#suggestions

1 messages · Page 52 of 1

coral hornet
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so about the suggestion list thing, i'll just dump it here, i'd love to hear you guys input on it, though it's getting a bit late on my end so i'll probably read through most of it tomorrow. This is all just copy-paste stuff from the list i wrote down:

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Alright, so i don’t know how long this will be, or even how possible all of this will be to implement, or even how much of this has already been suggested before/slated for implementation. Some of this i’ve mention waaaaay back when this discord was first made and DRG was in early alpha, but i thought it couldn’t hurt to include it anyway since it might not have been mentioned or maybe someone has a cool idea on how to improve it that i, or others, hadn’t thought of. So for anyone reading this, Dev or otherwise, i’d love to hear your opinions and feedback on it!

Cave Generation:
So let’s start off with a few additions to cave generations, what we have is already super awesome, but a given biome can end up feeling a little bit same-y after 30+ minutes in a mission. Something that can help break this up could be little sort of ‘mini biomes’ or special spots and areas. (a bit like how Terraria did it’s underground area)

Geodes:
So since we’re down underground mining minerals and such, why not have massive geodes spawn? It’d essentially work like a massive empty pocket of air, possibly cracked open into a cave. The inside of this air pocket could be lined with a thin layer of rare (or ultra-rare) mineral. This geode could have a hardened shell you’d have to bust through before you get inside to mine out the goodies within, so bringing along a gunner or driller with digging tools or explosive charges could be good, since the hardened shell would take quite a few pickaxe swings to get through.

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Egg-nests:
So if geodes give you some extra loot, let’s add some extra danger. We already have the big stationary glyphid hatchery tower things, but apart from looking weird they are kinda boring. They just sit there and cough out hatchlings. The big dreadnoughts come from eggs, so why not have egg-clusters or egg-nests where 4-8 smaller eggs, spawning stronger (somewhere between praetorian and warrior) monsters. The nests could be disturbed by light, so being a bit careful with your helmet light could be a good idea.

Ruins?:
Now i don’t know which direction DRG is going to go story wise, but having some ruins to check out is often kinda neat. They could both be small sealed vaults full of danger or goodies, or they could just be a fragment of some kind of building or area left behind by whatever species once lived on Hoxxes IV. Making a last stand in a crumbled marketplace while glyphids swarm on all sides from the crumbling store fronts while webspitters pelt you from the entrance-way pillars sound pretty neat to me at least.

(if their reply to my question on the AMA is any indication “ERR://23¤Y%/” then this suggestion might be applicable)

Dead dwarves/mollies/boscos:
This is an idea i proposed waaay back, though i don’t know if it ever got followed up on, but as i mentioned above, i’m putting it all down here so people can talk about it. Essentially the idea would be that you can find dead dwarf corpses, they could maybe have a few rounds of ammo (10% refill maybe), a broken down molly could have a small stash of minerals you could bust out of it, a destroyed Bosco drone could likewise have some ammo, or maybe a health restore.

Loose earth/silt:
An odd environmental hazard, it would be a area along the floor that is essentially loose dirt of silt, making the character slide if it’s sloped. Could be used defensively, to lure some enemies into it to slow them down, or it could slide you off an edge, into a hole.

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Weapons:
Platform-pistol:
‘Hey wait a minute, don’t we already have this?’ kinda, but i want to put an offensive spin on it. Instead of being a big heavy-duty platform cannon, this is a small handy pistol that shoots a small glob of the same instant-hardening material the engineer’s signature platform-gun fires.
So not only could this create small foot-holds or improvise path-markers, it could also function offensively in a similar way to the gloo-gun you get in the beginning of PREY. it would deal a small amount of up-front damage, with a small poison effect and a slowing effect proportional to the enemies size. This slowing effect could stack with repeated shots until the whole enemy solidifies. (so a swarmer might only take one shot, while a praetor might take 8).

Heavy-hitting SMG:
Fancy gimmicky weapons are all well and good, but sometimes the classics are what we need. DRG already has a handful of standard weapons, but why not add another classic? The game lacks an SMG. Though to conform with dwarven regulation, it’d probably need to be something with a bit slower fire-rate and heavier impact.

