#suggestions
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Yeah
Maybe instead of Demopack give him a Rocket launcher ?
But yeah,Nerf the Engi and Buff the Gunner
Driller could have a Mining Laser for stuff on the ceilings ?
Hes got a pistol for ceiling stuff, can kill 2 spitters in a clip on medium. Dont think engineers shotgun needs a nerf its got decent dmg and ammo but bad range hes gotta waste grenades to hit spitters. Its not 'unrealistic' either its a Jackhammer type shotgun
a slow one ๐
SUGGESTION: Mimic snake enemies. They change their color to look similar to ore veins and wait for you on walls.
nu snakes are nice, those would make sense as some kind of glyphid or leech though
not a hanging leech but a crawler type
grammar nazi: glyphid
It should be long with segmented body
KILL IT WITH FIR.... PICKAXE
the only issue I'd have with that would be that I can't think of how they'd incorporate the existance of magic into the game as it is to explain the golems
galaxy quest did it ;o doesnt have to be magic
just organic rock or something.
They live in the walls
leave you alone unless you dig them ;o
they'd probably explain it with "radiation" haha
that could work
@idle quartz or silicon based life forms
yeah like star control!
Hey, there's many life forms on Earth that use exoskeletons made of random stuff. Golems are real
Like a hermit crab?
DRG golems don't have to be a "rock with a soul" like fantasy golems
Or they could be aliens
There are spiders that kill and wear the skins of their victims
we need some of those.
If we have a cave spiders and a strange ceiling hentai thingy, there's can be other muscular stuff with a sticky body that uses rocks or ores to protect its body
if its made of ore we can mine it after we kill it
pfff, bch please
we can mine it when it lives
and force it to go and find more ore
rude
but effective :^)
my new enemy idea will make you all play Driller because he has a flamethrower
a fake ore, each crystal is a small glyphid spider
you mine one, a huge swarm of them triggers
in fact, momma's carry baby spiders on them all the time
they either attack you in swarm, or form a big golem
we need a swarmer momma
A good idea for a new glyphid boss
when you damage her, she releases small spiders (like after destroying a spawner)
if you don't damage her for long, these small spiders grow up and become glyphid warriors
so you better fight her fast
A jellyfish boss could have 2 or 3 cave leech like tentacles
its still possible to kil a dreadnaught on your own but your idea of jellyfishboss makes the boss too easy with 4 and waaay too hard on your own
Because leeches need to be reworked
like instakill if they drag you close to their mouth but don't stun you if they grab you
SUGGESTION: Swap spitter and warrior models. Warrior has a smooth body with no protection while its a melee unit and spitter has a lot of spikes while being a ranged unit
I'd like to see development of cave biome or the fleshing out of the jellyfish/metroid aliens
The glyphids have hogged the spotlight all this time I want to see more distinct looking jellys n' stuff
Loot bugs can leech onto molly and start eating your Gold/Nitra.
Thats interesting, I like that idea, makes them more than just a free cache of resources.
Molly should probably give off an alert when shes being robbed
could give off a ton of fun dwarf lines about it too
"Those bugs are stealing more than we earn from DRG in a week!"
"'ey, that's MY paycheck!"
"those hungry bastards are stuffing themselves faster than me wife"
"hey your guts are supposed to go in molly not the other way round"
Really hope we get some cool echo effects for guns and explosions, being underground and all. big sound challenge.
But it will be very rewarding
If you get it right game quality goes up by 200% in my book
@light parcel got me thinking about things growing up and evolving, could we get a sort of pod enemy that if it isn't killed off in a certain amount of time it grows into another type of enemy?
I know the nexus is sort of like that, but I would like something more akin to the xenomorph pods from alien
So maybe a group of small pods that turn into something
We also should have an enemy that attacks with sound waves, like a souped up bat with echolocation blasts
Also a loot bug mom miniboss that comes in all enraged after you kill some of her babies
SUGGESTION: Late join players drill down to other teammates in a mini drill pod. Target location is marked for other players (like supply drop) so they won't get hit by it.
that's an amazing suggestion
Until a spammer starts to join/leave/join/leave/join/leave until he hits you with the drop pod
maybe something with a join persmission, if a player joins/leaves too often a small window pops up for the host, or maybe this could be an advanced overall option when starting a game every time a player wants to join after
Or just have it be a first time thing for each player.
This is a small attention to detail, but in the "Lobby" you can put barrels on the forcefield the droppod is in
WHen you start a mission, the barrels can be in your actual mission
And i was thinking it could be an achievement
"Bring a barrel with you on your quest. The barrel must be in the Drop Pod to achieve this"
@near glacier Question about your suggestion. What if they simply dont target a place for you to spawn? what if they spawn you somewhere you will die?
@idle quartz Game picks a spot to spawn late join player. Somewhere nearby host I guess.
@idle quartz We've got enough trolls already...
nothing really wrong with the current spawn system its just a little boring ๐ and SOMETIMES you spawn on a guy who is on a zipline and you fall.
@idle quartz I almost killed a guy when he spawned infront of me when I was fighting bugs with my sawed-off :\ spawn system should be reworked somehow, at least give 3 sec invulnerability
and I think mini drill pod will work perfect and suit game style
like drop pods in HELLDIVERS
i wouldnt trust anyone to place it for me, by the nature of the system you are not playing with friends most of the time, you're joining a group of strangers
as I said before, game will choose by itself where to spawn
either needs an auto pick or spawn invuln
somewhere nearby a host player or Molly
Lets just let them drop down with a Droppod,the Pod makes a little plattform(fall safety) and after a few seconds self destructs after player left the pod
They drop near Molly is best Option i think
And the platform is for those random cliff spawns
Also Players already in the Game get a Message like:
Sending you Reinforcements,you (insert insult here) just dont seem to get the Job done.
I would like you to add weapons and a menu for friends
the enemys are good
the mining is good, I would like to add more Objectives for some missions depending on the difficulty
Suggestion: Give @idle quartz more moderator powers
Hm... If we mine ores, they are added to our inventory. If we mine rocks, they just dissapear. Should devs do anything about it?
Like, droppable rock pieces that we can gather and use for some simple stairs building
or cheap ranged weapon ๐
the stair building kind of makes engineer's platforms and drills slightly silly making since stairs are one of the things you can use those for
as for throwing rocks, I would want the thrown rocks to be a sort of distraction to draw enemies towards the noise if you're not in combat
don't they smell you?
I played with the idea of somehow weakening the enemies and came up with this class suggestion:
Xenoscientist Class
It took many years for him to investigate those Glyphids and in order to continue he needs money, so he joined Deep Rock Galactic in order to receive money and to be able to inspect those creatues alive.
He knows the weak points from almost every Glyphid and uses different types of ulitities to make it easier for him and his teammates.
His main weapon is an acid like weapon that damages the Glyphids' armor, so he does damage over time, and allow through the weakened armor higher damage from other sources.
His secondary weapon is an automatic pistol.
His utility weapon allows him to additionally weaken enemies and to paralyze them for a short duration.
As his mobility gear he has a special designed gear to allow him to control a Glyphid and to ride it for a set duration (the Glyphid needs to be big enough in order to carry him).
I am not sure what he could have as an armor resistance upgrade, I still have no idea for it (does it need to be a resistance, nothing else?).
He would be a special support class that weakens the enemies and would allow other teammates to do more damage, I think a good addition in a coop game like this.
He could talk alot about the Glyphids/Caves/etc and the others would tell him just to shut up (dwarves are rude :P) and to continue the work.
Not sure about the class name, I just came up with it
btw maybe not new classes, but "versions" of same classes..
what do you mean by "versions"?
it's like same engi dude, but with gas mask, chemical weapon.. etc. so you simply switch on that character between classy engi > different one.
something like stick to same role but doing it different way.
well, next to weapons/etc is everywhere a "1/1", so it means they should have already planned something similar, that you can change weapons/etc in the future
guess "role" the right word. healer doing heal by nature thingy, healer doing heal by spiritual thingy. fire mage > frost mage. engi with turrets > engi with poison clouds <
ษนวสวสษษฅส (. - . )\
Healing Grenades?
This isn't brink
never played brink but some sorta group heal would be nice when your getting mobbed by a swarm right?
a revive grenade perhaps but healing? eh
i would like to believe that more into the game they will have optional non-class-special weapons to be changed but yet again, mabie with weapons like the drillers drill, you could change it like the regular's stats could be different like ig you swaped for a drill that has more fuel capasity but does less damage and mines a bit slower but overall has more distance per unit of fuel. OR how the engies turrets could be swaped for mini pods with the option to drop 1 ammo or 1 health (ammo doesnt refill pods) or someting like that
a revive grenade is legit the medic's ult in brink
Animate the dwarves so instead of simply breaking red sugar and instantly healing, they take a second or two to stuff a handful of it in their mouths and chow down
Civilized eating? By dwarves? ๐
Who says it's civilized?
I'm not saying they'd be pulling out dinnerware to sit down for a lovely candlelit meal
would be neat if they just bit them.
no servers available right now ?
<@&304144808803565569> anyone? take him on an date to a Lethal mission
super lethal.
100% lethal
kill him before he enters the drop pod lethal
Wait me?
wait what ?
wrong channel guys lol
Why kill me?
^
What did I do wrong?
Give gunner motion sensor charge instead of demo charge
And make them way more effective damage wise to enimies but make it so they dont do damage to the area
Napalm demolition charge for diller ๐
Firewall ๐
And driller's grenades should be fireballs.
can we get a more detailed sliders for sounds and other stuff?
that is probably coming in the future, standard options tbh
sound...logic... geddit?
Is there going to be an all melee sort of class? Like that one dwarf with no brain but a lottt of muscle
well fran i guess you cant beat that logic
that moment when the others give you another idea...
give me a moment and I might come up with another class suggestion xD
but only melee... I need to think a bit more about it...
nah, not much coming from my side... I could write what atleast is needed for a class suggestion to be good and other might help me out...
What could be needed:
Class Name
Short description
Main weapon
Secondary weapon
Third weapon/an utility gear/etc
Mobility gear
Armor upgrades
Possible other features
Possible interactions (chatting, etc.)
- what would be his role in the game*
what I came up with for now:
Melee Class (suitable name missing)
He would be a class with mostly only melee, so a fun addition for players who don't like shooting and just want to beat things up.
His main weapon would be a Warhammer, slow attack but higher damage.
Still no idea for his second weapon, but something with a faster attackspeed but lower damage.
I don't think that a class should be completly melee, so maybe something ranged as his third weapon.
No idea about his mobility gear, maybe something like a jump boost or a smaller version of a grappling hook.
Maybe he would have more shields and health as he fights right at the frontlines, whether he gets even less damage as his resistance upgrade or faster shield regen, or maybe something like a very slow health regen.
He would fight as a tank-like class in the front and protect the other teammates from receiving damage, but of course he should be able to take some more damage than normally.
Not sure about his interactions, he could say something like "Time to let my weapons wash in the blood of the Glyphids...".. still missing additional ideas...
well, this one isn't that well made but this would be already my fourth class suggestion xDD
You can reference my earlier melee class suggestion
oh, you wrote one already?
A while back, yeah, but it's good to add
well, this discussion just gets longer day after day, so you can't always memerize everything or if you haven't been here earlier...
I just got here after the last big update I think, with the 2000 (+2000) closed alpha keys
Basically the thought was, higher attack, since it's up close fighting, a hammer type weapon, throwing axes/pickaxes that you have to manually pick back up to make you think twice about using them, increased mineral carrying capacity, and the a healing item that you can use on teammates
Buffed defense is optional since they have shields already, but it would help in getting over to heal teammates and stay in the thick of things
Maybe 5-6 ammo on the throwing weapons since the class is centered on being up close and personal
Not sure about the healing item, would fit more a medic class... well, I did too write about a hammer type weapon, throwing axes could be his ranged weapon then. About picking them up.. not sure, could be a pain if they fall down a big cliff or something. mineral carrying capacity doesn't make too much sense, sounds more like a random idea to the class and would fit more the Driller. I too wrote about buffed defense, but more for tanking for teammates, but maybe something with should could be better, they sometimes can fall fast for other classes and might be good for this class
something with shield*
You could always get rid of that worry with timed regeneration on the ranged ammo, but I prefer picking them up for realism sake
That and it makes you have to think about where you choose to fight an enemy, which is pretty melee specific
I don't want to ask for too much, but I and maybe others, too, would appreciate it if the developers could give some short feedback to the suggestions the players make from time to time, or maybe from bigger or useful suggestions you think are really good. Of course we know that the developers read through these suggestions, but we almost never hear any of their thoughts about those, might it be just for descretion for future updates or they just don't want to talk activly about these if they don't have much time. Maybe we could get more ideas together if we hear some feedback of what is good, could be made better or isn't really necessarily. Or maybe I am not long enough into this development discussion and am missing something, but it would be nice if we could hear any response. <@&257786783666929665>
or if the devs are looking for class ideas, maybe they could give us some kind of template to fill out?
well, I kind of made a raw one above, but you could go much more specific on the stats of the weapons, etc...
