#suggestions

1 messages Β· Page 46 of 1

quaint vapor
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Id rather be off Doin easier Mode just. Y Personal decision

near glacier
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That's fine though, but if you're doing easier missions it makes sense for it to have less rewards.

quaint vapor
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Sure Thing

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I just wish vanity Stuff were global 😁

hardy talon
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Give gunner a tad more ammo

pallid owl
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Got some! For future updates maybe?:) (Prolly already listed or worked on)

  • Changing loadout! (so more guns and armor)
  • Molly not taking the supply drop route! (really annoying)
  • Different suits/armor with different stats
  • More beards and beard collors!
uneven ferry
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I'm sure it was already suggested by somebody, but what about a radar upgrades? I mean even now you can improve your pickaxe and light-sticks to be more effective. And radar in this game looks freaking awesome, and I want to use it more often, so I think it would be great to see enemies on the radar after the first upgrade, and to see ores after the second upgrade, or something similar, I'm not a game designer

vast dock
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Loving your game so far, it's such a breath of fresh air.

However, one thing I would love to see (Sorry if it's been asked for before), is the ability to always have the full HUD enabled, like when you hold CTRL and you can see resources, player stats etc - i dont know if this was a design choice in terms of game play, but just a tick box in the game options that allows me to see resource levels and player stats always in game would be grand.

pallid owl
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Radar? Played 11 hours straight yesterday but havent seen any radar on screen? xD

loud adder
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hold M (PC) - it can be a bit wonky but provides some helpful information

pallid owl
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Thanks!:D going to rebind it to mouse3 prolly!

near glacier
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Suggestion: Should be able to continue to use text chat in the end of mission results and also while in the upgrade gear screens

loud adder
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@devs. - Loving your game, really enjoying the idea and the super fun gameplay and am looking forward to... just more.

Suggestion for potential co-op pvp/competition play:

RACE TO EXTRACTION: with two (or more) teams (without knowing what networking limitations there are, lets assume that if 8 players is not possible/not optimal that two teams of 2 would be).

A couple of layouts I think could work for this would be:

Two separate cave systems that each join together in the deepest area via a largish cavern and not enough of the target resources for both teams to meet their quota and call in a drop.

A large chasm with cave systems on either side (too far apart to zipline) with the extraction pod arriving at the bottom once a team meets their quota - both cave systems open to the chasm floor.

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As to the story behind why two teams would have to race - perhaps the second drop pod is delayed and will 'hopefully' get there in time.

Having an alternative to not just dying to swarms of bugs for the team that doesn't win the race could be to repurpose the point extraction mining head followed by said delay during which that team would have to battle endless bugs.

The extraction site could be suitably full of Nitra to make such a thing achievable (though very difficult).

Ideally the winning team would not be required to wait until they could queue up for another match but a spectator mode could be fun.

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So long as the rewards for surviving second place were high enough there would be incentive to not just giving up.

modest pendant
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It's been three days since I've been last able to visit the fungus bogs.. I really hate the region rotation system. I don't have a proposed solution to this problem but I'm not going to be happy until I complain about it here.

near glacier
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Suggestion: Change the name of ERR://23βŽ”Y%/ so it stops confusing people into thinking it is a bug πŸ˜‚

flat bough
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kinda wish we could just establish a base in each region so that we always had mission access to the region

near glacier
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yeah i'm not quite sure what the purpose of the map rotation is

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it seems kind of arbitrary

boreal lintel
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I suppose it is to prevent people grinding the same place over and over - but this is not an issue, seeing that we need materials from different places anyway to craft upgrades.

craggy wren
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I haven't run into that issue tbh

loud adder
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You can typically find at least a couple of matches in the region of your choice via quick join though it can be a challenge actually joining a group that doesn't randomly boot you

craggy wren
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like, "oh no I can't farm umanite, better to farm enor pearls instead"

loud adder
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Which reminds me..

Suggestion: More robust filtering options in the quick join menu, namely: Hide locked matches and filter by region

static mirage
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How about a mechanic where you struggle for about a second or so when you get spit on by web spitters? You can't do any other action but move around slowly with impaired vision and disabled tools unless you take a moment to tear away the webs obscuring you

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just a harmless suggestion, doesn't have to be exactly what i described

modest pendant
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Its like

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Hey we just had magma and sand in rotation last one, time to see what the next on- and it's magma and sand again

loud adder
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Yeah.. seems as though all zones are valid choices in the random roll associated with which zones will have missions.. a round robin system would eliminate the problem of 'the same zones.. AGAIN!?'

near glacier
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also it's fair to say 'you can just do other missions and get a different crafting material instead'

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but say for instance there is an upgrade you REALLY want to get ASAP

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and you need like ....1 Enor Pearl for it

modest pendant
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There needs to be a maximum number of overlapping regions per rotation. If there are 3 regions currently active, regions A, B, C, There should be only a maximum of one of those in the next rotation

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A, B, C could only rotate to:
A, X, Y
X, B, Y
X, Y, C
X, Y, Z

boreal lintel
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Good suggestion!

loud adder
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might need to increase that to 2 given the limited number of zones, but yeah.. a weighted round robin would be preferable to true rng

near glacier
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<@&257786783666929665> You could add some planets that are more difficult and bigger but that we could do with more than 4 people

clear moss
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let us use error resource to buy a missing texture beard.

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or glitch items that look goofy.

orchid ledge
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Suggestion, change the upgrades like (from 10 damage) +2 damage to 20% extra damage, seems more impresive and IMO makes you feel better than just 2 extra damage

oblique rock
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Suggestion: hazard level 5 or higher

magic idol
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hazard level 5 should be a thing

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suggestion *

uneven pendant
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^^^

lean haven
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it was a thing during alpha, they condensed them down to 4 for EA

static mirage
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It was called "Hazard 5 - Lethal"

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hold on lemme get a bit more dramatic

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"Hazard 5 - Lethal"

near glacier
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"Hazard 5 - L E T H A L "

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πŸ‡± πŸ‡ͺ πŸ‡Ή πŸ‡­ πŸ‡¦ πŸ‡±

static mirage
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Β΄

oblique rock
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it needs to come back

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better than ever

static mirage
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like One Down but pickaxes only

visual cedar
loud adder
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@visual cedar Very similar to an idea I posted here a few hours ago

fickle stream
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@visual cedar dunno about competetive but there is atm a bug that let you have max to 8 ppl instead of 4 πŸ˜„

loud adder
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Hopefully they do incorporate some combination coop/pvp play

lean haven
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Multi team has been suggested many times

visual cedar
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Yeah- I posted on steam this morning nice to see others are interested πŸ˜„

near glacier
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What are the crystals that don’t give you anything for?

lean haven
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Atmosphere

loud adder
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mostly flavor and illumination.. sometimes they damage you when close

lean haven
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I'm assuming you're referring to terrain crystals

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Red sugar gives you health back

terse quail
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What kind of enemy types are you guys thinking would be good to introduce to the game? I'd like to see a variation away from the bugs, to spice things up a bit

lean haven
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sentient chili peppers

loud adder
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suggestion: nerf sentient chili peppers

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too op

lone sentinel
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What if there were missions on the surface. I think it would be really cool to have a mission in a really different area with low gravity

lean haven
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The surface has been stated as inhospitable and uninhabitable

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And dwarfurious made a good point earlier, gems and minerals would form underground, so what would we be doing up there?

wooden ocean
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Mineral- a mineral that is more like a liquid where u need to bring molly near it and attach it to the mineral, a hit/explosion/tremor will stop it

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Enemy - generally flying enemies, something like a maggot that if you don’t shoot fast enough turns into a butterfly of death

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Class - a class that can buff the other classes like puts down a little tesla coil and it makes the digger not waste fuel, the turrets not waste ammo, etc.

reef stone
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engineer turret upgrades seem very un-appealing to the point where I'd definitely prioritize getting cosmetics before I got them, adding something like "+max turret ammo capacity" would definitely make me think otherwise

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music volume setting doesn't effect the music in the memorial hall area of the mission hub, not sure if that's intended or not, but either way it'd be nice if it did

loud adder
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meh, as someone who maxxed out their engineer first, I'll agree that the turret upgrades are certainly not high priorities, but being able to deploy them more rapidly and not having to reload them as often are both useful perks

rich crag
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<@&296918282403840000> hey ! I just have a question : what do you think about a french speaking DRG discord server ? ^^

solid dune
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there is one...

rich crag
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OH

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WHERE ? x)

solid dune
pure mulch
rich crag
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yup ^^"

solid dune
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Mads will have to fix that once he is back online

rich crag
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sent him a pm ^^

robust sleet
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So we want to find Karl. Karl is a dwarf who was left behind and lives on Hoxxes after going insane. He's a random find on a map and you can buy special things from him with your resources you've been accumulating. He lives in a random hole on the map and it's littered with stuff, he says he can't come with you because of crazy stuff, but he'll give you good things to aid you in your travels. These can be skins and beards and maybe material trades.

turbid aurora
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Hazard rebalance? 3 trimmed down a bit same with 4 and then add 5 ? Also Daily Missions?

idle quartz
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funnily enough, we used to have hazard 1-5

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but then hazard 1 became tourist and hazard 5 because 4

still python
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Id kill for some sort of perm flares that have a reduced light radius

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fucntionality they would stick to stuff like scouts

dusk atlas
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Hey Ive got a quick question, I just requested a refund for the game on steam because I hate the fact that theres a lot of swearing in this game. I know it wont bug a lot of people, but im not a fan. Is there a way to turn off the charecter voices?

