#suggestions
1 messages Β· Page 49 of 1
Ok then, let us move to another topic: Maps
I would like to see a snow/ice biome
I can see the same mechanics being used for a lava lake/river/pond map.
Perhaps there could be a map where oxygen is limited and you need to harvest ice/hydrogen to produce more to stay longer and gather more minerals
Molly could be a heat source powered by nitra or some other mineral
In the end it depends on how diverse the developers want Hoxxes IV to be. Although there is nothing stopping us from going to another planet.
Just cause 2'like hook replacement for scout.
instead of grappling hooking yourself, you can grapple hook enemies away from your team or your team mates to various places
What about a flash grenade for the scout? Could scare enemies off and also be used for a light
looks like more to a potato gun if you grapple hook armored spider away lel
@runic pumice Maybe a lure grenade? to distract spider for a little time, enough to res a teammate
Hey, what about especial Skills, like ultimates
Yeah, just a way to pull them off, im hoping more upgrades will be out soon
@primal tendon what kind of ultimates? when do we use it? need nitra / cooldown? It's for a character or a equipment?
@paper flame Not nitra, a especial ore
@paper flame It could be very difficult to find this ore
so what do you think about other supply call with different cost of nitra?
Yeahh
I think it is more versatile with what the team need like:
- classic supply
- extra armor supply
- medical drone which can res only 1 dwarf
- turret drone like engineer turret which can fly
- a super gun maybe to destroy boss spider with low and powerfull ammo, and / or need to be static and charge to fire
Dude, imagine new planets with new aliens
And if you have a mission to capture a specific alien to do scientific research on them
And also a friends lobby, a server that is not only a lobby of one friend, but of all, so everyone could go in there when they want and continue what they starts
Like a clan house
Clan houses sound cool, this game has strong potential to make communities to thrive, some sort of clan tag or a way to identify yourself to a fraction and/ in-house and out of house leaderboards, possible some sort of reward?
Fractions and clans sound very dwarven to me
Yeeeah π
A healer of sorts?
please for God's sake, remove the new cobweb hazard, or at least lessen the occurrence rate
interchangeable weapons and items that allow for different playstyles, maybe finding the bodies of ded dwarves from previous expeditions and you can pickup their weapons / loot their mule
what if molly, when the drop pod is called and shes heading back, had a drill erect from the front
so she'd still take her usual backtracking path
but she'd drill a hole big enough for a dwarf
in case she goes through a wall or something
or alternatively, what if the lights she left behind
were zip-line connected to eachother
so you could follow her when she goes straight up into a supply shaft or something
Suggestion:Supply Drop materialize at location rather than bore a hole into the map. This hole is sometime used by the Molly to escape
Suggestion: A vault where currency or rocks are stored so you can look at it, kind of like Payday
@warm brook molly dislikes this
Elaborating on what you say, @west abyss , I definitely want a treasure/trophy room.
I 100% agree
Piles of gold, giant gems, the skulls of particularly ferocious bugs
All sorta of cool shit
or cosmetics
yeah
I 100 percent agree with that, @west abyss i feel like adding a vault would be a really cool addition to the game and would make the hub much more enjoyable.
same
I 100% agree with @barren kite
hmmm
maybe you get the skull by killing the monster and it's so valuable because it's skull is made out of gold
I mean if you want lots of money you got to work for it
and i'm talking about like 10,000 and more currency, I say and more because I've thought of there being different type of creatures which have bronze,silver and gold skulls
and maybe the skulls are more likely to be more valuable if the hazard is higher?
and also I think the monster will be a mission objective or a bonus
hmm yeah
heh final form
anyway yeah
or maybe like it's in a room which was originally made in ancient times and where they held an ancient monster than only the bravest dwarg would defeat, it wasn't defeated but was caged in a material can not be broken (bed rock) but if a brave dwarf ever wants to finish thy monster... he would need to get in the cage. (I tried to make it as ancient sounding as possible)
or it could just be a room with a huuuuge cacoon in the middle that opens with a big bad bad inside it
indeed
tried to make like a badass feeling for the players when they kill the monster
but another thing is that the players to need get the skull by cutting the head or just grabbing it from the face (of course the animation will just be you molesting the face and getting the skull, cus if it really showed the bloody parts I think pg will go through the roof), so I think it would be more satisfitying by doing it like that other than it just popping out like normally.
Suggestion:
Quick mockup of a boss encounter (a Glyphid Dreadnought's Final Form):
- Can either be triggered by coming close enough or by destroying / damaging the large cocoon - will then emerge from it.
- Fairly large. (Some might say huge.)
- Deals high damage in close combat. (Jaws; stomp)
- May grab a Player and pull them closer to its jaws.
(Other Players in the team have to target this arm to release the Player.) - Has impenetrable armor on most of its body.
- One weak spot per leg.
- If weak spot on leg is destroyed, boss will turn in certain direction, revealing its back.
- Weak points on leg regenerate over time.
- Has eggs or objects growing out of its back, which are similar to the Brood Nexus.
- These have armor, which has to be removed first. (Think Dreadnought.)
- Once removed, they may start spawning Glyphid Spawns or others.
- Once destroyed, reveal weak point underneath.
- This spot can be damaged, until tissue regrows, to protect it.
- Players can then move on to the next, armored cocoon on the back.
- May call other mobs to help and support it.
(Swarmers, Warriors, Web- and Acidspitters, Praetorians, etc. Perhaps even a Dreadnought for the last bit of the fight.)
The Scout in particular would be an excellent choice to move about and target the spots on its back, for example. Ziplines and Platforms could be used, to access it, as well.
...and so forth...
somebuilings and stuff? Reaseach lab,mining cart systems?
The boss could also spawn flying Glyphids, which have not yet been implemented.
if by mining cart you mean a cart that goes in a cave you wait a while and then loads of resources come back , that is pretty lazy and unfair in my opinion. Because I believe resources need to be earned not given @weak walrus
travelcart/rollercoaster with a rail you can build by harvesting minerals and such. and for eksample you can have a pearl on the coaster to get it deposited. logically its to big for the drone
used only for big pearls and larger stones/minerals mabye some sort of old mining equipment you found that you can return.
mabye even have a reseach lab. that you can seach the old equipment to gain new intel new bulding recipes for eksample
i'd take a durability upgrade on platforms, help them maybe resist being exploded so easy.
After a few games with people who did not make full use of marking targets or objectives:
Place the terrain scanner's laser pinpoint on weapons so we are able to see where players are firing at any given time, maybe a more intense light on Driller which would also be a nice little addition. One of the biggest issues with playing in a random group is knowing where your team is without hitting control every other second during combat. Seeing as friendly fire is in the game from the get go, this would help immensely with avoiding your allies lines of fire.