A way to shake off the webbing that's on the screen quickly, maybe shake mouse or wiggle analog stick.
^ yes, just spam your camera all over the place
@cinder swan We hear you. ๐ I'd personally love to chip in more here and talk with all of you at length, but fact is that we are simply extremely busy making the game.
As you point out - more or less everything is being read (primarily by Mads, though I try my very best to skim through here at least once a day), and anything real good that we haven't thought of ourselves is absolutely filtered out and put in the pile of "wow, this would be really cool to do".
At present, practically ALL our focus is on getting ready for Early Access - that means getting the last missing big features in and polishing what we got - getting a solid foundation that we can then later add on to. For instance, right now it's more important for us that we have weapons that WORK, rather than having a vast variety of weapons. The variety will come later. :D
Do know that all your suggestions are EXTREMELY appreciated and that it fills me with joy to see people get passionate about our game. We really really want to make this the best game it can be, and seeing people get excited about it like this is a massive morale booster. Keep up the good work - and I promise you that we ARE listening. ๐
^the gatling gun doesnt work, the damage is too low >: O
increase wind up, increase damage! big gun!
This might be kind of obvious but what if...The extraction count down didnt start until molly got to the pod?
Then it should start, but be shorter than 5 minutes, and it should be harder to reach it. Moar enemies.
As it is, we can outrun molly to the pod, so with the timer not starting until she gets there I feel it might make it too easy to escape. I guess it could work if molly could kick it into 5th gear and majorly outpace us all to get there first no matter the distance, and if the waves of enemies started hitting you immediately upon the goal being reached, but I'm not too sure otherwise.
Too easy? ;-; It often was god damn hard...
Thanks, I really appreciate your response and am looking forward on continueing to contribute to the game by suggestions ^^' Then you are much busier than I wrote you might be,.. that's ok, that just means that your are working hard to make the game just even greater ;)
"Molly gets an upgrade? Now way, Deep Rock Galactic would never do that!" kinda got this idea for chatting xD
(+ answer to the suggestion above)
"...would never do that, they are too greedy, they don't even care about us, just the Morkite!"*
"...Nah, would make sense, then they would get the Morkite faster to the escape pod and we might fall behind, less or nothing paid to us!"
kinda too long this one, still getting ideas, would need to be shortend, or maybe split into two or more
"Is that thing even upgradeable? Too fat and slow is that thing, I tell you!"
being able to ride the Mule back to the drop ship? XD may make things to easy though
being able to play music through the Mule like the jukebox would be awesome, like maybe you'd have to pay nitra or gold to change the track.
How about a mobility gear that allows you to ride Molly or something similar and to order it around? You won't be able to control it yourself, but would need to point out where you would like to go... Maybe an correction to my earlier class suggestion "Xenoscientist", that you would order the Glyphid around you are riding. But maybe there could be a class, kinda similar to the Driller, just more mobile and with this, calling something like Molly just smaller and faster, to be able to reach hard locations, and the class would be something like a second Molly if he uses his mobility gear...
Ok, maybe give me some time and I might get ideas for a full class
i dunno, riding in games have often felt clunky to me. having a very distinctive glyphid pet or mecha glyphid could work, but riding would need a lot of work and tuning to have the propper feel to it.
Well, it would have difficulties, but I try to think a bit different and try to offer another idea. Just as said above, you wouldn't be able to control it for yourself like you normally move, but you would order it around. It would work with the base of Molly, just that you would have a device to set a mark where to go and that mark would be used at a distance of course (you call Molly normally to the position where you are at that moment). I continue to work on my class suggestions, kinda missing some weapon ideas if there would be a second Driller class...
well, I'll post what I have so far
Driller's Brother (missing suitable class name)
He would be a more mobile version of the Driller, and instead of specialising on the rock, he does it more on the ressources.
As his gear he would have something like the Driller's drills, just faster, a smaller AoE for mining, and it would mine ressources faster, but normal rock slower with it.
As his main weapon he would have... (missing idea)
His secondary weapon would be... (missing idea)
His mobility gear would be a constructable rideable Mule, a Mule like Molly, just rideable, smaller and faster. In order to move around with it you get on it and order it around, so you won't be able to control it like you normally move, but you would need to point out where to go. You can construct only a set amount and it would have a set duration. It would have a set amount of space to load ressources, so if it gets full it automatically goes to Molly and would give her it's ressources. Whether this or if the time runs out it would selfdestruct itself and fall apart additionally. If it fails to reach Molly as it automatically goes for her if time runs out, but Molly may be called away or just move further away, it would still try to reach Molly but fall apart when out of time, so it's loaded ressources would fall on the ground.
His armor upgrade would be... (missing idea)
Possible interactions could be... (missing, give me a moment)
His main role would be similar to the one of the Driller, but instead of the rock he is a fast ressource miner and his mobility gear acts like a second Molly, so you don't need to drag her everywhere around if used.
tl;dr...
find a partner. female. cat is fine too.
hey now, no need to be mean.
Driller's Brother (missing suitable class name)
prospector maybe? something of a cross between driller and scout?
@coral hornet pew-pew-pew. you dead.
that's a suggestion, it's normal that they might be long xD
and a whole class can't just be described in some phrases, it needs additional ideas
about his mobility gear, instead of this class it could be a callable just like the auto sentry, supply pod, etc.
, too*
and a whole class can't just be described in some phrases
Capitalists, or bourgeoisie, own the means of production and purchase the labor power of others done
ask Karl Marx how to.
the more details the better it is for the developers... don't just think about yourself
nope. i am genius. center of the universe. i will think about myself cause i am the only one deserve to be thinking of.
yay
a prospector class could be neat, someone to mark ores and gather up what the others drop.
his 'mule' could be a sort of mechanized spider/glyphid that, while not being ridable, could be commanded around similar to the marker. it would load up on ore (max 100 of each type) and when fully loaded would return to molly to unload.
the mule would spawn in along with the player, no need for it to take up more space.
as for his mobility gear it could be a sort of worms-like ninja rope, something he could attach to the roof of a cave and move up/down with.
or it could be an unseen item (not on your hotbar) and it would be jump jets, not a full on jetpack, but something that would give him a few extra jumps in the air. (i personally feel the rope is a better option for this guy.)
he could use a high caliber sub-machine gun, something with a decent rate of fire and damage, but fails at long range due to unweidy recoil.
a second weapon could be a mine launcher perhaps, or just a backpack of 10 or so trip mines.
and maybe a semi automatic rifle as his primary/secondary, not sure.
could maybe also give him a mineral-scanner.
it would funtion simmilar to the scout's flare-launcher, where it would shoot and arrow that embeds itself in the rock and then emits a large ping (visually it would look like the damage range on the explosive chargers) and it would highlight any ores/gems that get within it's ping range. (could maybe be upgraded to mark enemies aswell, or side graded to remove the embedding effect so it would instead funtion like a flare, just with a bit more off on the throw and a limit supply.)
not that sure about this one... "...gather up what the others drop." what do they drop? they only drop something if they mine something with no more space for it...
yup, happens quite often when i play.
plus all the resources are shared, so there's not reason to whine about it 'stealing' resources, if anything it just frees up more space in their bags that would otherwise be taken up.
A suggestion before continuing with this suggestions: You should be able to select which ore to store into Molly, so if you want to play longer you would still be able to store Nitra and wouldn't accidently finish the mission, happend already sometimes.
I think two new classes for specialising on ressources wouldn't be that good, maybe throwing it together might be a good idea. But if not, your class suggestion would sound better in my opinion, so I think of working more into that direction.
Man, I get way too many ideas right now, enough for 2 classes, but not a single one for weapons xD
Think about Overwatch
many weapons with different styles
Tell me the number from 1 to 10 how many weapons you need for future ideas
no Overwatch pls. just no.
Why? :^) still better than CS
it doesn't really function like that.. you need to first think about a class specifics and then to give it weapons which could fit it...
nah, for his role he must specify on close combat, so a flamethrower and a pistol as a secondary weapon fits him well in my opinion
if he has drills he shouldn't have much ranged variety, and the flamethrower makes it a unique class for crowd control with AoE
I still want to see a defender class that doesn't have much damage as Gunner and AoE like Driller
Like.. tesla towers, that stun enemies and damage them a little
to slow them down and let dwarves escape
better tesla towers instant killing 3 thingies inside. even dwarves :D
like in that game you aint called Vangy.
HELLDIVERS refference
amirite?
chaos gas, yay! you throw it, enemies enter it and slaughter each other
man, how many class suggestions did I already make and of how many am I thinking already about at the moment? Stop giving me foundational ideas D: xDD
I need to concentrate on one for now, but have already 2 others in my mind
Primary weapon, secondary weapon, special class ability, ability to synergize with other dwarves, special armor upgrade
Think about it, don't go into lore shit
lore matters!
only after we get info about Carl
for sure he was killed by cave stuff, after killing an enemy we can hear "This one is for Carl"
i always thought they say "for call" no idea.
same
Should we start making our suggestiong about explosive charge changes? Two classes have them
Prospector Class
He helps with searching for ressources and helps out with the small inventories of the others.
Main weapon...
Secondary weapon...
His gear would be a placeable sonar which detects ore and marks it, maybe even highlight it so you can see where exactly it is or how big it is (maybe even a number is given).
Instead of a normal mobility gear he would construct a small Mule with limited inventory which he can order around with a marking device. It would be helpful as it would be faster and smaller than Molly and could be easily sent to a position, not like Molly where she goes to the position where you called her. When it's inventory is full it will be automatically sent to Molly to free it's inventory space. It is given a set amount of ressources it can transport to Molly after falling apart, then you need to construct another one.
(with the contribution of @coral hornet)
I swear... When you place a big text here, do a tl;dr below it or i will never read it ;-;
Not that sure about his weapons...
I never do that xD
I just write down my suggestions, it's your decision if you want to read it or not
TL;DR
Prospector Class
Has it's own small Molly like bot
No other info from that huge text
wow, now it's missing the necessary details for the developers, great
i thought they say: we trying to make core. ideas always great but let us do core first. core. pls.
now let's just stick with our own opinions, I continue the way I do to help the developers and if you don't like it it isn't my problem, I just want to help the developers with detailed ideas or thoughts
i know it's hard to get when someone joking or being sarcastic or simply not serious, especially when there is no emoji.
hard for facebook users ig guess
Prospector
-
Primary weapon: projectile weapon that pierces 3+ targets, damage is between pistol and a revolver
-
Secondary weapon: AoE stun gun. You shot it, an arc of electricity appears and stuns all enemies infront of you for 3+ seconds. Deals less damage than pistol, has longer reload time than Flare Gun
-
Special ability: Sonar tower. Lights up all resources in its area so they can be seen even in darkness (also Gems with a special symbol). Enemies are marked with a simple symbol if they are behind cover and glow red if you have line of sight with it.
-
Team support ability: Mini M.U.L.E bot. Can contain for max of 100 ore units (for example, 100 morkite or 30 morkite, 40 nitra, 30 gold). Can slowly mine resources by its own if marked by a laser marker.
-
Special armor upgrade: Can storage up to 60 units of each ore type
I don't even know how to translate Prospector tho
nail gun with nails. stealing enemy life slowly, giving some effect on mates, prolly over some amount of nails in mates starting to cause damage or whatever else.
wow, no magic
not stealing to you tho. just toxic thingy in enemy butts.
oops, forgot to add the mining part, thx I guess.. And why not just right away like this? this sounds more interesting.
i mean you could shoot both, enemy and mates, with overeffect on mates.
about the inventory space, it sounds not enough before it needs to go to Molly... I think more of 200 and maybe the limit of 400-500 before it falls apart and you need to construct a new one
shoot a needle in glyphid
grab it back from a dead spiderbody
inject gathered stuff in your vein
go and mine magic pokemon ore
lel.
xD
callable supply drop with gravi-swap. boom and floor is on the ceiling...
