#suggestions
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why do you keep placing malice on what we say
ikr? a mod no less lol
because i've heard this before a lot, and seen people zipline camp a lot. Like its perfectly normal for something OP to have people be upset that it'll get nerfed
i love this game and i want it to be as successful as possible
thats why i bother typing in here
i could link you a stream of me playing to prove i dont zipline camp
you literally said "well how the game is designed you cant be on the ground for longer than __ because of the little guys who run faster than you"
camping and kiting are different brutha
The zipline lets you do both, its mobility safe from the enemy, especially at an angle.
gunner spraying his minigun or driller spraying flamethrower or one of the two shotguns
thats how you deal with the swarmers
not by zipline camping
^take it up with him because he pretty much said you need to use a zipline or you'll die. "if you took ziplines out nobody would be able to do lvl 4"
i think there are scenarios where you do need to use zipline or you die, and i think taking that option away might not be a good idea
Its a classic, when someone likes something thats op and then they backpeddle when they find out it might get nerfed, "oh wait i mean its not that good in fact its kind of awful and i never do it" etc
and i think in those scenarios where you need to zipline, its because of terrain
not because of enemies
i think zipline should maybe take longer to set up
because, likke we both agree, you should keep on the move
but sometimes the terrain doesnt allow you to
i noticed that the drillers flamethrower can actually set the zipline on fire
zipline takking longer to set up actually might not be a bad idea
so im hoping Webspitters or Acidspitters could leave effects on the zipline that will mess it up for you
i could see that being a good change for sure
I mean thats how it was in L4D. Developers noticed how people played, so they made unique monsters to counter it
everyone bunched up in a corner? Acid aoe!
i like the idea of the zipline taking longer to set up
like it could shoot the first line instantly, and then a second line that you can actually grapple on slowly moves along the path of the first '
and then once that second line reaches the other side, you can use the zipline
down side would be you cant quickly escape the swarm when you are stuck in a pit
but the counter to that could just be "should have prepared for that in the first place"
luckily there are other ways out
even in a pinch, a driller can get you out
with the scout grenade Slow field covering
what about solo mode
buys you a lot of time
solo driller? he can drill himself out
solo gunner
shoot his way out!
ziplines arnt that effective in a small pit though
unless we talking Sandblasted biome pits, those are massive
Like if you fall in a pit you gonna die from fall damage, if you CLIMB down the pit with deliberate drops then you kinda ruining yourself
there are scenarios where zipline is good in small pits
yeah a safety net in case you fall back down!
yup thats one example
that would be an example where a slow to set up zipline would still be good
cuz if you prep with ziplines beforehand then the usefulness of that kind of zipline is still the same
the question is, should you be able to get out of a sticky situation quickly with a gunner zipline
im not sure what the answer should be
i think theres merit to both yes and no
could be an optional upgrade someday
i've used a quick zipline to escape but its not shot into a wall and used to go back and forth, usually leads somewhere i'd rather be
Having to stand there for a second or two to deploy a gunner zipline wouldn't really change how most people use them, I guess.
@idle quartz same
I personally like the way ziplines function and think it should remain unchanged
I kinda wish that the scout grapple kept momentum so you could swing. Almost like spiderman
Why not creating a Trello like for Bugreporting, we could do a ranking of the best ideas and also add media, rather then throw ideas that devs will have to navigate trough for hours to find the good stuff.
You know what would be a neat idea for the future? A 4v4 versus mode where two teams of 4 dwarves duke it out to see who can meet the quota first. Both sides could start out in different areas of the map and if they meet up, work to hinder the other team any way they can while racing to get to resources first before the other team does. It could be explained story wise that an upstart rival company is trying to muscle in on Deep Rockās turf with their own dwarf miners after Deep Rocks success on Hoxxes so far. Technically illegal, but hey, between the glyphids, the environment, and the dangerous nature of mining itself, what happens in the mines stays in the mines.
Have alternate taunts been thought of for the shop?
Maybe the idea of weapons being more upgradable but they have trade offs that can be toggled? Ie the minigun for the gunner has more damage but overheats faster and jams longer
tf2 š¤
Skins for the MULE! whoever is host has the skin
or maybe a vote or somethign
from all the playerts
Half the amount of resources/collectables needed for a mission. its common for missions to be 40-50 minutes. There is an element of "git gud" with my team but sometimes the fun of the game starts to drag as the missions started to feel like they're really long. Would prefer something a little more bite sized around 20 minutes.
Suggestion: Do you have credits flying out your asshole, but are in mighty need of some Magnite? Scanner not working out for ya? Not patient enough to wait one hour? Never fear! Using the handy-dandy Scanner Extension Unit, you can for the low low price of 5000 credits choose a single out-of-range location to delve down into! The mission, length, and complexity might all be random, but as long as you get the resource you're after, who even cares?
Disclaimer: Scanner extension unit breaks after a single use.
I think I would rather invest in a mining base so the region is never out of range
mako has a very good point
Here is an idea for some classes the first would be a Demolition class that would focus on excavating large areas with explosives instead of grenades he'd have sticks of dynamite
the other would be a medic style class but he would give you ale instead of a "med pack" and the charater model could have a barrel of ale on his back
I like the idea of new classes, but donāt know about these two. Demolition class sounds good on paper, but when you get down to the ideas, the other classes cover them to varying degrees. The driller already is good at excavating large areas with his drill, and a few characters already have satchel charges which fill a similar role to dynamite. He could use explosives for crowd control but thatās already kinda the Gunners job, the driller has a flamethrower to help out, and the Engineer already has a grenade launcher.
Being a road warrior means that my choices on satisfying my DRG fix are either try to play over shitty wifi or cell signal with friends or try to play solo. Currently I think solo play needs a relook, because unless you are playing engineer on the simplest difficulty, there is just no playing single player. The drone isn't a sub for most of the other skills you need to survive, and holy crap is it infuriating playing for thirty minutes doing everything you can to survive, only for an ill timed horde on the run back to drop you and the damn drone won't come back to save you, so you get trapped being traded among bugs for a pack of smokes... I might be a little bitter.
As for the medic, given that players can already revive each other, with ale too I might add, the proliferation of red sugar crystals, and the healing effect from picking supply drops, I would seriously question how needed a medic is in this game. Plus all the current classes, when used correctly, can solo just fine by themselves due to their own strengths, but a pure medic sounds a bit too team based for solo players to get into, though thatās a minor setback
Donāt mean to burst your bubble @umbral ferry but I actually am in a similar situation with internet, and actually solo just fine, almost exclusively. If you want tips on how to better utilize solo classes, you can message me for tips.
Can we have the hair colors actually change the colors of headgears like the mighty crest and the eyebrow colors? I'm trying to get my slayer king on but i have to rock a blonde-ginger two tone.
If new classes are to be introduced, theyād have to do something the other classes either simply canāt do, or at least canāt do without great difficulty.
Still curious on the alternate taunt idea, my boyos. I know it's essentially "worthless" but so are most cosmetics. If I've discovered one thing about co-op games it's that people love to spam animations.
It will probably be a while before any ideas for new classes are considered, as it stands the current four classes cover all the bases the game offers in its current state. Until the next real major content update happens, thereās simply no need.
On the idea of classes, I was thinking more of a utility class that perhaps could echo locate the area around them to get an idea of what chambers around them looked like. A "cartographer" class that's an aide to the scout.
@wide verge Thatās the right idea, but then Iād have to question wether or not that kinda subverts the games appeal, exploring randomly generating caverns, tunnels and caves. Such a cartographer would take away some of the mystery I feel.
The only "bug" I've encountered is the mobs/mule phasing through solid ground due to the procedural generation engine needing some tightening up on vertices, but other than that it feels just like any other WIP shooter.
I agree, but it would be a supplementary character to the community that can't spend as long a time in the mines, as well as I would assume a skill that broken would have a massive cooldown
I have to agree with @viral bridge have you really looked at the memorial room? Anyone else notice the pillars are a bit....crooked.
they're straight up in the wall, er, as in they're clipping
Plus, as much as I appreciate the minimalist look some things have, having some actual textures instead of something that looks like a stock basic metal texture from the unity engine would be nice
as far as the launch hub, I've only found 2 things interesting to do which spawned an idea: so the physics on the barrels helped launch me into the green hole at the top to see the easter egg text, and from there I thought to stuff every barrel into a player's loading bay and make a "barrel pit"
basically, the ship needs a barrel soccer court
everyone loves "football"
I canāt wait till some of the extra rooms near the memorial room get implemented
I'm right there with you, though I also can't wait for potential easter eggs
using a barrel to launch myself up into an otherwise inaccessible area just for some disappointing text that I could basically already read from the outside at a distance wasn't as worth it as I had hoped
I for one, feel Bosco should just be made without collision to anything except walls. Itās not like the glyphids target him, or that he can be destroyed in the first place. I donāt see any point to him having collision from player actions like pickaxe swings and gunfire, as it stands he just gets in the way when thereās no real reason for him too.
He canāt be destroyed so itās not like him catching your bullets, pickaxes, and cutting off button interactions teaches the player to be careful, itās just a nuisance
or, create a pathing exception to player units when there's interaction, say a button press, deposit, or a firefight
when interacting, Bosco remains X units away from the interaction, far enough not to float between a button, close enough to not be out of shooting range
I actually think Bosco does aggro... pretty sure of it to be honest
whether it be a damage indicator for aggro or unit based, Glyphids most certainly turn to him for a moment
Havenāt noticed this behavior at all in my playthroughs, glyphids have always targeted me
I've used nothing but the Scout from the beginning as it's stupid easy to kite every mob with a grapple gun, so I'm not sure I'm the average player to ask about difficulty
Only thing I remotely notice is that praetorians seem to turn and retreat whenever they take explosive damage, but otherwise the bugs only make a beeline straight for me and ignore bosco
do you target things for bosco to shoot? I do, thus his aggro mechanic may be tied to that?
I have yes, and again, the bugs completely ignore him
not sure then, I'm not on either side that he does or doesn't quite yet but I do recall them mainly focusing me and occasionally turning to look at Bosco
Doesnāt matter if bosco is firing full auto right into a praetorians thorax, the praetorian will continue coming after me.
again, I'm typically making circles around the room avoiding damage as best I can at all times, was probably just the pathing trying to chase me down
2 shells from the scout's shotgun and the big green nasties go down
I theorize thatās probably why, the smaller bugs in particular seem to move around much more erratically
swarmers movement speed screws their pathing, you can see it when you're sitting on the loading ramp before evac
if you let them swarm as close to the ramp as possible, they'll often phase into each other as the pathing directs them all to the same point before checking to see if the space is cleared, as they funnel into a singular destination after you
since you're technically floating while in the escape pod
The Bugs are probably turning to face him, because he attacked or dealt damage to them, then realize shortly after, that this is Bosco, we do not attack this target. Moving back to target 'Player'.
