Early Access Feedback

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Stash rooms feedback

I find the current implementation underwhelming and more or less pointless in the current state of the game. I’ll go over what’s currently causing this and what could be done to have stash rooms be more exciting to interact with. Firstly, the phone system used to unlock the stash rooms is somewhat on the boring side but it gets the job done, mostly. It is often the case that a map will generate with a stash room that requires 4-5 phones and at the same time will have less than 4-5 drop from enemies, rendering the stash room unattainable. This only serves to make players randomly miss out on potential resources at no fault of their own. It should be noted that it happens on starting missions so there’s no case to be made that a player should save phones to avoid this. I’d heavily suggest making minimum thresholds for phone drops and room unlock requirements be the same. E.g. If the most expensive stash present is 4 phones then the very minimum of phone drops should be no less than 4. The stashes themselves on the other hand are underwhelming in their contents. Every stash has a guaranteed Revive Kit, undermining the one that spawns in medical stashes which in itself doesn’t make medical stashes pointless but it heavily undervalues them for no reason. Gun stashes are the biggest let down in my opinion as their contents range from laughably unrelated to completely pointless. Starter missions often spawn with no guns inside, defeating their purpose completely. On the off chance that a gun stash contains… guns, they have no attachments. No attachments isn’t a deal-breaker but it often means that contents of gun stashes is less formidable than random weapon drops from enemies. I’d suggest making it so that there’s at least one gun present and any additional equipment is a bonus. I’d also like for the guns to come with random attachments to make them a bit more combat-viable. A greater content variety would also be welcome as the current gun stash offerings are very limited.

elire01 about 5 hours ago

Feedback

4x Combat Scope & sensitivity feedback

I can’t shake the feeling that there is something off while using the Combat Scope attachment. It does what it’s supposed to, giving the player a 4 times zoom while aiming but the aim sensitivity feels completely off when compared to other gun sights. This ultimately kills the usability of anything bearing this attachment because of how drastically different it plays to regular sights which are more commonly used on other weapons. I’m somewhat convinced that it’s the zoom perception messing things up but even assuming that’s the case, I still would like to see something done about it. I would personally request a separate aim sensitivity slider for the 4x Combat Scope that would go below the current minimum sensitivity. I’d also like to vouch for removing the arbitrary limitation on minimum camera sensitivity. Having the current slider threshold be 10-100 is already a bit weird as 0.0-100 would make more sense and it would also give the players finer control over camera settings.

elire01 about 23 hours ago

Feedback

Response voice lines frequency

I like how this game also use voice lines to relay information to the players (e.g. enemy suspicion), but sometimes it just too much. Insurgency is probably the most satisfying game I find when it comes to character response and how frequent you hear them. There are a bunch of features that game has I wish this game also does. Various callouts (reloads, using grenade) only triggers when in proximity to an ally You just don’t need to hear yourself calling out reloading or healing. Cooldown time There’s no need to say reloading twice if you switch to you sidearm to reload right after you primary, or repeatedly saying grabbing intel/merx phone in 5 seconds Suppressed and unsuppressed variants Exception though, some suppressed lines from that game are actually aggressive callout toward the enemies. For example the character may shout “Eat this!“ when throwing a grenade underfire. Grunt only when low on stamina In Sandstorm, stamina doesn’t affect your sprint speed a lot, but it affects your aim and how stealth you can be in situations. If you move quiet and slow, you can vault over a wall silently. Grunting is made as an indication to your stamina and also a way to alert your enemies in that game, but in Rogue Point I just find that grunting every vault way too often. Battle cry When shooting full-automatic weapon, the character will shout. It actully reminds me of MGS3 more, but I quite like it. It may be a cool thing to have during extraction. It could have a different trigger, damage output, killstreak. Lastly, it would be nice if voice lines also reflect the player’s health, detection or some other status. I can imagine when picking up a IFAK, on low health you may say “I probably should use it right now.“ or when someone close is low you say “Does anyone need this?“ but probably don’t say anything if you are alone and good on health.

