#suggestions
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3 man caps are "bad" enough but make sense from an RPG standpoint tank/damage/healer
Bosco and the seven dwarves. special Gamemode.
with a VIP, snow white
/jk
7 dwarves, 1 escort, a mine full of Glyphids
how can we make you hate our game, the movie
yep.
no, escort missions are cancer
maybe not escort.
I'm super okay without one, thanks
we've already got suggestion to implement it as an end-game feature for 6-8 man "raids"
even tho we're a mining based game, why do we have a Dreadnaught hunting mission type?
I don't feel like they should add PvP, but how would it work.
in any workplace environment, hazard control is just part of the job.
PvP i've been iffy on. Marco has good points on it
I poo poo pvp in this game
dwarves vs dwarves or dwarves vs elves.
competative games, sure
direct pvp?
doesn't make sense at all
from a gameplay, gamefeel, nor lore perspective
yeah like who can get the quota first.
but give the people what they want
what was the "raid" idea. I think a generic "Host Lobby Options" could be added
yeah they can't interfere just who's better.
first team to the extraction LZ with the quota wins
with a min of 2 players (if you want 1, play solo)
so it's not about mining everything, but the easier and more necessary minerals
there's our cast system, the bronze VR mining peasants
but if you go over 4 players the game has a secondary difficulty trigger (so a 6 man Haz 2 isn't the same as a 2-4 man haz 2)
I never liked scoring/leaderboards
we have the condensed mineral objects
I was thinking dwarf ball
but, haven't fleshed it out yet
but barrel.
and thought barrel soccer is 1,000,000,000 times easier
that's as close to pvp I can think of, the mini games
12 players 6v6
kick the barrel
whoever wins gets 5000 credits, idk
yeah but, barrel soccer just needs to be an overworld thing
sounds like an easy exploit
yeah or race/competitions. just no dwarf shoots dwarf.
not a real system
no, no, no I just want an open area of the ship, personally an easter egg room with goals and another specialty color barrel
ala the green barrel
that or, screw it and give me my damn barrel pit
maybe need something that's not a discord? Like a fourm?
typically people have bots that log suggestions with a "!" command, but since that's clearly not the case here, I speculate that they skim
but oh god the duplicates
should we travel to general or.......
back to suggestion.
a Juggernaut dwarf.
most health.
most shield.
has a riot shield
has a automatic sweeper shotgun to swap to.
or less accyracy but shoot while holding shield.
what would the shield do though?
would stop incoming damage by 75 to 80 percent and would aggro bugs toward the juggernaut.
help distract swarms
Enemy Idea: Barrel Mimic
What's that? A barrel in the mines? How odd... Let's kick it! chomp AUGGGHHHHH
lol but actually what if there was a mimic that acted like a mineral you mine often and upon hitting it screams causing a swarm to happen but is only gonna spawn once or twice in your game. very hard to tell the difference between it and minerals. only way to deal with it is to ignore it.
and it bleeds when you mine it and the holes created in it are deep red??
and it begins to dig through soil toward you?
yes but better and guaranteed to have you primary quota as well so you risk it or you don't.
it dies when you hit it has exploder health but like exploder plus animation on death.
it isn't a glyphid but it's a delicacy to glyphid so it dying attracts a swarm.
ill make a mockup video of the idea in a bit maybe
I'm gonna do a little pruning. This channel is full of too many non suggestions
Screamer: like the mimic but can be stopped, upon seeing you it will attempt to call a swarm to your position but if you kill it fast enough it won't.
slightly smaller than a glyphid warrior.
about web spitter sized.
dark colors fast.
new body types for insects.
Engi platforms should glow in the dark
Bosco should be with you in multiplayer until someone joins/if someone leaves and you're alone
Flamethrower and explosives should clear flora, ESPECIALLY in Fungus Bogs and Dense Biozone
centipede
is segmented obviously, weak point is at tip of tail and only way to kill it is to shoot tail up to head. if ever played gow3 think serapede. explosives won't destroy multiple segments.
buff, shooting praetorians in the back weak spot causes poison to leak out. spawn less often.
praetorian cocoons. can be found randomly in large open caves. common to be found near brood nexus nest destroying nest causes all nearby praetorian cocoons to pop.
Could leave small pools behind, for a few seconds, which eject smaller poison clouds, much like the poisonous maggots would. A trail, of sorts.
I like your idea better.
the longer it lives the more poison so once you start gotta go quicker or it's gonna be tough to me.
first shot causes it to slowly bleed to death but very slowly so longer you take to kill it the more dangerous it becomes.
Increased backpack/storage upgrades for all classes
๐
able to store extra red sugar with a upgrade and upon taking damage uses up red sugar.
Locking higher difficulties to global level 10+
When eggs/jadiz etc. are mined, the "signs" of them should fade away, for clarity
eggs should be bonus of 100 credits in normal missions and any additional eggs in egg collection missions should be worth 50 credits.
theyre already worth bonus xp i beleive
yeah but currently they are only in egg collection hut it would be neat if they were in standard mission s to.
using gold to buy a 100 percent supply pod.
costs 50 gold.
removes from end credits.
if no nitra can use actual credits to buy a supply drop, 300 to 500 create, 100 percent super drop.
subtracted from end payout.
i'm sitting on almost 200,000 credits ๐
dang
100 supply drops.
never need nitra
maybe limit the amount you can order with credits to two or three.
@amber dock It was just a suggestion, currently credits are only good for upgrades and vanity items.
ooooooh, got it
no, currently supply drops are only buy able with nitra, but mission control says withdrawing credits sometimes so yeah.
For the developers and anyone interested: Don't stress about this right now, but when the AI becomes smarter, I have a good idea. A special mission that's called Arena. Could be available only sometimes, or always. Here, it's all about the combat side of DRG that some players love so much. There would be a well sized room with a hatch at the roof, and gates around the bottom walls. Enemies storm out of the gates in waves, with numbers and strength increasing exponentially for each wave. Players use their gadgets and weapons not for mining, but for manipulating the battlefield to their own advantage. The roof? Well, you probably guessed it. After a wave is completed, various minerals rain from above - based on wave number. The problems that I know everyone would already think about are flares, Driller class and even the other classes who carry gadgets that would be unfit for this kind of thing. I don't know - since this mission would be very different than your usual mission - you could tweak those useless abilities just for this mission to be something else. At the end of the day, it's just a wild idea and I don't expect anything, of course. Thoughts?
I like the idea, I just picture Gunner classes setting up the zip lines and constantly reversing their direction to avoid being touched by enemies
What if spitters and such pile up and shred their health? The zipline moves slow.
Wouldn't that be a detrimental problem to every class though?
If spitters just piled up in numbers and machine gunned the group?
That is certainly a problem right there.
But I suppose, if that much piles up, you're way too heavy into the wave number to start with.
Some suggestions from me:
1.actual extra ammunition from the start if you have purchased those upgrades.
2.ease out the mineral distribution among upgrades. I dont want to spam Fungus Bogs anymore.
3.some more ammo for Sentries. they get dried out a little too fast.
4. SLIGHT capability for Sentries to penetrate Praetorians' carapace so I dont feel like wasting ammo while keeping them up for the swarmers.
4'. Make Sentries ignore Praetorians completely.
5. Moar cosmetics. I mean, Moar Beards. By the Beard!
6. same as 5, but for weapons. especially for Drills so Driller can match their lovely drills with their higher-tier armor.
Also, I really love this game as-is for most of the part Thank you devs!.
- Remove the grenade launcher if turrets are going to become a primary weapon
I wish there was a a horde mode like defend a mining drill type thing
re: draygo's idea - the glowing engi platform should be an upgrade
And please remove / make much quieter the random static burst in the menu when you first load the game (the logo in the upper right hand corner visibly contorts at the same time)
I want to read your messages at loading but that sound is killing my ears
hazard level 5
I like this suggestion
Overcharge, no spent gas sounds good
Scout could get boosted mobility and attack speed
Yeah, I'm down to clown with this suggestion, kudos to you m8
One idea i had was to give all the Dwarf Classes different abilities
Gunner: Mount Mini gun on a supply drop and use 1000 rounds per ammo cartridge on that supply drop no reload or over heating.
