#suggestions
1 messages Β· Page 46 of 1
That's fine though, but if you're doing easier missions it makes sense for it to have less rewards.
Give gunner a tad more ammo
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!
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
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.
Radar? Played 11 hours straight yesterday but havent seen any radar on screen? xD
hold M (PC) - it can be a bit wonky but provides some helpful information
Thanks!:D going to rebind it to mouse3 prolly!
Suggestion: Should be able to continue to use text chat in the end of mission results and also while in the upgrade gear screens
@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.
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.
So long as the rewards for surviving second place were high enough there would be incentive to not just giving up.
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.
Suggestion: Change the name of ERR://23βY%/ so it stops confusing people into thinking it is a bug π
kinda wish we could just establish a base in each region so that we always had mission access to the region
yeah i'm not quite sure what the purpose of the map rotation is
it seems kind of arbitrary
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.
I haven't run into that issue tbh
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
like, "oh no I can't farm umanite, better to farm enor pearls instead"
Which reminds me..
Suggestion: More robust filtering options in the quick join menu, namely: Hide locked matches and filter by region
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
just a harmless suggestion, doesn't have to be exactly what i described
Its like
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
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!?'
also it's fair to say 'you can just do other missions and get a different crafting material instead'
but say for instance there is an upgrade you REALLY want to get ASAP
and you need like ....1 Enor Pearl for it
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
A, B, C could only rotate to:
A, X, Y
X, B, Y
X, Y, C
X, Y, Z
Good suggestion!
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
<@&257786783666929665> You could add some planets that are more difficult and bigger but that we could do with more than 4 people
let us use error resource to buy a missing texture beard.
or glitch items that look goofy.
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
Suggestion: hazard level 5 or higher
^^^
it was a thing during alpha, they condensed them down to 4 for EA
It was called "Hazard 5 - Lethal"
hold on lemme get a bit more dramatic
"Hazard 5 - Lethal"
Β΄
like One Down but pickaxes only
Hey guys what do you think of this suggestion for the game? http://steamcommunity.com/app/548430/discussions/3/1696040635922518031/ Would love to see what others think! I dont expect it to end up in the game at all- a fun idea is all π
@visual cedar Very similar to an idea I posted here a few hours ago
@visual cedar dunno about competetive but there is atm a bug that let you have max to 8 ppl instead of 4 π
Hopefully they do incorporate some combination coop/pvp play
Multi team has been suggested many times
Yeah- I posted on steam this morning nice to see others are interested π
What are the crystals that donβt give you anything for?
Atmosphere
mostly flavor and illumination.. sometimes they damage you when close
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
sentient chili peppers
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
The surface has been stated as inhospitable and uninhabitable
And dwarfurious made a good point earlier, gems and minerals would form underground, so what would we be doing up there?
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
Enemy - generally flying enemies, something like a maggot that if you donβt shoot fast enough turns into a butterfly of death
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.
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
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
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
<@&296918282403840000> hey ! I just have a question : what do you think about a french speaking DRG discord server ? ^^
there is one...
looks like the invite has expired though #fan-communities
yup ^^"
Mads will have to fix that once he is back online
sent him a pm ^^
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.
Hazard rebalance? 3 trimmed down a bit same with 4 and then add 5 ? Also Daily Missions?
funnily enough, we used to have hazard 1-5
but then hazard 1 became tourist and hazard 5 because 4
Id kill for some sort of perm flares that have a reduced light radius
fucntionality they would stick to stuff like scouts
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?
If theres not, I suggest the devs add it so I can play this game π
Hm im sure a swear filter wouldnt be too hard to put in the game. Although they already say 'feckers' instead of something else
Yeah but they use blasphamey and other swear words. sad D:
So, if i wanted to ask for being in as a voice actor, where to i write?
Hey, are you guys planing on adding more classes?
Remove ceiling leeches (or whatever tf they're called) from solo, or add a way to deal with them
@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
Ya, the issue is the bot can't prioritize targets well. So, during a swarm you auto-lose if one grabs you
you can press x to call him to you
They're also impossible to see, even when using glowsticks if you're in a cavern with massive ceilings
Should have solo missions
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.
spammed X the whole time, bot just floated around. It eventually got to me, but it was too late
solo is a waste of time
@robust sleet I'd rather if he was referenced in the Hall Of The Fallen
if remove cave leeches give bosco one revive π
Sorry if it's been said before.
