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Warhammer Warhammer 40,000: Rogue Trader Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

Nortar

Arcane
Patron
Joined
Sep 5, 2017
Messages
1,490
Pathfinder: Wrath
As other people have said, plenty of baseline humans (IG heroes, SoB, inquisitors, etc) on tabletop have better stats than standard marines. Lorewise, even a basic human could outfight an Astartes. Ciaphas Cain himself kills at least one chaos space marine in a sword duel (CSMs, while being retarded, are still superhumans with thousands of years of fighting experience), and his assistent Jurgen kills one with a meltagun. There's also that hilarious meme of an Elysian kamikazing one with a grenade
I don't know of any marine that matches the courage and faith of St. Ollanius Pious.
Owlcat_Eyler ps. Have a at least one shirtless fistfight atop an imperial cathedral and your game will be a hit.
Worked for the Yakuza games after all.

Double points if the SM will be able to rip off his armor the way Kiryu-san does with his shirt.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,893
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Have a at least one shirtless fistfight atop a MOVING imperial cathedral and your game will be a hit.
dis

So you mean a Imperator-class battle titan.

Yes.

This please.
Screenshot_20230421-235527_(1).png
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,849
No, no, no. These things you posted? They are smaller than a Warhound-class scout titan.

One of the funniest things about 40k is that it relies on Rule of Big.

Other settings' armies? We have conventional armies of countless trillions engaged in trench warfare.

Other settings' ships? Our warships are 28-kilometers in length and keep kill counts in the number of solar systems destroyed.

Other settings' mechs? Our mechs are walking cathedrals that cost more than some planets.

Other settings' weebs? We have an entire anime faction that outguns all other factions, but is still constantly mocked and meme'd.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
No, no, no. These things you posted? They are smaller than a Warhound-class scout titan.

One of the funniest things about 40k is that it relies on Rule of Big.

Other settings' armies? We have conventional armies of countless trillions engaged in trench warfare.

Other settings' ships? Our warships are 28-kilometers in length and keep kill counts in the number of solar systems destroyed.

Other settings' mechs? Our mechs are walking cathedrals that cost more than some planets.

Other settings' weebs? We have an entire anime faction that outguns all other factions, but is still constantly mocked and meme'd.
You fogot our emos (Drukari) and what about our incels (Necrons)? No wait, they are volcels! :lol:
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,758
Has Owlcat announced that this game will feature co-op multiplayer? Because a job listing let the cat out of the bag. :P

https://owlcat.games/careers/113

We would love to see a new professional Unity Developer to join our Rogue Trader team to work with cooperative gameplay features.



TASKS:


- Developing a single-player RPG for PC and consoles;

- Engaging in the development of game architecture;

- Enhancing and supporting game logic;

Developing functional and infrastructural components for the projects.



REQUIREMENTS:


- A minimum of 2+ years of experience in game development;

- Released titles;

- Excellent command of C# and Unity, experience with other engines;

- Knowledge of theory, understanding of algorithms and data structures;

- Knowledge of discrete mathematics and linear algebra.



WILL BE A PLUS:


- Experience with multiplayer/cooperative gameplay;

- Interest in RPG games.

Goin' for that Swen-demographic. :M
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,967
Pathfinder: Wrath
I mean while they hire people now for RT, it could be possible that the multiplayer experience will come up for another project entirely right?

It's not that they are hiring per project specifically, they are hiring permanent team member.
 

Peachcurl

Arcane
Joined
Jan 3, 2020
Messages
10,709
Location
(╯°□°)╯︵ ┻━┻
I mean while they hire people now for RT, it could be possible that the multiplayer experience will come up for another project entirely right?

It's not that they are hiring per project specifically, they are hiring permanent team member.
Yeah, they have developed MMORPGs before. Hope they don't regress. I also don't think the investment to make something similar to Divinity:OS coop mode for their current games would be worth it (lots of effort, very little pay-off).

But maybe something like NWN multiplayer, together with editing tools, etc. ?
 
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Ibn Sina

Liturgist
Patron
Joined
Jul 12, 2017
Messages
1,000
Strap Yourselves In
Combat looks dogshit, with people holding guns standing few feets from each other and shooting. Cover is a secondary accessory in this game, no need to bother.
 

Owlcat_Eyler

Owlcat Games
Developer
Joined
Mar 10, 2023
Messages
241
https://store.steampowered.com/news/app/2186680/view/3698060718589856147
Check it out, guys

Feedback from the Koronus Expanse
Alpha Survey Results

Greetings, Lord Captains! Some time ago, we conducted an extensive survey on the alpha version of Warhammer 40,000: Rogue Trader that we used to gather your impressions and suggestions on how to make the game better. We are immensely grateful to everyone who participated in the survey and would like to share with you some interesting figures and conclusions, in addition to decisions we have made based on your feedback.