Driller: Drill speed boosted or damage boosted or no gas spent for a period of time
Engineer: Buff a turret for more fire power, that could be more dmg or armor piercing rounds or explosive rounds really haven't decided
Scout: Buff to movement speed or atk speed or take even less fall dmg
All of these abilities would have a time limit and have long cool downs to make the game not feel to easy and make the abilities feel like something to work for. I think they should make a new rare mineral for these abilities as well. This would make the use of an ability a strategic play and take communication.
Another idea is having upgrade paths for classes to choose what type of upgrade I want for my gun or something else like the abilities if that ever happens. If you choose one path you cant choose the other, I think this would allow for unique builds and people to feel as though they have their own character and not the same exact one everyone else has.
using the sitting in rocket as a "ready up" lobby would be nice. So if someone was afk, one person cant force them into the game unless all party memebers are sitting or inside the drill/rocket
Only host can force start by entering rockey
exactly, maybe add the ability to kick people as a host, but also make it so the host cant force start it when everyone isnt ready
Host can kick
However if you arnt ready you'll be safe in the pod even after the mission starts
the ability to move slowly while dead would be cool too. esp if youre stuck in a weird hole and you need to crawl out to get to help
That'd be super helpful TBH
Tbh I'd probably end up inadvertently crawling my way off of a cliff and making it harder for my teammates to revive me
well it puts you in 3rd person, so you can see where you are crawling
What about the game mode where the maximum number of players is more than 4?
- Escort mission (YES). 4 Dwarves must defend some moving machinery on its way to escape pod. The main point that first: it needs fuel wich you can dig on map, second - no resuply drops, instead - just dig enough nitra and bring it to machine -> it gives you ammo. Third - it have turrets wich can be also reloaded with nitra.
- Medic class (I know that everyone already suggested that) BUT my idea that he will have medical pistol wich can be resuplyed with ammo with... RED SUGAR. So when , medic digs sugar instead of healing he reload his medi-gun. I think it will make those crystals MUCH more usefull than they are now.
As long as other players don't take the red sugar before the medic. Giving one class precedent over a shared resource can be a problem in pugs
That's the thing about medic, you admit red sugar is underused so who needs a healer? Gotta create demand first!
A radar like ability would be super nice too. Maybe replace the eng current damage grenade to a large sonar like ability?
Thatd be cool
I regularly don't use Red Sugar because I find it before I encountered any threat or swarm. So my HP are good. But if it can be stored in the medic gun to be of use later, it might be interesting. Also, in the fury of battle, I don't think I would take the time to mine Red Sugar instead of running/killing enemies. In that case the medic can be usefull
Any chance of not being able to deploy explosives in the pod, 1 guy waited until we are in the pod then killed us all.
Suggestions (Lobby: Mission Terminal | UI):
#: Display the info panel, of the currently selected Mission (Complexity, Length, Hazard Level, Reward), after selecting the Mission for play and confirming it, when the Mission Terminal is re-opened, afterwards, so the Player does not have to re-select the exact same Mission, by going through the individual steps again, if they wanted to change a variable, like the Hazard Level of that Mission and others or simply view the exact, full details.
- In addition to the already existing band on the bottom of the screen.
(Mission Data; Planetary Region; Work Environment)
#: Also, apply some color to the Biome, once a Mission is confirmed, similar to how the color is changed to a blue tint, when hovering over it, to indicate, that the region has been selected.
(e.g. an orange or green tint)
: Alternatively, add a bright border / overlay around the popup, hovering above the selected Biome.
(e.g. around the 'Magma Core' *box* / hint / message)
#: Change the text of the 'Close' button, when in a Biome and not the World Map, to 'Back' instead.
(That same button would still read 'Close' on the World Map or Biome-selection screen.)
When you start typing into chat, then press ESC and do something else the text typed stays there. Not sure if it's intended, but it's annoying af. Next time you type something and forgot about the previous text you just don't make any sense. ๐ Pls delete chat string on quiting chat.
isn't that so you have the option of stopping typing to shoot something without it deleting your message
a gamemode with 8 man groups and doubly large caves but you get a lower percent for every person you have above 4
iid think like 12.5% less per person
and up to 50% max resource reduction
Suggestions (Visuals & Particles):
(in no specific order)
#: Eject small musical notes out of the speakers on the Jukebox, whenever a song is playing.
(Would not be visible, when the Jukebox is turned off and no music is playing.)
#: Add a small, rotating disco ball above the Jukebox, when on.
#: Add a slightly visible, possibly white outline around the model of the Jukebox, if playing music and seen from a distance. (Outside the affected range, where the game switches to third person.)
#: Spitball Infectors could have an element added to their 'Attack' animation, where their body lights up from bottom to top, just before the green sphere is ejected outwards. (Much like a progress bar, of sorts.)
: May also have an animation, which, depending on the cooldown of their Attack move, slowly, then rapidly pulsates a part of their bodies, as they are about to *move* onto the next animation above.
#: The Glyphid Acidspitter's jaws or inside of its mouth could be dimly lit, when opened and ejecting a projectile.
#: There could be small pebbles on the floor, around a Lava Geyser, which could hop or bounce around, just before the next eruption and during it.
(Animation could indicate subtly, that imminent danger is to be expected from this object beforehand. Rocks would hop around more violenty, while the Geyser is ejecting material.)
#: Bugs could have saliva dripping from their jaws.
(Possibly colored, too. - e.g. green or ochre, depending on the mob)
#: When calling for Molly, display an overlay on the floor, where she has been called to, to show where the robot is about to move to.
(e.g. a target, similar to this: 'โ' (circle(s) within a circle); This effect would be removed, once Molly has arrived.)
#: 'Gold' mineral nodes, could show distinctive, yet subtle particles around it, which may be few in number and appear sporadically, that are similar to the Sun on certain photographs.
(i.e. small, possibly white, light flares)
- Probably already in the pipeline, to some degree, but still wanted to pitch the idea(s), for reference.
To clarify: The overlay, applied where Molly is about to move to, would be shown, after the three-dimensional marker disappears and is hidden, once she arrives (as mentioned above).
The Deep Rock founder should be named Brock Stone and given a plaque/statue in his honor somewhere in the space rig.
A ginormous rock worm that passes through the level from time to time.
or problem making
meh
Venus fly traps to incapacitate more people.
People should be able to recognize a massive circular hole. Maybe there could be some distant roaring sound like Subnautica.
Also. The corpses of dead miners on previous failed missions.
Infected with a zombie fungus.
Anyone know if there will ever be a raid type mission in this game?
idk
I hope so, then we could get like parts for a special armor to showcase to others that we did the raid
no no this will be different.
It's basically a tendril landmine.
If you get too close it will attack
and do damage.
You can only kill it with fire.
do the devs know about the crature with the valuable skull?
creature*
the like boss that we came up with
I feel as of right now, the number of upgrades is a bit lacking, however, this is most likely due to the game being so early in development.
More classes
varying amounts of dreadnauts in elemination based on cave length
How about a weapon that launches sticky mines
Isn't there already a "stick mine"?
idk, we have 2 charactors with satchel charges already
Yeah but these don't need remote detonation
they do?
If I'm not mistaken you set the satchel charges down or throw them then activate them with a remote at any time
yes
Welcome to the family, greenbeard
that is how stchel charges work
is that not remote detonation
I always cringe when people use them like grenades though
Yeah, didn't say that wasn't
oh
I'm saying, sticky mines wouldn't require remote detonation
yes
oooh
they are like autanomous landmines
They could stick to ceilings but would explode within 3-4 seconds
so you could throw multiple down at once
i feel like that s too close to engies grenade launcher
Hm, maybe make it an upgrade to the grenade launcher perhaps
Okay, here's another idea
This may have been present in the alpha but since removed, a friend told me
I think the engie should have satchel replaced by a sort of hunter killer drone
It would be a large latern you could call down similar to a resupply drop
engie doesnt have satchel
and it would illuminate large rooms
you mean a floodlight?
Speaking of the grenade launcher, perhaps it would benefit from a bit more punch; it doesn't seem to affect the level much, nor does it have any real affect on armored enemies either.
yeah
Yeah a floodlight sort of
@fiery crane like scouts flare gun?
