Rebel Galaxy Outlaw
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DCB




Posts: 5410

PostPosted: Sun, 18th Aug 2019 18:11    Post subject:
friketje wrote:
Some comments are weird but the one starting at 1:05 is spot on, this dev has a problem with receiving feedback.

Well to be fair it's kind of hard to take feedback in the form of the sort of autistic screeching you see in the EGS thread.
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ijozic




Posts: 202

PostPosted: Sun, 18th Aug 2019 21:49    Post subject:
friketje wrote:
Some comments are weird but the one starting at 1:05 is spot on, this dev has a problem with receiving feedback.


A problem? He's just reading and acting out posted comments, anything more than that is purely your own conjecture. I thought it's a pretty cool approach, but hey, it's a super small outfit with a single developer and one or two artists. Whatever they did, they can't please everybody and a lot of people would still bitch and moan just because they can.

I've played the game a lot more since the initial post on it which was based on one evening of gameplay. They fixed somewhat the mouse controls so I'm using that exclusively and have been playing a lot of the game. It's pretty cool and basically all a Wing Commander Privateer fan could ask for from a non-AAA reboot and then some. This is what they advertised and this is what they provided. Not sure what else were people expecting for a price which won't get them a day's worth of credits in Roberts' monstrosity.

Wish they manage to tweak it out further later on (as it's quite difficult to face multiple enemies if you're the sole target as in some side missions) and ideally add some more weapon and ship options. They did mention adding three more ships later on, but no DLC's as they don't like them for some reason.

Still, they plan to open it up for modding so I'm sure there'll be something for everybody later on.
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JHawkins




Posts: 982

PostPosted: Sun, 18th Aug 2019 22:26    Post subject:
Rebel.Galaxy.Outlaw.Update.v1.09-CODEX


Ryzen 7 7800X3D, 32GB Kingston Fury Beast @6000MHz, GIGABYTe RTX 4070Ti Eagle OC
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jermore




Posts: 1087

PostPosted: Mon, 19th Aug 2019 18:17    Post subject:
well after 5 hours i'm happy to report this is as good as i expected atleast, playing on old school difficulty which so far isn't much of a problem at all. i'm running the full cockpit view and you get used to how shitty the mfds and viewport are. the radar is literal hell and i end up abusing the target/scan interface instead of trying to get enemy contacts on radar, at least until i can afford the FOF radar.

the game is probably a fair bit easier after they fixed swarm missiles being op, the benefits of not playing on day 1 Laughing
i think i have died 3 or 4 times so far, mostly due to being bad and the 2nd or 3rd story mission in the game was like a wall where i obviously could not get by with a pea shooter.
dying doesn't seem to matter too much as you lose fuck all progress and it's so quick to get back to where you were.

if you're using the gamepad, i recommend rebinding the the dpad to energy management because if you are anything like me with many elite dangerous hours, swapping power configuration is second nature and it's pretty effective here.

as for the repetitive nature of the game, this seems like a non-issue to me, money is easy to get which ever way you want to get it and the combat is fast paced. i've actually spent more time trading and exploring (to find where goods are sourced really) than doing actual story or board missions. the game is crazy fast to get around the map (like the inverse of every other space game) and i haven't struck any particularly bullshit combat scenarios that i can't either beat or run away from using the first ship in the game with the afterburner (priority 1 upgrade Laughing).

yeah the game could have had more depth and upgrade paths but it's a tried and true combat & trading game like freelancer/wing commander/privateer games before it. i would say it is not at all innovative, but i still am finding it a good amount of fun after the initial learning curve.
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0wen




Posts: 3566

PostPosted: Tue, 20th Aug 2019 00:02    Post subject:
I saw this tip on Reddit for binding Target Nearest Enemy to up on the right stick and Power to Shields to down on the right stick since by default there are no binds for those 2 directions and it seems to work pretty well for me so far.

I am taking my time just running side missions and slowly getting ship upgrades as it seems some players that raced to the end game ship and full loadouts by doing the mining tricks get bored before even leaving the first system since they do not have a need for money really after that point. Overall I am having fun with the game as it does do what I wanted it to and be a lite version of something like Elite Dangerous that feels like Freelancer where I can hop on, run a few missions and earn some cash or kill some bad guys if I want in a short amount of time.

