#suggestions

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ancient quarry
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add a medic class

idle quartz
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Callout is great, maybe a way to point to something in the distance too?

molten loom
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The death fog is too opaque, I cant find my way when I get into it

idle quartz
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Option to turn down volume? Could barely hear voices over everything

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need that ASAP ๐Ÿ˜›

idle quartz
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Not that i dont like the MissionControl guys voice but... I dont think it should be his job to tell us when we are in danger?

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I think if there is a "swarm" scenario we should hear it coming, like they spawn nearby and start tunneling towards us and if we're quiet we should be able to hear them digging

idle quartz
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Also the Engineers platform? Should definitely double as a "soft" landing spot, so you wont take fall damage if you land on it.

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Another thing. Damage to your suit? The fear of getting seperated and alone kind of isnt there because of the map and hitting TAB, but if you could take enough damage/special enemy, you lose your map/tab/coms so you cant use or see X anymore until re-supply maybe

idle quartz
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I'd like a game mode where gold isnt the goal but is a currency you used to upgrade equipment as you travel super deep to collect something else. Or kill something.

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Or if this game is going to have like career stats and personal currency, it could be similar to Darkest Dungeon, where you buy your own supplies to kind of invest in the mission and hopefully make a profit.

idle quartz
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K i think the problem i have with the flamethrower is that you cant really hit the "weakspot" of bugs with it from the front, you hear that "you're hitting armor!" sound. It shouldnt care, its fire! Could also do full damage vs Nexus? Explosions should ignore armor/weak spots as well

idle quartz
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This might be a little extreme but... What if pickaxes had durability? It seems to me that in a game about resource management, pickaxes can do almost anything other tools can do.

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I saw in a video you trying to get around a poison filled cave without a zipline? you used platforms? You could just pickaxe around the edge.

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No zipline? Pickaxe a staircase.

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Would also make the Driller more important.

idle quartz
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I think a great core game mode would just be a timed mission. You pick a depth to start from, deeper is better/harder. The drill stays where it lands, the further you go the more treasure/danger, but you become further away from the drill so your greed will bring you down. Every player carries their own treasure and only treasure returned to the drill counts, otherwise the Scout could easily solo-return to the dropship, or somebody could camp it.

idle quartz
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Having limited resources, including time, seems essential to the atmosphere of the game, the survival aspects. It encourages efficient use of everything and team work. Excessive mining should also have negative consequences, either just increase monster spawn, disturbed by the digging.. Or add dangers into the rock, specific monsters or eggs that are dont like being disturbed.

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The way the maps are generated works really well, and i think having it just a total "dig wherever you want" just wouldnt work with the game since its not minecraft. So players should be encouraged to follow the tunnels, seek connected paths and explore large rooms as opposed to cutting through much of the level with tunneling.

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As for the Scouts grappling hook... Would it be possible to make it function like an actual grappling hook? Being pulled SIDEWAYS is kind of silly and he can really get thrown around. Correct physics would let him latch onto the ceiling and SWING across a chasm rather than treat it like a personal zipline.

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Hopefully big adjustments will be made to the value of gold. Its hard to get excited over finding gold unless its an entire room of it, its barely even worth the effort most of the time.

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Whatever you do with Supply Drops, make them per person instead of shared? Probably paid for with one of the currently unused crustals. This way as part of progression you could customize what your personal Supply Drop would contain.

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Customized starting loadouts would also be nice, where sort of like Darkest Dungeon you invest in the mission. Buying extra supplies to help ensure success and to prepare for the worst. Or try to run a bare-bones mission for more profit.

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Flamethrower/explosives should also ignore armored/weakspots on enemies

grim escarp
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Thx for all the suggestions! We listen and note down. :-)

idle quartz
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Ever think about non-monsterous enemies? Like maybe... rival Goblin mining crews? They may actually drop gold they've mined, and have primitive little gobbo guns to use.

idle quartz
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Every class could probably use a unique mini-map. Driller can sense gold, Gunner can sense enemies, Engineer can sense metals (he might make unique use of minerals for his equips?) and Scout senses all?

idle quartz
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Flare Gun basically shoots a harpoon of light. Should impale enemies ๐Ÿ˜› blind enemies vulnerable to light?

idle quartz
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Concept art shows helmets on some of the characters. Hopefully there are plans for time-sensetive missions with limited breathable oxygen

idle quartz
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Ignoring how inefficient the future-high-quality-flares are, what if they werent thrown automatically? F to light and hold the flare, F again to throw?

idle quartz
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What if some of the crystals attracted enemies when shattered? And shooting them breaks them? Sort of like car-alarms from L4D.

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Since monsters just keep coming, they're another good way to "Beat the clock", eventually you'll run out of ammo (with balance changes to the supply drop) so anything to increase the spawn of them eats into your resources (ammo/time)

nova vessel
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@idle quartz I like the general idea. What about shrieker mushrooms? If you go near them they alarm and draw in all nearby baddies. This could be used as a distraction or a trap, depending on why/when it was triggered.

idle quartz
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considering all the flora and fauna we see i'd be surprised if there wasnt some hostile intention planned for them

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Also i think this was suggested elsewhere already but... Engineers platforms greatly reduce fall damage? Soft landings. I'd love to see fall damage become a REAL danger

ancient quarry
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i just had the idea of a permanent world ... like in minecraft ... you build a base... defends it against monster waves ... go out to gather ressources to build out the base

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kinda like 7 days to die

stone torrent
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i mean

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that kinda takes away from what the game is

ancient quarry
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its just a game mode idea ^^

idle quartz
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thats like a whole new game

ancient quarry
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DRG 2.0 xD

idle quartz
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Really wish RMB wasnt the pick, so we could have alternate uses for existing weapons/toosl. Zipline could be used to secure/drop ropes for descending steep pits, couple guns could have a "infared" scope to see enemies through in the dark. Help the gunner pick off threats.

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I get that the darkness and lighting need to be a major element so any kind of 'night vision' however PRACTICAL, would take away from that :P...

idle quartz
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Monster spawns.. right now the bugs can just appear in the air and whatnot. In future they'll burst from the ground/walls? But from the ceiling too, i think a egg sac could spawn in the rock, then break through to fall to the ground and burst into a bunch of small bugs

thorny ferry
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Maybe let the Scout pull other Dwarf towards him with the grappling hook?

idle quartz
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i think thats the zipline e.e

thorny ferry
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Well somewhat but you need enough time to look down and aim for the other guy plus you are busy while pulling him up the ledge

idle quartz
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I think scouts already got too much, grappling hook needs a nerf if anything x3

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Someone, engineer or driller, could get a rope you just drop, for climbing up and down stuff. Seems obvious, im sure its planned

left spoke
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Hello guys...YEsterday while I was playing I was thinking that I would like to have a 'press to speak' keys

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I know that the communication is essential in this game but , in my humble opinion, it could be really useful

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You could bind it by default on the M3 button (clicking the mouse wheel) .. What do you think?

idle quartz
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Yeah push to talk is important, thats why we use discord until its implimented ๐Ÿ˜›

idle quartz
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Ok i feel like once customized loadouts become a thing in the far future, every class would have its own selection of guns and tools and gadgets and magical spells and whatnot. Nothing universal except maybe different kind of mining picks? But mostly, each class has different slots to fill, Gun or Gadget slots and maybe some guys get an either/or slot. Gunner getting the most Gun slots and Engineer getting the most gadget slots.

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Uh and gun slots would also be restricted, like Gunner couldnt bring 3 mini-guns. Main gun, side arm, support weapon (like grenade launcher <3)

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Also, the pointy ears gotta go, they're awful.

idle quartz
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Scouts Grappling gun should function more like the zipline/platform launcher. Instead of holding it down he just fires the hook like the zipline, it has a little bit of drop to it like the platform gun. Left button drags him towards the hook and right click reverses it, and jumping lets him detach. Much slower but less dangerous too.

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It could even have ammo this way. When he detaches the rope and hook stay there, so others can use it to climb up/down areas, a much needed tool. This would also mean he could shoot/mine while hanging.

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Basically a slack zipline for going up/down places, and also could swing with it.

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About crystals... Would love it if the purple/green/blue ones had a use that DIDNT require destroying them. They're aesthetically cool and add a lot to the environment, so if they were a resource to mine you'd spend half the game just chopping them up, and if they were less plentiful it would take away from the cool environments.

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Suggested already that some of them could act as monster lures if destroyed. So they'd have a function without messing with the games pace or envionrment.

idle quartz
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The more i play the Gunner the more i think he needs a Toggled infared visor to scan for hostiles, this greatly encourages gunners, upon entering a new area, to scan for enemies and protect his allies instead of just looking for gold. He'll WANT to go on patrol

idle quartz
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Embrace the wall-phasing enemies. Add a enemy that can phase through terrain liek a ghost :P....a PHASE SPIDER, if you will, haha

left spoke
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I have the feeling to have something like a TAG option

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that put a marker on in the direction the dwarf is pointing at

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annnnnnnndddddddddddd

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The flares has really a short duration sometimes it's frustrating

idle quartz
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As part of future customization/loadout stuff... Different armors? Doesnt need to be drastic, could just alter the helmets/boots/shoulders/arms/chest depending on the components. Upgraded suit lights for example would add more lights. Could also get better shield, higher jumping, fall damage reduction, extra ammo pouch, stuff that'd add little visual details.

idle quartz
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Pick-axe alternatives someday. Like the Axe-axe, its an axe and also an axe.

idle quartz
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Fire geysers should hurt a lot more u.u

idle quartz
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Very specific idea for Engineer gadget. Foam gun. Like a platform gun alternative, sprays foam that expands and hardens. Could fill up holes and create staircases much more efficiently

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But much less range

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Could make like a foot wide ledge along cliffs easily

left spoke
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So about this damn flares...maybe mining some crystals make sure that any dwarf could craft other flares . no?

idle quartz
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remember, you are racing against time, limited ammo vs unlimited enemies and limited light ๐Ÿ˜› its very important flares run out quick

left spoke
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Yeah you're right...but the light is soooooo short-fused sometimes ๐Ÿ˜ƒ

stone torrent
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thats why scout is important because the flare gun lasts longer

idle quartz
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i really hope every class feels kind of "essential" so you really feel the hurt missing just one

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Also think you should get more rewards though ๐Ÿ˜› Like.. your 'mission' is a job, the job offers pay, and if you do it with 3 people the pay is split 3 ways.

idle quartz
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When the 'map sensor' gets overhauled, please please dont make it something that pops up, make it a gadget the dwarf holds up to look at

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like that ๐Ÿ˜›

idle quartz
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Add Dwarf/Dwarves tag to the game on your steam page ๐Ÿ˜›

stoic nexus
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I'm fairly sure they're planning on making scanners/maps/sensors into dwarf-held sensors:

I've also applied the Dwarves tag to the game, but it doesn't seem to be a popular enough tag for it to go through yet. ๐Ÿ˜ญ

idle quartz
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Combine the Drillers flamethrower with his Drills. The drillheads open up so he can shoot fire out of them. They are sci-fi "plasma drills", the flamethrower super heats the drillheads so they can dig through rock so easily. And this is how they can double as a plasma-spouting flamethrower.

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Non-negotiable !

left spoke
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I was thinking that the engineer could get some good use of some c4 charges...what do you think?

idle quartz
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For what? Nexus blasting?

idle quartz
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I'm sure we'll see some forms of demolitions but until the pickaxes arnt an unlimited source of digging through anything, not much point in limited supplies for the same thing

signal path
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Why a pickaxe? I know it's kinda dwarfy, but these guys are high-tech dwarves, they would at least have a pneumatic pickaxe, or even a drill instead? It would fit better.

idle quartz
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Because only Dwarfs use pickaxes when mining x3....

idle quartz
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I assume you plan on doing some kind of 'Dragon' rigtht? but an alien/bug like dragon that spits acid instead of fire? XD hordes gold?

ancient quarry
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a worm boss would fitting

idle quartz
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yeah but i dunno if 'bosses' should be a thing, maybe in a specific map

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but its kind of anti procedual...unless the bosses themselves are random.

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i hate watching Vermintide and a rat ogre comes out and everyone says "tank!" because its EXACTLY the same as L4D and i hope this games much much different.

whole rain
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Why not

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A wyrm.

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Best of both worlds.

idle quartz
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i dont like all the warnings and music that plays ๐Ÿ˜› if something scary is coming you should find out when it reaches ya.

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Something that could dig like that would be nice but eventually you'd have nothing to stand on XD

whole rain
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Why not just like a bunch of little sissy elves.

idle quartz
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we already have ugly brainless weak enemies

ancient quarry
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well how about a boss without a warming ๐Ÿ˜„

whole rain
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But like why not a whole lot of sissy elves.

ancient quarry
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"oh you need more than 20-30min" lets spawn a boss

idle quartz
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i dont think the swarms should have a warning ;o

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you should listen for them digging

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i mean how lame would it be if the Leeches screeched at you or something.

idle quartz
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The Driller's name has to be 'Doug'.

ancient quarry
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no thats not a dwarf name

idle quartz
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It's a reference

whole rain
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To Dig dug?

idle quartz
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mhm!