We will jump ahead a little and say that, judging by your reaction, it looks like we are on the right track. But that doesn't mean we are going to stop there — we still have a lot of work ahead of us to make the game truly great!

Important note: We won't be going over every question here, or else the contents of this article could have filled a whole book — these are just the highlights. With that said, enjoy the read!

Overall score
A total of 521 people took part in our survey and, on average, gave our game a score of 4.35 out of 5! That is quite an inspiring result for an Alpha, and here at Owlcat we want to express our sincerest thanks to every one of you for rating our team's work so highly even when many aspects of the game were far from completion.

Areas and atmosphere
The majority of the players (over 87%) enjoyed the game’s portrayal of Warhammer 40,000’s grimdark tone. Being fans of the Warhammer 40,000 universe ourselves, we were very happy to hear this, as we believe it crucial to get the atmosphere right.

But there's always room for improvement! Which is why we turned to your open-ended comments:

Some of the players, even those who rated the atmosphere positively, felt that many areas were too shiny and bright and lacked the grim darkness of Warhammer 40,000. We took these comments to heart, and our crew is now hard at work measuring just the right amount of hopelessness and despair to add to the game.

d8fb8d5fb58a2a237d0031409178f9eda8d6f2d1.png


Some respondents also noted that certain areas lacked the overpopulation and crowdedness that the universe is known for. We realize how important this is, and while technical limitations do not allow us to have thousands of NPCs on the screen at once, our programmers are working on considerably increasing the maximum number of objects that can be present on a single screen when compared to our previous games. Here are some of the preliminary results:

a61518886d0206f1bbbbdd9846db10124d68cf75.png


Companions
All companions were rated on a scale of 1 to 5 based on overall impression, narrative, and usefulness in terms of gameplay. Almost all of them received a score higher than 4 out of 5, which we consider to be a rather commendable result.

The companions with the highest scores overall were Argenta (4.6) and Pasqal (4.3).

616783673cebb93c2454e81588167e54c2a5d08c.jpg
80ab4158cc269d8189098f2e956fdc841137374c.jpg


Only Idira (3.7) and Jae (3.6) fell short of the 4-point bar.

9c622a1b50c2eeecc54944124cee43c476547ff3.jpg
5dfbc8b1f0b549e8c92589097baf8a7d4aa50ec8.jpg


Although they are not all that far behind, this was an important cue that these companions required attention. We have already discussed what steps we can take: for instance, Jae was rather difficult to find on the sprawling port of Footfall, and her smuggler persona could not compete with the more iconic archetypes such as a sister of the Adepta Sororitas, a Tech-Priest, or an Interrogator. Finding Jae should now be easier, and she will receive many new reactions to the game's events, so that her personality can really shine.

As for Idira, being an unsanctioned psyker, her position aboard the ship is inherently more precarious. You will get to know her better during the game's prologue in the Beta and see just why Theodora saw Idira as an irreplaceable ally in spite of her... quirks. We are also working on the abilities and careers of both Jae and Idira to make them more mechanically useful as party members.

Naturally, Jae and Idira are not the only ones who will receive updates. We are significantly expanding upon build creation and variety as well as adding many new companion reactions to everything that happens in the game.

Narrative and dialogue
Originally, we had concerns that the abundance of terms, starting the game from the second chapter, and current lack of tutorials and gradual immersion might stop you from really getting into the spirit of Warhammer 40,000 that pervades our story and dialogue. Thankfully, over 80% of the respondents found that they had no difficulties in this regard. Still, we are already preparing a whole range of tutorials, key terms, and encyclopedia entries that will help those of you who are less familiar with the setting find their way around the intricacies of the Warhammer 40,000 world.

We also took some bold liberties with the dialogue UI and weren't quite sure how you would react to them. As it turned out, our worries were exaggerated, and the new UI was well received. Among the most frequently voiced feedback were requests to make the font bigger, improve text legibility, and fix scrolling. We are working on solutions and can already share some of the results with you now:

026fa10076f2f25b4b2da7495207a199c1e74c26.png


We thank those of you who pointed out typos, minor inaccuracies, and inconsistencies with the lore that you encountered in the dialogues. Many of these have already been fixed, and we can't wait to show you the improvements in the next version of the game.

Ground combat
Your feedback showed us that we struck a good overall balance between the frequency, pace, and difficulty of combat encounters, but there certainly are aspects that we can and will improve on.

Namely, we received a number of requests related to:

  1. Loot: Over 35% of the respondents wished that loot had been more interesting.
  2. Progression: Up to 40% of the respondents were dissatisfied one way or another with the speed and variety of character development.
  3. UI: Over a third of the players had difficulties reading interface icons and interpreting the contents of the combat log.

