Early Access Feedback

Be first to play Rogue Point! Get into Early Access on Steam, join our community, and help shape the future of our game with your feedback!

Balance and QoL Change Suggestions.

Hello, I´ve recently got the Game and got to say that its really fun. Its noticeably early access and thats okay. Its still pretty early in Development and i knew this coming into the Game Im not one of those People who expect a finished Game when buying an Early Access Title. But there are a few Things that need to be adressed. The Boss is way too bullet Spongy. Its literally impossible to kill when alone or with just 2 Players as my Friend and i tested. The Boss is not fun in the Slightest. Up until we fought the Boss we found the Game very well balanced. But the Combination of him literally sprinting to you, while simultanously having More HP than like 50 Payday 2 Bulldozers COMBINED is just way too much. Solo its literally impossible, we managed to kill him barely with 2 Players but we died to his Retinue of Heavies. The Stash Rooms: First off, i like that every type of Stash room has a Defib inside it. Well thought of, makes you almost always able to get your Mate/s back up in case they decided to Hug a Heavy. BUT, the Dead Drop Rooms… either make it so only ONE can spawn per Map or disable the ability to open any other of this Type for the Mission. It was unbelieveably frustrating to spend 6 Phones on a Second Dead Drop Room only to find out that you cannot pick up a Second Box. Money is almost always our least concern so: Make us able to Upgrade (Only Upgrade, not buy new Ones) Our Perks with Money. Near the End we each had 12K money left with nothing to spend it on since we only died once had got lucky with the free Dead Drops. The Perks dont feel Unique enough for a Roquelite. a Percentage Stat increase just isnt fun enough to warrant having this game over Competitors like the new “Rogue Core” for example. I know this Comparison is hard, but they are both Roguelite Team-Based First Person Shooters. Consider it a Compliment that i compare it to a Game i have hundreds of hours in. (Seriously, i really like your Game so far. Keep it Up!) We need more Gameplay defining Perks. +5HP on Kill or +10% Damage on a SPECIFIC Weapon Type is not gonna cut it. Currently i see so little Defense/Support Perks because the Pool is bloated by Reload, Fire Rate, Damage and other Stuff for every Weapon Type. If you decide to stay with this System of Perks (Small Buffs instead of more Interesting Stuff) then i might suggest to reduce the Bloat by making it: +20% Damage on Primaries FULL STOP. Not SMGs, not Rifles. Primaries. But still. I recommend you People do a bit of Brainstorming, with the Community of course, on what kind of Stuff you could add. Im looking forward to your Creativity! On that Topic, since this is a Team-Based game: Have more Coop Oriented Perks for the Teamplayers like Health Regen Around them or a Damage Reduction Aura. 4b. Suggestions: Melee Damage Increase if you dont use any Guns, Longer time to be detected, Grenades have higher Bounce Power, Being able to go into a “Down but not Out” State, Your Secondary doing Way more Damage if you Dont have a Primary equipped, A lot of Self Heal for Pacifying Enemies Less Lethally, Higher Movement Speed the lower your HP is, being able to Climb on Ledges, The Backslot being a Perk or having a Second Backpack Slot, being able to repair Allies Armor by using Cash in Missions. Some Weapons feel way stronger than their Competitors or otherwise similar weapons. Some Examples: The Magnum is Trash compared to the Deagle. Unless it gets the Ability to use a Speedloader or does more Damage, i would always choose the Deagle. The P90 is the best SMG in every conceiveable way. Its Precise, reloads kinda quick, does the same Damage as the UMP-45 which makes no sense and has the biggest Magazine. Name me one Reason not to take the P90. The Sniper is Outclassed by the Shotguns with Slugs, any Assault Rifle and even the Pistols in

RooikatG11 4 days ago

3

Feedback

Some ideas/thoughts/feedback after my first 20 hours with the game.

The game’s already a lot of fun and has a lot of potential to become even better. Here are a few things I’d like to see added/changed in the future: The game really needs more maps. Ideally it should have so many, that you can play through an entire campaign without seeing the same map twice unless you want to. The current selection of maps is too limited/repetitive. Additional HVTs so that you dont fight the same boss every time you make it into the final mission. A harder difficulty setting. My squad and I find the game a bit too easy. Customizing the campaign settings has helped a little bit with this but the game could still be tougher. Some gadgets seem a little useless. The ladder and the ammo box are somewhat viable but I never bring any of the other gadgets into the mission, there’s just no need. Better AI (glad that’s on the roadmap already!) and the aforementioned difficulty increase might help with this. A sliding mechanic could be a great fit for the game Are there any plans to extend the stealth aspects of the game? If so, being able to move dead enemies out of sight could be a fun stealth mechanic. The ringing phones dropped by mercs could also be turned into a stealth mechanic: Pick them up quickly or risk drawing the attention of other nearby enemies. How about security cameras that need to be avoided or hacked/disabled? Weapon lasers are wonky and look too cartoonish. The beam should be thinner / a bit more subtle. Tattoos as a new character customization option I look forward to seeing the game evolve further! Keep up the good work, devs! :)