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If theres not, I suggest the devs add it so I can play this game πŸ˜ƒ

idle quartz
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Hm im sure a swear filter wouldnt be too hard to put in the game. Although they already say 'feckers' instead of something else

dusk atlas
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Yeah but they use blasphamey and other swear words. sad D:

near glacier
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So, if i wanted to ask for being in as a voice actor, where to i write?

misty swift
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Hey, are you guys planing on adding more classes?

near glacier
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Remove ceiling leeches (or whatever tf they're called) from solo, or add a way to deal with them

slender vault
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@near glacier normally Bosco will deal with them but he can have issues hitting them if world generation puts a crystal or something in the way, they're not really a huge deal in solo if you just stay mindful

near glacier
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Ya, the issue is the bot can't prioritize targets well. So, during a swarm you auto-lose if one grabs you

slender vault
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you can press x to call him to you

near glacier
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They're also impossible to see, even when using glowsticks if you're in a cavern with massive ceilings

grim lake
simple imp
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You already can solo things. And if you don't want Bosco, just host a game, and set a password that you won't tell anyone.

near glacier
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spammed X the whole time, bot just floated around. It eventually got to me, but it was too late

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solo is a waste of time

gray crater
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@robust sleet I'd rather if he was referenced in the Hall Of The Fallen

idle quartz
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if remove cave leeches give bosco one revive πŸ˜›

past raft
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Sorry if it's been said before.
Suggestion: Female dwarves

gray crater
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@past raft say it again, maybe it will get heard.

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although, gotta be aware, they aint them stick-legged elven knife-eared twigs

idle quartz
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and its not as easy as it sounds

past raft
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I'm sure it's not but I was really bummed when I went to vanity and there was no options for that

gray crater
idle quartz
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might just see female dwarves as whole new classes as opposed to changing one of the current guys

gray crater
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@idle quartz yep but thing is that the 4 are so well balanced now...

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a melee warrior class with a shield would actually be cool

idle quartz
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i think any dedicated melee weapon is going to have ammo though, much like Halo, just for balance

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cant have effective infinite ammo weapons, and its going to be a tool formost. Remember all these guys are Miners!

gray crater
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(chainsaw blade on the end usus fuel, and it has a crossbow setup that throws smaller sawblades thru multiple enemies, that you can pick up again once used)

warm narwhal
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I mean I don't know about the design, but I do like the throwable ammo + physical retrieval idea.

cobalt locust
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Today i had a team saying the scrolling for weapons wasnt intuitive, that it should be reversed

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I definitely agree because i often just get the wrong weapon

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I have shot so many bugs with flares

left finch
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May have been me @cobalt locust

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Scrotonium The Great

cloud prism
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Agreed. SCrolling feels off.

left finch
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Thanks πŸ˜„

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Its disgusting

cloud prism
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I've just stopped using it after accidently shooting my fellow dwarf one too many times

left finch
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😒

modest pendant
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Hey, when will mules crawling up the ceiling through resupply pod holes be removed from the game.

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I've lost atleast 3 missions to it now and it makes me hate the game more and more when it happens.

idle quartz
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good exercise is to run to drop before molly leaves

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beat her too it

modest pendant
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Letting the mule crawl up sheer 90 degree holes made by resupply pods is a game ruining mechanic.

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I'd go as far as to call it a bug

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If you dont know the way out congratulations, you've just been left for dead by your own mule

cloud prism
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Not sure how it is game ruining... You have 5 minutes either way to reach the pod.

outer veldt
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i think its part of the challenge

modest pendant
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What if you're in a confusing cavern with no apparent entrance/exit

outer veldt
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the mule doesnt care about how you get back

left finch
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Mission controll care about the goods in the mule

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not you

outer veldt
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^

left finch
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If they have the goods they dont need u

modest pendant
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then why don't you get the goods in the mule if you die anyways

cloud prism
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You hit the button when you are ready to go the drop ship. Hitting the button before you know how to get out doesn't sound like you are ready

modest pendant
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seeing as it's retreived

left finch
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because ur dead

cloud prism
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Just find how to escape, then hit it

left finch
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Dont forget that drill dwarf and zipline dwarf can be real helps

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even engineer dwarf

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all 3 mobility to climb

modest pendant
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crystal caverns cavern with no exits to the droppod

outer veldt
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i thought being mindful of your navigation was part of the game

modest pendant
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and the mule crawls up a 90 degree hole

left finch
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Its daunting at first but eventually you will make it out 95% of the time

modest pendant
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oh and the caverns donut shaped

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with four different vertical levels

outer veldt
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also you can use scout's flare gun to make a trial

left finch
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Teamwork makes the dreamwork

cobalt locust
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This is mostly on you honestly. You got there somehow, now get back. Always think of the way back

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Its part of being good at this game

left finch
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Each dwarf is designed to help the others in their own way

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mobility dwarfs will get you in and out

modest pendant
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@cobalt locust @outer veldt @left finch @cloud prism
https://youtu.be/HRFPGQYq5l8?t=39s
Yall are testing my patience. A constricted donut shaped cavern with four different verticle levels.

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I'm a level 8 I've played enough to know how to navigate.

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That was the hardest cavern I've ever seen.

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We had a full team and not one of us could find the exit

left finch
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lmfao i wasnt expecting that

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can be a pain in the arse

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but you got in somehow

modest pendant
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An experienced four man team could not find the exit to that cavern with the full five minutes given.

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We expected molly would show us the way out.

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We hit the button in that cavern after climbing up from the lower levels.

cobalt locust
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I agree there needs to be something that makes it harder to get lost, like a beacon that stays a long while, but i think the current mechanics are pretty good

modest pendant
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They need a check for mule pathfinding

left finch
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Just the way it is makes it disorientating at times

cobalt locust
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I personally never rely on molly because you cant follow her most of the time.

left finch
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^

outer veldt
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i don't know what to tell you. molly just finds the most efficient way back

modest pendant
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If the mule is about to enter a hole smaller than a diamater of 2 meters and there is a wider path available. Take the wider path

vivid jungle
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@modest pendant No driller to make a path?

modest pendant
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Two engy one gunner one scout

vivid jungle
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there's your problem

left finch
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Scout can follow the green lights usually quite easily

modest pendant
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don't lie, driller is next to worthless

cobalt locust
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Lol

modest pendant
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The lines went up a hole in the ceiling we couldnt get to

cobalt locust
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Now i just dont take it seriously anymore

vivid jungle
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hah the guy crying about not being able to reach the drop ship is also saying driller is useless

left finch
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Ohhh

modest pendant
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fuck off gunboat

cobalt locust
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Youve never had a decent driller then

modest pendant
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We were being cival

sweet girder
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lol driller is not worthless

outer veldt
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im pretty sure the ai not being picky on hole size is what keeps it from breaking

vivid jungle
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I don't think I was uncivil Zero

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apologies for upsetting you

left finch
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Good point @outer veldt

cobalt locust
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Using the word crying is being uncivil imo

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It just escalates the discussion and makes some people get mad. Why do it

vivid jungle
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fair point apologies for saying it

left finch
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I suppose losing is part of the game. Dwarfs are disposable

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learn to fit in smaller spaces i guess

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Be a real dwarf

cobalt locust
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Though i still very much disagree with the point zero is making. However i dont think we will make progress in this discussion

vivid jungle
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but honestly the main reason you need to bring a driller is to make sure you can force a path in exactly that situation

cobalt locust
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^

left finch
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especially in long missions

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losing 40 mins worth of effort hurts

slow nova
left finch
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because u cant find the exit

slow nova
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πŸ‘ŒπŸΏ

frozen frigate
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Lol

barren mirage
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still waiting for a reply on tshirts.

frozen frigate
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Forgot about this area XD

slow nova
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sounds fun

barren mirage
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Made a few using their assets before I order, I'm waiting to make sure I don't step on any toes~

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Just for personal use between friends and I

left finch
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Cant imagine it being a problem if its personal use

sweet girder
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Oh man, id love a Rock and Stone shirt for work...

cobalt locust
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Time2, you should look into local laws instead of here, i think. Fair use policy etc

barren mirage
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Yeah, some print companies here in Canada want permission for using someone elses assets for shirts

cobalt locust
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Though permission is always ideal

outer veldt
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I always thought a big part of the difficulty comes from the unpredictable level gen

modest pendant
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It's all rock and stone until a mule crawls up a hole in the ceiling

vivid jungle
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oh competitive mining runs, that sounds fun, would every team be on the same map? could they interact with each other? like blocking their path with platforms

modest pendant
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then its pain and refunding

barren mirage
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If people are interested in the designs doe! I've got them saved XD

left finch
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never had much of a problem with it honestly

cobalt locust
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Have a beer

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Send me a pic, if you dont mind

left finch
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the mule just pisses me off when it cant decide what to do

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or is pissing about trying to get to u at a snails pace

outer veldt
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"A public service announcement for the driller class"

left finch
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causes me physical pain

barren mirage
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Sure! Roeland. Its via a site. Gotta just get through this mission!

cobalt locust
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Good luck brother, Rock and Stone!

vivid jungle
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Fully upgraded flame thrower does work as well

modest pendant
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Hey wait a second I just stopped to wonder.. Driller... Drills.. Ore.. Why can't the driller drill ore with his drills..

left finch
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Drills damage ore

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even irl

modest pendant
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Yeah but.. it's a video game.

left finch
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i think its still common to use pickaxes and stuff irl

vivid jungle
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it would be a nice upgrade to the drills to be able to hover up seams with it

modest pendant
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Or why doesn't the driller have more storage space for ore

left finch
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That would be cool ^

outer veldt
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that's be cool\

modest pendant
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These are the reasons I feel he's less than useful.

left finch
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I understand where Zero is coming from

sweet girder
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Zero, bring a driller along

left finch
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he is pretty shit

sweet girder
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Force your way to the drop

left finch
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Driller is ur way in and out

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other than that he just kinda sits there at the bottom sucking off slugs

modest pendant
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He has drills that can drill rock.. But not ore. He also doesn't have any mobility item. His main dps source is great but limited in range.

sweet girder
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Driller can get to hard to reach places by mining staircases

modest pendant
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Yeah, that's nice and all but I feel that that's not enough.

left finch
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give him an extended jump by using the fuel he carries on his back

sweet girder
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Okay, I like him πŸ˜ƒ

left finch
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like a little push

vivid jungle
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lol jump jet driller I like it

left finch
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it would be ceool

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and make sense

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hes already carrying two big tanks

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add a little spark below it lol

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poof

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bai

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then maybe he will be decent

modest pendant
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The gunner has the drillers dps, but also a zipline and explosive charges.
Engineer has turrets and a platform gun along with his shotgun for dps.
Scout has a grappling hook and a fucking amazing rifle plus a flare gun.
The driller has drills.. and a high dps weapon with really limited range.