FF is pretty negligible at the moment and a laser pointer wont stop a point blank shotgun or det pack
friendly fire was more of a secondary reasoning
I agree with part of this idea, I think what @radiant cradle is trying to suggest is that the outlines of your team should be visible even without pulling up the scanner, this would help players not get lost or left behind and more importantly find their team if their team is not in line of sight but nearby
It's more for convenience
partially, but definitely some aspects that require you to pull up the scanner to view would be cool to have as options we can toggle
When hosting a game, when you play alone. (I want to play with people, but sometimes there is no one playing certain resource), while you are alone, you should have Bosco. I end up dying because of some stupid reason, and no one joins. I do prefer playing with other people, and not solo.
I'm not so keen on testing's idea to strengthen platforms
That shit is already absurdly easy to troll with
Imagine if it took TWO hits to get through
God, a single engineer could ruin a run every single time
just make it so you can always melee things that are meleeing you
that shit is annoying as hell even when you're mining without platforms, a bug can crawl on the wall and hit at you but you can't hit it back
I've jus understood that this game lacking... ROCK. Really. Maybe even METAL. And yes, I'm about soundtrack. More rock and metal during waves and encounters made whole thing much more BADASS
Acid should pool on the ground from those spitting spiders.
Some more creatures would be cool, eg a creature that causes knockback, a creature that slimes you and causes a horde to come after you (thinking left4dead style here)
Old broken machinery would make interesting aesthetics
Add more biome specific stuff
Carnivorous plants like the ones in evolve would be awesome
Make maggots explode if you stand on them
More Biomes
Emotes
A female dwarf maybe ??
Absolutely love this game, your onto a winner.
A skill tree for each class and one overall skill tree?
imagine if there was a game mode where you get sent to a failed mining facility on hoxxes to retrieve some minerals then mission control informs you there are 100s of aliens nearing your position and you have to survive multiple swarms then extract and after every 2 swarms/waves you get a supply drop, then at the end you grab the crystals and extract.
maybe leave the current brightness to scout and every one else has weaker flares.
I like the flares
I like the flares and the helmet light. Everything is fine.
it barely let's you see in front if you.
the game would be scarier of you couldn't light the caves up they could fix this by limiting the flares distance more.
that is the point, barely seeing. More interesting/scarier, when your flash refreshes, you throw it and there are mobs all around. Way more exciting.
yeah but it refreshes pretty quickly.
not fast enough when you are going alone π
Touche
sometimes you have to to go into larger rooms if you don't have a scout you can't really see anything on the ceiling
maybe make it so the less player you have the less flares each player holds.
you havent played much then yet π
yea but it snatched he's real quick.
Flares are good as they are
aside from shooting cave leeches your right.
you'll find out soon enough...
no but you can't shoot what you can't see/knows there.
the point of the game is to gather up everything
yeah they grab you up real quick.
that's how they get ya.
it would be cool if hey added tunnels from the glyphids you could find and the bigger ones . or make when they pop up the tunnels they dig appear to.
why avoid it when you can easily use a scout engineer combo "barely worth it" situations vary man. but like i'm trying to say with this might as well. as it is the point of the game.
going onto ceilings i mean
In huge caves flares barely cover ANYTHING
why don't you just lower your brightness then
how much have you played of the game?
the game could actually be kinda spooky if flares weren't so bright.
i don't recall flares being so much of an issue to argue so passionately about it lmao stay angry them i guess ignore what everyone else says it's fine. i doubt they'll change them anyway
experiencing more of the game makes you realize they are fine as they are π
imagine if there was a game mode where you get sent to a failed mining facility on hoxxes to retrieve some minerals then mission control informs you there are 100s of aliens nearing your position and you have to survive multiple swarms then extract and after every 2 swarms/waves you get a supply drop, then at the end you grab the crystals and extract.
I would say you are wrong on both A and B
^
yea, cannot use em enough, because they regenerate so slow
but well you see, they do
Let's agree to disagree
you are able to mine 2 veins after throwing all ur flares out without getting regenerated back even a single one
that is too slow for mw
do you play solo DJPokis?
Sometimes, when no one logs on when hsoting
it was just a question dude
you can throw another flare to immediately replace the other one and still have to out with out using to seperate flares and just waiting for the cool down.
thus my suggestion, Bosco when ur hosting and ending up going solo. Cause then you don't even have Bosco.
Lately there are times when only 1-6 ongoing games are on, and when it's 1, it's bascily no one to play with.
or they could make it where the engineer can switch his turrets for Bosco. π€
still issue persists when hosting solo and you are not an engineer, thus problem stays
I am playing a game where you constantly move around and not stand in one spot waiting for flares to refresh π So makes 12 seconds for a flare to refresh is what ur saying, take a clock and see how long that is
eliminate target missions with a single boss that is bigger and more powerful than a dreadnought
imagine if there was a game mode where you get sent to a failed mining facility on hoxxes to retrieve some minerals then mission control informs you there are 100s of aliens nearing your position and you have to survive multiple swarms then extract and after every 2 swarms/waves you get a supply drop, then at the end you grab the crystals and extract.
Once again, lets agree to disagree, you can say whatever, I just disagree with you. 12 seconds for a flare to regenerate is good enough time and light is good enough as well.
the game says the dwarves are sent where others failed so why don't we see any failed mining operations, they should add that. π€
single player story missions?
maybe not.
k
maybe story DRIVEN missions.
yeah that works too
it would be a far stretch but ive seen it before
your never alone.
making a single player story that only has one character but has a bit of each dwarf so it can be played solo
but thats totally against the ideal of the game
I guess.
yeah exactly.
I would want to see more of the failed missions the game says happened.
i want the dwarves to be nicer to molly
to run into an area where a bunch of dwarfs were swarmed and died or some mining equipment left behind?
like an extraction of an important deep rock person who got lost on an extraction missing.
yeah
sounds cool to me tbh
a small spinof misson for Karl
^ please
not dwarves.
did karl die
^amen, Karl
ELvEs.
for KARL
what if the made a mission to save Karl.
yeah. that sounds cool.
or you go to one and this happens.
imagine if there was a game mode where you get sent to a failed mining facility on hoxxes to retrieve some minerals then mission control informs you there are 100s of aliens nearing your position and you have to survive multiple swarms then extract and after every 2 swarms/waves you get a supply drop, then at the end you grab the crystals and extract.
you already said that three times
sirry
for suggestions use trelo board:
"We now have a trello board for suggestions - https://trello.com/b/2qeK4NRo/suggestions !"
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
In the second dev vlog they talked about Karl and it sounds as if he was a comrade that died or was left behind
In solo missions BOSCO gets in my way a lot when I'm mining an ore. If you could just make it so BOSCO flies away a couple meters when he gets hit by your pick that would make it a lot easier
I do it when I have connection issues.
plus waiting for some friends to get the game.
oh right thats fair enough
how do i add to the trello board
I might do a game giveaway for this soon
Console xd
it's fun.
i know i have one 2
neat.
I wish they would add a mantle grab move so you could get up ledges easier and not fall off be cause you were barely below it.