Besides, bosco canāt die, so what would even really be the point in him taking aggro, it makes more sense for the enemies to target the player which will cause him to lose the game, than his immortal flying follower most of them probably canāt actually hit, and even if they could it would do practically nothing to stop the player
@viral bridge, which all potential jokes aside is straight up a valid reasoning due to the engine in question.
Perhaps a damage cap on Bosco with a hold E to repair mechanic? perhaps based off of the extra nitra reserves?
I'm not sure what you want, you're asking a bot that's essentially supposed to supplement 3 players in a 4 player co-op experience to be less OP
In which case such behavior will probably eventually get patched out unless they make bosco downable. Makes sense from a hardware perspective, not a gameplay perspective
aside from the lack of collide that is
I just want bosco to not get hit by player gunfire or pickaxes, and interrupting interactions, because itās annoying. I only brought up his complete invincibility as part of my case.
upgradeable seat for Molly to carry the weak link of the group, considering you can already basically ride her out if you're a boss
/jk
Exactly, that by itself I would accept as a fix
again, press your interact key, an invisible sphere of influence surrounds the player and or the object in question, Bosco can't float within that sphere for the duration
problemo solvedo
Exactly
So does Molly, but in her case it makes sense, sheās a big hulking machine, it makes sense she would get in the way. But unlike Bosco she rarely ACTIVELY gets in the way, where as bosco always seems to want to get right in front of your pickaxe/button press/gunfire
I figure he should still have collision in the sense that he is a physical "being" in the space and as such would eat bullets. my only reasoning as to why the buggerinos don't or wouldn't aggro him is... plot armor?
so he's a robot, bugs probably don't give a heckie and or can't "see" him
That and it doesnāt make sense for the enemy to target an immortal helper when they have a very mortal player to stop instead
he's floating, probably doesn't produce a lot of heat, I dunno I'm sure with some creativity we can reason out why Bosco is Glyphid-proof
From a lore perspective that is probably also true
thus my usage of "plot armor"
I did theorize that bosco is going native jake sully style, hence why he hinders you so much
if there's an immortal character, there's always a reason no matter how convoluted
Bugholm Syndrome
they've kept him in the caves with the eggs so long, he's convinced he's one of them...
...also he's become sentient, thus why all that is possible...
...that's an important part...
But he canāt outright kill you, his programming wonāt allow it
So he looks for loopholes
cuts to Bosco doing loops in the air because, floatiness
Well we never said it was smart AI
it's not "stupid" it's "ADVANCED"
Itās dumb AI is what it is
I really, really hope that reference didn't sail overhead
Sorry
I pray for you
Iām not god
OH, HE'S GOT THE FREQUENCIES ON LOCKDOWN
I MEAN, HE DOES
WHEN HE REVIVES YOU, HE PULSES THE BUGGOS AWAY
we did it, boys
we cracked the code
Bosco uses audio frequencies to de-aggro Glyphids from his person
Well, the bugs are blind, they donāt have eyes, they probably rely on smell. Canāt imagine a futuristic floating robot emits much of a stench they would recognize, but a stocky sweaty dwarf is definitely close enough
I'll have you know I washed my beard this month!
Theyāll just smell the lotion
spilling soup on it counts, right?
....no
damn it...
so, if the buggos are blindo, why do some of the buggo structures have eyes?
that seems a little wack in the scheme of their evolution
and why the floating robot isn't noticed, as hypothesized above
Why a giant bulbous stationary growth spewing baby bugs has eyes makes no sense at all, especially since they donāt focus on you and they look pretty glazed over, if it has sight, itās not very good
Likely still evolving those out of the blueprints
I just wonder as to how those eyes even came about, considering we have almost no light sources short of the scarce bioluminescence
I guess it's a game... gotta have a glowy eye weak point somewhere
There is the possibility they are found above ground too, we donāt know what the surface looks like, or maybe they at least once were
has anyone just dug up?
No, I doubt it would get you anywhere
do we have teams of silly boys looking to break the game? because if not...
That does seem highly likely, the glyphids seem the dominant lifeform by a country mile
I hope all this convo in the suggestion channel that spawned from suggestion is heeded, as a lot of it pertains to suggestion in other ways like lore building
wait, don't loot bugs have eyes?
thus why they probably saw the shiny minerals, ate them, and became passive punching bags?
perhaps it's an evolutionary benefit (being blind)
Small little ones yes, again given how slow they move and what they apparently eat, I canāt imagine their eyes are very good either
They all come out of the ground shifting the sediment around them, when they come out it collapses behind them, as for fitting in small spaces, thatās just game weirdness
Any kind of eyesight on an animal that spends its whole life in cave systems WILL be bad or nonexistent, look at cavelife on earth
that's a relative statement
"bad" in direct light, sure
AMAZING in a dimly lit cave
think Riddick
I would not list Riddick an accurate source on night vision
Plus even if that were true, in such a dimly lit environment even see in the dark eyes are ineffective when vibration and smell are all much more suited to the dark
again, entierly understandable and noted, thus my questioning on why there are so many "loot bugs"
if we're to assume these bugs are all from a similar species origin, I'm curious as to why they evolved in such ways
specifically on this whole eye debate
^
still only need 1-2 drops
I always have left over nitra out the wing-wang
I figure we need more deployables based on nitra
We donāt know how long any of the creatures we currently see have been around, or what they evolved from or why. The loot bugs may still be evolving their now useless eyes out from a previous life on the surface
Who knows, maybe the loot bugs arenāt the same species as the glyphids
true, I just notice the similarity between the maggots and the loot bugs, though the maggots I assumed were the larva of the typical mob glyphids
^
Think about how UTTERLY SLOW the loot bugs move
On tiny little legs, barely making a sound
Maybe on a frequency they canāt hear
as my pickaxe their skulls in twain
polish
gotta have something going on in the world
it's what robs many AMAZING games of their full potential
and not to start anything up as it's a pretty dead horse, Metal Gear Solid V: The Phantom Pain needed more overworld polish
Or perhaps the bugs hear that squeak but it doesnāt register as the sound food makes
it's a great example of many things, but that's one many can agree on outright, there just wasn't much going on in that world
a bird here, 6 sheep here... then nothing until the next outpost
Probs shouldnāt get into that here
just an example
Right
polish makes trash look decent
āPolish a turd itās still a turdā
it's about maintaining the appropriate level of engagement
and a maggot in-between a mob or a mineral that you may or may not dispatch is a little extra, potential gameplay
I do like all the lengths the game goes to be immersive
still suggesting a barrel soccer court
or perhaps an easter egg room inspired by my dumb barrel pit
Just make a somewhat inaccessible room filled to the brim with barrels, as such:
you get 4 dwarves in that mess, all mashing jump and kick
it's a party
Thatās a game crash waiting to happen
Iām telling you guys, the bar will totally be that place
@viral bridge, get good at landing on the top of an upright barrel from a sprint, then jumping as you touch the top of the barrel
Until you jump on a barrel
Then it spazzes out
sprint, jump with a left turn of the mouse to curve your angle for the hole as you hit the top of the barrel, launch yourself into the hole and enjoy
that's my typical time waster anyway
getting in the hole or making a barrel pit
K I gotta sleep, 3 in the morning here
don't get grabbed by a cave leech
Ffffffffffffffffffffffffffffffffffffffffffffff
Also, I want to retract my previous statement of "think Riddick" and in place rephrase it as "think Pitch Black"
for obvious reasons, good night
Character suggestion
Sniper
Primary: Sniper rifle
Secondary: Dual pistols
Utility 1: Vertical zipline
Utility 2: Spotlight
Sniper rifle
the sniper is would be a single shot bolt action style rifle. it would do bonus damage to weak spots.
possibly have upgrades that could give it a scope, cause enemies weak spots to take bonus damage after being shot for a period of time or/& do more damage the further you are from your target
Dual pistols
2x semi auto pistols that deal low damage per shot.
it would have standard upgrades that would increase damage, reload speed and ammo capacity
Verticle zipline
this would function in a similar way to that of gunners zipline but with the major difference of only being able to be deployed between the angles of 90 and 75 degrees, going up the zipline will be half the speed of going down. the purpose of these is purely for scaling the massive holes and pits in the caves.
it would have upgrades that increase its range of the zipline & the amount you can carry
Spotlight
this is a deploy that would be placed and setup like that of engineers turrets however it has to be picked up again via interaction not remote. one placed the sniper would then get a remote control to activate and aim the spotlight at the selected location, it will stay focused on this location untill it is either picked up or aimed at a different location. upon the first activation after being placed and whenever a new location is selected it will consume 1 ammo, when it runs out of ammo you will not be able to select a new location or if moved will not be able to activate it
upgrades would give it increased area of illumination, total ammo & the possible upgrade ability to highligh all ores/crystals in the area of illumination
could have a scope on the weapon model since you cant aim down sights but i really think the scout just needs a sniper rifle as an alternative
infared scope.
i dont think scout needs anything else... hes already pretty op
the point of this idea is having to choose whats best for the team, maybe your doing a map that has alot of pits in it or maybe you want some1 to cover you while you mine in a point extraction
currently you can choose between 4 classes, some times a team will go 2 gunner 2 driller purly due to the utillity
also just as an after thought, giving the scout a long range weapon of any kind would be very unbalanced IMO, as currently he is a short to med range character, if you were to give him the ability to run away and pick enemies off at a distance he would be crazy op
@viral bridge exactly my thoughts
^ exactly
snipers by design are ment to be crazy single target damage with precise strikes
scout is ment to scout, not scout and assasinate
when thinking of this concept i tried to think of thing that are currently missing from the selection available without going ttoo crazy
what would the range be on the vertical zipline? 50m?