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He needs one more thing.

left finch
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Rockets!

outer veldt
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rocket lawnchair

modest pendant
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Some utility or mobility..

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What would be a good utility item not in the game currently that the driller could use?

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Utility, not mobility or dps.

sweet girder
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Ore scanner?

modest pendant
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Good idea.

vivid jungle
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his pistol is good for picking off spitters/webbers and I think you're underestimating how useful the drills are for getting places, a good driller should be making tunnels for everyone to move around

sweet girder
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or a better map?

modest pendant
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What about a cave scanner?

vivid jungle
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and he can bail you out at the end of the mission like you described

outer veldt
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id want that tied to a new class

modest pendant
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projects holographic lines onto the cave

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automatically tags ore it sees

vivid jungle
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Yeah 3d cave scanner on driller would be amazing

left finch
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cave scanner already exists

modest pendant
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Nono coup, I mean a wide angle cave scanner

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That also shows terrain

left finch
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ohh

modest pendant
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That feels like it would fit the driller

outer veldt
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a surveyor class with all the good mapp tech

modest pendant
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Give him the buff he needs without being too op or weird

vivid jungle
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yeah fits his role of finding the way out

left finch
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and ROCKETS

modest pendant
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Maybe even give it the ability to place markers, either waypoints, dots when you pull up the ctrl menu, breadcrumbs.. etc

vivid jungle
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jet pack dream

sweet girder
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hahaha, a rocket launcher would be cool as like a replacement primary

left finch
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perminant markeers would be good

modest pendant
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Give the ability to place markers to the driller or scout

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It feels like path finding is the scouts job..

left finch
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allow scout to call for a platform when he is floating above death

sweet girder
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yeah

outer veldt
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^^^

sweet girder
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lol

left finch
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i main scout and the amount of times ive had to fall to my death because nobody knows i was in deep trouble is alarming

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spamming X doesnt help

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and you cant dink it

outer veldt
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i think the game needs biome specific enemies and hazards

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hazards especially

modest pendant
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I still like the idea of giving the driller a wide angle cave scanner that automatically tags ore and projects gridlines onto terrain. Could anyone message a dev who takes suggestions with that?

sweet girder
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If it paints terrain, I would say no ore tagging

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seems too much

modest pendant
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but he drill boi

sweet girder
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and infringes on the scout flare

modest pendant
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driller != ore False

sweet girder
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but i love the idea of a grid scan

outer veldt
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surveyor class!

modest pendant
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The scouts flare will never not be useful for swarms

sweet girder
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true

left finch
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Like this. This is Elite Dangerous SRV. You have a 3D terrain in the big circular area which also shows you where items are that are loose. The staticy one above is like a metal detectar. You align the static to the middle and drive forward and you will eventually find the ore

sweet girder
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I like the idea of surveyor better than medic....

left finch
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you can estimate how close you are by the size of the static

outer veldt
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but it IS userful for leachs @modest pendant

modest pendant
#

Medic would be lame.. you rarely go down in a good team

outer veldt
#

NO MEDIC [PLZ

modest pendant
#

You rarely stay down in a good team

outer veldt
#

id make the game WAY too easy

sweet girder
#

Thank god other people think medic is dumb

#

And what utility does a medic provide?

left finch
#

Zero what do u think of the elite dangerous scanner?

#

for SRV

#

the picture i posted?

modest pendant
#

I play ED

#

It's decent.. but the wavescanner is fickle

left finch
#

its easy to use tho

#

if u know what ur doing

modest pendant
#

yes it is

#

That doesn't make it any less fickle

left finch
#

having it pop up saying "Here I am, come get me!" would be shit

outer veldt
#

i think he wants something akin to the scan pulse in subnautica

modest pendant
#

-reaper leviathan roar-

outer veldt
#

*promptly uninstalls

left finch
#

😢

#

subnautica needs coop

#

desperately

modest pendant
#

Hey what about the motion scanner from alien isolation for the gunner, mount it onto his minigun

#

shows where the bugs are, for easy shootin'

outer veldt
#

THAT would be cool

modest pendant
#

Angled so you can't see behind you, not too op

left finch
#

I don't like the idea of scanner for enemies tbh

modest pendant
left finch
#

Ores, maybe, just not rare ones

modest pendant
#

Yeah, maybe only nitra/gold/morkite

#

or maybe just morkite

#

reveals morkite and terrain

#

Nothing else

left finch
#

Just the objective and that's it I guess

#

Enemies is nah

#

U got scout for that

modest pendant
#

maybe to deal with egg collection missions the projected grid would waver or flicker over egg spots

#

eggs are already easy to spot.. theres little you can do to make them easier

left finch
#

Don't make them easier ;)

outer veldt
#

i still think hazards should be looked into

modest pendant
#

eh, guess.

#

Yeah maybe it reveals cave leaches and nexuses..

#

but nexuses glow in the dark

left finch
#

Besides, telling the player where everything is takes away from the purpose in a way

modest pendant
#

But it's only shown to the gunner

#

only when he has his main gun out

#

Communication with the team would be encouraged

left finch
#

Maybe provide one for different types of material/stone for when u can't find the damn dirt

#

Since on a radar I guess it would pick up differently

#

Dirt would absorb it more than stone

#

Idk

modest pendant
#

Hey I got another point to raise on drop pods, mules and resupply pods. Yall didnt give a dwarf shit earlier but im going to ask again. What if you're at the bottom of a cave, you called a resupply pod down before extracting and it just so happens to pass through the area the drop pod was going to land, 120 meters above your heads.

#

The mule, being the perfect machine that it is, decides that the shortest path to the pod is to crawl 120 meters vertically up a 2 meter wide tunnel to the pod.

outer veldt
#

Run.

modest pendant
#

What about basic checks for the mules A* esk pathfinding to prevent this

#

Let's be a bit more of a reasonable human being dwarf being freelancer

outer veldt
#

i kid i kid

modest pendant
#

It just doesn't feel right.

left finch
#

Idk finding my way out isn't hard, at least as a scout

flat bough
#

so far I have never had the mule path through resupply holes

left finch
#

Me neither

flat bough
#

and they had been working to make resupply holes a no go zone for the mule

modest pendant
#

I just had it happen to me tank. It's also happened like.. six other times.

#

I lost count how many times my mule has done it to me and left me to find my own way out.

flat bough
#

I have more problems with the mule pathing across the ceiling and going through the oddest tiny holes imaginable

outer veldt
#

similar has happened to me, but i just didn't mind it because mission control already said it'll it's own way back and leave with or without you

flat bough
#

except you need 1 person in the pod to be a success

#

and get your reward

#

otherwise you just get a handful of credits from what gold you mined and some xp

outer veldt
#

i always just ran ahead of the mule anyway

#

and made an effort to make it easy to read where we came from

#

spelunking 101 and what not

flat bough
#

recently I have just been going back to the start room

#

so that it just places the next room over

#

sometimes I wish I could just pre-plant a beacon where I want the escape pod to land

#

even if it cost me resources

left finch
#

Or extend the time

#

For extra resources

barren scaffold
#

Please make the end-of-mission deploy on the mule a different key than deposit. Already caught myself a number of times deploying as I run up to the mule to dump my gold and almost end the mission, and been with some allies that shout 'omg sorry!' after doing the same.

outer veldt
#

#newmeta : farm nitra, and make guide rails with gunner's zip linew

left finch
#

Yes!

#

So true n t

#

Also having the entire team confirm it ingame would be good

#

Occasionally the random person my friends and I invited presses the button before were ready

clear moss
#

god

outer veldt
#

that can cause issues

clear moss
#

that happened like 20 times wit hme too.

