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Posted: Sun, 18th Aug 2019 18:11 Post subject: |
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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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Posted: Sun, 18th Aug 2019 21:49 Post subject: |
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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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Posted: Sun, 18th Aug 2019 22:26 Post subject: |
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Rebel.Galaxy.Outlaw.Update.v1.09-CODEX
Ryzen 7 7800X3D, 32GB Kingston Fury Beast @6000MHz, GIGABYTe RTX 4070Ti Eagle OC
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Posted: Mon, 19th Aug 2019 18:17 Post subject: |
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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
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 ).
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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Posted: Tue, 20th Aug 2019 00:02 Post subject: |
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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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Posted: Tue, 20th Aug 2019 00:58 Post subject: |
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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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Posted: Wed, 21st Aug 2019 04:24 Post subject: |
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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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Posted: Wed, 21st Aug 2019 09:51 Post subject: |
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This early access game is getting quite the support, I see. 
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Sin317
Banned
Posts: 24322
Location: Geneva
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Posted: Wed, 21st Aug 2019 11:40 Post subject: |
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I've been playing it and found zero issues so far.
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Posted: Thu, 22nd Aug 2019 06:18 Post subject: |
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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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Posted: Fri, 23rd Aug 2019 06:16 Post subject: |
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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
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Posted: Fri, 23rd Aug 2019 06:26 Post subject: |
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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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Posted: Sat, 24th Aug 2019 02:40 Post subject: |
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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
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Posted: Sat, 24th Aug 2019 02:50 Post subject: |
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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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Posted: Sun, 15th Sep 2019 16:14 Post subject: |
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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
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Posted: Sun, 15th Sep 2019 17:41 Post subject: |
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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
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Tue, 22nd Sep 2020 22:36 Post subject: |
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vurt
Posts: 13760
Location: Sweden
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Posted: Wed, 23rd Sep 2020 01:11 Post subject: |
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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
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Posted: Wed, 23rd Sep 2020 02:56 Post subject: |
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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.
(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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Posted: Wed, 23rd Sep 2020 09:01 Post subject: |
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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
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Posted: Wed, 23rd Sep 2020 11:52 Post subject: |
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Posted: Wed, 23rd Sep 2020 12:08 Post subject: |
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Posted: Wed, 23rd Sep 2020 12:09 Post subject: |
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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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