I can see it mostly used for vertical shafts
@flat bough no idea, i honestly havnt measured how tall/deep pits are but 50m sounds ok
yea that was the idea
instead of having to zig zag all the way up/down
big rooms in radioactive zone have a height of ~50m
I know this cause of damn cave leeches
@viral bridge i beleive all classes move at the same speed when running
anyways
I think going off of an earlier discussion
instead of the seismic device stunning enemies
it works as a lure
drawing enemies to it
i had a similar concept for a diffrent character but it was more out there than a simple sniper
so the sniper could throw it and the mobs would think the device is the sniper
engineer and driller dont have such thing either
which would also be useful in combination with other classes
like the driller
or scout
the point is not to be so self reliant that u dont need your team, but to provide thing to your team that they couldnt do already
sniper would have weakness's of when thing get too close he WILL need his team to help
if need be he could place down a verticle zipline and escape that way
but that could be a waste of a usefull tool?
just think of how certain classes can help each other
engie can platform for scount to get to stuff
gunner can zipline for every1 except scout to get accross large gaps
driller is the best at killing the small biters effectively for his team and also almost a need with any extraction mission
snipers role would be to take out pretorians and provide verticle mobility for his team
limited ammo on the sniper would make it a waste to use on smaller bugs
hence the dual pistols
but htye would only be strong enough to defend himself from a few enemies
but if he was to be swarmed without the assisatnce of his team he would go down
ziplines used to have a max angle of 45degrees and u had 8 of them, it was nerfed due to pple using them to avoid bugs and being almost a need for every mission
do kinda wonder why acid spitters do not melt through ziplines and break them
that would be an obvious counter to players using them to avoid bugs
i agree that having too much angle can be op in that its too usefull, hence why i said that the verticle 1s should only have a range between 90 and 75 degrees (or even maybee less)
that way the sniper would not be able to do the job of the gunner
I like the idea of the vertical zipline, but perhaps label it as more of a rope ladder.
well yea, but its easier to call it a zipline so pple understand what u mean
I'd say replace the Sniper Rifle with an Advanced Crossbow.
Single shot, has travel time, but pierces the thickest of hides.
hmmmmmmmmmmmm
would a crossbow bolt have more piercing power than a bullet
i mean praetorians and dreadnoughts have exoskeletons
They are basically like tanks
there is the option of giving the sniper that lure device I suggested
so that they could trick enemies into moving into an area where the sniper can flank around to aim for the weak spot
Crossbows would shoot very, very heavy (which is why they have a travel time) Deep Rock Galactic Specialty Brand⢠Drillbolts. By taking the design of the drop pods and scaling them down, it's possible to literally bore through the exoskeletons of any wayward bug you might face. However, due to their size, bulk, and moving parts, they can only be loaded in a crossbow, as opposed to a gun.
Tbh the game is perfect for beta. I have 40 hours in and I have no problems on the current status of the game. I have completed faith in the devs to create this game to be amazing without our help!
if they didnt want ideas there wouldnt be a suggestion channel
also it may be perfect for 'beta' but games arnt designed to stay in beta and as a full release it requires more
Suggestion:
How about adding a slightly visible, possibly transparent overlay of sorts to a mineral node, after it has been marked? Instead of just having the icon or popup float there. It would have to be designed in such a way, so as to be easily distinguishable from outlines / overlays placed on marked Glyphids and the like. This may help make minerals more visible, in a way. Things like Fossils or Blooms might still be displayed, as they are now - with a simple popup.
increase dreadnaught projectile speed and the ground stomp animation speed but decrease his health so a dread becomes more of a threat and less of a reason to get another supply drop
How about making vanity items only show when clicking on them? The current customization system is confusing and i have to make serious effort to not select the wrong items constantly
Als o confirmation after customizing your looks would make it a bit more intuitive
Also*
@oblique violet š
Hope one day MULE can be ride or be drive
close enough lol
heya! actually molly can be ride, hard, but possible xd
The scout's flare should give a fire effect to bugs and actually stick to their body
As awesome as this update is.
I do not agree with the soulution on kicking players.
Sometimes I -really- don't want certain peeps to be in a game with us, 'specially if they're being a nuisence or not-so-helpful.
Or just out-right griefing.
if a penalty is to be issued, this one seems abit too heavy handed.
It's better than the penalty they were getting?
Rework Driller satchel charge so it's a 'shaped charge' instead, difference being instead of a sort of explosion radius it it more focused in the direction you throw it
This was probably requested before, but still - can we get Bosco in the multiplayer solo session? I dont like to wait for people to join me, so I just host a game and start it by myself. Sometimes it takes a whole for players to join, so you are stuck there alone with all these damn ceiling vines. Maybe make it so you get Bosco from the start, but he flies away when someone joins you?
Has there been any talk of drillers power drills working to collect resources as well? Being able to quickly mine minerals would make a driller feel like much more of an asset I think. Although the extra flamethrower ammo is definitely going to help, thanks for that! :)
^this. I'd love to drill into some ore veins
What about a survival Mission? Like the pod broke on the way down, and you have to survive swarm after swarm, as you collect the recourses to fix it and get out. say you accidently landed near or in a hive?
In a way. but I dont want the swarm to stop in a sense?
To have the intensity of the fight lessen and increase, but never fully stop.
Exactly
I see. However the low and high point of the swarm needs to be explicitly understood
Like how many bugs is considered the lowest.
I'd rly like to see more escort/defend/extract/escape/hold missions instead of fetch missions.
Id like to see some sort of payload escort. Something like defend some different mule while it gets to the escape pod
Make it intensify overtime? Like just swarmer's...then a mix a swarmer's and warriors, and continues to grow and get more intense as you go!
It should def cap out at some point though
A game engine can only handle so much
(and the player's computer)
Well it is UE, so it can handle a lot
I don't think increasing numbers would be good. Just make bugs stronger as we progress.
That way we still have a swarm AND some difficulty
give them armor over time
Just like Warframe survival missions
so the new bugs got stronger exoskeleton or something like that
pls no
giving tons of hp to simple swarm bugs will feel soooo cheap
also - upgrades for the mule and Bosco? Like a bigger light for the mule, slowdown aoe around it when it is standing still etc
Code wise that would take some time. A work around would be to increase their HP pool or decrease the amount of damage they instead... if you're talking about a physical armor that we can see + decreasing the damage they take
@zealous needle Keep in mind we're in EA, things change. They could implement the HP increase for now, but take it later and put something that everyone would enjoy
They already have a shit ton of stuff to work on
" take it later and put something that everyone would enjoy"
Not rly time-efficient ;)
And why's that?
Implementing one feature now to later ditch it and implement some other not-obvious solution is hard to consider time-efficient
one option would be to just replace swarmers with higher tier units
over time
so eventually its really the same amount of units
but mostly praetorians and dreads instead
After reading the patch 9 notes on steam, the vote button for Molly to call the drop pod at minimum should be a thing. To many times(on Xbox at least) have people called the drop pod early either by accident or just because of not really knowing the game yet. This is mainly frustrating because sometimes weāre legit a room away from the final(treasure) room and miss out on tons of gold, mats, and xp.
"so eventually its really the same amount of units but mostly praetorians and dreads instead"
I predict lots of enemies clipping into each other.
And for the button vote... i'd say the host should have an ui option "fuck, nope" for first 10 seconds after someone presses the button. Which will cancel the evac and lock the button for a minute or so
Thatās a solid suggestion only problem what if the host is the idiot that hit the button early? Lol
Like the whole reason I go into a certain zone is for specific mats and gold right, and to have someone decide FOR ME ā hey itās time to go mfsā is dumb imo. Iāve missed out on tons of useful mats because of it
If the host is an idiot, then let it be. Since he's the host.
No voting based solution ever works out. Almighty host is better, even if the host is and idiot. For a 4 player team having an idiot host happens less times than having an idiot among other 3 players, who ruin it for everyone.
And if you are still afraid of that - host yourself :)
//never host myself, almost never seen a bad host
Still doesnāt solve the problem. Whenever I host even with one other friend we never get any teammates to join. And currently you canāt matchmake with a friend in the lobby because quick join gets greyed out and forces you to host, so itās a lose lose. Cant matchmake into an existing team, and if we host we canāt get any teammates. š¤
i agree with the host thing
it's the host's game so ultimately he should decide if to finish a mission early or continue till the map is fully completed
which would be fine if he communicates this to people who join
but again that goes into a previous suggestion of mine to be able to display on the server list what kind of play you are doing 'Fast mission completion', 'Collecting crafting materials', 'Full completion of caves' etc
Suppose the server list thing isnāt a bad idea, although it might make it even harder to get teammates if theyāre searching for way too specific of a match tbh... it wouldnāt even be an issue if it turns into host having the ānopeā option, but it is cause we can never get teammates.
To matchmake on Xbox w a buddy you currently have to do an extremely obnoxious sequence. Since you canāt quick join w people, you have to quick join solo and pray thereās another spot open for you to invite your friend. If not you have to load the map up and quit immediately, repeat this process until success. Sometimes this takes a very long time, which at that point we give up. Server list would help but Xbox doesnāt currently have if
Teammates... * launches DRG, checks server list : [0 servers] *
What are those ... teammates?
Yet again at least pc has the option of a server list
ok hello all, I come from a youtube channel that played this game and I fell in love with it and came up with a new mode/mission type. I don't know what the name should be but anyway you go to a level with said mode and you have to explode a dangerous artifact in this area. You have to find the artifact put the charge set the timer and run back, when the charge blows up the map will come down with it in a few minutes and when the timer goes to zero and you're not in the escape pod, you go boom.And the rest is like the normal but I also thought about the mission not giving you enough resources but then I thought of just adding some material that you need to find to make the explosive and while you're trying to find said material you will also find other materials that will help you with upgrading and such (the bonus missions will also probably get you some materials aswell but I don't know about that). So yeah, that's my idea, feel free to criticize and change somethings if the idea actually comes in the game but i'm not the one to the decide that so lets leave it to the best.
I have a idea that would cause mass panic. What if we made a second exploder. Instead of a explosion, it when it suicides, it releases a small acid cloud like the Pretorian that can dominate a Small, lets say... 4 meter area for 3 seconds?
could help push dwarves back further, or lock off trains, making more challange
Or your running back through a cave, and one of those pops in the compact dirt tunnel
and also i think the satchel charge explosion should be more like epic
it's pretty anti climactic when you blow it up in the middle of a horde in a tunnel
I'm honestly surprised they haven't added this to the jukebox yet https://youtu.be/kLp_Hh6DKWc
You are walking down into the heart of a mountain. In it, you are told, is the one you've come to see. Welcome to the hall...of the Mountain King. (Please......
It is!
Been struggling with single player games, I sometimes start an open game, in the hopes that someone will join, only to be killed by a ceiling sucker, how about bosco joins you until another player joins?
been suggested, no info on if it will be implemented or not as of yet
but I agree, an adaptive system with bosco would be great
cave leaches are kinda annoying on solo, but i think as long as you always check the ceiling first thing every time you enter a new area you can deal with them
not to mention that in the worst case scenario where you mess up and do get grabbed, bosco has revives to use
How does everyone else feel about switching the gunner and drillers pistol?