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he is...DRILL DOUG

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doug the driller?

left spoke
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@idle quartz sorry if I comment later about the matter but I was thinking to have some limited c4 charge for nexus blasting and also to dig faster or make HUGE holes

idle quartz
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but thats kind of pointless e.e the nexus is currently almost immune to bombs, you gotta get up close just to use the c4 and at that point you just shoot the eyeballs anyways. Maybe if there was a material too tough to dig through

idle quartz
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Like the driller could do it but in lui of that you need bombs to break X material

idle quartz
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Thats something i'd like to see. Vermintide has tombs that take up important slots, but DRG could have equipment loadouts you bring with you just in case you need them.

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Like if the Engineer brought space-C4 instead of turrets, just in case you run into a block of space-obsidian, because inside is rare goodies.

idle quartz
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I really dont like how the flamethrower feels, far too narrow a cone. Definitely needs burn damage applied on hit, and also splash where the fire impacts, so if you shoot it into the ground its going to splash and burn multiple little bugs. Chaingun honestly feels better at 'sweeping over enemies'

left spoke
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yep @idle quartz having the c4 could be good to mine some special amterial or surfaces!

idle quartz
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I'm hoping for some kind of rare mineral implimentation that are not part of the quest but can be part of progression, forging new equipment from precious minerals that you may not even be able to find within your mission.

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And if they require you to bring certain tools in lieu of WEAPONS then it just adds to the risk/reward and makes it that much harder to just "farm" on solo

near glacier
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  • Maybe some special equipment you can unlock / purchase during a gameplay. A gold tracker / sensor gun would be great. I got completely lost in a game just now where it felt like just a big circle :(
  • The map view might need to be 3d. With 2d you can't see depth, which seems very important in this game.
  • Also, toggling map view brought me to like 10 fps, and my laptop's pretty good (960m GTX, core i7)
idle quartz
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there is a bug with it i think, sometimes using TAB made my game crawl

near glacier
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yeah needs a bit of optimization

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Are maps just generated at start of the game and don't change?
It would be nice if there was a "Game Director" system in place like Left 4 Dead, where the environment, enemies, etc. change when the game determines it's necessary. Since ammo is so scarce, it'd be nice if at times the game realizes you've been wondering around for a while and spawns some easy-to-reach gold mines near you. Could couple that with a sound byte and some visual cue. Not too ham-handed to tank the difficulty, but just enough to keep players from simply leaving due to exhaustion/irritation.

idle quartz
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nooo the games too easy as it is

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nerf supply drop

near glacier
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๐Ÿ˜ฎ you think so? I've only played solo so I thought it was hard

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but in different ways. The enemies are manageable and well-balanced. But with the main goal being getting gold, and you being in a dark cave, it can sometimes turn into running around for 30+ minutes without anything to do

idle quartz
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Can reliably do solo at this point and me'n dave have 2-manned it a dozen times, darn drop pods ๐Ÿ˜ฆ

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Its definitely very different from L4D or vermintide though, since we can kite/run from these enemies easily

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and yeah getting lost is why you need a scout/driller/whole team

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its part of the learning curve, being lost = wasting ammo/flares = death

near glacier
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Yeah, so maybe they could invest in a solo-mode? A bit more resources at spawn?

ancient quarry
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i think they focos more on the coop aspect

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and tbh i like that

near glacier
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Also do supply drops stack? If I don't waste any X ammo and get a supply drop, will it double? Or should I waste before picking up?

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yeah coop games are pretty fun, but trying to do a strictly coop game is always difficult since it relies on having a constant player base

idle quartz
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nah i think solo mode should be hard and its easy to impliment, just by ALLOWING you to play solo

near glacier
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It's hard finding the line between difficulty and balance though. Having your players wonder endlessly for hours isn't hard, it's unbalanced/broken.

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I mean even adding something as simple as a beacon that you can drop and view from map view (to see where you've been) would be nice

idle quartz
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you have the tools to avoid that though

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you know you can hold TAB to see a line of every players paths?

near glacier
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with every class?

idle quartz
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As engineer, i often drop turrets at the entrance of every room

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as Gunner, use a zipline

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as a driller you dont get lost, you just dig ๐Ÿ˜›

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its good to pay attention to your compas when you enter a new room too

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getting into a room and then getting into a chaotic battle and getting lost is a big part of the difficulty

near glacier
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hmm perhaps the map generation causes different experiences, because in my last playthrough, I don't think I'd be able to classify the place I was in as a room. More like an auditorium. Giant circle without many key points to act as markers.

idle quartz
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Was there gas in the bottom?

near glacier
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not in the 3-4 player mode. I know the grinder isn't generated

idle quartz
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e.e you got lost in rookie grinder?

near glacier
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and in there there was a fire geyser that draws the players eye nicely

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no no in the chasm

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The grinder is fairly linear

idle quartz
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i think the longest run i had was half an hour

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if all else fails, open TAB and walk around. You can see terrain thats BELOW you, just find a place and dig straight down

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you'll be able to find your way back up

near glacier
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Did you change your key-bindings? Do you mean M? TAB draws the line, doesn't it

idle quartz
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yeah i meant M xD

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even if you're in a giant room, try to trace around the edges with the map open until you see a room below it

idle quartz
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If you do end up giving drills 'fuel'...would they run off the same ammo as the flame thrower? ๐Ÿ˜› interesting idea. And then even minepicks would have durability? It will make teams managing their resoruces a bigger part of survival, using cost-efficient methods to collect gold.

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Grappling Gun also could use ammo/changes, all the infinite stuff x.x

ancient quarry
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that sounds like a hardcore mode xD

idle quartz
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perfec e.e

idle quartz
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Need an enemy type that looks like a Stalactite. Some parts of the cavern are so low you need to break through them like they're a wall. Great place for an ambush ๐Ÿ˜›

idle quartz
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If you dont want to make fall damage more lethal how about adding a disorienting effect? Big falls daze your screen, make you move slower, scramble your coms (X, Tab, Map) for a short time.

ancient quarry
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if the floor is too weak you fall thouh it xD no flying rocks xD

idle quartz
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More procedually generated cave 'things'. Right now its mostly just Rooms and Tunnels leading to the rooms. Both of these zones could use more pitfalls, stalagmites, random dead end tunnels etc

idle quartz
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Would like to see smaller spawners too, tucked away in rocks or short tunnels or buried in rock and partially exposed.

idle quartz
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Another 'pearl' idea that isnt just a big open room, but like a honeycombed room shaped like a keg, sometimes you enter from the top and descend and sometimes you start from the button and have to climb.

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Can see how big open rooms are what you use for now, jelly monsters already spawn into the roof and walls, they'd be a nightmare in a compact room ๐Ÿ˜›

idle quartz
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Some sort of vision obscuring dust accumilation from mining? You already have Gas for a visual effect so maybe that but a little thicker? Gets stirred up when explosive or driller break through a lot of terrain. Just a nice effect. Driller already needs a little help with his HUD. Just a nice temporary obscuring dust cloud, could be useful for other things ๐Ÿ˜›

dense idol
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Im working on a system that can place "stuff" around the caves to make the more distinct and visually interesting. Not the smaller stuff thats already in now, but larger objects like the mushrooms i posted in the gallery

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could be cool if explosions left longer lasting particles floating in the air for a while

idle quartz
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mushrooms will do stuff?.. toxic when broken? tasty?

whole rain
idle quartz
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that sucker got redCAPPED

idle quartz
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Monster suggestion. Like the Cave Leech but nastier, maybe a wall hanging variety, behaves similarly. Concealed in the dark until someone is within range, then it emits a light for a few seconds, then reaches out to grab you extremely fast. So the only warning is if you see a blue or red or some color light. Similar to cave leech, watch for the lights and shoot'em before you nabbed.

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much scarier if you watch someone get snatched and cant even see what took them ๐Ÿ˜›

dense idol
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Im working on carving a small hole where the leech sits so that its a little more concealed

idle quartz
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"sits"

idle quartz
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Do you absolutely feel that HP bars on enemies are necessary ?

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Seems like they could be removed, they kind of feel out of place with the rest of the UI

woeful timber
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Can there be a POV selection?

dense idol
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Do you mean fov?

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Or third person view ala skyrim?

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Because we are not doing that โ˜บ๏ธ

idle quartz
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^maybe we want the bugs POV, maybe they have a point, maybe we're the bad guys

stone torrent
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nahh

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we're taking there gold and silver analogy

idle quartz
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fleshy lets play?

idle quartz
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Suggestion. "Elf" should be the lowest difficulty setting.

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Also... This is a sci fi game ๐Ÿ˜› the Grenade looks so old-school, hope those get a more sci-fi look to them later XD

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MOLLY has made the Scout even more overpowered. Can simply hook onto wall-resources, call molly... and she becomes a mobile platform to stand on to mine.

idle quartz
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Not super thrilled about the current ammo for the Driller.. It needs changed heat settings, it shouldnt overheat just flailing in the air, the heat it generates should be based on what you dig. Dirt should be easy, rock not so much. Bugs? a little.. Preventing drillers from digging through 150m of rock to reach escape is the biggest issue but when i get to a dirt wall i feel like pick axing it to conserve ammo on my death-drills.

idle quartz
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wait im typing something ๐Ÿ˜„ haha

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i love how they refer to the health crystals as red sugar... It really is a miracle substance isnt it? Probably quite valuable... What if you could mine them at full health and store the excess for bonuses?

dense idol
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It only uses ammo when you dig something or hit an enemy. As you say heat should probably do the same. We have already discussed different fuel usages per material, but first we just want an idea of how it feels to have limited usage of the drills. The aim is deffinately not that you should slave away with your pickaxe to save fuel โ˜บ๏ธ

idle quartz
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Coolants a pretty odd ammo, since that would imply it prevents the drill from overheating ๐Ÿ˜›

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it could use FUEL... like a certain WEAPON he uses...shared ammo... in fact the DRILL and FLAME THROWER could be one and the same wink wink ๐Ÿ˜„

dense idol
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Actually it was supposed to be named fuel. It should have been renamed

idle quartz
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Would be interesting if his drill and flamer used the same ammo pool though yeah?

dense idol
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Could be, but it would make it more difficult to balance

idle quartz
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for the driller ๐Ÿ˜› let him balance his own usage. Flamethrower feels really weak, might be nice as an "emergency" weapon

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like a satchel bomb is

idle quartz
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Note how it doesnt need a spinning start AT ALL :P.. this seems to be purely a video-game thing! I really miss the responsive minigun, felt better when fighting little bugs. I'm hoping the reason it was changed was because alt-fire will be a thing, as mini-guns ALWAYS have spin-up as an alt fire ๐Ÿ˜›

idle quartz
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Plus, consider this... If guns had alt-fires you could combine stuff and need less models! Scouts rifle and flare gun could be the same gun! ๐Ÿ˜ฎ

idle quartz
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Scouts grappling hook could be greatly balanced by giving it a bit of a cooldown! Still feels like cheating

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Power Boots. Super jumping ! ๐Ÿ˜› unlock and equip.

left spoke
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<@&257786783666929665> I really like the demo pack , maybe we could have a functionality were we could plant more than one and detonate them all. It will be also useful an options to remove them if wrongly placed.

p.s. I HATE the duration of the flares seriously...10seconds? Maybe 20/30 seconds and a little bit more light ๐Ÿ˜ƒ

dense idol
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Its already there, press R when you have dropped one

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I know its not really explained anywhere ๐Ÿ˜ƒ

left spoke
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@dense idol Nice to know! What about the flares? Are you planning something on them?

dense idol
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We havent talked about it for a while, but we may tweak it. Not as much as you would like im afraid.

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Is this in the context of Single player or a team of 4

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?

left spoke
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In single player... When I was in sandbox I Was counting approximately the duration..it was about 10 seconds and after the lights was going down.. In solo could be a little bit difficult to go with really scarce light but of course I know that is the objective of the game so don't take mine like a complaint ๐Ÿ˜ƒ

dense idol
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Okay, we agree there is a lighting problem in singleplayer and that will be adressed.

left spoke
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Thank you so much for listening our feedbacks ๐Ÿ˜‰

idle quartz
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Were you a scout or what? I think with the Laserpointer its not too bad, throw a flare just to spot the minerals and tag them

idle quartz
#

I think adjusting the values of gold/morkite and the objectives/drops would help a lot. Atm most veins are more than 40 in size, with 4 people mining different veins its kind of a pain passing molly along. But if values were cut in half or 1/3 you could mine a couple veins before needing to drop off to molly

#

sometimes just 6-7 swings of the pick can fill ya up x.x

idle quartz
#

Really hope Molly can be equipped with... goodies. Like what if MOLLY could be ordered to revive you? ๐Ÿ˜ฎ

idle quartz
#

Progression thought... Ever think about players having to spend resources in a mission to 'call down' their advanced goodies? Maybe the supply drop doubles as a shop. As opposed to unlocking them from the menu and bringing them with. Just an alternative.

left spoke
#

What if you could upgrade molly to act as a turret ? or with some really useful options like healing or regenerate shield?

left spoke
#

I had the ultimate idea for Molly!

Every dwarf could mount on molly a characteristic part of its equipment . Example.

