Warhammer 40,000: Inquisitor - Martyr. Looking awesome. Anyone playing?

Stop talking about this game!

I am broke this month and next month and i'm about to spend money i don't have!
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
@Charan, it's simple. Let me illustrate via a quote from an RPS article on the game:
"Leave the game idle and it’ll log you out of your mission and drop to the opening menu. Good times!"

Clearly, this is a very exciting feature of the game!
(definitely do not ctrl+f the source, context is a myth)

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Very curious to see how it pans out. Sounds like it has some issues as it stands (not just online-only), but that ought to be why it's early access, no? Theoretically a lot can change. I'm keeping an eye on, could always use more multiplayer ARPGs, and I know a couple people who enjoy the universe to boot.
Last edited by Vipermagi on Sep 6, 2017, 4:42:33 PM
"
鬼殺し wrote:
The thought of supporting anything from GW makes me a bit ill but this looks okay. Not really sure how the WH40K universe will support an ARPG but eh, they've done just about everything else by now, so why not.

Although not at that price. I'll keep an eye out for a sale.


Didnt you sink like 20 grand into this game? Full retail proce of any other game should be in the noise level no?
Git R Dun!
Oooo lashing out feel better? Or I hit a nerve? Spent all daddies money?

Aim-deep is I'm pretty good at digging w/ backhoe and other implements if you didnt know.
Git R Dun!
Last edited by Aim_Deep on Sep 6, 2017, 10:36:43 PM
"Dear Community Members,

we are truly grateful for your feedback! We have received plenty of comments and we’ve found a lot of truly useful and valuable ideas among your observations – we must admit that some of you even pointed out ideas we haven’t considered yet. The essential part of WH40K: Inquisitor – Martyr is the progression system and we want to create a system that could be hugely enjoyable for the majority of the players.

After reading through the feedback, we realized that the following issues seem to be the most problematic for the community:

- Daily Fate limits (and hard limits in general): it’s becoming very clear that you don’t want any restrictions on grinding and mostly you don’t want any limitations on the pace of the grind.
Daily quests: you seem to dislike daily quests; some of you feel that a daily quest is nothing but a useless limitation, not to mention that it has some unfortunate connotations since it has become a general feature in FtP games

- The general feedback indicates that the community doesn’t want to see any hard and soft limitations, and the majority of those who sent feedback thinks that such limitations affect their gameplay style, which they don’t like.

- Many people started to think that Inquisitor – Martyr will be a pay-to-win game: the reasoning behind that seems to be that if you can buy Fate points and if some of the gameplay elements are similar to the ones used in FtP MMOs, then it’s clear that we will sell Fate for cash (we won’t – see below)
Many people find the lack of the tier end gameplay elements problematic.
Some people think that it’s unwise to plan out seasons and expansions until the core game hasn’t been finished.

- A lot of people think that crafting takes too long, others find the whole concept of required crafting time useless and they think that simple resource restraints could be enough.
Many people find the speed of leveling very slow at the moment.


--


We spent the last couple of days with rethinking the desired pace of the progression system and exactly how necessary the current limitations are. Eventually we came to the conclusion that we can rework the system and come up with a better one. The current progression system was designed 3 years ago, but the game has changed tremendously since then, and this is the first time that we put it to the significant gameplay test. You have convinced us that there are plenty of elements that would need a thorough change – and don’t forget, this reaction is exactly the reason why we decided to launch the game in Early Access. We are counting on you, the members of our community to provide valuable feedback, and if you have been following the development since the beginning of the Founder Campaign, you must be aware that we are willing to make drastic changes in the core system when the test results prove that these are necessary.

We know that there are developers who use the Early Access as a simple pre-release launch, but we are devoted to sticking to the original meaning of the term: during Early Access you can tell us what you find problematic, and if you can convince us that these issues truly need to be changed, we will do so. We are making this game for you, the players, after all. Sadly we can’t promise to comply with each and every request: reality sometimes exceeds desires, and let’s face it, it is impossible to create a game that could satisfy all needs, but we are honestly trying to do everything we can. We are only asking you to understand our standpoint on the matter and don’t let your negative experience based on other Early Access games influence your notions about what we say, why we say it, what we’ll do or won’t do – you can judge us based on what we do.