I think it would be better that way
now there's an idea
I did put it in my survey š
but I think the gunner already has a big gun
that can be used at range
vs the pretty weak driller pistol
they'd need to buff his minigun a bit though if they took the revolver away
maybe
and give the new driller pistol more ammunition
I feel like the revolver isn't as useful as it could be.
Powerful? sure, but I need more ammo.
but I rarely use the revolver when I run outta ammo tbf
I am okay with the ammo
its there to pick off lone targets like spitters etc, so I dont mind the ammo
but the point is, the guynner can already achieve that with the minigun
š
vs the driller, who just stands there and waits for the scout or gunner to do that
the drillers pistol has high damage over all anyways though š¤
no i mean the Revolver has more dps but the driller has so much ammo it adds up to more in the end
hazard 5 is just called hazard 4 now
I think a good thing to do with the drillers pistol. Is make it full auto, less damage per shot, larger magazine.
Suggestion: Make beard purchases effective cross-class i.e. I buy The Prospector and I can apply it to all four classes immediately.
When I bought The Swanson for my Scout, I assumed I could apply it to all my classes. It's the same asset, and a cosmetic-only 'purchase' feels like you're buying the asset to be applied to anything - and all four classes have the same beards. It has no gameplay relevance and cosmetic/vanity shop is completely flat, so I assumed it would be available for my Driller too. When I found out that I'd have to buy it for all four classes, i was pretty surprised, and then subsequently bummed out. It was a pretty big investment in terms of gameplay hours at 16k credits and it doesn't say anywhere that your purchased beard is specific to that character. Just feels like a player-unfriendly layer to the vanity items.
<@&257786783666929665> s - thoughts?
all the purchases are for one class
even the upgrades are not cross class
the shops even allow you to switch class in the shop to purchase stuff for another class
Not sure if anyone else ahs suggested this, but the green gas that damages players can be pretty dangerous, especially when being swarmed or in narrow corridors, so thought maybe the driller with the flame thrower or anything that creates flames (e.g. explosions) would be able to remove the gas quicker to support the team. Perhaps limited to just one class, most likely the driller because of the flamethrower and it being a class to deal with the enviroment.
Not a bad idea, would certainly help in fungus bog areas with the gas mushrooms
As for the earlier idea about switching pistols between the driller and gunner, while I can see where you are coming from, you have to remember the roles each character has. The gunners entire MO is killing glyphids quickly and efficiently, heās able to do this via a combination of his gatling gun for fighting off swarms, and his revolver for targeting weak points when precision is needed. The driller is not meant to fight as directly. His flamethrower, while capable of setting whole swarms ablaze, is more about damage over time instead of outright killing them. His pistol, while giving him some range, has mediocre damage potential unless you land constant critical hits and is more built for that and taking out squishier ranged glyphids the others are too distracted to kill. And finally the drills make for an excellent melee weapon, to offset his pickaxes lack of an enemy damage buff, but thatās more for self defense against getting Zerg rushed than as a valid attack strategy.
Basically what Iām saying is that the gunner is all about killing glyphids, while the driller only has tools to cover the other classes backs and take some of the pressure off. If you switch out their pistols youād be compromising the gunners ability to do his job, in order to enhance the combat ability of someone who isnāt supposed to be on the front lines.
Suggestion: Include a line of dialogue acknowledging, and expressing extreme disappointment at, the fact that you've gotten every single barrel into the drop pod. https://i.imgur.com/z8LfBSa.jpg
Hazard level 5
and the gunner should keep his revolver, he is heavy weapons dwarf
would not make much sense if he carried around anything less than a revolver
allow driller to collect minerals by drilling, add a bag size upgrade for driller
Add a flying type species that's main purpose really is to hurt you on zip liens which reduces the cheesy nature of just going back and forth on the zip line. https://strawpoll.com/g6cedyha
If we do get a flying type, it shouldnāt come in a swarm, the grounded swarmers are already challenging to deal with in a hectic fight, a flying swarm variant would just be annoying
Got an idea for a non glyphid enemy type
A rival company of elves who figure that if a company like Deep Rock can mine Hoxxes with Dwarves, elves could probably do it even better, ālogicallyā speaking.
Theyād be a more unique encounter, with a chance for them to spawn in each map. Theyād have equipment similar to the dwarves.
we used to have a flying type though, it was removed.
flying type is interesting. but in real life, many kinds of bugs would have no issue traversing those ziplines, when considered at scale.
i miss the jellies š¦
arachnids by definition know how to traverse ziplines
Damn, still, would be fun to kill elves
Mining accidents do happen from time to time, and these glyphids can get viscous
way to fix the cheese of ziplines, make it so you cant reverse directions
or just have the swarmers be able to climb on the wire
here's a thought I just had
it'd be pretty cool to play as a robot
I dunno what class it would be attached to or its own thing
but just
robot
I still want this game on linux
anyone suggest playing as the bugs? basically like l4d
an option for the monitor choice would be great on my computer starts the game always on the wrong screen
It's a known issue
okay
just wanna know
if anyone read my idea for a new mode
but anyway, I think the face textures for the dwarves is a bit weird and kind of disgusting
like the blood vessels can be seen and like ugh, quite weird but i'm prob just being picky
A personal statistics profile that you can view that has total kills of each enemy and total minerals mined of each mineral would be neat, and a count of how much in total has been killed and an amount of how much has been mined!
A ābetterā Assault Rifle Reload Animation
I also thought about the idea of a new class all about reading the enviroment, so perhaps they could get a 3d map, or if youve seen the film prometheus, send out a device that can scan the room the player is in and briefly light it up for the team, but it will stop upon reaching a dead end type area of the map where drilling is required to move on. They could also perhaps have some kind of compass to the dirt to reach new areas, or something that points in the direction of types of ore, it could give the player in indication of being warmer or colder to what they are looking for, via colour or beeping or something. Perhaps this class could also have some kind of motion detector like the one from the Alien francise, to point out the direction a swarm is coming from and they can call it out to the team. While it would be OP in navigating, it could balance by having poor combat or such like in order to promote the teamwork, and would be a valuable asset to teams looking to explore and mine with efficiency and speed.
Also a grenade that when it explodes it causes a cluster block of dirt or rock, which could be used to close tunnels behind you when running, and if timed correctly used to make extra platforms or reach ore. Howevee it wont detonate if there are any players in the blast radius and so works via proximty, but obviously rather than something being in the blast area, it works by the opposite
Also, i noticed occasionally there are 'Tremor' type events occasionally where everything shakes loudly and particles of rock come down, so on top of that I thought it could be cool to have a mechanic that causes cave ins, either by mining a type of material that is completely safe until mined (similar to the giesers) and if trigged will cause rocks from directly above to fall around and on the player that they would then have to dig out from. Or perhaps one of the Bugs could have some ability to cause a small cave in around them if they are damaged enough (similar to that of a creeper from minecraft) which can be avoided if killed quickly enough, if not it panics and causea a small cave in.
Going back to what i said about a class that can use a better map and things to use the environment, the class could also have the ability have more than one thing marked at any time with the identifier, helping spot for the team and callouts. Again due to these abilities possibily being a bit OP there could be a mechanic where your marked ore/walls and things only show to the rest of the team if you are within a certain range of them, which would promote further teamwork.
And perhaps a class with ability to throw down a temporary bubble shield or wall that can for a limited time block ranged attacks providing that the team is within that designated bubble, which could help at times and possibly be a bad idea if being swarmed by lots without range, thus needing skill to know when and where to place it.
Sorry for all the messages, I just keep having lots of ideas for the game š
how about a way to blacklist people
so they cant join your games anymore
this would help me a lot, because i cant play public games due to all the retarded noobs
I want to use the mixer interaction, but when enemy spawning is being spammed it's not so much fun. The amount of praetorians spawned with excess health was absurd in a recent stream.
could let acid spitters target ziplines as an individual entity if players are on them for too long
Suggestion:
How about having a warning pop up on the screen (a symbol / icon), in-game, when the Player is in immediate proximity to hazardous objects and materials? (e.g. poison / acid clouds (Glyphid Praetorian); fire and flames being ejected (Magma Core); radioactive, white crystals (Radioactive Exclusion Zone); etc.)
When the Player comes close enough, but not so close, that they are directly affected or damaged by the source, the icon would appear on screen, perhaps slowly flashing or blinking, with neutral colors (like gray and white). The speed of the animation could also increase or decrease, depending on the distance to the hazard.
As the Player enters the zone where damage is inflicted (e.g. standing in the poisonous cloud), the icon changes its color (e.g. to red). The animation may even freeze to a single frame at this point, so the warning is displayed at all times, until the affected area is left or the Player steps out of the cloud / away from the crystal. The symbol may still be animated in a flashing or pulsating kind of way, to indicate, that the threat is present and inflicting damage.
This would only show on screen (HUD), when the Player is close enough to a given material. It would not appear during normal gameplay, where these sources are not present or nearby.
The indicator could be shown to the Player in first person view, primarily or exclusively.
Short version:
- No hazard in range or in proximity: No popup.
- Hazard in range, but not dealing damage: Popup appears, but may be colorless and / or blinking.
- Hazard is damaging the Player: Popup becomes colored and may become stationary; possibly animated, still.
...or a variation of these and others...
Could also display on screen, just as you are about to be hit by a Dreadnought's ball of fire, when it comes close / passes by in flight. The coughing mushrooms also come to mind.
Also, excuse the wall of text.
An option to toggle (on/off) this, may be something to consider, as well.
I have several ideas but I'll stick to one for now
Enemy: Mimic
Description: Mimic has "stashed resources" all over it's body, on its arms, legs and back. It lies in wait for its prey to approach and attempt to mine the resources, when you take your pickaxe to it it lunges out and snatches you. It then begins to damage you. Your friends need to attack it enough to cause it to drop you and then it tries to run away. If successful in killing it you receive all the rescources and such on its body
It should be fast enough to have a chance to get away, it also needs to have some form of tell, like it moves slightly or it sticks an eye out to look around.
like a little submarine-eye lurking out of the ground right in front of the resources... that would be wonderful hilarious š
Any chance of a upcoming 4 pack for the game? i want to gift the game to a few friends but money saved is money i can spend for more copies of the game!
what?..
since its a co-op centric game sell it as a 4 pack so that people can get a copy for themselves and gift it to 3 friends
^
4 packs tend to be 4 copies of the game for the price of 3, so saving money and having friends to play with
People have asked about 4 packs but we have no word if that will happen
thanks for the answer
Nitra needs to have xp or resource bonus when you extract with it. It would add an interesting gamepaly choice to get another supply drop or push with less ammo to get the bonus.
it adds to exp as mined ore
I thought i heard 4 packs aren't a thing on steam anymore
from people who don't know what they're talking about, yeah
whew awesome
and i agree about the extracting with nitra suggestion
there should be some type of reward for actually bringing nitra back home with you instead of spunking it all away on supply pods (just because we have so much of it)
and @ember yacht it adds to exp whether you spend it or not, treewl's suggestion would only be if not spending it
I'm actually supprised the nitra bonus is not already in the game as the announcer says "credits withdrawn" when you call one in
Suggestion:
An indicator could be added to the Resupply Pod's popup message, to show how much Nitra is needed, for the Pod to be called, still.