Gunner : He mount its chaingun on molly that will use it as a turret and the dwarf in the meantime will remain only with his pistol ( i don't know 1 min without weapon with cooldown)
Scout : He mount on molly the flare gun that will illuminate a big room by itself and the dwarf will use only rifle ( 2 min of duration )
Engineer : He drop the platform gun and molly will become a platform to go up and down (duration 3 mins) dwarf will have only guns
Driller : molly become a driller for 30 seconds - dwarf will remain only with guns

What do you think?

#

explained like this seems a shitty idea but...it could be interesting

idle quartz
#

need need NEED a monster who is disturbed by flares/lamps. Hes completely deaf and mostly blind, attacking light sources. Turn your lamps off or get rekt. People will be more cautious about throwing flares in every dark tunnel. Has to be something sufficiently deadly enough to warrent caution. Too fast to outrun, capable of leaping and climbing and throwing players.

idle quartz
#

Also, maybe some kind of enemy that uses light to BLIND you? it kind of makes sense in the environment, things sensetive to light. If that were to happen, the Flare Gun could also blind if you shot a bug with it

#

assuming they see << its not clear.

#

videogame logic.

hardy gorge
#

I love the idea of a huge monster that is "awaken" by light ๐Ÿ˜ƒ
But damn, watch me scream ๐Ÿ˜‚

idle quartz
#

Yeah, especially adding the element of turning off your lamps so it cant "see" you

surreal ridge
#

We talk about interactions between enemies and light almost every day, so it is definitely among our plans ๐Ÿ˜ƒ It is not yet in development though, and things take time, so we will all have to wait for that to happen

idle quartz
#

I can offer this much... The new suicide bugs are either harmless or totally lethal. When i see them coming i dont waste the bullets, i let them touch me then walk away while they blow up. But if im solo and mining a dirt path they literally creep up and block you into the tunnel. Or worse, when you're up high and they creep up on you. Better to take the blast than try to jump i learned.

#

They could probably stand to be a LITTLE more lethal, like one hit KO on Hardest difficulty, they seem to often come in pairs.

#

Those are more solo-issues though. Getting caught by some blasterbugs while in a bad spot doesnt mean much in co-op. You get revived and move on. Might need more to be a danger to groups. Drop from the ceiling and explode on impact? Maybe they shouldnt glow until they're ready to blow?

#

I do like how sneaky they are though.

idle quartz
#

its late, going to sleep...have crazy idea to post tomorrow :D..

idle quartz
#

Wouldnt it be CRAZY if the exploding guys actually clung onto you then exploded?

#

Ok i REALLY like this suggestion, and i assume/hope the Supply Drop is one of those things subject to change... I feel it should be like this. You have limited Supply Drops depending on map/difficulty, but they are free. The supply drop itself is more like a vending machine where you can spend gold (or OTHER materials), individually buying Health, flares, or ammunition. The SupplyDrop thus retains its use as anyone can continue using it as long as they have gold. But since you may only have 1-3 pods, and some caves are really deep, you dont want to use them friviously either, you use one early and its a long walk back.

#

Atm i often run out of flares before ammo and just call in a supply drop for flares, kind of a waste but cant be helped, not my fault i was ammo efficient.

#

Also might help balance certain weapons or items (turrets, detonation packs, grenades) and future unlockable weapons which may be SUPERIOR but have pricier ammo.

#

its a lot more flexible that way. And i realize this also makes zero sense (they make you pay for things in the pod that will get left behind with its entire inventory anyways?!)

#

The ALTERNATIVE... still treats it as a store. When calling the pod you purchase what you need from the companies store and its delivered via pod. The pods would have unlimited uses but they'll cost gold in shipping/handling, naturally. So if ijust wanted flares, i'd order flares (maybe 60, so others can grab some too) and i'll be charged for the Pod + flares. The menu would be a lot of work, different ammo types/prices for all the various guns and items...

#

But this way you could prepare ahead of time too. Spend ALL your gold on a huge stockpile if you need.

idle quartz
#

Plus then you could have things available for drop that you cant bring with you, tools/upgrades to have a kind of mini-progression within a level

idle quartz
#

Wouldnt it be COOL if acid clouds/fire geysers could suddenly spawn as part of a random danger event? volcanic activity detected, get to high round! earth shaking, geysers opening up everywhere >: |

idle quartz
#

Possible to make Driller's power drill use an energy system? Gradually restores? If the goal is to prevent you from drilling straight to an objective, that'd do it. Like current ammo amount with a 3-5~ minute recharge before its full again

dense idol
#

It is not just to prevent that, its also to ensure that its not always the optimal strategy to just drill everywhere to preserve the other traversal tools

idle quartz
#

Feels like he really NEEDS to use it as a weapon, if coolant was adjusted to consume far less on Dirt and Combat (and maybe mining gold/morkite) and more on Rock it might be perfect

#

Flamethrower is pretty awful for its ammo limitations, it still feels like i have to AIM it at individual bugs in a swarm

idle quartz
#

ah it was increased to 40, thats good! took 13 fuel cells to fight off a single SWARM. And one demo pack.

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Sandbox on Hardest seems to throw a swarm at you instantly half the time XD

idle quartz
#

Possible to give flamethrower the same DoT components of the acid clouds? That and if bugs RAN from it like they do from explosions, it could become terrifyingly effective

dense idol
#

Yeah the flamethrower needs some love

#

Btw it shouldnt be called coolant anymore โ˜บ๏ธ

idle quartz
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i think 40 fuel might be enough if driller conserves and uses demo packs only on hordes (sure doesnt need them for digging)

#

but thats osolo, in team game i think he wont need to use drill as much with other tools available

#

and yeah it says Fuel now ๐Ÿ˜„

#

i like to judge weapons based on how efficient they are on an ammo vs kill basis

#

Can get a lot of milage out of some weapons!

#

Imma keep doing Sandbox runs w/ driller and see if i dont run dry

idle quartz
#

....I suggest we get a shove/kick button.

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Which totally wont be used to shove our friends off infinite pits.

idle quartz
#

I'd really like to see minerals that dont spawn on a visible surface, just scattered hidden in rock and dirt. Stuff that you'll never find unless you accidentally mine/explode into it. Then the driller (or navigator?) could get a Scanning tool that can see through walls to find hidden minerals. These would have to spawn in addition to the standard amount of minerals in a map. The idea being that some characters are BETTER at accessing certain veins in certain terrain easier than others.

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and Driller would be uniquely good at finding the hidden caches of minerals. If the Navigator has the scanner, then it would be more of a team affair. Alone with the scanner, it would take a scout awhile to dig the stuff out.

idle quartz
#

Toggle to turn off HUD, for crisp clean screenshotting? ๐Ÿ˜ƒ

dense idol
#

I think you can press V to take a 4k ss

#

it is not saved in steam but in the game folder

idle quartz
#

Existing or future monster types should really cling to the ceiling and drop down on players! Seems like something Swarmers should be doing

near glacier
#

The driller's drills should be able to mine minerals/ore too!

near glacier
#

upgrade suggestions: M.U.L.E - More lighting on Molly, Maybe defenses, etc

idle quartz
#

^i'm all for MOLLY having some perks for solo missions. The ability to revive you for example (at least once) and maybe a "Sentry" mode for MOLLY. But she'd need limited ammo like anything else.

sand ivy
#

ore that the class with the sentrie can place it on molly

idle quartz
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^i tried that when they added her ๐Ÿ˜„ you can stand on her and use her for a battle throne though

near glacier
#

suggestion: Please add ability to mark ziplines and platforms ๐Ÿ˜„

urban verge
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Late join pods, single personell deployment simmilar to the resupply. This would prevent late joiners from getting suck in lobbies.

idle quartz
#

I had a late joiner just spawn in the dropship, we were post qouta. We could see him in the ship but i assume he was stuck in the lobby

urban verge
#

@idle quartz : Might have been me, lol.

sand ivy
#

What @urban verge said but that players need to pay a certain amount of gold to get him in the game els it would be realy ez to finish a game: you die leave, new player joins

urban verge
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@sand ivy : 200 gold and you have to designate the zone they spawn in + twice the deployment time of the resupply.

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No easy healz

sand ivy
#

xD

#

, well ye that would be way better but that this won't be a part the first 2 minuts of the game, then you are still early game and players who dropped out while joining can still join back (if they want)

urban verge
#

Yeah, like have a time limit as to when late drops are free 3 - 5 min

sand ivy
#

yep, cus you can never know when a player leaves the game happens all the time in other game and if you must pay a certain amount to get them back it can lose you the game

#

atleast at the players who joined in the midle and are able to spawn you can have an expection that they will play knowing they waited to spawn.

latent mango
#

i think some more ores to collect would be cool to elongate the missions
i also had an idea for a survival style mode, In which your team is stranded at the "bottom" of the mines and you have to collect resources to re build communications and get back home

urban verge
#

So recap on the late spawns mechanic:

#

Late drop pods are free and quick to deploy within 2 - 5 mins of the first spawn. After that, they cost double the amount of resupply and are twice as slow. Each personnel pod spawns a single player.

#

Does that sound fair?

idle quartz
#

You're saying that the players should pay gold to accept late-joiners?

urban verge
#

Yeah.

#

You're basically getting manpower, and that person full health + weapons for 200.

idle quartz
#

And increasing the difficulty

ancient quarry
#

like in borderlands... late joiner increate the difficulty instant

idle quartz
#

I like the idea of personal drop pods arriving at a player location but not for late joiners. Eventually there has to be a "stay dead" mechanic, atm you can constantly revive people.

#

I think once someone hits the actually dead point, they can be brought back via personal drop pod at a cost.

#

But later joiners should just spawn next to molly.

ancient quarry
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you died 1. time ... revive coses X gold... 2. time the double

urban verge
#

You know the game Space Beast Terror Fright? That game has similar session mechanics. That game does not allow late joiners, and guess what? SBTF has dead online โ€“ nobody plays it.

#

L4D - great example of allowing late joiners = thriving online

idle quartz
#

L4D has bots and the bots work

#

ditto vermintide

ancient quarry
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late join is fine

urban verge
#

Late joining needs to be a thing, or this game is going to fall flat on its face.

ancient quarry
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some ppl have internet drops and want to get back into the friends game

urban verge
#

I'll give some more reasoning. The session mechanics are wanky as it is. You can't see other lobbies when you start. That means you canโ€™t easily coordinate with randoms. Youโ€™re sitting in a lobby hoping to god there are enough people with the patience to sort through every server. However, someone might see all those one guy servers and assume the game has started, ergo they can't join. So that guy starts his own serverโ€ฆ now youโ€™ve got the entire online populace waiting in their own lobbies not playing the game.

#

Of course, the difficulty issue shouldn't be a problem as each gamemode should be balanced in proportion to the number of players.

ancient quarry
#

i think at the end there will be everything fine ^^

urban verge
#

@ancient quarry yeah

idle quartz
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Just assume that the entire menu, the lobby system as a whole, is temporary, as this is an early alpha. Heck, first and foremost they gotta show us games that have started vs not started

#

trying to join a game but if its started im stuck

urban verge
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Yeah, I hate that you can't back out of lobbies. There needs to be a "game in progress" identifier.

idle quartz
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There used to be, before they implimented joining in progress. Was just open or greyed out

urban verge
#

Hopefully yeah

#

I can't stress it enough to the devs. Random pickup games are the soul of online gameplay for any cooperative orientated game. It looks like DR is going for the team survival dynamicโ€ฆ which depends heavily on having a team in the first place. Haveing a four pack available in the steam store is nice, but some people arenโ€™t willing to shovel out the cash for it and/or they canโ€™t always get three other friends to play. Sure some people can get lobbies together over steam forums, but itโ€™s a hassle. Accessibility needs to be part of the game.

#

It's something that PULSAR: Lost Colony does right. Players can just pop into matches at any time and the online is thriving on the weekends.

idle quartz
#

Steam doesnt do bundles anymore but some other online stores do

near glacier
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I have to agree here, random joining and open games/etc will be the lifeblood of this game.

#

If a fourpack isn 't available, at a minimum you gotta try to get a 2-pack option! A co-op game without a multipack option is very often not picked up in gaming communities. I know my streaming group TWIP (teamwork in progress) doesn't pick up any co-op games that aren't multipack.

ancient quarry
#

steam still do sale 4 packs... just look at terraira

idle quartz
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Old games are exceptions, grandfather clause

#

new games no such luck. Invisigun Heroes for recent example

ancient quarry
#

hmm true.. i dont see new games on the list

idle quartz
#

I think this was done a little after the refund program. There was a loophole in refunding games bought from packs =/

ancient quarry
#

well, i try to not buy from steam ... they take 30% of the money... iirc GMG only take 10%

#

or it was GOG

sand ivy
#

i just prefere to buy humblebundels xD

near glacier
#

Way way future suggestion: MULE skins and replacements as optional dlc.

idle quartz
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^way ahead of ya! Already told them MOLLY needs a make-shift beard on her

#

Would need to be host-only

sand ivy
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@idle quartz na just a unicorn costume that will be just fine

idle quartz
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these are space DWARFS. not space ELVES.

sand ivy
#

a unicorn is a mythical creature while a elf is well ...

idle quartz
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a disease >>

sand ivy
#

yes

idle quartz
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Suggestion repeat for emphasis! Let us hold down the Laser pointer to apply a marker that lasts until we mark something else

idle quartz
#

...Swarmers can go on ziplines? ๐Ÿ˜„ hahahah

dense idol
#

What? ๐Ÿ˜ƒ

#

Is that a suggestion or an observation

keen temple
#

Suggestion! Drop in drop out coop? that a smaller pod travels down with only one dwarf inside, or you just make the new guy spawn in the hole the starting drill dug.