Molly is not always near to it so I don't think it's that good of a number...
and sending it to Molly is kinda OP, let is just be a walking backpack
you can storage your ore in it or it can mine ores by itself but don't ket it do all the dwarf job
call for molly and grab the stuff from it to deposit
well, developers choice I guess, I think both could work out
I mean whether one or the other*
simple bonus to armor right, like explosive resistance but big pockets..?
oh yeah i checked last vanguard point.
well, I don't think I have something to add anymore to this class suggestion, I try to make my move on another, but kinda forgot my ideas for it though...
We don't want DRG become a MMORPG mining game right? Like with 8999 dwarf types
These are just suggestions...
Just wanted to say that we need to combine some ideas
And why mmo? you group up to a max of 4 in a team
more than 2 is massive online D:< for me and my potato internet
and variety is a key for fun.. I sometimes hate it to be limited to just some classes, for now we have the choice between 4 classes, might sound good, but the more unique classes there are the less you always see the same ones (atleast if most players don't like some classes too much)
@near glacier infected... like this?
also, to work on @near glacier 's idea (copy-pasting the set up and filling in my suggestions.)
Prospector
-
Primary weapon: Carbine rifle. semi-automatic rifle with pistol-revolver damage, around 8-15 ammo capacity. extremely accurate with little recoil and with bonus weakpoint damage.
-
Secondary weapon: AoE stun gun. You shot it, an arc of electricity appears and stuns all enemies infront of you for 3+ seconds. Deals less damage than pistol, has longer reload time than Flare Gun
-
Special ability: Sonar tower. Lights up all resources in its area so they can be seen even in darkness (also Gems with a special symbol). Enemies are marked with a simple symbol if they are behind cover and glow red if you have line of sight with it.
-
Mobility item: Swing-rope. fires a line of rope which the player can then travel along, about teh same speed as with the zip-line, but instead of being anchored in place, it simply pulls you towards it, like the grapling hook. can only be used by the prospector and would allow him to get up to deposits of minerals in tough to reach spaces. has decent range but long recharge time.
-
passive: Mini M.U.L.E bot. Can contain for max of 100 ore units (for example, 100 morkite or 30 morkite, 40 nitra, 30 gold). Can slowly mine resources by its own if marked by a laser marker.
-
Special armor upgrade: Can storage up to 60 units of each ore type
he might need some kind of counterbalance to off-set having the mule as a passive, this could be lowered health/shields or maybe all his weapons just have drastically lower max ammo. I'm personally a fan of the lowered ammo max since with the mule he should be able to gather enough nitra with the aid of the mule.
Nah, a passive would be op, none of the other classes have it
I rewrote it in my style from Vanguard, took some time for some extra thoughts I somehow got. Just to add things up, what you did above, but just let me write it down xD
it would be op, yeah, but i can be counterbalanced in someway, just not sure which.
(i mean i didn't start after seeing yours)
reworked class suggestion of it (thx to @near glacier):
Prospector Class
He helps with searching and detecting ores and enemies and would help out with his small Mule to free space from the Dwarves' inventories.
His main weapon would be a projectile weapon that could pierce some enemies, about three ore more, damage would be moderate.
His secondary weapon would be an tesla-like AoE stun gun. All enemies in front of you get stunned for a set period of time e.g. about 3sec. It would have less damage and a longer reload speed.
His gear would be a Sonar Tower which highlights all ressources after some "pings". It would additionally mark enemies and would highlight them red if they are in line of sight.
Instead of a normal mobility gear he would have a small Mule that he can send around. It would be a mobile small backpack which can be sent to Molly, but it needs to be in line of sight of both, Molly and the Mule. It would have an inventory of about 100 (150 upgraded)(all ressources together, not for each ressource itself) and a work limit of about 400 (500 upgraded), then fall apart after it gets emptied. If it is idle for some time it may start to mine for itself some ressources, but slowly.
As his armor upgrade he can store additional ressources himself, about +60, but not for each ressource, but it's a new max which can be applied to them (e.g. for now it's 40, but you may collect 100 gold; or 60 of each; or 70G, 60M, 50N; etc...).
Well, I somehow forgot my leads for ideas for the other class I had in thoughts, a defensive one, similar to the Engineer, but with more things to build/place/etc... nvm, see below
Defense Maniac (Class) (may get another name, just a rough fun one)
His role would be similar to the one of the Engineer, but even more defensive.
As his main weapon he would have a Mine Launcher, it fires small mines which detect near enemies and explode, they stick on any surface. He can pick them up again if he wants to replace or just to collect them back for ammo. Idea is that it could be used defensivly, too, to lay a small minefield or something similar.
He is able to build small Walls which can damage enemies over time if they try to walk over them. They would be mineable just like the Engineer's platforms in order to not block or troll teammates.
Instead of bigger turrets he would have smaller ones, which relies more on quantity than each own turrets power. As they are smaller there are more possabilities of placing them, even on walls, etc.
Instead of a mobility gear he would have a manable turret, high range and accuracy, about moderate damage, and for balance it shoots slowly. It has a small floodlight so you can see with it on a distance.
Not sure about his armor upgrade... (no idea atm)
His role would be almost purely defensive and he would be very helpful against the swarms.
As you see he doesn't have a second weapon, he concentrates more on defense, but you could place things in an offensive way...
Somehow I get no ideas for interactions at the moment... :/
Sentinel og Guardian as name perhaps?
both sound good
Ick. I dont like'm. This isnt destiny.
DRG is a company, these are people doing a job
they'd have more job'ish sounding titles
Rigger for example
but I mean better than my example xD
ha they should change the gunners name to 'Security'
New Format:
๐ Idea name:
๐บ Location:
๐ Description:
location?
and I kind of made already my own format if I make a class suggestion, just sometimes I miss some ideas and I leave something out...
What is needed:
Class Name
Short description
Main weapon
Secondary weapon
Third weapon/an utility gear/etc
Mobility gear
Armor upgrades
Possible other features
Possible interactions (chatting, etc.)
His role in the game/in a team
well, that would be the standard for the classes at the moment, but things like the second weapon, mobility gear, etc. could be switched out by something different, depends on the class you suggest
Location is meant in terms of where. Like in category gameplay or in classes. Take it like a Topic Name ^^
Ooo! i got a good one
The tunnel guider (the one thats bound to M), you can use the arrow keys to change the perspective in the XYZ axis
so you can tell if there is any tunnels, up down, left, right
if you're at a dead end without dirt
The terrain scanner definitely needs an upgrade, it's a bit difficult to know which direction to head in
kinda feel like the driller or scout should get some kind of Pulse item thats like a sonar but for underground. Black'n white scans a big area and you can see whatnot through the walls and such.
for a few seconds...
^ If a team has enough resources there's no real reason to make it have to search endlessly for that elusive next cave that got lost somewhere in random cave generation.
Maybe you should be able to get items by playing the game and leveling up (not microtransactions)
for exapmple: more weapons, weapon skins, character skins, voice lines,
Maybe you should be able to upgrade your weapons
you can already upgrade your weapons :V
skins and more weapons are already planned.
though i dunno about unlocking voicelines, seems sort of silly. though new voicelines will undoubtedly be added.
I guess
Unlocking voice lines sounds like overwatch and that whole unlock system is bleh
or atleast add some more voicelines or that the characters can have little conversations
unlock milf-witch skin for your dwarf, yay.
๐
Does the stuff that i mine count for anything ๐ค ?
Like other than xp sometimes i wish to stay finish a mine
And just have a nice reward or smhting in my base
gold gives extra credits, nitra and morkite gives EXP as far as i know.
that and theres no way to costumize the space rig yet.
inb4 driller becomes pyro, gunner becomes heavy, and engineer and scout become.. well..
This ain't TF2 ni๐ ฑ ๐ ฑa
could be pretty sweet to have a dwarf class that's inside some large exo-suit... not sure quite what it would have going for it in terms of class, or if it should be some kind of drop order thing.
...that requires another drill pod to drop his huge ass in a cave
"Who brought that fat thing down? I hope DRP didn't aim at us when calling it down..."
Or it could be something you find
maybe that phrase above could be used for the other callables, too
It would be cool to find it but you need nitra to power it
finding stuff in the caves has been mentioned before, but finding partially wreaked combat/digging suits could be super cool.
being able to call in supplies is important, but yeah, finding abandoned camps with supplies/medkits/ore or dead dwarves with a spare ammo clip or 20% ammo refil for the held weapon could be sweet.
Maybe some upgraded weapons that can only be found
Like modules that maybe give you perks like flamethrower has a higher damage but runs out quicker
Guys. What about class improvements instead of new classes? Like different gear that you can swap with existing one
For example, Engineer Turret can be swapped for a sentry bot that can follow dwarves and shoot, just like a sentry on legs, BUT it can be destroyed by enemies. Or a sentinel drone that flies near your shoulder and CAN'T be destroyed by enemies, BUT has less ammo than turret
Dwarven exo-suits.
Not only would it fit into the setting, i feel it would also add a little more to the gameplay if the players could get inside a suit of exo-armor. Iโve been playing Cryptark (twin-stick shooter rouge-lite) where youโre a space ship โsalvagerโ inside a heavy duty exo-suit. Taking it as inspiration i feel that a large (would increase player model size, requiring larger tunnels and making scaling walls via tunneling harder) clumsy suit, with heavy armor, weapons and an array of utility items could be super fun to play around with.
They would likely either be something you call down for support in a given situation (it would probably have limited fuel and ammo, which could be replenished via dumping Nitra into slots in the back)
They could also be something you find in abandoned camps or outposts. Or as a part of a given mission, say the team is sent to destroy a Glyphid hive, it would make it 10 times cooler to do it in heavily armed and armored exo-suits
The gear they could equipped with could either be customizable or you select a load out (so there could be a gunner, a miner and a scout exo-armor.)
The pros of using these suits is pretty apparent, lots of firepower (personally thinking twin-miniguns on the gunner suit, maybe a flamer and drill on the miner and a light autocannon and grappling-hook on the scout). They would also have lots of armor, especially at the front, they would both have increased shields, lots of health and damage reduction from the front.
The cons would be larger hit box, which means they would not only be easier to hit for ranged enemies, but also be easier to accidentally have friendly-fire. The increased size would also mean that itโs bigger than some of the slimmer cave sections forcing you to disembark and dig out a path, or have a teammate do it. It wouldnโt fit into tunnels dug by normal dwarves (except for the diggerโs drills).
Another drawback would be their speed and maneuverability, they would turn rather slowly and have a tougher time moving to the sides, making them handle a bit like tanks. Making them feel clunky and clumsy is alright in this case, since that is what they are after all, but it would still require some tuning to make it feel right and not artificial.
Another downside could be that itโs weak from the back, bypassing both shields and damage reduction and going straight to itโs health pool. This coupled with its clumsiness the glyphids tendency to swarm makes it very dangerous to get surrounded, especially by the smaller ones like swarmers and warriors. (having the swarmers be able to climb around on the suit would be suuuuper cool, but i donโt know if the game would allow that.)
The last drawback would be that as the suit gets damage, itโs systems would start to get damaged as well. The minigun would fire inconsistently, it would hobble as it walks, itโs flood lights would flicker and die for a few seconds. That kind of thing.
And of course, if you come across any abandoned suits down in the caves, you canโt expect them to be in mint condition.
So to summarize/ TL:DR:
Big exo-suits are cool, they would be super beefy and have lots of weapons and armor, but they would be large, clumsy, wth limited ammo/fuel and would fall apart as they are damaged.
don't worry, i got ya
oh yeah, and fuel/ammo capacity would be another downside, but it can be refueled/restocked by giving it nitra.
<@&257786783666929665>
Driller is wearing an exoskeleton isn't he?
yeah but... get a bigger one
https://imgur.com/gallery/g0mofD6 pleeeeease?
I'd think keeping only 4 distinct characters would be better, and having interchangeable gear for them.
For starters, it's easier for the art devs n' stuff so they don't need to make new art of even more dwarves. Also this lets a tighter bond between the dwarves and molly
I don't think you especially need to point out to the developers, they read the suggestions anyway, just if you need a response it would make more sense
They used to have a big mech/exo skeleton suit on their posters but that was the old character art ๐
Future biomes should not have just characteristics out from the look... of course, there could be exclusive enemies or something like that, but maybe there could be some special callables (things you call down), etc. which you can aquire with an additional new ressource just for those/each biomes. Well, maybe a bit too much for the unique callables and ressources, but things like how fast you mine things, the biome's rock,.. maybe shield regeneration downside or even a full fallout for a set duration because from, idk, radioactivity?