All in all, we’ve come to the following conclusions:

Daily Fate limits will be gone and the Fate point rewards for missions will be higher. We can totally accept the reasoning that a game mechanic that forces you to play in a set time is simply not okay. This modification has one consequence, though, namely that hardcore players will charge ahead very soon in their progression – hopefully they will find the tier end gameplay modes enjoyable; or they can always return when we unlock new content.

- The Daily Quest system has divided the NeocoreGames team as well. These missions feel like formalistic segments and some of us felt thought that segments like these simply don’t fit the WH40K universe. We have realized that daily quests can be omitted and instead we’ll put in more story-based mission with stronger ties to the Subsector.

- End tier gameplay will play a more significant role in the future. We’ve already had plans for incorporating warzone planets and endless mission types that could satisfy the hardcore players until we unlock the next tier and release new content, and we are going to add gameplay elements that offer new challenges and allow progression. These gameplay modes are not ready yet, but they will come in the future.

- You simply cannot buy Fate points for money. Our community managers have explained this on numerous occasions, but we can’t stress that enough. It was always one of the fundamental principles of the design, we’ve never even contemplated the idea, and what is more, we have made this very clear in the early stages of development. Our goal was to include a player-friendly monetization system which supports the overly dedicated players, and this is exactly the reason why we want to make even the DLCs available by grinding. If this decision gives someone the false impression that this is going to be a pay-to-win game and we will definitely introduce the purchase of Fate points sometime in the future, then it’s really unfortunate – because it is not true –, but all we can do is to confirm that Fate can’t be bought for money.

- DLCs and Seasons: as we frequently explained in the past, we are planning to create a living, continuously expanding world in WH40K: Inquisitor – Martyr and keep it alive for a long time. It means that we need to plan in advance: a world that requires fresh content patches for years requires a long preparation phase. Currently we are focusing on the core game and we are not developing anything else besides, and trust us, even the first two tiers require tremendous effort from the whole team. To put it very simply: we are working very hard to finish the game and we don’t have time to focus on DLCs. It doesn’t mean we don’t know what we are going to release in the future, we have some rough ideas about the Seasons and DLCs that will come later. We don’t have DLCs and Season contents stashed away on the hard drives only to cut them from the game. Still, we are creating a long, slowly unfolding storyline here that only begins in the core game: we need to know what’s to come.

- Crafting time: we will balance the various crafting periods and in several cases we’ll cut the time restrictions – although we’ll also keep them in cases where we consider them important. We would like to ask for your patience and give us a little time: two extra layers are still missing from the crafting system, which will allow you to craft items more precisely so they can fit in with desired builds. If you find the balanced time restrictions useless even after all these changes, we’ll offer some potential solutions and give you a chance to vote on those.

- The speed of leveling will be rebalanced as the current XP tables are skewed. The 2B XP gap between Account Level 50 and 51 will be ironed out and the Inquisitor Rank XP table will be refined as well to allow smoother and faster leveling.


---


We truly hope that you will like these changes – the bad news is that they require significant amount of work and also affect the test seasons and the next milestones, so we can’t promise these changes before the promised huge update in early November (we hope that you can test the new mechanics after the November update, but as we don’t want to release small patches, we’d rather wait and implement all the changes in one go). We are asking for your patience and in case you don’t want to play the current version, we suggest that you should return after the big November patch. That brings another bad news, unfortunately: a modification of this scale can only be implemented and tested after a fresh start, therefore it will require a character and an account level reset as well.

We are really grateful for your feedback and your help. Hopefully you’ll keep on playing and testing and sending us your ideas – we want to create a great game with your help."

Zoltán Pozsonyi
Producer"
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Last edited by Crackmonster on Sep 30, 2017, 2:05:03 PM
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
"
鬼殺し wrote:

I do know I miss the days when the Space Marines were anything but heroic and relatable. They were terrifying zealots almost, *almost* as evil as the Tyrannids or the Chaos forces.





as a casual observer I have simillar feelings. I dont rly know the whole lore of warhammer 40k, but I had friends who were very much into the games and i always loved the art of the thing. To me the marines and the imperial guard seemed like a cross between nazis and crusaders, just outright facist fanatics ruling with an iron fist.