EDIT: Perhaps another purchasable in exchange for gold, to respawn a teammate / bring a latejoin in

daring kindle
#

I know this is pre alpha but i think the weapons should have a little more detail

dense idol
#

We will get to that ๐Ÿ˜‰

idle quartz
#

totally a suggestion aminoller ๐Ÿ˜› you dont want ziplines to be op heh

idle quartz
#

@keen temple L4D and Vermintide both have a "rescue" system when a player has become fully down. I'm hoping when DRG gets a fully 'dead' state, that there will be an oppurtunity to bring players back via personal drop pods. Whether they'll cost gold or morkite or something else is unknown ๐Ÿ˜ฎ

idle quartz
#

of course, UNLIKE L4D and Vermintide, the inability to bring a dead player back could lead to that player just quitting with no bot to replace him. Then the difficulty would drop for everyone else. Then they could potentially just rejoin in progress. Needs to be a cut off or exploits will occur

keen temple
#

Yes, that's true. Allthough some assymmetric coop could also be fun to add, not sure how but like a spectator mode such that you can spot ores or enemies

#

Maybe by means of a flying drone, or one more of those crawly things like the MULE. Or give the 'dead' player controll of one of the engineer's sentries

idle quartz
#

or just let dead people spectate the living ๐Ÿ˜›

keen temple
idle quartz
#

i'm just worried about Difficulty and Progression being linked and abused by late-game joining x.x

ancient quarry
#

i still looking for the unlimited mode "how deep can you go" ^^

idle quartz
#

What also worries me... Is that finding your way through the cavern is part of the game. BUT that gets to a point where its annoying to get lost and run in circles. Its supposed to be punished by monsters because they keep spawning but.. not enough. Really should adopt a Risk Of Rain system of aggro

#

a "Hive Activity" meter that goes up over time/events so you know you are racing against a clock .AT least if you get lost, you wont run in circdles for 10 minutes, with any luck the bugs will eat you before 'navigating' becomes tedius ๐Ÿ˜ƒ

keen temple
#

Yeah the whole difficulty - progression link you're on about is a good point, but i think balancing is always possible, and certainly if only PvE is the way to play for now

idle quartz
#

its both thematically appropiate AND mechanically necesary. The longer you are there, smashing stuff, killing things.. The bugs will grow restless!

#

Ever deal with ants? A dead ant sends out pheremones and more ants come x.x

keen temple
#

True, some kind of ramp in difficuly over time seems like a nice feature. It could be time based but also progress based? so the amount of ores you mine increases their restlessness instead of the time you are taking for the mission

idle quartz
#

i think it should be an optional mode, since its basically a difficulty modifier.

#

@keen temple Time and Event, destroying ores/terrain would be one of them. Generally wrecking stuff that disturbs the wildlife down there

#

like for example, detonating a field of Explosive Plants.

#

Sometimes you may need to use C4 just to survive a nasty wave of enemies. But it'll cost you in the long run!

daring kindle
#

They should make it like when u kill the monsters their blood spills on your body and so it makes the other monsters more atracted to you

idle quartz
#

^Pheremones yeah, like the Boomer from L4D. The Boombug could be one of those 'events' that increase activity, if getting hit by one. Atm they're not so dangerous in co-op. Jellyfish breeders/stingers could also become a sort of Neutral alien life form, only attacks in self defense. But then you need a reason to attack it. Maybe they drop morkite or gold? Maybe they eat the stuff. But then killing them increases Hive Activity again

#

Certain Monsters only coming out after a certain Activity has been reached

urban verge
#

How about different modes, along with difficulty level? The modes would be as follows: Rush, Hive, and Frenzy.

#

Rush involves the game mode we have now - no agro from digging, or actions with regular enemy spawns. It's like a regular 'ore rush' and you try to just get an ore quota.

idle quartz
#

^Yeah i think Hive Activity should be a mode. People always ask if there are other modes, i dont think different maps will be enough to keep a lot of people

urban verge
#

Hive involves the agro, but the players don't have a quota and can call extraction when 2/3 of the payers vote for extract. They just have to try a see how much they can get before they're forced to pull out.

#

Frenzy is Hive except with a quota, and extraction is called only when it is met.

idle quartz
#

I like the sound of that. maybe change the names to match the mode, but trying to last and dig up as much as possible is worthy of a game mode, bit of a survival

#

but with greed

daring kindle
#

They should make a medic

idle quartz
#

^i think the Gunner may qualify

#

hes like the bodyguard, keeping everyone alive is his job

urban verge
#

If loadout selection is implemented, you might be able to swap the gunner's detonator for a med pack.

idle quartz
#

atm you can basically revive people nonstop, once we know what DEATH actually means then we can theorycraft ๐Ÿ˜„

#

they have talked about other classes before and there is definitely potential for 'medical' weapons but nothing thats a permenant source of health

urban verge
#

What about a syringe gun like from TF2?

daring kindle
#

They should make like a dart gun that shots healing darts so when a player is down and u cannot reach him because your fighting monster u can just shoot him with the dart gun and he will be revived

idle quartz
#

^had the same thought, ranged revival

daring kindle
#

that would help a lot

urban verge
#

How about instead of the detonation packs for both the driller and gunner they can choose a syringe gun, or revival injector.

#

That way even a single class has to trade off offensive capability for it.

stoic nexus
#

Maybe small rocks/stalagmites/rubble shouldn't have collision. It would avoid you easily getting stuck between little things and make the overal cave crawling smoother.

idle quartz
#

^Stalactites can be destroyed in a single pick swing unless its really big

#

i kind of like it like that, getting stuck in a super crampt cave

urban verge
#

It might be strange for projectiles to pass through.

stoic nexus
#

Not sure if the rubberbanding and really weird movement had anything to do with the little rocks or just server lag

#

In hindsight, probably was some server lag

idle quartz
#

Definitely had some performance issues in that giant cavern, and places with lots of poison gas ><

stoic nexus
#

I dropped everything to low except effects

#

since poison gas only shows up with effects on Epic

idle quartz
#

More specific end of mission details, maybe break down of specific kills? Would help in determining what kind of enemies you're getting and might be useful for balancing in the future.

urban verge
#

I'm sure GSG has some sort of analytics from the missions.

#

There must be an enemy composition to failure rate. Like when a bunch of jellies spawned at the start - we died instantly.

urban verge
#

I think that at any given moment, if all four players are depositing, or mining ore mobs should spawn. I know it's sorta like a standing flag, but it would catch a lot of people off guard - and it indicates if they are getting too comfortable.

urban verge
#

Some of the alien swarms seem sporadic and infrequent. Sometimes during a mission there will be two, or three consecutive swarms at the beginning of a match. The mission will then go off without a hitch โ€“ with very light contact for the remainder of the game. Going back to what was said:

#

@daring kindle @idle quartz Mentioned pheromones and trigger events for hive swarms. Something like that might be better than randomly timed attacks.

stone torrent
#

they get triggered when you meet your quota

urban verge
#

But is that the only trigger? It seems like even on very difficult missions there can sometimes be hardly any swarms.

surreal ridge
#

@urban verge We know that the current swarm system is far from perfect and we already have in mind ways of making it more balanced and interesting, but somehow unpredictable ๐Ÿ˜ƒ

idle quartz
#

^As long as radio guy doesnt tell us its coming >: / gives too much time to prepare. Should listen for signs of a swarm or be caught off guard

urban verge
#

I think the ability for the controller to scan should be determined by cave depth - harder missions are deeper and chambers that reach below a certain level should be cut off. The less reception, the less warning time. Also, some mobs should lay still and ambush only when disturbed.

idle quartz
#

When someone first starts the game, maybe highlight the hot keys in the top left with flashy arrows and boxes. A lot of people somehow miss them ._.

idle quartz
#

Some Gunner role/balance suggestions, some probably already planned.
The gunner seems to be in a really good place, lots of firepower for close and long range and a decent mobility tool. He'll probably get more HP/shield before hes through. So for a weakness i think he could have reduced flares. I assume 30 per person is just a placeholder. Maybe less inventory for minerals too. 20 inventory, 15 flares. In a team setting he should be guarding others as they mine, and not leading at the front anyways so he doesnt need to toss so many flares. In a solo setting hes got the firepower to last a lot longer so he wont suffer if it takes him longer to find stuff.

#

Assuming 50 shield/100hp is an average he'll probably have 75/125 or 100/100 and a little less move speed

#

...Also as an easy/early 'unlockable' it would be nice to get flashlights on guns maybe ๐Ÿ˜› like... strong one >>

urban verge
#

I wish that the gatling gun had a floodlight on it. It seems like the gunner would specalize in directional visability, while the scout should focus on area visability.

urban verge
#

Iโ€™ve been thinking about alternate equipment selection lately and progression. I think that each class's โ€œprimaryโ€ weapon should remain fixed to aid in class familiarity; however, the secondary weapon should be selectable. This would also help vary gameplay and allow each class to have a little more personality.

#

โ€ข Recoilless Rifle (Grenade Launcher alt) โ€“ Launcher that fires explosive recoilless rifle shells. They donโ€™t explode on impact, but rather embedded themselves in enemies or terrain, and then can be remote detonated. Can be detonated midflight to airburst.

#

โ€ข Laser Projector (Flamethrower alt) โ€“ Same damage as the flamethrower, but concentrated and over longer range; capable of continuous fire and causes burning on contact. However, this weapon lacks the ability of area denial because it doesnโ€™t leave behind flames on terrain.

#

โ€ข Chain Gun (Gatling Gun alt) โ€“ Single barrel autocannon that fires small explosive rounds at a slower rate of fire. Might be more useful against armored units and large targets, but not so good against swarms.

#

โ€ข Sub-machine Gun (Assault rifle alt) โ€“ To make this one interesting I think it should be double barreled. Increased rate of fire and larger ammo pool; at the cost of less damage per bullet. This gun should be killer against swarming enemies, but players better keep a close eye on the ammo count.

urban verge
#

(Sorry, text dump. I've got lots of ideas. ๐Ÿ˜€ )

#

Also, the Driller and Gunner seem to have very bland equipment selections. Detonation Packs are useful, donโ€™tโ€™ get me wrong, but theyโ€™re essentially big, timed grenades. I feel that the Gunner should have the option to swap the explosives for the Syringe Gun that was mentioned earlier, and the Driller should be able to equip Thumpers.

#

I imagine the Thumpers as plantable, pylon like devices that can be activated remotely. Instead of exploding immediately, the pylon begins giving off sonic vibrations which attract hostile creatures towards it - a decoy of sorts. This can be used to lure swarms to different areas and facilitate escape. Upon being damaged enough, the Thumper will explode an incendiary compound like napalm โ€“ wounding the hostiles that attacked it.

idle quartz
#

Thoughts on a challenge mode where you try to go as deep as you can? Or maybe a preset depth. Like 1000m, and higher on more difficult maps. Morkite would need a new use and gold more sparse. Aliens are easy to fight while mobile but in a map that often forces you to dig and aliens keep coming it'll be a lot more challenging.

idle quartz
#

Speaking of challenging... You could really make a Nightmare difficulty mode by doing two things.

  1. Make the bugs faster.
  2. Make them black. Take away their bioluminescense and you wont see them coming a mile away. Bullet sponges arnt scary but things that are fast, hurt, and sneaky are. That would really be a nightmare difficulty.
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And thats just with existing monsters. I'm sure you've got all kinds of HORRORS lined up.

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Things that grab, throw, snare, drop, burst, leap ๐Ÿ˜›

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Sickos.

rain fog
#

Good ideas ๐Ÿ˜ƒ

urban verge
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@idle quartz Maybe for the digging challenge you have to defend some sort of drilling machine?

#

Also on the topic of increasing difficulty, have different ecosystems been discussed? Perhaps as you dig deeper you encounter different creatures and threats... I'm pulling from the survival game Subnautica here. In Subnautica, as you journey deeper into the ocean the dynamics of the creatures you encounter change and so does the threat level.

urban verge
#

Also, it would be nice to see a little bit of a food chain going on. Perhaps cave leeches pick off anything that gets too close, and not just dwarfs. It would be really cool to see non-hostile creatures, or creatures that only become hostile once provoked. That would make the cave wildlife seem more rounded out.