We will be improving all three of these areas.

Furthermore, many of you mentioned that you would like to see a pre-combat preparation phase that would allow you to place your characters as you see fit. We heard you loud and clear, so we're already on it! We will be able to tell you more about this system soon.

25cd42fa366e42cc3425c4066a64179466749618.png


An interesting tidbit about enemy design: there was an undisputed leader for the title of the most memorable foe — the Daemon Engine, mentioned by nearly 1/3 of the respondents. This encounter was described as both challenging and exciting. Have you faced this monstrosity yet? What are your impressions?

99893cf4897b18bd152505a26c2fa2032895b471.png


When it comes to the warp, our leading encounter is the fight against Daemonettes of Slaanesh in the Rogue Trader's personal chambers (as noted by 36% of the respondents).

Talk about an arousing arousal.

Space
Compared to other elements of the game, the alpha version of space was still very early in development, which, predictably, affected the score. Global map navigation and exploration were rated 4 out of 5, which isn't half bad given their unfinished state.

Space battles were not as well-received (3.4/5). There were concerns about the visual quality, the balance (for instance, encounters against Drukhari ended up being too difficult and not particularly fun in their alpha state), the slow pace, and the steep learning curve. And even though there were some positive sentiments (the space combat UI, despite being an early draft, was still praised for its simplicity and clarity), it is apparent that we have our work cut out for us here.

We took your comments seriously and focused on refining the space-related elements of the game. Global map navigation will be more intuitive. A complete overhaul of the system map UI and the space combat UI is on the way, and space combat overall will be better and faster. Additionally, the Craftworld Aeldari and Drukhari encounters will be improved, a ghost-like ship projection mechanic will be added that can be used to estimate firing ranges, and the learning curve will be fixed (e.g., there will be fewer overly challenging encounters at the early stages of the game). On top of this, our artists are grinding away to bring you some stunning space visuals in the style of Warhammer 40,000.

youtube_16x9_placeholder.gif



Sound and music
Both sound and music in the game were pretty much unanimously well received. We are so glad that you enjoyed the results of the hard work put in by our sound team and composers!

Careers
Thanks to your comments, we received tons of useful data for us to work with. For example, many of you noted that the Soldier career was clearly more powerful than the other careers, and that the Assassin was, shall we say, underperforming. Some players also encountered problems with the level-up UI.

We will be sure to consider all this feedback for future iterations: there will be no "empty" level-ups, you will have the option to read about the careers before choosing them, it will be clearer which stats can be selected, and the overall variety of choices will be significantly increased.

Cargo, reputation, and Profit Factor
In general, the cargo system received mostly positive reviews (over 60% said they enjoyed the system), but it still raised a number of questions. These are some of the issues survey participants identified with the system’s alpha iteration:
  • Obscurity and the lack of tutorials
  • Poor balancing and lack of variety in items offered by vendors
  • Cumbersome UI: no option to sort, search, or stack items and no way to select them with a single click.
We have processed all of your feedback, and these issues will be addressed in the next version of the game. We are making the whole system more intuitive, adding more items, working on a more comfortable UI, along with more helpful changes. And yes, those Anver notes will finally stop clogging up your inventory — we know they were super annoying!

e58a414c7e7c6873d50c47e128a7263af0a17a39.png


Colonies
Colonization is another part of the game that was present in the alpha version. The system is in its earliest stages of development, and as such it was difficult for many players to evaluate it properly (36% of the respondents didn't progress far enough into the Alpha to interact with it in the first place). The colonization system is going to be revamped, and therefore it wouldn't make much sense to cover it in detail here, but we would still like to thank you for providing valuable feedback that helped us to identify the system’s prevailing issues.

Conclusion
That is it for now! Once again, we are so grateful to you for participating in our survey — your feedback has been a huge help and will allow us to make the game even better and more faithful to the Warhammer 40,000 universe. Work on the Beta is well underway, and we can't wait to show you the progress we've made!

As a little parting gift, here are some extra fun facts and figures:

ae6fe7e091eda20ced94e7fcebf78e029dd18ce2.jpg
 
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lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,564
From my experience in pnp, cover is indeed useless... In the mid-game/endgame, as you fight enemies armed with guns that have such high armor penetration values that cover is not enough. Against low-tier mooks, cover is fine (beware of flamers though as these bypass cover, flamers are always useful). Instead, I realized it's better to stack up your armor points and especially toughness bonuses so that you can shrug off bullets (or hide behind someone with such scores). Cover adds armor points so having bulky power armors helps with hiding behind cover, funnily enough. If the bad guys are melee-based though, cover is useless and they likely do enough damage to kill tanks, so you better take them out first.
 

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