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Een vertaalprobleem melden
You need 120k with each of the 4 non navy factions to max them out. I am almost done Act 4 and I looted everything even if I focused on just 1 of them I would never max it out.
You need the colony projects to max them.
What is the point in maxing out Rep in Act 5 the game is over.
I have 1 thing left to do in Act 4.
So you get power armor for the last 5 hours. yeah thats fun.
The demons you encounter normally drop loot (and give XP). The demons you summon through perils of the warp do not (for some reason). So you already kinda have "random encounters" in the game, especially if you roll with Idira - BUT those encounters don't reward you with either XP or loot, so are absolutely useless.
Sure you should be able to get basic weapons & equipment from the stores of your voidship, but otherwise it makes sense that you don't have access to the full power of your dynasty yet. No coronation, no contact to your own planets & lots of problems on them as well,,
I'm actually fine with that, there should only be negatives for psykers pulling ♥♥♥♥ out of the warp. The problem is our only option to grind rep is warp jumping; which fine, whatever, but if you are going to do that, have us be able to find new/random "voidship wrecks" after a jump that we can can board and kill/collect loot and allow us to run into random pirates for space battles for leveling the navel faction, or even add planetary defense missions that happen randomly that makes us go protect our outposts.
But imo, what they should have done is have repeatable missions that these factions give out, where we can go to "generic location X and board/Land and complete objective for rep/loot".
To me these are basic things they forgot, when they put the rep needs so high.
Preach. WH40K Chaos Gate handled it proper. Grey Knights had unlimited Tier 1 weapons. You could get all the frag and med kits you wanted.
Anything named in higher Tiers you had to earn by requisition. This could have easily been adjusted to the reputation system.
If you want 6 guys in heavy armor with 2 handed bolters and scale in each act you cant do it. Not enough equiment.
But I have 40x xeno pistols that are better than all but the final bolter in game. I got about 20x alderai guardian sniper rifles which is in top 3. Xeno melee weapons coming out of my butt crack.
Mean while one of the best dmg melee from a lvl 5 project does about the same dmg as the xeno blades but you only get 1 from projects mean while you get stacks of xeno stuff.
That is already half-way through Chapter 1, after having done Prologue where you battle your first Daemon. And all this time, you didn't have access to this very basic weapon, which according to TTRPG rules you could have acquired at character creation.
You know that using demagoguery like reductio ad absurdum just makes your own argument look ridiculous? Nobody asked for Power Armor in chapter 1, just like nobody's asking for +5 Full Plate at level 5 in D&D. But like in D&D you can expect to have at least access to your preferred weapon type that you want to spec into, so it is in Rogue Trader tabletop, where you can indeed outfit your character with a weapon of almost any type (though not quality) at character creation. For some reason, though, this game completely eschews this logic and makes you scrap for leftovers from fallen rabble enemies.
And speaking of Power Armor, with this game's absurd reputation system there's a big chance you won't EVER be able to get it for your main character, unless you pour all resources into maxing out reputation with one specific faction. But which faction, you cannot know in advance, only through meta-gaming. Bravo, Owlcat.
And if the Flamer is on Eurac IV that is, or can be, the very beginning of Chapter 1.
Demagoguery:
noun
Political activity or practices that seek support by appealing to the desires and prejudices of ordinary people rather than by using rational argument.
Do I have to point out what you sound like when you use terms like that? I believe you meant to say fallacy. And your retort is also a fallacy, as getting heavy armor proficiency in D&D would not create the expectation for getting +5 version of that equipment.
In addition, you can't expect to to at least have access to your preferred weapon in D&D, as there are many, MANY games where the scenario, setting, or DM preference would prevent you from doing so.
I do agree with you that the rep and trade system are bad though.
Now the catch is that every item has an availability stat, and some items have a very low rate (a power armour for exemple pretty much needs a 1 to 5 on a d100), and your haggle skill, reputation, actual location and profit factor are what modify that check (like if you are on a feral world, a bolter is agoing to be at 0% availability, so you won't even be able to roll for it).
While it works fine in pnp witha GM, with the whole save/reload thing on a computer game, it's just impossible to do in a crpg (unless you only allow one save file). You need to have an item list (the alternative would be to generate a unqiue seed for the whole save, but that can be manipulated with a save editor, so it won't prevent cheating anyway).
So while the system is flawed, it's still trying to be close to the original pnp mechanics.
I saw people talking about Chaos Gate. Don't forget that this game is a tactical game, not an rpg, has limited save slots for that specific reason and you can only know your loot after doing a mission (and I'm pretty sure the roll is done when a new wave of mission is generated, so you can't really cheat that unless you hack the save).
Those are 2 completely different types games.
The issue isn't as simple as people think it to be, at least if you want to be faithful to the original material.
Now, as a personal opinion, I would argue that rogue trader should have been a sandbox crpg, with no fixed companions (you create your own crew) and heavily focused on rerolls and death, with the rogue trader being a separate mechanic from the rest of the party and with only one save file (something like kingdom come).
Warhammer 40K pnp rpgs are really not like D&D, they are heavily reliant on rerolls, missions and investigation. They are not your standard D20 dungeon crawlers.
No need for reputation all gear should be solely based on PF. You want Power Armor well its 125 rep. Go and get it from your lackey.
Reputation ruins the end of the game because there isnt enough loot to get rep. Maybe with 1 faction.
What the reputation should NOT be is: rifling through the local slum trash bins and cultist bodies for looter underpants to "gift" to factions. That's something more appropriate for a Necromunda hive gang, not a person who owns multiple star systems.