Stake-launcher:
Right, back to fancy gimmicky stuff, why not have a stake-launcher of sorts? Could be a massive heavy duty weapon like the flamethrower or minigun, but it just fires massive magnetically-charged spikes like a railgun. I just really want to pin a Praetorian to a wall.

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Auto-forge sword:
Not sure if melee weapons are even going to be feasible in game, but if they are, then something like this could be super neat. Dwarves are known for forging stuff, right? So why not have their melee weapons forge themselves as needed?
The sword would be a two-hander, like a cross between a claymore and a bustersword, but it’s only the hilt. Once equipped, the hilt would then forge a solid metal blade, like a 3D printer, but faster and made of solid dwarven steel. (could have a tube going from the hilt to an off-screen backpack containing liquid metal).
Once forged the blade would be swung with left click, quick taps for normal swings. The blade would be somewhat fragile, so after a set number of swings it would shatter and need to be reforged. However, if you hold down left click, you would point the sword forwards as if you’d thrust it, but when you release left click, the sword would launch forward and embed itself into whatever it hits. This could then create a platform, or pin enemies to the wall. If the blade is too damage before you do this, it will break upon impact and not deal as much damage though.

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Weapon mods:
The weapon modification in DRG right now is probably my least favorite part. It’s just too shallow. Doing 3 more damage isn’t really that exciting, it’s not going to change your playstyle, it’s just a small flat upgrade. And sure, flat upgrades are good, keep them, i would just like waaay more and in lots of different direction as well as having some gimmicky mods that drastically changes the way a weapon behaves. So add more (smaller and cheaper) general upgrades for things like ammo capacity, damage, accuracy, etc. on weapons, but add a few funky ones too like:

Mine launcher for grenade launcher:
An upgrade for the grenade launcher that makes it launch a mine with slightly reduced damage and blast area, but an automatic trigger. Helps reinforce the Engineer’s defensive archetype.

Actual AP ammo for Rifle:
An upgrade for the rifle that makes it’s shots penetrate through any amount of enemies and destroy a small bit of terrain upon impact, much like the minigun. This could increase recoil a bit to compensate.

Tracer rounds for Rifle:
This would reduce the damage done by the rifle, but make all it’s shots light up in flight and in a small area upon impact, if possible, it could light enemies up as well.

Long barrel for sawed-off shotgun:
Perhaps a bit of a simple upgrade, but a change nonetheless. This would narrow the Saw-off shotgun’s spread drastically, making it a very accurate weapon, with extremely focused damage, however it would lose it’s natural crowd control ability.

Phormone flares for the flare launcher:
An upgrade that would make it so enemies run from/to the location of the flare. Could be it only works on a limited number of monsters at a time, or that it only works on warriors or swarmers.

Slugshot for combat shotgun:
Changes the combat shotgun to fire a single heavy projectile, maybe with a small blast radius where the slug fragments. Could be neat to turn it into a sort of slow-fire rifle thing.

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Drone refit for turrets:
Something people have been asking for since the game came out, drones could either be added as another item to the engineer, or as an upgrade that changes the turrets into a single or pair of drones. With two drones, the Engineer could tag a teammate that the drone would then follow and provide support fire for.

You get the idea, i’d love to hear what you guys could have in mind for modifications for weapons that alter or add to the way they behave, as i will admit my creativity in this regard is a bit limited.

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Mission types:
Canyon boss:
A question on the AMA put this idea into my head, for a larger more involved bossfight with a number of it’s own mechanics. The way i envisioned this could be done would be with a periodical mission possibly in the Sandblasted Corridors. It would take place in an underground ravine/canyon. The players would be told that a massive enemy is going to be passing through in 5 minutes, so get ready. From here, the players would be able to mine various kinds of ore to use as currency towards buying various defences, like repairing an old lava floodgate that would then function as a wall. They could call down turrets in alcoves along the wall, set up drone-hives that would spawn a number of small drones, set up massive mines or traps by loading boulders with satchel charges they then roll down into the beast as it comes by.
If the players manage to defeat it, they could maybe get to mine the corpse while glyphis swarm to avenge/feast on the fallen dune worm.