Suggestion: Female dwarves
@past raft say it again, maybe it will get heard.
although, gotta be aware, they aint them stick-legged elven knife-eared twigs
and its not as easy as it sounds
I'm sure it's not but I was really bummed when I went to vanity and there was no options for that
in fact, beards are common in some parts of dwarf-land
might just see female dwarves as whole new classes as opposed to changing one of the current guys
@idle quartz yep but thing is that the 4 are so well balanced now...
a melee warrior class with a shield would actually be cool
i think any dedicated melee weapon is going to have ammo though, much like Halo, just for balance
cant have effective infinite ammo weapons, and its going to be a tool formost. Remember all these guys are Miners!
KF2's Eviscerator seems ideal (even if it's broken in KF2)
(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)
I mean I don't know about the design, but I do like the throwable ammo + physical retrieval idea.
Today i had a team saying the scrolling for weapons wasnt intuitive, that it should be reversed
I definitely agree because i often just get the wrong weapon
I have shot so many bugs with flares
May have been me @cobalt locust
Scrotonium The Great
Agreed. SCrolling feels off.
I've just stopped using it after accidently shooting my fellow dwarf one too many times
π’
Hey, when will mules crawling up the ceiling through resupply pod holes be removed from the game.
I've lost atleast 3 missions to it now and it makes me hate the game more and more when it happens.
Letting the mule crawl up sheer 90 degree holes made by resupply pods is a game ruining mechanic.
I'd go as far as to call it a bug
If you dont know the way out congratulations, you've just been left for dead by your own mule
Not sure how it is game ruining... You have 5 minutes either way to reach the pod.
i think its part of the challenge
What if you're in a confusing cavern with no apparent entrance/exit
the mule doesnt care about how you get back
^
If they have the goods they dont need u
then why don't you get the goods in the mule if you die anyways
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
seeing as it's retreived
because ur dead
Just find how to escape, then hit it
Dont forget that drill dwarf and zipline dwarf can be real helps
even engineer dwarf
all 3 mobility to climb
crystal caverns cavern with no exits to the droppod
i thought being mindful of your navigation was part of the game
and the mule crawls up a 90 degree hole
Its daunting at first but eventually you will make it out 95% of the time
also you can use scout's flare gun to make a trial
Teamwork makes the dreamwork
This is mostly on you honestly. You got there somehow, now get back. Always think of the way back
Its part of being good at this game
Each dwarf is designed to help the others in their own way
mobility dwarfs will get you in and out
@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.
I'm a level 8 I've played enough to know how to navigate.
That was the hardest cavern I've ever seen.
We had a full team and not one of us could find the exit
An experienced four man team could not find the exit to that cavern with the full five minutes given.
We expected molly would show us the way out.
We hit the button in that cavern after climbing up from the lower levels.
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
They need a check for mule pathfinding
Just the way it is makes it disorientating at times
I personally never rely on molly because you cant follow her most of the time.
^
i don't know what to tell you. molly just finds the most efficient way back
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
@modest pendant No driller to make a path?
Two engy one gunner one scout
there's your problem
Scout can follow the green lights usually quite easily
don't lie, driller is next to worthless
Lol
The lines went up a hole in the ceiling we couldnt get to
Now i just dont take it seriously anymore
hah the guy crying about not being able to reach the drop ship is also saying driller is useless
Ohhh
fuck off gunboat
Youve never had a decent driller then
We were being cival
lol driller is not worthless
im pretty sure the ai not being picky on hole size is what keeps it from breaking
Good point @outer veldt
Using the word crying is being uncivil imo
It just escalates the discussion and makes some people get mad. Why do it
fair point apologies for saying it
I suppose losing is part of the game. Dwarfs are disposable
learn to fit in smaller spaces i guess
Be a real dwarf
Though i still very much disagree with the point zero is making. However i dont think we will make progress in this discussion
but honestly the main reason you need to bring a driller is to make sure you can force a path in exactly that situation
^
@frozen frigate
because u cant find the exit
ππΏ
Lol
still waiting for a reply on tshirts.
Forgot about this area XD
sounds fun
Made a few using their assets before I order, I'm waiting to make sure I don't step on any toes~
Just for personal use between friends and I
Cant imagine it being a problem if its personal use
Oh man, id love a Rock and Stone shirt for work...