(e.g. 'Cost: 80 Nitra (??/80)' - where '??' would show the total amount of Nitra the team has in their inventory or collected, at least until 80 Nitra is reached, instead of displaying it as 'Cost: 80 Nitra')
*Not trying to take credit here, if this has been suggested before.
- Just expand the idea some.*
is the trello suggestion board open to post on at the moment? Ive got it up but down know how to add my suggestions. Any help?
As a quick reminder to some of you, let's not make the game too easy. Some quality of life upgrades is fine, but nothing should make the game "easier" than it already currently is.
That's just how I feel.
I agree, as I level up it gets a bit easier and I wish there were longer caves systems and higher difficulties. Especially if it made MORE enemies instead of stronger.
^ that would be cool.
it would be neat if there will be even more upgrades in the game eventually, maybe some upgrade branching. eg each class being able to select between 3-4 of their own guns (the extra ones you unlock/buy), or upgrade perks and be able to select between them. like, the final armour upgrade comes with a perk, what if there were a couple perks so you could select between them. eg. driller could choose between: fire resistance, drill fuel slowly regens, or you can carry double drill ammo, but half pistol ammo (just examples). the engineer could pick between poison resistance, carrying more turret ammo or more platform ammo.
i think the driller pistol also still needs a slight buff. at full upgrade it is juuust on par, imo of course, with the base versions of the other classes guns (excluding the gunner because... they're the gunner). i think it should start out at 9-10 damage and at full upgrade be 12-13 damage.
Hey! im not sure if this is a suggestion or a bug really but: if you change your beard collor your haircollor doesnt follow it! it should auto-match the beard collor ofcoarse š
whattheshark, I totally agree. A more "TF2" weapon or perk choice that change the class would rock. It's also seems a bit easier then the "Overwatch" approach of adding a new class.
Some things i would suggest is giving the option to buy different flare colours in the vanity store
also for the extraction point missions specifically itd be really good if the blue gems around the main one stopped glowing after you extract the gem.
@pulsar flax generally the best thing i have ever seen
@pulsar flax both great ideas, would specifically love colours for flares
Suggestion: "Digmates." If both you and another player accept, you can become Digmates. Up to 4 players can be in the same dig squad, and if some or all of the squad are in a mission together, you get some slight bonuses to Hazard level; as such, a higher return. However, if all four of you are in the same squad, you unlock a theoretical Hazard 6 mode, assuming a Hazard 5 will come out.
Hazard 6 is nothing but pure challenge; not only are there less resources and EXP than Hazard 5, but enemies are far more numerous, as well as being as tough as 5.
The major draw of playing High-Priority Hazard 6 missions, however, come from special cosmetic bonuses that you can only earn from defeating Hazard 6 missions. The ultimate challenge, with the rewards to show it off. No lootboxes, no real-money cosmetics.
Just pure skill.
Ditching digmates is possible. However, you have a temporary reduction of EXP, resource, and credit earnings for each digmate you remove.
Make your choice count.
Someone suggested it already
Hazard Level 5, maybe even a six, seven and 8 (for 200%)
Not sure if suggested or not
Modifiers and Cruches :
Modifiers would be things that would increase the end reward amount (like hazard percent) but make the game more difficult in the long run.
-Warrior Gylphids make gas clouds
-Swarmers Leap
-Dreadnaught spawns (chance to come with a swarm)
-Weakpoints only (any hard-ish carapiece will act like Pretorian blocking, headshots or belly)
-Limited Downs (like in Solo Bosco can only rez twice)
-Timed Downs (can be combo'd with Limited, don't get rez'd in time out for good)
Crutches would make it a bit eaiser in the loss of hazard percent
-Enemies can drop nitra
-Players can regen to 50% health
-Faster Shield Recharge
Hazard Levels that are greater than 4 will block, and include certain Mods/Crutches
Not sure if this has been suggested before but a possible buff or tweak for Engineer would be to negate fall damage if you land on one of his platforms(already look like sponges). This could help his synergy with Scout, and allow him to get teammates out of rough situations.
a soccer field with a single barrel, barrel soccer
@main olive The Dreadnought already randomly spawns sometimes, swarm or no.
Even in Hazard 3.
Hey Guys i am thinking of this since i start getting into the game & loving it
You should add a Pvp mode where 2 team of 4 players start at a different spot in a cave with their own mule & start gathering ( they can choose to coop trought the cave OR decide to kill each other to steal material & stuff )
It would be so much fun
I'm down with the idea of competing for resources, but I'm not so sure about killing each other.
Not only would that be a huge dent in the company's bottom line, lore-wise, but it would also push game development in a direction I don't think it should go.
At least like downing the player & bein able to grab what is in pocket
Ok, but what would have them actually complete the mission?
Just an idea i thought it would be fun for a new game mode
Only one team can escape alive ššš
@earnest ore fair enough but repeated spawns or more likely as a modifier
Sure, yeah.
( i mean like only one escape pod .. so you can choose to escape togheter or make the other team go behind
PVP should be limited to competing over resources only, and not trying to actively kill each other.
Due to the way resource collection and map generation works, they'd either NEVER see each other, making the game mode worthless, or they'd be constantly on each other's asses, in a way that's no longer fun.
Even if its only competing for materials
It'd be very, very challenging to implement properly.
idk if it should go a full PvP kill each other (or that being a goal) but if that nitra or chroppa is in range can push and shove with melee
I dont think so because when u play a different game mode the map generation is different in orders to fit the game mode
So with a pvp mode the map would be in order that both team would collide at some point
there is already FF so it would be possible to shoot and kill
Yeaa
but Bugs don't care who's on who's side
Ok, but what then? When it comes to "competing for resources," how would you implement that?
That would be cool i think
Yea 2 mollys
if one team hoards all the Morkite
then 1 team fails
someone gets all the pearls
there they go
( i would mean a way to steal ressource from ennemyās mule )
and if one team extracts the number of hostiles stays as if 8 players
I still don't buy it; the actual player interaction would either be non-existent, simply resulting in EVERYONE getting less resources in the end without some crazy modifier, or it would be entirely non-fun and really frustrating.
Like, stealing shit from enemy mules? What keeps you from just doing that over and over again?
they can still extract but they won't get primary or secondsary (or what one they couldn't finish)
yeah the "stealing" from other mule would be too much
more of "someone has a pearl, melee and it goes rolling"
And how is that not equally frustrating?
once it's in a depositiory it's there to stay
Both teams constantly hitting each other over a single pearl.
"Players would be smart enough to not waste time"
Brothers...
No.
They aren't.
it's PvP
Players are actually dumb as fuck.
I guess PvPvE
so it's not just 2 teams, nothing hazzardous
someone might yolo the pearl in a swarm
"nothing hazzardous" ?
it's like sarcasm, just poorly done
there are still bugs
holes
and it'd have to be a special mission type
So then you have players constantly dying while smacking each other over resources, just because the bugs showed up and no one wants to relent.
yes
The more you have to bend the game rules just the fit the game mode, the worse the game mode is, by the way.
that is the core of Players vs Players
Things should remain relatively consistent throughout, and the entire game is built around PVE with mining.
why it'd be another mission type that PvPvE players will enjoy
two picks crossing idk
The more I think about this idea, the less I buy it. At best, implementation would be fucking hell in a hand basket.
At worst, the concept is entirely incompatible with the game itself.
wait, are you one of the devs?
Ahh, don't offer me such a tempting opportunity to lie. It makes me want to do it.
But no, I'm not.
But I do have an understanding of how certain aspects of game design work, as well as allocation of resources.
so what makes you, more in power to shut down people's suggestions? If people want it, they will vote, if not it dies
heck we were discussing on how to make it work
Discuss it all you want. That's what we're doing here, isn't it?
you're outright shooting it down
I'm free to disagree and tell you all the reasons why I don't think it would work.
I don't have any say in the development, so I think saying I'm "shooting down the suggestion" is a bit radical.
You clearly agree. I'm out-numbered here.
no I just want you to offer something to it
wat
"Co-op first" makes any pvp/competitive modes a bit radical
"If people want it, they will vote"... Not exactly how it works. But that aside, you're free to keep supporting your idea, as are other people. Mako is free to say that he doesn't think it will work. And the devs are free to decide, regardless of how many people "vote" for or against, whether or not to implement it.
even if you dislike a portion is there still a counter to why
i didnt read the whole conversation but it sounds like thats whats going on š
yeah more or less @idle quartz
I'm just thinking about it beyond it just being a cool game mode idea, into stuff like what strain development would put on the devs, how much it would cost, how much change it would require to make functional, how to make it fun versus a complete exercise in frustration, etc.
The amount of things that go into video game development are staggering, and it's typically necessary to consider everything.
PVP in general tends to often be frustrating, even when well designed. It's something important to keep in mind.
Even IF you implement the game mode and do it pretty well, how do you make it worth players time, without also frustrating the people who refuse to play it?
etc, etc, etc
it goes on forever lol
The hardest aspect of pvp is balancing the goal of mining/exploration with just straight up killing eachother
not killing other players would still need to be a viable tactic.
I don't think killing should even be done at all, if implemented.
Even outside of the lore.
...Why would a mining company allow its miners to kill each other?
That's terrible for the bottom line.
I figured it'd be something that end-game players could do, I'm already player level 24, and eventually without something that adds more tot he challenge it ends up waiting for the next content update. And yes I agree killing shouldn't be the obj
The trouble of balance isn't "mining vs killing;" it's mining vs meaningful player interaction.
If they rarely interact, and it's just who does it faster, why isn't it something like a score attack and a leaderboard? Much cheaper to implement.