Surface?:
This is… super ambitious, and not really what DRG is about, but that hasn’t stopped games from adding something before (look at Warframe with the Plains of Eidolon)
The idea would be for a special mission to the surface of hoxxes IV, which i imagine would be about as hospitable as Char from Starcraft. Lots of flying enemies as well as a constant, steady stream of glyphids coming at you from all directions. You’d be forced to move along crevices and natural trenches as harsh dust storms damage and push you around if you get up into the open. The goal could be to mine ore from a valuable meteor that impacted in a remote area (the crater being a safe area to make a last-stand as you mine what you need).
Could also be that there is some kind of glyphid nest or other important thing that has to be destroyed. Imagine the breathing ‘mouthpiece’ to a massive underground nest that is poking up into the surface for air, that you are then sent to destroy, suffocating the nest below ground.

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Enemies:
Have enemies spasm/model damage before dying:
Just as a small detail, right now most enemies just splat or ragdoll when they die, and this is fine, no problem. However, i think it could be sort of neat if the glyphids would spasm or twitch after we’ve killed them, not sure how it could be done in a way that doesn’t look glitchy and janky, but if done correctly it could look and feel pretty sweet to see the twitching corpse of a praetorian you just blew the head off.
Speaking of blowing heads off, this leads on to another point, which i’m not sure if the game engine even supports. Essentially i think it could be super cool if monsters suffered damage when shot, beyond the health loss. So if you blast a warrior’s leg with a combat shotgun, it should be ripped to shreds either turn into blood splatter or fly off into the distance. Since the glyphids are ruthless animals, they wouldn’t be phased by this at all, so it would just continue charging at you like nothing had happened.
Another example could be a scout who just blew the head off a praetorian with their sawed-off, but the big lumber behemoth just continues, maybe even tries to bite with it’s missing head. Once a monster has suffered this kind of damage it would probably start to lose health pretty fast, so while a missing head might not slow a praetor, it will still kill it, given time.

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Lore?:
Again, we don’t yet know the story to DRG, but being given small bits of lore that the players could collect like a collectible could be really cool. From small data pieces from data slates found on dead dwarves to translations of inscriptions on runestones excavated from ruines, this could just be a really neat way to tell the deeper story, or the background of DRG, like who founded them? How did they get exclusive rights to Hoxxes IV? Why is Morkite so valuable?

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Meta Progression:
Not really sure what else to name this, but essentially these could be small upgrades or additions the player gets throughout the game. Personally i sometimes feel that the individual mission don’t quite leave an impact on anything other than the player’s account balance. So these are various proposals to make the player feel like they accomplished something, even if it’s small.

Price of the Deep Rock Galactic company:
Deep Rock Galactic is a company, a company has stock, the price for this stock would increase if it did well. So for each successful mission, a tiny little fraction of the points earned could go to making the DRG company’s stock price increase. Add a huge screen showing the price of the company in real life (updates maybe every hour) where players can see their world-wide contributions to the success of DRG as a company!

Souvenirs:
We already have the memorial hall, which is a pretty neat sort of pseudo achievement tracker, but it’s kind of out of the way and not all that personal to the player. Sure it’s a big golden statue, but that feels more like corporate throwing it’s employees a bone rather than something the employee’s choose.
So maybe have our little sleeping-pod rooms fill with various doodads and items we pick up? Maybe a fragment of a glowing crystal would appear on a shelf after the player’s first successful mission into a haz 4 crystal caverns, or a praetorian limb/skull is mounted on the wall after the 100th kill, a spare flare is put in a table after the 1000th flare has been thrown, that kind of thing.

proven zephyr
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@coral hornet another "souvenir" could be a pet lootbug (I know it's been said many times, but those bastards are so damn adorable!)

coral hornet
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a tiny loot bug or loot bug larve could be pretty sweet yah, imagine it having a small food bowl full of gold dust and nitra flakes
with "karl" written on the bowl of course

could also be a full-sized loot bug lazying in a corner somewhere, sucking on a stolen chunk of ore. Neat idea though!

safe barn
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Put the loot grub in the Abyss bar as a sort of mascot.

idle quartz
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stuffed and mounted glyphids 👌

safe barn
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Also been hearing that some peeps dont like the driller having C-4. Well I say have the driller keep the satchel and give the gunner land mines.