Time2, you should look into local laws instead of here, i think. Fair use policy etc
Yeah, some print companies here in Canada want permission for using someone elses assets for shirts
Though permission is always ideal
I always thought a big part of the difficulty comes from the unpredictable level gen
It's all rock and stone until a mule crawls up a hole in the ceiling
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
then its pain and refunding
If people are interested in the designs doe! I've got them saved XD
never had much of a problem with it honestly
the mule just pisses me off when it cant decide what to do
or is pissing about trying to get to u at a snails pace
"A public service announcement for the driller class"
causes me physical pain
Sure! Roeland. Its via a site. Gotta just get through this mission!
Good luck brother, Rock and Stone!
Fully upgraded flame thrower does work as well
Hey wait a second I just stopped to wonder.. Driller... Drills.. Ore.. Why can't the driller drill ore with his drills..
Yeah but.. it's a video game.
i think its still common to use pickaxes and stuff irl
it would be a nice upgrade to the drills to be able to hover up seams with it
Or why doesn't the driller have more storage space for ore
That would be cool ^
that's be cool\
These are the reasons I feel he's less than useful.
I understand where Zero is coming from
Zero, bring a driller along
he is pretty shit
Force your way to the drop
Driller is ur way in and out
other than that he just kinda sits there at the bottom sucking off slugs
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.
Driller can get to hard to reach places by mining staircases
Yeah, that's nice and all but I feel that that's not enough.
give him an extended jump by using the fuel he carries on his back
Okay, I like him π
like a little push
lol jump jet driller I like it
it would be ceool
and make sense
hes already carrying two big tanks
add a little spark below it lol
poof
bai
then maybe he will be decent
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.
He needs one more thing.
Rockets!
rocket lawnchair
Some utility or mobility..
What would be a good utility item not in the game currently that the driller could use?
Utility, not mobility or dps.
Ore scanner?
Good idea.
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
or a better map?
What about a cave scanner?
and he can bail you out at the end of the mission like you described
id want that tied to a new class
Yeah 3d cave scanner on driller would be amazing
cave scanner already exists
ohh
That feels like it would fit the driller
a surveyor class with all the good mapp tech
Give him the buff he needs without being too op or weird
yeah fits his role of finding the way out
and ROCKETS
Maybe even give it the ability to place markers, either waypoints, dots when you pull up the ctrl menu, breadcrumbs.. etc
jet pack dream
hahaha, a rocket launcher would be cool as like a replacement primary
perminant markeers would be good
Give the ability to place markers to the driller or scout
It feels like path finding is the scouts job..
allow scout to call for a platform when he is floating above death
yeah
^^^
lol
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
spamming X doesnt help
and you cant dink it
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?
but he drill boi
and infringes on the scout flare
driller != ore False
but i love the idea of a grid scan
surveyor class!
The scouts flare will never not be useful for swarms
true
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
I like the idea of surveyor better than medic....
you can estimate how close you are by the size of the static
but it IS userful for leachs @modest pendant
Medic would be lame.. you rarely go down in a good team
NO MEDIC [PLZ
You rarely stay down in a good team
id make the game WAY too easy
having it pop up saying "Here I am, come get me!" would be shit
i think he wants something akin to the scan pulse in subnautica
-reaper leviathan roar-
*promptly uninstalls
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'
THAT would be cool
Angled so you can't see behind you, not too op
I don't like the idea of scanner for enemies tbh
-Mount THIS https://www.youtube.com/watch?v=JF2dHIKTzjs onto the gunners minigun.
-Give driller a wide angle cave scanner.
Ores, maybe, just not rare ones
Yeah, maybe only nitra/gold/morkite
or maybe just morkite
reveals morkite and terrain
Nothing else
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
Don't make them easier ;)
i still think hazards should be looked into
eh, guess.
Yeah maybe it reveals cave leaches and nexuses..
but nexuses glow in the dark
Besides, telling the player where everything is takes away from the purpose in a way
But it's only shown to the gunner
only when he has his main gun out
Communication with the team would be encouraged
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
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.
Run.
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
i kid i kid
It just doesn't feel right.
Idk finding my way out isn't hard, at least as a scout
so far I have never had the mule path through resupply holes
Me neither
and they had been working to make resupply holes a no go zone for the mule
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.
I have more problems with the mule pathing across the ceiling and going through the oddest tiny holes imaginable
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
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
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
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
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.
#newmeta : farm nitra, and make guide rails with gunner's zip linew
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
god
that can cause issues
that happened like 20 times wit hme too.
it should def be up to a team vote to extract.
what if theres the one guy who doesnt press it
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
but what if it's a 50/50 dispute
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?