And here are the patch notes.

Rebel Galaxy Outlaw version v1.10 (August 19, 2019) - ~60MB

INTERFACE:
*If mouse cursor is inverted, vertical display is inverted as well
*Mouse cursor opacity in reticle display modes is now an adjustable setting
*Map panning movement sped up

CONTROLS:
*F3 and F4 screenshots keys are now exposed as bindable if you'd like to move them. Cuz some of you do!

GAMEPLAY:
*You can now choose to temporarily ignore distress signals from the command menu if you've got a long haul ahead of you. (Command menu control can be rebound)
*When interrupted by hostiles or arriving at a hostile mission, you approach 3k further out to give you more reaction time

MISSION FIXES:
*Failing Life On Mars won't result in double Marla/Satchel buddy missions

BALANCE:
*Gauss Gun: lowered energy costs by 6.5%
*Photon Cannon: lowered energy costs by 10%
*Plasma Launcher: raised shield damage 14%
*Tachyon Laser: damage raised 10%
*Trion Accelerator: very slightly more accurate
*Reduced max spawn difficulty on Minor Threat missions
*Reduced max spawn difficulty of some early patrol missions
*Pirate population reduced 15% in Texas.

MISC:
*Dante, Blacknight, & Virian Black Markets are back online after a police raid temporarily shut them down.

ART:
*Minor tweaks to Sandhawk/BloodEagle models
*Minor tweak to Coyote model
*Platypus AO map no longer includes stripe information
*Fixed a character placement on Joplin concourse

FUN:
*New police decal sheet for all your painting needs.
*New figurine available in pirate stations. Best part of the patch.
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GreatPlayer




Posts: 222

PostPosted: Tue, 20th Aug 2019 00:58    Post subject:
The game disappointed me. The only good thing about this game is that it is inspired by the classic and old space sim, it has a nice look and good explosions. Other than that, it's too easy, repetitive with very little variety of ships, weapons, stations. Basically you travel all the time just squeezing the autopilot doing the same repetitive missions.
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0wen




Posts: 3566

PostPosted: Wed, 21st Aug 2019 04:24    Post subject:
Rebel Galaxy Outlaw version v1.11 (August 20, 2019) - 40MB

TECHNICAL
*Can now select full 4k resolution range properly even with display scaling, both in Fullscreen/Windowed Fullscreen

BALANCE
*Nerfed Infected Blockade mission
*Enemy swarm missile reload time doubled

INTERFACE
*Mining Laser shows proper GJ/s display for power drain in equipment bay
*Fixed a spelling issue in Beluga description
*KB/M controls now also 'block' held/released events on a menu state change (like gamepad/joystick do) to prevent issues like firing missiles on completion of a buddy summon

ART
*Some fancy new projectile artwork
*Fixed an NPC's collar weighting
*Fixed a clipping spinning station chunk in Topeka concourse

BUGS
*Fixed a corner-case where you could have an invisible bountry retrieval after failing or abandoning but then picking them up anyway. (They will now re-expose themselves in your hold if they were in that state, no action required)
*Fixed a pool issue where you could manage to fire a 'move ball' event while the cue was in motion for a strike.
*Fixed rare corner-case crash involving an automated mission-docking when the player managed to get to sublight just as it occurred

MISC
*Altered phrasing on some scouting missions not to imply that targets must be killed.
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blackeyedboy




Posts: 9990
Location: Transylvania
PostPosted: Wed, 21st Aug 2019 09:51    Post subject:
This early access game is getting quite the support, I see. Smile


You must preorder your party before venturing forth.™FOV CalculatorAre you mindful today?Women: Know Your Limits!
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Wed, 21st Aug 2019 11:11    Post subject:
Glad I haven't touched it yet Smile
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Ampee




Posts: 1986

PostPosted: Wed, 21st Aug 2019 11:40    Post subject:
I've been playing it and found zero issues so far.
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0wen




Posts: 3566

PostPosted: Wed, 21st Aug 2019 20:21    Post subject:
blackeyedboy wrote:
This early access game is getting quite the support, I see. Smile


With a 5 man Dev team it is surprising how fast these patches are coming out but it seems they are trying to get a good majority of these tweaks and fixes done before they even start working on the console port and PC mod tools according to Travis from one of his posts that was on Reddit or their Discord, I forget which now.
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scaramonga




Posts: 9800

PostPosted: Thu, 22nd Aug 2019 00:06    Post subject:
Ampee wrote:
I've been playing it and found zero issues so far.