There is this sort of half double jump but i get you a dedicated action for it
yeah but it isn't reliable.
I agree
why wont it let me add to the trello boars
I don't think they need extra classes like some think, maybe one more but they could create sub classes if they added additional weapons/ equipment for each class.
I'm not sure i haven't used it only viewed it
be easier.
I can imagine additional universal weapons that can be used for each class or class specifics and the 4 current classes is all we need tbh however i believe a 5th class would be bonus content and offer new playstyle I don't think its something well see for a bit
certainly!
then do we need a gender option.
Achievements.
steam
no, female dwarves have beards as well
that's what a beard option would do.
yeah but the males can remove their beards tom
your probably right.
cant wait for the abyss bar
wonder if it will be dwarf/human/robot.
bar tender.
Sections of the lobby, such as the bar and memorial room, should have to be bought to be unlocked. If the host has bought access to an area, the entire team can enter. Purchasable customizations to the host's lobby would be cool also.
(In my opinion)
Suggestion:
The bar might offer certain beverages, which boost certain things for, 60 minutes, say, but can only be used once per day. (Slightly increased chance to find rare minerals, for example.) After those 60 minutes pass, the effect wears off.
That sounds great!
Could be limited to X amount of missions, too. Perhaps even just for one mission?
Perhaps certain missions would be so hard, the team would need a 5 minute drink at the bar in preparation.
Some may strictly speaking be centered around or geared towards improving the experience for teams, while others could help with Solo play.
one of my friends wants to play but she is waiting to be able to play as a girl
I have over 100 hours played now, and I'm now onto leveling the Gunner. The minigun sounds really underwhelming for what it's essentially doing. The gun needs to sounds heavier/grittier, more metal. I actually think a lot of the gun audio could use a little work/attention.
Hey I'd like to suggest make the cave leeches more noticeable. They're almost impossible to see, let alone hear. And it's even worse when they go through walls giving you no time to react. It's especially hard dealing with them on solo.
already can see them without any light though, easy to see if looking up, especially once they turn their light on
They're rare enough that you can go entire missions without seeing any, then bam, 5 in one mission.
People forget they're a thing because they're so damn sporadic.
besides, they are rarely run ending
i enjoy the random surprise and it changes runs up
New Room Type: Treasure Trove. An unusually rich cavern filled to burst with gold and whatever local crafting material may be near by. These caves are nearly impossible to detect from surface scans, and never connect to the primary cave network. Normally, they're considered complete write-offs due to the difficulty of finding and reaching them, not to mention the particularly nasty beasties they tend to attract. However, it's not impossible to find signs of a Treasure Trove being within the area of operation hanging out in the primary cave network.
And for the intrepid dwarf, it might just be worth the risk...
technically the room at the end of normal Mining missions is a treasure trove. but I like the idea of "off pockets" of resource rich and hazardous rooms off the main path
that you can "stumble" upon with your driller
the aliens spawning out of the floor randomly is the worst. please make the spawns more from a couple set up areas like digger aliens digging out of the ground and aliens coming out of the hole that the digger dug. ive had lots of moments where the bombers would spawn out of thin air and lock me in while mining.
Thems the brakes. No one said mining on Hoxxes IV would be easy.
This has probably been suggested hundreds of times, but maybe enemies could be generated each map, to give each mission its own feel and promote the games endless feel. I love it so far, just bought it early today!
i dont mind difficult. shit spawning on me and locking me in place while they kill me is just frustrating.
Would've been cool to give scout hook gun instead of flare gun - to put hooks into wall and ceilings and being able to hang out on it while his grapling gun is reloading
wouldn't that be redundant though since you're basically wanting them to just have a second grappling hook?
Yea, rather than new dwarf classes, I would be up for alternate load outs and more options for upgrades on the current classes. Make us pick our equipment, and it will easily expand this game.
why not both?
You donβt want more vertical holes trust me
Even supply pod screws you over sometimes
Cuz mule just goes through that hole
Suggestion to never ever change barrel physics because they're amazing
I wish for the barrel physics to be reverted to their former state
A suggestions is maybe a demo mode, or am I stupid and is there already one?
Will be added twitch interactivity? Thanks π
Suggestion:
(concerning Spitball Infectors and Grenades)
If the timing is right (i.e. just as it opens its mouth, to spit at the Player)
and they are close enough to the Infector, Players could throw a grenade inside it.
This might deal some damage or kill it, outright.
IFG Grenades may even slow the target's rate of fire, instead.
(The intervals between the Spitballer ejecting the green spheres.)
So during my first games were I would look for Morkite I did not realize that it had this "transportable form" that you can only see on the ground when you are not able to bring more than 40 units of...I thought only nitra and gold had that "form" so i would watch for when i was full of morkite to make sure i wouldn't break any when already full...i thoght it was just destoryed....so it took me a while but i eventually discovered Morkite actually has this transport form, but it's really hard to spot compared to gold or nitra that have a bright glow. Maybe Morkite could have a brighter glow or some sparkle effect so it's not left behind or not seen after it's been mined from the surfaces it was found on.
Maybe when you use the designator (control) the ores that you mined but couldn't carry could be highlighted
morkite have glow to
I suppose it's harder cause it's a darker blue instead of bright red of gold
life is hard
some light green glow would look good too tho
Na, cause I bet they will eventually add more ores, and green seems like a nice colour for that. I think the highlight while using the designator is the easiest way.
As a suggestion, how about it displays the users name and class when using voice chat in game? Like a little popup that indicates when they're speaking.
That would be useful
How about changing the emote with eith the scanner map, or your highlight tool
Name + looping image of audio waves (for voice chat visualzation); Or just have the little Player Icon hud pop up in the corner
<@&257786783666929665>
When you test the game, could you test it from a normal couch-to-TV distance?
I sit ~3' from one screen and I can barely read some of the text (too small).
Trying to play it on my living room TV (47" ~12' away) makes it almost impossible to read a good portion of the text in game.
@wheat python Text in the Rig or in levels?
Text when looking at upgrade costs (material requirements), the text on the left middle show button locations, there a couple other spots too.
I understand screen space is at a premium, and as an avid gamer myself I prefer having a clean screen.
I will not pretend the potential difficulties of it, but maybe a text size slider?
Weapon descriptions are another place. And I totally get why it might not seem an issue or could be easily overlooked. This game is built on a computer by somebody who is relatively close the monitor.
Are you playing on XBOX or Steam?
Xbox.
Yeah... we have a TV & couch setup but we are sitting much closer. Something like 7 feet. Ok, I'll throw this at our UI/UX guy. Maybe he can figure something out. π
Can't give you an ETA though.
Awesome, and thank you for the quick response. It's awesome to know the devs are actually paying attention with this game.
No worries on the ETA. My main playing screen is closing enough for to read. It's my buddy who has to suffer when he comes over lol.
We try. Though Discord has exploded since release and it has become much harder to not miss things.