#

it should def be up to a team vote to extract.

outer veldt
#

what if theres the one guy who doesnt press it

left finch
#

Perhaps people can press if, however the host could confirm it

#

It

#

If the host doesn't respond, allow the rest of the team to decide

outer veldt
#

but what if it's a 50/50 dispute

scenic cloud
#

Majority, like starting from a game lobby? Get 50-75% of people to push it and it starts a countdown, more people press it the shorter the countdown is?

left finch
#

Good idea gunslinger

#

However once if gets moving u can't deposit your stuff

#

If it's a 50/50 dispute it will be sorted how it usually is

#

From my experience, staying longer for more goodies usually wins

#

Even if it was originally 50/50

outer veldt
#

i think the safest solution is a longer timer to press the button and a text notification that someone is pressing it

left finch
#

Make host be able to prevent his team from pressing if

#

It

#

So only he can, etc

#

Or only people on his friend list, so random people cant just press ig

#

It

scenic cloud
#

Perhaps it has varying timers based on how many press it, with an option to vote-cancel requiring more people than have pressed it? ex, 5 minute timer if one person hits it and nobody else does, 2 people pushing cancel can remove it, or something.

left finch
#

Again, what if it's 50/50

#

Who would it favour

frail jay
#

If you miss the deposit on the MULE because someone pressed the button, you can still deposit at the drop ship. Just aim at the seats

left finch
#

The two for leave or two for stzy

#

Thanks verrik

#

I didn't know that :)

scenic cloud
#

if it's tied, you get an Add Minute button, so you can keep going but you have to actively keep pushing "No stay here"

left finch
#

Either way, I think disputes rarely occur

#

And when they do people usually just stay anyway

#

Then it's a win win

outer veldt
#

im pretty sure u can deposit at the side of the droppod

left finch
#

Nobodys losing

toxic pike
#

You cant keep mining if you called it though

left finch
#

You can yourd just limited with time and storage

toxic pike
#

Which means you are probably getting fucked if you go deeper

#

So no, you get a few more hits while enemies flood you.

outer veldt
#

the situation is if/when someone call the droppod when others are in the middle of mining

left finch
#

Perhaps the game will eventually notice if mining is actively going on

#

And ask for a majority vote

#

Usually when everyone's ready to go people just hover around molly

#

Perhaps in a certain radius

#

For example 50 meters away would trigger a vote

toxic pike
#

That could work like the mission start.

#

If only one guy is in radius of molly it says confirming drop for a time, and it goes faster when people are near. But if all move away it stops counting instead.

left finch
#

Yeah

#

That would probably be the best method

#

Anyway imma go off. Its 2am

#

And Im gonna regret this in the morning

#

Or not idk. Night

modest pendant
#

okay so

#

please review this ms paint drawing i have made for you all

#

This has happened to me 7 times

vivid jungle
#

lol i love the little dwarf arms

outer veldt
#

this just makes me want a repel line gadget

scenic cloud
#

Ahahaha ok that gave me a pretty good laugh. I've yet to get into anything but the tutorial yet but I've played enough games with similar pathing issues to know how utterly infuriating it is

modest pendant
#

someone please dm a dev with my artwork I feel this is the only way to get my point across

toxic pike
#

A new class with a vertical lift item that goes up until you hit the ceiling could do the trick.

#

Kind of similar to that item on Halo 3

scenic cloud
#

This game seems like it could do with the ability to climb walls or something in case you fall in a hole so you don't have to dig your way out.

#

Or, you know, chase the mule

modest pendant
#

chase the mule..

#

up a verticle tunnel

#

90 meters tall

scenic cloud
#

start climbing

modest pendant
#

two meters wide

outer veldt
#

newclass inbound

modest pendant
#

resupply pod inbound

toxic pike
#

While bugs spawn on the walls

vivid jungle
#

a decent driller can rescue most situations like that

toxic pike
#

Proper cave navigation can too. I think we are just brainstorming new cahsing methods

modest pendant
scenic cloud
#

climbable guide-wire between the glow beacons? use it like the gunner zipline, play a rail shooter to the exit if the Mule takes a weird path?

flat bough
#

sounds like a way to make use of the resupply hole pathing

scenic cloud
#

Having played enough games, pathing is always an issue. Either you make it so the mule can't use quick paths that exist and it just runs in circles and beeps sadly because its broken, or you make a potentially usable quick way out that also breaks things the other direction. Forced to choose I'd go for the option that's less likely to leave the player stranded at the bottom of a vertical tunnel they can't use.

toxic pike
#

You are hardly ever stranded since it always just backtracks. Even if it shortcuts through you as a player shouldnt unless you made the shortcut yourself

#

Its just players have a nasty tendency to not carve a path down, and not trust the horseshoe portions of the tunnels.

modest pendant
#

Oh and about that wide angle scanner idea,

#

I was lazy and only drew half of it onto this screenshot so

#

stuff like that

#

shows terrain and morkite

dapper token
#

i think a cool addition would be instead of holding down like ctrl for the scanner to see your friends' outlines, you just see them no matter what

#

like lets say theyre behind a wall then u just see the outline of them

simple imp
#

Maybe as a toggle. It'd be a tad overpowering imo to see them all the time, harder to focus on the environment at times.

atomic lagoon
#

the kick system should be votekick πŸ˜ƒ

sharp valley
#

does anyone else feel like the digger's base pistol is a bit underpowered?

simple imp
#

Perhaps a slight buff would be nice, but I love it.

flat bough
#

Multi-team operation idea: A hive is found that is chock full of resources but there are too many enemies for one team to be able to fight and mine. So 2 teams team up (up to 8 man mission) one team is the diggers, the other is the fighters. The Fighter team gets a device that makes a ton of seismic activity, tons of noise, tons of light, just generally anything to draw the attention of the enemies in the area. The Fighter team fights a wave based defense more or less while the digger team tries to get as much material into the extractor platform as possible. If need be the digger team can lend their firepower to the fighter team but it is a race against the clock as the waves get bigger and more powerful.

amber gazelle
#

Mineral-themed weapon and armour skins when?

upbeat horizon
#

We've been discussing this a lot in the general channel and I'm sure it's been touched at before, but getting rid of the Driller's pick and just having him punch walls for the basic digging seems like a better way to do it.

earnest ore
#

Might as well reiterate my ideas here too; rather than that, just have the drills work on resources themselves with a 50% alleviated fuel cost. You trade some fuel for very fast mining, and it would have the Digger flow better.

idle quartz
#

i also want drill punchs 😦

lost verge
#

Class Idea: Class dedicated to scanning for / finding minerals. Has some form of goggles with limited battery life that recharges over time. When goggles are active, minerals are shown in fullbright (they do not emit light, just a fullbright shader with no lighting). In this visual mode they would also see an icon within the resource "clouds" like the pearls and eggs showing exactly where it is if they are close enough to it. They might even have a custom version of the existing map that shows more information.

#

I think that mechanic is pretty balanced considering you are giving up a potential engineer for this guy.

warm narwhal
#

Why not rather replace the Driller's satchel charge with a device that does that and then buff the base flamethrower fuel by 15 (balance the lack of C4 firepower), and buff drill fuel by 5?

idle quartz
#

C4 > 15 fuel, 3 of those things blows up an army ;o

#

just give'm mineral scanning goggles, kinda needs it for digging anyways.

earnest ore
#

If you make it so that Drills work on resources, have the Flamethrower right-click launch C4

#

then you can give him that scanner thingy.

#

everyone wins!

idle quartz
#

thats a nice QoL change, maybe an upgrade. Too bad RMB is pickaxe >: |

sharp dagger
#

I'd love to have pickaxe something else and iron sights some weapons like the scouts assault rifle

open charm
#

I agree with maybe have some iron sights on some of the weapons, it feels strange that my shotgun as engi can headshot a spider on the ceiling that I can barely see.

olive crane
#

I like the current system. It feels snappy and fast enough to instantly turn around a shoot an enemy a second after you mined smth.

midnight canyon
#

<@&257786783666929665> I have a suggestion for Solo play. The cave leaches are a real pain. The main problem being that Bosco can never get up and shoot the leach in time to free me. I've had several instances where I've lost a solo run when almost done just because Bosco can't stop shooting warriors for one second and shoot the leach grabbing me. I would propose that you make Bosco prioritise the leach grabbing you over everything else. And give him the ability to free you. Maybe use his defibrillator to shock the leach and make it drop you. He wouldn't have to kill it, just stun it long enough for you to get back out of it's range or shoot it.

narrow river
#

I've actually had issues of Bosco flying up to me, just to sit there and watch me die... Not cool Bosco 😑

#

Since the chat stopped getting flooded, I might as well drop this here finally. This one's half and half between bug and suggestion, but on PC (Steam), there doesn't seem to be a way to turn off controller rumble. Unless I just overlooked the setting, but I spent like 20mins looking through all the settings several times and couldn't find it.

floral fox
#

@midnight canyon I've actually fixed that now. I didn't make a tazer though, he prefers to murder things

midnight canyon
#

Is that change live in as of the latest patch?

floral fox
#

It's going to be live in the next patch i think

midnight canyon
#

Awesome :D

#

Thanks, you guys are the best by the way. It's amazing what you've all done so far.

#

Rock and Stone!

ruby hatch
#

Just a little idea to spice of the game a bit but what if you guys added another type of enemy that eats resources? I think that'd add some fun elements to whats already there!

narrow river
#

@ruby hatch can you elaborate as to whether they'd be permanently destroyed? It'd be cool if you got them when you killed the thing (kinda like loot bugs)

pallid owl
#

How about a Dark dwarf hostile mining team?:D (like the swarm.. not players!)

grim escarp
#

@midnight canyon We are working on fix for Bosco that should make him actually prioritize Cave leech and rescue you. It was not really working before 😦

mental elm
#

This has probably been said before but I would love a melee class. Murdering bugs with the pickaxe is really fun.
Also are there any plans for mod support?

idle quartz
#

use the drills^!

mental elm
#

A little laser shield with an axe would be fun though

#

Drills arent that fun for killing

grizzled scroll
#

You'd have to have it use ammo though, otherwise I'd be either super weak or overpowered

gleaming condor
#

Leeches would hard counter them

pallid owl
#

throwing axes!

grizzled scroll
#

I like throwing Axes, or maybe an electrical sword that uses power and if empty does damage like a pickaxe?

languid tinsel
#

I wouldn't want to see more melee, that's the drillers role.

grizzled scroll
#

Maybe it could be alternate gear for the driller

viscid bloom
#

I would like to see more biomes, where's the arctic biome? Would also be nice to have more varied cave formations/generations. More things to craft, and a greater variety of materials/minerals to mine.

candid kraken
#

We need more dances and an actual dance emote πŸ˜„

#

btw im loving the handlebar beard...quality content

lean haven
#

The driller's role is terrain sculpting and mob clearing, not melee

flat bough
#

if you made a melee only class leeches would be a problem, unless the class had some passive upgrade on the armor that caused them to reflect damage on attackers in melee

#

then the leeches kill themselves

#

though that would just result in people sending the melee guy in first

sonic talon
#

Maybe a mirror in the base for see what's your character look in game

grizzled scroll
#

or an option for 3rd Person in the base, similar to Destiny

sonic talon
#

i'm got 2 another idea 1. maybe the possibility to see who's talking in the vocal chat in the screen and 2. the possibility to see what is the ping of the session when your in the server list

near glacier
#

The driller's role is terrain sculpting and mob clearing, not melee

#

then EXPLAIN THIS!