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@idle quartz Yes!

coral hornet
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give the Engi land mines instead of grenades (trip-laser mines?)
give the gunner the standard C4
Give the driller shaped-charge exlosives that blast a massive cone shaped area

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would require more precision to use offensivly, but could be used to quickly create a large open area

jade mesa
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Thought about maybe having some sort of random spawns of spider nests. Something that you would have to attack and destroy all spiders and defenses. Then after you could enter the nest and find gems/resources horded by the spiders.... or find nothing... hmm. Make it a objective that you are up for, or not depending on how brave and determined you are!!

coral hornet
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Trapdoor glyphids.
They would hide in the wall using a cover of minerals (so a disc of gold/morkite/nitra), but around it would shimmer faint little lines. Too much light and they would be invisible, but with just enough they would make clear shimmering lines.
If the play stepped into this field of shimmer-web, the trapdoor glyphid would pop out of it's cubby hole and either dash to the tresspassing dwarf and engage in quick melee or it would shoot a web and blind and pull the dwarf into it's den.
The den would be pretty small, and what with beind blinded it would be hard to manouver and aim as the beastie eats you up.
If you manage to defeat it, you get to loot the mineral-covered door along with a small clump of rare minerals/dead dwarf/destroyed Bsoco unit for ammo/health/extra ore or whatever if those become a thing.

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also just to trigger people's fears of course.

wild badger
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Could we get an upgrade for the Engineer turrets where they don't fire at armor? So they don't waste ammo shooting at like Pretorian or Drednoughts armored bodies

proven zephyr
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@wild badger or armor piercing rounds that do 33-50% normal damage

wild badger
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Ye

limpid lark
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I dont know if its been said but if I could reload and change my weapon and have that weapon NOT BE UNLOADED WHEN I NEED TO SWITCH TO IT I would love that coder f o r e v e r.

last wasp
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Suggestion, a deposit chute INSIDE the droppod for whenever it spawns surrounded entirely by walls, or way too high above the ground around it

amber dock
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There is; you can do it at the terminals between the seats

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The more you know

limpid lark
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M I N D B L O W N

last wasp
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Only sometimes, I think that's just a hitbox issue more than intended

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Cuz it doesn't always let me

amber dock
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That there might be the hitbox issue

stoic crypt
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I think mission content should be a priority. More types of missions and more than just morkite and eggs. Not sure how many suggestions have been made on mission variants so far but im just sayin, should be priority imo. That said, i have a real suggestion that kind of requires more mission types. Adding daily quests of some sort is a great way to keep players coming back to your game. In this game i'd call them daily quotas. After I max out all my classes I'm not sure where im going to get my sense of progression from. This could be an answer.

Rock and Stone!

limpid lark
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Plz lord gaben let me bunny hop

wild badger
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There's also exterminate and aquark missions. @stoic crypt

gritty river
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I like the aquarq missions, but why did they remove the ability to use ziplines with aquarq in your hands? It made gunner really useful.

solid dune
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that is a bug

lean haven
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@gritty river It wasn't removed, that is a bug that's being fixed

gritty river
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ah

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thanks

lean haven
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I like your avatar btw

void citrus
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Biome/Generation: Hive nest.
MC - "Alright men. Your mission is to collect the Royal Jelly and any Honey Pods you can find for a bonus. Oh and please reframe from eating all the honey on the trip back."

Imagine hexagon shaped tunnels like a hive. Dripping pockets of honey. Caverns of stone spread through so its not all bug hive.
There coule even be a mission to kill off some big hive boss before they get too big.

cobalt glen
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It would be nice if flamethrower could send small lings and warriors away or even halt the advance (fear of fire, they stop and go away from fire, unless u battle in magma biome)

idle quartz
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but then they wouldnt walk in and burn 😦

cobalt glen
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And explosive (grenades and satchel charges) could stun them for a few seconds

idle quartz
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maybe if the BIG ones feared the fire

cobalt glen
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No

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If specials feared the fire, then u had no chance to kill them

idle quartz
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praetorians arnt 'specials', and fearing them is exactly how you kill them

cobalt glen
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Small ones could fear them

idle quartz
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why? if a swarmer touches the fire it dies