If they do interact often, as people would expect of PVP, how would you make it both meaningful AND less frustrating than fun?
hmm not sure about score boards, I don't want the game to go the route of "They are Billions"
where most updates are towards "score changes"
And I'd say just have the map gen twice of the Start points (team A, B) and the tunnels connect in the middle (allowing some starting resources to go to the teams)
but the "loot room" is only on the single stream
a tad more resource, and a pile more danger
....Hrff...
if I were to implement it, somehow...
Two teams of two. Four dwarves. They both start, in a cavern, in the same room. The drop pod is already down, and you can see the timer at 5 minutes. One dwarf team randomly says to the other something along the lines of "Oi, whoever mines most in the next 5 minutes gets free tabs for a week!"
"You're on!" The other team says. And so, the race is on. You have 5 minutes to collect as many resources as possible, deposit them into the pod, and escape. As a "special" game mode, player damage from any other player is disabled, to prevent both griefing and unnecessary PVP. Platforms are also disabled within 5 meters of the exit pod, to prevent exit griefing.
Your main method of dealing with other players is explosives; in this mode, explosives deal enhanced terrain destruction, but it's not possible to call in supply drops. Use them wisely to disrupt enemy mining or movement.
At least one dwarf from a team must escape for them to count, even if they put in more resources.
I'm not happy with this implementation, but I think it's as close as I can get to "fun" for a PVP mode here.
what about a rescue mode
drop pod in, find the marker where the hurt / lost dwarf is, place the knocked-out dward inside an altered mule with a stasis pod attached to it, and call for a new drop pod
could be neat.
destruction mission, too
go in, have to place charges on nests, once the final one is placed the countdown begins
another thing that could add replayability / longevity is
letting people make their own missions / alter the stats of it
only spawning a certain type of bug, etc
That might work for PvP @earnest ore it could do with some tweaking (5 mins is rather short, since by the time Molly gets to the droppad in normal missions you only have 3.5mins left) but seems to be on the right track, I like it.
Rescue mode I was thinking of it, but it'd seem like it'd be a really short game mode, as you'd just have to get to him, save him, and leave. Maybe if it was like a series of Search and Extract (where the area is a huge open cave) where there are several rooms and tunnels looping around, and you have to travel with a scanner that acts like a colder/warmer detector (signal from emegency beacon is getting louder)
but would this be for just credits and XP or would there be other rewards?
its an exciting concept though, considering the bugs and the darkness itself.
having your light off could hide you from others
1.8 PVP Map Monster Industries Uh... yeah work is really hard n' stuff but I get to manufacture rad Monsters and drop 'em like bombs on the other company to earn industry domination. So that's cool. Donovan 35 worker in the Monster Industry. You ...
ik this sounds silly but a system like this would be pretty cool
you could spend nitra to slow the other team down, by sending a swarm, causing an earthquake, breaking thier M.U.L.E
iot wouldn't be too lore friendly but it would add interaction between the groups as they both go for thier objective
yeah
a race type of thing could be cool but
that doesnt fit the "trying to make mone yfor the mining company"
aint nothing to gain by breaking eachothers mules
I decided to forgo lore stuff for the sake of humoring discussion
but, in the end, it's something to consider.
endless game mode
just keep trying to go deeper and deeper as it gets harder and harder
I think any one on one PVP would be clunky and agianst what the game is all about. I will say it would be cool to have a race of sorts between two groups
I mean, for the sake of lore, PvP probably isn't as hard to justify as you guys are making it out to be. Outright attacking other players, sure, that's a little extreme. But sabotage or just competing to turn in more minerals first? It's as easy as this:
Who says there's only one mining company?
Maybe there's a buyer out looking for a large supply of something, this area has the highest concentration, and two companies both send miners in to search for it. Either the buyer only takes the deal for the company who can provide more, or they're just paying well above market value for a time and your company wants to get as big a slice of that paycheck as they can by denying other companies as much ore as they can, through beating them to it or through some non-lethal sabotage.
What, are you saying introduce a different company that's not Deep Rock Galactic?
You don't even have to go in depth. Your company is always Deep Rock Galactic, but they allude to or outright name the company that your opponents are working for.
The lore ramifications are big, boyo; not something you can just haphazardly plop in.
... <@&257786783666929665> The lore is well considered, yes? Not that I were to assume otherwise, but since it's clearly smarter to focus more on gameplay and mechanics first, we haven't seen too much.
Were you assuming that DRG is the only dwarf-powered mining establishment in space? 'Cause that seems.... silly to me. It's a basic tenant of supply vs. demand, if a product is under enough demand, other companies will find a way to supply it.
in space? no, in hoxxes yes thats been clearly established in the lore
^
Then I'm behind on the lore, I guess? My bad.
Mako the trello says they are working on lore terminal? unsure to what it means tho!
Probably a spot when you're bored can read up on lore?
that sounds likely
me too haha
Hazard level 5
Care to elaborate?
re: PvPvE - if you look at Sea of Thieves, people are going to play that literally just to kill, harass, grief other players unless there are mechanics in place to encourage interaction other than i can kill whoever i want without risk to myself.
this game doesn't seem like it has the right foundation for PvP
Eh open world though, they know what they're signing up for. Obviously any pvp mode would be a specific game mode people sign up for
the thing with sea of thieves even though it is open world, the devs always wanted it (from their interviews) to be about adventure and not knowing if people will attack. a lot of the times players (in my experience) see another vessel and immediately attempt to attack.
with Deep Rock, the hypothetical PvP mode, even though it would be a specific mode, it would need mechanics in place that would make it competitive and fun without incentive to just be jerks to other players.
What I've been saying over the course of this discussion, yes.
It's very, very difficult, especially so for a game being designed without it in mind.
How do you make it so that it's not totally shoehorned in, without being frustrating, while being meaningful, while drawing players (so it's not a waste of development resources), WITHOUT taking too many development resources, WHILE not having the draw be so good the "proper" game mode is ignored?
See: Fortnite vs Fortnite BR.
why competitive? could just be a casual lols pvp mode, like ddo
PVE players feel shafted by BR's existance.
cries in Fortnite PvE
Question: Why do people play this game?
Yadda yadda game is fun whatever. Why do people keep playing this game?
Probably a sense of progression. That next armor set is right out of reach!
What's most effective towards getting armor? Which is the faster grind? PVE or PVP?
this game just doesn't seem like the type to support a PvP system, with the way the classes are. they're designed to work together not against one another. unless the dwarves get drunk and have some sort of ridiculous battle arena
The answer determines which mode becomes a practical ghost town.
PVP will exist, though, if it's the LAST fucking thing I do.
Abyss Bar drunken fistfights, ala Vermintide.
Drink Morkite Ale, and beat the snot out of each other.
Maybe be able to bet credits on a winner.
and you're right, the mode needs to be balanced so it's competitive, fun and rewarding while not being a total grief fest
and not a more effective grind than PVE.
yep
That's what I suggested a while ago, a pvp mode
Like a race against another team to get the drop, only one team escapes and you can kill the other team
So... it came up today in a multiplayer round that you, the Devs, should add a mic icon next to a player name when someone is talking. we were having trouble communicating and this would help figure things out faster. Please and thank you.
Super serious suggestion that needs to happen in game to add more replayability to the game....Add more songs to the Jukebox
I want more songs to groove too when im not in a dwarf hole.
Also, when you change hair color, all hair should change, not just beard. amiright?
I got Deep Rock Galactic for the Xbox One about a week or two ago and since then i have been
playing it non stop. For being in early access this game is amazing and has a solid framework;
however, there are some changes i think should be made to hopefully help make the game
better. These are my thoughts of the game in its current state.
Changes i feel should be made to the playable characters.
The scout:
The changes i feel the scout needs is only a minor one, and it is only a change to one of the
upgrades, specifically the āArmor Piercing Roundā upgrade.
Armor piercing rounds that actually pierce through armor.
I feel like this upgrade should do more than just a +2 damage to the gun, this upgrade should
make the ammo well⦠armor piercing. I think this upgrade should allow a scout to damage a
Glyphid Praetorian and a Glyphid Dreadnaught, no matter where the players shot hits, instead
of just bouncing off of the armor they have, if the upgrade is going to be called armor piercing
rounds i feel it should be able to really punch through the armor of tougher enemies such as
this; however, shots that punch through the armor of these enemies should do reduced damage,
perhaps they should only do 50% damage, or 30% damage.
What kind of gameplay experience does the suggestion / idea add to the game?
It makes the scouts armor piercing round upgrade able to damage a Glyphid Praetorian or
Glyphid dreadnaught no matter where the player hits them, but doing reduced damage.
How does the suggestion / idea contribute to make the game better?
It allows fights with Glyphid Dreadnaughts to be slightly easier, and allows for another way to
damage them instead of needing to only shoot them in the abdomen, use explosives, or the
drillers flamethrower.
The Engineer:
The changes i think should be made to the Engineer, is another minor change. Iām not going to bother typing out the questions, or coming up with a title for it as itās a very minor one. I simply feel the engineer should be able to carry 200 more bullets for his sentry turrets, it would make it slightly easier to survive big swarms, especially on harder difficulties.
The Driller:
The Driller is in-arguably the weakest of the characters in the game, mainly because of his general purpose in life. The scout is important for lighting the area and allowing the team to see, the Engineer and Gunner make getting around easier and also help greatly with fighting off enemies, but the Drillerās only purpose for existing is making 5 seconds of digging into .5 seconds, personally when i play i would rather have 2 of any other class instead of bringing a Driller with us. So i have 5 separate ideas to hopefully give the Driller more of a purpose, and make him better in general.
- There should be large chunks of minerals that can only be mined by the Drillers power drills.
The recently full released Subnautica has something like this. Around the map there will be large chunks of titanium, silver, and other resources but those large chunks can only be mined when you have a mech suit with a drill arm, i feel doing something similar by making large chunks spawn around the levels in Deep Rock Galactic that can only be mined by the Driller would give him a more meaningful existence and add a purpose for having a driller on the team.
- the flamethrower should be able to burn and destroy plant life.
One annoyance i have been running into when playing the game is that when i go through the āFungus Bogsā area of the map, thereās almost always annoying plants that block vision⦠But thatās a good thing, and i feel that giving the Drillerās flamethrower the ability to burn it all down would be a good way to improve the Driller. Adding this could help light up the room, and create a hazard for both enemies and player.
- The power drills should be able to break armor off of Praetorians and Dreadnaughts.
I think a good way to improve the Driller, is to add an upgrade to his power drills. An upgrade which makes his drills chip and break off the tough armor plating of the Glyphid Praetorians and Dreadnaughts, exposing the soft skin underneath and making a vulnerable spot for the rest of the team to shoot.
