Deep Rock Galactic: Rogue Core is a 1-4 player co-op FPS action roguelite featuring sci-fi dwarves, alien horrors and procedurally-generated caves. Join the elite dwarven Reclaimers and fight through perilous mining facilities infested with deadly Core Spawn. For Rock and Stone!
Pretty much. I've played the closed beta some and it's very much the same combat and mining as the original, but there's a bunch of new enemy types and objectives in a more linear cave structure....
Pretty much. I've played the closed beta some and it's very much the same combat and mining as the original, but there's a bunch of new enemy types and objectives in a more linear cave structure. Completing those objectives and bonus interactions reward perks in traditional roguelite fashion. It seems pretty cool, even if the closed beta felt pretty bare bones. I'm hoping they've been holding a lot back from what we'll see in a public release.
I liked the concept of Deep Rock Galactic, but it really missed the mark for me. It was a weird one, because I really liked the idea of it and I generally like similar games, but my friends and I...
I liked the concept of Deep Rock Galactic, but it really missed the mark for me. It was a weird one, because I really liked the idea of it and I generally like similar games, but my friends and I all found the core gameplay loop a bit grindy and dull. Exploration and tracking stuff down was cool, but mining and - especially - carrying resources was a pain in the arse. Combat always felt pretty samey even with the variety in enemies, and it all came together to make a game that always lef5 us feeling a bit underwhelmed and kind of wishing we'd played something else.
I'd be interested to hear if you had a similar experience with Deep Rock Galactic? I wonder if this game will fix those friction points.
To me the limited carry limit for each resource works in the game's favour, or at least feels like an intentional decision to me. It encourages you to deposit often and stay with the group,...
To me the limited carry limit for each resource works in the game's favour, or at least feels like an intentional decision to me. It encourages you to deposit often and stay with the group, because that's where Molly is most likely to be. On gamemodes where there's a central depositing point it keeps that point as important, and those levels generally have a pretty closed design.
There are marginal carry capacity upgrades you can equip: a perk that goes up to +15 that you unlock in the perk terminal the equip at the equipment terminal, and a +5 for your armour in the equipment terminal. I'm basically the scout of my group no matter which class I'm playing, so I've never had anything other than those equipped. That makes the maximum 60 and that's still less than a resupply's worth of nitra, but when I recommended someone in my friend group try the carry capacity perk it changed things for them and they no longer felt as hampered by the carry capacity. All of my load outs have those perks/upgrades selected.
As an aside, what hazard level were you playing at? The game works better when you're under pressure. Haz 4 is usually where my group sits when we play, it keeps them coming but doesn't overwhelm us. That said, the difficulty does vary, and we've had some Haz 4s that were absolutely at the Haz 5 level. When you're under pressure you're less likely to be off on your own because you often need the firepower of multiple dwarves, which means you'll likely be closer to where you can deposit.
Interesting insight, thanks! I think it was the getting the resources out of the wall more than resource capacity that was a bug bear. I quite liked the limited inventory space, it made the game...
Interesting insight, thanks! I think it was the getting the resources out of the wall more than resource capacity that was a bug bear. I quite liked the limited inventory space, it made the game more dynamic as you said. The carrying I was referring to before was those godforsaken blue losanges that make you walk at a snails pace!
I forget what difficulty we were on, but it pushed us quite a lot. I think we'd make it back on about 50% of the missions we did, getting overrun or running out of all our different weapons because we didnt get enough nitra before having too many enemies on us. I think the furthest we got was the missions where you're protecting the mining vehicle and occasionally getting fuel. Those were cool because you were doing something a bit different, but even they got pretty samey pretty quick, we found
I actually love Deep Rock Galactic and have put a ton of hours into it. However, I'm responding because I had the exact same experience you describe with Mount and Blade. It's supposedly...
I actually love Deep Rock Galactic and have put a ton of hours into it. However, I'm responding because I had the exact same experience you describe with Mount and Blade. It's supposedly everything I want in a game: third person action, mods galore, RPG elements, armies. But I just couldn't get over how the controls felt annoying to me. That just happens sometimes so I think your feelings are valid. I also think that given the developers are iterating on their very successful game here, you're probably gonna find this also not up your alley.
It's a weird, very specific form of disappointment when a game that seems made for you on paper just bounces off you.