thenoiryorker 4 days ago

Feedback

The Thunder Bolt-Action Rifle is objectively the worst gun in the game

I think the Thunder-Rifle has no redeeming quality to it. I understand that it’s supposed to fill the role of a Sniper Rifle, yet it somehow doesn’t feel like it’s the appropriate tool for that job, especially since the revolver, desert eagle and (I’d argue) 5/7 pistol do a much better job at it. Many of the kills you will be getting are close-to-mid ranged kills in this game, which will already compromise the role this gun will take. What you could do to make it viable and versitile though is to add certain mods to it. So far the gun feels very slow, and feels like it doesn’t pack much of a punch either. usually with sniper rifles they look like this realtively weak but quick or strong but slow So what you could do is the following: Option A: Buff the guns damage to someting outlandish (something like 250dmg or more) to make it a guaranteed one-shot. (I’ve had many instances where I’d shoot an enemy who’s like 2 meters in front of me and have them shrug off a clean shot into their shoulder). Make it so that the damage “fall-off” is a bit tighter, I don’t think this needs that much adjusting, I do however believe that it won’t hurt the weapon whatsoever. Just to balance things out, I would also recommend raising its price, by how much, I am unsure. Option B: Keep the weapons damage output exactly where it’s at but make it a bit friendlier to use by adding things like Light-Action (Makes the Bolt-Action lever lighter i.e. faster fire rate) Make the extended mag upgrade something you unlock way earlier (after like 120 kills instead of the current 240) Add Lasers to it (This would also be beneficial for Option A aswell. I don’t understand how that’s not already a thing seeing as the gun literally has attatchment rails in the front) This would keep the weapon at the level it’s at, but instead of turning it into a powerhouse like you would with Option A, Option B would make the rifle be more versatile. Making it quicker and easier to use in CQC, it would offer itself up perfectly to be used in a number of situations. Stealth, Mid-to-long-range, CQC (in a pinch), I believe that all of these approaches would be viable options if these changes were to be made. P.S. I don’t know if that’s the way it’s supposed to look, but the Safety Protocol skin for the Thunder Rfile just makes it completely yellow without adding the black-and-yellow pattern — you’re able to see in the preview and I would ask that you don’t correct this (possible) mistake as I like the look of it, makes it look like a banana gun.

emidextrous 6 days ago

2

Feedback

In-game bugs

Hello. During the 10 hours of play, my teammates and I encountered several bugs. Here's a description of them: 1. When playing in a team, a bug appears where character models get stuck inside each other. 2. Leveling up your Medicine skill increases the number of first aid kits, but there's one catch. When you take a first aid kit from those available on the map, you automatically have two, but if you're knocked out and revived, the number will correspond to your skill level. 3. Also, there's a problem with "pinging" an enemy: if you kill them too quickly, the weapon remains in the air, even though the body is already on the floor, but the weapon continues firing for a few seconds. Thank you for playing. Best wishes, D. Holo

Dolph Holgern 9 days ago

1

Bugs

Different Extractions

There should be variants to extractions and from what i have seen on the forums it is a common topic. The current ones usually require smokes for solo due to the hordes of enemies. Adding more active objectives while giving people more options to deal with the situation. Some of these would show up when choosing a mission. A few examples are Radio Jam- Find what is jamming the escape radio on the map as enemies slowly move in if you don’t deal with it escape is delayed. (Would show up on your radar when interacting with escape and waves of enemies would show up similar to finales but they are not hostile at first and spawn every 30 secs. Once unjammed it is a instant escape when you get back) Forgotten objective- When extracting complete a extra objective as waves of enemies slowly come in non hostile and get back to extract with escape waiting.( not on finales) Escape Down- Escape has been shot down and the mission is now a mini raid and leads to another part of the map either to a helicopter escape or a van. Instant escape Run and gun- Escape is coming and you need to get there( The radio would be in one spot but the escape itself is in a different spot. Similar to the escape on finales. Instant escape Full Clear- If all intel and phones are found the basic escape will be only a minute. (not on finales) Safe escape- No bonuses or enemies just instant escape. (Not on finales) Escapes that are a bonus objective should be instant escapes. Could have unlocks tied to them like weapons, cosmetics or perk unlocks A few extra things would be have people move to something IE towards a van or a helicopter rope instead of it just ending. You can even have it as a set location at first and have it as a option in customs to test the waters. That goes for these escapes for people who want to do them or people who want to opt out.

Pathris 10 days ago

Feedback