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
i think the safest solution is a longer timer to press the button and a text notification that someone is pressing it
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
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.
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
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"
Either way, I think disputes rarely occur
And when they do people usually just stay anyway
Then it's a win win
im pretty sure u can deposit at the side of the droppod
Nobodys losing
You cant keep mining if you called it though
You can yourd just limited with time and storage
Which means you are probably getting fucked if you go deeper
So no, you get a few more hits while enemies flood you.
the situation is if/when someone call the droppod when others are in the middle of mining
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
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.
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
okay so
please review this ms paint drawing i have made for you all
This has happened to me 7 times
lol i love the little dwarf arms
this just makes me want a repel line gadget
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
someone please dm a dev with my artwork I feel this is the only way to get my point across
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
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
start climbing
two meters wide
newclass inbound
resupply pod inbound
While bugs spawn on the walls
a decent driller can rescue most situations like that
Proper cave navigation can too. I think we are just brainstorming new cahsing methods
yeah..
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?
sounds like a way to make use of the resupply hole pathing
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.
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.
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
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
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.
the kick system should be votekick π
does anyone else feel like the digger's base pistol is a bit underpowered?
Perhaps a slight buff would be nice, but I love it.
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.
Mineral-themed weapon and armour skins when?
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.
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.
i also want drill punchs π¦
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.
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?
C4 > 15 fuel, 3 of those things blows up an army ;o
just give'm mineral scanning goggles, kinda needs it for digging anyways.
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!
thats a nice QoL change, maybe an upgrade. Too bad RMB is pickaxe >: |
I'd love to have pickaxe something else and iron sights some weapons like the scouts assault rifle
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.
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.
<@&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.
I've actually had issues of Bosco flying up to me, just to sit there and watch me die... Not cool Bosco π‘
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.
@midnight canyon I've actually fixed that now. I didn't make a tazer though, he prefers to murder things
Is that change live in as of the latest patch?
It's going to be live in the next patch i think
Awesome :D
Thanks, you guys are the best by the way. It's amazing what you've all done so far.
Rock and Stone!
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!
@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)
How about a Dark dwarf hostile mining team?:D (like the swarm.. not players!)
@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 π¦
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?
use the drills^!
A little laser shield with an axe would be fun though
Drills arent that fun for killing
You'd have to have it use ammo though, otherwise I'd be either super weak or overpowered
Leeches would hard counter them
throwing axes!
I like throwing Axes, or maybe an electrical sword that uses power and if empty does damage like a pickaxe?
I wouldn't want to see more melee, that's the drillers role.
Maybe it could be alternate gear for the driller
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.
We need more dances and an actual dance emote π
btw im loving the handlebar beard...quality content
The driller's role is terrain sculpting and mob clearing, not melee
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
Maybe a mirror in the base for see what's your character look in game
or an option for 3rd Person in the base, similar to Destiny
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
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>
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.
that actually happens?
Couple of possible suggestions...
-
Put in a UI option to always show the members of your team and/or the tertiary resources mined.
-
Place a speaker icon next to the name of the person speaking so you know who is asking for platforms, etc.
-
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 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 π
but just my opinions
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)
@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.
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 π
EDIT: Also include the amount of EXP gained from each of the resources and enemies in the breakdown
@white flicker If they were to implement such a thing, I would hope it would be optional, and drastically effect payout
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
While true, the grappling hook isnβt 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 βpowerfulβ as other classes without having the exclusivity of an unlimited ability.
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 π you only have a set of 6 deaths/team. One person can die 5 times, but then there's only one ressurection left
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
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? π And then a 1,5 minute cooldown to repair?
Iβm 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?
well when it makes the threat of swarms practically zero, yes
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
i must be lucky to mostly get to play with people who don't abuse such exploits then π
Iβm conveying information, not admitting guilt π
I too prefer the running gun battles
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
Having a disintegration mechanic for platforms could work but would need to be tested vigorously to not break their usefulness
and also always be some issues between balancing classes
"[3:54 PM] BloodEagle: Couple of possible suggestions...
-
Put in a UI option to always show the members of your team and/or the tertiary resources mined.
-
Place a speaker icon next to the name of the person speaking so you know who is asking for platforms, etc.
