Teamwork vs Playing Next to Each Other (Patch 1 Opinions)
Something I believe GSG is really good at is getting players to play with each other vs just next to each other. It is a difficult challenge to create genuine cooperation among strangers, but there are tools the developers used that I thought worked really well.
Starting with the original DRG, the classes had complimentary weaknesses that brought them together by necessity. In addition, molly acted as a moveable anchor-point that kept the team together. Notice both of these bring people physically closer. A dissolution of this that bothers many playing for the coop parts of the game are EPC drillers who run miles ahead of everyone and just shoot walls to scatter morkite and nitra everywhere, relying on others to find and cleanup the mess while they continue sprinting forwards alone. The developers didn't like this either which is why they nerfed EPC mining, so this isn't just my opinion. It breaks down the dependency that different classes/players have on each other to necessitate working together to efficiently gather minerals from weird places.
In Rogue Core, inter-class dependencies are no longer. But GSG still wants this to be a real coop game. I thought that the REPD circle upgrade activation and upgrade negotiations solved this super well. Success now comes from how well the team moves together than just individuals trying to carry things by themselves. You feel like such a squad when you have teammates who keep at top of mind what others are doing and when works best with each other to do what. The REPD upgrade activation system required teams making collective decisions together. With upgrade negotiations, this again makes teammates have to be aware of each other's needs. It often forces tough decisions, but that's where the fun comes from.
With the patch 1 notes released, those elements that bring teams together are going. Without players having to group up for upgrades, you'll now see tons of people in different parts of the cave playing their own games rather than with each other. The need to be with each other is so much lower now. There's very little reason now for players to physically stick with each other versus scattering around the cave doing their own thing. With the changes to the upgrade choices, negotiations and the presence of others is lessened. You now all get closer to your own menu of options that don't have as much to do with each other anymore. The focus becomes much more focused on you and you alone versus others.
I believe that the people who complained the most about the systems we had until now are people who don't play well with others. They want to just run around on their own, and they see interactions and dependencies with others as "burdens." There are many games designed around letting you not have to "deal" with others while playing a technically "coop" game. They are also the most vocal online and most motivated to write negative reviews than being silently, but pleasantly enjoying the game. The majority of games (mostly pubbing) I've played have gone super well with teamwork with these systems. I think GSG was hasty in capitulating to the initial complaints about the game. The game in its current state gives very obvious feedback about what kinds of behaviors lead to success vs failure. I've of course played games where people try to play their own individual games, so we can't upgrade, and the game is much harder or just fails. Those are learning experiences. They also make good teams feel that much better because you know those players are extra special and care about playing with you. The point of a coop game is to have success come from the skills of individual players AND how well they work together. If the developers never changed this, players would learn in a year how to work together to be successful and have the most fun.
What makes me sad is that the complaints we're seeing about the current systems aren't that the mechanics are broken, but we just can't work with others on a team. The developers played with each other while developing and no doubt had a great time with each other coordinating where they were and saying to get together to upgrade, and then chatting about what builds they'd go for. The current system is just step 1: come together. Step 2: share. Can we really not do this or enjoy it? These are pretty fundamental concepts that have been implemented in a completely fair way. There is nothing broken or bugged about these systems. For the people that hate this, that distaste is coming from ourselves and for others versus the features themselves. Again, it's just coordination and sharing.
TLDR: Prepare for rogue core to feel more like 4 solo games loosely connected to each other versus a strong coop game due to changes to upgrading.