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Seeing non-hostile creatures fleeing can telegraph the approach of predators and potential threats. Rewarding players for attention to their surroundings is a big part of this game. Fleshing that aspect out and creating subtleties will make gameplay more rewarding.

left spoke
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I saw a video on FB where @grim escarp was 'flaming some spider' and the spider were suffering of some burn damage. I was wondering if it will be possible to have some burn damage even when the terrain is burning.

dense idol
#

You mean when you set the ground on fire with the flamethrower? Yes eventually that will be possible. Im building a system to handle all that kind of stuff.

idle quartz
#

Let us mine/store Red Sugar. Could just give us a 'Healing' key where we heal ourselves from our red sugar supply, we could also heal others with it. Reviving others from Death could then require an amount of Red Sugar.

agile gazelle
#

On that note, there should be some red sugar caverns. That would allow for longer missions as well as a means of keeping the team healed without having to rely too heavily on supply drops.

agile gazelle
#

Another thing I think might be usefull: having flares/grenades be launched using the players momentum at the angle they are looking

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On the subject of flares: they need to last longer...A LOT longer. Even the scout's flare gun flares usually don't last long enough to mine out a deposit of gold/morkite.

agile gazelle
#

speaking of things that need to last longer, the markers made with the laser pointer.

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I've been using them to determine the highest areas of gold/morkite deposits placed on walls. It's been a slightly frustrating experience having to walk all the way back out of a tunnel to go and replace the marker just so I can continue digging my way to it

agile gazelle
#

On last suggestion: Y'all should have a praise channel where we can sing your praises about all the things we think you are doing right. ๐Ÿ˜„

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And trust me, there's TONS of things I love about this game. ๐Ÿ˜„

urban verge
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@agile gazelle You can just put any praise in general.

agile gazelle
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To get mixed in with everything else? nah... ๐Ÿ˜›

idle quartz
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Yeah i wanted a Feedback channel that wouldnt get swept away so easy ๐Ÿ˜›

urban verge
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I dunno, I think GSG is looking for critical feedback and not so much flattery. They'll get plenty of accolades when a near perfect game is released.

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Mentioning what is done well; however, is just part of the development process.

idle quartz
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so many things are temporary placeholders it might be best to reserve feedback until more things are final ๐Ÿ˜„ like the appearance of the characters and weapon models, molly, voices etc

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i miss the old gatling gun

urban verge
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Yeah, I'd imagine GSG has a temp sheet with all the suggestions listed out and the number of times things have been mentioned.

agile gazelle
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the appearance of the characters and weapon models

I honeslty LOVE the low poly look everything currently has

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It gives is a somewhat unique feel and I honestly hope it stays that way

idle quartz
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need beards on those baldchins

agile gazelle
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I figured that much will come in due time, I'm mainly referring to everything else

idle quartz
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i hope it does, the new picture of the 4 characters has two of them beardless x.x

agile gazelle
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Yeah, but at least of them(the scout) has a gnarly looking 'stache ๐Ÿ˜›

urban verge
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Beard customization ๐Ÿ‘Œ

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Want it. Need it. Gotta have it.

idle quartz
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^Devs are like smartass genies. If you ask for beard customization they'll give you a "Beard, yes or no?" option.

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Then they'll hide it under a bulky space helmet.

urban verge
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I would like some degree of outfit customization.

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Maybe they can fit some goat decals in.

urban verge
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I can already see some of the otufits: Chozo, Discovery One, RDA, TriOptimum Corporation, USG Ishimura, Weyland Yutani, ฮป, โ„ง... this list goes on.

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It really comes down to what the devs feel inspires them to make the game.

idle quartz
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i bet if they do cosmetic outfits, they'll have a fantasy themed set as an homage to Dwarka

idle quartz
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I've probably mentioned this before but... Thin terrain that breaks when walked on/shot/mined. Could generate in random places, around ledges, over pits, in areas where rooms connect by just a slim section. Like an even thinner dirt. watch where you step ๐Ÿ˜„

agile gazelle
#

I thought of another scenario, might even be a reasonably good PvP one: Rival Corporation

Have your team and another faction[Gobo Globe Enterprises(gobilns) or Interplanetary Mining Corporation(humans) or Cosmic Resource Retrieval Consortium(space elves)] of another race as you race retrieve as much of a resource(could be morkite or something else entirely, maybe unobtainium?) as you can in a set amount of time. Whoever retrieves the most and has the most players make it out alive wins.

idle quartz
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no space elves. In fact they arnt doing other fantasy races =/ also elves wouldnt get their hands dirty with manual labor.

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But i do think a PVP mode is not impossible

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Did have a "fun" mutator in mind though. Just like a difficulty setting, you can either use the Drop Ship (what we currently use to escape) or Drop Pods. When the objective is reached this would spawn four single-occupancy pods around the map ๐Ÿ˜ƒ

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and everyone has to race to them n.n

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Just as a little twist to the ending.

agile gazelle
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they arnt doing other fantasy races
Lame

also elves wouldnt get their hands dirty with manual labor.
That's as simple as them using robots

idle quartz
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elves dont know technology. Also as if they'd build robots with their frail dainty precious hands.

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they bake cookies, write poems, and cry a lot.

urban verge
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Are he dwarves just genetically modified humans, or are they an actual race?

#

I've never been clear on the lore

idle blade
#

It could be nice to have some female Dwarfs. I remember a scene from Lord of the Rings where Gimli says that many other races didn't thought Dwarfs had Female gender, because Females Dwarfs also have beards. So it could be nice to see what creative Characters could come out of it ๐Ÿ˜ƒ

agile gazelle
#

^this

idle quartz
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The Dwarves are an actual race, there is a bit of dialogue about being 'mistaken for a human'

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And yeah female dwarfs are just as tough, they aint housewives.

idle blade
idle quartz
#

like i dont know gimli's lines by heart x3

#

if they do end up adding a 5th character ... just remember, they'd need to find a female who can voice all the lines of a dwarf

#

they may just have to go with who they have available

idle blade
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true true :), it was just a suggestion ๐Ÿ˜ƒ

idle quartz
#

ok this needs to be said.... Autoshotgun is grossly overpowered

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Its the highest DPS weapon in the game with a huge ammo clip, its strong enough to easily three shot praetorians. One clip can destroy TWO nexus's. it TWO shots cave leeches.

urban verge
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I'd say it needs some balencing. Just tweak for range and spread, and give the sawed-off the benefit of better damage at closer ranges

idle quartz
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I think it just needs its ammo cut in half, from 8/100 to 8/54

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let it be a STRONG and VERSITILE weapon, but not one you can use all day long x.x

#

its literally as good as the mini-gun in terms of ammo/kill effectiveness

urban verge
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Well, as long as there are five nexus spawners in every major cave I'd say leave it for now.

idle quartz
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^those are only a problem for drillers

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solo drillers ๐Ÿ˜›

#

i like the idea of him having these powerful weapons, Grenade Launcher, but need drastic ammo reduction

urban verge
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The driller is going to be great once the flamethrower can area deny. It can be used to temp cover swarming enemies sneaking up behind

idle quartz
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right but he'll still use a whole tank VS a nexus

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the C4 just doesnt nuke those things

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yeah keep his grenade count, he has turrets to rely on for extra ammo

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for a solo character that should be about his weakness... Powerful weapons, burst damage, but limited ammo.

urban verge
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I think the Engineerโ€™s turrets shouldnโ€™t evaporate once they run out of ammo. The Engineer should carry around a pool of ammo that he can distribute to each turret. So let's say he has 2000 rounds max - set up 4 turrets - they each get 500 rounds to shoot (fairly reasonable). After those turrets run out of 500 he can reload them with another 500. But hey - that means he can frontload ammo if supplies are bountiful. Limit each turret to 1000 round capacity. Two turrets with 1000 each, or four with 500. Also, this means that even if a supply drop is called, the engineer has the option to reload his existing turrets, or place four new ones in a new location and reload those.. This prevents the amassment of dozens of turrets.

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The Engineerโ€™s primary damage output just became scalable. Small cave? Just put one, or two. Big cave, and large area to defend? Better place four turrets, but watch out! Because you now placed four turrets, and although the DPS increased, the ammo runs out faster.

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New supply drop? You've only got enough ammo to fully load two turrets, or load four with 500. Sure you have the option to place new turrets elsewhere when you're bugging out, but what if you have to pull back to the location youโ€™re already at? This forces players to plan ahead and make critical decisions.

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As for the grenade launcher, I say keep it. When there aren't sixteen turrets backing up the engineer, the game is going to have a totally different feel. The Combat Shotgun needs to be tweaked to favor a smaller spread over greater distance and reduce the ammo to around 70 - 80 for now. Give the Scoutโ€™s sawed off a wider spread, and a slight damage boost.

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Additional Consideration: Make Warriors resistant to explosive damage & make Leeches resistant to bullet damage.

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(Sorry, text wall ๐Ÿ˜ฌ)

graceful pecan
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Add a mineral/ crystal that changes gravity in a localised area/ cave. Allow for super jumps, or just turn their world upside down

idle blade
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After seeing the Biomes trailer, I was thinking of Tethers from Astroneer.
It could be cool to have a mineral in the game that made it possible to craft Tethers. Or it could be used by the Morkite minerals. And maybe then it can only be crafted by the Scout or Engineer.
But to balance it a bit you would need to change a weapon for it. For a scout you change the Flaregun, and as Engineer you change your turrets.

It order to power the tethers, so they light up, molly needs to be near the tether line in order to power it up.
A disadvantage would be that it attracts monters or even swarms over longer time. Just to keep of the pace of gameplay :)

Just another way to create path fiding system for the players to figure the way back to the start if the Exscape pod is there, or if they want to light up a place where there is lot of minerals to harvest :)

But it is just a suggestion ๐Ÿ˜ƒ

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Have had small problem when you die, could be nice there would be a time limit on how long time you have to revive a player. Maybe borrow the system from Left 4 Dead ? When a player is dead, the player is spectating.. When the rest of the group read a curtain point in the game, the player can respawn as being trapped behind a door or something similar and the team have to "rescue" the trapped player.

Since there are giant spiders, it could be nice there would nests some places, where the the dead player could respawn as they where trapped in spider web cone. Just like in LIMBO (sort of spoilersorry) the boy is getting cought by the spider and is spun into the spider web. Just how spiders save their food.

So when you destroy the web the player respawn. Could be other ways as there are other monsters, but again just a suggestion ๐Ÿ˜ƒ

idle quartz
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You do have a time limit, but its like several minutes long atm

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i hope they dont copy the same l4d/vermintide death mechanic though ๐Ÿ˜ฆ atm, a resupply pod will revive a dead player.

idle blade
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Good point

idle quartz
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Cant you just cause fragments under a specific size to disintigrate? messy mining leaves behind tiny obstacle rocks >: |

idle blade
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It could be nice to use the environment to kill the aliens. E.g. make some of the spikes be able to fall down and do damage. Could use it against a swarm, and you would need to sacrifice a team member, that could put on some smell for attention so the aliens go after that player, then the other team members can dig above the spikes and e.eg. place some dynamite to make the spikes fall down.
I know it seems counterintuitive, since you have a system that seems be a mixed of Voxels and Polygons, but some areas could be made with that function I guess. ๐Ÿ˜ƒ

hexed prism
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the flares really need to last longer, and maybe one class can have placeable pointable spotlights IE place it on the cave floor and point it up at a gold deposit your crew is mining.

idle quartz
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^but why do you 'need' light on a vein you are already mining? especially since lamps are already on it

ancient quarry
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maybe a google doc where we can see all suggestions so far. so we dont make them more than once

idle quartz
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i think they read them all ^

ancient quarry
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ya, i mean for us ^^

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and sort them in ... things we like and add or NO

idle quartz
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Cosmetic + Mechanical suggestion for Driller. He needs a FULLY COVERED dome helmet, can be metal or glass depends on if you want us to see his face. He should be the most armored/heavy if he is to be a 'melee' guy. The Engineers helmet in the old logo is perfect example. Mechnically, this should make him immune to Gas hazards, for which there is currently no work-around.

ancient quarry
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idea for medic class... something to suck the gas

idle quartz
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If we do get loadouts and equipment we can pick from... i assume Gas Masks will be available for everyone

ancient quarry
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and he is the only class to get a lot more out of red crystals

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like he dont only get heal-ammo from the droppot also from the red

idle quartz
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I like the idea of a 'heal gun' fueled by red sugar BUT... Right now health is such a non issue. IF you go down you can be revived. If you're hurt you got red sugar for yourself or drop pods. If they added some kind of actual WOUND mechanics, then a Medic class would be more important

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but atm shields are amazing and taking damage isnt much of a concern n.n

ancient quarry
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one weapon could be a fast or ranged revive

idle quartz
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but the scout already has one x3

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he can hook to anyone and revive them, and one grenade clears the bugs out

ancient quarry
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maybe skill changes for the classes ๐Ÿ˜‰

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and change in movment speed and armor

urban verge
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@ancient quarry I'm sure that's planned.

idle quartz
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i hope we can see different pickaxe types too ๐Ÿ˜›

ancient quarry
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you need lvl 50 to equip the diamond pickaxe (100% faster than a normal one)

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and its a rare loot in a random ancient mine

idle quartz
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i mean like, a pick/hammr for driller or gunner ๐Ÿ˜„ more weaponized

ancient quarry
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tbh, LOOT should be a thing ... EVERYONE LOVES LOOT

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i dont use caps often... only when i got a good idea ๐Ÿ˜„

urban verge
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Diamond pick axes make no sense.