No, you're playing the Rogue Trader, the beginning is just the plot hook installing you as the RT. And it would make zero sense otherwise, the game is called "Rogue Trader", not "Some random guy who happens to be related to a Rogue Trader", and is ostensibly based on the RT TTRPG.
Either way Owlcat just ditched the entire Equipment Acquisition part of the RT character creation process, which is just mind-bogglingly stupid because if any RPG character should have access to a wide range of equipment off the bat, it's WH40K Rogue Trader.
I did Eurac IV first and I don't recall getting the flamer there.
Nor in the prison colony which I did second.
The first flamers I saw were hand held ones used by pyroclast rebels on the big planet. But hand flamers suck.
The first real flamer was for me at least half way into chapter 1 when my characters were already level 10+. I think I bought it from the pirate ship, which I hesitated to approach before gathering all my crew because I thought it would be a ship battle.
And this one flamer is still the ONLY flamer I have in the entire team (excluding hand ones which I sell for rep), even though I've got some ranks with three merchants and bought all their lower stock. So if I wanted to equip my main char and Argenta with flamers, I CAN'T - even though my team is at level 17 now.
Does this make any sense? That a 17th level Rogue Trader can't get a ♥♥♥♥♥♥♥ basic flamer to give his Sister of Battle for her Flensing Faith talent, because he only has one for the entire team and his own build needs it?
The first (and only) plasma gun I got even later than the flamer.
And I still don't have a SINGLE MELTA WEAPON (with the exception of the heretical melta pistol that only Idira can use - and she's a psyker not specced into ballistics; and yes I'm playing heretical but the pistol needs second rank, which I still don't have even in chapter 2). Imagine wanting to play a Melta guy and not getting any Melta weapons even by level 17.
This is totally moronic. In Table Top, each of the characters would have his or her signature weapon straight from level 1.
Demagoguery is simply the methods or practices of a demagogue (https://www.dictionary.com/browse/demagoguery), logical fallacies being common among such methods. Reductio ad absurdum is not an appeal to logic, because it is entirely illogical; it is an attempt to draw a non-existent parallel by emotional exaggeration, which is exactly what a demagogue would do.
Funny how you don't even say your argument wasn't fallacious, but instead try to accuse me of a fallacy by using the same ♥♥♥♥♥♥♥ fallacy the second time. Classic demagoguery.
You're again comparing a BASIC item of a certain item type to the most advanced version of an item. An ordinary flamer or plasma gun in WH40K RT is not the same as a +5 Full Plate in D&D. In RT tabletop, you can get an ordinary flamer or plasma gun for your Rogue Trader at character creation, like in D&D you can get a two-handed sword and heavy armor for your fighter at character creation.
WRONG, you CAN expect to have access to a weapon of your preferred weapon type in D&D at character creation, it says so right in the Player's Handbook and DMG. In D&D 5e (which I personally don't like but it's the simplest and most current example), a Fighter gets an average of 125 gp at character creation, which is enough to buy a greatsword (most expensive martial weapon) and a set of heavy armour (chainmail). That way you can use your proficiencies and specialisations from the very beginning.
If you are robbed of this opportunity in a D&D game (while notably other players weren't because they got their signature weapons early), it means either DM fiat or a heavy homebrew rule, in either case - a very strong deviation from both RAW and RAI.
In this game I only got my first greatsword and heavy armor at level 10+. And they were both of "primitive" quality. So the famously rich Rogue Trader is worse off than a first level D&D adventurer.
Indeed they are.
Can't get the toys before you too old to use them
Working 2o years to do what you wanted to do 20 years ago
This is literally the best solution. Buy stuff from merchants with profit factor. Maybe do some specific quests (available to every player) for access to special items.
The "loot" concept is ridiculous anyway. I've found piles of literal gemstones and other valuables just lying around in the ♥♥♥♥♥♥♥ sewers inhabited by penniless outcasts. It doesn't make the slightest bit of sense.
You should increase your profit factor by performing big missions (like conquering or restoring control over a planet), concluding trade deals and investing in planetary projects. Not by shuffling through refuse in the town's sewage system.
And you don't have access to the merchants in act 3 or act 5.
If you want to max anyone you have to do it before 5.
You need over 100k with each of the 4 equipment factions. I think you can max maybe 1 and have a little left over for the others.
I honestly don't know how players like this system or defend it. Unless you got way more reputation before release.
It is entirely meta knowledge. You have to know which companions or mercs you will bring the majority of the time. You have to know their builds. And you have to go read like 150 pieces of equipment to see which store benefits your party. Cause they sell completely different things and you will only MAX one.
I don't understand how that is fun or entertaining or even makes sense.
I didn't feel pathfinder games was so META. Or combat just about abusing talents.
Difficulty doesn't matter in RT. You get 2 officers. 2 grand strategiest. Sniper and 2 mast tacts and you win. And it scales.
I started act 5 combat to became less and less fun. It is a gimmick or puzzle of which builds to bring since the initiative and turn system completely suck in the game.
You bring officer grand strat so they move first. Give turn to ranged that can kill 3-4 guys for max monteum. Officer turn again and use heroic.
I so should have respecced lol. My officers suck and I have no grand strategiest.
If you don't play optimal you have to rely on luck of init or luck of 95% to not get hit in first turn since you sent buff.
Expeditions Rome was a cRPG with true squad turn based combat.
RT combat I thought would be better then pathfinder since it was turn base in design. It's probably worst. Or at least personally less fun and less satisfying
I too came to the same conclusion now - the best thing I got by spreading my wings was
Drusians rank 19/29 despite them being my "main trading house" ...
https://steamcommunity.com/sharedfiles/filedetails/?id=3119155567
Definately needs meta gaming knowledge - or better: a rework by Owlcat.