#

<posts link to nonexistent video montage of me drilling praetorians and dreadnaughts in the arse>

boreal lintel
#

After a certain amount of time (for example 20 minutes) of nothing being deposited in the mule, a marker for the nearest vein of the objective resource (for example morkite) should show. This would help prevent the common issues where: a) a team becomes lost in a tunnel network b) no more (morkite) can be found after the team searches for a long time c) inexperienced players are unsure of what to do and where to go.

near glacier
#

that actually happens?

white flicker
#

Couple of possible suggestions...

  1. Put in a UI option to always show the members of your team and/or the tertiary resources mined.

  2. Place a speaker icon next to the name of the person speaking so you know who is asking for platforms, etc.

  3. A bit more far fetched.... give each class a weapon/tool that never runs out i.e. Gunner can pickup/reuse ziplines, Drillers drills never run out but overheat quicker and take longer to cool off, Engineer can refill his turrets from the Nitra reserves, and of course scout already has their grappling gun.

Thanks for such an amazing game.

near glacier
#

i agree with your third suggestion but think the gunner reusing could be a bit too much, proper placement of the ziplines should be encouraged and bad placement without any thought put into it should be punished IMO and the thing with the engineer i don't think that any class should have control over resource usage other than the supply pod call-in πŸ˜„

#

but just my opinions

oak forge
#

This is more of a QoL suggestion, but has anyone suggested a tab menu "scoreboard" for status and minor statistics? My friends and I have been playing for a bit, and we've been in a few scenarios where any given one of us has lamented about this:

  • When we get to a new area, we split up and regroup around the MULE if we find stuff to mine, just to see how everyone's doing
  • Someone is curious if we have enough Nitra for a supply drop because even though we don't have enough in our coffers, someone or multiple people might be carrying enough for a drop following a deposit
  • We're in a fight against the good ol' space bugs and there are just too many bugs and sound effects (explosions) to find the cues that tell us if a teammate is incapacitated during the fight
  • Just checking on general team health (this could also be addressed with health bars that appear based on player proximity, but that sounds like a tall-ish order programmatically)
loud adder
#

@white flicker I agree with 1 and 2 but I think that the finite ammo/abilities and even possible supply drops all contribute to a much more tense experience than if anything beyond swinging pick axes was unlimited.

near glacier
#

Suggestion: A fully detailed mission report that we can access at the spacerig after a mission would be awesome. Include things like a breakdown of all the minerals mined, how much of each type, how many each person mined and delivered etc. Same thing for enemies killed and even include miscellaneous things like melee kills, flares thrown, volume of stone mined, maybe even biggest multikills πŸ˜„

EDIT: Also include the amount of EXP gained from each of the resources and enemies in the breakdown

loud adder
#

@white flicker If they were to implement such a thing, I would hope it would be optional, and drastically effect payout

near glacier
#

well the thing is Scout is the only class currently with an infinitely useable tool, i do think it'd be cool if each class had something like that, that really set them apart

loud adder
#

While true, the grappling hook isn’t a combat weapon by its self, every other item suggested is - so from a balance perspective there is no happy middle ground that results in the scout still being as β€˜powerful’ as other classes without having the exclusivity of an unlimited ability.

near glacier
#

well being able to pick ziplines back up isn't exactly a combat weapon but i get your point

#

[11:26 AM] Neeedsz: How about a Dark dwarf hostile mining team?:D (like the swarm.. not players!)(Γ€ndrad)
Why not a "enemy team". 8man 4v4, the team that makes it back alive get's bonus credit or something πŸ˜› you only have a set of 6 deaths/team. One person can die 5 times, but then there's only one ressurection left

loud adder
#

Sure, but the zip line and platforms can both be used to negate the bugs ability to close within melee range and can be used to fire from .. so while they do not solve for out of ammo scenario, they still have advantages over the grappling hook

near glacier
#

hopefully they'll rework the ziplines and/or rework enemy capabilities so that the ziplines aren't that much of a problem

#

i don't think that platforms are nearly as big of a problem for combat balance as the ziplines though, since bugs can and WILL climb right through platforms and bite your ass

#

[12:32 PM] Devilstail~: You'd have to have it use ammo though, otherwise I'd be either super weak or overpowered
rocknstone1
Perhaps durability? πŸ˜› And then a 1,5 minute cooldown to repair?

loud adder
#

I’m on the fence with that one.. whether intended or a happy accident, being able to use the environment and a tool to a tactical advantage is cool, so is it really preferable to take that away?

near glacier
#

well when it makes the threat of swarms practically zero, yes

loud adder
#

You can build a bridge to nowhere with platforms then mine away the connecting bits to create a floating island, so while it takes longer it is actually even better than the zip line

#

Better in that you can call a supply drop down to it and set up sentry turrets on it

near glacier
#

i must be lucky to mostly get to play with people who don't abuse such exploits then πŸ˜…

loud adder
#

I’m conveying information, not admitting guilt πŸ˜ƒ

#

I too prefer the running gun battles

near glacier
#

we can fix that by just having platforms that aren't connected to anything fall or disintegrate, the former would be way harder to program i think

#

i do have high hopes for this game but i feel like there will always be weird things like that which people can take advantage of

loud adder
#

Having a disintegration mechanic for platforms could work but would need to be tested vigorously to not break their usefulness

near glacier
#

and also always be some issues between balancing classes

#

"[3:54 PM] BloodEagle: Couple of possible suggestions...

  1. Put in a UI option to always show the members of your team and/or the tertiary resources mined.

  2. Place a speaker icon next to the name of the person speaking so you know who is asking for platforms, etc.

  3. A bit more far fetched.... give each class a weapon/tool that never runs out i.e. Gunner can pickup/reuse ziplines, Drillers drills never run out but overheat quicker and take longer to cool off, Engineer can refill his turrets from the Nitra reserves, and of course scout already has their grappling gun.

Thanks for such an amazing game."

I agree with [4:02 PM] NAF://23Β€Y%/ on his point about punishing bad moves. Otherwise great input! πŸ˜ƒ

#

one of my bigger issues right now is how easy it is to get a bunch of supply drops with barely any effort

#

so it sort of encourages people who waste all their ammo within 2 minutes

#

and then think that 'oh, because i am FULLY out of ammo already, and the supply gives me 50% of my ammo each time i use the drop....i should then take two of them, right?'

#

MFW i get to a supply pod after finally getting low enough to warrant actually using it, and they're all gone πŸ˜’

loud adder
#

Kind of depends on the procedural RNG.. sometimes there is little or no Nitra until deeper in but you’re right in that when there is too much too soon there is little challenge

near glacier
#

i've never seen there be little or no nitra :\

loud adder
#

That boils down to stupidity, greed or both

near glacier
#

like i can just choose to play with players who know the meaning of teamwork and sharing out resources but

loud adder
#

If you can play this game with any proficiency then you can probably count and understand causality

near glacier
#

i care more about the overall experience of the game, than my own experience πŸ˜„

#

perhaps in the future we could just have modifiers for missions as they show up in the rotation and some would affect nitra or supply drops cost

#

so rather than self-limit, we can go for these missions as they'd have some bonus to them at the end of it and it would reward being able to conserve

loud adder
#

As to Nitra availability I suspect testing showed that if they do not set the spawn settings high enough that the game goes hardcore fast - a drawback of procedurally generated environments with finite resources

near glacier
#

something like 'Ammunition shortage - Supply drops cost 50% more Nitra'

#

see i see that as a good thing

#

you just dealt with your first swarm in a mission, only got like 30 Nitra so far and your team is suffering with low ammo reserves and somewhat low HP then you break into the next cave and see a glint of red on the wall

loud adder
#

Ok, but from the devs perspective, the features/behaviors in the game needs to be seen as a good by the largest possible subsection of their target audience.

#

Too hard translates into hard core which then turns a lot of players off to a game.

#

That said, I agree with more modification in the mission variables so as to give players more freedom in choosing the various aspects of difficulty

near glacier
#

but that's why there are 5 difficulty levels

#

I'm in for a "hardcore" setting. Like a scrollbar, from 25-85% of the maps "max amount".

#

if you play on the difficulty that is appropriate for you, then enemies are easier to deal with and so even though you're wasting more ammo per bug than more experienced/skilled players, you're dealing with less of them

#

i feel a lot of times this kinda issue comes down to if people who have the knowledge and experience are willing to teach and advise rather than bitch and flame, and if the ones who need the knowledge are willing to listen and learn instead of ignore and never really improve at the game

loud adder
#

You’ve hit on an age old problem that game devs observe yet can do nothing to affect.