-
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! π
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 π
Kind of depends on the procedural RNG.. sometimes there is little or no Nitra until deeper in but youβre right in that when there is too much too soon there is little challenge
i've never seen there be little or no nitra :\
That boils down to stupidity, greed or both
like i can just choose to play with players who know the meaning of teamwork and sharing out resources but
If you can play this game with any proficiency then you can probably count and understand causality
i care more about the overall experience of the game, than my own experience π
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
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
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
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
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
Youβve hit on an age old problem that game devs observe yet can do nothing to affect.
Thus: more customization options and better match making
there is one way i can think to potentially affect it π
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 π
sort of ambitious for a game where people just want to join a lobby to smash bugs and mine diamonds but yeah
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
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?
that's called Tourist @orchid ledge π
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 π€·π»
I donβt 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 βI donβt think this would be too hardβ is kind of meaningless.
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.
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...
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?' π
mini bosco army
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
Is it though?
Attacking criticism is unhealthy so long as the criticism is based on facts and addresses felt problems.. I donβt 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
π€·π» 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 π
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
anyways gotta dash, doctor's appointment
Cya
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...
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.
Dreadnought should just be removed from Point Extraction i think, its interactions with the minehead are just too goofy
That happens with players too @tropic sluice and it's bloody annoying
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.
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 π
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.
...hmm, I didn't want to seem dismissive of NAF's suggestion. I ended up including his phrasing in my second post.
β€
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.
I think that's an amazing idea.
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
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
Yeah.
@rapid plover early Access now
@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 π
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 ?
Honestly, what I would suggest is just more variance between missions, small things which add something more to the experience.
trap door spiders.
on the floor and the walls.
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.
^
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.
Get grabbed and have to pickaxe/shoot it in weak spots to make it let go
I like that.
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
i figure that since L4D and Vermintide have them in spades and are MUCH harsher, drg can live with a few
Fair.
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 π
Would love to have different pickaxe-types to complement different playstyles/classes
where is the quad-headed pickaxe that has damage, mining AND swing speed π
Overpowered DLC Item
you mean 'Supporter's Edition' item π
Supporter's Edition: Diamond Tier
Suggestion: Drilling machine, rideable, Either the Technodrome https://en.wikipedia.org/wiki/Technodrome or drill https://www.pinterest.dk/pin/373517362831738020/
you just really like ninja turtles huh π
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
More options that we have to gather materials for is all I want
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.
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
@simple imp I agree
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
Skin of mules!
http://steamcommunity.com/app/548430/discussions/3/1696040635925124814/
If you could all comment on here I'd be extremely greatful.
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
Suggestion: Hazard level 5
Bring danger lvl 5 pls
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
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.
^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 π€ something you gotta try and get on your way back... but that would make it a game-mode specific material
That's a delightfully devilish idea.
<@&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.
βͺ Out now on iTunes: http://apple.co/2uVgfmL βͺ Amazon UK: http://bit.ly/DiggyAmazonUK βͺ Amazon US: http://bit.ly/DiggyAmazonUS β₯ Diggy Diggy Hole T-shirt: ht...
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 >: |
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."
only one is humming!
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.
there should definitely be a bug report button in esc menu, that would make it a lot easier
Please never ever battle royale
Hahahahhahahaha
The only thing I need is for molly to have the jukebox with er
Dont care bout the rest
add new class with a bag of ammo
But just listening to the disco music whilst killing stuff just adds to the fun
only 1 bag and 25% or 15% of ammo are restored
Kind of useless
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
make a sense
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
idk
Thats just a must, I try and snipe with the assault rifle constantly and it just misses 80% of the time at my ranges
maybe sniper not a good choice
Or maybe just give the assault rifle a scope?
That could be viable
Maybe an upgrade
idk
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
I think more upgrades is a given
The upgrades look basic ATM and will probably be replaced from what I can see
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.
π€ or a Shotgun style minigun.
I would love a sort of skill tree or perk tree so that each player can customise each dwarf to their playstyle even further
Think early TF2 sidegrades
Gun mods would be awesome
Have a base model but pieces you can swap out to change how they handle
might be easier to just add little details to the guns than make new models w/ new animations, who knows.
