Warhammer 40,000: Inquisitor - Martyr

Warhammer 40,000: Inquisitor - Martyr

View Stats:
✪ megapull  [developer] Jan 25, 2018 @ 5:52am
[Official] 0.7.0 Survey Results
We're pleased to announce that we have processed the results of the latest Survey (following the 0.7.0 content update).
First of all, we'd like to thank you for your contribution! We have received over 2000 detailed answers, and this will help us find what to focus on in the late stages of development (which is going to turn into beta).

With this survey we have focused on what you found the worst aspects of the game, because there’s a lot to improve. We only asked what you like in our game, so we don’t mess them up in any way. :)

Finally, your lists of most requested features will help us focus on planned content which we still haven’t got around yet in the Alpha, this will help us prioritize them. Our remaining time will run out soon, we can’t allow ourselves to experiment with features that only sound good at the designer table.

But, good news: we as developers basically agree on most points with you, our opinions differ only in the priorities.

We’ll list the five of the most frequently described problems, each of these got more than 100 votes, and we’ll only list the remaining 10, so this post won’t be long-winded.

As for the requested features, most of the answers were jokes or this section was used as bug report 2.0, and because most of what we planned we didn’t show you yet, this part of the survey wasn’t really useful for us. There were three important points beside jokes and bug reports, though.

So, buckle up, here come the worst aspects of Warhammer 40,000: Inquisitor - Martyr in its current state, in the order of votes!

1. PACING AND CONTROLS
"The game is slow, clunky, hard to control"

This problem was formulated in different ways, but it’s all connected, it was on the second place of bug reports („slow movement and combat”), sixth place („combat is clunky”), eight place („movement and combat are difficult to control”), and it featured on the missing aspects list, second place („clunky combat, especially melee”). So this is the worst offender.

Good news: since the January update, our main focus is to resolve this, because we also think that this area needs polish. We can see that many small changes here and there will result in a vastly improved experience overall. Bad news, however, is that some things will never be good enough for everybody (most players praised tactical approach, third place on the best aspects list, but it is in conflict with faster gameplay.

We made all characters’ base speed value a bit higher, but with speed upgrades the game started to run in a cartoonish way (you can’t really make a believable movement animation on higher, inhumane character speeds). This isn’t a problem in many games, true, where there’s a more cartoonish art direction, but with Martyr’s more realistic approach to shaders, animations and physics, the faster speeds look rather funny than right.

We also started re-working skills and corresponding animations. We increased attack animation speed, we added missing visual and sound effects, we did over a 100 changes in movement dynamics. We moved hit events with fractions of a second, where this wasn’t enough, we think we can do a lot better with different animations and improved skill characteristics (90% of the skills will change in some form, some of them quite radically). We find the ranged animations a lot better (we modified 30-40% in regards of how they worked and in areas of lesser importance). We made a lot of improvements for the Crusader, we’ll start working on the Assassin as well this week.

We have implemented a ’mass’ system with units. Before this, it was a nightmare to push past enemy crowds, they made our character much slower, especially melee characters were affected by overwhelming enemies. We didn’t want the player to push past everything, because with a more realistic art direction, it would look cartoonish, but with the mass system, we made the character capable of pushing away enemies in combat (of course, not the bigger units, a Helbrute would still win at wrestling us).

Animations were improved as well, such as firing from covers (bounces and twisting blends), using two one-handed weapons (animation blending and prioritizing were ugly, we have improved this much to make them visually more compelling).
We’ll try to improve controls with sufficient player feedback and display feedback. We start by making something very basic such as replacing our 3 year old placeholder cursor.

In the long run, we’ll include a toggleable Tactical View (activated with the Caps Lock key), this is long overdue. In the options, you’ll be able to select what you’d like to see displayed. You can highlight your character, change cursor size, see enemy HP bar and number, weapon range, strenght of target markers, and some new features, such as enemy highlighting similar to a sort of heat view, hit flashes on the whole body, and enemy vision range.

In the February build, you’ll se a lot of these improvements, our next survey will target this area, how you see the improvements.

