bag ammo or pepper gun is a good way to promote alternative play-style that doesn’t see the merx slaughtered nearly as much whilst also making for a profitable alternative to just killing them as fast as possible. Cosmetic idea: player titles(only visible in the lobby and not during missions) A tasteful way to show off dedication to a specific play-style, weapon type or particular achievement whilst not affecting gameplay could be a great way for players to flex their presence in a lobby. More resistance to flash grenades Straightforward upgrade that lessens the duration that the player is visually impaired by flash grenades. Benefits to wearing a specific armor type Faster movement speed for people that only wear a simple ballistic vest or more explosive resistance for those that rock an ironman suit. Increased player defense Things such as Harder to hit (% bullet dodge chance) or Harder to kill(% bullet damage resistance) Nothing excessive but a simple and small buff to player survivability. That about wraps up my suggestions, to close off I’d like to see those upgrades be customizable similar to how one might spend attribute or skill points in RPG’s, also limiting the amount of upgrades one can pick simultaneously could help players specialize in what they find enjoyable rather than just increasing the player power level for the sake of doing so.

elire01 8 days ago

Feature Request

Some thoughts and encouragement

Hello Developers, I am a player from Asia, and I want to start by saying how much I am absolutely enjoying Rogue Point. I love the game so much that I’ve even gifted copies to my friends so we can squad up together! I’m reaching out to offer some encouragement and share a few ideas that I think could make the game even better. 1. Enemy Variety Are there plans to introduce more specialized enemy units? I think the tactical depth would increase significantly with additions such as: Assassins using digital camouflage for stealth. Shield-bearing enemies that require flanking maneuvers. Flamethrower units that create area-of-denial hazards. 2. Tactical Equipment Will there be more defensive tools available for players? Items that help us hold a position would be a great addition, for example: Claymore mines for perimeter defense. Portable covers to create protection in open areas. 3. New Game Mode Idea: "The Extraction" I really enjoy the current maps, and a thought crossed my mind: Would it be possible to implement a mode where players must follow a single, randomized extraction route? In this mode, players would need to fight their way through a specific path to reach a designated extraction zone within a time limit. It would add a great sense of urgency to the gameplay. I truly hope this game becomes a huge success! Keep up the amazing work.

阿偉 8 days ago

Feature Request