Yeah, but without the limited range
the grenade launcher is a bit weak for how explosive it looks
And it would cost a little bit less than a resupply drop
engie is already op without it
I agree, dont get me wrong, it's just feeling a bit lacking for an explosive weapon
now I have a question
why does the strat at the game begining say that the scout should collect ore?
they have to light up ahead of time
isn't the rest of the team supposed to mine?
scout has grapple, everyone is supposed to mine but scout can get the hard to reach ones if engie platforms underneath
its more common when you squad on discord, or are doing level 3/4s with people with mic
I was learning how to engie last night, and some gentlemen showed me just how powerful that combo is.
We were in the volcanic place and basically came upon the narrowest vertical cavern I've ever seen in game
And they taught me that technique, and what could've been a 40 minute session was reduced to 20
we should be able to see mission length the same from the overview map
Here name is ERR://23OYX/
Ore was here, but behind in the rock
After mission
I amn`t only to see this ore
I am thinking it isn`t bag
it's not a bug, it is a future mineral that doesn't have a name or purpose yet.
it's a pinned message on the bugdiscussion page.
My friends are whining that the Extreme Difficulty are underwhelming in term or reward - and i kinda agree. Challenging + maximum complexity and length are already quite profitable and it's probably by design - but it maybe could make it so Extreme gets a little more buffed number (like 150%) - or even better, bonuses are multiplicable?
Can the gatling gun be changed back to its original recoil? The new setup of starting inaccurate is annoying. if you don't want to remove it at least add a way to spin the barrels up so you don't have to waste ammo just to hit something
okay
what if the gas that praetorians give off
is
flammable?
like
whenever the dude uses a flamethrower
it ignites it and stuff
that would be nice, since it would theoretically also remove the gas
but with the risk of injuring somebody
and this is probably really far fetched
but what if you could destroy pillars holding up parts of cavern
and then it could collapse certain portions
I like the idea of collapsing caverns, but that would also be a really quick way to kill off an entire team
For example, there's a lot of unique environments which can be randomly generated; just today I played a game in the "desert" region where there was a giant floating rock : We checked to make sure, there was nothing supporting it.
The game wouldn't be able to handle environment rolling around itself with those kinds of physics
yeah
this is also very unlikely
but what if there were plates
and theyd periodically shift in-game
and they could block off an exit that you came in from
and you need to like find another way
i mean itd kind of suck since theres only 1 way to go in trhough
but what if there were numerous directions you could go into
like the miners whenever theyre scanning an area to excavate and strip for ore
what if they kind of look for an area with multiple entries
what if you could choose your pathway too
choose your path into the region
this is all really unlikely and will probably never happen
but itd be cool if they implemented into the game in a certain form
that meets requirements
We need an option to reset all character/account progress for those that want to restart after completing everything.
you can
I know I'll do it lol.
there is one
Oh you can?
its in the options
Ah cool.
@clear moss i just saw this screencap of a vid on the official twitter suggesting they are working on full helmets and more hats and thought of your suggestion
testing the armors, beards, hairs and helmets
#screenshotsaturday
#gameart #ue4 #indiegame #gamedev https://t.co/yY2cv2BeHb
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i just realized that was a while ago, lol
yeah!
but ye
the full helm space marine-like one
now thats what im talkin aboooout!
now we just need official 8 player lobbies.
๐ ๐ฆ
yeah! for missions with REALLY big caves
i mean, you can bug the game already
to have 8 players
meaning it has the capability for it.
all they gotta do is flip the switch.
also tbh most of the time the sandblasted caverns that spawn are so enormous they really do accomodate like two dig teams
the combination of gas clouds and sticky goo, with sticky goo being as bad as it is really rough, id like something where spores cant grow on sticky goo, because being slowed in gas is not fun. as well, maybe a percentage less fall damage when falling on the sticky goo would be neat
Suggestion:
When switching to the Resupply Pod (e.g. via '5') and attempting to call it (via 'Left Mouse Button', say), but there is not enough Nitra in the team's inventory, have the Team Depository slide onto the screen, then animate the amount of Nitra in a flashing kind of way, to show that there is not enough for a Resupply Pod.
If the Depository is already on-screen, simply animate the 'Nitra' text.
(The text of 'Nitra {AMOUNT}' would flash, briefly, then the Depository would slide back off-screen, after a few seconds.)
Could be shown, in addition to the color change of the model.
they should remove the "one down" voice line when you kill an enemy because im dumb and keep hearing "i'm down"
it makes me panic each time i think that a teammate has been downed
they should add experimental branch discussions ๐
/\
I had the idea of left over notes being used on the ship to purchase extra ammo for the missions. Like 100 nitra gets you 50% extra ammo for the next mission you go on. Or a vendor you can go to if you know the next mission you choose can be a high difficulty one.
add rp channel
Oh god lol
;-;
Oy'! What's wrong with 'avin a tavern to 'ang out in after a hard day of bug stompin' and rock smashin' @tropic raven? ๐
coughs
somebody please make it stop
Excuse me. Tourette's.
Suggestion: When dwarf hair color is changed... eyebrows should also change.
Because wtf.
Maybe the light from scout flares could become a little reddish when they're close to burning out
Personally I think the RP channel is a decent enough idea
Suggestion: Allow everyone in the lobby be able to view which missions are available at the time - we do a lot of "Is this up? Or this? How about x mission in y? Nope?"
I would love an experimental vc. Just so everyone knows the verson...
Exactly :)
I feel the scout or another class should get a jetpack of sorts
it should be an expensive upgrade
scout kind of has enough movement options already
Just because it was listed in general chat but apparently never moved into here, somebody mentioned that having the ability to shoot a device at a ceiling that drops down a rope would be wonderful since vertical shafts are a living nightmare, and I couldn't help but completely agree with this; if there was some way to give this to a class, that would be overwhelmingly welcomed.
isn't that just the zipline? just remove the angle limit?
A pretty strict angle limit for it, too
Just in case this seemingly obvious one hasn't been suggested already: being able to sort by every column in the server browser by clicking on the column header
^^^
^6^^^^^^^^^^^^6^6^^^^^^66^^^^^^6
Suggestion: when people are downed in game, if they leave and rejoin, they shouldn't be able to come back at full health
with the squad
instead, they should come back still down in the same location
if going with that, DC'd people should drop held ore, plus not bugg out large rare finds
as of now someone that disconnects deletes their held items and if holding a pearl it floats there useless
discord rich integration
maybe a competitive team vs team of miners,
Reverse DRG where you play as the glyphids (Big fan of inverted games like tower offence and the such. maybe can line up with the competitive thing i mentioned),
have 5 open a mini menu where you could order different things, (like temp turrets, buffs, regen fields, and mines),
have failed expeditions arround having skellingtons and maybe loot,
a 'support class' glyphid,
have the heat/jam meter change color as it rises,
a screen for the gunner that helps see thru smoke by putting everything living in a little box,
(prolly asked for a lot but a way to spectate friends when your 'dead' / not in the game),
Brood Mother Glyphid that is on par with the dreadnaught but is for buffing other glyphids.
A send back to spawn pod button for lobbys for when you get stuck,
different ammo types (Polonium - causes DMG over time, Uranium - straight up ignores armor, Capped - slowes (could be said loot from failed expiditions i mentioned),
have a screen at the end of the level to show all of your ore pour out onto a 'table' and just show off how much you have really collected,
Making red sugar a reasource and you spend it healing yourself or others
the cobweb is cool, but it needs the ability to be burned or shot or brushed away somehow. it's a little ridiculous i can tunnel through walls, but can't light cobwebs on fire ๐
ability to burn them would probably help driller pick rates without directly buffing him (as he is a bit powerful at the moment)
give driller more reasons to be picked without making him more powerful
So fun little Suggestion: When everyone is at the drop pod for escaping, if the game detects them looking up and down fairly fast, they put up an arm for metal horns too.
I'd like a HUD indicator for swarms. Mission control often likes to forget to tell us about them. (unless this is an actual mechanic that i'm unaware of?)
