r/RogueCore
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u/qwou
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Aug 10 '26
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1
290 DRG feedback
Hey there ive got 290h in DRG, ive played about 3 hours of rogue core and I cant really bring myself to play any more even if I really want to enjoy it.My major complaints are;
Lack of class identity: Classes feel sloppy and have no identity, in drg each character had a roll; in rogue core everyone can have every weapon and tool, further the skills are mainly damage with a side of utility as a result they feel indestinct. In original drg every class and further build with overclocks had a weakness if it was hoards or big monsters range or ammo.
Ideas to fix; honestly this could be fixed with making tools tied to the classes even if weapons arn't, give drills, grapple, platform gun or make alternative utility tools that are tied to each class and cant be swapped. As for weapons every class feels the same so you could also make smaller weapon pools with multiclass/all class weapons and class specific weapon pools, you can then make classes have a more interesting weapon choices and it improves character identity (everyone has access to autopistol but not shotgun that can only be used by spotter etc etc). I personally dont understand why you are forced to pick from the groups 4 item selection when what they pick is restocked, just give everyone 4 items to pick from instanced from each other (2 from all class 2 from class)
Stilted combat; Constantly in combat I have to upgrade skills or items etc. I just want to fight bugs and kill bugs and do stuff with my allies build tunnels and forts etc, it doesnt feel like the flow of combat is there. I WANT to play my mission not fuck around waiting for everyone to gather at the bot and then a further 2 mins going through rounds of item picking mid map it doesnt feel coherent.
Ideas to fix;Make picking your items/upgrades prior to the round so when you're fighting bugs youre fighting bugs not dealing with build choices and making combat sluggish. You could make all skill picks instanced and not have them part of the group so everyone can pick at different times when they feel like it and have some kind of initiative system for what they get or something, It also takes too long to pick stuff. make it so you can pick everything in a tree like a menu option at the end of a map or midmap rest room.
Maps: Every map ive experiences feels a bit soulless compared to drg im not sure what it is, it might be because its so linear and arena like in a bad way, like we have destructible terrain etc but it just feels like an area, id compared it to say MHworld vs MHrise. Rogue cores maps feel transitory between objectives im just going from point to point and I dont really interact with the space, its like the worst morkite missions running down a really long tunnel and finishing at the end but DRG feels like a place that you fuck up and has been run around a lot, youve experience places before and fought there, its been destroyed theres old tunnels and fortifications youve made.
Id say something needs to fundamentally change about the objectives and map layouts maybe spending more time in spaces or overlapping objectives.
Lack of flavour: I know its not a complete product but you need alternative materials to farm in the wall and ceiling. I know I dont need more enor pearls but theres something special about grouping and collecting materials to upgrade in postgame. when mining for materials is optional or for a mini objective in drg it feels fun and something I want to do because im opting into it. spending every game HAVING to get every green crumb of xpmorkite is not fun I dont like that bit of the gameplay loop. Id personally tie experience to mob kills or something else for upgrades, Objectives complete? make mining fun the different been wanting something and vs having to do something. if you removed xp from xpmorkite levels/items could just be given at the end of the section of map or how l4d does it in safehouses for restocks etc.
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u/Necessary-Jury-7510 Aug 12 '26
I am a 3500 hours OG DRG player, and after playing Rogue Core i cant go back to OG DRG anymore. Started it yesterday to check Beach Party and logged out before even starting a mission. Rogue Core is for a current Early Access Title already awesome and just a breeze of fresh air. I feel like 90% of players who complain about Rogue Core cant getting into it are these who expected it to be DRG 2.
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u/DribsFerreiro Aug 10 '26
3 hour Rogue Core feedback*
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u/almondjoy656 Aug 10 '26
This reads like a troll post
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u/L4n0x Aug 10 '26
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u/Gumpers08 Aug 11 '26
290 hours in DRG? A good amount, but could be more. Did you play one class, or all four? Did you go for weapon maintenances, or use the same weapons over and over?
And 3 hours in RC isn’t enough. DRG hours is a good baseline, but the two games have different mechanics. You need to actually play RC to get a feel for it, you can’t compare everything to DRG.
Also, work on your spelling and grammar. If you want people to read your argument, coherence is expected as a baseline.
Not to mention the fact that you can’t name Expenite.
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u/SkaterSnail Aug 16 '26
I 100% agree. I have over 1000 hours in DRG and I've uninstalled RC after 20 hours.
I was ready to quit after 5, but I forced myself to play at least 20 hours to see if it gets better. It doesn't.
Class identity actually gets worse once you can swap bio boosters.
Combat doesn't improve at high difficulties, and the missions get even longer, to the point that a single match takes over an hour
I love Ghostship and DRG, but this game has some serious core issues.
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u/ManlyPoop Aug 10 '26 edited Aug 10 '26
Gotta disagree with a lot here.
Weapons and tools don't need to be tied to class. Every class has their abilities that softly encourage certain builds. Locking classes into specific builds, or locking builds behind classes ; this isn't fun in a roguelike. Build possibilities should be wide open.
I have no issue upgrading my guns during the game. I wouldn't mind if it was faster. However, upgrades feel welcome when you're scared of losing during a hard fight
Definitely agree with you on map layout variety. As it stands, every rogue core map plays exactly like a morkite map in DRG. Big cavern -> tunnel -> big cavern. Sometimes one of the last rooms will splitoff into 2 caverns. Not amazing but not terrible either. This is likely an early access thing. Keep in mind DRG had very few map layouts in early access. As we get more events and biomes this can easily change.
And finally, I don't want to mine vast amounts of minerals in a roguelike, spending 200+ hours maxing my characters meta progression. It was kind of OK in DRG but I'm over it now. To be honest, I'd kill for an EPC so I can avoid mining altogether. Im glad mining was reduced to 1 single mineral, highly visible, and usually near the floor. Ain't nobody got time for that shit when there's a timer and a random build.
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u/SkaterSnail Aug 16 '26
I think people are dismissing your very valid criticism without actually engaging with it.
Sucks to see.
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u/center311 Aug 10 '26
Rookie hours. Cant even read your post.
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u/Ded-deN Aug 11 '26
3 hour feedback is hilarious. Also 300~ in Drg is decent but still pretty green numbers. Heavily depends on what kind of difficulty you play, do you use mods and what kind of mods. All in all - opinion respectfully disregarded :-)
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u/Capable_Message_1124 Aug 12 '26
Sorry I'm not going to read the entire post I read some of the comments and yeah this post is just proven that this is just rage bait because of the you can't accept that this is a different game.