I definitely had this experience. Thought I would absolutely love it, but playing by myself, with friends or with randoms, I just felt intensely bored. I tried different rolls, but nothing ever...
I definitely had this experience. Thought I would absolutely love it, but playing by myself, with friends or with randoms, I just felt intensely bored. I tried different rolls, but nothing ever made the game feel sticky or interesting to me and I generally like exploration focused games.
Couldn't tell you what they could change to make it more appealing to me, however.
Source: Steam
So it definitely looks more intense than the original Deep Rock Galactic, but what are the actual differences between the two?
This one is a rogue lite. I figure you get upgrades as you complete mini missions in a gauntlet?
Pretty much. I've played the closed beta some and it's very much the same combat and mining as the original, but there's a bunch of new enemy types and objectives in a more linear cave structure. Completing those objectives and bonus interactions reward perks in traditional roguelite fashion. It seems pretty cool, even if the closed beta felt pretty bare bones. I'm hoping they've been holding a lot back from what we'll see in a public release.
I liked the concept of Deep Rock Galactic, but it really missed the mark for me. It was a weird one, because I really liked the idea of it and I generally like similar games, but my friends and I all found the core gameplay loop a bit grindy and dull. Exploration and tracking stuff down was cool, but mining and - especially - carrying resources was a pain in the arse. Combat always felt pretty samey even with the variety in enemies, and it all came together to make a game that always lef5 us feeling a bit underwhelmed and kind of wishing we'd played something else.
I'd be interested to hear if you had a similar experience with Deep Rock Galactic? I wonder if this game will fix those friction points.
To me the limited carry limit for each resource works in the game's favour, or at least feels like an intentional decision to me. It encourages you to deposit often and stay with the group, because that's where Molly is most likely to be. On gamemodes where there's a central depositing point it keeps that point as important, and those levels generally have a pretty closed design.
There are marginal carry capacity upgrades you can equip: a perk that goes up to +15 that you unlock in the perk terminal the equip at the equipment terminal, and a +5 for your armour in the equipment terminal. I'm basically the scout of my group no matter which class I'm playing, so I've never had anything other than those equipped. That makes the maximum 60 and that's still less than a resupply's worth of nitra, but when I recommended someone in my friend group try the carry capacity perk it changed things for them and they no longer felt as hampered by the carry capacity. All of my load outs have those perks/upgrades selected.
As an aside, what hazard level were you playing at? The game works better when you're under pressure. Haz 4 is usually where my group sits when we play, it keeps them coming but doesn't overwhelm us. That said, the difficulty does vary, and we've had some Haz 4s that were absolutely at the Haz 5 level. When you're under pressure you're less likely to be off on your own because you often need the firepower of multiple dwarves, which means you'll likely be closer to where you can deposit.
Interesting insight, thanks! I think it was the getting the resources out of the wall more than resource capacity that was a bug bear. I quite liked the limited inventory space, it made the game more dynamic as you said. The carrying I was referring to before was those godforsaken blue losanges that make you walk at a snails pace!
I forget what difficulty we were on, but it pushed us quite a lot. I think we'd make it back on about 50% of the missions we did, getting overrun or running out of all our different weapons because we didnt get enough nitra before having too many enemies on us. I think the furthest we got was the missions where you're protecting the mining vehicle and occasionally getting fuel. Those were cool because you were doing something a bit different, but even they got pretty samey pretty quick, we found
I actually love Deep Rock Galactic and have put a ton of hours into it. However, I'm responding because I had the exact same experience you describe with Mount and Blade. It's supposedly everything I want in a game: third person action, mods galore, RPG elements, armies. But I just couldn't get over how the controls felt annoying to me. That just happens sometimes so I think your feelings are valid. I also think that given the developers are iterating on their very successful game here, you're probably gonna find this also not up your alley.
It's a weird, very specific form of disappointment when a game that seems made for you on paper just bounces off you.
Thanks for sharing, it's really interesting to hear we had very similar experiences, just with different games evoking them!
I definitely had this experience. Thought I would absolutely love it, but playing by myself, with friends or with randoms, I just felt intensely bored. I tried different rolls, but nothing ever made the game feel sticky or interesting to me and I generally like exploration focused games.
Couldn't tell you what they could change to make it more appealing to me, however.