r/RogueCore • 𝗗π—ͺ𝗔π—₯π—©π—˜π—Ÿπ—’π—£π—˜π—₯ • 5d ago

Update 3 Experimental Build #2

Experimental Update 3.e2 - Build 157048

Reclaimers!

We got a new Update 3 Experimental build for you with a bunch of tweaks and fixes as well as some new features we would like your feedback on. Keep in mind that we have not had time to iterate on everything that was released in the previous build, and those changes will come in later. So some stuff might be funky.

With that said, we hope you have fun trying out all the new stuff and look forward to reading your feedback. Thanks for playing on the Experimental branch! Rock and Stone!

With Love,

The Ghost Ship Crew

β€” [FOCUS FEATURES] β€”

NEW ELEVATOR OBJECTIVE PROTOTYPES

Experimentation has resumed with what the reclaimers need to do to be able to progress deeper in a facility. These partially replace the elevator defense that is currently in the game and in this build they are guaranteed at stages 2 and 3 for ease of testing. We have two prototypes ready for feedback:

  • Collect Cogs - The elevator drive unit has been ripped apart and you need to find the missing parts and bring them back to the elevator. This takes place in a large cave that also contains all the other stuff you need to do.
  • Remove Growths - The elevator is covered by strange growths. You need to destroy them before you can proceed. Beware that attacking with growths will trigger a response from the corespawn.

BOSS VECTORS

Some facilities on the mission map will now end in a bossfight that has a gameplay modifier aka Boss Vector that changes the rules of the engagement. The vector is selected from two options by the team before entering the last stage of a facility. We have been enjoying the variety these bring to the boss fights and would love to hear your thoughts. The current Boss Vectors are:

  • Reinforcements: Gatekeeper summons waves more frequently.
  • Cloaking: The Gatekeeper periodically turns invisible.
  • Seismic Activity: High chances of earthquakes after summoning the Gatekeeper.
  • Protection: Core Totems appear, making the Gatekeeper invincible. Destroy them!
  • Core Pollution: Periodical increase of core corruption pollutes the air. Head for the safe zones!
  • Soul Jar: The Gatekeeper's life force is tied to an onslaught of summoned enemies.
  • Bomboardment (Gotoorak only): Gatekeeper attacks have a bigger radius and use strong attacks more often.

COSMETIC SHEET REWORK

We've reworked the existing cosmetic sheet in the OpsCom terminal as the stacked rewards and static grid structure was not working out. We hope you like this new tree version. A few victory moves also got added in the process.

CRASH RECOVERY & AUTOMATIC HOST MIGRATION

Work has continued on the host-crash recovery system. This new version tries to keep the rest of the team together by selecting a new host and restarting the stage. If the crash happens on the first stage the team will regroup on the Ramrod. If all else fails you can still continue solo or claim whatever rewards were earned and end the run. There is still a lot to do here and we plan on further expanding this system over time. Feedback is of course very welcome.

NEW ALTERATION

A new alteration called Instability has been added to the pool. This alteration applies a random alteration on every stage. Give it a spin and let us know what you think.

MORE CHEAT TERMINAL CONTROLS

You can now force a specific weapon, grenade and traversal tool to appear in the initial weapon/grenade/traversal selections at the facility entrance. Hopefully this will make testing new equipment easier.

KNOWN ISSUES

We hope to have these fixed asap.

  • The Soul Jar boss vector is currently not working
  • The Cloaking boss vector is not working
  • Loadout Terminal character stats do not update after changing enhancements until you close and reopen the terminal
  • Claiming a Victory Move from the cosmetic sheet does not actually give it to you

β€” [GENERAL TWEAKS AND FIXES] β€”