Anywho, back to work! π
Is there a reason we can't vc in loading screens?
Hi there
I really like your game
I play engineer a lot
and one of the big frustrations is turret fire control
for praetorians and dreadnoughts, turrets fire indiscriminately, and waste a lot of ammo
so I tend to leave the turret mostly built, and then finish building when I want them active
what I'd really like is a secondary fire mode on the turret placement item
that allows me to enable/disable them
just my two cents
keep up the good work!
Idk if there's enough buttons on an Xbox controller for that to work
I'd acutally like the "slowness" after landing a "damaging" pick hit to be reduced or removed. Idk why hitting a bug makes me as slow as being webbed but not when I hit the cave wall
and yeah more weapons would be good, Say heavy gunner can get a slower more damaging LMG (less ammo than mini obviously) so that if you have two gunners, one can be crowd control DPS and the other anti-armor/heavy dps
there should be a giant flower that grabs players and does this to them
https://www.youtube.com/watch?v=DsUCRcK7QYc
it could be a good environmental hazard similar to the cave leech where you need your team to help you out of it... maybe it should be exclusive to the fungus bogs and dense biozone, since those are the only two areas that really have that much plant life.
for the scout I'd like to be able to swap the sawn off for the drillers handgun (Not full on swap, loadout option)
the tentacle going slower after grabbing a person and not draining health till they get to the top would be nice
cus at the moment theres no time for your team to react if youre low heath
also something that could be an alternative to the platform scout combo would be wonderful when you make a new character, that way engie and scout aren't essentially required classes
also more of a small thing but i wish the gold of hats matched the gold of the supporter gear
they dont drain health till at the top π€ and how much time you have to react depends on if you see or hear it coming. If you sprint everywhere you go you are faster than the tentacle btw, so even if one is above you in a room and you run through it cant get you unless you stand still
oh lol, i thought they drained health immedietly. my main problem is just that theyre so hard to notice which makes sense, it encourages you stay with your team, but i feel like a bit more time for team mates to react after the capture would still serve the same purpose. i see what you mean by hearing or seeing it coming but its so difficult to do either that getting caught and having a team mate shoot you down is how most my encounters go
idk, maybe im just bad lol
I got the game today but I seldom find any servers (I'm in South America), I'm guessing that's because there is ping limit on the server browser... Is there a way to remove/increase it? If not, are you guys planning on adding an option for that?
The mule needs to follow a semi normal path back to the drop pod. It kinda sucks when it glitches thru a wall or ceiling. Or when it uses a supply drops drop-in path to expedite itself back to the drop pod. Makes it hard for newbies like myself to follow the trail of lights.
^
although im sure its been suggested many times
also, can we get password working when you join through steam so that i dont have to add people to do squads
I didn't really feel like it was a bug, per say, either though. it's working as intended, i'm sure it's just molly's AI finding the quickest path back. Hence why a suggestion rather than a bug.
i imagine it would be hard to limit to the ground considering there are many jumps and falls required but maybe set supply drop holes as off limits
considering we cant go straight up
Pathfinding is the way it is to make sure molly never becomes stuck on any terrain
she only goes through walls that are extremely thin (the same thing that allows her to navigate broken/separated terrain)
you have the tools to follow her, ideally
if you dont, you have the tools to just backtrack the cave anyways
I understand that, but will that person who's on the trial? Who subsequently decides the game is unforgiving or cheap shots the players, and doesn't purchase at that point. It' more of a quality of life thing. Maybe if supply drop routes didn't register as available paths for molly as Blissy suggested. even if it's only in place on lower level/difficulty mines.
α΄Κα΄Ι΄ Κα΄α΄sα΄s
Once you get more experienced pathfinding becomes second nature and you're able to get to the drop pod even if molly goes up a ammo-pod hole. Maybe don't call ammo drops so far down, or just be aware it can be a route for molly. i think pathfinding is fine.
I was thinking of the host being able to toggle the ability to press launch button. Not so much an issue with a good squad but in public games it can prevent a secondary obj. from being completed. Not a huge deal but, eh.
it would be cool if they added infestation missions, where you go in and clear out a failed mining facility that's been overrun with a random layout and multiple floors.
That one has been suggested before, and I approve
abyss bar game mode when you drink to much. drunken dwarf brawls.
Endless Extraction with leaderboard
@north trench do you know if your game is the latest update? someone had the server issue because steam didn't DL the newest update
Another idea for equipment: utility ladder/zip line that goes nearly vertical and can be taken back down for re-use. Or mining charges that can be used to get hard-to-reach minerals. There's lots of verticality but the options for interacting with it are kind of limited. Having Bosco or similar in multiplayer would also help with this
And yes another Exterminate type (cleanse the infestation) could have the secondary launch mining heads (don't have to collect just flip some switches and launch)
so I have a +1 to the Infestation Gamemode idea
π
how about, bogs of fungus?
Yea
fungi*?
Bogs of Fun Guys
ha haaa
double finger guns
I think the current name is fine. It's just a region on Hoxxis
drunk dwarves fighting in the bar.
I don't see a problem with the current name, myself. Aside from there being no quicksand, water in said bogs
like Warhammer end times vermentide in the lobby.
@zenith wasp been suggested
I'd like some variants of where you're dropped on the surface, and enter in a cave mouth
or fissure
since some games the drop pod reads above 0 meters
Maybe you land inside of a mountain
that's most likely the most reasonable "reason"
thinking about it now, dropping a "drill" pod on the surface would make it not so useful as a drill pod
it's only where you start, I'd imagine there'd be a risk being out there "constant surface storms"
I could just see something colliding with the pod and causing it to just crash on the sruface
something to mix it up
I still think Melee needs to be more fluid, there are times you have no ammo, but the slow down while attacking kills you
It used to not have the slowdown and you could take care of swarms of enemies by just backpedaling and swinging
I don't like the slowdown, but it does have a purpose
sounds like a lazy fix
it's like he gets winded with one hit
add stamina idk, but getting about 2 sec slowdown by hitting an enemy is redic
or let the enemies leap
I'm hoping with the addition of more enemies we can maybe get back to the old way of no slowdown, but I'm doubtful
would solve the zipline, and floating terrain glitches too
Can't run to player, but I have line of sight, and the player is X meters away, leap attack
yes repeated hits, 1 hit is a bit much. slowdown from things biting you should be how many are doing it, which would make swarmers a pain
I think it should be a special type of bite, zombies in L4D do that if they start hitting you they basically "hold you"
but since we don't have a aoe stagger attack
Powerfist dwarf
which would make sense, and it could be a stacking value, just a dread or pretorian would max it right off teh bat?
where as a swarmer would have to bite many times to get any result?