plazehorta 9 days ago

1

Feature Request

Throwable idea: Decoy Grenade

Would work as any other throwable and after going off it would spoof gunshots for a limited time that would attract unaware enemies in a set radius. Similar to flashes, a carry capacity of 3 would work well as the grenade purpose is more of an situational utility rather than offensive/defensive capability. An active duration of 10 seconds with random shot intervals between 1-2 seconds would likely be sufficient to serve its purpose. Player gunshots would take aggro priority over decoys within the active radius to prevent enemies from not engaging the player during the grenade’s effect. I’d consider 300-600$ to be a reasonable price based on prices of the other grenades. Clarification for this addition: It would offer a way for the player to tactically manipulate enemy positions at the cost of putting them on alert. There’s also the benefit of giving suppressor users a way to generate noise without needing an unsuppressed weapon on them. It could also be used to strategically funnel enemies during extractions.

elire01 10 days ago

Feature Request

Accessibility Proposal: Colorblind-Friendly "Rotatable Logic Wiring" Defusal Minigame

Description: Hi developers, I've noticed some players struggle with the current bomb defusal minigame due to colorblindness. To improve accessibility, I suggest a logic-based wiring system using shapes and paths instead of colors. Core Mechanics: Rotatable Nodes: Players click to rotate fixed-shape wire segments (Straight, L-shape, or T-junction) to direct the signal. Risk vs. Reward: Connecting the path to Stars increases the countdown speed (1.5x or 2x). Win Condition: Defusal is successful ONLY when the signal reaches the Circle exclusively. Scalable Difficulty: Normal: Randomize the positions of the Circle and Stars. Hard: Introduce more complex wire types (T-junctions) and more Star traps. This shifts the challenge from color recognition to spatial logic, making it 100% accessible to everyone. (I've attached a concept diagram below).

captivating_lamb_60062 11 days ago

Feedback

In Review

Door traps feedback

Having played around with the newly added feature that was primarily designed in order to slow down overly reckless players and promote tactical gear use(E.g. optiwand) as well as incentivize partial opening of doors to check for traps before going in, I can conclude that they are at best, ineffective. Walking into the occasional flash trap is nigh completely harmless and I often find myself making the conscious decision to outright ignore it because of that. This not only fails at slowing down the player and even at times makes him speed up after triggering it. My suggestion is to have the flash be instant pop rather than the regular fuse time it currently has. It wouldn’t make it lethal but it would hopefully bring about heftier consequences for walking into it knowingly or not. The frag grenade trap is on the other hand almost good but not quite there and the reasons for it are simple. It’s not lethal enough nor sufficiently fast to meaningfully harm the player IF it works. The very first trap I’ve walked into after the update got stuck behind a door and failed to harm me at all as I cluelessly stood about, contemplating what happened. Perhaps adjust the grenade logic slightly to ignore the doors in the way to prevent that from happening. There’s also the super lengthy fuse time, I assume it to be 5 seconds. In my opinion, that’s way too generous of a window for the player react. Maybe just switch out the regular frag grenades for short-fuse ones on latter stages of the campaign. Personally I’d be fine with even harsher consequences(Triggering an impact nade would be funny, let me have it)

elire01 13 days ago

1

Feedback

Enhancing Level Design through "Unified Settings"

Dear Crowbar Collective Team, I am a fan of Rogue Point, and I’d like to offer some suggestions regarding level design and mission structure to improve immersion and replayability. Current Issue: The current approach of mixing disparate scenarios can feel disjointed (a "disconnected" feeling), and the limited number of maps can lead to repetitive gameplay over time. Core Suggestion: Unified Thematic Context & Dynamic Progression Instead of jumping between unrelated environments, I suggest building multiple mission stages within a single, large-scale setting. This would create a sense of persistent progression and allow for strategic variety through layout changes. Example Case: Commercial Office Complex Instead of a single map, imagine a multi-stage operation: Stage 1 (Infiltration): Choose an entry point (A: Main Entrance or B: Parking Garage). Objectives: Breach and clear, intercept signals. Rest/Intermission: After clearing the first area, players "refit" and choose their next route upward. Stage 2 (3F–6F): Food court and common areas. Objectives: Rescue hostages, gather intel. Stage 3 (7F–10F): Retail/Sales area. Objective: Retrieve classified laptops. Final Stage (15F–Rooftop): Boss defense or high-intensity elimination. Benefits of this Approach: Technical Efficiency: Faster loading times by reusing assets within a unified theme. Immersive Flow: Reduces the "torn" feeling of jumping between random locations; it feels like one cohesive operation. Increased Depth: Procedural/randomized layouts within the same theme add layers of complexity. Route Versatility: Allows for "Inverted Routes" (e.g., HALO jump onto the rooftop and fighting your way down). Thematic Ideas for Large-Scale Settings: Mega Mall: From parking and loading docks to retail wings, employee areas, and food courts. International Airport: Connecting tunnels, terminals, duty-free zones, runways, and even aircraft interiors. Oil Rig / Maritime: Port roads, waterways, cargo ships, and the drilling platforms themselves. Financial District: Street blocks, bank vaults, office skyscrapers, and rooftop extraction points. Campus/University: Classrooms, sprawling corridors, dormitories, and stadiums. Theme Park / Resort: The contrast between cheerful attractions and "behind-the-scenes" maintenance tunnels/dorms. Industrial/Tech Parks: Factories (automotive/robotics) or Data Centers/Server hubs. I believe this "Vertical/Sector-based" progression would significantly increase the game's depth and make the world of Rogue Point feel much more expansive. Thank you for your hard work on the game!