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would rather it die than run away to attack someone else

cobalt glen
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If they go away, you take more ground, which means u have more space to move while swarm attacks

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Much more usefull if u battle in small caverns

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If u have more free space, then u have a distance between you, your teammates and enemies

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Which means they can easaly pick off them

lean haven
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Flames are amazing for small caverns what are you on about

idle quartz
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if they DIE, you take more ground 🤔

amber dock
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Punch through baby

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^ ^ ^

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Don't get me wrong though, it was a good suggestion, and we can still build off of it progressively

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For example, if we could get the webshooters to be afraid of fire, or even just light in general, that'd be 👌

idle quartz
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like, afraid of touching it or the sight of it ?

cobalt glen
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The idea is to take more ground without takin damage. For example digger and engineer. Engi sets up turrets, digger sends enemies off turrets by fire, turrets dont turn, they fire more, deal more damage. More safe space that is. lol

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Maybe both

lean haven
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Turrets not activating in 360° would be interesting, not sure about the damage being buffed might be a compensation for it though. As for the taking more ground bit with the flames, you already do a great deal of that with how much spread and dot they do. Swarmers pop instantly, everything else dies at a decent pace

amber dock
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#Digger's4life

lean haven
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You may end up needing to back up for a second to let them die, but regaining ground happens almost immediately after

cobalt glen
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Maybe it just fancy to have enemies fear something

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Because it is always in games like that, enemies rush you (b) without fear of dying

amber dock
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^ ^ ^

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I feel this deeply

cobalt glen
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Also proetorians after dying deal aoe damage

lean haven
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Warriors backing down from flames would be maybe the best selection of enemies to have that happen to, since they're in ready supply, but swarmers are supposed to be completely mindless little boogers who rush you

amber dock
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YES, WHY DO PRAETORIANS FART ON DEATH

lean haven
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Cause they eat poisonous things along with dwarves I'd imagine

cobalt glen
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Im fine with that @lean haven , it is just shouldnt be "special" and "tanky" enemies who fear that

fair tiger
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I dunno if any1 else noticed but Aquarq mission played solo is an absolutely broken mess. Even on hazard 2 with good upgrades I spend 80% of the time fighting waves so when exactly am I supposed to dunk those far away aquarqs? Not to mention a dreadjnaught spawns and a wave right after. I fought him SO long, ANOTHER wave came, I ran out of bullets even though I started the fight full. Absolutely IMPOSSIBLE to do.

And in comparison? Every other mission is fine. You made a mistake balancing the aquarq mission.

Also, you made a mistake balancing hazard 3 and 4 - the difficulty increases MUCH steeper than the rewards, so almost nobody bothers playing those higher difficulties. It's sad but it's another topic. For now, plz fix aquarq mission?

lean haven
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@fair tiger

The aquarq missions are probably the hardest missions offered for a solo player (even for teams honestly) and should probably ony be attempted solo if you have a great deal of experience/skill in their current state. The constant flow of enemies coupled with the swarms that spawn in make them a nonstop fight.

I don't believe the dreadnaught is supposed to spawn in hazard 2, so that may be a bug, Otherwise, everything else is working as intended from what I can read of your complaints.

Of the servers I come across and host myself, I mostly see hazard 3 and 4 being played, and have completed hazard 3 aquarq missions solo to boot. It's very difficult, and I wouldn't attempt a hazard 4 solo of that type, but entirely possible to beat. If you're having issues with completing the missions, might I suggest using the #lfg-steam channel to team up with some players who can help?

idle quartz
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yeah i wouldnt recommend that for solo. Luckily its not like you need to do it for any special materials.

delicate anvil
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i have suggestion

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update roadmap beard

lean haven
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it has been updated recently

delicate anvil
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electro crystals are still listed in the test when, as a matter of fact, already in the game

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"3rd person follow on Death" in progress

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also already in the game

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and other like that

idle quartz
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yeah the main server is now up to date with the current test branch, nothing new on the test branch

fluid heron
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aquarq missions are not only very hard (without counting the zipline bug), but also pays so underwhelming. there are simply not enough resource to pick up (unlike nitra, which are plenty), and multiplier is low because of its "length". i mean, i did clear it in pub at 13min mark and clearly could be even shortened, but it really needs some sort of loot buff - not sure how, but either by directly tinkering the payment, multiplier, or spawn rate of ores. maybe you can even make it so 2 - 3 compressed gold are guaranteed to spawn.