#

Thus: more customization options and better match making

near glacier
#

there is one way i can think to potentially affect it πŸ˜„

#

be able to host a lobby with certain 'tags' enabled like in certain games you can select your 'intention' for the game such as 'Gathering resources', 'Beating missions fast', 'Attempting hard runs' etc and one could be 'Willing to guide/mentor' or something like that πŸ˜„

#

sort of ambitious for a game where people just want to join a lobby to smash bugs and mine diamonds but yeah

orchid ledge
#

suggestion, add mining only missions where you have to mine a lot, maps are big and there are enemies on the rooms, but no hordes

#

chill mode pl0x

loud adder
#

While this could be done, it introduces a level of complexity to jumping into a game that can be both difficult to translate well to the average user and also needs to be balanced from a dev-time-as-a-resource aspect: is it worth the effort to craft, fine tune and test a complicated feature?

near glacier
#

that's called Tourist @orchid ledge πŸ˜‰

#

well actually i don't think it would be that hard to implement

#

it seems as hard to implement as being able to name your lobby, and that's already in the game so 🀷🏻

loud adder
#

I don’t mean for this to be condescending, but are you a game designer familiar with UE4 and how DRG is structured code-wise?
Practically speaking: if not then the concept of β€œI don’t think this would be too hard” is kind of meaningless.

warm brook
#

Suggestion: Cigar consumable(for all classes; maybe 2-3 quantity per restock). The cigar could be smoked to regenerate your health but it takes longer for the more health needed. Of course if your in a room with poisonous gas, lighting the cigar wouldn't be recommended as it would catch the user and anyone close by on fire, not gifting health. I could already hear the dwarves coughing as they exhale smoke in each other faces trying to regain health XD.

tribal merlin
#

We should be able to upgrade bosco for solo play, like fire power, capacity to collect and bring it back to mule, give him an extra revive...

near glacier
#

i mean that's the same kind of logic that people use when you try to critique a game and people comment 'could you make something better?' πŸ˜›

orchid ledge
#

mini bosco army

near glacier
#

just cause i don't know how to programm a game doesn't mean i can't look at existing features and make some comparisons or assumptions

#

there should be a way to get rid of poison gas >.> maybe with the flamer so it'd give driller some more usefulness

loud adder
#

Is it though?
Attacking criticism is unhealthy so long as the criticism is based on facts and addresses felt problems.. I don’t think that attacking criticism is the same thing as saying (without knowing either way) that a suggested feature should be hard or easy to implement.

#

I was simply pointing out that a complex system of tags and customization may not be that compatible with the foundation that DRG has now

near glacier
#

🀷🏻 it's a UI feature that already can be accomplished by an existing feature in the game, just not intended really for that specific use

#

compared to say, suggesting them make a second planet with its own biomes, hazards, enemies and resources πŸ˜›

loud adder
#

Sorry we were talking past each other - my mistake.. I mistook what you said for a combination of difficulty customizations with contextual tags.. a lot more involved than your suggestion which, I agree, is worthwhile

near glacier
#

anyways gotta dash, doctor's appointment

loud adder
#

Cya

glass burrow
#

do we already have a suggestion for a swarf? (sniperdwarf) idk what kind of use he would be cause... man you are in a freakin cave... why would you use long range weapons...

tropic sluice
#

I humbly suggest a tweak to the BOSCO that makes him not 'useable' so that it doesn't interrupt resupply and build operations when he flies randomly through the screen. Or at least tweak the channeled use actions to avoid that sort of interrupt. This happens fairly often since his AI seems to have him do a pass through when you change heading/position.

left finch
idle quartz
#

Dreadnought should just be removed from Point Extraction i think, its interactions with the minehead are just too goofy

near glacier
#

That happens with players too @tropic sluice and it's bloody annoying

earnest ore
#

Concept: Random Event. Triggers when a mission is launched.

Debrief: Your drop pod has been knocked off course. The source was a bioprojectile from the surface. Hunt down this creature to prevent further disruption of mining operations.

Location: Planet's surface. Harsh and barren. Scarred from mass-mining equipment. Wide chasms, deep holes, jagged rocks jutting out.

Gimmicks: Resources are extremely rare. However, every resource node discovered contains massive amounts. Every crafting resource, nitra, and gold can appear.

An extremely thin atmosphere renders the sun deadly. Standing outside of shade slowly damages shields or health.

Win Condition: Kill the Biolauncher bug to safeguard future operations and allow for evac.

near glacier
#

I have a smaller suggestion which relates to that, where it's just that resource veins are actual veins, in that they go deeper into the cave wall rather than just mostly being 'surface' deposits, and also make veins more rare overall πŸ˜„

earnest ore
#

I see.

Continuing, the higher the Hazard level, the more of a "mission" it is. Hazard level 3 or lower tends to be very short. Maybe one or two potential resource veins. 4 or higher tend to be much longer, but far more veins can appear.

#

Sun-resistant bugs spawn on Hazard 3 or higher. Otherwise, they also take sun damage.

earnest ore
#

...hmm, I didn't want to seem dismissive of NAF's suggestion. I ended up including his phrasing in my second post.

near glacier
#

❀

arctic wharf
#

Hey fellas, new to the discord. Thought I'd drop an idea I had the other day for some feedback.

Obviously this planet we are on is rich in resources. Perhaps in the distant past, a high-tech and ancient alien civilization colonized parts of the planet to extract resources. However, the presence of the bugs was even more pronounced than it was on our simple mining expeditions, and therefore they had to create advanced defense systems to protect themselves. (This could take form of stationary turrets, drones, booby traps, walls you can't dig through but can explode, etc.) But now, the civilization is long gone, leaving behind ruins full of resources guarded by these same defenses.

It would be in only one of the zones you could go to on the planetary map. Perhaps a material used for upgrades could only be found in the ancient foundries of these aliens. Swarms of bugs would still come, but there would be a twist - you could use the defenses to your advantage. While they're going to shoot you on sight as well, if you lead a swarm of aliens to them, it's going to prioritize something like a Glyphid Praetorian over a dwarf.

I feel like this idea is ripe for adding new types of enemies, as well as adding a completely new environment to explore without taking away from what makes this game so fun currently.

warped quiver
#

I think that's an amazing idea.

scenic cloud
#

Hunt/defense missions sound fun, possibly bugs with minerals on their shells. Either you have a thumper that summons waves of them, to be mined after the wave completes, or you have to chase down a giant bug and either kill it or set traps to climb onto it Shadow Of The Colossus style

placid nebula
#

best idea ever

#

have molly carry the jukebox with her

rapid plover
#

tbh it feels like the devs have a great idea of what to do so far

#

i mean seriously it's an alpha and they already have pointless stuff in it that's just entertaining

#

as if, holy crap, they're actually making a game and not some competitive experience

scenic cloud
#

Yeah.

turbid aurora
#

@rapid plover early Access now

solid spade
#

@novel locust

I'm a Vocalist, I'd love to help in any way shape or form to get the game translated to Icelandic if that is at all in your interest area :)

just popped up in my mind, cause maybe some younglings not fluent in english would like to play the game πŸ˜ƒ

last ether
#

I dont know where to suggest this but as a quality of life change could you make it so you spawn with your magazine upgrades instead of spawning with your normal amount of ammunition before upgrade and needing to reload ?

next oxide
#

Honestly, what I would suggest is just more variance between missions, small things which add something more to the experience.

idle quartz
#

trap door spiders.

rapid plover
#

nononono no

#

i mean sure if you're into the horror angle

idle quartz
#

on the floor and the walls.

next oxide
#

Bonus if they use ore veins for the "door" to the trap

#

So someone goes to mine a thing of Morkite, door swings open and the dwarf is dragged inside.

idle quartz
#

^

next oxide
#

It doesn't need to be like the Cave Leeches, I'd think, where it just disables you, but just to keep you occupied for a bit

#

They could be a bit tanky, and attempt to keep the dwarf in the trap as long as it's alive, but you can certainly fight back

#

Could make for some fun, stressful situations.

scenic cloud
#

Get grabbed and have to pickaxe/shoot it in weak spots to make it let go

next oxide
#

I like that.

scenic cloud
#

I'm not a fan of "you are helpless until a teammate saves you" mechanics, although it's fine having it be much costlier in health/time to escape solo

idle quartz
#

i figure that since L4D and Vermintide have them in spades and are MUCH harsher, drg can live with a few

scenic cloud
#

Fair.

near glacier
#

i dunno, those two games have a level structure that is way more linear

#

and it's better for dwarves to spread out at least a little bit so that they can mine different resources, not overlap with their firing arcs and explosives usage and also so they don't all get exploderiered all at once πŸ˜„

red abyss
#

Would love to have different pickaxe-types to complement different playstyles/classes

near glacier
#

where is the quad-headed pickaxe that has damage, mining AND swing speed 😏

red abyss
#

Overpowered DLC Item

near glacier
#

you mean 'Supporter's Edition' item 😏

red abyss
#

Supporter's Edition: Diamond Tier

shell pier
near glacier
#

you just really like ninja turtles huh πŸ˜›

safe barn
#

Pirate goblin raids. Some swarms are actually goblin pirates using drill pods to come down and attack you for your spoils. Also would make good source material for missions that would have the players escorting a MULE from a raided sight.

#

also my brother had that toy

#

cool toy

novel lotus
#

More options that we have to gather materials for is all I want

simple imp
#

Add the following haircuts: A high and tight buzzcut, a mullet, and a skullet! A skullet, btw, is a mullet, but you're balding or you shave it off, so it's just the back and/or sides of the hair, not the top.

jolly depot
#

i feel like the driller should be able to drill into ores and recieve bonus amounts of them. otherwise he feels very QOL and taking two gunners or engineers feels better than a driller

wide prawn
#

@simple imp I agree

cloud junco
#

For now, get rid of or edit the layout fo the cylidrical mine shafts as they are a pain to get up before pushng the extract button, not to mention when you push the button it's a 1/5 chance of the scout making it to the drop pod. This is becaue in its curent state you have to get up with enemies spawning out of the walls next to you and the collision causing you to fly off of whatever narrow, crude steps you have made via collision physics with players, spawning mobs , and that random piece of floating rock that send you tumbeling down 50 to your death. the best thing to do it to have someone stay behind at the bottom and out revive the clock and bugs before the timer runs out.