captivating_lamb_60062 14 days ago

Feedback

In Review

Tear Gas feedback

I’m glad that user ideas actually get implemented but the current version of tear gas fails spectacularly at just about everything it was supposed to do. The damage is pitifully low and also… lethal? Why not have it do substantially more damage but be less than lethal instead? That’d be so much more appropriate given the goal of tear gas is to not actually kill but provide area denial along with the capability to neutralize threats without actually killing the affected. And speaking of area denial, it just doesn’t work. Enemies will treat tear gas as they would treat regular smoke grenades and because its damage is inconsequential, it actually makes more sense to not spend the extra cash and get the regular smoke grenades instead. Lastly, the call outs and voice lines. I’d like to think that tear gas sharing the exact same throw lines as smokes is a placeholder but yet above that, I’d greatly appreciate if enemies actually called out if they are getting affected by it similar to how they call out being flashed. Also the price, 800$ for 2 is a steal and not in a good way. The current economy may be busted but 800$ for the current dysfunctional smoke that tear gas is, is outright theft of player funds.

elire01 16 days ago

2

Feedback

ADS 2.0 Feedback

Although it did improve somewhat over what we had before, it still leaves a lot to be desired and is still ultimately very shoehorned and unsatisfying to use compared to push-zoom. Fundamental design flaw seems to stem from the fact that the RP’s ADS animations are very clunky and don’t translate well to fast-paced gameplay. Aiming right after jumping or reloading is borderline pointless with the time it takes for the gun to readjust its position. Call it realism, call it design choice but it feels bad and I’d rather not be able to ADS at all during animations than bear witness to this mess. The slight head-bob after jumping is also very frustrating to deal with because of how heavily it affects the weapon’s state compared to ADS when grounded at any movement speed. This almost doesn’t seem intentional and I pray that’s the case. Certain weapon animations are so clunky it is preferable to weapon switch in order to make the gun more stable. Getting an accurate shot off right after jumping is a guess work of where the crosshair actually is because the models are unreliable at best compared to hipfire/push-zoom. In the newly added bolt-action rifle specifically, the actual weapon sights are so wobbly during the whole chambering animation that aiming is making my blood-boil, not to mention that it doesn’t even zero out at the previous crosshair location afterwards, it just keeps going up after every shot. Reloading is similarly very disturbing. I’d also like to point out the amount of bloom the holographic crosshair has, is excessive when compared to how clean the hip-fire version looks. The way I see it, this should be toned down. I’m a bit confused on why spend the development time, effort and resources to make an optional game mechanic that goes against the designers vision and even now, after a plethora of changes and adjustments, is barely serviceable. I’d like to see this feature be properly polished and implemented so that it at the very least compares fairly to push-zoom that the game was built around and to achieve this the following should be done: Crosshair and weapon sights should ALWAYS be reflective of where the bullet will go excluding contextual weapon inaccuracy(E.g. player being mid-air). ADS Animation speeds need to be standardized to not vary based on user movement and shouldn’t be affected by previous animations such as reloads, bolt-actions, jump-recovery. Visuals should be the last on priority list when designing weapon sight’s. If a player can’t aim properly during the aiming animation then what’s the point of it? Stabilize gun animations so that the models don’t get in the way of aiming. Like in the example below. I can barely tell what I’m aiming at in this clip during the ADS animations because of the player/gun model combined with muzzle-flash, this wouldn’t be an issue with push-zoom. If this option is to stay then I’d want it to be as seamless as possible rather than the current barely good enough to include.

elire01 18 days ago

2

Feedback