make the pickaxe easier to use so noobs will actually use it
^pickaxe was nerfed because it was too efficient of an ammo saver, easily butchering scores of foes
Easier than just pressing right click? π
i feel like that's also intentional
could be but i think it needs to be buffed
play as driller or get a driller on your team if you want to quickly and easily make tunnels
his pickaxe is buffed for mining π
^
yeah his but why does it matter if the drillers pickaxe is buffed
he would just use his dirller
anyway
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
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
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 π
i got used to it
but i think its a frustrating mechanic
that could be changed
and it would only help the game
I miss not having a movement speed debuff every time I hit an enemy with a pickaxe
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
yeah mostly thats what i mean
i feel like it's by design that you can't easily make a one man tunnel like that
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
you can kinda have someone stand behind you and dig out the upper part over your head
or dig at an angle
the way the drillers drill works will always make him good
but then you run the risk of an exploder taking two of your dwarves out at once instead of just one π
digging at a higher angle can let you slip through a 1x1 hole
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
i'm sure this has been suggested already, people should not be allowed to kick you just before the end of the game
i feel that frustration is actually good gameplay π
i disagree
cause it makes you realise 'what the fuck am i doing? DRILLER, get over here!'
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
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
the pickaxe being awkward also promotes the usage of other tools like platforms, ziplines etc
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
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
yeah
even when i use them to create a 'staircase'
and that's without even grabbing the ammo upgrade
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
(I think the mining is fun)
its fun when you're driller
Scout mining is great fun
well thats a little bit different
resource gathering and mining are like two different thigns
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
But not gunner or scout
i think the mining is fine, it also depends on the terrain
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
It's less balancing in early access and more finding the appropriate start
Then you balance later
yeah i mean, im not trying to harp too hard or anything
i love this game as it is lol
More beards.
im just expressing some thoughts ive had
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 π
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 π
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
If everyone mined well no one would hang out with driller cause he smells funny
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
So..people with friends?
have you actually played the game all that much?
the game is FULL of filthy casuals
like god damn π
yes im aware
I've gotten 4 friends into this game already
people running out of minigun ammo 2 minutes into a mission
ive gotten 4 friends into it too lol
the mining is only 'annoying' when you're in a place with a hard surface otherwise the environment crumples like a wet paper bag
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
^
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
yeah i told them its like left 4 dead meets minecraft
Well, AFTER the fact, I tend to compare this to Vermentide
It's absolutely nothing like minecraft though lmao
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?
If every group is a diverse comp there are no issues
its a voxel destructable world about mining
The gameplay loop and draw is entirely dissimilar, the aesthetic is far off, the physics are all different, and there's zero building.
"its nothing like left 4 dead, except for the shooting and the waves of enemies"
It's nothing like anything with building lol
and is also like space engineers, medieval engineers
dude
THIS GAME IS LIKE WURM ONLINE!
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.
well there kind of is building
you can carve things out
and
you have engi platforms
to build stuff
-.-
I call bullshit woman lady
lol
comparing engy platforms to minecraft building is like
what am i wrong

disingenuous at BEST
yes obviously minecraft building is likek
real building
but there IS building in this game
carving out paths
minecraft building kinda sucks honestly
Engi platforms are the architectural equivalent of a fart
Dude, if you reach any harder you're gonna pull something.
unless you use modded blocks, creative mode etc and then IMO it removes the whole 'game' part of the game
i dont understand how you can refute that there is building in this game
like a big part of this game is all about carving out a path back to the drop pod
That's the equivalent of taking a 4x8 plank, shoving it into some sand, and saying "Hey. I built something."
bitch naw
you put a plank in the sand.
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
Thats not building
Also, using "carving" as evidence towards "building" is like, bruv
It's spelunking
you are building a path
no
yes
You are DESTROYING A PATH
We're "caught up" on the definition because you're using it as the BASIS of your premise. We reject your premise, good sir!
RAWWRRR
Bruh
the concept is the same
The CONCEPT of building has nothing to do with what you're talking about
like i could equate what im describing to building but i dont want to have to go through that whole conversation
you're reaching too hard to find a comparison with minecraft
debates on what the definition of a word is is so cancer dude
But notice how you're the one everyone is saying is wrong.
you practically started this dude
Self reflection, perhaps...?
ok ?
lmao
lul
synonyms with build: form, create, fashion, model, shape
you guys should buy a dictionary
or pay more attention to your english class
That's a thesaurus
literally dictionaries have synonyms in them
yeah i'm done trying
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
oh god, we're in suggestions?
Cause you don't know what building is
LOL
synonyms with build: form, create, fashion, model, shape
so?
i dont see why they feel the need to gang up on my suggestion
1. construct (something) by putting parts or material together. "the ironworks were built in 1736" synonyms: construct, erect, put up, assemble, set up, raise
yeah thats the first half of synonyms
theres a second meaning
to build
that doesnt have to do
with\
"constructing"
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"