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Maybe Carbide reinforced tools

idle quartz
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pfft.

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MITHRIL pickaxes.

ancient quarry
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diamond was just a placeholder for other materials ^^

idle quartz
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Gromril pickaxes...

ancient quarry
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rubber pickaxes

urban verge
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Titanium coated high speed steel

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Zirconium cermet

ancient quarry
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adamantium or vibranium ^^

urban verge
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Those are trademarked

ancient quarry
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wtf, really?

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rofl

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ok i can imagine

urban verge
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Yes, by marvel. So unless GSG wants to get sued...

idle quartz
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Orichalchum

urban verge
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That's just an ancient word for platinum

idle quartz
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yeah but its common in fantasy games ๐Ÿ˜› may as well go with it. Or just use Mithril!

urban verge
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Which is basically Tolkien's dwarves word for titanium

idle quartz
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and its pretty much a fantasy staple and often associated with dwarves, so its a good fit. Could give it a sci-fi name in game officially, but just have characters refer to it as mithril

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hm.. they should refer to gold and morkite by some funny terms too, like the Red Sugar

urban verge
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Yeah, the names are rather arbitrary. Just have something that sounds cool.

idle quartz
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hm.. i'd like a planet name for where they are mining

urban verge
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I think adamant is in general domain

idle quartz
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danish for dwarf is dvรฆrg so.. dvรฆrgium ๐Ÿ˜„

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Dwarvium !

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Carlomite?

#

named after Carl, who discovered it, then got ate by bugs.

#

Things are often named after people who discover it... or other people so...

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I was thinking they could also have funny terms for the alien life. I'm sure they'll all have "official" names, but then they'd have what the miners call them.

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And one of them has to be a carl reference... Carlbane...

urban verge
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It should go something like: Cobalt < Carbide < Cermet < Adamant < Dwarvium < Mithril

idle quartz
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i love the little things in games like that, charming extras

ancient quarry
#

i wonder what easter eggs will be in the game ๐Ÿ˜„ like random stuff named after us discord ppl ... like a little dwarf puppet, or a bonzai ... and you get an steamarchivment for finding all of them

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1 per map, but random

idle quartz
#

Hey got any plans for colorblind people? would they have trouble seeing morkite ? o.O

ancient quarry
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ya colour blind should be a option ... just got this problem in another dev discord

agile gazelle
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Most forms of colorblindness only affect people being unable to discern the difference between green and red

idle quartz
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ok thats good! Its really nice that morkite can be seen in the dark but if you couldnt it would really suck x.x

ancient quarry
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a 3d map for the scout ... a normal map (like it is now) for the others....

#

cos its really hard to tell on what height you are

idle quartz
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Yeah i want to see map changes x.x different for each class or... just kind of a progression thing.

ancient quarry
#

or/and some classes dont have a map ... coop is more needed

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remove grapling gun and give the scout claws to climb walls

#

since there is a zipline

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or zipline for the scout and a new skill for the eng

urban verge
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Naw, no hooks. Just limit the angle of grapples fire to more vertical shots. Digger/engineer - down. Gunner zip line - horizontal movement. Scout - vertical movement. Also, remove the ability to grapple reel straight down. Add some sort of repelling action

ancient quarry
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tbh, i look for more classes ... ya medic is one... what else classes could there be?

idle quartz
#

Ugh, 8 minute and 30 second Chasm run

#

Physics correct grapple hook that has repelling yes. But i could see climbing hooks as an infinite ammo alternate. Its slower and still perilous to use

idle quartz
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No Flare mode, optional mission setting! (no flare gun either)

#

alternative No Headlight mode! flares only!

idle quartz
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Gatling Gun cannot be reloaded while moving (just a balance thing, its so good)

idle quartz
#

Different glyphid colors for biomes? The blue grass is neat but swarmers are red, so make them blue to blend in ๐Ÿ˜› hopefully we get really tall glass, to hide more awful things.

urban verge
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No Flare mode would just be impossible.

#

might as well have an enemies teleport to player mode

idle quartz
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naaah your headlamp is fine ๐Ÿ˜„ and morkite shimmers in the dark. Finding gold would be tricky. No headlamp mode would be a bitch

urban verge
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no headlamp mode would be just as impossible.

#

it would be a joke mode if it was added

idle quartz
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gotta rely on molly i suppose

urban verge
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it would be a joke mode

idle quartz
#

walk around with your laser points to read distances ๐Ÿ˜„ like high tech walking canes.

urban verge
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also add not guns and equipment mode

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no pickaxe

idle quartz
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hmm no guns..

urban verge
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also a joke

#

The game is an FPS - taking away guns would just be stupid

idle quartz
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just saying its not impossible x3

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at least on cavity it wouldnt be

idle quartz
#

So one thing i'd REALLY like to see in the map generation, are Swarmer-sized tunnels generated all over the level, sort of like an ant nests tunnels. They could zig zag all through the terrain and would make perfect areas for Swarmers to crawl out of during swarms

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they would just pockmark the walls, floors and roof. would greatly add to the environment and be useful for mechanical things later. (like spawn points)

urban verge
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A map that large might crash the game

#

DRG VI might have that large of a map

idle quartz
#

it doesnt need to make the make bigger at all, just add small tunnels to the existing rooms. I'm not suggesting that video as a small scale replica

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ALSO....did you see the GIF they tweeted when testing generation?

#

they had a chasm so deep i think the flare burned out before it hit the bottom x3

urban verge
#

they might have just been testing the baseline

idle quartz
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i cant find it, but i want more vertical maps. Definitely makes the game harder, should be part of harder maps

urban verge
#

biomes

#

biomes might have different angular tendencies

idle quartz
#

they do, one of them was really bulbous, the map was the same but it was a noticable difference in the size of the room. The others had a lot of grooves around the walls

idle quartz
#

honeycombed caves

urban verge
#

Yeah

ancient quarry
idle quartz
#

^but this is suggestions o.o

ancient quarry
#

ya i derped

idle blade
idle quartz
#

Foam Bomb. For engineer. Like C4, but the explosion creates a fast expanding foam everywhere it fits in a large radius. Can be used to quickly seal off even a medium sized tunnel, to trap a large amount of bugs in foam, or troll the hell out of your team mates.

left spoke
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@idle quartz or like a platform ๐Ÿ˜ƒ

idle quartz
#

no no it expands to fill a shape ๐Ÿ˜„ like.. if you drop this in the dropship pod.. totally filled with foam! wouldnt be used to reach places like platform. If you drop it on the floor in a huge room you will just get a big foamy mound

#

But in a tunnel it will block much, thinner tunnel it will expand farther

left spoke
#

okaaaaaaaaaaay but look at the possibilities ahahahaha

idle quartz
#

remember the giant platform bug? ๐Ÿ˜„ makes me think its not so crazy idea... Just needs to generate to fit an area of specific size.

dense idol
#

Seeing the amount of platforms used to troll ppl in the dropod at pax, im not sure this would end well

#

โ˜บ๏ธ

idle quartz
#

Hey hey this would completely engulf a player though! They'd be SAFE from the BUGS ๐Ÿ˜„ snug and warm in the foam. Maybe suffocating, but sometimes thats the price you pay for comfort

#

Better than being roasted by your danish 'allies' flamethrower

inner garnet
#

I want to suggest something:
An Ingame shop.
If you could earn gold as ingame value, you can trade it for upgrades.
Or you could add customization.

ancient quarry
#

like ... buying a pink beard? xD

near glacier
#

When there was beards on the characters xD

idle quartz
#

Higher difficulty = take away Swarm warnings?

#

Future maps of higher difficulty = a lot more verticality, a careful descent

idle quartz
#

Would make for a pretty nice difficulty curve, literally. Earlier maps are flatter, gradually more and more rooms are pitfilled chasms and bottomless crevices

near glacier
#

I would love when you give all of the 4 Dwarves beards. Because the beard of a dwarf is his sanctuary. A dwarf without a beard is just a little little person

dense idol
#

I think actually there is a bug now where we are missing some of the beards!

near glacier
#

I meant only because the dwarfs (for example, the guner and the driller) looks without beard like goblins. (only the Face)

dense idol
#

I have filled out the required forms and shipped them to the art department in order for the beards to be fixed

near glacier
#

You are my hero now ๐Ÿ˜„

idle quartz
#

driller needs a short one ๐Ÿ˜„

near glacier
#

wait, is the beard of the driller not inside the armour ?

idle quartz
#

well you can see his face, but it could go inside his armor

near glacier
#

when you look at his avatar picture you just sea the mustache :/

idle quartz
#

Ok got some thoughts on the lore that was dropped and the implications. It mentions collapsed mineshafts,we havnt seen these yet. This could imply finding things like wrecked equipment, old broken MOLLY's, bones, and clearly artificial dig sites.

#

So there wouldnt be gold or morkite in these areas, obviously they'd be mined out. But they'd be stored in the broken MOLLY's. So thats just where you'd find it instead. There could even be ruined Dropships from other companies.

#

Currently we only see mto have naturally carved caverns, by like water or wind, that kind of thing. So ontop of the 'artificial' ones with braces and stuff, we'd also need clearly alien tunnels, dig out by bugs and worms.

#

Could be evident by round shapes or grooves, lack of vegetation, or scorched/burned surface

#

Gravity anomaly could be interesting if it becomes a game mechanic. Entire maps generated in low grav with intentionally seperated and floating terrain.

#

Now, the fact that the company is so lax on security is a great segue into progression. They dont want to invest expensive hardware on inexperienced miners no no thats crazy.

#

Gotta earn that :P... by paying for it up front.

#

You also make it sound like there is an overarching plot or mystery going on, some kind of cooporate thing.

#

reclamation levels could be fun... only twist i can think of is all the available minerals, or most of them, have already been mined and you gotta find them on the body's/MOLLY/dropship. So it'd be mostly navigatoring an extra dangerous area finding that, instead of mining

#

Might even find slightly-used supply pods, since you probably wont afford your own.

idle quartz
#

...I still think its silly that the drop pod leaves in the first place ๐Ÿ˜› in fact it makes no sense at all. Its a giant drill, the thruster is on the "top"

#

The edges have treads so it could climb out of the tunnel but then what ? flips 180 degrees and has enough fuel to break orbit? then comes back ? pssh.

#

Maybe its tethered to the ship?

#

a really REALLY long tether, miles up. Ship orbits along the planet, not a very big ship, single pod. Sounds crazy but makes sense? The planet surface is swirling death. Drill hits the ground and digs instantly.

#

But it comes down faster than it could go up, so going up means dealing with the swirling death with much less velocity.

#

That and the cost of fuel, and how big the drop pod would need to be to HOLD the fuel.. It kind of makes sense they'd totally just tether the thing to the ship and reel it in.

#

We already know they're crazy and kind of cheap ๐Ÿ˜›

idle quartz
#

More importantly, i think its mechanically better for gameplay that the Drop pod stays behind so that you know where it is. You know how deep you're going relative to your objective. You know that when you go down a pit that you're going to have to climb back up. Play accordingly.

urban verge
#

The pod might be larger that just the entry unit. Just make it have a lander component with a winch to hoist the pod out and lift off.

#

The lander could just reposition.

#

Also, it kinda makes sense to remove the pod. They want to make sure it's away from the creatures and still operational.

idle quartz
#

no indication that they'd do anything to it, survived the trip, definitely survive bugs. What im saying is, if the surface is a maelstrom of wind and ash, there is no way to take off in that. Its just an interesting bit of fluff to justify an interesting method ๐Ÿ˜› i think it fits the DRG business practice.

outer oak
#

the granularity of the volume slider doesn't work very well. I can change from 0->19->39->60->79 etc but nothing inbetween. no arrow keys for single increments or manual input. tiny UI gripe ๐Ÿ˜ƒ

near laurel
#

Any chance of extermination type missions? I think it would be cool like "Go down there and restore past workers resources. Make sure you kill those bastards while your at it!"

livid prairie
#

After placing a turret as engineer, could there be an option to automatically switch to your primary weapon?

near glacier
#

a spectator mode after you die

idle quartz
#

dont die

near glacier
#

im dead :C

wintry plaza
#

Pick up or demo option for the sentry gun.
Remove Mouse button 5 from throwing grenades (I use this for my PTT button)

inner garnet
#

I suggest for the April Fools Day a "Italian" gun. It's like the italian meme but with a gun. You can.. talk your enemies to death.

idle quartz
#

i suggest for april fools day they give them their beards back, but make them 5x bigger, so we're all gun wielding beards.

idle quartz
#

Really wish the Boomer bugs kept moving even after dying ๐Ÿ˜› run at you while exploding.

near glacier
#

april fools day we become the bugs and are hunted by dwarves

#

also being able to explore caves freely instead of being teleported back after X amount of distance would be cool, also more types of enemies and maybe final bosses?