Or if the shield turns off you might get slowly damage over time until it gets back on
@short kernel Agreed, 4 classes is enough, just add more gear
I know the games based on one planet (Hoxxes IV) but more different settings would be cool to keep the scenery from getting stale, for example maybe an icy area or a molten area (maybe nearer the core of the planet) or perhaps a different colour of rock, (though this may be a big faff compared to using whats already available) ๐
Biomes, already planned, currently Jungle is the most pronounced i think.
Let's get some crystal enemies
@sonic sinew
the suits would be pretty situational, not really something you're ment to just walk about in. many of the things i've mentioned can be tweaked to be better or worse. they could have 85% damage reduction in a 290 degree arc in front of them, a health pool of 1000 health and 250 sheilds, have 2 miniguns with little to no wind up and a magazine size of 1500 instead of 500.
this would make them overpowered as all hell, but an example of how the numbers can be tweaked to make them much stronger, or much weaker.
but yeah, it would also give the dwarves plenty of opportunity to complain about DRG's shoddy equipment when the suit starts falling apart as it takes damage.
no one suggested yet to add reload animation to revolver? it uses reload animation from standard pistol. so lame.
temporary animations nd probably models
yah, reload animations are temp for most weapons.
@near glacier well, then there are 2 different groups of players, the ones who like variety through unique classes, and the others who already like the classes but just want more equipment choices for them...
Of course there will be more equipment for the current and future classes (atleast it's sounds like that if you look on the "1/1" at each equipment currently in the game), but still it might be fun to have more unique classes with their unique equipment and playstyle. I prefer more variety through different and unique classes, but that's atleast my opinion...
discord server since new reworked design of discord or whatever happened with app, bring back separate voice channels from text by using "categories"(on mobile app it still looks same)
Do you sneakily suggest to make Devs a free channel? ๐
lel there is some trick with settings when you add to category, didn't notice it change a bit
if i would like to suggest such i would do it outloud ^_^
I suggested this before but i dont want it to be forgotten.
Change the 'Drop Pod's name to just 'Dropper'
so we can get a "GET TO THA DROPPA" dialogue in the game.
Suggestion: A vanity unlock that replaces the barrels of your guns with...actual barrels.
I think we need a better map. In a time, where dwarves are dropped from outer space into the mountain, there is a need of a map which shows postions of other dwarves and the escape pod nad perhaps minerals. It has to be zoomable and perhaps more 3d.
Upgrade the Driller's drills so that they work in range. Helpful when you want to dig Gold/Nitra in the ceiling.
He is the only one whose supportequip needs close range
laser-beam-pickaxes!
More like acoustic noise
I played the driller twice and for me he is a little odd in reaching higher minerals. Ok.. you can dig along a wall nur reaching a ceiling is not easy
it shouldn't be ez. git gud.
A small panel which shows your team and there shield/health bars. I'm tired of holding TAB. And .. if you mouseover one of your mates he should be highlighted in this panel and/or his nickname should be displayed in your HUD.
maybe just make it a toggelable thing in the options menu
a couple more deployables,
((ideas freely given without copyright or IP requests, just incase someone gets shirty))
maybe a perminant beacon that appears without holding ctrl, so you can mark explored caves, or branch points easily.
A pod that fires 8 zip lines out in the 8 cardinal directions at 45 degrees upward
A short life span shield generator that keeps bugs out of an area
A secondary resource drop point so in exchange for gold you can avoid arguing over where molly should be
@lament egret .. oh .. thanks for your ideas .. what about the opportunity to place some kind of glowing arrow-graffities onto the walls to mark ways? Could help in the more complex caves to find the way out.
๐ oh yea, a grafitti system would be great!
maybe 3-4 symbols to choose from, as a kind of marker system
Having grafitti and then marking everything with numbers, categorizing everything... "This is cave 5-2" And such... making a ful map... I wanna do this now. it sounds like not too much fun but i wanna just explore now
whats next categorizing bugs with numbers??//?//??1! everyobdy be sayin stuph like we got a 10/47 movin in from point a we need to rush b cycka
if thats how people wanna play it then yes, thats next, but it would also be an optional system. Like how tea bagging and being a jerk is optional in competative shooters, lots of people do it, but if you don't want to you can not.
oh also in out stream me and the other streamers were discussing silly costumes for the M.U.L.E as a joke but then we started getting into the idea of being able to make it look like a wolf, or a meccacrab, or give it a pink bow and call it muffin
what about a glyphid costume? (these costumes could best be in game thing like upgrades and that you see the costume of the host)
haha that would be the ultimate troll, a glyphid costum ๐ but with goggle eyes
Maybe some troll skins for the enemies made by the devs, but nothing more.. I think it would take too long if the enemies get one by one new skins, it can be a matter of performance, etc., too.. Maybe skins for the players as there can be mutlitple times the same class in a team and it kinda gets boring if the others look the same as you... But I don't think it's necessary...
I want to be able to modify molly before going down to the planet. Liek putting on more light or something cool and needed... And you have like 12 slots or something and you can place everything on as long as it fits (mini flood light is 4 slots or so... you know?)
That would be great
Or maybe there could even be small robots you can have at the start of a mission, like: A small mobile floodlight, mechanical spider with a floodlight on its back. You can send it to a position and with another button you order where it should aim with the floodlight. Could be helpful if you don't have enough gold to order a floodlight (that lights up a whole area around it) or if you don't have a scout. Those spitters might get pesky if you can't see them from afar and setting the area which should be lighted up might be very helpful. (its floodlight isn't areal and functions like a big flashlight, that's why the commanded aiming is needed)
A small spider with a turret on it. It must be sent to a position where it can shoot from and stays there. Low damage, ammo capacity about 100+, reloading takes some seconds, about 10-20 Nitra to restock ammo, its enemy detection radius isn't that big.
(accidently deleted, may have forgotten something)
I request hard mode with no ui, no flares and generally no light at all except one comes from flashlights (i mean it's not that dark at current state) + unpredictable harsh level generation, not like it's now, too linear at all maps. i want place where i can lost for goddamn..
A small shielder mechanical spider that creates a small shield bubble, about two dwarves could fit in it. The power for its shields can be restocked by spending some Nitra, takes several seconds to restock. The shield can be active for a set duration for the Nitra spent, but may be deactivated and reactivated so you don't waste, but the timer goes on of course. In its shield bubble it passively regenerates the player's shield faster it it has went down.
Just some ideas, there could be more for that mechanic...
but I think an modifyable Molly woul be better.. a small flashlight, maybe variation of turrets that recognizes only specific enemies each so it only shoots them, so it would be very helpful as a driller against those spitters...
seconding moddable molly. hell an aimable flashlight would already be something, or have it have some AI and point things out with the flashlight alternating the flashlight between the things she sees with cute wall-e like noises. including scrared sounds when the bugs are close!
also: i want a bigger flashlight als an alternate option to spamming flares. i'd totally sacrifice all my flares for a "use the F button to toggle the big light" option. (ofc the big light cant be used alongside anything else, kinda like holding a gem)
What about buying some upgrades on Molly, like... 100 gold => increase move speed ; 100 gold => AoE health projector (1 healthpoint per second) ; 100 gold => projector ; 100 gold => turret (with a limited number of ammo, like 1000) ; but you can t construct every modules and have to choose
Also, we strongly need a 5th dwarf class
PS : for molly, I m talking about ingame consumables upgrades
Also you it would be cool to get turrets on molly that have limited ammo
also i have an idea for a clan like thing where there is a diposit box where you can put credits in to that will be used to upgrade things that your clan has such as molly and you could have clan symbols that shows your clan if your ever playing with people outside of your clan and if your not playing within the clan you get a standard molly that you can upgrade with gold unlike the deposit upgraded molly which will have all the upgrades your clan has chosen at the begining of the round
well, i don t think than customing molly outside the game is a good idea imo ; maybe a tool who can make his upgrades stronger (like more ammo, more speed, more health/sec, more range for torch) ; but it would be definitively more fun to harvest to upgrade ingame, and choose to get a cheaper but very good static power up (like actually), or an upgrade less powerfull for more gold on molly, who is movable
also, maybe than clan symbols could be add on the molly of the host and on dwarf's shoulders, u know, Space Marine like
just because I don't want it to be lost
I copy paste one of my old suggestion
What if you could upgrade molly to act as a turret ? or with some really useful options like healing or regenerate shield?
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
@left spoke how would molly know where to drill ?
BLACK MAGIC
I think you could just give a direction and it will drill for DUNNO 5 sec in that direction?
Do the devs still take suggestions for new dwarf ideas?
just get them out of your system ^^
all suggestions are welcome, but there are no guarantees your ideas will make it in, but the more suggestions, the better (Good well thought out ones of course)
I had an idea for a weapon for any new dwarf. An adrenaline injector of sorts that will last like 120 seconds or so. Makes the player or whoever he injected move twice as fast, including pickaxe speed, reload speed, turret building speed, grappling speed, etc.
Would be a good start at designing a more supporty character
Another weapon idea, a weapon designed similar the Scout's flaregun, a weapon that shoots out a beacon of sorts that sticks to surfaces. The beacon emits bright flashing lights and an obnoxious sort of sci-fi sound. It attracts any bugs to that area and lasts for 30 seconds but can be upgraded. Monsters like spitballers will shoot at it instead of dwarfs. Mini-bosses like the dreadnaught will ignore it
someone of importance once said "dont put a distraction on a scout cuz they are too mobile"
It could be good if, at the end of a mission we could wait less than the required 10 seconds. Like if you have a majority of vote to continue it only last 5 or 3 seconds.
I dont like the shields.
Vermintide and L4D didnt have shields so you could actually be picked apart. I was playing a scout and just mining on a platform when a swarm came and i just stood on the platform being hit and shooting them because i knew it was no big deal, cuz shields.
I propose shields do not protect you from poisons or claws. Or fall damage!
Shields would protect you from Ranged attacks. Including friendly fire.
And we need more ranged enemies.
Shields are necessary. In the state of the game right now, where the bugs just walked through walls and sneak up on you, it would be a nightmare.. Games like l4d and vermintide have their own balances designs for health
Vermintide has an in depth blocking and dodging system
Shields are fine as is. I quite enjoy the way you can upgrade it to be poison resistant.
Thats armor not shield, and thats engineer. Cant stop bugs from sneaking up on you though, they should. People might start using those health crystals, usually pass a dozen that dont get touched. L4D zombies are faster than glyphids though, same for ratmen, you cant just run away from them but glyphids can generally be kited
@idle quartz And we need more ranged enemies
i realized that upgrading the armor is different for each class. What about giving each class the same options?
its both, they can all get more maximum armor
but the options are currently thematic
upgrading everything would be a bit strong, i mean if everyone was immune to poison?
you can make thematic upgrades cheaper and the others more expensive. About poisenimmunity .. why is this thematic? The engi has no helmet.
nobody else has it thats why xD
also who knows maybe he'll get poison grenades in the future
glyphids have immunity to poison due to their living envirenments for example regular toxic grounds this might also be the reason that they develop concentrated poison in their bodys when they mature (see glyphid praetorians) wich is released upon death
talking about the player armor
you were talking bout poison nades
they would only effect dwarves scientifically seen
plans much future trolling
rubs hands
calls pod
evil laugh
you mean bugspray?
hell, they could make an alcohol based bugspray.
Something a dwarf is highly resistant to but a bug isnt ๐
bad idea
pesticide is more than bugspray, its designed to kill the bugs and not harm anything else.
the bugspray would constantly be drunk by dwarves if you make it alcohalic
gibberish
something bout an elf walks in a bar and dies
if it was alcohol based it could heal dwarfs and hurt bugs
so like the crusaders crossbow from tf2 or overwatch ana"s nade
wouldnt want that as it would be called ripoff
would also be too powerfull when bugs r attacking your teammates
Make the Scout able to use his pickaxe while hanging via grabling hook .. should be nice ๐
nooo thats way too overpowered...
mmm? more overpowerd like shooting a zipline?
ziplines got ammo
scout would be able to basically mine any vein by himself
quickly too
..What if resources were dumped into molly all at once o.o
Then .. give the grabling hook ammo .. problem solved
Its an exploration tool not a mining tool
Scout can reach places others cant so people, like the Gunner, dont need to waste a zipline on a dead end
but... Everyone helps the team:
Zipline to an unreachable cliff
Places Plates to get ground where
sets a zipline without a natural floor
The last hope when not finding the way back to the Escape Pod
Fuck you, guys. I am here and there and you can't follow me. And no one will ask for me since i am so useless for the team.
lights^
excuses ;-;
The driller offers a cost efficient alternative to ziplines and platforms though
in many cases
Also he is good for shortcuts!