2. COVER SYSTEM
Problems include clunky usability, weak covers, etc. We started reworking these too. First, we’re removing wrong animations (shooting under the height of covers), and we reworked the corner cover animations, because current ones weren’t good enough. We started including more covers and categorized them by durability.

We came up with a more uniform cover system that provides more protection, we rebalanced HP values and we started dividing destruction abilities among different enemy unit types. Some of them will have a harder time penetrating covers (such as enemies using lasguns and small caliber guns), but against certain enemies covers will serve only as a temporary protection (against those who are using plasma guns and bigger caliber guns).

Destruction was only a technical feature until now, it wasn’t set up correctly, so its behavior was erratic. We started adding unique effects, physical properties to different covers, the improvements will be ready by March (hopefully some of them will work better in the February build as well).

A new option will be available in the controls: you’ll be able to toggle positioning into covers (so you don’t have to hold down Space, many players had issues with this).

Similarly to enemies, the weapons of player characters now work differently against covers (bolters, plasma and grav weapons will have bigger impact on covers than autoguns, lasguns and sniper rifles).

3. LOOT SYSTEM
Many players miss the loot drops in missions, some players want more variety, but most of the players feel that loot drops aren’t rewarding enough. This will change, more significantly in the March build. New artefacts will be added, a new loot category as well (consumables), many more interesting enchantments and more exciting unique items (with better working active skills, stronger and more complex enchantments). We’ll start changing drop distribution, important units (elites, commanders and heroes) will drop stronger items. We got feedback on picking up items / opening, but we’re not changing this system now. Inventory usage during combat would mess with the tactical layer. Picking up items is a different issue, it has worked before the way you want it now, but based on community feedback, we made changes, now you won’t leave items behind which problematic. What we can improve, though, is some changes in visibility, item pickup feedback on the GUI with a visual and sound cue.

4. BUGS AND POLISH
"The game is buggy and generally unpolished"

The changes listed above will help a lot, but you can expect a significant improvement in the last month. Because the game will see more changes, new features, bug fixing and general polish isn’t our priority right now. If the goal was to release every new feature fully polished in new updates for the test builds, development would be much slower, or rather we could only add a few new features. Usually we don’t add new features in the last month of development, but we’ll focus on fixing hundreds of bugs before the release of the full game.

5. CAMERA CONTROLS
We’ll be implementing a classic, old-school ARPG camera soon, which will not try to position itself automatically, it will not tilt, it will stay fixed and when turning towards walls, you’ll be visible (walls will fade to transparent). Because of this, terrain set pieces need some extra work, walls currently don’t have anything on the other side. We’ll include some extra set pieces, so you what you see won’t fade out to nothingness. Once that’s done, we’ll release this camera setting for you to test.

OTHER IMPROVEMENTS
  • Sound effects – We’re working on improvements.
  • Repetition – More enemies, mission types and terrain types will be added.
  • Voice acting – Missing lines will be added, voice acting will see changes
  • Enemy variety – New faction, hero-type enemies will be added, existing ones will be improved
  • Melee (being clunky compared to ranged) – This will be improved and balanced significantly
  • Slow and boring bossfights – We’re experimenting with a new approach with Word Bearer elites, if it works out, we’ll rework the others as well, and there will be more complex bossfights
  • Co-op – We’re always fixing bugs, we’re looking for a solution about a problem on Windows 10, we’ll have to see how much time we’ll have for more features, but we have a thing or two in mind
  • AI – This is a bit tougher, we’re optimizing skill use, eliminating bugs, however we can’t really make enemy AI significantly smarter, it’s not very fun to play against good AI in an ARPG, as it can make things really difficult for the player if enemies start to work as a team in a logical way.
  • Difficulty – We’re balancing away, but survey shows that on average, most of the players find it right, 10-15% of players find it difficult, 5-10% find it easy. We’ll set base mission difficulty to easy, but hitting above levels will dynamically and drastically increase difficulty. We’d like to reward this more, so everybody can set their own comfortable difficulty. Story missions will see some power level options.
REQUESTED FEATURES
These got the most votes:
  • More varied lore environments: Our tutorial spaceship setting will be used in more generated missions, we’ll have more industrial settings, loader machines, exterior terrain types include city ruins and city rooftops. Our props library grows to over 100 assets, we’ll start adding more props to existing levels as well to improve variety.
  • More story-based missions: There will be a lot more. What you see now is only the beginning of the campaign, the tutorials. There’s a lot of development going on here, we don’t want to include this with all of its bugs in the alpha. It will be included in the full release, with a big update.
  • Improved character customizations: You’ll be able to change colours and shaders at the Tech Priest, you can change how worn your equipment looks (grime and scratches), lots of artefact variants in models, all models will have three different skins. That’s all we can deliver in time, for now.