idle quartz
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conversely they can be rushed, haz4 in 10~ minutes

fluid heron
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yeah i did mention it

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people just need to realize that, as the guy in mission control says - you NEED to make it snappy or swarm will overwhelm you

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sadly, it is not obvious enough as of now

idle quartz
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thats why i always play it as a driller

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w/e everyone else does, driller gets it done

fluid heron
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i use mostly all class in there, but have to agree

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especially when the terrain is solid like in crystal cavern and such

fair tiger
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@lean haven @idle quartz Isn't it REALLY sad though, how the devs spent time developing this aquarq mission and it's a really interesting idea, and then just because they tweaked the balance wrong, it's unplayable for me?

I strongly suggest patching in some modifiers to wave timings and sizes and no dreadnaughts on Hazard 2 or at least when there's a dreadnaught - no additional freakin' waves. It shouldn't be THAT much development time to make it playable for solo.

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Another suggestion: could I please see on this screen which rare minerals I'm going to get from each zone? It's an important piece of info when picking a server to join - assuming there's more than two in the same zone ofc 😛

idle quartz
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its not unplayable its just not solo friendly, and i personally think the dreadnought needs removed from it, the platforms make him too much of a hassle

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last time i went to solo that mission i was an engineer and it took 46 minutes, so never again 😄

flat bough
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I can do point extraction solo, though I normally run hazard 1

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that being said the swarms of swarmers annoy me more

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and makes me need to grenade launcher myself to clear them

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when on my engineer

fathom salmon
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Hopefully one day, Molly wont go straight vertical through the supply drop holes when returning to the escape pod.

tribal flare
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Need a Easter Day level! Harvest rainbows and candy and the swarms are all cute fluffy bunnies to be mowed down by automatic fire. :3

dense idol
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Good idea, so I added it (Just a test here, can only really work if i make a build etc.)

mossy laurel
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Yes, this would be helpful

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@viral bridge +1

jade mesa
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The other night my friends and I played the aquarq mission for 50min.. We had a team of 3 and it was super tough. Called in about 4 ammo drops cause of all the fighting. We would have passed the misson but we were unable to find the last 2 crystals to deposit.... SO ANNOYING.. went through that cave at least 30 times to try and find TWO remaining crystals. Think there was an issue with the mission because they could not be found. Died on purpose cause we couldn't figure it out. But yes the waves were WAY to close together and so many large enemies.. almost had no time to actually look and complete the objective.

idle quartz
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if it ever happens invite me to join^

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i've never seen less than 10 aquarqs spawn, usually there is 13 or more, so i'll see if its true or else i'll find them 😛

last wasp
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Idea: Allow server sorting by current biome selected in mission screen

dense idol
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you can already kind of do this by selecting join on the mission

last wasp
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That's only on the one mission tho, not just any in a selected biome. Or let servers be sorted by biome by clicking it, in the list

torn holly
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Idea: Ice planets? and also a survival mode where we build underground.

calm zealot
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Maybe advanced customization on the guns. Attachments or more gun variety.

dense idol
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Yeah we should add more sorting ability

coral hornet
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Just got done with a Search and Extract, Haz 2 on in the Fungal place
Reason i'm posting here and not in Gallery is because i want to know if it's intentional that 90% of the floor is covered in toxic spore plants and sticky goop? it too waaay longer than it should and was considerably harder due to this. I would advise giving the spawn rate of the Toxic spore plants and sticky goop a look.

fluid heron
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you got anti-everything gun in your hands - grapppling hook. try to use it on every single cooldown. then both of them should be far less annoying

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but yeah, both of those hazards tend to be far widespread than any other

spiral ether
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@fluid heron i mean.... consider if he WASN'T scout that would be a literal nightmare if you don't use most of your Ziplines or platforms ._.

last wasp
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Yeah, it's awful as an engi or gunner or w/e

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Suggestion: Make minigun's accuracy mechanic work the reverse of how it does now. Accurate until fired for a while

fluid heron
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their edge are also dry quite often too... you guys should better look carefully before start complaining

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im not saying that its in managable level, but you should improvise rather

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also you can use them to your advantage, swarm gets slowed down significantly. which means they gets packed.

spiral ether
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its an easy place if you improv, i mean as engi for example if i find a spot that i cant go over without getting in it i would just use a platform. But this would be realy impractical if it is going to happen often

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one would have to talk about do we want this to happen often?

fluid heron
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i suppose its more like meant to be like that... as of now. thats devs wanted us to do. not sure what they are thinking about this feedback as of now though.