Like, if the driller has fallen behind, he can drill towards where the party is, connecting tunnels
much easier retrn trip this way.
i rarely see a scout effectively using them... when even using them at all.
There are like 3-7 web spitters at the roof but i can not see them
"I found some nitra"
^ yes please scouts, you dont need to a flare just because its dark x3
need for spitters
well... i meant that i would have liked to see these bastards to be able to hit them... light would be nice
emoji dialogues is a new meta
well it works ๐
mining when using the scouts grappling gun
too op
It'd be horrible with trolls but grappling other players to pull them up might be fun.
Although a way around the problem of people being unwillingly pulled while avoiding lessening the effectiveness of the gunner's zipline might be to make it so the other player has to agree to be pulled up
That and shorten the distance where pulling is possible, so it only covers maybe half the full length of the grappling hook
A possible explanation for why the distance could be shortened could be that the scout weighs less than the other dwarves, and the hook is made to his specifications, idk.
if he weighs less, would he not be pulled to them...?
Anchoring himself
Driller could have more space in his inventory to carry more minerals (60 or 80 ?) at the same time. Additionnaly, it could be upgradable at the lobby (maybe for each class ? but more for drillers).
We could have the possibility to deposit minerals in rescue ship if you have some extra time because the mule is not available anymore.
May be we should consider a jetpack instead of a grappling hook for the scoot. It should have a tank fuel, a hot bar which is fast to fill up and long to recover. Whenever the hot bar is full it is unable to use until a certain amount (50% ?) so we should take care of the hot bar and the fuel tank to not fall when we are in the air. It could fire the ennemies additionnaly. We could limited the using of weapons and pickaxe when flying as it would require the using of 1 or the 2 hands to manipulate it with a remote control and also because of stability problems (using 1 hand > only pistol, flares and grenades allowed, using 2 hands > nothing allowed).
Or maybe we should consider this for another class ?
Then I have also suggestions to balance the grappling hook. What about we could stay in the air while using it, like a rope ? We could go up or down. The current using should be always available ofc. But we could also consider a sort of resistance timer/bar, like if we stay for a too long time hanged up, the grappling hook break and is not available for a long time or maybe until we can get another one with a supply drop.
What do you think about ?
i like it except the scout part
we are in caves
grappling hook is more usufull
i dont always need to go straight up
Boombugs should attach to players !.. But we should be able to kill them to actually stop the blast. Yeah?!
that would be single player hell
im blushing ๐
@light parcel The scout can access high veins of stuff without a cost or just the plateforms of engineers so if he is not useful...
it's all a question of cooperative teammates.
well git gud or get raped while down by glyphids
I always see you like "I am safe" And I look up and see you glaplinged to the roof ;-;
if your grappled to the roof there are many reasons thats the least safe place
- glyphid often come from above 2. no gunz 3. the only way out is down
you just need to move around a bit
you can already out run everything if youre good with a grapple
SUGGESTION: Difficulty increases enemy numbers and DOES NOT affects their damage/durability.
most hated thing in games with difficulty or player number multiplier is increasing durability or damage -.-
Durability i understand but increasing enemy damage? Who hates that?
Baseline damage is pretty low
i feel that it should be both to a degree
more enemies yes, increase in stats for some
big ones
sure
warriors
sure
websters and those tiny ones
shouldnt be changed
numbers for those tiny onese increase but webster kept the same no matter what and neither have a stats change
i want to one pick a drone and it not to butcher me unless theres loads of them
itll make the mini bosses, bossier, those warriors protecting it harder and better at their job
and everything else seems good
suicides should have an increase of damage exploading but not health
maybe an increase in speed at 5
anyone agree?
more speed!
I think that simply increasing numbers make AoE overpowered and thus too easy.
No enemy buffs (except damage and numbers) with difficulty increase pls
i think it gives more use to aoe weapons
i mean
the flame thrower and grenade launcher
it makes those two alot more viable and considerable to use in different difficulties
with it ill probably just end up with scouts and gunners
with these changes itll give use to tactics, diversity and consideration for higher difficulties for all classes
and youd want one of each ideally
and vanguard, as much as id hate the buffs, it is a difficulty spike and two many numbers and no (even a small change) makes it like warhammer 40k eternal crusade and hoardes just become shit
and you can say theres lore reasons why theyre harder
more radiation or gas which has made them healthier or stronger / some kind of corperate spill drug in the air has made them strong and breed more
lower areas they are weak and dwarven miners have been able to keep the population low
due to this
cos weak
also maybe ( just a throw-in crazy idea, later or as an unlockable) a dwarve named karl
whos a bit torn up
just an idea because of a thrown in line
maybe he is a rip on karl pilkinton
and complains alot about the little things
Needs to be a latency slot in the servers list
an accurate one
yes
New Class: Prospector
Description: this would be the oldest dwarf with bad hearing, his attitude would be that of an angry grandfather.
his role in the team could be multiple thing ranging from some of the following ideas:
# cave surveyor that maps out the currently explored cave for everyone
# call down supply drops ect for a reduced price using his deep rock life member gold card
# mark multiple things with his scanner at once
# get double value from all resources he deposits
# carry more resources then the average dwarf
# instant revive downed dwarfs from a distance using a special tool
# deploy a mineral scanner that labels and marks all resourses within a certain radius of the scanner
# Sticky flares
# advanced personal flash light
# advanced personal night vision
apart from the ideas above he would be armed with dual pistols/revolvers as hi primary weapon
the function of adding another character would be to help break up the repeditivness of havign the same squads over and over
by sacrificing the abilities of 1 dwarf that might be helpfull in 1 way you can get the ablities of a diffrent dwarf that help in other ways changing how you have to work together as a team
1 way you could say this makes the game better is by expanding the amount of game time needed to max out all the upgrades as a new dwarf introduces more upgrades that need to be purchased.
also new content is always welcomed by people playing games, short of a new map or new enemies or guns a new playable character is one thing that when people hear about they get hyped```
Hmmm.. Im not a friend of the depositing plus and carry more. It would basically make him the Main Miner
But reduced drop cost also sounds weird. Anything that would make a Character the Main choice for something specific shouldnt be in the game
Currently,any character can be used for everything
Example: Sologame,a resource you want high up at a wall.
Driller: does what his name suggests
Scout: Grapples up
Engi: builds staircase
Gunner: Zipline
Anything that would make a Character the Main choice for something specific shouldnt be in the game
if u want platforms you pick engi
if u want to grapple around you pick scout
if you want ziplines you pick gunner
thats exactly how all the current characters work, engi making a staircase is also a bad use of engi as the driller or gunner can and do a better job.
how it reaaly work: some spots something high up, engi puts a platform below it and either the scout grapple up or gunner put up a zipline.
@near glacier you are only thinking along the lines of how said drawf would function by themself when this is a team game and i am thinking along the lines of how it would work in a team
The multi marking, mineral scanner, and cave surveyor thing have been suggested in the past and would be better applied to all classes as upgrades to the current gear everyone has. Reducing prices of drop pods and doubling mineral values would cause him to be a required meta pick due to the rewards gained by those abilities to a team, invalidating your function paragraph, and with the ability to have more than one of a class on a server, it would possibly cause people to just get together a team of four prospectors to farm credits and experience at a ridiculous rate instead of having a varied team composition.
Other things to mention about your list:
Scout already has sticky flares with his flare gun, and instant reviving from a distance really cuts down on the feeling of urgency to help a teammate up that currently makes the game as intense as it is when things go wrong.
@lean haven i mean defult sticky flare, scout has a flaregun and also brighter flares, so dose gunner
floodlight should be alot brighter/ range is futher for light
compared to a scouts flare gun
maybe a explosives and pick based dwarve
no gun
but more damage with the pick
and slightly faster mining or something
mainly going for a no gun dwarf
Sounds a lot like the driller
I want some kind of setting for language changing and have a language be "The Republic"
All it changes is the word credit is replaced with "Republic Credit" or "Republic Dacteric" and it's a 50/50 chance of it being one or the other
You want your kb glow when game is all about dark caves?
Maybe make the default hazard level 1? Lots of new players, myself included, seem to start at hazard 3 on the tutorial and get rekt
@near glacier
yes
deep red or something
maybe a flicker of yellow when im carrying a bitter jem or jadiz
like an ambiant mine
something like a fast flowing red and brown for swarm
nice blue at the end of the swarm
then resumes back
May be flares should be the same for Gunner, Driller and Ingineer. I saw that Gunner has blue ones which light more than orange ones and I was a little bit disapointed
I like that they are different, but yes gunner is best, engineer is worst imo
Just enforces team play imo ^^
so the vlog!
next time answer who the heck is karl! plz
Is there a feature/setting to turn off head bob? Have a friend who gets motion sick from the bobbing
while running?
yeah
Well, another class suggestion by me (with some previous mentioned ones thrown into this class):
Mechanoid Class
A class that specifies himself on constructing small bots that attacks enemies or defends himself or teammates.
His main weapon would be a DMR, he would have with it a moderate to high range and moderate damage, attackspeed would be slower.
Instead of a second weapon he has small bots with small firing turrets, crawling like a mechanic spider they walk around the ground and can even walk upside down. The detection range for enemies shouldn't be too big and its attack range is of course smaller. There could be about 1-3 acitve ones and the damage would be needed to be balanced around the limited bots active at the same time (the more at a time the less damage, with 2 bots I think moderate damage, with 3 lower, 4 would be too much). They would have a duration of some minutes and would fall apart after. They patrol the area they are placed in but if you get too far they will start following you. When they are near you they will start patrolling again. These bots would have ammo about 200 if 3 bots or 300 if 2 bots can be active at once. He could have a stock of about 12/15 bots (whether 2 or 3 can be active at once).
His second bot would be a flying drone that follows him and passivly patrol around the dwarf when not moving that much. It has an attached submachine gun with low damage and can spot enemies long range with an attached small flashlight. It stays near you while it follows and tries to attack enemies that are near you, it would have a moderate detection range and tries to spot enemies and light the for you, but on longer ranges doesn't shoot. You would be able to send this drone to a teammate instead of you, but it would be slightly worse than if it would be near you because it would be mostlikely further away from you. Around you it has a duration of some minutes, maybe about 5-6min, if you send it to a teammate it gets shortened to about 2min. When the duration reaches zero it falls apart and you would need to build a new one, but even with the bot sent to the teammate only one can be active at once. You won't be able to get it back after you sent it to a teammate. Its magazine would be about 100 and it would have an ammo stock of about 400, it reloads for some seconds. It can be restocked once or twice, it needs some additional seconds than reloading, and after all ammo is used up it just uses its flashlight to help showing enemies. The stock of this bot type could be about 5-7.
His third bot is a protective shielder which sends a small aura around it that slightly increases the shield regeneration rate and lets you lose slightly less hp from damage sources. It follows you around but can be set stationary to a desired position and its range and stats would slightly increase then. I don't know how big the range should be when it moves and when its stationary, but as it provides only slightly buffs it could about 10 "Mollys" in a diameter (don't know what measures I could use in the game ^^). Of course only one such bot at a time. It has a duration of about 7-9min, but less stock, about 3-4 only.
His role is kinda building up his bots and attacking enemies or protecting the teammates with them. He would be a passive attacker with bots as they could attack smaller foes around him and he and his teammates could concentrate a more on bigger threats.
I am not that sure about the bots' functions, they could be changed into other or better ones, but I could just have lacked some other ideas.
- not that sure about his name, nothing came into my thoughts :/
=
Simple navigation tool suggestion; guide posts, carried by all classes as a utility. Provides a persistent, player-named mark, viewed through the tab key like players & Molly through walls and layers. Limited to one to two or three at most per player as an inventory item (restored by supply drops) though not limited on a placement basis. Perhaps varying max capacity between classes; scouts get an extra, gunners maybe have a deficit compared to engineers & drillers.
Usefulness level varies; in smaller maps without many twists & turns, it's just a way to mark cave mouths, naming in sequence 1, 2, 3, so on, to keep from getting turned around in the dark. In larger, multi-route maps, it can be used to greater effect to mark forks; a player might use an alphanumeric system, 1, 2, then 2A & 2B. In huge maps like Green Depths, it can be used to mark landmark chambers in addition to or rather than the innumerable mouths leading into them. A large open space' center, a primary bridge/pillar leading from one end to another, a digsite with leftover supply drop packages, all useful things to mark out by name.