#

Item marking need to perssit longer since it can take a while to dig over and in the current state you have to rush over before it disappears. Also, an individual should be able to mark multiple things

primal tendon
#

Skin of mules!

lost cosmos
#

Yeah, an option for character volume would be a nice feature and not have to make actors rerecord voice lines

#

while I'm here, I still want a medic class

oblique rock
#

Suggestion: Hazard level 5

magic idol
#

Bring danger lvl 5 pls

maiden magnet
#

Can we get back the option for a binding to toggle on/off the H.U.D, that was one of my faviorite things in the closed alpha

drifting spoke
#

Might have already been mentioned but if you could add in something to register minerals or the bonus materials on the characters persons when heading back to the drop pod, would add a more realistic feel and luck on the rush back.

idle quartz
#

^they have slots on the drop pod that you can put those in before you go in

#

I personally would like to see some kind of special mineral that only spawns after activating the drop pod πŸ€” something you gotta try and get on your way back... but that would make it a game-mode specific material

earnest ore
#

That's a delightfully devilish idea.

flat bough
#

<@&257786783666929665> A for fun idea: Go ask the yogscast guys if you can include https://www.youtube.com/watch?v=ytWz0qVvBZ0 in the game, and have it when the track gets played on the jukebox that the dwarves start singing along with it, and instead of mission control berating you for not working he joins in singing it. When the song ends Mission control could cough to clear his throat and go "and how about we go do what the song says?" Later after that randomly across the PA without him messaging you mission control could be humming the song, catch himself and clear his throat and shut off the PA.

β™ͺ Out now on iTunes: http://apple.co/2uVgfmL β™ͺ Amazon UK: http://bit.ly/DiggyAmazonUK β™ͺ Amazon US: http://bit.ly/DiggyAmazonUS β™₯ Diggy Diggy Hole T-shirt: ht...

β–Ά Play video
idle quartz
#

I was thinking more like a character who is mining might try humming it and mission control threatens to fire them. Because we're aallll sick to death of it >: |

flat bough
#

nah in that case mission control would just go "If you keep humming like that you'll attract bugs and dead dwarves get no paychecks."

idle quartz
#

only one is humming!

brisk chasm
#

Hello dear developers! Maybe I'm not the first one who offers it but you still try.
Add a competitive mode to the game:) I imagine it so, "Royal mining" the Essence of the mode:
Two teams 2x2, 3x3, 4x4, start the map from opposite sides,
each team has M. U. L. E. Kill opponents can not be resurrected, too, can not, just go small packs of beetles:)
the Goal of the game to accumulate basic resources and fly away.
But the rocket is only one log in it only for the winners.
Dug out all the winners, the losers consolation prize, the gold and experience.
Thank you for your attention, hope you like the idea. Sorry for my English.

elfin gull
#

there should definitely be a bug report button in esc menu, that would make it a lot easier

lean haven
#

Please never ever battle royale

spare kestrel
#

Hahahahhahahaha

placid nebula
#

The only thing I need is for molly to have the jukebox with er

#

Dont care bout the rest

limpid shore
#

add new class with a bag of ammo

placid nebula
#

But just listening to the disco music whilst killing stuff just adds to the fun

limpid shore
#

only 1 bag and 25% or 15% of ammo are restored

placid nebula
#

Kind of useless

limpid shore
#

why?

#

you play on baby difficulty?

placid nebula
#

Unless there will be some sort of mineral that spawns and the class needs to build the ammo on the spot or at molly

#

Like he needs to get the mineral, then go to molly and craft the ammo bags

limpid shore
#

make a sense

placid nebula
#

And resupply pod doesnt resupply the ammo bag, as that just plain gives you another 25% ammo

#

Which is bs

#

Maybe have the driller have a terrain scanner instead of a headlight though

#

Needs light from others

#

But can hold F to scan for nearby chambers trough walls

#

Scouts gotta have sniper lol

limpid shore
#

idk

placid nebula
#

Thats just a must, I try and snipe with the assault rifle constantly and it just misses 80% of the time at my ranges

limpid shore
#

maybe sniper not a good choice

placid nebula
#

Or maybe just give the assault rifle a scope?

#

That could be viable

#

Maybe an upgrade

limpid shore
#

idk

placid nebula
#

Just

-scout have some kind of scoped weapon

-molly has jukebox

-more kinds of upgrades, or maybe just different guns to pick for each class so you can change your loadout

-medic class? (Possibly making the class be able to pick up red sugar and store it in some sort of canister that can be placed down)

-engineer be able to shotgun trough exoskeleton armor? (Maybe)

#

Oh, and resupplier class

-can use the mined nitra to slowely make ammo for less nitra than a supply pod

#

Is vulnerable when making though as you need to complete cycles to make the ammo

#

Stopping wastes nitra

rapid plover
#

I think more upgrades is a given

#

The upgrades look basic ATM and will probably be replaced from what I can see

idle quartz
#

What remains to be seen though is if we get 'new' guns, or simply modifications to existing guns to change their functionality a bit

#

so the gunner will always have his big minigun but it could be a autocannon or laser gatling someday.

#

πŸ€” or a Shotgun style minigun.

near glacier
#

I would love a sort of skill tree or perk tree so that each player can customise each dwarf to their playstyle even further

rapid plover
#

Think early TF2 sidegrades

lean haven
#

Gun mods would be awesome

#

Have a base model but pieces you can swap out to change how they handle

idle quartz
#

might be easier to just add little details to the guns than make new models w/ new animations, who knows.

hidden vine
#

make the pickaxe easier to use so noobs will actually use it

idle quartz
#

^pickaxe was nerfed because it was too efficient of an ammo saver, easily butchering scores of foes

near glacier
#

Easier than just pressing right click? πŸ˜‚

hidden vine
#

i mean strictly for the mining aspect

#

its very awkward to use to dig tunnels with

near glacier
#

i feel like that's also intentional

hidden vine
#

could be but i think it needs to be buffed

near glacier
#

play as driller or get a driller on your team if you want to quickly and easily make tunnels

hidden vine
#

driller will still be good

#

if pickaxe gets better

near glacier
#

his pickaxe is buffed for mining πŸ˜›

idle quartz
#

^

hidden vine
#

yeah his but why does it matter if the drillers pickaxe is buffed

#

he would just use his dirller

#

anyway

near glacier
#

tbh i feel they should tweak that buff and just make it so that all (or like more than 90% of) materials are mined in one hit by the driller's pick

hidden vine
#

beside being able to clear blocks 1 swing sooner isnt whats wrong with the pickaxe

#

its strictly the awkwardly small area that it removes

#

very frustrating to mine with

near glacier
#

you can't just use your drill all the time because it doesn't harvest materials and also it overheats a bunch and is also limited by ammo

#

you just have to get used to that small area and you can circumvent its weakness with clever planning πŸ˜‰

hidden vine
#

i got used to it

#

but i think its a frustrating mechanic

#

that could be changed

#

and it would only help the game

lean haven
#

I miss not having a movement speed debuff every time I hit an enemy with a pickaxe

hidden vine
#

the mining should feel as nice as the shooting

#

since its such a core mechanic

idle quartz
#

it does feel nice though, but by digging you mean that it requires digging high and low to make room to move foward?

#

i think if they mixed up the animations for pickaxe it would help a lot.

#

Anyway imn going to bed

hidden vine
#

yeah mostly thats what i mean

near glacier
#

i feel like it's by design that you can't easily make a one man tunnel like that

hidden vine
#

it just feels really bad when you arent the driller and you have to mine to get to somewhere. i get that the driller is supposed to have a way to shine better at something th an the other classes, but driller will still be good if the pickaxe gets a mining buff for everyone

near glacier
#

you can kinda have someone stand behind you and dig out the upper part over your head

idle quartz
#

or dig at an angle

hidden vine
#

the way the drillers drill works will always make him good

near glacier
#

but then you run the risk of an exploder taking two of your dwarves out at once instead of just one 😏

idle quartz
#

digging at a higher angle can let you slip through a 1x1 hole

hidden vine
#

yeah but its not consistent

#

or at least it doesnt feel consistent

near glacier
#

yeah i've sorta got used to making weird indents in the wall to help climb up to a resource vein

#

but i still get 'pinged' out of it by physics and what not sometimes

hidden vine
#

its just awkward gameplay

#

feels awkward

sharp valley
#

i'm sure this has been suggested already, people should not be allowed to kick you just before the end of the game

near glacier
#

i feel that frustration is actually good gameplay πŸ˜‚

hidden vine
#

i disagree

near glacier
#

cause it makes you realise 'what the fuck am i doing? DRILLER, get over here!'

hidden vine
#

like i agree that the driller should in a perfect scenario be the one who does all the digging

#

but realistically that cant happen every game

#

every class should be able to use their pickaxe to mine in a non-frustrating way

near glacier
#

hmm

#

well they can

#

just not to places that SHOULD be harder to reach

hidden vine
#

theres definitely a line to walk with it

#

but i think it could use with a bit of a buff

#

btw, the barrel mechanics are perfect

#

im already getting good at barrel soccer

near glacier
#

the pickaxe being awkward also promotes the usage of other tools like platforms, ziplines etc

hidden vine
#

yes but those things will still be good

#

still be better than the pickaxe

near glacier
#

though i can agree that engi+scout platform and grapple is so powerful compared to other methods that any scout player ends up swamped with the amount of resource veins being pinged to go to

