Streets of Rogue

Streets of Rogue

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Madguy  [developer] Apr 5 @ 1:21pm
Fortnight Discussion: Online Multiplayer Features & Improvements
I don't typically get much of a chance to hop in and play online multiplayer games of Streets of Rogue. In fact, these days I barely play any online PC games, ever. So, I figured it would be a good idea to have a Fortnight Discussion dedicated to this terrible personal blind spot!

What sort of features would you like to see added to Streets of Rogue's online multiplayer mode? Have I completely neglected to add things that every other online multiplayer game has? This can be quality of life features, interface elements, game modes, whatever.
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Showing 1-15 of 57 comments
It would be cool if we were able to download other player's custom characters.
Also add minigames
Also add an arena
Also add the possibility to interact with arcade machine
Also add a level editor
Also add a slavemaster that sells followers for chicken nuggets in the home base
Also do what H-hello said (A way to kick people that doesn't involve typing in their name incase they use something in their name that you can't type in, like a foriegn letter or something.)
Also when you kick/ban someone it gives you his stuff (in case he stole u something)
Also maybe add a way to make a custom home base and to show it to your friends if you are the host.
Also if u do that than add a way to interact with the objects in the custom home base.
Or at least just add a bedroom for the player that u can customize
Last edited by AbeilleBee; Apr 6 @ 9:37am
A way to kick people that doesn't involve typing in their name incase they use something in their name that you can't type in, like a foriegn letter or something.
what is fortnight?
Originally posted by ♥♥♥♥♥♥♥ Son of Odin:
what is fortnight?
Fortnight is two weeks. So its a 2 week discussion.
Last edited by Year closer to death!; Apr 5 @ 1:59pm
Add a deathmatch mode, similar to Spelunky's multiplayer. 2v2 and Free-for-all if I'm not mistaken.

Also, not a multiplayer feature, but if you could make the connections stronger, better and more reliable, that'd be lovely. As far as I know, the host has the game playing somewhat normally whilst all the other players have lag compensations(if that's the correct term, if not, just lag). And it's not just the different country, tried hosting and connecting with a friend of mine from here and same problems apply.
Originally posted by northernlion bazinga fucboi 9000:
Add a deathmatch mode, similar to Spelunky's multiplayer. 2v2 and Free-for-all if I'm not mistaken.

Also, not a multiplayer feature, but if you could make the connections stronger, better and more reliable, that'd be lovely. As far as I know, the host has the game playing somewhat normally whilst all the other players have lag compensations(if that's the correct term, if not, just lag). And it's not just the different country, tried hosting and connecting with a friend of mine from here and same problems apply.
I think lag compensation is the prediction of the players location to make up for lag and stuff
Verdusk Apr 5 @ 2:22pm 
I think we should be able to see players' pings, and servers' in the menu.
I also think the host should be able to disable custom characters.
Consider players being able to check another player's traits, especially if they are using custom characters.
Talk about fortnight how about Streets of Rogue Battle Royale (I'm Joking) But that might be cool Great work on the game :SBchicken:
right click at player and add friend (on steam?) or kick from the room

also suggestion from my thread in suggestion forum for online host option:

1. no custom character - no player can use a custom character
2. no overpowered character - no player can use a custom character with more point or trait than the limit
3. random character - all player start the game with a random default character (can be any character, even the one that player didnt unlocked yet i.e. vampire)
4. unique character - no player can choose the same class. this can be used at the same time as random character so every got a different random character
Trevvet Apr 5 @ 2:52pm 
I think that there should be a PVP mode, where there are objectives over the map, but players do not know who the other players are.
Ability to arrest players and they must attempt to get out of the police station, similar to the Deportation Center in Uptown.
So the two biggest draws for me purchasing this game were the permadeath and co-op features. The thing is, when you play co-op the permadeath part becomes almost irrelevant due to you being able to revive your teammates so easily. You can revive them using cash or by dumping half your health. I'm not entirely certain what the ideal remedy would be for this issue or if there are many others that share my frustration of playing with someone who has little regard for their own well being.

Perhaps the solution would be for the other player to have a time-out for the rest of the level, or make it so random parts of their inventory get destroyed instead of dropped. I'm not sure. Does anyone else have any thoughts on this?

Edit: Oh, here's a thought. What if SoR took a similar avenue to what DST has. Every death lowers max health by a specific ammount. In order to remove the health-drop penality, a player has to achieve some sort of goal. Perhaps this in conjunction with one of my previous suggestions could be a way to go.
Last edited by Kahrkura; Apr 5 @ 5:01pm
My quality-of-life suggestions based on my time in private co-op games with a Steam friend:

- When a player has a stack of an item (especially money), there should be some option to specify an amount to drop, or at the very least split stacks so that items can be better shared among players.

- If a client is dropped (game crashed, lost internet momentarily, etc.) from the game, they should drop all their items instead of them being lost when their character disappears. This doesn't happen to me very often, but it's a real buzzkill when you lose something like a rocket launcher to something that's just out of your control. I guess this could also apply to manual disconnects, too, but that might be a little exploitable, I dunno.

- Again, if a client is dropped from the game, it should remember their class, character level, and current end-level traits. Then, if the player reconnects as their previously-selected class, they are given their level and traits back.
Being able to kick people with foreign characters in their name and a way to drop one item that is in a stack (etc. money or food)
Vote to global pause everyone in the lobby.
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