Playable Mule
you can pretty much play it already, can have someone ride on it, and another call it
With possible upgrades and weapons I mean
sounds like that'd make ti slower/drain it's power supply faster
and it's a mining company so it's probably a generic Mule
short and stout drunk greedy creatures? don't make much money with custom work all the time
Theres also their forging stereotype
the players also complain about "deep rock need tos upgrade their tools"
having some way of not being trolled by your teammates (having them turn on you at the end of round, kill you, and then run to the dropship while leaving you behind)
Their tools are fine, of course new tools could be fun
no what I'm saying is they are too cheap to get new stuff
I mean
They ARE working
Besides I didn't mean like super lazer/plasma weapon upgrades
The engineer could have done some turret work on it
I can run with "allow the engineer to place his turrents on it" in the mission
No
would like to reiterate my suggestion of a slight buff for the driller pistol. from 7 base damage to 9-10 and max upgrade 12-13 (wouldn't complain about 15 though). i consistantly use the pickaxe over the pistol because it's more efficient, uses less ammo, does more damage.
Mule could be kinda hard to play, depending on choice of who to go to and to survive (I have had problems with loner players in multiplayer before just staying away from everyone and doing his own thing, keeping the mule from everyone)
idk about the Mule upgrades, cause whos the one that controls what the upgrades are? Host obviously. Also it's a mining company, if you can reuse what you got why touch it further? And the Mule isn't emitting any fumes, so it's probably battery powered. Expectation is that miners are in for about a few hours. Put any more strain on it and now it's using more power giving less mining time. Plus slowing it down, it's slow enough as is
Playing as the Mule, I'd be interested if it didn't sound so boring "Molly come 'ere"
I do get your point
I think the mule is fine as is, it's just a means to the game mode
however like I said, allowing the engineer to place his turrets on it
during a mission would allow for not having to pick them up all the time
or use one for the molly and one at a spot for defense
So basically you lose a turret to have one on molly?
or two on molly, just put a "placeable turret" hitbox on the top
on site improv
however maybe an option to "remote control" the molly would be cool. Jump up on top and go fro a ride up a cliff side
Very minor thing, but could we have music on the Jukebox play indefinitely instead of cutting off after a short while?
^ Only if it can be controlled with the master music volume slider, please. At the risk of sounding like a grumpy old person, it's too loud for me to want playing indefinitely. In fact, can it be controlled by the music volume slider regardless?
Hehehe yeah
Some folks complained the Memorial Hall music was also tied to the Effects slider instead of the Music one, but dunno if it has been fixed already.
It'd be cool to have a mission where you are fighting a competing Mining Company that is trying to steal business. Maybe the company is run by another fantasy race also like elves or orcs or something. Having some humanoid enemies would be cool
idk if ive already said this, but id like to have something to be an alternative to the scout platform combo for reaching hard to reach minerals, cause at the moment scout and engie are required in multiplayer. maybe another class that specializes in hard to reach minerals?
a class that could control a mini bosco thats either weaker or cant shoot would be cool
i thought you could mine while grappled as scout, meaning you wouldnt need engi
no, you cant
hm strange
you have to let go to mine
seems abit odd, especially since grappling gun is a single handed weapon, should totally be able to mine while holding on
yeah, technically, but it would make scout op from a gameplay perspective
They're not really required , you can beat each map with whatever classes you like. They just pair rather well
yes but as soon as you go without a scout or an engie its suddenly way more difficult and time consuming
can play without using movement items at all like ive been doing, just takes forever and is super annoying
Heck, multi gunner and multi driller teams work just fine. Quad scout would be the only really questionable class layout imo
i wouldnt recommend that hannah
And it's not really all that time consuming to not have them, you just need people to be on top of things
oh no neither would i, i only did it because im an idiot and somehow didnt realise engi had platform gun
just meant its possible
maybe multi gunner kinda replaces it because using ziplines for minerals seems like less of a waste, but sometimes it in an overhang and drillers just do not work
Just dig behind it or slightly above it. It takes a little bit of work, but it's doable
its doable but way more time consuming and inconvenient than having a scout engie combo on your team
Honestly I find the whole having a scout engi combo rip stuff out of the walls to be a bit lackluster. It's definitely the fastest method, but I enjoy having to figure out other ways up
thats fair
Would be amusing to find previous explorers and their ammo/gear/loot. Ancient alien artifacts from an intelligent species which could be of some use.. Even temporarily. I missed the Alpha..woukda been nice to get my gamer tag on the game. Xbox is always last to know...
I've had difficulty sometimes getting back to the drop pod at the end of mission. I've had Molly vanish or go up on the ceiling n through a supply drop hole... No way to make tha trip back any easier? Some of those caves are almost impossible to zipline across... HOOVER BOARDS! lol
Maybe a resource doubler... Some kinda crafting might be interesting.. Like, when a swarm hits... You have a few seconds.. Maybe make some kinda fortifications.. A ground manipulation tool? Some way to block bugs off n trap em!
I'm done, my cat is calling me. The ERR.. maybe a virtual alien reality thing you could get sucked into.. Like a mini game of some kind n if u beat it.. a reward
a trapper would be cool, but walls bugs can t get through would make drilling to the drop pod too easy
engie has platforms, but bugs just go through them, i havent seen an instance where they cant
Is he... trying to sell hacks?
I think so
Mmk
I looked up his youtube channel and yup, pretty sure he was intending to sell hacks, really badly.
Seeing as he has a youtube video about gta 5 'mod menu' and trolling with it.
Though seriously, trying to sell them on the game's official Discord?
maybe not selling hack, it looked like he was reccommending the devs add hacks
but it's still overall hacks
go big or go home i guess
Nah, 'for buyers' definitely didn't look like he was wanting the devs to add them.
which, i wouldnt mind being able to goof around in singleplayer maybe, as long as you dont get stuff for it
creative mode
yeah
i still dont understand why does tourist mode have swarms
granted you can swat any glyphid away like a fly on it but still
the... peacful mode?
yes
Because it's base level on swarms, health and so-on I guess?
But yeah, doesn't entirely make sense.
i havent played it, i thought it was glyphid free
Its not
Me and me friends wanted to use it to try and use drillers to get to the surface
yessir
well theres a suggestion in there, make tourist mode glyphid free
also i have to questions for the devs if thats cool,
1 is the supporter edition going to be early access only thing or forever
2 how do you feel about mods? obviously hacks are bad, but stuff like fan made characters or cosmetic mods. i dont plan on modding by any means but im curious
also can we remove the notice on the board that suggests that reguler roles are still given out
If mods are going to work with the game, is highly dependant on how the game is assembled.
- Cartographer class wich can see 3d-map of the cave and maybe send it to other team members. Make permanent marks and so on
- Ability for small spiders to crawl on ziplines, + ability for large glyphids to cut those ziplines (with option to repair them later without spending resources) <--- ziplines are too easy to abuse because you can easyly create situation in wich no one can damage your team (just jump with a whole team on zips in a large cave and shoot everyting down).
