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https://steamcommunity.com/games/2186680/announcements/detail/3905246507039783843?snr=2_9_100003_ more info here.
Let alone once they get several hours into a campaign
Very disappointing that you can't allow coop to create their own characters. Even with mercy the only person who can make them is the host and the only person with any idea of what's happening is the host. Honestly we don't care about shoehorning in a crew member messing with the story. We want to play with our friends and s/o's. I don't wanna wait till they're hours into the game then letting then make our toons. We want from the get go coop and customizable characters.
this right here is the word of the people, let us join our friends from the start and be able to create our own character like for example the same way divinity or baldurs gate 3 does
The game uses the same design as the pathfinders game. They weren't designed for full multiplayer support.
Rogue trader only got it to ride on the BG3 trend (just like the pathfinder games got the turn based options to ride on the D:OS trend). To get a CRPG with multiplayer you need to design it from the start, otherwise it doesn't work, you can even see the game wasn't even thought for custom chars, as half of the careers are restricted to companions (both xenos, the navigator, the mechanicus explorator).
The way to make multiplayer work in a campaign like this is to design like like icewind dale does, meaning building an entire party from scratch and roleplay the entire group as an entity. Of course that means, no interaction with teammates, no romances etc.
And we all know what people want, they don't want a good multiplayer, they want companions, so that's what we get.
In coop, as you may know, the non RT player does nothing, effects nothing, controls almost nothing outside of character combat, map exploration, and (oddly) colony management.
So getting used to sitting back and watching for the first couple hours will actually be useful practice for coop play.
As someone who likes to actually *participate* during my computer gaming hours (call me needy if you must!), I found it beneficial to consider myself the RT's friendly servo-skull during all those long dialogue scenes, ship combat scenes, bridge scenes, private quarters scenes, galactic travel scenes, system exploration scenes, and trading. Neither of us is a performer-type personality, but we got into reading the dialogue and descriptions aloud to each other (including using our bad British accents).
It's been going great. We just started act V last night. This is much farther than either of us ever got in other solo-coop games (such as Divinity). So we feel that Owlcat must be doing something right!
Hate to break the illusions, but the turn-based mode came after we saw a turn-based mod implementation from one of the modmakers for Kingmaker, and realised it actually felt pretty fun even in the raw state.
As for Rogue Trader, multiplayer always was a part of development plan, it has little to do with trends or release of other games. It was more of a long-anticipated experiment and a step in a new direction for us. Decision to make the multiplayer gameplay uneven (Lord captain and their crew) was a deliberate design approach, that we felt would fit the theme of the game.