You still always get the countdown beeps, but a little HUD flash of some sort would be good.
Perhaps a red glow around the edge of your screen that fades as less bugs are alive; and at the beginning of the swarm [INCOMING] could be seen in the upper middle of the screen?
I'd say under the objective element.
Maybe even just the general hostility of the area.
Option to use scanner to mark for particular classes. I should be able to tag SCOUT to an object as directing them to a particular location. Right now it shows who tagged it. It would make more sense to tag a class for instruction.
I'd be happy enough if there was some indication on the HUD of who is speaking using in-game voice and if their ping flashed while they were talking so it is easier to link what you are hearing said with the game-space marker.
What if Carl was just a pet slug
Introducing the newest member to the DRG crew the Brewer Class - "Where theres hard work to be done, theres an even harder drink to be had!"
https://i.imgur.com/IYPsjLn.jpg
This is a Support class focused around the theme of brewing Red Sugar Bourbon. "There are many new ingredients to find. Hows an Apocobloom Mead sound?"
Primary Weapon - Carbine
Secondary - Steam valve (Close range aoe)
Utility - Brewry Keg - Heals allies. Ammo can be replentished with Red Sugar
no beard no deal
Grenade is a molotov
i have idea for new mineral/material its called lesskite the mining deposit schould be around 3x3 meters or just big clump or something and when you hit it with pickaxe it grows smaller each time until its about size of enor pearl schould either be picked up-able or just explode in shover of mineral pieces also the position it shrinks to could be random or midle now for uses : can be used as carry capacity upgrade on armor (like 5 units max carry capacity schould stay big factor in this game i feel like) and for ammo capacity upgrade because on higher dificulties theres just no freaking way you can have enought ammo in full group to kill all the bugs that keep spawning theres just too many of them and not enought nitra
also when you hit it it doesnt break it just shrinks
I wonder if they retooled it so you could have the grenades be a slotted item that you could aim and either throw with left click or lob/roll with right click if that would help out with aiming them more reliably. As it stands getting them to land/detonate where you want is unreliable
Healing gas grenades, and letting you pick loadouts like grenade type or armor bonus, would be lovely.
Maybe engineer could get an acid grenade, and gunner's could be a shrapnel launcher aoe
Abbreviate fan art to F.ART for April fools day
You can have my
after you pry the firing switch from my cold dead hands, causing the
to explode because it was a pressure switch trigger.
so you'd be dead too.

Odd thought: Give engineer some more support with something neat like, Gravfloor grenades that change the pull of gravity for a minute or something, like how the flares stick in the walls, and they can pull to the direction of the bottom of said stick, for reliable roof spelunking or even a tactical decision. And instead of sphere, have it like a cube of soft light.
If someone hasn't mentioned it already, model upgrades to guns after they've been upgraded would be neat.
Like parts to the gun added with each upgrade.
Also some more full ammo animations would be really nice, like you guys recently did with the gunner pistol after it's fully loaded, love that shit, it's a great touch.
Also cave ambience would be nice!
Sweeeet!
Also more models for collected minerals that are mined out of rock and picked up would be nice to have some more variety!
that may have just been the reload animation not an idle one
Love the idle animation I swear... Wished I played gunner more cause It definitely gives my hand somethin to do when I'm not shooting or mining stuff ahahaha.
o.O is it a suggestive twitter link?
or a link to the DRG announcement
sure i wanna see idle animation for shotgun ๐
haha he can count
too bad he doesnt try cramming more shells in and they just fall out
Perhaps as a rare animation on trying to reload or trying too much.
Smells like /r/highqualityreloads in here
I've play this game for 19 hours, but I feel that I have already touch the roof of this game which as for me make this game not so attractive anymore.
So I hope you can design more advanced classes to expand playability.
And here is my idea about advanced playing method.
1.scout:
a.shadow dancer: speed up, double jump, exclusive melee weapon๏ผ invisible mode.
b.monkey tricker: control and ride on the worm, grab teammate, the grenade for gathering worms.
2.gunner:
a.firearm expert: bullet with fire, bullet with oil, armour-piercing bullet.
b.bomb expert: powerful mine, automatic tracking small bomb robot, reinforced grenade and explosive charge.
3.driller:
a.drill master: long-distance drill(elongate machine arms), M.U.L.E
b.spray fire expert: oil drum, flame trap, can furnish the bomb on worm.
4.engineer:
a.vertical cave: trampoline, laser net trap.
b.turret master: give the turret oil/poison/fire property, set a fixed artillery for player to manipulate.
I think provide different kind of weapon and skill can make this game more interesting.
As for the cooperation element, I think not only about mining, but also give the combat more coupled relation like oil and fire and so on.
Thats my suggestion about deep rock galactic,Thanks.
keep in mind they try to keep the industrial look
Suggestion:
A plant, growing on the floor, which acts like a bear trap of sorts.
- Could immobilize you momentarily and deal a bit of damage.
(Thorns or roots, perhaps?)
i say just putLeeches on the ground, if thats at all possible
Something like a sarlacc from star wars
Making bosco a bit less curious could be good, maybe so he knows when you're about to go up to a wall and mine he doesnt jump in front of your face and you end up hitting him a bunch instead of the mineral and have to maneuver about to mine around him.
Maybe wall sensors lmao.
Hi, Any chance of a giving the Pickaxe an AoE move? Maybe a Shift - Right Click move. Possibly have to hold down the button to power it up? Would be a fun way to deal with the little critters.
An alternate fire for weapons would be cool tbh but it sounds like a down the road thing
I love the acid grenade for engineer idea
@robust summit Every time I start to get ammo from a drop pod, Bosco flies in front of me and cancels the action ๐คฆ๐ปโโ๏ธ
Cave leeches feel overpowered. It would be nice to be able to pickax them when they pull you up to them. The fall damage alone would still make them dangerous. Also, they seem to have a rather large cone of vision.
I'm all for dangerous enemies
You donโt take fall damage from cave leeches
if everything becomes easily manageable and predictable there won't be much challenge to it
i like being ambushed/surprised, and i also believe that being unable to release yourself from one on your own is part of the charm
its a coop game after all, i dont have a problem with game mechanics promoting looking after each other
Suggestion ideas:
- Enemy variation:
Some enemies could be given variation with prefixes to their name, could be called mutations. These variations could range from simple size increases to elemental damage added to them or even, but more rarely, movement pattern changes.
- Enemy ideas (Not official names, no idea what they should be called.
Worm - Tunnels through the dirt at about the same speed as the dwarves, if not faster?
Mimic Ore - Still making a video mockup of this idea. The ore would seem normal but one hit would make it shake and make a wet slap noise when your pickaxe hits it. The ore, after a second hit would begin to tunnel through the earth toward you, being able to instantly incapacitate you, like the leach. The ore would drop between 2-7 chunks of whatever ore it was mimicking.
Rushers - These small creatures would rush in packs of 8-12 across ziplines to counter the current "zipline meta." The creatures could damage the zipline or cut the players rope off the zipline, causing them to fall.
Can you use a different word Front in the game because itโs hard to read or can you make it bigger
Suggestion: A mirror somewhere on the Space Rig. There's no way a culture with such an impressive array of beards wouldn't be vain enough to have a mirror.
Would also give players a way to see their vanity changes actually in game.
whoa whoa whoa... Elves are the vain ones. A dwarf does not need a mirror to see the beard, he can FEEL the beard.
To be fair, they literally have a 'vanity shop' on rig. ๐
petition for molly cosmetics
Wasn't one of the inaccessible rooms on Space Rig previously called Armory or something similar? If there's a desire for this, it could go there. I think a third person camera toggle would be sufficient. Might lead to some PUG members standing around taking pretty pictures of themselves instead of shooting, but... meh, evolution will take care of that, right?
I actually love the idea of customizing Molly @spark eagle. Would be something that would only work if you were the one hosting the game, of course.
But it would be amusing to see how different people decked out their lift engines.
Something to spend useless credits on.
yeah i mean i'm having so much fun with this game already that all i really want is maybe a little deeper progression for characters, but other than that i'd just enjoy unlocking tons of various cosmetic stuff
Spikes. Fake beards. Racing stripes. Would all be terribly silly.
