Early Access Feedback

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Latest Playtest Feedback

A few notes after playing almost 3 hours of the playtest. It’s a fun game, had a blast, but the performance is pretty bad. It was rare to go above 60 FPS, tending to hover around 40-50ish FPS, with dips as low as 15 FPS. This was on a system with an AMD Threadripper 2950x and a AMD Radeon RX 9070 XT. Granted, I was running the game via Proton on Bazzite 43. My only other real complaint was that voice chat seems to be voice activation by default. I’d suggest a popup on boot asking what the user would prefer, as playing via Discord meant having to go through each player in the group and muting them individually, while also making sure you’ve muted yourself. I’d personally advocate for making the default Push to Talk.

Sabrina 23 days ago

3

Feedback

Feedback play test 3

Hey team, Seeing the team in different Twitch chat’s was awesome and very insightful. I’ve heard and learned a bit more about the state of AI and how it’s going to take time. I’m still bringing it up. Three words came to me and I believe them to be the current pillars of focus, alongside bugs and whatnot. Consistency, predictability and moderation. - AI (in)consistency - Kicking down a door or breaking glass with little to no response, get half of the map to rush you after engaging with just one enemy and getting picked off with snapshot precision from across the map because they know exactly where you are. Then when I start expecting this kind of behaviour I breach into a room with dormant enemies. While I did learn that enemies radio each other their behaviour needs to become more consistent. Thinking of the enemies in the Halo games and how they all have their own specific behaviour makes them more predictable for the player with time yet there’s room for surprise. I’m not saying this is a great 1 to 1 example to implement because that type of AI would perhaps be too different. This needs to improve as that gap is too wide. This also makes rating difficulty right now quite challenging. What makes some sit dormant? Is there communication not happening or being stopped? Are squads having trouble communicating with individuals from other squads that are closer to the player at that time? There is too much 0 to 100 (behaviour) across a full campaign and too little 40 - 60 if that makes sense. Now a bit of 0 - 100 would be great during the boss fight and is already happening during wave missions when the smokes pop. Surprise becomes easier if the baseline is more steady and consistent. - Campaign - Solo is extremely challenging and borderline unfair once you trigger the right (wrong?) enemy or group. But it’s been a blast trying and does bring out that slower tactical feel. With more consistent behaviour and different types of enemy waves for a solo session this could become incredibly fun while remaining challenging. 2-man coop felt the most fun and tactical so far and kept it’s challenge while remaining to be doable with the right effort. 4-man coop is a different beast and of course depends on your group. I found 4-man sessions to become boring really fast during this play-test and that’s fine for now. Everyone is getting used to the game. Right now it’s too easy for a 4-man group to throw bodies at whatever situation is in front of you. I don’t know what the plan could be. It needs to be more difficult in my opinion while staying fun and that’s not an easy task. So while every run or map does feel different I don’t think it’s for the right reason consistently. Yet. - Interactions - Interactions with use-able items / objects can be incredibly clunky. With doors you have to look at a certain angle / re-position, picking up a med-kit from the wall not responding well. Same for reviving teammates. Sometimes ‘it just works’ but I found that when you’re in the middle of chaos and spam keys / inputs a lot of the time it doesn’t work. This might’ve been partly me but this should become a more snappy and instant experience. Please consider these adjustments / features: Separate audio channels for enemies, raven actual and player replies because that was driving me nuts this weekend. Combine with toggle? This gets crazy when you’re on discord with 4 folks and player comms reply to one another constantly. Moderation is key on this one. Separate row for inventory or clear blue line or whatever else but not in the same row as the shop. Pop-out with blue outline? Please adjust solo session by not spawning defibs but rather med-kits or potentially recharge 1 bar of armor or similarly useful. Later game smoke pop wave spawns to not spawn on top of players (although the chaos can be fun) because this is one of those 0 - 100 moments and can potentially ruin a run. Or build up to it more throughout a campaign. Weapon inventory access from the main menu Change your look during the loadout screen with a pop-out preset menu or just a 1,2,3. And for goodness sake lower the VOLUME of: The team17 splash screen on startup The mission loading screen that has the obnoxiously loud click at the start of loading Wishing you a safe and fortunate journey towards early access! You’ve got a banger on your hands. Much love <3</p>