Last edited by ✪ megapull; Jan 25, 2018 @ 5:52am
< >
Showing 16-30 of 41 comments
rikster Jan 27, 2018 @ 6:48pm 
Originally posted by FlameWar:
First of, nice communication. Very well done, better than pretty much all other games across the board.

...Concerning the movement issue, I can totaly understand the problems with the character animation speed when increasing base movement speed.
Have you looked into making the character slightly bigger though? A increase in char size would by default also increase base movement speed by the same amount without messing up animations, and I think a size increas eof 5-10% wouldn't look bad at all. After all, the player character is clad in various versions of power armor, so it would make sense to be slightly bigger than the non-power armored types of enemeis.
+1 Great idea.
RAmieL Jan 27, 2018 @ 7:25pm 
Good to see you care about players expectations. I think flat movement buff for crusader is not a bad idea but also you could reduce cooldowns on movement skills like jump and charge. As a Psyker I have 50 % movement speed + teleport + Dash strike ( blink with 1 second cooldown feels kinda OP ) Playing crusader after I've played ultra fast psyker is tedious, hope crus gets more love.
Last edited by RAmieL; Jan 27, 2018 @ 7:26pm
DatonKallandor Jan 30, 2018 @ 4:47am 
I really hope you don't cave into the complaints and make the combat faster. Low Time-To-Kill is boring and makes the game incredibly shallow - and also completely undermines the cover system.
Many great games have been killed by listening to people that want faster kills.
FlameWar Jan 30, 2018 @ 6:48am 
Originally posted by DatonKallandor:
I really hope you don't cave into the complaints and make the combat faster. Low Time-To-Kill is boring and makes the game incredibly shallow - and also completely undermines the cover system.
Many great games have been killed by listening to people that want faster kills.

While I agree with you that combat speed itself is mostly fine, I think we're talking more about optical/feeling of combat speed. So not how fast something dies, but how fast and fluid the combat looks itself.
Eze Jan 30, 2018 @ 6:51am 
Originally posted by RAmieL:
Good to see you care about players expectations. I think flat movement buff for crusader is not a bad idea but also you could reduce cooldowns on movement skills like jump and charge. As a Psyker I have 50 % movement speed + teleport + Dash strike ( blink with 1 second cooldown feels kinda OP ) Playing crusader after I've played ultra fast psyker is tedious, hope crus gets more love.


Personally I play the Crusader 99% of the time, although I would agree the Crusader is slower, it is for good reason.

He is wearing Full plate armor, Assassin is wearing leather ( or at least that is what it looks like) and the Psyker is wearing a smoking jacket. Of course the crusader is slower. The weapons the Crusader uses, Heavy weapons, massive 2 handed melee, he grunts just walking around. Leave him be and don't buff his movement. You want him to move faster spend your skill points in movement, craft items that increase his movement. I like the Crusader as is, that is my opinion. I can tell you that my Crusader is just as fast as my Assassin (Maybe not 100% accurate, but 100% faster than a base Crusader) at this point based on rank and items.
Durial Jan 30, 2018 @ 11:25am 
All I want is Grey Knight class :"(
Shougeki Jan 31, 2018 @ 3:16am 
Originally posted by V-M Amial:
All I want is Grey Knight class :"(

There more than likely won't be one. They would be too powerful. Why would anyone play a puny human if they could be a GK?