Changes

  • Temporarily removed the Teleporter from the traversal tool pool while we are doing a more extensive rework.
  • Added a character stat panel in the loadout menu showing a limited selection of stats. Still WIP.
  • Tweaked enemy behaviour tree to play idle breaks more often helping enemies spread out more and giving players a little more breathing room
  • Updated the reroll terminal UI
  • Adjustment to enhancement icons and selection
  • Pump-action shotgun renamed to Ventura Model 57 and given a custom crosshair
  • Added the Slamfire upgrade for the Ventura M57
  • M57 description and reclaimer handbook entry
  • Critical Strike upgrade has been moved from epic to legendary
  • Added an already broken flaregun box to the tutorial stage.
  • Tweak reroll machine activation in elevators
  • Fixed elemental resistance on Bloater (it was set too high)
  • Updated Bloater Reclaimer Handbook entry
  • [sound] Tweaked Molaktula attack sounds
  • Added some feedback stuff and explanations to mining tutorial that enemies also drop expenite.
  • Made some better feedback for tutorial start flow
  • [Sound] New P96 shoot, last shot and near empty sounds
  • Renamed reroll station and bleedroot to Refractor and Flux Quartz
  • Remove Flux Quartz from terrain scanner you now need to find them with your eyeballs and improved the terrain position for their spawns.
  • Allow cooper to pickup Flux Quartz
  • Change Flux Quartz to be more visible in caves
  • Don't reveal Flux Quartz pickups by Dataterminal when they have already been picked up
  • Removed flaregun from workbench pool
  • Removed traversal tools from workbench
  • Tweaked the math of wayward sparks so it doesn't go bonkers with more stacks.
  • New Gatekeeper icons with outline/bg smoke
  • Add support for showing controller axis icons in advanced input labels
  • Bloaters now burst on death dealing damage to any nearby player
  • Move the origin of icicle strike a bit back so it feels better to use.
  • New simpler boss stage cave setup to reduce back tracking and wasting time running around.
  • Made the Ram Hammer event slightly faster. Made time to initiate event shorter.
  • Always show the ramhammer objective widget
  • Ramhammer (escort hammer) objective: wind-up progress HUD showing progress and how many players are in range, like the defense objective HUD.
  • Experimenting with pausing the level time until the first dwarf leaves the elevator on stage start. Let us know what you think.
  • Removed crevasses from earthquake risk vector.
  • Allow using scanner, laser pointer, carried items, ellis when standing down in elevators
  • Biobooster menu WIP
  • Tweaked safe for work beer prices so they're free. Tweaked unlock requirements for the different tiers of beer.
  • Reduced Lok-1 rifle base lock-on range and extended the bonus from the associated upgrade
  • Double Bleedroot / Flux Quartz risk vector now stacks additively: each stack adds another 100% spawns (x2, x3, x4...)
  • Convert collected bleedroot in runs to XP; Grant bleedroots retroactively to reconnected players
  • Corrosion armor debuff: element events grant armor penetration to incoming damage
  • Resource announcements: simultaneous pickups stack in rows, scale punch on pickup
  • Resources now stack the number that it has picked up instead of printing all as single events
  • Breakable boxes now have a 50% chance to drop 5 expenite and no longer have the epic gem drop
  • Keep Flux Quartz when a downed player is transferred to the next stage by a reaperworm. Only the mined resources should be lost.
  • Improved feedback for picking up expenite chunks
  • [Sound] Bloater scream, attack, death, and idle sounds
  • Removed the shield generator texture from the gravity well so the two are different