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i almost always get at least 3 platforms to spare outside of the ones for scout before we order resupply due to swarm. assuming you only use one per nodes above you, and you got the extra ammo upgrade, almost everybody else should get too. why dont you spare some on those "unfortunately big" ponds?

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you get 9 platforms from resupply, not 8. because you have 18 rounds total, rounds in the gun included.

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i think its about class preference too - i dont know about you, but i wont go egg hunting within tough terrain area without a driller

rigid horizon
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i dont know if others have recommended this yet, but i think having upgrades for molly and/or bosco would be a cool idea, like maybe increasing molly's speed when you call it, or maybe youd be able to buy an upgrade that puts a small gun on its back, or a really slow healing aura in a small radius. Just some thoughts

proven zephyr
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or a vacuum for molly for resources close by

flat bough
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@last wasp The thing about miniguns in real life is that they get more accurate the more they spin up, because of how gyroscopic stabilization works

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the thing though is that real life miniguns are spun up before firing

#

but probably due to limitations of controller buttons we lack a spin up button for our gunner miniguns

last wasp
#

Well yeah. But also like, there's a reason every other video game uses the other way of doing it!

flat bough
#

actually from my experience most games just give miniguns a fixed spread

idle quartz
#

and are terrible >: (

flat bough
#

with instant max spinup

idle quartz
#

yeah, no delay at all, and really accurate but usually mounted

#

so inccuracy would be on the gunners part. Like, the bullets should fire straight but the gunner should be losing accuracy not the gun.

last wasp
#

Basically

#

Longer you fire the more spread/the more kickback

idle quartz
#

games usually "videogame" such weapons

last wasp
#

I mean IRL they'll shred whatever you point em at, I understand why they're not realistically OP like that

flat bough
#

personally I would prefer a change where the pick is something you need to equip to use, this way the RMB/alt-fire button can be used for various weapons

#

minigun could get pre-spin

last wasp
#

But I don't like the current "spend tons of ammo before you can hit things" mechanic

idle quartz
#

me either, minigun felt great before, could burst fire with it

#

it was effective at range

#

it was hands down the best gun

last wasp
#

Oh, it was the reverse way before?

idle quartz
#

and it really should be

last wasp
#

I mean, it's gunner's job

#

And he has the worst ammo problems

idle quartz
#

i really hope they do OTHER things to balance it out.

last wasp
#

And accuracy

flat bough
#

and there could be other weapons with alt fires that could be implemented

idle quartz
#

Like, basically cant move while firing it, and deafen the gunner while hes shooting it

#

so he cant move or hear enemies coming but he can mow shit down.

last wasp
#

Deafen would suck, but I could see you being slowed while spun up

idle quartz
#

suck yeah but kind of immersive and balanced

#

team mates can watch his back

flat bough
#

they could have just made it so that the gun could not fire at all until spun up

last wasp
#

Good in theory, that's not what'd happen tho 😛

#

TF2 minigun style basically?

flat bough
#

so other weapons would be faster up front

#

yeah, it would stay a high dps good accuracy weapon

#

but not the fastest response time

idle quartz
#

well games like tf2 are balanced around pvp but drg doesnt need to be. Balance the class, not the gun

#

a class can have an op gun if hes not an op class

last wasp
#

I could see that. But god help you with exploders

flat bough
#

you do have a pistol

idle quartz
#

^explosive resistant armor

last wasp
#

And cave leeches, but moreso

#

True

flat bough
#

and yeah explosive resistant armor

last wasp
#

Kinda feel Driller should get melee damage reduction on armor, on that note

#

Cuz he's the close range guy and all

idle quartz
#

i want melee dmg while hes holding drills

#

like, the drills literally blocking enemy claws.