Anyway Megapull/Neocore any updated roadmap?
Aze Feb 2, 2018 @ 3:07am 
Hey Everyone!
First of all, thank you for the support, I am really enjoying the game, have some minor issues but in general it's okay.

There is one thing that is spoiling the game for me now though... The priority quests and their glory rewards. For the second time in a row I started the mission with moderate colletral damage... haven't even done anything yet but I already know that this is going to be a waste of time since it will result in negative glory. -10 glory means that the previous two quests with the ridiculous +5 glory has been negated and I have wasted I don't even know how much time because of this. In general I feel like it is impossible to reach good glory rewards, I play a lot and I still only got to "great" level, but this issue only makes things worse... Please do something with the glory rewards, thank you.
Sakriel Feb 7, 2018 @ 5:14pm 
Please, make an Option to make the texts in menü bigger for people who dont see to good. At moment 6 of 7 proplr including me who i asked, said they also had problems with your little text size.
Shaverniner Feb 8, 2018 @ 5:13pm 
Please fix the shop bug where you cant buy anything!!!! It's been this
way for my game since I Pre-ordered it
SoggyGravy Feb 10, 2018 @ 4:32pm 
I'd love to see passive trees done away with and instead replaced with providing actual gameplay change options. Diablo 3 did a great job at this and some of grim dawns skill trees did too. No one gets excited about a literal +2% change to something.
Xebov Feb 11, 2018 @ 11:45am 
Originally posted by ✪ megapull:
  • Improved character customizations: You’ll be able to change colours and shaders at the Tech Priest, you can change how worn your equipment looks (grime and scratches), lots of artefact variants in models, all models will have three different skins. That’s all we can deliver in time, for now.

Any chance to get some sort of armor visual slot or ability to fuse visuals of an item with statts from the other? Would help the situation where you like some visuals but have to search for some levels to find a higehr level replacement.
Silvar Feb 11, 2018 @ 8:43pm 
Working fully scalable windowed mode please..
koma-goes-amok Feb 12, 2018 @ 10:43am 
Well aside from the mentioned items I am missing one part where the 40k setting could add much more to the whole game: Immersion. Right now it's missions, some for and with a storyline, some just for the grind.

There are no hubs with NPCs to roam, gather intel and generally trade - doing that all on your little ship gets monotonous quickly. And some places could give a bonus of some sorts if you unlock it through whatever means; that could be a crafting bonus, a system wide bonus etc.

It would also be nice to see more in the mission areas, lets say you arrive to what appears to be an altar where one time you see a sacrifice that spawns an enemy or boss and another time you can save the poor sod who may be killed later on or whom you may see again.

Add more flair to the player ship - this could be in the form of customisations (for a price) that might give some bonus/malus or upgrades to access more of the ship and thus unlock more skills or boni (like upgrading a crafting skill unlocks an area yof the ship the player can actually go to).

Just some random thoughts.
Buzzerker Feb 14, 2018 @ 8:33pm 
take a look at Dawn of War 2 with the Chaos DLC. That might help, it was the last decent Dawn of war game ever made. I still play it. Don't push this game out until it's done. Warhammer 40k games have a curse on them. If you don't put some love into it , it's going to crash and burn. There is literally a scrap heap of Warhammer 40k games in the history of pc gaming. Look at Deathwing for example, it looks great but it's a piece of crap. I've been watching this game since I first heard about it 2 years ago , I like some of what I see but it doesn't look good. I hope the studio developing it has the moxy to make it worthy of the fans. No one has seen a decent Warhammer 40k game in years. They all have major flaws. Space Marine, that was another cool Warhammer 40k game. No sequel...who knows why. The Warhammer 40k MMORPG , total garbage.
Last edited by Buzzerker; Feb 14, 2018 @ 8:36pm
< >
Showing 16-30 of 41 comments
Per page: 1530 50

Date Posted: Jan 25, 2018 @ 5:52am
Posts: 41