On the meta level, a means to encourage group-level backtracking to escape pods now and again by making it a little more feasible compared to a straight dig by a driller or eventual lone survivor scout grappling his way back if things prove hopeless for the rest, without nerfing either of the latter methods that can prove quite useful, though maybe too useful for people to do more than half the walk back the hard way, and only when it's actually easier than starting straight off with either of the quick & dirty ways.
my suggestions turn what i notice in the caves is that there are 2 factions dwarves/turrets and glyphids so waht if we would change this and add a third part? or have jelly attack glyphids too cuz i already use cave urchins as defense but it would be nice if a skilled person could heavily use 3rd party enemies to their advantage (btw to anyone if you find cave urchins use them as defense they are amazing one turret in between them destroys lethals swarms)
@near glacier This is a non-sens in my opinion. Why members from the Deep Rock Galactic should have different flares (excepted for the scout who has the main role to explore forward) ? Moreover, why is it the gunner who has the better flares than driller or ingineer ?
He needs to see to shoot
@idle quartz Well that's the Scout job to make ennemies and sourrendings visible
Driller needs to see minerals too to mine, no ?
Driller is a blind mole rat
Well this is a teamplay game so it's a non sens haha
When i first started playing I actually used the flame thrower for light XD
I was just chuffed that it actually cast light onto the environment ๐
In the dwarves' spawn rooms, could we get some posters or something on the walls? Something to make it look lived in? The rooms are a bit too tidy as it is, especially with messages popping up on the boards having to remind them about personal hygiene.
Maybe a little mess on the floor, a Molly pin up calendar
Or beer bottles all over the floor
not just beer i dmeand a brewery in my appartment!
The rooms really do need something of a more personal nature in them though. You figure these guys are in the space rig for a long enough period of time it warrants private sleeping quarters, so they would have some sort of personal effects.
Suggestion: Ability for engineer to flip, turn or freeform-rotate platforms. This would make climbing with platforms a lot easier and building with them a lot more fun. And/or, make vertically flipped platforms twice the size so they can be used to block glyphids from coming through a tunnel.
Suggestion: Double-click icon in character screen to quickly change class
theres a way of quick charactar switching but i dont know wich button
@vagrant lintel I like the idea. The glyphids however should be able to dig in the platforms if they can't find a way to access to us
@devout coral @summer field press c in the rig to pull up the character menu from anywhere
was more like a couple seconds at the turnover point I think
pew pew
@lean haven To change class though is "C", then click new class, then click "Confirm". Slightly faster would be "C" then double-click new class. I don't think there's any keyboard shortcuts that work in the Character menu? Can't tab between classes/enter to Confirm?
I have a suggestion for how deaths are handled - I understand why there not being a timer is part of the game right now, which I don't particularly like from a pressure/realism standpoint, but perhaps bugs could no longer be attracted to downed dwarves so they don't trigger extra explosions and attention, therefore eliminating the invincibile falled dwarf scenario?
Id add to that: How about he has like a Timer for when he goes from down to critical condition,which is speed up by the Bugs attacking him.
A fatally wounded dwarf takes longer to revive and doesnt agro the bugs anymore.
A kick option for a host would be nice you know...
*I LOVE THE GAME ALREADY
Here's a couple off the top of my head...Add more game mechanics/mission objectives;
- More points if you go deeper, discover new/certain areas...
- Add Earthquakes/Tremors
2a. Add tunnel construction/ supports and lighting to make stronger tunnels - Mine cart/might be interesting
- Oxygen depraved/gasious areas that require an oxygen tether to explore a la 'Astroneer'.
- Power and pipe laying for exporting water/lava/oil or oil-like substance and feeding power to specail mining equipment.
- Testla trooper dwarf. glows and illuminates an antire cavern and can shock bugs with a tesla 'gun'.
-
What do you mean by points?
-
I think it was already discussed here a bit and some said that it could would be a bit hard to develop and would take alot of performance (new generating stuff/etc.), but not sure.
-
I don't think it's necessary, more likely something like small mechs but not really something like minecarts...
-
Might be nice, on some maps are some of those poisonous gas areas and some oxygen equipment would be very helpful to get through unharmed for a set duration of time, maybe 15-30sec or something.
-
Please be more precise about class suggestions... A class with a tesla weapon was already suggested and something that lights up an entire cave would be too op. By the way, lighting the cave up is the scout's job.
-
This could be nice for a special mission:
The dwarves find a lost excavation building and need to reapair and defend it. Special pipes and conveyor belts need to be repaired in order to power and operate the building. Sometimes dwarves need to stay on a position to repair/operate/etc. something and the others need to defend him. There could be some bosses which could have been awoken by that building and you would need to kill them. There might be different scenarios at this special mission, everytime something different could be broken and need to be repaired or different random things could happen. At the end you would get more rewards than normal or even special rewards.
- XP I guess. At end of mission there are tallies/points/xp used for upgrading gear.
- fair enough...i think possible. especially things like falling rocks and screen shake events would be possible.
- what if a minecart was used to respawn or bring a medic/medic bot down to heal/revive dwarfs?
- could go beyond gas, electrified areas, flooded areas (under water) both=special gear requirements.
- Perhaps 'special missions' are like raids or strikes? Going after a big bad whos in the way of a treasure cave or vein of a rare material? I really like ideas like this. Without them, the game is awesome but all too much of the same could get old very fast. I really want this game to do well. It's a lot of fun, but i worry. I also think that more developement in crafting and order requirements would be great. in-mission crafting/upgrades using resources found underground and funds gained etc. ***your special rewards comment - could be a loot/gear drop (faster drill, better pickaxe)
- Tesla Dwarf could go in electrified areas mentioned above. Are realatively unaffected/damaged by aliens with shock abilities, more susceptable to another kind? they're lighting abilities could be very great but in short bursts or have long recharge times.
- Dive Class - has oxygen rebreather capabilities special underwater drill. A pump of sorts that can drain a room or turn the water into air to open it up to other dwarfs. Water firing weapon that can put out fires and has stronger affect on Lava/fire spiders etc.
- How about instead of throwing all flares some are those bluish crystals on stakes, like 3' tall stakes that you can place/stab into the ground/wall. can be replenished by collecting the crystals.
Would be nice if swarms that block you from the pod didn't just spawn and fall right on top of you, but started from the pod and walked towards you?
Just saw like 30 swarmers/warriors just fall out of the sky on top of us out of nowhere
Bugfetti
I think that is already the plan Heavenly
Gotta make the ending exciting but you also dont want to make it so hard that it feels unfair to play a long game and lose at the end =/
I played a long game and crashed at the end.
But then, I can't blame the game. It's in alpha, after all.
About the Dive Class, I don't think it's necessary as, even if those water areas will get developed, that he can be well used on every map, and not every map would be full of it. And if there will be a map full of water, should only that class be used for it? There could be some water areas, but there shouldn't be a special class for it...
And again about the Tesla Class, there was already a class mentioned with that sort of weapon. Well, if those electrified areas could be implemented then that could be his armor resistance upgrade... Well, that class isn't that much based on the Tesla weapon, but it has that weapon... Here is the repost of it (I save the most class suggestions I contributed to, may be a bit different of what the others wrote):
reworked class suggestion of it (with the contribution of @coral hornet, thx to @near glacier):
Prospector Class
He helps with searching and detecting ores and enemies and would help out with his small Mule to free space from the Dwarves' inventories.
His main weapon would be a projectile weapon that could pierce some enemies, about three ore more, damage would be moderate.
His secondary weapon would be an tesla-like AoE stun gun. All enemies in front of you get stunned for a set period of time e.g. about 3sec. It would have less damage and a longer reload speed.
His gear would be a Sonar Tower which highlights all ressources after some "pings". It would additionally mark enemies and would highlight them red if they are in line of sight.
Instead of a normal mobility gear he would have a small Mule that he can send around. It would be a mobile small backpack which can be sent to Molly, but it needs to be in line of sight of both, Molly and the Mule. It would have an inventory of about 100 (150 upgraded)(all ressources together, not for each ressource itself) and a work limit of about 400 (500 upgraded), then fall apart after it gets emptied. If it is idle for some time it may start to mine for itself some ressources, but slowly.
As his armor upgrade he can store additional ressources himself, about +60, but not for each ressource, but it's a new max which can be applied to them (e.g. for now it's 40, but you may collect 100 gold; or 60 of each; or 70G, 60M, 50N; etc...).
Oh wait, just as I copy/paste it he has already a suggested armor upgrade...
Well, if you think about it, a Class that specifies only on lighting weapons/equipment could be better, but then this class' weapon would seem offplace...
How to do another message to split those? I want to post something bigger and it's a nuisance if both is kept together -.-
Here is yet another class suggestion:
Tesla Class (How it could look like, name should be reworked)
He specializes on all that has something to do with lighting or electricity.
His main weapon is a tesla-like chain gun that attacks one enemy and gets directed to other enemies nearby. It could hit about 5 enemies and do moderate damage. Not sure about magazine, maybe 30? And reloading could take 2-3sec.
His second weapon would be an Electrified-Orb-Launcher, it charges for about 1sec and fires an electrified orb into a direction on a long range. As it needs to charge and has that range it has high damage, but low magazine of 10, reloading takes about 3-4sec. With that orb it does of course AoE damage, but the main enemy hit with it takes the most damage.
His third weapon is a seemingly worse version of his main weapon, a tesla-like weapon that hits several enemies in front, but this time about 8-10 and every struck enemy gets stunned/paralyzed for about 1-3sec. With this effect it does only low damage, its magazine is about 15-20, reloading takes 2sec. (took the idea from Prospector class)
An idea for his mobility gear is missing, should be something electricity/lightning/tesla related...
His armor upgrade (if some special electrified areas and enemies could be added to the game) would be immunity or less damage from those areas and less damage of those enemies.
I think the fallen dwarves should be able to crawl - really slowly but still. It would make more sense if implemented with non aggro fallen rather than what we've got now. I mean I've seen it used as a genuine tactic - one guy falls and all the others just run around him to aggro the bugs on him the explosive fest.
Back to the point though. Sometimes - as we all know - a dwarf is knocked out in a ridiculous spot. It would be super usefull if he would be able to get to a safe(r) location, albeit slowly. That also gives the fallen something to do with himself while his mates are fending off that swarm. And it would imho make more sense in an RP sense - after all if you're on your knees ou would try to get to safety too. ๐
Class specific grenades: napalm for the driller, expanded radius/lower damage (or tighter radius/higher damage?) for the gunner, concussion (knockback) for the scout, poison gas or tangle wire (some kind of persistent damage that spreads the grenade damage over 5-6 seconds?) for the engineer
Game mode: THE FLOOR IS LAVA!
Gunners only, on a set map, the floor is literally lava
maybe scouts too
idk
F*** scouts!
gasp
But engineers could work together with zippy guys... Maybe A lava floor level in general.
Also, I feel like I should be able to spam the rock and stone voice line even while downed, since at that time I'm literally hugging rock and stone
xD
<@&257786783666929665> I feel this is a high priority task that needs to be put on the road map
>>ENGAGING BOOST
At the moment, if you don't leave your ship at the beginning of a dive, the ship shuts its doors, carries you up, and drops you to your death when it dissapears. Maybe it should do something like teleport you out after the doors close.
I'm thinking a hydraulic wall behind the seats pushes everyone out unceremoniously just before it leaves if anyone is inside
That's a much better idea.
Idea: The ability to upgrade molly during the mission with mined materials. Some Example upgrades: 2 seats for dwarves, a sentry turret, a short range ore detector (that can get a temporary range boost when juiced with nitra)
giving the scout 4 beacons that he can place down between his feet, so all his allies can see this beacon's signal from a global range. Mabey even allow the scout the put a custom tag on the beacon signal.
those are my idea's so far ๐
Ancient structures in the large open caves would be very cool
actually tussy
in the update thingy where they show all the updates
they said something about treasure rooms
oh yeah, a difficulty in wich the fossilized aliens come to life if you pass them, RNG determines wich ones that do ๐
Wow cant wait ๐
Anyone else want the ability to just stomp bugs, or kill swarmers by jumping on them? They're heavy, the suits are heavy, the bug would squish.