Suggestion:
Small dots on the floor being displayed, where the Players moved or ran to (tunnel, etc.). The oldest dots could then vanish after some time. (A path would be shown on the ground, where your fellow miners went. For some time.) - Also, would only be visible via the Marker Tool, say.
Would these dots give off light?
I dunno maybe a soft glow
That way itβs easier to see em
but he said they would be on the scanner, didnt he
i dim pulse i feel would work
Oh did he
kind of takes away from the scout imo
They'd be small guides, but not so in a way, that would do all the work for you or detract from the usefulness of other classes.
The main point - visibility for the whole team or some means of interaction. Cartographer I think should be support-class wich main role would be to find way and to help others to do so. So those footprints I think should work in 2 ways: mark other - to find where did he go, mark self to show others where to go.
How did you overlook the fact people can still join once the drop pod has been called? i just went solo but left lobby open as i dont mind people joining but theres people searching looking for how many minutes passed by to try join a completed mission for the xp? if you cant kick while drop pod is called you shouldnt be able to join.
do you lose anything from last min joiners?
A way to trade credits for crafting minerals would be nice.
thoughts on adding upgrade section for headlamps?
as in the ability to upgrade it once or twice to meet the same brightness as bosco's lamp.
or even adding a different color, that repels, or at least doesn't aggro specific bugs.
or specific colors highlight specific minerals to make em "pop" more.
this goo is everywhere and it slows you down like way worse than webs
it needs to be nerfed by decreasing the spawnrate and increasing the speed you can go in it
at leas one or the other
Iβd like to petition for a restraining order on Bosco, stating that he remain a minimum distance of 5ft away from the player
^
Bosco may only infringe on said restraining order if the miners life is at stake and adhering to the restraining order would prevent it from helping the miner
At the very least Iβd like Bosco to take the hint the first time I hit him with a pickaxe to GET OUT OF THE ***** WAY BOSCO!!!
Another suggestion to a Cartographer class, sweet. I really think a class designed for almost no combat but for exploration that may become a "must have" on the team for larger cave complexity would be an interesting dynamic. I always saw them accompanying a scout to push forth while the other 2 man team is dispatching enemies/mining resources.
We still need the AoE area around miners to keep Bosco at a distance, period.
only needs to be about 2-3 meters
maybe the cartographer could place marker beacons like escape mule.
like in a flare cooldown
on
We've discussed his kit, I'm still thinking about balancing a sonar type item to see "through walls" and I think he'd have a much better map than the rest of the team. People keep suggesting beacons and or waypoints which if it was one or the other I'd assume a combination of them, something physical that can be seen with the ctrl key and can be placed at a distance like a waypoint.
well a Mapper dwarf sounds interesting, but what guns would he have. he has to defend himself somehow.
People also want a "sniper" class with a scope-less hunting rifle, which I figure could easily be his one bit of firepower
would be cool.
But that could also work for a "trapper" class with bait and traps that I've been mulling over as well.
like distracting bugs or luring and killing.
say you've got a big ol' swarm incoming, the "trapper" throws down a couple "bear trap" style traps to hold the big greens, and some bait for the swarmers
so far the classes work on a 4 item system with supplementary skills like marking and a poopy-bad map
when no swarm is there.
so it's all about filling those 4 slots and balancing them with themselves/the other items/classes
two offensive two defensive/utility.
yes and no
I'd argue the satchel charges on the gunner are also offense
we need more stuns, so that could work
so far IFG's are the only CC that I can think of
fantasy, and sat help charge seems situational for bigger bugs.
not fantasy more sci-fi.
LOL, the Cartographer ends up a pacifist XD
electricity feels more future.
as gunner rains lead in the helpless bugs unable to move.
whoever Mapper enjoys the cave environment.
like a more lethal Tesla Cannon.
getting some maze play in
laying down fences to funnel glyphids into certain areas, despite that already being super easy to do by entering a tunnel
weaker idea but an idea none-the-less
be cool if a class could build walls to bunch the swarm up when they appear.
satchel charge on your side. π
as soon as they break through. boom
lie a vertical plascrete ply firm
The only other idea I've had was for a pimary that work both for mining and DPS
drillers drills? but better
basically a sand blaster: a high-pressured water/sand mixture being fired at a precision point
ahh
it's another real-world item but say cranked to the space dwarf maximum
be more interesting if that was drillers secondary instead of his current pea shooter.
so practically a laser, but it's high pressured water and sand
only works in the sandblasted corridors.
I just see a large water tank on someone's back and a water cannon
jk
lel
the damage the electric hazards should scale with difficulty eventually
nah, was thinking the CC would scale to a cap the longer they're electrified
to promote kiting
as it stands that's why I feel the Scout is the most OP class in general
his ability to kite all Glyphids is a joke
id vote engie
swarms are too easy when you know what way they are coming from. they should make it where they come from all direction.s with a tunnel. and from the ceiling.
well, that's kind of what I was hinting at earlier
currently spawns are so predictable, all you have to do when a swarm is inbound is find a bit of connecting tunnel with an elbow
as long as you're facing both openings of the elbow, glyphids spawn from one opening and at a reduced rate
for whatever reason
I've actuall had 0 glyphids spawn during a swarm using this technique
sat there for a minute or two doing nothing "the wave is thinning out, team!"
I haven't tested every strat on everything
it would be neat if when a dreadnought spawns it is with an explosion of the ground leaving a large crater.
but that strat is consistent up to hazard level 3
that's not a bug, that's an exploit, but exploits do need to be addressed at some point
it.... it is a bug
they are absolutely on a timer
exploits and bugs aren't the same thing
thus why there are different words
i know, but this is a bug
any body had to us3 a geyser to self sacrifice to kill a swarm.
but I'm not planning on arguing those semantics any further
just take lethal damage the exact moment your shield starts to recharge and boom, invulnerability
it's all good
#strats
might need to try that.
it's so difficult to do, but practice practice practice
was playing with two friends when we got dreadnought and all had low ammo. in the blend I barley killed it and still had to kill like thirty standards with no ammo and two downed teammates. revived one the destroyed a geyser killing most of the swarm leftover.
we managed to finish. it was a 3 3 mission on haz 2.
took an hour.
on that note, I figure we need a more dedicated "healer" as most of my current ideas for classes are to address potential future end game content difficulty
people are still pushing for the 6-8 player raids
as opposed to the up-to-8-man glitch
maybe it could harvest red sugar to heal you more effectively than just mining it would.
was thinking healing charges
and or shield buffs
a res at a distance
and maybe light ammo packs, i dunno
I was thinking pretty much uses red sugar as ammo to heal you faster and better.
too much IMO
and can use said weapon 5o h
revive from a distance. if he had red sugar.
you're adding too much complexity to the implementation
they'd have to change the way red sugar interacts
so on and so forth
I agree, but using red sugar as a resource other than a direct heal as it's programmed would add more work
it's not like it drops like the rest of the minerals
if youre full hp and you smash it, it's gone baby
no I'm saying only said medic class can harvest red sugar.