shapelessdnb 24 days ago

1

Feedback

List of bugs I found during the playtest

1) Not a hard one to replicate, ADSing and shooting while the reload animation is playing, mainly an issue with shotguns since they load 1 shell at a time. The gun model does some very funky stuff that it really not meant to do, like going vertical and/or covering your entire screen. 2) Grabbing a medkit through a wall on the oil rig. On the main floor of the rig there’s a stash in a small grey building (or shipping container, can’t remember) that spawns a medkit, simply put you can grab the medkit through the wall without paying to open the door. 3) Healing someone who is ressing someone else. Did this and it ate the defib without reviving the target. 3.5) As a note this was on the airport. It was past the crashed plane, up the stairs and wedged between the boxes/luggage and railing immediately as you follow the walkway round. The downed person was in a constant state of falling as the area was too small to allow them to hit the ground. We were able to res them when we tried again (we didn’t heal the person with the defib at the same time this time). 4) On the office map there’s a defib spawn location in the central room. It’s the room the hostage can spawn in, and it’s next to the ladder to the roof. We were on an interception mission, there was a defib in the case, but the case never opened, not even after the objective was done. Granted, we died before we started extract, so it may have opened if we had. This room was not the extract location. 5) Sometimes the scroll wheel just stops working. Sometimes it works again after a while in the same mission, sometimes I have to wait until next mission. It is not my hardware, I checked every time it happened. I have no idea as to what may have caused it, it seemed random. 6) This one may be a skill issue and a blind moment. First mission in the campaign, playing solo, its a hunt the merx mission. The last phone just didn’t spawn. I didn’t hear it ringing, it wasn’t marked on the compass. I did multiple laps on the map not finding it. There is a non 0 chance I’m simply blind, but again I had no ringing and no purple mark on the compass. 7) This one isn’t as severe as the others and is a very minor issue, but sometimes during extract the merx will randomly pop a shot when there are several walls and line-of-sight breakers between myself and them. My only thought is this may be them spawning in and “seeing” me before they remember walls exist. Other than that good job everyone. Fun game, great foundation, and excellent optimisation.

ech0_108 24 days ago

1

Bugs

More feedback after more play sessions

You can find multiple Merx rooms with dead drops in a mission but can only pick up 1 in total. Why not let us pick up each 1? And i am not talking about multiple Dead drops in 1 room, i mean i found 2 Merx rooms with 2 separate caches and i could only pick up 1 cache from 1 room but could not pick up 1 from the second room. On the Topic of Dead drops, could i choose to not use my free dead drops and instead pay for them, why you might ask? Because i thought of keeping dead drops for next campaigns. Either ones i picked up or maybe another button for “buy and open later”. But you would only be able to do that IF you finish a successful campaign and if you fail you lose all of them. repairing armor instead of buying new one. It is kinda annoying currently that if you have a sliver of charge left on the Armor that you have to either take it to the next mission or buy another one which makes it that you have one sitting there that can neither be sold (i don´t really care if it´s just 5$ you sell it for since it´s that low of durability but it still feels better then having it sitting there) nor repaired. Repairing would also be fine if i need to play the equivalent amount of money to the lost durability. Here is a more funny one. It´s already funny to me that you can equip 2 lasers on your weapon because one is a pure laser attachment and the other is a laser + flashlight… but what if we could have 1 laser attached to each side of the barrel if possible? That would be funny. Nothing more or less. I enjoy the fact that the more campaign wins i have the more weapons are buyable from the store rather needing dead drops. Hope it continues as well.

jericohellsangel 26 days ago

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