Ye
Driller = Jumps on Dreadnaught
Dreadnaught = Ded
Drillboots
Fiddle with Molly's pathfinding and the nature of call-in tunnels (supply drops, etc) so that she absolutely will not use them as a shortcut. She isn't small enough to physically fit in the first place, and in labyrinthine cave generations with a faraway pod, it's a death sentence if you're solo/without a driller. Natural or player made tight tunnels of similar dimension are one thing, but level intersecting vertical tunnels can inexplicably destroy the ability for the player to be guided to the pod if Molly decides to run off through them and there are insufficient landmarks to navigate by to reach it independently. Seeing as levels are randomly generated, this is relatively often.
It's really absurd that I can't dig some 20m in 2 minutes because the game keeps teleporting me back to the start of my cave. It's nonsense and goes against the concept of the game being dwarves digging tunnels and etc. when you can't even dig some tunnels to get to the escape pod. Absolutely must be looked at IMO.
Think its a bug, sometimes has to do with lag, happened to me today under heavy lag for sure. @serene valve until then, if you have an engineer he can plug the hole with his platform gun and that will stop her, if its sealed tight
no lag in most of the cases where this has happened to me
Ever open your map while tunneling?
That used to be a cause of it too
and often this wasnt just the player digging but people behind him as well
hm, I generally don't, because I just follow the pod marker
@idle quartz It was a single player lobby in which I was the host. It's not lag, she just takes the absolute shortest route possible to the pod, which unfortunately includes routes that players cannot use under any circumstances, not merely taking shortcuts over terrain that players can traverse by using their various movement tools but not just by walking.
the lag was the digging thing, referring to HC's incident
I think it would make sense if you can burn the webs away with the flamethrower
Burn allies too !
thats right :/
I shoot my co-workers anyways ยฏ_(ใ)_/ยฏ
A throwable like a pipe bomb that attracts the attention of creatures but doesn't explode?
Could have a pheromone bomb that distracts them for a bit.
TT__TT
swooping
Surreptitiously checking Urban Dictionary during a game of Cards Against Humanity, because you have no idea what the card you just drew means.
swooping is bad
Suggestion: Molly 2.0 - by Lyndrix
i hope my handwriting is somewhat readable... if not:
this is Molly 2.0 (basically the original but this one can be upgraded with extra gear)
- a twin-barreled 50cal gatling (holds 300 rounds and needs 100 nitra for an ammo refill) - Price: 45 gold + 15 Nitra
- a short-range ore detector (scans up to 50m from molly, feeding it 20 gold & nitra boosts the range to 100m for 2 minutes) - Price: 35 gold + 25 nitra
- 2 extra chairs (so dwarfs can ride molly, even on the ceiling) - Price: 50gold / chair
-- this would give molly a total of 3 seats (2 chairs + 1 gunner seat) because 1 dwarf needs to guide Molly forward anyway.
prices are not-calculated and therefore can be changed to fit the game balanced (same for the ore detector range and costs)
lemme know what you guys think
the drawing is phenomenal first of all~
i'm just not super sold on upgrades for molly personally, she's a walking minecart, not a fortress. Her role is less as a support and more as a mission objective i feel.
though if we're getting hive assault missions and such, it would be neat to have molly be modified to suit the mission, so in the classic mining missions we get a basic molly package (like now) and for assault missions we get something more akin to a small spider tank, like the above.
i'm also not sure how well riding molly would work given she's a little... odd... at times, walking along the walls and such would make it a right pain to aim and shoot from her. She already has the spotlight as a part of her standard set up, but giving her a small gun, just something like a weaker version of the engineer's turret would be pretty neat.
i can completely agree on not-turning molly into a fortress, which is not the general idea, the idea of placing chairs on molly is because sometimes it happens that some get seperated from each other and it might be hard to explain where to go in the dark, this is where you can just call molly, sit on her and have her called back (she'll just bring you). and to further deconstruct the idea of turning molly into a fortress, there is only 1 gun on it that is comparable to the gunner's minigun and the ammo is still limited + requires Nitra to keep operational and on top of that, the gunner's seat does not make you invincible, nor can the gun be taken off molly and carried. So if you get overwhelmed, you'll still go down and molly will leave you behind if someone moves her at that point.
PS: thank you for the constructive critisism ๐
oh and i marked the spotlight to show wich side is the front ๐
i sort of have the feeling that having the dwarves get split up and seperated is part of the design. Allowing the players to just hop onto molly and catch a ride over to their friends might make it too easy or completely negate the whole getting seperated part of caving.
The gunner's minigun is in my experience pretty powerful, and having another player be able to use it would make the gunner less viable as a class (and as far as i know, Gunner isn't the most popular class as is, and giving someone like the scout the chance to use the gunner's name sake would make the gunner sad and lonely.)
The limited ammo is a nice idea, but i can already imagine myself accidentally shoving 100 nitra down the wrong chute so i can't call the supply drop i desperatly need, but hey, the miningun is working again. Having it be a slowly recharging thing i feel might be better, because then it's either situational (large battery, low recharge) or something passive that helps out in a pinch or just mops up any spare maggots/swarmlings.
The ore detector is a nice touch. Maybe have it be on a 60-90 sec cooldown and let it be activatable via holding the call molly key instead of having it be a upgrade? though if that's to be the case, then it's probably better to have it be something more akin to a large radar-ping covering a larger area. Though it could also be made a constantly active but very short-ranged thing.
I can agree with a manual turret on molly with limited ammo
I suppose an ore detector would make it much easier to find gems, as well.
I think something that just gives you a general direction of Morkite would be useful
I think an upgradable spotlight would be great, but I don't see the point of an ore detector as the ores are already on the surface
an ore detector that points in the general direction of the nearest morkite deposit is a nice idea. Mostly because it avoids you having to backtrack and search a huge cavenetwork for the last 10 bits out of that 1000 haul.
as for the turret i still feel that either a weak automated sentry/point defence gun or a slowly recharging turret that could be used in emergency situations would be nice.
mostly because i can see how easy it would be to accidentally load up 100 nitra for turret ammo instead of for a supply drop. Plus a turret is very much a multiplayer thing and would be more of a hassel/useless for people playing solo.
might be something they do for solo players
giving molly some utility to ease the burden
@fathom flower Your hand writing is beautiful
agreed
The little drawing of the dwarves is so cute
This has probably been discussed before, but I'll suggest it anyway, just in case it hasn't
Could we get some kind of despawn timer for used flares, was in a big cave earlier and it got very laggy, either due to lighting from floodlights, or from the hundreds of flares littering the ground
tricky, a lot of people like the flares as a sort of bread crumb to follow back up the caves
Maybe an option to personally disable them if its a problem
Maybe despawn them if the density of flares in a area is really high
like "don't allow more than 3 flares per square polygon"
sometimes i pile them up to mark things x3
Exploding bugs need to stop spawning right on top of you when you are digging for a gem. It's bull.
makes getting the gem easier tho
spawns a dreadnaught instead of a suicider
o ^o
mean
im not trapped with a dreadnaught mining a gem HE IS TRAPPED IN HERE WITH ME!!
Mechanical Beard Shields. That is the future.
SCOOT SCOOT SCOOT
Watchmen
Allow the jukebox to play music from your HD!
Or maybe soundcloud/dropbox/something.
oh whoa we got two suggestion channels <<
@fathom flower (TL;DR to others: maybe just skip this as it really is a long comment to his suggestion)
About the "Molly 2.0":
Sure, it could be a great addition to the game. Many (including myself) had already ideas for an upgradeable Molly, but you should be careful, too.
Let's talk in steps..
First, the floodlight, this would be a great addition if Molly could have something built on "her" like that, but think a bit more about that. With the drawing in mind, the floodlight should be able to rotate somehow or else Molly would move too much if the floodlight's direction (Molly's front) is redirected too often. As said above, it should be something rotateable so that Molly can stay at a position and you still would be able to redirect the floodlight.
Second, about the ore detector. It would be another great addition, but maybe there should be a bit more thoughts about the game. One of my thoughts is whether it should be a device for Molly or it could be basic/special equipment for the dwarves.
Could you be able to order Molly to use the ore detector to search for the nearest Morkite in order to be able to finish the mission and not to search for it like forever?
Maybe just a device attached to Molly which marks the nearest ores or specified ore (e.g. Morkite) in whether ticks (automatically activating after each X seconds) or in a useable manner with cooldowns?
Or useable equipment for dwarves that has the same use as above with cooldowns?
And Third, the manable turret and seats. Just as I read your idea I came up with the problem of the enemy's pathfinding and how the dwarves would be sitting on Molly, and another one:
-The problem about the pathfinding: If a dwarf sits on Molly it makes sense that the ranged enemies wouldn't have a problem there, they would just normally attack the dwarves. But think about the melee ones (the most enemies). With the drawing in mind, the melee enemies shouldn't have many problems with reaching the dwarves who are just using the seats, maybe just if Molly keeps moving, but if you think about the one which uses the turret, they would need to get on Molly in order to reach him, which could be a nightmare in pathfinding. I think the enemies at the moment can only move on terrain, which makes of course sense. But if they would need to be able to walk on Molly, a moveable thing, it would be a nightmare for pathfinding and development (allow many bugs and glitches...).
But let's finally move to the other problem,
-the problem about the turret and the seats: First a question about it, is it rotateable in an angle or fully? If fully and a dwarf sits at the turret, it would be a nightmare if he forcefully keeps spinning around if he aims around, which might sound hilarious, but wouldn't make realisitc sense. On the drawing isn't much to see, but as drawn there isn't any seat for it, but you still mentioned one. If the rotation base is under the turret, it may be the case I just mentioned, but the rotation base should be the seat, so it would look less hilarious and more realistic, but in order to make it way more realistic it should have some limitations about rotation speed, etc...
If it is just rotateable in an angle, it wouldn't have many problems, but one would include again the thing, if it isn't in the turret's angle, you would need to always keep Molly moving around,....
But how about just ignoring the things I just said about the turret and make a sentry instead? It wouldn't have ANY pathfinding problems as the enemies wouldn't even try to attack it. It may be a danger, but as it isn't a living being they don't have any interest in it. In addition there wouldn't be such cases that a dwarf keeps rotating the turret if it is fully rotateable. It might be more powerful as no dwarf needs to operate it, but still you would need to spend ressources in order to power it, etc.
(edit: forgot to write: )
And finally the other problem from my thoughts,
-the one with the seats: With the drawing in mind, two dwarves could use a seat on Molly, one on each side of Molly. But this way you should keep in mind that the box (don't know a word for it, similar to hitbox, but more related to to way of "space needed to get throught a tunnel, etc.) will get larger with dwarves sitting on the seats, may it be wider or higher (the one sitting at the turret). There might be mostly enough space but if you need to get through a selfmade tunnel Molly would consider it inpassable and she might not find any way to the escape pod. This just now was an example that thought... (edit end)
After writing way more than even I expected, upgrades for Molly would be awesome, but you should think throughfully about those you suggest and if there might be better ideas instead.
This may be the biggest post I made so far in this suggestion discussion xD
I think the themes of survival and co-op are the best and should be maintaned, survival in this case often comes from limited resources, everything being finite (used to be finite flares, could change in the future) I think turret molly could work if molly was stationary for the whole duration and had to be on the ground
I think a more likely approach will be a Flood light call down that could be directed with a laser pointer or something.
Yeah, I think I wrote something similar already about the floodlight, about haveing some type of floodlight, mounted or a call down, which could be directable, so it wouldn't need to light a whole area but be able to have maybe further range. A Driller, like me, could really use such a thing to spot those pesky spitters on the ceilings and walls, because on bigger maps there is almost no way of spotting them without a floodlight or a scout, but even they have limitations...
And about the turret, I would rather think, as I said, to the idea of a sentry rather than a manable turret, it would make playing and mostly development much easier...
you can see them in the dark, they're a little more reflective than warriors
Well, maybe I haven't paid that much attention, but still such a floodlight would be very helpful..
Mini suicide Molly's you can remote control in first person but lock down your character model
i could never blow up a mini molly
But think of the fun of using a mini Molly to sneak up on a cave leech on the cieling and blowing it up
Or even if they weren't mini kamikaze Molly's, but scouting/mining drone Molly's. You could spend credits/gold at molly to purchase one for use and it would pop out of her like a baby.
Then you guide it up to some pesky mineral or something on the roof, and blow it up to make the resources drop down
Maybe even have a new mineral that can only be used on Molly for fabrication purposes. Zinc or something.