I understand
and that's more work
because, again, you have to change the way red sugar is coded
it's not just dropping in a class that suddenly can use this resource in a new way
you have to also change the resource
it still functions as normal for other classes or if they at full health, it drips a unit resource like normal resource.
it'd be a hassle, not a bad idea but more work for sure
I GET IT
BUT THAT'S NOT HOW CODING WORKS π
I guess.
I'm sure the Red Suger won't take too long to impliment that
just give it the resource drop mechanic. your health being the inventory.
it'd just be extending the usual resource type, and overwriting a few functions
hand-to-face
so early access, limited man hours, and coding not being as simple as drag-and-drop
I can't really say more about that
I'm not saying 5heywould add immediately but in a far future update.
^
are you saying a suggestion cannot be in the backlog?
I agree
it would take time but would be a neat mechanic for a new class. if no medic was in the game it would be standard red sugar.
I like the idea that a medic class can harvest excess red suger and heal teammates later on
I'm just saying from the double perspective, less editing on standing/working features and more emphasis on new content is optimal
Don't really think a medic class is needed. You have a shield for a reason. Red sugar is okay to use until supply drops if you really need health.
as well as less tweaking on the red sugar and more tweaking on the new class to add more healing sources overall helps the player
add a text channel just for experimental branch talk (so we are not restricted to bugreports)
I agree, so medic class was thought of for future end-game content
yes but you can't rely on there always being some near you. having it for later would be more useful and reliable.
I feel difficulty could easily be ramped up to warrant a dedicated healer
When your shield gets low, run away or bounce around. Wait for shield to recharge. Rinse/repeat.
definitely, right now the bugs are lackluster in difficulty.
Amimoller said something about that in General Jordan
quantity over quality right now.
I mean I'm on board with a class being able to hold onto all that red sugar you pass up because you don't need that shiz at that moment
I understand you have a shield, yes. And you are right it can be argued that a medic-like class is not needed, yes. However if this medic class can give more health on return (as he has the proper tools) he can heal more from the red suger he collects then just someone mining to heal
I totally get it
it might be someone not so "advanced" players can use to help them out
@viscid bloom, I was literally talking about kiting everything being the easiest thing in the world about 3 paragraphs ago
thus why I specified for future end-game content
plus I hope they make the AI smarter or can use "gap" closing moves
for now.
then kiting won't be so easy
I agree, I think there neads to be a "hunter" class glyphid
what if they add a cave leech type glyph I'd who pulls you towards the swarm when you try to run.
where's the tension on the leap?
I need to watch someone get pinned by a Glyphid as they shit themselves in fear
I think swarmers should have a little leap attack (not a pounce and hold, but jump attack)
everyone want a man dwarf games, when we should be asking for only seven dwarves. π
warriors could but need a wind up so you can see if they are going to jump and hopefully you can side step
drops from the ceiling, connects to dwarf nogging, influences movement toward nearby glyphids
Pretorians need a charge move
it's kind of small so the best way to dispatch it is to pickaxe your fellow dwarfs noggin
and or get that nice accurate shot
idk I never liked "snare" based enemies in games
Pretorians need to not take the same damage on their booty as their mandibles
it fks solo players hard
because I just sit still until they're touching me and left click once on my shotgun, down they go
there is a bug if you get grabbed by a cave leech where if you hold the pickaxe before and while your being grabbed you'll kill the cave leech.
elites with snares typically have an audio queue but should probably have a reduced spawn rate in solo
for obvious reasons
if something can pounce you the player should be able to press a key or attack and get away (barriing cave leech)
as does the cave leech, though it's audio queue is pathetic
maybe.
how about MW2 dog QTE?
but when "pounced" other glyphids are attacking you
maybe a QuickTime event if you fail require teammate to release you.
nah, I want a QTE to have a custom animation
QTE's and Button mashing get's rough after a bit
screw him just pickaxing it, right hook!
but then that kills my suggestion of being able to fight back
no no, quite literally a press F at the right time to counter a pin
on an enemy that spawns scarcely
yep, you fail teammate need to save you.
not a bombardment of PRESS F NOW YOU FOOL
I mean
no instadown.
you're not really
Bosco.
in a hoard?
u less you ask them he say no.
Bosco=SSS tier
having that one chance to get out is a killer, becaue what if you didn't expect it? you get pounced and hit the key by accident?
Dead for no reason
I mean as far as I know currently, you can't fail solo play
Bosco should be on all modes.
Cave leeches made me fail a solo lol
only if down you go 3 times.
there was quite a bit
you get grabbed, hit X, bosco saves you
You can fail any mode. Just depends on your skill
this was before he coud help you
Bosco doesn't kill the leech of you shout his name on fear.
if the leech was too high
???
nevermind, I don't want to look like a pompous ass or rather any more than I already may
so die, revive, run kill leech. Exploders distracted me, another leech rip
currently Bosco doesn't kill the leech if you do the call Bosco to you Hutton.
yeah him helping you in that is still buggy
I dunno, I've never had an issue but I check ceilings first thing in new caverns
or if you get grabbed while he mining.
so...
also back to Pounce like enemies
yea
you need a way to escape because you don't have a gun that is unlimited
it's not like cave leeches respawn, so you enver a new cavern, check ceiling/clear, then mine
dwarf that surprise emerges from ground to grab you attempting to pull you in.
I mean bug.
why a dwarf, I could see a Sand-Lion type
I think leeches are fine as the "need a friend to help you" because you can out run it/see it (if looking)
but a mobile leaping hunter bug, might need something you can pick its face
they shouldn't add too many immobilizer bugs.
you only need a few "specials"
yep.
just need to tweak the existing ones 1st tho
mmm hmmm
(Swarmers jump/leap bite, Warriors wind up and leap/charge, Pretorians Charge)
spitters/webbers are useless IMO
what about water in the caves.
exploders are already sneaky enough
they need a little more health.
exploders are loud as hell and not sneaky at all
when they next you.
if you ming they go boom real close.
I only hear them next to me when they are triggering the blow radius
if I don't see them
maybe folks need better audio mixing XD
everything in this game is loud
fucking loot bugs are audible through walls
their cute little squeaks
I would like to see water pool/ lakes added to the caves. would be pretty and could have aquatic entire in the water.
but a loot bug isn't blowing me up in 1 hit on Haz 4 lol
aquatic enemies.
did you read my "lol"
idk if this channel is made for long discussions
I think I got it >.>
need mechanics on the blue bubbles
hmm before Liquids, I'd like AI/NPC tweaks, Weapon Loadouts, new class?, Terrain dynamics (no floating bits) then liquid (as it can brach from dynamic terrain)
minerals in the water.