Same, it's pretty good actually Smile
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deadpoetic




Posts: 2686
Location: Canada
PostPosted: Thu, 22nd Aug 2019 02:30    Post subject:
0wen wrote:
blackeyedboy wrote:
This early access game is getting quite the support, I see. Smile


With a 5 man Dev team it is surprising how fast these patches are coming out but it seems they are trying to get a good majority of these tweaks and fixes done before they even start working on the console port and PC mod tools according to Travis from one of his posts that was on Reddit or their Discord, I forget which now.


What? This game has the most console retarded UI and it's not even on consoles?
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DCB




Posts: 5410

PostPosted: Thu, 22nd Aug 2019 06:18    Post subject:
The console version will cost them money to patch because of how that update system works, so they are getting it beta tested by PC players first.
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0wen




Posts: 3566

PostPosted: Fri, 23rd Aug 2019 06:16    Post subject:
Patch 1.12 notes
~29MB

INTERFACE
*You can now view price histories and services for any station from the Sector Map, both on-station, in PDA, and in-flight. Should be very useful for trade!

BALANCE
*Blood Eagle can now use Mk4 Power Plant and Mk3 Shields
*Sequoia can now use Mk3 Shields
*Mission relative difficulty calculations have been reworked - missions should not show as Low and Mild risk as early based on your equipment.
*Several early story mission risk approximations were altered to better reflect their difficulty

BUGS
*Further protections against ever spawning inside a ship
*Fixed a corner case where sometimes autopilot could bring you out into atmospheric burn due to rearrangement to avoid other objects
*In Sim & Old-School modes, mining lasers should not have full aim assist

MISC
*Updated various translations. Thanks to the German and Russian players who have brought these to our attention. If you spot others, please pop by the Discord with a screenshot and an explanation so we can explore further.
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Frant
King's Bounty



Posts: 24609
Location: Your Mom
PostPosted: Fri, 23rd Aug 2019 06:26    Post subject:
Meanwhile: Rebel Galaxy Outlaw Update v1 11-CODEX


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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0wen




Posts: 3566

PostPosted: Sat, 24th Aug 2019 02:40    Post subject:
Frant wrote:
Meanwhile: Rebel Galaxy Outlaw Update v1 11-CODEX


Well they were probably waiting since today we get:

Rebel Galaxy Outlaw Release version 1.13 (August 23, 2019) -26MB

INTERFACE
*Sector Map (and thus price histories) are now also viewable from the commodities market
*Surrender Contraband option shows first in the list for police comms when available.
*Mouse cursor is hidden during intro video, and during conversations if no dialog options are currently available for selection

BALANCE
*Blood Eagle price raised from 210,000 to 330,000 to reflect its new greatness.

BUGS
*Fixed another weird issue with failing Sharky's bounty and re-upping the mission
*Billiards player on Chancey was using incorrect in-game quips.
*Manatchie properly has mercenaries instead of cops around it
*Bonnaire properly has mercenaries instead of cops around it

MISC
*EMP Javelin now sells for 0 credits. Maybe folks won't sell it!
*Some minor translation changes. Thanks again to everyone who brings these to our attention!
*Minor tweaks to some hardpoint locations on the Dingo.
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Frant
King's Bounty



Posts: 24609
Location: Your Mom
PostPosted: Sat, 24th Aug 2019 02:50    Post subject:
At this rate CODEX is going to get very bored and stop releasing these patches since they seem to come every single day.