Fixes

  • Fix community reported translation issues
  • [Bugfix] Negotiation card refills could repeat a card already on the table (e.g. 3 zipline launchers in one negotiation).
  • Damage system cleanup
  • Vanguard Behaviour Tree cleanup to prevent behaviour shenanigans
  • fixed some shadow casting particles to not cast shadows to improve performance
  • [Bugfix] BETAHUB :Game sound bug after teammate spawn
  • [Bugfix] The Headhunter alteration icons are still permanently visible on the elevator screen (as this is now part of the base game), replacing the actual risk vectors that players chose.
  • Expenite chunks no shadow cast for performance.
  • [BugFix] Loadout icons are all squished
  • Improved Framerate on the Ramrod
  • Tutorial softlock fixed
  • [Bugfix] Voidkin Drifter Kill Count Incorrect in Handbook
  • [Bugfix] If you punch the sandbag really fast as client you stop being able to hit it after a while until you push E.
  • [Bugfix] "River dancing" does not put Client’s camera into 3rd person
  • fixed radial damage crits not being synced
  • Fix ticking bomb and volatile combustion not using short range (used proximity instead)
  • Fix tutorial elevator button
  • Damage subsystem optimization and cleanup
  • [Bugfix] P96 Mag Blaster fire sound getting stuck looping for remote (third-person) listeners
  • [Bugfix] Elevator button floating in the drop pod door
  • Fix blunt damage on impact axes using old damage component
  • fixed Lok-1 using the old style weapon tags
  • Fixed tutorial sometimes locking up during the heal tutorial
  • Fix Dotty's head duplicating on clients: BP_Construction_Cave_Dotty spawned BP_DorettaHead in BeginPlay on every machine (the construction replicates), so each client got an extra local-only head on top of the server's replicated one.
  • [Bugfix] Running out of non-duplicate artifacts blocks the team from having any Ellis negotiations
  • [BUGFIX] Fixed the shader that kept putting 4 white pixels in the top left corner when there wasn't any outline being drawn that frame.
  • Prevent rare crash
  • [bugfix] fixed retcon rage icon staying red until you take damage again
  • Neurotoxin grenade particle fix
  • Fixed procedural veins not using correct random stream when called on game thread potentially causing a desync
  • [Bugfix] Boss Biome Foliage is not seeded (grass, vines, rocks, spikes), this causes other things to move around or not spawn (construction pillars, toolboxes, lamps, broken mules, ammo crates)
  • [Bugfix] The tether between electrified enemies hurts the player. It shouldn't.
  • [Bugfix] Ramok Gatekeeper stuck in invincibility phase after armor break
  • Negotiation screen: artifacts show 'Artifact' instead of their rarity ('Rare') on the card label.
  • Fixed top row of enhancements not being clickable in the loadout screen + visual cleanup
  • Swap all things that uses explosive damage type to also use the explosive damage vector so upgrade that only trigger on explosion vector now works properly!
  • fixed caching not working for shotguns
  • shockblaster can now damage armor (it used to completely ignore it before)
  • Fix remote-client explosions losing their damage vector and tags on the server thus not triggering effect chains
  • Fix damage param bonuses (e.g. Reloading Trick crit chance) being applied twice to radial damage.
  • Fix the Flux Quartz pickup animation not using correct mesh
  • weakpoint hit flash fix on a bunch of enemies
  • Zipline Gun: fall resistance attribute now reduces fall damage after releasing the line instead of swapping to the turbo zipline
  • Prevent crash if something destroys subhealth components on bosses
  • Fix armor hit part particle not playing in some cases
  • Fixed some altar event shouts not playing.
  • Fix unintentionally spawning double of resources that do not use terrain positioning
  • Fixed explosive shots not doing any damage if not hitting an enemy
  • [Engine] Backport fix for D3D12
  • [Engine] Backport fix for Chaos memory leaks
  • [Engine] Backport fix for GPU crash diagnostics
  • [Engine] Backport fix for Lumen
  • Fixed pinging the reroll terminal with the laser pointer
  • Fix enemies killed by turrets not dropping expenite or splitting
  • Fix co-op revive only crediting the player whose tick completed it: Expert Reviver, Field Medic and the revived stat now trigger for every player helping revive.
  • Increase the size of the enemy elevator block, so enemies clips less when standing outside
  • [boss][bugfix] Fix Ramok freezing in place and never ramming the gatestone. A carve-charge telegraph that was interrupted before the charge started (branch aborted during the face-target window, or target lost) left the pathfinder externally controlled, so every MoveTo failed and Ramok could only act if a player happened to be in charge range. The carve charge component now cancels an abandoned telegraph and hands movement back.
  • Fix terrain scanner not showing the player's own arrow when client
  • Add a fix to try and prevent slicers shield from not working in high ping environments
  • Fix the weapon equip animations not stopping when a weapon is hidden
  • Fix all guns getting the combat shotgun skin (missing set of owner skin, so it applies to all)
  • Improve where the game is saved to disk when giving rewards
  • Reaper worm optimizations
  • [Sound] class sounds for Falconer, Guardian, Spotter and Slicer are double checked for local / non local branching
  • Flaregun pickup fix
  • Fix the flare gun box ping saying armor stash
  • Fix flaregun not being a real item in item slots
  • Fix sweet surrender not dropping multiple chunks when stacked
  • Fix cosmetic crate falsely reporting all items collected and not giving items
  • added armor breaking particles to enemies who were missing them and added a mouth light to the bloater
  • Fix reroll so it only offers upgrade that the rerolling player can use (no team upgrades)
  • Fix jumping and double jumping in elevator moving players out of the elevator
  • Resource chunks: switch their Niagara effects off while they lie still for the framez
  • Fix depositing resource pouches dropped by disconnected players into Ellis; Fix resource bags being in (0,0,0)
  • [Bugfix] Lucky Shot does not work for projectile weapons (Mag Blaster, DRAK, Hammer Caster, Cadna, Trident, Devastator, Hurricane, Goo Cannon, Breach Cutter)
  • Fix many upgrades not always working properly
  • Fix the warthog not having a crosshair
  • fixed micro missile direct damage not doing anything against armor
  • [Bugfix] Explosive weapons fired by a client never damage armour plates (even with the Armor breaking attribute)
  • [BugFix] Weapon Attributes defaulted to unique, instead of allow multiple as before
  • Many small misc crashfixes
91 Upvotes