Suggestion:
Probably a more obvious suggestion, but why not have an exclamation mark pop up above Bosco's head, when you call him. Make him act a little surprised, even.
'Oh, you wanted me to do something?!': That kind of thing.
A simple suggestion. Add the map scanner (from the M button) onto the drillers drill itself, so you can see where you are drilling and to what direction. A added suggestion could be to color the minerals once they have been located by a player with the scanner on the map scanner itself. Thanks for any input on this suggestion.
Tbh, it's a little annoying with cave leeches on solo
I know that you will say "you should just look in the roof"
but I still feel like it could be tweaked on solo
Struggle option would be nice
Also need to be aware not every user has great hearing or hearing at all. So sounds cues aren't always the end all, be all. That said better sounds cues for the cave leeches would be appreciated.
Visual cue is the light on his face. Plus molly just shoots them in solo. Plus if she doesnt you get revived. At some point they may as well remove the leech if its going to become about as threatening as a cave urchin
(are those threatening?)
they hurt if you step on them
Remove the possibility of minerals spawning inside lava geysers ๐ซ
well if your definition of fun is blowing up yourself, sure
i want minerals that actually explode when you mine them.
fair enough
Lol
lmao
I would like to see a material you would need to setup a special drill/extractor to mine along with another material you can gather in the same mission to speed up said drill/extractor. It could be a new mission type and fit in with the current games foundation - which is gathering to fullfill a mission objective with teamwork to speed it up.
@nocturne viper That sound crazy. Perhaps the first objective is to locate the mineral deposite, then defend it from wave after wave of enemies. Sounds fun.
On another note, I do wish there was a way to hunt down specific minerals with either gadgets or environmental clues. Yes they have chunks of certain materials on walls that hint of something nearby but, they could go way further. Apply a level of skill and challenge as opposed to just stumbling upon the minerals you need. Perhaps croppa grows near water and to find sources of water you must look for patches on cave surfaces covered in moist moss. Or magnite grows in the hottest environments so you must seek out the hottest cave sections through a temperature gage or heatwaves in the air. Finally, there could be specific creatures that tend to reside near minerals that will occasionally appear and give you the option to follow them to the source.
^ or an new class entirely made for locating specifics. Iโm thinking of the sphere from Prometheus that would roll around the cave and scan all the surroundings as inspiration.
hey so i was wondering...is morkite food in deep rock galactic? i saw from one of the PSA's in the game that Morkite Ale is a thing so that leads me to believe that the dwarves are not only mining for ores but for food supplies as well. Morkite ale, Red Sugar candy, its hard not to think this after finding out about it.
Eggs are food
@Raydancer#2706 yuuuup have had that way too much as well
Red sugar also was an addictive substance iirc that they even say in a voice line?
please make the intro the same volume as it's set in game? if that's possible
@warm brook Or a mixture of both. So that players, regardless of class, can contribute in some way. Maybe the scout can have a new gadget. The sphere sound cool but I think it would have to have limited scans so the player cant constantly use it. Perhaps it can activate a seismic pulse into the cave walls surrounding you?
maybe have it be like a supply drop you call something and it scans the surrounding area marking the ore on your scanner
aka map
Keep putting interesting stuff in like the Error mineral and stuff hinting to future updates! It really makes the game super cool and interesting to find new unique things that DONT HAVE MEANING YET or don't have particular use until later.
@sharp valley this please, that coffee logo scares the shit outta me whenever I start it up LMAO
please no, no more error minerals
@idle quartz ahahahaha
its probably been asked about a hundred times in discord and twice that many in the forums
@idle quartz god I can imagine
LMAO
Man I'd love to see the dwarves have some cigar cosmetics with huge stogies that have lighting effects and smoke particles as well, that'd be nifty.
I got way too many suggestions for this game ๐ญ I'm havin' too much fun with it hahaha.
gunner used to have a cigar
HHH
HE SHOULD HAVE ONE AGAIN
That'd be great for 'em
OH!
Also I don't know if this was mentioned before but being able to match the cosmetic colors that include hair color, so you can have a slick black pompadour on the scout rather than an orange pomp and black beard...
single player suggestion: please program bosco to not float in front of my face? the amount of times he idle floats in front of me while mining or depositing minerals and interrupts the action is almost criminal ๐ช
Mmm. this might be a bit too much but
I'd expect this would be annoying to program
but a Bosco that would be able to be used whilst hosting a mission while youre going on your own that would be able to zip outta the zone maybe back into the mule once you get more party members would be nice.
I tend to start missions and wait for pals to join at times and it can get a bit annoying if you get leeched and dont have anything to shoot you down cause you're waiting for people.
Maybe cosmetic changes for your pickaxe once you get to certain miner levels would be cool as hell
such as each level milestone like 10 or 20, not talkin about character levels.
i thought that too, it would be nice to be able to start a multiplayer mission without any teammates and have bosco there and he just disappears once a teammate is in
kind of like the fill-in bots in left 4 dead or vermintide
OH! I was going to message someone about this but eventually if there's a need for more voices for dwarves or anything I do voice acting and would love to offer help for free if it's wanted! I know some basic audio engineering as well as could throw voice examples if it's needed! ๐ I'd love to see some more variety for the boys!
How cool wouldn't it be if there existed an enemy that had a Jadiz crystal or similar on its back, part of its organic structure
And upon death, it drops that crystal which you could take back to deposit
Making the drillers lights brighter would be a bit nice, I'm colorblind as hell and stuff just looks pitch black when I throw flares w/ em. Or a colorblind mode would be nice ;;
can there be a way to change the colour of the dwarf's hair/eyebrows? I got The Mighty Crest and found it was blonde while he had a ginger beard
it just doesn't look right at all.
Or a more limited set of markers, that only the player who set down can see. Might help with the molly disappearing thru the wall/ceiling complaint where she's not marking the way back to the drop pod that's somewhat accessible.
But then it's still on the player to remember to put down a marker, and knowing you only have a limited count (maybe refillable at a supply drop). Just to mark your way back up the cave system as you're moving thru it.
Edit:
Had a thought that maybe it's a directional marker like a >> or -> that marks the direction facing when laid, that slightly glows for the player who laid it down, but is still visible to other players, just no glow effect... almost like graffiti on the floor.
Sticking with the industrial look, it could be a can of spray paint. colored specifically for each player with limited supply.
The drop pod should be random placed, so whenever you call it you actually have to run there. more fun more action. feels very cheaty to walk back then press the pod button tbh:)
The pod IS randomly placed as far as I know, though I have had it drop once or twice in the starting cave.
I think there should be streams where they take in suggestions by using the chat
so we know what suggestions they read and know about
like twitch shat
chat*
or go to this channel and comment on the ideas
they do occasionally
@fathom stag whenver we called it at the start. it lads just where we are? maybe im wrong. or we just been lucky
I have an idea for the map. It would be kind of cool (idk if this has been suggested already) to have the map only be illuminated/filled out based off of the light source available. Lets say I have 3 flares down that show the cave i'm in and where resources are. Once my lights go out, the fullness disappears and only leaves me with a 2d pencil outline with different levels showing different depths (Monster Hunter games do a good job of 2d maps with multiple levels).
Bosco and glyphid/other dwarves shouldn't be able to stop you depositing/using supply pod by walking in front of you
I think that the drillers big drills should be able to mine ores
What do you guys think?
2 suggestions i got for the drill boy
or 3, actually
pickaxe can mine all ores in 1 hit
drills provide a face shield that negates things like spiderwebs
make the pistol able to one-shot the smaller bugs, but still not as good as the revolver
oh, 4th
let the flamethrower burn webs
I'd like to make a suggestion... or possibly report a bug...? I use non-inverted camera controls, but I noticed that when I get incapped in the game, the camera's horizontal control becomes inverted. This makes it way more difficult than it needs to be for me to keep an eye out for my allies when I'm downed. Any chance of making it so that my camera controls are consistent?
@visual basin I agree with most of those, but the pickaxe instantly mining a whole deposit won't happen, that'd be way too over powered lol.
I think he meant not needing 2 hits per gold etc.