And you use this material along with some gold to create the mini Mollys
#savemolly
And your idea sounds rather similar to the Loot Bug Tamer in the forums @lean haven
Speaking of which, I saw a lot of class suggestions, are any confirmed to be at least in attempt to implement? Or was at least accepted as a future plan? <@&257786783666929665>
I hope they concider removing "hardcoded" classes and you will be able to equip what you want
That sounds more possible like a gamemode than a change to the whole game
Or maybe they add different weapons but all to a similar purpose, like a smaller platform gun that has more ammo, or a power drill that isntead charges forward and destroys a lot of ground
or lets compact this idea to: Modifying weaponry (reminds me of the Tool modules of Astroneer)
or maybe something like payday 2's weapon nod system
Oralekin TF2 system eorks better I think, like scout primaries are all scatterguns, but each works in a situation, all of heavy primaries are miniguns and so on
ok , first of all, Hello everyone! it's been a few days for me and so i've noticed on the suggestions board here ๐ THANK YOU ALL for the wonderfull opinions and feedback of wich I fully understand all of them so let me dive straight into this.
First of all the marker i've set on the drawing says "Spotlight" not "floodlight" and is there just to show the front of Molly (since the spotlight is already there on Molly 1.0) (<== yes i'll call her that for clearifying the difference between wich i'm talking about)
Next up the ore detector: I haven't really considdered having the ore detector as a piece of equipment that can be carried with the dwarfs or even as something that could be called down like a supply drop sounds even better than as an upgrade on Molly 2.0
Then about the seats (gunner's included)
I was thinking of starting every mission off with a Molly 1.0 and you would buy the upgrades during the duration of the mission (like u press 5 for calling down drop pods, you can also buy Molly Upgrades here (it would show in the title of what you're buying eg. "Molly Upgrade: Passenger Seat - Left") and when the purchase is done molly would get the order from cozy-job-guy to upgrade itself ("Deep Rock could seriously invest in some better eqwuipment" ๐ ) These seats will be closed when molly sits down and the deposit-hatches open (since they're folding chairs).
As for the gunner's seat, yeah i admit i didn't think about the melee reaching up there... That's why i think if we force the gun to aim backwards only (90ยฐ total rotation possibilty) and at the same height as the other seats, it would fix the current problem.
I see many people are a fan of having a sentry instead of a gunnerseat, so yeh, why not put both as a choice upgrade? or just both.
What do you all think?
Since everyone chose a sentry instead of a gunner seat why not just put the sentry? It could maybe be upgraded via the gunner class, he may interact with the sentry to reload and repair using minerals he is currently carrying maybe
why limit this to gunner only?
gunner class* or do you mean the dwarf currently on the seat?
@regal echo I was initially thinking of them being something kind of like the nikita missile from MGS, but grounded instead of airborne. Figured a tiny Molly would be fun to drive around.
@modern stone got me thinking on this with his suggestion of a control room class:
What if instead of a control room "class" that can watch people, there was a spectator mode that put people in mission control viewing a few monitors that pulled feeds from the different player perspectives and Molly?
And if not doable for those in-game for whatever reason, could we get it as something animated in mission control once the space rig is finished?
Not necessarily the control operator himself, but some mock video feeds on a surveillance station.
Possibly even some voice lines from the dwarves to occasionally be played upon their walking in and seeing the station, like them grumbling "Lazy bastards always watching us..."
Maybe an out to lunch sign sitting on the console.
So I just had a really weird idea for a storyline/plot for DRG. This is still a rough sort of sketch of the idea, so I might refine/alter it, but I though it was neat enough to share with you guys!
crystals found deep underground can store vast amounts of data and function as computer processors while being very very small.
The crystals are alive though and they start to fight back against the dwarves who are stealing/mining/kidnapping them. At first they just zap/hit when you get close but soon they attach themselves to the glyphids like the zombie-bug fungus only itโs a crystal and instead of going off to spread spores, it organizes and guides the glyphids to attack the dwarves.
In the process the glyphids are uplifted from simple alien critters to advanced biological life forms with deadly crystalline/biological weapons.
As a deeper understanding of the crystals is gain, DRG realizes that the core of the planet is made of this crystal, which is as lucrative as it is deadly.
but what about the morkite? (I'm guessing you mean the green and yellow crystals by "crystals")
Morkite would just be a rare-ish industrial mineral DRG was mining when they found the crystals. Not really anything special about it.
or if people really want it to be something special, then it could be the decomposed/condensed remains of the crystalline life forms.
I didnโt really have any specific crystals in mind when I thought up the idea. I just thought that the gems, crystals and such are super pretty and itโs sort of a shame itโs just a set-piece like cobwebs and stalagmites.
your story sounds a bit too sci fi for a industrial based set
we should probably keep the glyphids on unknow lifeforms category
I think we are trying to find morkite bcs it's a rare material and there's a lot in this planet but when we went down we were attacked by some insect looking creatures we call glyphids
the crystals that grow inside the caves are useless, according to the voice lines anyways
idk about the green and yellow crystals tho
those small little green and yellow crystals indicate the presence of a large gem behind it in the wall (just dig into it and turn off your flashlight with T) dig to the glow that comes out of the wall
yah yah
(I meant I don't have an idea about their backstory)
sentient barrels controlling everything from the shadows
i say cozy job guy is a puppet for the barrels
I say barrels are puppets for the barrels.
damn barrels taking over our dwarf fort spacemen with teheir redness
we need blue barrels to fight the red ones
We need the ability to carry barrels. I just spent several years pushing a barrel to the platforms above the ship.
the ship has a engine on top we need to throw the barrels in the fire pit down below like that movie lord of the g-strings
if only, if we threw the barrels below the rocket, they should appear at the beginning of the mission (fall out of the hole that the drill dug or smthn
drag em along as the mission mascot
molly ain't a mascot if all the dwarves are complaining about her
pink pon-pon's on every leg
I had an idea which alot of other people had thought about before me as well and was brought up frequently by players which is about the huge critters and smaller ones that are turned to stone. What if rarely some of the bigger ones was actualy alive and if you approached it there would be a chance it burst out of the stone and started chasing you? I saw one that was enourmous with a big long back which could have been awesome for a boss that could be spawned in certain big open cave systems on harder difficulties, the boss could even have a small indication that its alive so Dwarves could choose to try and avoid the conflict or go head on. Just a suggestion that would be cool in my opinion
living terran enemies would be quite the milestone, then we could have gold golems and stuff ๐ things you break apart with the pickaxe
Maybe the big fossils could have a chance to have minerals or gems inside, but there's also a chance that mining it would "wake it up" and you would have to kill it to get the minerals/gems.
And these minerals and Gems might even have given these that wake up special abilities because of the mineral they.... absorbed? or pheraps the mineral grew inside of them because they where stationary for so long? So the one with a Bittergem might have an area of effect which could be a bitter gas or something bitter related?
Throwing out ideas ๐
i still want a change to supply drops. One per person maybe, that way we could kind of customize them visually. They would be locked by default so others cant steal your stuff but you could unlock them to share.
Or have a unit that can resuscitate decalcify whatever those stone things and have it be part of swarms ^^ like a healer
@fathom flower and others: Sorry if my english is not perfect, it might happen that I sometimes forget words or switch/mix something up, like the thing between floodlight and spotlight. I actually meant the spotlight but was using another word that just created misunderstandings...
@regal echo The developers pinned a roadmap in this channel where you can see what is planned. An additional class is just a low priority thing at the moment. And besides, I think about 6 or 7 class suggestions came just from me xD
(may have already been suggested but) I'd love to see some seasonal skins (maybe just a colour swap) and or Hub world, like they'd have a small tree in the corner, with scraps or something hanging off it. ๐
How about a petrified tree?
petrified rock?
I mean... it IS a rock, but it used to be a tree.
What about a rock?
I'd be okay with a decorated rock
Seasonal stones, decorated with glyphid heads and painted with their blood.
You know. Keep it fun for the kids
the stone should be topped with a glowing jelly swarmer on top
trees are for E L V E S
Rocks are for R E A L D W A R V E S .
What about maple trees though
Delicious syrup for manly lumberjack pancakes, and wood for your fire and smoking your bacon
with all this talk of festive stones, does this mean they carve rocks for halloween? ๐
Exactly
Some kind of arcade machine in the lobby area would be cool (maybe in the bar), which would probably play some sorta downgraded side scrolling DRG (or minigame) and you would achieve or collect tokens in it, which you could put towards something.. maybe something for your in game room or maybe a sticker for you suit (something small but cool)
1Tater - 09/04/2017
I'd like a rec room in the space rig, maybe even in the abyss bar with playable digging themed arcade machines. Like a deep rock galactic themed dig dug
Glyphid pin ball
Molly themed air hockey, etc
since we can't quote people on discord
there are selfbots for it
How about an RPG? That way if the mission starts while you're in the arcade room, they can just savestate and you can keep playing for like 10 minutes at a time in between dives or whatnot.
ala Space Quest !
A space dwarf's quest for a glorious beard
and oatmail raisin cookies.
those too
An arcade for in between jumps where you win tokens that can be exchanged for Vanity Items. How about that?
Hello, we created the Italian group on discord of DRG! Welcome!!! ๐
https://discord.gg/52aXbDs
For motherlode i think the epic music should start with the 2 minute countdown, not when the drop pod arrives
Yeah, agreeed
Minor suggestion here but it would be great to switch from qwerty to azerty controls for more comfort
French keyboard disposition
that sounds like a mess
This setting is in every international games so we don't need to switch manually in windows from azerty to qwerty
i need to google this... is it just a/q and z/y which are switched?
qwerty is standard in america i think
Yup and many other things like special caracteres
a/q/w/y/x are totally messed up...
so they don't play with wasd, they have zqsd
Exactely
And I thought german keyboard is annoying
๐
but we only have Y and Z switched (for whatever reason)
What is wrong with you guys? xD
m and , and ; are switched too
hearing some plats breaking on the ground
Add "exit" button? ๐
why
"Uh, I just went in this great game. let's get outa here asap" ~@torpid galleon probably
what is the point in different standardized keyboards? besides the use of different characters such as those with accents ect
@Andramatis#3558 Because of the fact that some languages use different symboles with things like accents on letters. Instead of learning the "Alt + x" code (x being a number) for every symboles you use commonly in your language, you just need to simply type it from key. It simplifies the word processing.
Alright fair enough
In the e-mail, would you mind telling me how to download the game? ๐ Having some trouble
Apparently I didn't get a key, although the e-mail told me I'm one of the randomly selected people :(
Its most likely in your spam somewhere, but if not give us your email and we will find your keys
It was far, far down my e-mail :s I asked one of you guys for help and the problem is fixed :) thanks!
Sucks that I missed months of playing, though
Let us look at other servers, even when hosting our own
I know it sounds stupid, but I think steam or unreal does not allow it once you are hosting
There is probably a way around it
Someone had a good idea, broadcasting all servers on a big menu like at an airport with flights
forgot who though
I'm happy it got remembered at all :)
i guess i could use the search feature
I just want quoting to be a native feature already
<(^-^<)
<(^-^)>
(>^-^)>
the server WTC crashed due to a griefer spamming explosives
ive personally set off 80 detpacks at once
noway this guy intentionally crashed the game with bombs ๐
So far the only thing that's managed to crash me is towering 15 suply drops, topped with floodlights and turrents, then having a dreadnaught spawn on us
allow the scout to grapling hook fallen gems to him
I kind of wish for that, but on the other hand Motherlode would only take about 25 seconds to beat ๐
reminder! Glyphid Bomber is dumb and still needs changed ๐ฆ its almost counter intuitive to shoot this thing... If you see it coming for an ally and you shoot it, ally might walk into blast
if you let it run.. it'll get right infront of ally, start build up and ally can walk away safe
happens much. Needs to be able to detonate while moving
but needs to die, with no explosion, if killed.
also means we cant insta-gib spawns of enemies because Exploders were in them.
Suicider is a nice addition to the game. You can use them as a small explosion to kill a lot of bugs. Very nice when they just spawned in.
Also he really can become a problem when you dug a straight tunnel to get to an alien egg. So you better have a way out or a guard or something. Maybe even a turret
nice for you, bad for enemy, a whole wave can be wiped out in 2 pistol shots >: (
well see with my way
you could kill them without them blowing you up if you dps them down
OR.. you could just trigger their detonation by hurting them only a little
but they'll keep running until they explode
imagines a Creeper in Minecraft doing this that sounds unfair
they have like 15hp drong ๐
If they really surprised you, they don't have to move, if you are standing with your backt or the wall, they f u up
15 HP in What difficulty?
even on higher difficult with 4 players, their hp is so small it barely scales, so they can be killed in 2-3 bullets from almost anything