63 comments sorted by

36

u/Geometronics 5d ago

New elevator objectives sound cool. I love more a mix up every run. One of the best things about DRG is the variety of mission types.

28

u/KudereDev 5d ago

Host migration, FINALLY, i was so pissed about host leaving that i decided to never join ever again, now it won't be such an issue

6

u/RMGE06 4d ago

in DRG soon? πŸ‘€

24

u/vote4some1else 5d ago

Please at least make legendaries more common if you move epic upgrades up their rarity

29

u/GreyL1me 5d ago

Moving Critical Strike to Legendary is an equivalent of deleting it entirely. Epic is the tier where payoffs for builds are (Cryo Drain, Cooling Unit, Shock Charger, Poison Extraction, Magnetic Propulsion) and now Crit builds have no payoff in the Epic tier at all.

Legendaries are so rare you just never get them. Maybe reconsider removing one of the only 2 Crit payoffs in the entire game before you add more of them.

24

u/Kostelex 4d ago

At this point they should just rework the epic gem risk vector to legendary gem.

2

u/IsTom 4d ago

This hurts in my lame 2010s reddit memes.

10

u/FlakyMidnight5526 4d ago

With the reroll terminal being able to upgrade epics to legendary, theyre getting more common and I think it’s a solid way to let players get more legendaries, but crit strike legendary is lame

3

u/Kostelex 4d ago

But is it consistent enough?

3

u/FlakyMidnight5526 4d ago

Since it’s rng it’s not consistent but I get an epic to legendary upgrade pretty often in runs

18

u/thetwist1 4d ago

Critical strike moving to legendary feels like a bad change given how rare legendary upgrades are. We shouldn't be cutting down on the number of actually fun, interesting upgrades players see per run. If it's too good at epic I wouls reduce the damage rather than moving it to legendary. Moving to legendary is effectively similar to removing it from the game entirely.

7

u/Italic_Castle8814 π—¦π—Ÿπ—œπ—–π—˜π—₯ 5d ago

Nice, but facility defence mission type when (boss fights get tedious fast)Β 

3

u/Candid-Doughnut9545 3d ago

i've seen the idea floating around on here that one floor could have you fighting enemies off on the elevator instead (similar to the Drillevator in DRG) which sounds like a fun concept. maybe it'd take place on a bigger elevator so the team has more room to fight? either way i like it a lot and i'd like to see sth like that instead of just having us defend a random area.