#

Teleported back ? You mean when you dig down or up ?

idle quartz
#

there's a bug that sometimes teleports you back/forward when digging out a tunnel. Were you using your map while digging ?

near glacier
#

me and my friends try out to dig out from the level and THAN we just got teleportet *

vale jungle
near glacier
#

haha ?

fickle fiber
#

Having played for a little while, I feel like the Driller is really missing something that contributes to the team

#

compared to the other classes

#

sure, the power drills are nice and fast to get through dirt or to navigate walls/shafts

#

but, unlike the engineer (with sentries/platforms), gunner (ziplines), and scout (flaregun), the driller doesn't seem to contribute something that the rest of the team can't do already

#

it might be interesting to let his power drills go through materials like morkite/gold/etc., at least

#

perhaps a larger "backpack" for those larger veins?

keen vault
#

Would agree with that. Compared to the other classes, Driller is currently more or less pointless, the only advantage he offers is doing certain things in less time.

fickle fiber
#

I also think the flamethrower is a little misleading at times. I can't tell what part of the flame is damaging and what part is just particle effects

#

although, that might just be me

#

I noticed in a match earlier that if you spam the "call mule" key while it's attempting to get to the dropship, it can get stuck trying to switch between going to you and going to the ship (this applies especially to times multiple people spam the button).

#

it does help to keep the mule in place so everyone can follow it back (if the path is long) though

lethal girder
#

^^ flamethrower

frosty pecan
#

Minor suggestion: add a setting to invert mouse scrolling for weapons

#

Great game btw, really enjoying playing it with a group of friends :)

idle quartz
#

Make the Boombugs actually killable to stop the blast, but have them keep moving while ignited. Damaging them ignites them.

fickle fiber
#

^^ I second this

idle quartz
#

Scout needs more navigation tools. He doesnt really navigate better than other people, he provides light and everyone can see everything better. Whats really more important is mapping the cave, knowing where you have and have not been. Some kind of broad sweep scanner that paints terrain? Sort of like those scanner droids from the Prometheus movie. But hand held.

#

give it a... 30m range, wide enough to "mark" a large room in a few seconds. When equipped with the marking tool scout will see areas that have already been marked.

#

Or just give him a better map ๐Ÿ˜› 3d holographic map. He has to hold still to use it though cuz he needs mouse controls to rotate it around.

#

since current maps are... awful.

#

Also have you toyed around with bug movement speed yet? They're all so slow.. If you reduced their HP, but increased their speed, it would be a lot more frantic and fun. Enemies would feel less bullet spongy and you'd really have to move and fight.

livid prairie
#

TAB should be a toggle to keep track of the team.

idle quartz
#

it is, actually it used to have a tracking line that showed exactly where everyones path was. I think its coming back

full sundial
#

@idle quartz You want them to reduce HP... To make them less squishy?

idle quartz
#

oops, less bullet spongy is what i meant to say

near glacier
#

ok

#

guys !

#

Space Orcs !

#

We need space orcs

idle quartz
#

already hav'em

near glacier
#

i mean in DRG

idle quartz
#

we hav'em!

#

they're the mushrooms ๐Ÿ˜›

near glacier
#

๐Ÿ˜ฎ

#

Warhammer flashback

near laurel
idle quartz
#

well im listening

near glacier
near laurel
#

Except it's cloaked in it beard

#

And able to tame like, give small dudes

#

Five***

idle quartz
#

x3...

near laurel
#

Great idea, amiright?

#

He can be a trapper yo, set up bear traps n' electro fences and stuffs

#

Has like. A taser and a hammer

solar badge
#

The Art Director cries a bit at mention of gnomes

#

The idea of taming enemies has potential though...oh man don't start me down this road... O_O

near laurel
#

I got you Bluntie, great ideas for free, just for you, from the loving Goobis <3

#

Don't get me started on aliens. I got a few /rough/ sketches for you. :3

fickle fiber
#

A Hunter-esque character would certainly be interesting. Maybe they've got a robotic pet or something?

mild stone
#

A robot companion would be pretty awesome

idle quartz
#

yeah one that carries minerals or something n.n

mild stone
#

why not just a mobile turret ๐Ÿ˜„

near laurel
#

Why can we put turrets on Molly? I'm look8ng at you, <@&257786783666929665>

past kite
#

because that would probably be a pain in the ass to program and even more so to balance?

solar badge
#

@near laurel Short answer: Because the game isn't done yet. Patience, friends. Patience. :>

idle quartz
#

Also because things need limited ammo ๐Ÿ˜›

clever night
#

Suggestion for the first expansion. It should be called Nidhogg or something with an N so that the game becomes DRGN. Or Dragon sans vowels. The main theme is that you're descending into an alien dragons lair to mine his treasures and gems.

past kite
#

Would love to, at some point, get the ability to set the seed for a server. Would open the game up to things like challenge levels. "Hey, we cleared <seedForStupidHardLevel> in 10 minutes. How can your team stack up?"

idle quartz
#

^Trouble is, couldnt you then replay the same seed ? Assuming everything is the same, you'd know where the materials are and could rush it

spiral latch
#

The shake at the start makes me feel sick, also higher FOV option would be nice.

near laurel
#

We have a few aliens that cause an aoe of gas/poison/explosions, but no firebug. It would be so cool if one of the aliens acted like a molitov when killed and left fire all over the place

past kite
#

@idle quartz if thats the way someone wants to play it, i don't see anything wrong with that.

idle quartz
#

Just saying, if you're using the same seed without the RNG you're still removing an element of skill unless you only get one shot

dense idol
#

It could be a daily challenge thing where everyone gets the same map and 24 hours to try and complete it or something like that

idle quartz
#

^Similar to Flamebreak

#

normally a RNG rogue like but has daily challenges. EVeryone plays as the same character, same skills and weapon.

#

they get one shot.

glad basalt
#

Any chance we might get something the player can keep or use between playthroughs? Maybe have some sort of progression system that rewards the player for doing certain things then gives them a unique consumable they can bring through to a different playthrough to help teammates with unique situations.

mild stone
#

being able to upgrade gear would be excellent

glad basalt
#

Having something tangible to show for completing a mission would be nice in the future. There is fun in playing the game itself but it's always nice to work towards something as well.

idle quartz
#

Longer beards.

mild stone
#

More Beard^

idle quartz
#

I want a Keychain sized Molly cosmetic.

near glacier
#

the Devs are fixing the beard problem ^^

glad basalt
#

๐Ÿ’Ž

#

Truely the larger the beard the more experienced..

mild stone
#

can that be a feature?

near glacier
#

a dwarf without beard ist just a little person

glad basalt
#

Lmao

graceful pecan
#

Not longer beards, just more beards.

#

Every ten levels you can attach an extra beard to your gear.

near glacier
#

xD

graceful pecan
#

Bearded gun? Check. Bearded Molly? Check.

mild stone
#

I want a beard that trails back through the caverns

idle quartz
#

so you can find your way back

graceful pecan
#

Surely that should just be for the Scout then.

mild stone
#

I want a beard that'll get caught in the shuttle so I can pull the damned thing back down when I've had enough and want to go back to my space dwarf home

near glacier
#

How about: when you finish a mission you got payed from DRG. And with the money you could buy cosmetic items (like paint for your armour or ornaments for the beard)

idle quartz
#

i want a beard that i can use as a grappling hook

mild stone
#

Howabout different beards and beard accessories, like beards for your guns?

glad basalt
#

I like cosmetics and all but there is a lot more potential there when you are giving players currency to spend and work for

idle quartz
#

Grenade suggestion! Sonic Grenade. Emits piercing bug repelling noise aura, makes them flee from it. Lasts 10~ seconds. Can be used to protect tunnel, revive allies, re-supply, mine veins, turn in minerals etc.

glad basalt
#

Agent 47 Hitman Molly, Dwarf Crusher

idle quartz
#

Molly needs a "stop moving" command, her pacing back and forthis extremely disruptive when trying to reach dropship.

#

and can somehow kill you, probably related to grapple/platform bug deaths, being pinched into a wall

warped igloo
#

Since the DRG corp. is getting a lot of your spoils, I think it would be satisfying if some of the crystal shards could be mined and get personal wealth which can be used for personal upgrades.With Biomes being a factor I think as you go down deeper, you should acquire new rare crystals.

mild stone
#

^

idle quartz
#

Suggestion reminder. Make Flamethrower ignore 'Armor'

#

fully effective on bugs and Nexus's no matter where you hit. Atm its pretty useful vs nexus ๐Ÿ˜ฆ

#

And add maybe a 3 second delay on the praetorians poison cloud affect?

#

give him time to hit teh ground

idle quartz
#

If possible, a couple creatures that wear rock/crystal terrain? Like have rock shields on and you need to dig through it to reach weak spot (or c4)

idle quartz
#

Add more mineral veins that flow deeper into the rock and not always just alongside it

swift panther
#
  1. Add more minerals to be used for upgrading equipment. 2. Have minerals spawn inside of rock instead of just on the walls of caverns. 3. Add upgrades for the mapper tool which allow you to detect nearby minerals. 4. Push the "swarm defense" mechanic harder, but give rewards after clearing a swarm 5. add more "tower defense"-style items (mines, traps, etc) to help deal with swarms 6. Just upgrades. Everything needs to have upgradability
idle quartz
#

Suggestion, if insufficient morkite is spawned, mission ends early when 95% of morkite has been gathered.

lost valley
#

Or even just a counter or button press that tells you how much morkite is left

#

hard to know if you're just not seeing it or if it literally isn't anywhere

idle quartz
#

Hopefully we'll see some monsters in the future that play with Light/Dark/Mining mechanics and not just guns

#

like would it be possible to make a monster that creates an aura of darkness around himself ? So that you cant see it or things around it even with flares

glad basalt
#

Can we get a "Try again?" feature instead of getting booted back to the server screen after failing a mission?

near glacier
#

Got to say that unlimited flares is a tad easy-mode..I would like to reccomend that the flare pool be a pool that decreases in size as you bring more players, and that can be resupplied.

idle quartz
#

i recommend players stop being afraid of the dark ๐Ÿ˜› they dont know what flares are for

near glacier
#

I.E playing solo? 50 flares. Playing with 2? 30 each. Playing with 3? 20 each. Etc etc.

#

i generally used my flaslight and only flared when danger xD

idle quartz
#

i IMMEDIATLY suggest that the Driller be burn-proof ๐Ÿ˜›

past kite
#

@idle quartz what do you suggest the flares are for?

idle quartz
#

pussies

#

XD

#

looking for things that are beyond your flashlights reach

#

once you SEE something you dont need a flare to 'guard' it ๐Ÿ˜›

#

maps a bit different. slanted.

#

nice web affect. With CC though people might want an indicator showing how long it will last.

#

Will also need a burning one, but dont overdo it ๐Ÿ˜›

dense idol
#

yeah its kinda 1st pass ๐Ÿ˜ƒ

idle quartz
#

ok making my case for driller mining! Similar to scout, making him naturally better at his intended role encourages him to fill that role, and others to focus on there own. Scout has better flares so he'll toss out his often, and others can save theirs for personal use. Driller being able to mine faster will make him a lot more useful in a map like Fractured Cavity that doesnt actually require a lot of drilling to access places since all the rooms are clustered. Nobody should be butt hurt over who mines the resources, its a team game! Instead of everyone dogpiling the first vein they see, everyone will naturally let the driller do the "work" while they do their own thing.

#

plus its like, the first thing most drillers try to do. Left click dig, right click mine (could reverse the spin on the drill to mine!...totally makes sense. Science.)

#

and you cant give any special bonus to people who kill the most bugs or mine the most stuff, that'll just make people bicker and compete with eachother

#

I also hate the new flare system. People complain that flares DONT last long. Give them 20-30 flares and double the duration

#

maybe they'll stop using 10 flares in every tunnel between the rooms >: /

#

Hopefully we see more lighting sources soon, like a big'ol spotlight, or a lantern you can drop and pick up to re-use

dense idol
#

The thing is that it is hard to balance a flare count and its also hard to relate to having 30 flares and then figuring out when is a good time to use one

idle quartz
#

comes with experience!

#

its like, new players who pick Gunner and start blasting swarmers with the magnum

dense idol
#

So i think we would rather add more light resources that can be scareser

idle quartz
#

we already have an unlimited source of light with our lamps! you're too generous

#

maybe on the first two difficulties you can be generous but medium and up change it?

dense idol
#

Maybe we just need a hardcore mode or something for the darkness lovers โ˜บ๏ธ

idle quartz
#

the other issue is, monsters scale with players. One player has less bullets, less monsters. But same amount of darkness and less flares.

#

Still, im going to try and not use flares for as long as i can ;o

dense idol
#

Im sure using less flares is better for the environment!

idle quartz
#

how long do flares last? 20 seconds?

dense idol
#

Not sure

idle quartz
#

i'll time it

#

huh. Minigun is not gaining heat.

#

ok a flare lasts for 15 seconds

#

12 and a half minutes of constantly flares

#

for a solo person.

#

a 4 man has more than 40 minutes of flares

#

not counting the scout

#

a scout alone can provide enough light for an entire run for everyone ;o

#

if hes not one of those scouts that uses his flare gun on every piece of darkness he sees.