- The Driller should dual wield pistols.
I feel that when the Driller uses his secondary weapon he should dual wield 2 pistols instead of having only one, it would make it a bit easier for him to survive enemy encounters since the flamethrower runs out of ammo so fast.
- The driller should not have satchel charges.
I think only the Gunner should have satchel charges, the Driller instead should have something else, the satchel charge is the only weapon thatās shared between 2 of the characters and i feel like every character should have their own unique gear, why not instead of a satchel charge give the Driller a mine they can place?
What kind of gameplay experience do these suggestions / ideas add to the game?
They make the Driller character better, by giving him more of a purpose in life other than reducing the time it takes to dig through walls. By adding chunks of minerals only he can mine, making it easier for him to survive an encounter, and making him a greater asset in combat to the team.
How do the suggestions / ideas contribute to make the game better?
It gives the players an actual reason to have a Driller on the team and have a complete team rather than having a team of three and one duplicate.
Other changes i feel should be made to the game.
Glyphids.
-
Glyphid webspitters should explode into webs, creating a small area which would slow down players who walk on it, giving the players another enemy made hazard to keep an eye out instead of only the poisonous gas from a Praetorian.
-
Glyphid acid spitters should explode into a puddle of acid, creating a small area which would damage the players who walk on it, giving the players another enemy made hazard to keep an eye out instead of only the poisonous gas from a praetorian.
-
There should be a Glyphid King and Glyphid Queen the players can encounter, either by a random encounter, or by having their own missions where the players need to hunt and kill them, adding more variety to the game and more enemies.
What kind of gameplay experience do these suggestions / ideas add to the game?
They add more hazard areas for players to watch for, and add two new enemies for the players to face.
How do the suggestions / ideas contribute to make the game better?
It makes combat encounters slightly less routine and makes the players stay engaged with the game by keeping their eyes out for hazards.
Other monsters.
I think there should be a giant worm monster which would work similarly to the Purple Worm from Dungeons and Dragons https://www.dandwiki.com/wiki/5e_SRD:Purple_Worm I think this would be a good way to add variety to the monsters of the game, and give another use for the mission control line where he says thereās something big coming for the team. It would be a large boss monster and would come alone, and would eat any Glyphids or other enemies near it, along with the players. It could be a nice interesting random encounter and a good challenge for the players to overcome. Once this large worm is killed, players should be able to mine inside of it and get Gold, and Nitra, similar to how a Loot Bug gives Gold and Nitra once it has been killed.
What kind of gameplay experience does the suggestion / idea add to the game?
It adds a large boss monster as a random encounter, which would kill anything in its path, be it Glyphids, other enemies, or the players, it would be a tough challenge to overcome but once it dies there would be a bountiful reward for the players.
How does the suggestion / idea contribute to make the game better?
It adds more variety to the game, so that there are more possible combat encounters than a Glyphid swarm or a single Glyphid Dreadnaught.
there is my current thought on the game in its current state, and suggestions i have to make it better in the future.
I think when the Abyss bar gets implemented, there ought to be a mechanical barrel to ride.
@fresh root Donāt know if anybody else will so Iāll say it, very neat and helpful suggestion format, I felt that should be appreciated
thank you, i used to spend a lot of time on halowaypoint so i think that helped me a bit lol
That being said, I have to completely disagree with your ideas for the driller. Which is in fact my favorite class, and I am primarily a solo player. Yes, his main gimmick is that his drills break down rock faster than a pickaxe does, but that is actually extremely handy wishing the caverns. Sometimes the best way to get at minerals is to tunnel your way to them, tedious with a pickaxe, a cinch with a drill. They can also create spiraling walkways along the walls of deep holes which is much more efficient and less resource intensive than a network of zip lines. Finally, the driller can potentially save a mining op by tunneling directly to the escape pod, especially if time is running short, the way back is unclear, or there simply isnāt time to go the long way around. @fresh root
Besides his drill, his other weapons have their uses, the flamethrower is able to hit multiple enemies at once, doing damage over time, and even has an upgrade turning the flames into a floor hazard the glyphids need to go through to get to the group. His pistol is a pretty mediocre weapon, sure, but it is accurate enough to give him some range, and works well enough at picking off the weaker ranged enemies. And if he gets swarmed, his drills are a handy weapon that will chew through the weaker glyphids like a chainsaw would. His role is to provide a more efficient and quicker means of movement, and in combat his weapons allow him to take pressure off the other classes.
you make a good argument, i haven't extensively played or seen the driller in action like i have with the other classes, but while he does have his uses and strengths i still feel he is the weakest of the 4 playable characters
Thatās kind of by design, given the games focus on teamwork and solid utilizing of classes with strengths and weaknesses, it makes sense. Perhaps the driller isnāt the friendliest class for solo players but thatās because he simply is not meant for direct combat, but rather for assisting his team mates as they take on the main fight. Sure his drill isnāt as fancy as a grapple hook, zip line gun, or platform cannon, and maybe isnāt as quick a solution, but it provides a much more permanent and economical one. The platform gun creates some useful platforms in places where there arenāt any solid ground to stand on without some digging, but this consumes ammo, and in many cases works best in conjunction with the zip line or grapple hook. The zip line is the best for getting the whole team across large distances, usually over dangerous pitfalls, but this also has limited uses and has some restrictions over how for and how steep the line can be. The grapple hook is great for the scout with unlimited use, but it benefits only the scout, and doesnāt help much if there is nowhere for the scout to land. The drills allow the driller to create shortcuts that everyone can use, there is no limit to how or where the drill can be used, and as Iāve explained, can potentially save a mining run when it comes down to extracting quickly. Even though it uses fuel, it has much more time before ammo before fuel runs out than the other team tools
yeah you've got a point.
So i've been thinking, i've had people join my games just to press the escape pod button before we're ready, and now we can't kick those people after they've done that. Calling in the escape pod should require authorization from a majority of team mates to begin, that would put a damper on trolls calling in escape pods
Driller takes some imagination and practice, easy to waste fuel and get lost while drilling. Flamethrower with the new ammo is basically OP though, cant get more damage per ammo point out of it than any weapon, and detonation packs themselves can basically blow up armies
The question is: do we make our dwarves weaker, or do we just get some bigger challenges?
well new enemies will ofc come someday, that might need tweaking. I just think Driller needed more utility for the team
my biggest thing with the driller is that, even after all the upgrades, every other class gives the team meaningful support in terms of mobility.
The zipline gives easy access to far away places, and let's you zipcheese, the platforms let you make stairs, fill holes, make bridges, or get resources easier, and the scout lets you get out-of-the-weigh resources for free and easily
The driller can... make staircases? Which takes a minute, and takes ammo, and is a bit dangerous
mobility is quite important in this game; one of the reasons why I like the Gunner so much
Minigun is super useful for killing, and Zipline is just generally important and high-impact all the time
even without satchels or the revolver
if scout isnt available, much better to have driller make a tunnel to resources than engineer use 3-4 platforms for one, as an example
drills are strong weapons too
drills got 4 weapons
plus how many times as a Driller i've had to rescue people...
its so much easier to just drill to someone who is stuck or lost.
Then we also get a shortcut between two points
Ive felt super useful and needed when ive played driller with my friends so i honestly think he's good utilitywise
So. my first idea is simple in its core but maybe quite heavy to make in game (because of desctructible ground and so on):
LIQUIDS
Water, Acid, Lava and other liquids that can be dangerous or not. Depending on biome - its own liquid. Lava-lakes, acid-rivers and so on.
**What kind of gameplay experience does the suggestion / idea add to the game? **
Swimming. Threat of suffocating, melting in acid or burn your beard in lava. Flooding sometimes. (Just imagine: you dig nitra and dig your way right into the bottom of lava-lake. SURPRISE!)
**How does the suggestion / idea contribute to make the game better? **
It will make bioms visualy diverse, add chalenges for players to overcome wich not depend on those spiders (who, sadly, become quite boring after 7-8 hours of gameplay).
Also it means that dwarves need new equip for dealing with these obstacles, and maybe some classes can be all about it.
Second idea is ENVIRONMENTAL THREATS.
So right now bioms are pretty similar. In order to make them different ET would be great help. So, what am I talking about is: GLOBAL conditions for the biom (or the part of it), wich makes it more chalenging to explore. Such as:
Radiation - insted of some random crystals make different areas wich are heavily contaminated. So player will search ways to avoid it, or go through it but in less time as possible. There are need something like dosimeter or something like that to identify wether you are in danger or not
Heat - high heat areas deal constant burning damage to those who are near them. Will work quite good with lava lakes and so on
Posionous atmosphere - hazard wich makes you to keep track of your oxygen and replenish it (maybe with some sort of ore or living biomass)
Constant earthquakes - thats really simple - constant earthquakes that makes it harder to move and shoot. Maybe something else.
and so on.
**What kind of gameplay experience does the suggestion / idea add to the game? **
Working not against the spiders but against the biome itself. More equipment to deal with those hazards. More teamplay in order to find your way through tought situations and so on.
**How does the suggestion / idea contribute to make the game better? **
It makes bioms more DIFFERENT from each other, makes players think what equipment and party composition they should take for this misssion and so on. It also should work quite good for overall map-expirience. It creates oportunities for devs to create more interesting equipment and maybe implement some new ores and consumables.
I understand that its REALLY hard to implement but its something that I really want to see in this game
Be careful not to implement things that might not be fun, but instead tedious or frustrating.
Radiation already kinda exists with the white crystals, though in much smaller areas.
And poisonous atmosphere already exists in the Bog / Praetorians
which is already a bit of a pain in the arse
And its do nothing
Just damage
Its really boring and you can deal with it with few swings of your pikeaxe
As it should be, really.
The point is: you have threat -> you have ways to DEAL with it
Especially on hazards 3/4, some of the stuff you are suggesting is just...
a bit unplayable, almost
entirely too frustrating, and can make some runs impossible without lots of luck
Dont think so. The main point again that you should have ways to go through it: poisonous gas -> reserve of oxygen, radiation -> methods for removal from the body, and so on. It's just in common, not something that should be EXACTLY like I said. Its mostly about overall concept
Just damage its too... boring and simple, uninteresting.
@fresh root just read ur post, gosh it was long
I think liquid is already basically out of the question. Cant even get terrain that falls š let alone liquid
would u agree with the suggestion of taking ziplines off gunner and giving it to digger, then lets say give the gunner a deployable ammo resupply
did u just infer being able to resupply your team with ammo is useless?