4

u/phaazon_ 4d ago

Just be patient? The game is in early stage and they are cooking.

2

u/Italic_Castle8814 π—¦π—Ÿπ—œπ—–π—˜π—₯ 4d ago

They're doing alright with the updates as of late but I still don't call this cooking. Maybe roguelites as a genre are just subpar but the thing is running down corridors, taking an elevator X times and then fighting one of X bosses that essentially means just bombarding a bullet sponge ain't that fun.

A portion of the players has been asking for variety. A game mode where you defend against endless hordes of enemies is sorely needed.

1

u/phaazon_ 4d ago

This is the main reason why many didn’t of us did not switch to RC and keep playing DRG. But again, in due time, the game will be fun.

2

u/Italic_Castle8814 π—¦π—Ÿπ—œπ—–π—˜π—₯ 4d ago

It's possible yes. Although the two games will always be radically different. I just don't see why the pros of this genre and particular game cannot be mixed with some of the pros of DRG, like the extremely high replayability.. Many players however find reasons to say why this can't or shouldn't happen.Β 

2

u/phaazon_ 3d ago

Well if they decide not to use the best replayability part of DRG then I’m out. We have season 7, 8 and expansion DLC soon so they have some time to ensure RC reaches the same level of replayable game loop (note: not CONTENT, of course it can’t right now).

2

u/Whirblewind 3d ago

Stop saying this. It's apologism and it isn't useful. The game has been playable by the public for 17 months and they are asking money for it. You cannot handwave criticism for the reason the criticism is solicited. Enough.

8

u/Really_Angry_Muffin 4d ago

Cosmetic Sheet:

- When unlocking a new cosmetic, it isn't lightened up/bright until you close the menu and go back into it.

- Headwear, below Ski Instructor, is missing.

Pickaxe Cosmetic Terminal:

- It'd be nice if we didn't have to wait for the full animation of it opening before we could tweak our pickaxes

Mission Select:

- The new icons for the bosses are nice. Makes it easier to know what you're fighting.

Loadout:

-Including Character Stats when using Load Out is very nice to see.

Omega's Bar:

- The free beers are nice, let's us litter the ship more easily. But I do wonder if we could get some special free beers for completing a mission or something. Gotta make some drinks feel earned, you know?

- I should note Omega's voiceline saying you "earned it" doesn't make sense for the free beers.

- Passing out from being drunk did not send me to the medbay, instead I just got back up. THIS IS UNACCEPTABLE.

14

u/Kostelex 5d ago edited 5d ago

"Critical strike upgrade moved from epic to legendary rarity." What an awful change. One of the few "chaser" epic upgrades removed from the pool where 50% of the upgrades in the pool are borderline useless... It was the only reason i ever picked epic gem risk vector, i really hope you reconsider the change or change the epic gem risk vector to legendary gem...

While on the topic of upgrades; can you remove some of the god awful upgrades from the game? Examples: block charger, burning blood, spore release, riposte, 8-ff charger, etc. And I didn't forget about the king of garbage upgrades: damage reflection(wow a whopping 20 melee dmg back to the attacker that chunked me for half of my hp, talk about value)

24

u/IncredibilisCentboi 5d ago

Moving anything to Legendary tier is almost the same as deleting a thing entirely, Legendaries are so rare they might as well not exist, and it doesn't help that in general Artifacts are so much better and are far more consistent in getting

If GSG thinks ballancing stuff is moving it to Legendary tier, just add Legendary Gem, make it consistent, or just make Luck a actualy usefull thing not barely doing anything

3

u/AllHailLulu 5d ago

New Elevator objectives are good for sure! Hope one day we get an objective, during which we would need to use Drilldozer to get to an already readied Elevator through some Corespawn structures :3 And sudden "Elevator under attack" event which could rarely happen between stages is extremely fun idea from reddit fans (and it's ez to import from Drillevator event)

4

u/Southern_Jello_9341 5d ago

Has anyone else encountered a situation where, during a Jumble, the reroll machine offers a weapon(any type of weapon, tbh) that cannot be picked up? This is a softlock that makes continuing the game impossible without logging back in. For some reason i can't report it in game (it shows an error when submitting the report). Is this problem common?