#

which is what people need to learn, you dont have to light up the entire cave. Just the parts you havnt seen. Maybe in the future we'll get some more long range enemies that dont glow, we'll need light on them just to fight back

#

So yeah if you increase duration to like 45 seconds and lower the amount people will waste them a lot less and 1 flare will get a lot more mileage in a room ๐Ÿ˜›

glad basalt
#

I like the idea of resource managment as its another way to add depth to the game so I agree with dwarf. I can also also see where Amimoller is coming from though. Maybe changing the flare values between difficulties would be a good alternative with higher difficulties needing more resource management.

#

Also maybe making enemies more prone to spawning in the dark if people are without light for a certain amount of time?

cosmic thistle
#

Suggestion: Make death cam mouse look the same as first person mouse look. I push mouse left, I look left, push mouse right, I look right, etc.

idle quartz
#

i think enemies are so colorful you can see most of them in the dark already

idle quartz
#

Suggestion. Cant jump while webbed.

glad basalt
#

I think extending the range and the speed of the bugs would also be another solution instead of having the bugs slow players on hit

#

As it stands constantly moving and jumping will keep you out of harms way from the bugs 90% of the time

urban verge
#

@idle quartz Yeah, the entier team has ~40 minutes of flares but that's one flare at a time - lighting a small area.

idle quartz
#

not counting the scouts better flares/gun

urban verge
#

If swamers are bioelectric, shouldn't they casue electronics to malfunction for a limited time?

idle quartz
#

you thinking of the jelly fish guys?

urban verge
#

Yeah, or is their sting just posion?

idle quartz
#

annoying n.n just annoying sting

still leaf
#

This is a really fun game an amazing idea. one thing that I would like to see is a reward system based on how mach you do for the groupo and the mission.

#

oh another thing I thought of is that when you end a game you go back to a lobby with the same players instead of starting a new game after each play

idle quartz
#

reward system based on what you do would make people not be a good team, they'd rush to steal minerals or kills above anything else ;o

hexed prism
#

can we add a tickbox in the settings to toggle scroll wheel direction? it bugs me that it feels backwards

jolly socket
#

I second this

dense idol
idle quartz
#

^

#

i bet that makes amim smiler.

near laurel
#

Maybe, for people who play alone, make a way to escape the cave leech?

idle quartz
#

shoot them first ^ n.n

near laurel
#

It caught me by suprise ;~;

dense idol
#

We have talked about having molly or something similearly be able to revive you a couple of times if you are alone

#

But now you can enjoy dying without that list of buttons on the left of the screen!

near laurel
#

๐Ÿฎ

idle quartz
#

hmm.. I think dwarves should have different voice lines depending on the mission difficulty.

#

i like how in the trailer they are all very quiet.

#

Very difficult mission ahead >: O

#

and on easy...they tell jokes and stuff

near glacier
#

xD nice idea

idle quartz
#

JUST BECAUSE YOUR GAME IS UNDERGROUND DOESNT MEAN YOU CANT HAVE ATMOSPHERE >: O

dense idol
#

What? ๐Ÿ˜ƒ

idle quartz
#

nothing! shouldnt you be out partying? its the weekend

#

im doing a faction write up of another game im beta testing. I'm cheating on you guys with my love.

dense idol
#

its 10.30am and my kids have been awake for 6 hours

#

..

idle quartz
#

โค

glad basalt
#

I haven't seen preatorian glyphids spawn from nexuses after destroying them in the unstable build. I used to see them spawn 100% of the time in the stable build. Was this intended?

idle quartz
#

they dont anymore, but praetorians are tougher now

glad basalt
#

I liked the addition of more warriors and overall higher spawns throughout a mission in the higher difficulties

idle quartz
#

Yeah the game is definitely harder now

glad basalt
#

It's a lot more involved

#

You have to plan engagements and think about where you wanna fight if you get hit with a sudden spawn wave

#

I'm curious though since it doesn't feel like the random spawn waves and swarm warnings differ too much now

fickle fiber
#

A random suggestion: unlockable skins for Molly? Hosting a game applies the one you have selected?

idle quartz
#

^thats the crux of the issue for sure

dense idol
#

Technically it could just have your skin on your computer ๐Ÿ˜ƒ Not sure that is a good idea.

idle quartz
#

then you cant show off to others! what is a cosmetic without vanity

#

how does DOTA2 do it, with the curier?

#

Suggestion! An explodey bug variant that glows WHITE, goes up like a C4. And all you gotta do is open up excel and type in a different color and blast radius and its done n.n

idle quartz
#

But uh seriously some rarer color variants on the boomers would be kinda cool ๐Ÿ˜›

#

Also...Lighting is a bit too generous and too bright right now x.x couple flares from a scout and you cant even find darkness

glad basalt
#

Yeah lmao

idle quartz
#

can we get an enemy type breakdown instead of just a "total kills" at the end? would help if we could see enemy composition, like if a certain type just doesnt spawn

glad basalt
#

Flood the caves with more spiders during the drop pod timer to put more pressure on the players

idle quartz
#

you make that suggestion AFTER posting a screenshot of exactly that thing? ๐Ÿ˜›

glad basalt
#

I want moooooore spiideeeeers.

#

We had more of those bugged swarms where nothing showed up again

glad basalt
mild stone
#

A "Boss" bug would be cool, maybe something that could tunnel like we do

lean haven
grizzled snow
#

A mother spider that spawns a lot of little spiders once it's killed I'm thinking of the Adventure Time episode Web Weirdos as inspiration

fickle fiber
#

From some discussion I had with Harp and Dwarf last night, I think it would be cool for the petrified Glyphids to (have a chance) to turn into actual enemies

#

or perhaps have some sort of stone-based enemy that's resistant to gunfire but susceptible to explosions/pickaxes

#

they could be tanky bullet sponges for swarms

hollow veldt
#

How about an enemy type that attacks health directly, ignoring shields? One of the gas spiders that's uncommon but a big priority threat-wise. So far everything seems to damage shields first and changing that up just a little could add a serious dynamic to the fights

glad basalt
#

I suggested this before. I think it's a fun idea to play with. Also I think fall damage should go through shields.

brittle snow
#

Hey will there be weapon variety and skins you can get? Maybe if you kill a certain amount of a species your character gets better at killing them or more resistant

#

And sometimes it's hard to see what is attacking you. I have a good computer and a terrible one. And on the terrible pc I couldn't see gas because the settings were on very low. And maybe you can make bug have a red box around them if you identify them or a tracker gun perhapz๐Ÿค“

idle quartz
#

They actually SHOULD get a red outline if you hit them with the laser pointer

glad basalt
#

I was thinking of a new enemy that only spawns in pits or long drops somewhat similar to the cave leech in that it is immobile and just a mouth in the ground that would swallow miners

idle quartz
#

i think they have hidden ground lurkers planned, and possibly wall ones

glad basalt
#

Neato

idle quartz
#

they have some concept art up on their facebook page, i'll post it in the gallery

glad basalt
#

Thanks

idle quartz
#

Kind of a not-tiny thing. Ability to DROP your minerals.

#

They'd be tossed out in a metal canister, sort of like a flare. Other dwarves could hold E to collect them.

#

Dying would drop a canister with your minerals, as would logging off.

#

This just has some nice team work aspects, sometimes you got one guy mining a lot of minerals up high.

#

he could toss them down to another guy to turn in and not skip a beat. Or if hes solo he could toss it down and keep mining, then turn in both.

glad basalt
#

Can't the guy up high just call molly

idle quartz
#

basically saves you grind work of making return trips

#

yeah but then no1 else can reach her x3

glad basalt
#

Then have them call Molly back lmao

idle quartz
#

that still takes about as long as using the zipline

#

like you could have molly in the center, and everyone could go off mining and toss canisters next to molly and turn in all at once

idle quartz
#

OH! Important suggestion! If you all lose but MOLLY makes it to the drop pod, the losing screen should mention molly getting a promotion for her bravery for surviving the ordeal.

#

just something about how she is now hailed as a hero robot.

#

for saving the morkite.

hidden solstice
#

Add a ''Random'' or ''Standby'' button on class selection screen, for when you wait to choose the last class not being used.

glad basalt
#

Add a brief chat history you can look at when you start entering text into the chat bar

idle quartz
#

what if Swarmers climbed onto you and slowed you down? instead of hurting you they just dogpile you so other thigs can kill you

#

allies can shoot them off

glad basalt
#

Cave leeches could use a buff. I rarely see them spawn and when I do they don't offer much of a threat unless you're charging blindly into an unexplored room.

#

They pose no threat once you see them is what I'm saying.

idle quartz
#

thats the thing, they either pose no threat or the only threat

glad basalt
#

Can we make the scout's grappling hook retractable? It is kind of awkward when you grapple somewhere too high with no ledge to drop down to so you just die from falling. Maybe even give the scout the ability to swing with the retractable grappling hook lol

steel acorn
#

Suggestion: Allow the flamethrower to be used to consume the poisonous gas that is released by the Glyphid Praetorian after it dies.

somber yacht
#

Second the Scout's grappling hook change. I've had to spiderman my way down with limited success.

lean haven
#

maybe a shorter cooldown on the grappling hook, but I feel like the ability to swing from place to place tarzan style would maybe offer the scout a bit too much mobility

steel acorn
#

Maybe if a player swings with the grappling hook their armor is temporarily reduced. This way they are more mobile but also more vulnerable.

idle quartz
#

put a weak spot on the top of jellybreeders ๐Ÿ˜› they got a lot of hp and i want to jump on them.

glad basalt
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lol

glad basalt
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Should make the jelly slingers fly faster. Also since you can't "die" right now maybe make enemies swap off downed teammates?

glad basalt
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I feel like this is kind of early to ask but maybe give the player a UI that lets them control how much gold/morekite spawns, the enemy quantity spawns along with the enemy types that spawn, and the kind of map generation for the selected map. This would include stuff like "prefer vertical climbs, prefer branching paths, prefer gas, prefer pits, prefer exploding plants"

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Also I think this was mentioned before but I really like the idea of the more destruction you cause on a map the higher frequency at which enemies would spawn. Similar to L4D where you would attract more zombies if you shot your gun.

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Would be like disturbing the monsters of hoxxe in their homes

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Could have certain "threshholds of map destruction" that when passed spawn enemies or increase the quantity of enemies for the next spawn.

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This would include pickaxe, drilling, explosions from the player and the suicider glyphids, and the drop pod entering the map as well lol

idle quartz
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Including mining resources so the game has a natural difficulty flow as you go. Especially gold. You could call it 'Greed'

glad basalt
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Yeeeah

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Would make getting the last bit of morekite along with getting to the drop ship an involving and challenging experience instead of just a victory lap

idle quartz
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Anyone here ever see that Final Fantasy CGI movie, spirits within? kinda dated

dense idol
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yes

idle quartz
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Remember in the beginning when the marines land out of the drop ship, they shoot down gel globs to land in

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Something like that, for maybe engineer. Safety Gel that you can fall on

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or hell it could be a grenade so anybody can use it.

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Could be multi purpose. Throw it at a bug to trap it in gel. Shoot it with bullets to make it explode ;o

dense idol
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๐Ÿ˜ƒ

idle quartz
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Monster suggestion. Insect or reptilian, can scale walls though. Black, silent, moves slowly, sneaks up on you. Light enrages them, makes them abandone stealth and charge.

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big guys, crocodile-like. Attacks push you, knock you off grapples/ziplines.

vernal turtle
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Is anything planning in regards to an FOV setting at all? Or perhaps an override to change the drillers weapon view model so that it isn't as overpowering on your screen when using the drills.

dense idol
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I have experimented with it abit, but it breaks very fast if you just change FOV.

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AFAIK unreal is incapable of rendering weapons with a seperate FOV, well maybe with some math wizadry. So it only works with +-5 fov or thereabouts

vernal turtle
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Ah okay that's fair enough. I don't know very much about unity, I've only really dabbled with the source engine. I'm assuming the weapon view models could be assigned a scale value if perhaps the user wanted to make the drills appear smaller on his screen? That's really the only reason I don't play driller at the moment.

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Really enjoyed what you guys have put together though so far, it's really quite unique and you've found a good niche.

dense idol
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The drills are stikk missing dedicated animations so maybe we can improve the experience when we get to them

tall magnet
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any plans to make detonation packs sticky? ๐Ÿ˜ฎ

idle quartz
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they stick to walls, you mean to bugs/allies ?

tall magnet
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they do?!

idle quartz
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mhm

tall magnet
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no way, let me try

idle quartz
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you just cant throw them that far so sometimes it might feel like they slide off

tall magnet
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welp, they do

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yeah, it's the throw distance that's throwing me off

idle quartz
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^feel free to teamkill this guy >: O

hexed prism
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lol

steel acorn
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Suggestion: If you mine more than you can take store, maybe have the remainder fall to the ground? Something to be picked up, but only for a short time. It kind of sucks that if you are nearly full (36/40) and hit a big chunk, that it is wasted.

dense idol
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Yes we want to do something like this, but have not had the time to do it yet

steel acorn
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OK, cool. Glad it's on your radar.

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Another Suggestion: Crosshair changes color when over enemy - default white, enemy red, like in a lot of fps games

dense idol
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Lets give that a maybe ๐Ÿ˜ƒ

steel acorn
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๐Ÿ˜ƒ