When Ive glanced into that world over the past decade they seem more like gi joe call of spaceduty post 9/11 heroic military industrial complex hu-ha posterboys for fighting the good fight for freedumb.

The art of warhammer was always the thing I liked about it and I feel like the morality of the world seems to have gone hand in hand with the brain capacity of the people the artwork seems aimed at. The imperials always looked very dark and nasty, gritty, and just weird, horrific. There were the guards that just looked like space nazis, the marines that were like space crusaders, and then you had odd things like ordos malus? Am I getting that right? They had these purple robes and came off like fancis bacon meets giger in this terrifying techno occult deathpope getup, reminded me of those freaky robed guys ud see hanging around the emperor in starwars, this hint of these sinister religious illuminati bishops of doom. One can only guess at the horrific ceremonial sorcery they get up to. unexplained, something beyond, left to imagination.

I just googled if they still exist, and they do, the image of one was basically a marine with a tiny head, way oversized radiant gold armour looking like something spawned from the mind of child whos mental imagry has been shaped by captain america, 300 and goofy japanateen cartoons. Killing for justice and the american dream while gerald butler shouts freedom to the wind.


I feel like at one point the whole vibe of them unsettled and intrigued, it educated the pallet, matured its audience. Now it feels like it panders and patronizes, it plays down to the child rather than lifting them to an adult level of thinking. I see the bethesda thread on the offtopic atm, kind of the same deal right? Elder scrolls, fallout, once something a kid was drawn to for the guns, the swords etc and then exposed to some complex morality, some stimulating material, now just very much he-man v skeletor level tripe, good v bad, for large parts of it treating its audience like a bunch of 5 year olds watching the childrens channel on a saturday afternoon.


a culture in decline.









all that said the game looks somewhat interesting? Whats the deal here? Is it a loot game? I watched a couple of vids and ya, interesting, but I didnt really get an idea of how departed it is from a diablo clone, what elements are there etc. The art style didnt look awful I must say, it seemed quite gritty and lacking in glowing Ferrari red bloodangels offending my eyes with hands bigger than their heads holding swords 2x bigger than anything practical could possibly be.
To be honest it is not really a loot game.

I am not even sure there are unique items, its more like the same items with different power ratings and some random affixes. That is one of the big downfalls of the game for me, I also lack more character customization and development.

Still a fun game, satisfied with buying it now so i can give it a try later when it is finished with actual campaign and all the crafting elements enabled. It's not like your normal ARPG, but it's hard for me to explain. Try looking up some videoes.

Basically you just have all these planets and different missions on there, you enter one and you have to solve some goals like exterminate them all, kill leaders or something else. You can't see your inventory or change gear during mission you then get rewards and the items you found after the mission.

Abilities are based on your class, your gear, and affected by your skill trees which are okay but nothing too fancy. Gear for example could be chest that gives some ability like one gives rocket jump, another gives you the ability to create a field greatly slowing enemies and giving you some bonuses etc. The main skills are decided by what weapon type you use though, as each type have its own skillset of 4 abilties which are your main damage abilties and you can swap between 2 different weapon sets once in a mission.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Last edited by Crackmonster on Oct 7, 2017, 1:37:55 PM
Psyker (magic-ish) class added a couple of weeks ago.

Now the game is starting to get fun, far more customization with this class as well such as custom skills and like picking what boost to skills etc.

Maybe this game will be okay after all, definitely having fun again with Psyker.

EDIT: Still lackluster character development, but better than before.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Last edited by Crackmonster on Jan 25, 2018, 9:50:02 PM
Releasing in two weeks from now.

Gonna be interesting to see if they can make an endgame worth playing in the long run, or just enough versatile things going on as that is my main worry. Regardless, always fun to play an online arpg on release and then i'll just see how it turns out.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.

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