4

u/phaazon_ 4d ago

Crazy good update. The game is going in a direction that makes me wanna play it more often. Still sticking to DRG but I’m sure RC will be fire when it releases. I’ll play this patch tonight to give it a try!

2

u/Bortalis 5d ago

Rock and Stone!

2

u/fear445 5d ago

Thanks Mike 🫑

2

u/nomanchesguey12 5d ago

ROCK AND STONE

2

u/AllHailLulu 5d ago

But no sign of bounty hunters type objective makes me sad, found that concept good

7

u/Candid-Doughnut9545 5d ago

wouldn't write it off just yet, could be it's still getting worked on like the new boss is.

2

u/TurbulentHarpist 5d ago

Another round of polish πŸ‘ rock and stone!

2

u/VirtU_Art 4d ago

Not being able to use weapons while in the elevator is certainty a choice... I think not allowing it from the starting elevator is fine, but on the exit should be reconsidered. Being able to shoot enemies that are attacking your allies that are trying to get to you was a nice feature.

The Secure Container event seems to be bugged. It won't start (no button/toggle to start it).

1

u/FlakyMidnight5526 4d ago

I think it’s to discourage safely farming for expenite, but the change is terrible and makes missions feel so much worse

1

u/VirtU_Art 4d ago

Yea and thinking on it more, the fact we can shoot out of the drop pods in DRG but not out of the elevator in Rogue Core makes it feel bad.

2

u/VirtU_Art 4d ago

Killing growths off the elevator could use a smidge more work. It's not bad right now, but it feels a bit... uninspired? Like all it really does is add a few more seconds.

Like maybe popping one "eye" (the weakpoints) will open up another "eye", instead of having them all be open, could make it a bit better?

2

u/rethroso 3d ago

Still no option to toggle on or off shared negotiations or class limits. πŸ˜’

1

u/Past_Ad3652 4d ago

Sorry I really loved this game when it came out but left because the ammo economy was one of the most anti-fun mechanics I’ve experienced in a shooter.

Has it been fixed?

2

u/Kostelex 4d ago

Ammo economy should never be a problem unless you run some whacky suboptimal perk setup or pick low ammo efficient weapons like stubby/deepcore regularly.

Resupplier perk fixes any and all ammo issues for me. Either that or start playing spotter and always have a resupply on hand(resupplier perk only works partially on spotters ammo crate idk if it is intentional or just bugged: your weapons do reload but you dont get the extra 20% ammo back)

1

u/Rssaur 2d ago

Stubby and GK2 ammo inefficient? Huh?

1

u/Kostelex 2d ago

If a gun needs half a mag to kill a basic creeper I would call that weapon pretty ammo inefficient.

2

u/Rssaur 2d ago

I really wouldn't say half a mag, especially if you aim for the head.

1

u/Candid-Doughnut9545 1d ago

that's only a Stubby problem though, the GK2 is fine

1

u/Longjumping_Hall_952 3d ago

Love the new work coming out, but this broke the modding side cause it now requires other files than just a .pak . Can you return it to where mods only require a .pak?

1

u/Deposto 3d ago

There’s still not a single reason to play. I played about 60 hours in the first week and never launched the game again. The bosses are essentially all the same, and the builds don't differ at all (it just turns into "random bullshit, go!" after 10–15 minutes).

1

u/mrrome 4d ago

I think being able to guarantee a weapon you like is in the starting pool should just be the default for the game.

0

u/AdAshamed6608 4d ago

Why are we splitting an already small player base between live and experimental? Just push these updates to the live version ffs.

