Development Cycle

Well the same could have been said about the itemisation and crafting systems not so long ago. Surely the first step is always the hardest?

Wow tox max much?

Not me, I stand with how devs take the time to fix things within themselves and their efforts. That is just like anything that is considered wholesome is supposed to be. Toxic behavior is expecting others to change under the duress of others.

I concur and feel like this is how the “hardcore gamer community” had become so difficult to observe

If a catalog system was developed for the Commodores Vestures, I do feel like they would see more purchases from those who seek to do so. There are quite a few premium cosmetics that were featured prior, as well as some yet to be released that buyers would go for without the alleged “FOMO mechanics”

Even someone as myself has been awaiting and seeking the Commissar Great Coats (or similar items) as well as the Catachan style ones to rotate back through. If they had a catalog system, they’d most likely get more out of those whom are opting to buy into their “premium shop”

Is there anything that can be done about this, or a compromise besides the “three page per class rotation” @FatsharkStrawHat ?

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Wow suck up to a corporation that released unfinished game
Lied to us
And has a over priced low quality fomo store

There is only one thing these companies respond to, and that’s the stick. Trying to blow wind up their behind only encourages them to screw us even more.

Found something

So weapon wise:

Auto Bolt Rifle
Bolt Rifle
Heavy Bolt Rifle
Stalker Bolt Rifle
Bolt Carbine
Plasma Incinerator
Melta Rifle
Bolt pistol
Chainsword
Thunder Hammer
Power Fist
Heavy Bolt Pistol
Combat Knife
Instigator Bolt Carbine
Occulus Bolt Carbine
Plasma Pistol
Power Sword
Las Fusil
Heavy Bolter
Heavy Plasma Incinerator
Multi-Melta

For a total of 21.

As for the difference between the classes, wouldn’t know without playing it first

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The issue here is that fundamentally a product was knowingly released in an unready and unfinished state and charged full price (such that the studio head had to actually come out and make a non-apology apology statement about it) and we’re sitting here after two years still working out stuff that should have been sorted before release, with post-release development priorities that seem confused and duplicative after 2 years, and the sum total of this entire year’s released development to date as we finish out Q3 being one new mission and a variant enemy with a couple extra weapons mostly more appropriate to Deep Rock Galactic (bolt pistol aside) and some revamped achievements/pennances.

It’s not just that it’s taken time, it’s that time wasn’t taken where it should have been to begin with, and much of the dev time since then doesn’t appear to have been well used in many instances.

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having our time disrespected isn’t “wholesome”. If you’re using that sort of analogy, we’re trying to set up boundaries with a person who tries to leech as much attention to themselves as possible.

I am glad that all updates are free, but if that is the reason for the very slow development cycle and depletion of content, I think it would be better to have content (weapons, maps, new classes, etc.) as paid DLC and release content at a much faster pace (once a quarter). It seems like the devs even said it would be seasonal content at first.

Suck up? No, I value what I enjoy in this game.

I think that model is going the way of the dodo for a reason. It’s hard enough to retain players over time these days with so many games out there. Splitting the playerbase with paid DLC just exacerbates the issue.

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Well, except that making content paid, wouldn’t make it come out faster :person_shrugging:

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how is your time “disrespected”? it’s a game. just don’t play until you feel like it.

damn chaos cultist logic in here…

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I like playing the actual game. I don’t like the predatory rest of the game. And I haven’t played it because of that.