Since you can upgrade it a little to mine normal stone
I think each character
needs to have their niche
the scout is weak in combat
but has great mobility and lighting
the miner
should be okay only in close combat
but his priority should be mining
so any major benefiets of him
should rely around those two key features
close combat and mining
Interestingly enough, I find that the scout ends up doing a lot of the mining if he's cooperating with an engineer well
I'd like the pickaxe upgrade to do MORE honestly. It only affects SOME stone types and such after all, and only by 1 hit when it does, rather than doubling its mining power
his pickaxe should be combat-weak
and his drills should be his combat melee
i like that his drills dont mine ore
they're slightly unweildy and better suited for just regular stone/dirt type mining
with the pickaxe being for ore
But his drills are his combat melee
yeah im just reinforcing that statement
ah, gotcha
his flamethrower is good, it shouldnt deal raw damage and should be powerful in dot damage
satchel charges are, imo, bad for driller
they're not useful for mining and dont fit his kit
i'd suggest some other form of either
mining tool
Agreed
or fire-related close combat tool
They're great for finding dirt paths sometimes though, I love em for that alone
like a mine
Keep the satchels on gunner
mines would be interesting
what if the drills had an alt-fire?
slow-ammo consumption ment for drilling stone
alt-click with high ammo consumption
but deals 2x damage
Yeah, I could get behind that idea
Right, right!
Or just punching with em for no fuel used but no mining
i dont feel like punching is a good use of drills
the drillers entire kit should announce
"Utility"
HATE the goo
^
Solutions found
90 hrs in the game, and I'm trying to understand the reasoning behind the goo + mushroom gas
And goo and exploders
also - the driller pistol upgrades reset
In small tunnels
Well, the mushroom gas makes sense to me
You have to repurchase
Mushrooms - great
But devs want it really bad
Goo - too OP
Since the devs implemented it without provocation, it's likely here to stay
Only thing to do is to give it weaknesses
Introduce strong, obnoxious and common hazard
Like fire
Right
Would be pretty cool for a new class that has a foam gun that can expand in tunnels to block spiders and such, spiders can of course chew through. I think it will help when there is one guy left in a squad getting over run by waves
Agreed that it is a cool idea, but it is also open to being abused by trolls; engineer can already perform such a feat as well
Just needs to shoot a few platforms and a tunnel is blocked
Im waiting for the devs to come here and do what they did with the bug reporting channel
yeah but spiders just phase through the platforms
Only if you place one
Shoot multiple, and the layer becomes to thick for them to collide through
That is so but then you waist your utility trying to block off spiders, thats not the intended purpose of it so, would be nice to have a class that does foam or even goo
for that purpose
Only time the spiders ever really seem to be a problem is when you're escaping through a Driller tunnel, not sure what else you're finding an issue with, feel free to explain the sitch.
Yeah i play on extreme with people so when they go down and i run out of ammo and i have to slowely kite them around and then another swarm spawns and another it becomes a tad bit of annoyence
what if there were multiple dangers per biome
but they were limited to 1 per cavern
so one cavern would have poison shrooms
1 would have goo
but they wouldnt have multiple in the same room, except on like
a very hard difficulty
or even like a goo grenade or foam grenade would be cool
Foam grenade, sure
That's understandable
Make it impact as well, so that it's not sitting there doing nothing while the timer runs out
Nice
interesting
but the process of taking broken-apart stone and such and re-compressing it into a usable platform seems
too complex
compared to the quick n' easy
expanding and hardening foam
which just seems, both buisness wise and usefullness wise
the better choice
QoL - Can we toss 'artifacts' to eachother like a workmans bucket team? Have you seen when people stand in a line to pass sandbags during floods? Each passes the bag on to the next to quicken the work.
I feel this would feed into the teamwork gameplay. Rather than hoofing it back to the mule or waiting for molly to stop derping out on the roof of the tunnel.
<@&257786783666929665> Hello Dev's! Great work as always with the new patch. Thank you very much. I have a suggestion, not sure if it counts as a bug or not. But when someone; Bosco, Molly, or other players get in front of you while you're getting ammunition it stops and you have to restart the process again. This has almost gotten me killed on a few occasions in Solo-play. And made things difficult in Co-op. Usually when I'm out of ammunition and need it as soon as possible, but it gets interrupted. Again, sorry if this should be in #420195388675588096 or #bug-discussion, I just wasn't sure.
I'd suggest moving more towards
enabling different ways of dealing with the hazards
instead of constantly buffing the weapons
allowing more options/choices with dealing with a situation would allow for more fun
especially if it can be used to aid in mining for fighting bugs
Suggestion, probably already been made, but the amount of Goo in the Fungus Bogs needs to be turned waaaaaaaay down.
I wouldn't mind it as an occasional hazard, a big pool of it here, a corridor lined with it there... but at the moment the entire biome is coated in the stuff.
I get that, but it's just an annoyance having to slog through the stuff constantly through the entire level.
I know what you mean though.
Maybe have ridges poking up through the goo that you can cross over it on. Just make it so you have to watch your step so as to not get slowed.
Yeah, I wouldn't mind that, mixed with a lower amount on average.
As it is, either you have the Engi waste platforms on it, or bunny hop your way through it slowly.
All the while being gassed.
another bulk of suggestions:
1.Icon of Lootbug. Oh come on, they are cute.
2.One or two more passive fauna for existing areas. Some of them could be provoked by a stray bullet to the face and becomes threat at the level of Praetorians. Others could be just another kind of maggots.
3.Lore for each ores like what kind of properties they have(highly volatile, essential for electronics, etc). One or two lines should do, but I'd love to read more about things like Aquarq, because DRG looks so serious about getting them, using hefty equipment with quite big portion of it being one time use, so it has to be SUPER valuable Also dwarves dare calling pretty crystals worthless so yeah.
4.More scaling profits with the amount of ore you mined out and brought back. One to prevent some people saying "Ok we reached the quota of Morkite so ignore the rest of them", and the other making it so you might want to ponder about calling two resupply drops to play safe, or running the f out with low ammunition.
5.A "deep scanner" to use on planet screen to force missions to spawn on areas at out of range. It costs a LOT of credits (somewhere like 30k or even more) to perform so it will be more like a money sink than just ruining the "choose mission from available ones".
is twitch integration planned ?
So throwing it out there. The new sticky goo is a great concept. But since it spawns in....let's just say LOTS of amounts, with little room to walk between, it ups the difficulty quite a lot on those stages. Is there a way to make it scale with how "much" of it you see with complexity? I was just doing a level 1 complexity with my daughter, and we got as we called it "the minefield from hell". Basically all goo everywhere, with poison mushrooms in it everywhere you walked. Then got trapped in a tunnel getting pounded by spiders (we were playing on hazard 2), because we couldn't get around it.
Let the Drillers flamethrower destroy the goo, gives you a reason to pick him and it's simple. Because a drop pod landing you in a goo ocean surrounded by toxic mushrooms that drops you to half health in the first minute is sad. Imagine if there were bugs in there at the start too.
I remember reading a steam forum thing about a class suggestion
A loot bug tamer
Telling the bug to go mine hard to reach ores, then pooping them out without hurting the bug
Etc
Instead of a pickaxe, he holds Looty up and it eats the whole vein. And it's like this long ol' lootbug that gets fat when full and can stretch to get to odd places. When on you it's like, wrapped around somehow. 
That'd be great actually. Like a giant scarf.
Yuh!
And you could get seperate hats and stuff for him
Well of course.And they'd really clearly be strapped on, with visible string
Perhaps have it lay little egg things like mines that lash out in maybe like, 7 tethers that hold smaller foes for 10s or something.
And main weapon being a crude spitballer cannon.. Or something.
Hrmn, I was thinking it'd just be instead of his pickaxe, not other stuff. Unless he had tamed versions of other creatures too
Cave leech grapple hook
I'm going along the lines of making the Lootbug a utility of his. Mostly 'standard' DRG equipment, but looty offers him a couple unique traits.
Ahhh
I imagine the dwarf would be one that was left behind, and survived by taming stuff
And would be a little..off cuz of that
But because Dorf, still loyal. Still for Karl!