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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jermore




Posts: 1087

PostPosted: Sat, 24th Aug 2019 05:29    Post subject:
Frant wrote:
At this rate CODEX is going to get very bored and stop releasing these patches since they seem to come every single day.

yeah the speed of patches is something else Laughing

shitty devs like avalanche should take notice, it does not take months to do simple fixes. not that some of this stuff should have happened in the first place..
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StrEagle




Posts: 14059
Location: Balkans
PostPosted: Sun, 15th Sep 2019 16:14    Post subject:
apparently they released v1.15
then rollbacked it because of a bug
then re-released it as v1.16

it includes a cool new shielded jump drive mod

but the v1.16 isn't cracked yet :\


Lutzifer wrote:
and yes, mine is only average
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proekaan
VIP Member



Posts: 3650
Location: Finland
PostPosted: Sun, 15th Sep 2019 16:54    Post subject:
I wonder what this is then? Very Happy

Rebel Galaxy Outlaw Update v1 16-CODEX


AMD Ryzen 9 7900X 4,7 GHz
Asrock X670E Steel Legend
G.Skill Trident Z5 32 GB DDR5 6400Mhz
Asus TUF RTX 4090 24 GB GDDR6X
NZXT Kraken Z73 RGB
Corsair HX1500i Platinum
NZXT H7 Flow
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StrEagle




Posts: 14059
Location: Balkans
PostPosted: Sun, 15th Sep 2019 17:41    Post subject:
well then I cannot find it in the ship site yet


Lutzifer wrote:
and yes, mine is only average
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Tue, 1st Sep 2020 16:25    Post subject:
Quote:
We have a release date for Steam, PS4, Xbox One, and Switch!

Mark your calendars for September 22nd

https://twitter.com/RebelGalaxy/status/1300799554607108097


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Tue, 22nd Sep 2020 22:36    Post subject:


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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vurt




Posts: 13760
Location: Sweden
PostPosted: Wed, 23rd Sep 2020 01:11    Post subject:
No patches for around a year, so i guess apart from wanting to make a buck from Steam etc they're not touching it.. and no, it's not that flawless, i read some steam reviews and noticed several bugs. Skip...
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ixigia
[Moderator] Consigliere



Posts: 65058
Location: Italy
PostPosted: Wed, 23rd Sep 2020 02:56    Post subject:
Unfortunately the game left me lukewarm in terms of actual depth and variety, it's essentially the ol' Privateer-y formula but without anything that elevates it from the status of serviceable-yet-mundane memberberries-powered trip. Razz

(By the way, since the scene is awol the most recent version can still be found at the Rin space station)
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Ampee




Posts: 1986

PostPosted: Wed, 23rd Sep 2020 09:01    Post subject:
I dont think its buggy, its just that you get all there is in like 3-4-hours. Sure the story is longer but still every feature is exposed within that timeframe. (you will unlock all ships in 3-4 hours for example)
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locke89




Posts: 2812
Location: Poland
PostPosted: Wed, 23rd Sep 2020 11:52    Post subject:
After awesome Rebel Galaxy they put out this turd. HOW?? Sad Sad Sad
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ijozic




Posts: 202

PostPosted: Wed, 23rd Sep 2020 12:08    Post subject:
locke89 wrote:
After awesome Rebel Galaxy they put out this turd. HOW?? Sad Sad Sad


Rebel Galaxy awesome and RGO is a "turd"? Interesting how opinions can differ.

IMHO, RGO is pretty good for what it is (in the context of a small development team), albeit too short story and content-wise. They have only a few developers (or basically one) and were busy porting the game for Switch since release on PC, hence why they were quiet since release. I do hope they might release some DLC on PC in the future.


Last edited by ijozic on Wed, 23rd Sep 2020 12:10; edited 2 times in total
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DCB




Posts: 5410

PostPosted: Wed, 23rd Sep 2020 12:09    Post subject:
Broadly speaking, if you liked the first game then you should like this one. The combat has changed from 2D naval combat to 3D dogfighting, but otherwise it's mostly just more of the same. Lots of tedious system hopping doing fetch quests, constantly being stopped along the way by random procedural bullshit.
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