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!

Feedback after 100% the game

Performance and stability The game needs a major performance improvement. Please do not rely on upscalers to create “fake FPS” in a shooter. Performance should be the number one priority right now, because it will only become harder to improve later. The connection is also very unstable. My friends and I have been randomly kicked from matches, and there is no reconnect option. Stability needs to be improved, and a reconnect feature should be added. There should also be a server browser. Movement and gunplay Enemies have no momentum in their movement. They can change stance instantly, which looks unnatural. The biggest issue is with Berserkers. They just run straight at you and look very janky. It often feels like their hitbox, especially the head, is out of sync because of their erratic movement. Enemy melee knockback is also very weak. Berserkers can easily stunlock you, and fighting them feels frustrating because of how jittery they are. Enemy melee attacks in general feel janky and out of sync. Players and enemies should both have momentum in their movement. Point-blank range, which is important for shotguns, should be increased. Right now, unless the enemy is basically inside your hitbox, you do not get the point-blank bonus. That makes unlocking shotgun skins frustrating. The ability to pick up magazines after a quick reload would also be a nice addition. AI The AI feels very underdeveloped. Enemies often flash themselves or blow themselves up. They stand in the open with no self-preservation and no sense of coordination. Right now they feel more like empty shells than believable enemies. Weapons and balance Some weapon skins appear to be bugged. One example is the Black paint job for the first and cheapest rifle. For the future, it would be better to have fewer weapons that are all properly fleshed out, rather than many reskins. Enemy balance also feels strange. On later levels, you can one-shot a Heavy, but a normal rifleman can still require multiple headshots. That does not feel right. Roguelite systems The game presents itself as a roguelite, so skills should be one of the most important systems. Right now, most of the skills are not worth taking. The only consistently useful ones are damage boost, armor regeneration, armor durability, and maybe one health regeneration upgrade. Most of the others feel pointless. It is also frustrating that there is no reroll option. I know you can skip and do another mission for a new choice, but that still does not make the system feel good. Dead drops are also not very useful. They should have a chance to give unique weapons that cannot be obtained elsewhere, instead of offering the same gear I can already buy. Right now they feel like a waste of money and do not reward the effort of hunting them down. Intel is a good idea, but the execution is weak. Scouting stash rooms is mostly pointless, doors are not very useful, and stairs are only slightly useful. The only things really worth scouting are supplies and objectives. Optional missions consume intel and only rarely give back the amount spent, which makes the system feel unrewarding. Non-lethal Non-lethal gameplay feels ineffective. You get the same or even less money, so there is no real incentive to use it. Movement and controls Vaulting and jumping should be separate buttons, or at least there should be an option to separate them. Leaning feels awkward. It looks exaggerated, almost comical, and it feels like the character is bending in an unnatural way. Leaning is also too easily interrupted. If there is even a tiny obstacle, you stop leaning. Co-op and quality of life Other players should be able to put items into your backpack, not just take them out. Customization presets would be very useful. It would also be good to have ways to share ammo with teammates or scavenge ammo from enemies. Audio Sound in the game feels strange, almost as if it is not properly 3D. Overall, the game has some good ideas, but a lot of the core systems currently feel unstable, underdeveloped, or unrewarding. Performance, connection stability, movement polish, and roguelite progression should be the main priorities.

.killreal 2 days ago

Feedback

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 13 days 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 15 days ago

1

Feature Request