<@&257786783666929665> http://steamcommunity.com/app/548430/discussions/3/2949168687314740148/
more like a question but... is she "M.U.L.E." or "M.U.L.E"? i found it pretty inconsistent ingame
or just MULE, even, because the operator guys says so
yeah i like the idea that its an already-tamed lootbug
and not using the ones in the level
cuz that brings an unfair amount of RNG towards his usefulness / your teamates killing them before you can use them
I'd see the lootbug tamers kit being like
1 - Something like the scouts rifle, if not just the scouts rifle
2 - The revolver or something similar
then either 3 or 4 being his lootbug, which he holds in his hands
i dont think it'd replace his pickaxe cuz lootbugs dont eat dirt and stone
and holding it out for it to eat seems eh, cuz i dont think they eat that fast (considering they give off the "slow and steady" vibes)
so i'd view them more as like
placing them down and it automatically either
heads towards the nearest vein to collect
or wherever you mark an ore
the upside is he can hold more then you, so you can have him clear out an area, then make him poop out the ore for molly or something
cuz he's a bug he wouldnt be targeted by other bugs
like the sentry guns
just ignored
#bug-discussion none of the guns in this game use clips, please adjust anywhere where it says clip to magazine. thanks guys!
none of the guns use magazines either
at no point do they even reload their weapons
they just smack them
lel
the only one is the shotgun double barrel
k
an alternative to the gunner
everyone has a melee weapon
the same theme of "firepower" but in a closer range
true, but the melee weapons are these weak pickaxes
imagine a 3/4 that hids HARD
like a big hammer
Big hammer with a shaped charge on one end that can be 'reloaded'
another path instead of more classes could be like
interchangable weapons
making multiple of the same class more viable if they take different weapons
but also adding a new class now and again
i just really want a pet lootbug
can we just have like
a pet lootbug
in the lobby
on the ship
with a little collar
and you can pet it
Add jetpacks
@visual basin donโt worry your not the only one here wanting a loot bug I was suggesting a plush lootbug that could be bough irl
You know to support the devs
more guns like, 50? please thx ๐ ๐
Hi there Devs, i'd like to know if it's possible to make an update for the M.U.L.E in multiplayer because it's kind of annoying to call her, waiting for her to arrive, then another guy call her so you had to recall again, The same applies when i'm depositing in it and someone call the Mule, it cancels my deposit and i have to reach for the mule to re-do it. Can u implant like a Queue system ?
communication is what this game is about, a simple "im using molly" should help if you have a mic
if you dont idk how to help
y'know what'd be cool
if you look in the ship, theres 1 regular sized mule, and several smaller ones
what if there was like,a little mule you could send to molly with a small load of your ores?
not enough to make you not go to molly
but just enough that you could get the rest of that ore vein without having to go back
or perhaps something where when molly settles down, she sends the little mules out to follow dwarves
or something
tbh, this sounds like it'd be good for a molly upgrade tree ๐ค
@fathom flower I know but sometimes retards who don't understand english come and it sucks
Also not splitting up makes sharing molly easier
maybe a more obvious sign that molly's been called
so you know to wait so you dont yoink molly from other people
like when you call her it does a marker
I Think that there should be a system where killing too many loot Bugs can cause problems, Like spawning a loot bug brood mother that harasses the players by consuming ore veins, but not too fast, just enough that it would be a nuisance. Or maybe the glyphids have increased aggression and speed...
it would be nice if they add a moth or something that pick 1 dwarf and half all outcoming damage by 50 % but it appears only in hard areas
Now I haven't played enough of the new map generation but I can tell that Unstable Crystals are extremely loud, consider reducing their volume. Also I feel the maps don't spawn enough Unstable Crystals, they are awesome but when you run into them its more of a harmless accident, adding more could allow players to take advantage of them, defensively and then also as an on the job accident if they aren't paying attention.
This has probably come up
But def add a spectate mode for each player
gets boring watching yrself lie on the floor
option to step through other players pov would be fun.
^
float around as a ghost beard
related, a brief (3sec ish?) invincibility when you late join (until you attack or something) would be nice
invincibility when joining / getting revived would be nice
several times i've had friends get downed at the edge of a cliff
and when i revived them they'd immediately fall without even moving
requiring another revive
Cave leeches also killing you on landing cuz theres a thing just below em
So you cant jump to safety
I hope at some point that something rare gets added that you have a chance to find when you're on a mission. I don't know what it would be or how it would tie in. Maybe it'd be something to help with progression or an overall upgrade to a character. Maybe even just hidden treasure chests in the map?
I guess the one thing I feel like is missing right now is something that triggers the entire team into being excited and working together to get the super-rare thing that's going to be good for everyone. Right now it's just a standard "mine everything and deposit it" and most of the fun is the actual traversal/exploration. It'd be cool if there was something that made you make sure you checked every corner.
Maybe that's what this mystery ore is that people are finding, I'm not sure.
Maybe there's hidden treasure chests in the walls (a la Fortnite) that can only be heard via audio cues and if you dig them out they have a vanity upgrade in them or a large chunk of a resource.
Only audio cues would be terrible, if not just because of deaf players
Headlamp and more pick and armor upgrades all around please!
Dual picks reskin for driller's drills
Collection-range upgrades
I'm sure Fortnite supports subtitles or something for deaf players.
How does one subtitle for loot sounds without it being spectacularly obvious
Right, but that's what I mean
Is that when it's audible it's missable, but when it shows up at the bottom of the screen, it's harder to miss
Meaning that turning on subtitles would actually give you an advantage in the game
Hence why the developers stick with visual cues, such as the unique debris in the walls (ie; the glowing blue/green/white dots in walls, clods of dirt, etc)
like dorfs would be able to hear anything
with jukeboxes strapped to molly blasting dwarfbass
The point of subtitles is for them to be completely obvious. That way people who can't hear know exactly what is happening around them. Vision only gets them so far. If people who don't need subtitles use them, that's their choice, but we shouldn't make it harder for the people who need it just because of them
@spark eagle There is the Bittergem, a purple gem that is more or less pure money as it has a incredibly high value generally ranging from 1000-1300 points per gem at 2 credits per point it more or less os 2000-2600 credits each. It is really rare and is always worthwhile to get as a big boost to your mission reward.
Should I post some of my story ideas here?
ye
@grand saffron put them in a pastebin or something and link it here.
Or you could do what I did and stick it in a single image
Some of it is kinda scattered
Only really a few summary posts, wouldn't be any longer than muffins post a little higher up
My theory is that Karl was left behind during a solo mission in which a whole chamber full of Erronium was found. The same area was also host to a Queen, the likes of which had never been seen before by DR. They called the Drop Pod back once Molly was secured, afraid of the Queen destroying the whole pod, along with the materials gathered. This left Karl behind to fend off the Queen's swarm on his own. He ends up fortifying a base to study the Erronium.
Left behind to warn others not to take the eggs of the monsters and bring them to unaffected planets. The Erronium archives detail a list of planets infected, hollowed out and lost to the bugs.
The reason Karl took the mission solo was because the others were hungover. Being the responsible big brother figure of the group, he covered the mission they were supposed to complete together.
Was liking the idea of the first tutorial mission putting the player into the shoes of Karl, to learn the mechanics while unknowingly witnessing the catalyst for the entire story.
Goes into a scripted event once the escape pod is called, with the Queen appearing and sending the player running for the pod. Molly crawled up a resupply hole, leaving him behind. The last thin the player sees before the main core of the game starts is the drop pod leaving and the Queen and her swarm breaking down the very walls to get at him
The main game would stay the same, but special event story missions would appear every so often, leading up to Deep Rock accidentally sending the team back to the same planet Karl was left behind on. Erronium would become a new material to unlock high tier upgrades with, such as special weapons, armor and beard colors.
Suggestion: Game Mode - โUnfinished Businessโ | Your team gets sent down to investigate the remains of a previous excavation mission from before DRG came to Hoxxes. Searching through caves, finding remains of previously built mining outposts, cutting/breaking through metal bulkheads. The main objective would to be to find and recover the previous teams caches of minerals. I would see it taking place in a very large, very maze-like cave system, and youโd have to find consoles and download geo-data on where the caches are. Once youโve found all the caches, stored the minerals in Molly, call the drop pod and get the hell out.