@oblique violet it goes against the concept that all existing classes have some kind of mobility measures
@idle quartz don't think its impossible, I just understand that its hard to do
For one, having the mobility option on the Gunner is stupid important. Two, there's an entire mechanic based around ammo drops.
Can't make it a "utility" for someone.
@glacial condor its not about making it so each class has mobility, its about haveing a reason to pick 1 class over another
take away diggers charges, give him a zipline, take zipline off gunner and give him something that is actully 'gunner' themed
ammo resupply was just off top of my head
gunner dosnt need ziplines to be good
he melts pretorians and juggernauts
why do we keep calling him digger <<
@oblique violet good luck in caves with a lor of vertical movement. Gunner would almost always die when moving to escape pod
As is correct and proper.
gunner is ment to be the offence, not the mobility
Everyone has to be a jack of all traits to a point
So, if something can't be both mobile AND offensive...
What should we take away from the scout?
All his guns?
The grapple?
@oblique violet it would be DEAD offence. Because then he cant escape from the pits and so on
scout needs his shotgun damage to pretorians nerfed
That's an awful idea.
It's already high-risk, high-skill, and puts yourself directly amidst a crowd of assholes and a poison cloud.
We don't want to be forced to take a four-man team each being a different class
gunner can 3 shot a pretroian 2 with his pistol, but he gets next to no ammo for it
Is this guy playing the same game as us?
Does he not play beyond hazard 1? What's going on here?
@near glacier yeap, but it works really good, you know?
ive played it longer then all of u....
Then you should know that the ziplines are important for the gunner
i wouldnt nerf scouts shotgun, the spread is so wide it sometimes doesnt 1shot a grunt at melee range. Revolver is what needs the buff, its got a damage capacity of like 1700~
which is basically the lowest of any gun
I say BUFF ALL GLYPHIDS!
@oblique violet YES. Gunner without mobility is dead gunner. Think also about solo, 2-man games.
@idle quartz id like the revolver jsut to have more ammo
@near glacier ...I kinda agree with that LOL
you can play whole maps without actually needing a zipline to traverse something though. In which case they're just burned on mining. Depends on a lot of stuff
^
He's just proved that gunner is highly offensive.
i always thought of gunner as a bodyguard
With an escape plan... Yeah I can see that
Gunner is good right now, don't touch something that is not broken
more revolver ammo sounds fair but should reload like a revolver, 1 bullet at a time
you should go play a game of haz 4 with a guy streaming on mixer where the viewers are calling in 3 pretorians every 5 mins and a juggernaut every 10 mins or so, u need 2 gunners for their dps, nothing else comes close
A gunner needs the ability to traverse well alone. The game is class-based, sure, but if your teammates (with their superior mobility options) don't give a shit about you, you're fucked.
Gunner is actually broke atm š¤ his miniguns only got 1600 bullets now instead of 2400
Can't "guard" who ain't there.
Plus, solo players shouldn't be fucked over by stuff like that.
@oblique violet there are options for streamers really?
Like vel was saying, don't fix what ain't broken.
Let's face it. Solo playing isn't worth it right now
I think it is.
Playing a solo h2 is relaxing, and still gives decent reward.
I dig it.
I also like to abuse bosco.
The rascal.
hey i love solo š¦
It is definitely quicker to complete a mining run solo, but also less fun.
@glacial condor while watching on mixer, u get points, u can then use those points to cause things to happen ingame ranging from giving 80 nitra, spawn a loot bug, spawn 5 grunts, spawn 3 pratorians and spawn 1 jugg
There's literally no incentive to going alone. You get much less materials and credits, you have more trouble, and frankly engie is nigh impossible to solo with.
materials are the same
@oblique violet good thing that Im using twitch, lol
you get less credits ONLY in survival bonus
u can turn it off and on
That's like trying to balance Fortnite BR off the actions of stream snipers.
Doesn't make sense.
...?
^wrong
9 bullets^
Range is terrible
He is called the "gunner," maybe he should have a high dps?
well i said dps not range
I'd prefer if his weapons were weaker, but his turrets were stronger.
@earnest ore That I agree on
More ammo, more damage, faster rof, longer range, something something
@boreal lintel exactly my point, u should be picking gunner cos u want high dps/damage output, not cos he just so happens to hhave 1 of the best utility
Different styles of turrets
Each of their utilities is important
i just dont like that four gunners basically have enough zplines to mine everything.
and traverse terrain
Lol could say the same with scouts and drillera
So the solution is remove zipline from gunner, and give it to someone else.
Guys the suggestion tread just became discussion, maybe we sould move somewhere else?
@Mako#7767 exactly what i suggested
I just don't like how four drillers basically have enough ziplines to mine everything, and traverse terrain.
Oh, shit, same problem.
drillers dont have the same dps
drillers have amazing dps
Ehhhj
not the same as gunner
sachel should only be on gunner
i think satchel is definitely being changed
I wonder how they'd change it.
i think i head that driller is definately having it removed, but idk what its being replaced with
Considering how driller has weapons that are either weak or need time to do their work, the satchel charge is a nice get out of jail free card for him
Maybe... wider blast radius, but only carry 1 or 2?
carrying like, what
4/5?
kinda nutso
Oh god the TKing
LOL
ok let me ask this, what is drillers weakness?
satchel doesnt even clear terrain that well
If anything, it'd be Praetorians.
in my opinion its his lack of burst damage, he has great damage over time, his pistol is really actulyl very good, he has great ammo use
he has great mobility
I don't think range is an issue because very little things are strong enough to be a threat over long range.
Maybe spitters, and that's all.
i think what kills me most as driller are the exploders. Gotta be in the thick setting everything on fire, usually a sploder gets tagged by an ally so you dont see it coming at you and you just walk into it in a horde
hes weak vs Dreadnoughts.
Driller is great at medium and close range depending on what he's fighting. His long range just takes a great deal of shots to do anything worthwhile
they dont burn, got explosive resistance. I would easily prefer any of the other classes vs dreadnoughts.
having a high burst damage on the driller from det packs dosnt make sence cos as mentioned, its a get out of jail free card
One that he needs
Exactly everyone needs a small bit of freedom to survive on their own.
Besides, why wouldn't a guy whose job is earth removal have some sort of explosive charge?
drillers is tag and run
Dude. You're looking at it from the point of view that we need all four classes to play to their own strengths. Each class has intermingling skills with the others'.
My friend Bee suggested replacing the Driller Satchel with an Excavation Satchel. Does practically no damage, but absolutely decimates terrain. Kinda like the Mountain Mover from Pocket Tanks.
Probably wouldn't be good or useful.
But maybe fun.
Eh. It's something. It'd be nearly useless though, since we have the wide drills.
Give the driller a tank ;)
@near glacier i could argue that ur looking at it from the point that each class should have no defined weakness's
Useless, and easy to troll with.
Only use would be busting open a buried mineral/egg.
The big danger behind an excavation explosive would be areas where the floor is thin and you don't realize it
Which happens a lot
:l
If I were to seriously humor the "remove zipline from gunner" suggestion, I'd probably replace it with like... a jump pack. Something that, at the very least, gives him the mobility to keep up with the team in case they leave him behind (as in common, especially in non-VC matches).
Would also let him re-position so his "absurd DPS" actually means something
Wha. Jump pack should go to a class all on its own, IMO
@Mako#7767 how are u getting left behind (unless the rest of ur squad is scouts)
Maybe have a jump pack as an interchangeable item that would take the place of something if it were added. Or be used for a special mission type
Yeah there's two ways to take the different ability route. There's the TF2 way and the Overwatch way
Maybe in extra large caverns?
Different tools or different classes
Unless everyone is totally on point and in-sync, people have a tendency to split up a bit, explore their own corners, and often move on without telling anyone.
Bring back green depths and give us jump packs for it?
It's easy for anyone to get left behind, but without mobility options, catching up becomes hell.
omg i want green depths
?
Also, I'm a total proponent of Sidegrades.
No new classes; just ways to change the classes we already have.
Sidegrades are much better than upgrades
Not so much as upgrades. I was saying either different tools or new classes
Upgrades are dead ends, sidegrades allow for customization
It's hard to make balanced sidegrades though.
The Stock Loadouts should be the "jack of all trades, master of none," whereas the sidegrades are best for certain situations/maps/preferences.
@earnest ore So the TF2 route again?
TF2 does it in a way that the stock is 99% of the time the best loadout for competetive.
Which I think is smart.
...Crusader Crossbow notwithstanding.
_>
@oblique violet that's just competitive
Any melee weaps
You can use whatever you want elsewhere
I did mention competitive, yes.
This is based off of my experience watching streams, listening to commentaries, etc.
Whot
Honestly, some of the most fun items to use in tf2 are the stupidest ones
The medigun though
Also they're usually the most satisfying to get a kill with
Bleh offtopic y'all
oh god it's an anger sniper
Ugh. The danger shield?
to counter quickshotters so i can get a full power body shot
got a headshot counter just so i can count the body shots
Anyways, we're veering off topic at this point
I could live with the tf2 talk as a suggestive comparison, but we went a bit beyond
And no, let it lie where it is. Good suggestions tend to pop back up, and if anything, when someone mentions something close to it again, you can always use it for discussion then
Aaaaand it's dead.
Yep, it happens
Suggestions will be back alive in a few hours or so when people start waking up/getting some free time I imagine
I'll admit I'm stuck between either having more classes or giving current classes interchangeable weapons. I feel a survey is needed to see what the current (discord) player base feels would be better.
what do you think about the driller if his drill can collect mineral and driller can carry more mineral like 45 / 50 from 40
I feel the driller and scout should be able to carry more minerals since they are the primary miners
Let me shift the chat in a different direction for a while. If Molly could be upgraded and/or improved what would you suggest?
Personally I would like to see a speed increase and a possible turret added.
move speed increase for molly can be good
The targeting system should only mark environmental and Praetorian class or higher enemies. The smaller ones would be a waste and possible lag issues
Perhaps an alternative targeting system could use ground radar to highlight ores/eggs/etc. hidden in the ground that might be overlooked.
So, a slow area like the scout grenade?
That would be useful as a fall back point if the front line falls
At end, we speak about support capacity with molly
I know it will never happen, but I would love a chair on Molly so at the end she can just carry me back to the drop pod.
play driller then and dig 75m into the ground š
Considering how much Molly is already carrying at the end of the missions anyway she should be able to carry 4 dwarfs as well.
or maybe she walk correctly on the ground and not on the roof or throw against wall