#

all the while still having to chase down molly because other teammates then run off to do other stuff

hidden vine
#

and so what if you have to use a little fewer platforms to get resources thanyou would have before, its not like the engi has an issue with ammo for his platforms

#

i always have extra platforms on engi, even when i use them for navigating a room

near glacier
#

yeah

#

even when i use them to create a 'staircase'

#

and that's without even grabbing the ammo upgrade

hidden vine
#

heres my thing. a game is only as good as its base mechanics. like a shooting game needs to have really good hit detection and the guns need to feel good etc

#

a platforming game needs to feel responsive to your controls

#

and in a mining game, the mining should be fun

#

not awkward

tidal loom
#

(I think the mining is fun)

hidden vine
#

its fun when you're driller

tidal loom
#

Scout mining is great fun

hidden vine
#

well thats a little bit different

#

resource gathering and mining are like two different thigns

tidal loom
#

I guess its just..Not everyone needs to be good at it

#

Maybe engi

near glacier
#

there is probably a near 50/50 split of who find it annoying and who think the clumsiness of it is what makes it balanced

tidal loom
#

But not gunner or scout

sharp valley
#

i think the mining is fine, it also depends on the terrain

hidden vine
#

i think the clumsiness of it could lead to a balancing thing, but imo you shouldnt balance things with "how annoying is it to use this"

#

especially when that thing is a core mechanic

#

thats fundamental to the game

tidal loom
#

It's less balancing in early access and more finding the appropriate start

#

Then you balance later

hidden vine
#

yeah i mean, im not trying to harp too hard or anything

#

i love this game as it is lol

tidal loom
#

More beards.

hidden vine
#

im just expressing some thoughts ive had

near glacier
#

i dunno, i feel intentional annoyance does have a place in games

#

constant reminders of your hunger, thirst etc in survival games will piss you off but it helps you constantly be thinking of those requirements πŸ˜„

#

like in Subnautica, if i didn't get the PDA hollering at me every time my oxygen was getting low i'd probably die like 1000x more due to drowning than i already do πŸ˜„

hidden vine
#

yeah i thing having something be annoying as like a punishment for dying is a fine mechanic. like how if you die on a platforming game you havea to start all the way over from the beginning

tidal loom
#

If everyone mined well no one would hang out with driller cause he smells funny

hidden vine
#

2d platformers

#

but as a core mechanic you shouldnt h ave annoyance be a balancing tool

#

making mining with the pickaxe more fun would draw in more casual players too

#

casuals are where all the profits are tbh

tidal loom
#

So..people with friends?

near glacier
#

have you actually played the game all that much?

#

the game is FULL of filthy casuals

#

like god damn πŸ˜‚

hidden vine
#

yes im aware

tidal loom
#

I've gotten 4 friends into this game already

near glacier
#

people running out of minigun ammo 2 minutes into a mission

hidden vine
#

ive gotten 4 friends into it too lol

sharp valley
#

the mining is only 'annoying' when you're in a place with a hard surface otherwise the environment crumples like a wet paper bag

hidden vine
#

but i had 2 friends buy it and play it and not like it

#

and i think the reason why was because they were expecting a mining game

#

more than like an arcade game

#

and when they tried mining stuff it felt bad and they just stopped trying tro get into it

tidal loom
#

People ask me if its like minecraft

#

I told them its like left 4 dead

near glacier
#

^

earnest ore
#

I bought it for a friend of mine; I gave him zero expectations other than "there's dwarves in it."

#

worked out better than a comparison methinks

hidden vine
#

yeah i told them its like left 4 dead meets minecraft

earnest ore
#

Well, AFTER the fact, I tend to compare this to Vermentide

hidden vine
#

the left 4 dead part of the game iis fking great

#

but the minecraft part

earnest ore
#

It's absolutely nothing like minecraft though lmao

hidden vine
#

i think could be better

#

it is like minecraft

#

wym

near glacier
#

somebody in another discord asked me if the game is any good, it looks like a mix of minecraft and something else

#

i was like nahbrah it's more like left 4 dead or vermintide

#

but also like....really not?

tidal loom
#

If every group is a diverse comp there are no issues

hidden vine
#

its a voxel destructable world about mining

near glacier
#

it's nothing like minecraft

#

other than there's mining in it

hidden vine
#

...

#

thats

#

the whole point

earnest ore
#

The gameplay loop and draw is entirely dissimilar, the aesthetic is far off, the physics are all different, and there's zero building.

near glacier
#

okay

#

so the game is also like terraria

#

😐

hidden vine
#

"its nothing like left 4 dead, except for the shooting and the waves of enemies"

tidal loom
#

It's nothing like anything with building lol

near glacier
#

and is also like space engineers, medieval engineers

#

dude

#

THIS GAME IS LIKE WURM ONLINE!

earnest ore
#

Minecraft is about as much about the actual mining as DRG is about hitting regular dirt. It's there, but it's hardly the point.

hidden vine
#

well there kind of is building

#

you can carve things out

#

and

#

you have engi platforms

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to build stuff

tidal loom
#

-.-

earnest ore
#

I call bullshit woman lady

hidden vine
#

lol

earnest ore
#

comparing engy platforms to minecraft building is like

hidden vine
#

what am i wrong

tidal loom
earnest ore
#

disingenuous at BEST

hidden vine
#

yes obviously minecraft building is likek

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real building

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but there IS building in this game

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carving out paths

near glacier
#

minecraft building kinda sucks honestly

hidden vine
#

and bulding bridges

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with engi platforms

tidal loom
#

Engi platforms are the architectural equivalent of a fart

earnest ore
#

Dude, if you reach any harder you're gonna pull something.

near glacier
#

unless you use modded blocks, creative mode etc and then IMO it removes the whole 'game' part of the game

hidden vine
#

i dont understand how you can refute that there is building in this game

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like a big part of this game is all about carving out a path back to the drop pod

tidal loom
#

That isn't building

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It's soil manipulation

earnest ore
#

That's the equivalent of taking a 4x8 plank, shoving it into some sand, and saying "Hey. I built something."

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bitch naw

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you put a plank in the sand.

hidden vine
#

a lot of the times it is building, because you're carving a path with driller, or making a bridge with engi platforms, or combining an engi platform with a gunner zipline, or combining a gunner zipline with a driller tunnel

tidal loom
#

Thats not building

earnest ore
#

Also, using "carving" as evidence towards "building" is like, bruv

tidal loom
#

It's spelunking

hidden vine
#

why are you getting so caught up

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on the definition

#

of building

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jesus

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christ

near glacier
#

that's like

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the opposite

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of building

tidal loom
#

ITS NOT BUILDING

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OH MY GOD

near glacier
#

/me digs a hole

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HEY I'M BUILDING

hidden vine
#

you are building a path

near glacier
#

no

hidden vine
#

yes

near glacier
#

you're removing stone

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to make a path

tidal loom
#

You are DESTROYING A PATH

earnest ore
#

We're "caught up" on the definition because you're using it as the BASIS of your premise. We reject your premise, good sir!

tidal loom
#

RAWWRRR

hidden vine
#

you guys are actually zoning in too hard

#

on the definition of what building means

tidal loom
#

Bruh

hidden vine
#

the concept is the same

tidal loom
#

The CONCEPT of building has nothing to do with what you're talking about

hidden vine
#

like i could equate what im describing to building but i dont want to have to go through that whole conversation

near glacier
#

you're reaching too hard to find a comparison with minecraft

hidden vine
#

debates on what the definition of a word is is so cancer dude

earnest ore
#

But notice how you're the one everyone is saying is wrong.

near glacier
#

you practically started this dude

earnest ore
#

Self reflection, perhaps...?

hidden vine
#

ok ?

glacial wedge
#

look guys we all know that DRG is just minecraft with guns ok?

#

in space

earnest ore
#

lmao

tidal loom
#

lul

near glacier
#

by trying to define that removing something equates to building it

#

πŸ˜‚

tidal loom
#

I'm ten bong rips in and I know digging isn't building

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Jesus

hidden vine
#

synonyms with build: form, create, fashion, model, shape

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you guys should buy a dictionary

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or pay more attention to your english class

tidal loom
#

That's a thesaurus

hidden vine
#

literally dictionaries have synonyms in them

tidal loom
#

Did you define building

#

no

near glacier
#

yeah i'm done trying

hidden vine
#

i dont understand why this even has to be an argument. why cant i just post my suggestion and not have to defend it against 4 people

earnest ore
#

oh god, we're in suggestions?

tidal loom
#

Cause you don't know what building is

earnest ore
#

i totally forgot

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abandon ship!

tidal loom
#

LOL

hidden vine
#

synonyms with build: form, create, fashion, model, shape

glacial wedge
#

i mean

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why cant people challenge your suggestions lol

hidden vine
#

thats fine but im not suggesting it to them

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im suggesting it to the developers

glacial wedge
#

so?

hidden vine
#

i dont see why they feel the need to gang up on my suggestion

near glacier
#

1. construct (something) by putting parts or material together. "the ironworks were built in 1736" synonyms: construct, erect, put up, assemble, set up, raise

hidden vine
#

yeah thats the first half of synonyms

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theres a second meaning

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to build

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that doesnt have to do

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with\

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"constructing"

near glacier
#

2.make or become stronger or more intense.
"we built up confidence in our abilities"
synonyms: boost, strengthen, increase, improve, invigorate, augment, raise, intensify, enhance, escalate, multiply, swell; informalbeef up
"he built up his stamina by playing football"