I think itโs a game mode that could have a lot of variety.
@viral bridge I see a parallel between Deep Rock and Weyland -Yutani
@near glacier Like the mine was mostly void of resources and there are multiple storage bunkers around the area
Yeah, that's exactly what I was thinking - because it's already been mostly mined out by the previous team.
More a search-and-locate than a 'mining expedition'.
Mix it up between previous mining mission sites and forgotten cities?
Yeah, you could theme it - I think it'd be a very flexible game mode.
I want them salvaging an underbround birthday party lol
Pop the balloons for ammo!
I
I've been thinking of some concept designs for what Karl would end up looking like in my story
Given that the previous team were presumably wiped out by the Glyphids, you could also have nasty surprises. Cut open a bunker Oh sweet Jesus there's a dreadnought in here run run run run run
i keep telling ya! KARL is not a person. KARL is a Kitchen Access Rights License.
they're working hard for a KARL so they can stop eating slop and start eating w/e they want
๐ฎ
would it be possible to make the MULE avoid using holes dug by supply drops as its path to the drop pod?
@young knot What system do you play on?
PC
windows or steam?
Windows
windows store right?
nope, i bought it on steam
Let me quickly launch the game up, it did it last game i played so i doubt there were many updates today
0.10.13306.0
well it didn't luckly walk up it like it had before, but did crawl through it, might be because it was a thin layer of rock there?
it adds a bit of adrenaline when she gets a head start and you need to hurry up to catch up
never died so much to even know that there is a last life ;-;
yeah, i love and hate cave leeches, they are scary and i love that bit of excitement, but gets my heart pumped up and im quite paranoid
i dont know if its a thing or not, but, would it be possible to have cave size vary depending on the amount of miners on the mission?
I'm not sure that would work. Last night some guy team-killed me in the pod and so I was technically 'left behind'.
I think the current implementation is the best one, on balance.
what about upgradeable storage?
Being able to carry slightly more at the cost of spending some of your valuable goodies
melee dwarf: hammer, axe no projectiles TO BATTLE!!!
how about we add a stats room? local stats which show how much morkite, nitra, gold etc. you mined, and global stats which show how much minerals players dug up and how much money DRG made in the month for example
also noticed than in the lobby there are multiple smaller MULEs and a big, blue MULE. possible upgrades?
i'm happy with a loot bug statue
Apologies, I was unclear. Yes, I meant when departing from the lobby.
There is plenty of warning for players to board the drop ship in the lobby, inactive players should be left behind and not brought into the mission. They take up space so that other players cannot join.
I think that's a different issue to not getting in the pod though. What I think you're more talking about is AFK/inactive players, right?
maybe have a timer instead?
It just seems odd to me that you can watch the pod drop without you, and then walk out of it when it lands on the planet.
There already is a sort of timer, it begins when the host enters the drop pod.
When in the terminal, the timer to board still appears. If they cannot decide what to buy, the drop pod should leave without them so they can have more time to decide and then buy, and then start a new mission when they please.
I agree, there should be an afk timer while on a multiplayer mission.
problem is you cant see the chat / the countdown when you're in a terminal
Escape pod's "be here for takeoff" zone needs to be much larger
A number of buddies and I believe that there's not enough methods to effectively deal with the large swathes of sticky green goo in some of the levels (forget which ones)
We suggest any combination of the following: (1) making it easier to dig through such as a single stroke of a pickaxe, (2) being able to burn it away with a flamethrower or ignite with explosives, and (3) reducing its appearance entirely
The bug letting more than four in the squad is fun. Been enjoying 6 players more than 4. Please make it a feature if you can ๐
yea that goo is wayyyy over the top sometimes, once in our whole spawn area including toxic mushrooms
just make it flammable
Thatโs new as of this last patch. I have to believe they know itโs an issue and will patch it.
Zipline cheese needs some attention, enemies that can pull you off\bump you off. that are armored. so they arnt that easy to just kill and keep cheesing. just an idea.
Make the smaller bugs able to climb the zipline
Pulling you off sounds awful, letting swarmers and warriors climb the lines makes sense though
swarmers / warriors / the spider ones make the most sense to me
i wish molly had an upgrade / vanity terminal
changing her color or head lamp shape or buying a taped-on jukebox that you dance beside
that'd be fun
I'd like some more fresh suggestions. We get a lot of repeats.
Like, it's good to be on the same page, but maybe check the search function to see what's been said before.
@wanton gazelle Suggestion: flammable goo at bogs, Molotov grenades for driller, cluster grenades for engineer or gunner, molly and bosco upgrades, and a "nitra loan" (160 gold penalty for drop, if not enough is found/difficult to find)
We've already got regular grenade / slow grenade / satchel charges
just a simple confirmation but - these suggestions, they all are indeed being read right?
a molotov is just another flame wall but without the flame thrower
maybe something like
claymores or mines for the driller?
he can toss them down at the entrance of his tunnels
mines for gunner?
Things like fungus pods and spike plants should be much more fragile. Having to take 2-3 hits each is a bit much
satchel charges would fit driller if they were even remotely useful for digging
@fluid heron yes, they get read. Some have been implemented in game already
but they're only good in combat
molotov makes sense for driller
so i'd say keep the satchels on the gunner
thank you kind sir
molotvs make his flame wall redundant though
Guys, this is just rehashing what's already been suggested
๐คท
such is like in suggestion channels
life*
old ground keeps getting re-treaded until a unique idea shows up
not really, it makes him more reliable, plus it can last longer and stick to enemies and spread it
I thirst for new ideas
his flamethrower dot already sticks to enemies
and spreading should be default to fire, if its included
not molotov-exclusive
How about putting some brainpower towards the space rig rooms that haven't been done yet
beside basic grenades are boring๐
I mean, repeat suggestions just show what people want/what's still missing
Hell, the medibay has been empty for an eternity
See now that's somewhat fresh
A modus for a fifth player to be mission control: the miners can acquire scans to find minerals via use of nitra, he gets a 3d map of the cave while the others explore (better map than miners have) sees swarms and can launch the escape pod (has to aim as good as possible at group, with obvious spread since big distance)
Keep it going
I still say the bar or medbay could be used to switch passive buffs
should we go for something big like whole new game mode which would cost several months to implement - or jsut small something? or just anything
man i've been preaching pet lootbug from day one
Or you buy stuff to outfit them for bonuses on missions
pre-game buffs ๐ค
tbh i dont think it really fits it
yeah i like the medbay being closed off
makes you think about whats in there
wounded dwarfs, clones, experiments
who knows
you dont get paid enough to know
Its where they make the clones of dead dwarves
@visual basin that's why I said somewhat fresh. The pet idea is from back when loot bugs first came out, but the special captured creature area is a new one
i wonder which direction the game the game could go with classes
cuz they got 2 pretty good options
either adding new classes
or adding inter-changable gear
that alters the existing 4's playstyles
how about a customizable personal pad to make to your liking (loot bug pet purchasable with credits)
replace the revolver or the minigun with a big rocket-powered hammer
Creature tamer class, you need to capture them on missions first
the entire lobby should be customisable based on what the host buys
To go with the pet capture room
a rocket launcher would be nice
I liked the idea someone had of a loot-bug tamer class
having one bug at all times
sending it up walls and stuff to get ores
any character with major mobility
So what, like a lasso as opposed to the grappling hook that lets him ride them?
dwarf on glyph ๐ค i know ive already seen that
a lack of firepower
etc
scout easily has the least / weakest firepower of the 4
because he has the highest self survival
thanks to his grappling hook
@fluid heron we used to be able to stand on praetorians
DB is already a fuckton of firepower tbh
i like how bugs run from explosions
i usually get #1 bodycount as scout
it could be fun adding ways to
manipulate the environment / the bugs
getting them to turn on eachother
scaring them off temporarily
etc
also; i agree that smaller hazards like the mushrooms that shoot poison gas and stuff
need to be one-shot with the pickaxe
I suggested a weapon with knockback forever ago to help push enemies around, not sure if that fits your bill
thats could be a good weapon