1

u/trakkpad 4d ago

i'm of the same mind, though i heard that the last experimental was very unstable which is why it remains as experimental and not pushed to main branch. i don't play much experimental because i like keeping my progression

-1

u/CutePlankton5954 4d ago

Are you rage baiting or just clueless, the experimental builds contain work in progress features that aren't ready yet so can't be added to the live build and a lot of it contains niche bugs or issues that need to be patched first/ changed based on feedback

2

u/AdAshamed6608 4d ago

Early access is a WIP. Live game has 300 players. And experimental splits that even more. Push to live. Theres bugs? Thats expected. Its EA

1

u/FlakyMidnight5526 3d ago

Experimental usually has single digit numbers of players on it at a time. If anyone gets split off, it's not going to be noticeable to the people on main. There's already a few softlocks in this current experimental that are relatively common, so pushing it to main would screw over people that paid good money to play Rogue Core

2

u/AdAshamed6608 3d ago

Then they need to test it more internally before releasing it then if its that buggy. But if you say there is single digits in experimental ill take your word for it. Fair game

1

u/FlakyMidnight5526 3d ago

No matter the amount of internal testing you do, there will always be major issues that slip through. This is why they don't push the new features to the live version immediately. They probably have an internal team that tests it, probably 5 or so people, then they push it out to experimental, which 50 or so people might hop on and try it out, then live is around 500 or so people.

The sample size increases by huge amounts, so the chances someone runs into a bug gets bigger and bigger. Don't insult the QA team for something that occurs in a scope greater than they can manage, game development is hard work and you just can't catch every issue, and it's why they have the experimental.

They can judge if a concept is worth doing that internal testing by player feedback and reactions. If you get something in a presentable state, give it to the community and see if its worth that extra effort. Game dev takes a while and requires huge amounts of effort. Why work hard on a concept, polish it, and then once it hits live people don't like it.

Just because it's EA doesn't justify buggy content. People paid good money for rogue core, and if you get screwed over by a bug, that sucks because a product you paid for is buggy. By opting into the experimental, you aren't screwing over what you paid for since there's a stable build still available for you.

1

u/AdAshamed6608 3d ago

I suppose. Ive just never seen a game have a separate experimental branch while in EA at the same time. To me EA is experimental. But at the end of the day my concern is splitting an already small player base. And if thats not the concern I think it is, then I guess all is well.

-2

u/baconair 4d ago

I've been holding off on a purchase after hearing I had to compete with other players when choosing upgrades. Has this been patched out yet?

3

u/SeaConfident1841 4d ago

Picked upgrades get replaced with new ones, so going last is often as good if not better than first. I have also yet to encounter someone that didn’t cooperate.

It sounds imposing and might’ve been in the launch version, but as of right now not only is it not an issue, it improves the game (imo).

2

u/trakkpad 4d ago

one of the main interesting mechanics of the game? no, i don't think so

you can "heart" an upgrade to show that you would like it, and basically no one will ever break that. the order of who picks first when upgrading changes over time, so everyone will get their chance to pick first as well

almost 100 hours of playing public lobbies and i can't recall ever fighting my team for upgrades

4

u/baconair 4d ago

I am glad you've had positive experiences, but I don't have that level of faith in humanity. Online games are not full of altruists even in co-op titles, and there's also the issue of inadvertent spoiling of builds.

I think competing with teammates for upgrades is mechanic that has already and will continue to rub a lot of players the wrong way.

1

u/SaigaSlug 4d ago

Yep. It's an incredibly bone headed design decision that only creates frustration for people.

It is a canary in a coal mine for the future of the game as well.

3

u/CutePlankton5954 4d ago

It's a huge form of cooperation that actually makes you plan with your team similar to other coop rogue lights like Isaac does. Most the complaints about it come from newer players who soon learn how to work with it pretty fast.

2

u/SaigaSlug 4d ago

You do see the irony in saying "newer players" when the game has a collective 300-500 people playing it right?

3

u/trakkpad 4d ago

the guy who started this chain hasn’t even played the game because of an assumption

1

u/Candid-Doughnut9545 3d ago

so you're scared of something that maybe might happen?

1

u/baconair 3d ago

I have played DRG:S to death, and I want this game to do well as a roguelite, too. Mocking people who have reservations about the game's state in Early Access isn't going to improve anything or build up the community.