I don't think any of those dwarves in heavy armor are swimming anywhere
and yeah they'd sink "Rock and Stone"
however would be a fun panic thing
I mean, anyone that's worn heavy pads/armor would know
"I'm int he water, dig me out" lol
dig me out in the 60sec~ I have of oxygen
as I've never held my breath before
as a space dwarf
gurgle-splurch
OH before that, your downed body needs to understand it can't float mid air
plascrete floats on the water.
when dhotvat it.
also a way to drag downed bodies
crawling now
wait... I'm dumb, gear too heavy to swim. dead floats?
#downedcrawlingnowplease
I'm a thinker
maybe can swim but get tired very fast from armor.?
but what does that imply?
Or depends on class, Gunner and Driller rip
scout and engie can swim (less gear)
have to stay still and accept aquatic bug fate or sink.
^no thanks
maybe engines platform float on water if shot at it.
is very light not made of Stone Stone take three pick swing, dirt take two, plascrete take one.
why floaties? dig a ditch
if they make terrain understand it can't "float" and falls (then merges?) liquid would be easy
gunner cools faster when in water. π
(ahem, easyish, phyics on that shit is a bitch)
I still vote for barrel soccer room in the HUB before all other improvements
I want to see drunken dwarfs brawls when the abyss bar comes out.
and Bartel soccer.
barrel.
like end times vermetide lobby.
pretty sure that's been the plan ala Vermintide for forever
literally everyone uses the same example and I love it
it's the only one i know of.
because it's so prevalent it clouds my memory as well but I know there are plenty of brawlers that have interaction in waiting rooms in the similar fashion
a huge part of polish in most games for me is the interaction in-between game-play
place your best.
fucking unmoveable Destiny ships...
pickaxe toss
instead of dart boards.
^
Glyphid arena fights. those eggs you found going to good use.
they throw on an Arc and if you miss your Dwarf chugs an ale
making your aim that much shittier
as previously stated all bar games should have a wager system
dude I can so see myself getting drunk and losing all my credits to my friends in a late night DRG session hahaha
extra points for "blind tosses" you hold a key/click to put a hand over your face
yessss
okay well, Dwarven Pickaxe Tossing is now my second highest priority suggestion
gonna flesh it out and come up with a base rule system
instead of dart board it's a glyphid tied to a rotating dart board and you have to hit where there is no glyphid.
more points the closer to glyphid.
you take some good ideas and add a layer of... "interesting" on them
I was thinking more of a "shooting gallery" style room
with multiple glyphid targets with point designations on them
I heard "wagers" oh boy I like that
lose points if Glynis gets hit.
thus why the arcing throw/drunkeness would come into play
poker "I mager 50 enor pearls"
Touche
wagering minerals would be too exploitable IMO
there would be lobbies dedicated to gambling lol
space dwarf uno. but with minerals.
a ton of purposeful losses to build up another account
but credits are more okay in the sense that it's a less premium commodity
wager glyphid eggs.
wager a resource you don't have a counter on
if they're games of chance you can't exploit it
add a cage with baby glyphid in I.
no you need the same amount or more resource to wager
if someone bets 50 magnite you better have it
uh, pretty sure if you're playing a game of darts and you aim your darts at the ground every throw, you can throw a game
just personal opinion on that one though
I'm not taking about "what games" I'm taking about something you can gamble with
bet equipmentπ
you guys can think on that I just like the idea of Poker
yeah, just not for premium resources
I'd rather both, for more high stakes
they should add a trader where you can sell premium resources for credits or trade for other resources.
uhhhhh
maybe only gamble gold and credits.
mineral plinko?
lmao yeah
with the slots being the players
"who wins"
credits for other games sure, but prem resource should be the hard or impossible to exploit games
I dunno, a lot of the suggestions aren't very consistent/controllable systems and that's why I'm so negative towards them, but I'm just one man so don't trip
I've played and still play far too many games for any single human being to consume, but that doesn't mean I'm always correct
I'm not suggesting games (other than poker as an example, which turned out to be bad lol) I just want the option to wager with randos
if they add new equipment they should add a arms dealer type dwarf to buy from, or you request it from mission control.
I agree, the idea of wagering is a great concept, especially if we do get some pub games in the hub
the hub pub, lel
lel
I just feel credits are the only wagerable items in that fashion
hmm, new equipment as RNG RPG gear?
?
premium materials could be wagered with say match-based wagers
LEGENDARY GOLD ULTRA DRILLER DRILLS
no you know what you get.
66% heat generation reduction and +50 fuel cap
and wager a percentage of your minerals at payday
but cable gamble the equipmentπ
haha if new equiptment just make them loadout options
we already have "upgrades" for existing gear
why do I have to buy a new gun and upgrade it too
well, so there's the issue
yeah or make them buy able unique weapons.
In the event they do add resource wagering (which I see as highly unlikely), they will need to address the issue of people using things like cheat engine to give themselves massive resource stashes and devaluing things
do they 1.) make more gear for existing classes
2.) create more diversified classes
or 3.) create sub-classes on previously existing classes
they could make sub classes with new equipment.
the resource stuff and player profiles would have to be offsite (IE they host database)
I vote for 3.
which would cut into their funding alot
so yeah I guess wagering is out because cheaterss
"exploitable systems"
:T
I like the idea of Destiny style, toggleable sub-classes to tweak playstyles within the pre-defined classes
everything is exploitable if you get the right people to fuck with it
it's also the way the industry as a whole is leaning
due to the expensive nature of development, it's easier to clone and tweak then to produce from scratch
well it's leaning that way because those are the features in "good selling games"
and considering palette-swaps aren't as trash in 2018 due to AMAZING leaps in tech for modeling and texturing, it's super easy
and at this point it's hard to make something new that will catch
Like DRG could have skipped the Classes, and just made you build the class by your loadout
AAA steals one to two decent concepts from exemplary indie titles, perfect those systems, then those perfected systems resurge among the general indie crowd in a never ending cycle
yeah but it might be too late.
can't Grapple hook if you have a minigun (too heavy) but zipline or flaregun sure
so games like Hyper Light Drifter go un-noticed and fall by the wayside
despite being instant legends
but that's what I mean, if you're not catering the the mainstream it's hard to push your new system out
"It's a learning curve"
that's where internet personalities and or realistically advertisement comes into play
it seems like DRG it holding its own for now.
you need someone or something to explain a thing in a way that's familiar and comfortable for the demographic audience you're shooting for
as an Indie dev, it's hard to approch someone like Marc or Critcal and say "plz advertise my game"
"Hey guys, remember this thing you really enjoy and appreciate? Well it's kind of like that but different in these ways for these reasons!"
yeah. when people ask me what DRG is like I tell them. Think of a mix of Killing Floor, L4D, Red Faction. But you collect shit
honestly, from both perspectives on that issue, as far as I know most content creators on the gaming side are overjoyed to be a part of advertising something that suits them
killing floor?
in the case of both of those names, neither of them play games like DRG
you have to find whom fits that demographic
anyways I think we're derailing
perhaps a L4D2 youtuber
should we get back to suggestions.