last wasp
#

Drill punch, no fuel used, but can't use it for digging

#

And high knockback

#

Or maybe can use for digging but only at pickaxe speed

flat bough
#

personally I would not mind seeing a 4th upgrade for every armor

#

one combat based, the other environment based

last wasp
#

There's gonna be way more upgrades and customization, I'm sure

flat bough
#

this way the driller could have his immunity to fire and take less melee damage

#

also would be nice if enemies got changed depending on biome

last wasp
#

That's planned;they want one type of enemy per biome. Like, all glyphid in one, etc.

flat bough
#

praetorians in core breathing fire instead of releasing poison on death

#

exploders releasing a burst of magma in core, poison in bogs

#

oh a point extraction mission suggestion

#

replace the turrets that despawn when they run out of ammo with turret hardpoints

#

that when you interact with them give you a selection of turrets that you can call in with a Nitra cost

#

this way you could select turrets for what you want the platform to help you with

wild badger
#

Could we please get Bosco on multiplayer missions until someone joins? Just waiting in the lobby waiting for someone to join is awfully boring but getting sucked up by a cave leech when you're 90% done with a solo mission and no one else has joined yet is infuriating. Don't wanna queue solo because I'd liek to play with other people so I leave it open in hopes someone joins

#

Or at the very least make it so you can do something against cave leeches when they grab you, like pickaxe them when they suck you up or something

fair tiger
#

I was thinking the same thing as DamienTB! We need that to happen! Just put bosco in there and then let the first player joining replace him!

limpid lark
#

E picks up eggs/gems/things E to put down plzkthx???????????

last wasp
#

They don't let you use E to drop cuz you can use E on ziplines when carrying things. (Except right now cuz bug, lol)

limpid lark
#

good point

peak oar
#

Don't forget you can cheer and it automatically drops the egg afterwards

hollow tusk
#

I'd love a way to get my ctrl pressed display to see my team mates at all times

umbral skiff
#

Please, the next update translates the game into Portuguese. I'm from Brazil!

lean haven
#

@umbral skiff you can help them translate it into Portuguese if you like, the game is community translated after all. Check #babelfish-lounge for details on how you can help out

copper horizon
#

On controller, make sprint (clicking left stick) swap directions, not X for reload + reverse

#

Prioritize revive over zipline using

copper horizon
#

Make webs not be super bright

proven zephyr
#

But where’s the fun in not having them super bright, @copper horizon ?

copper horizon
#

👀

#
  • 🔥
proven zephyr
#

Look at real cobwebs, it’s “similar”

wooden garnet
#
  1. Bag upgrade PLEASE
#
  1. If you're hosting a multiplayer game and there are no players yet, let BOSCO come, and send him out if players join
copper horizon
#

When its pitch black in a cave

#

Cobwebs don't just suddenly emit billions of billions of photons onto your eyeballs.

proven zephyr
#

But they do reflect a lot of light, and maybe these spiders have natural bioluminescent in their webs

#

@Aquinan#2477 yes either a bag upgrade or a “throwable bag” (it could be programmed as a “gem” when carrying, but deposits like a standard bag)

#

Each player could get one of these, allowing for a “train” of dwarves passing the bag to Molly

humble pier
#

Can the weapons show their maximum ammo as well as the current, would make deciding to use the 50% resupply easier.

boreal lintel
#

Please make the praetorian's weak spot dim to a darker green when it dies, my friends and father both continued to waste ammunition on these dead glyphids.

copper horizon
#

Why? Does death suddenly cause chemical reactions to stop working?

solid aurora
#

If it doesn't move, don't shoot.

boreal lintel
#

I was under the impression the gas was kept within its behind, and when it released said gas it would stop glowing. For newer and less experienced players, having many visual cues is a positive thing.

solid aurora
#

I kinda like it glowing so I can see the poison it leaves. This is coming from a nubie at the game standpiont. I could see the bug stop glowing when the gas is released, and have the gas glow a little

boreal lintel
#

That is what I meant. Apologies for my unclarity.

solid aurora
#

Apologies for not understanding... Sometimes I need to read and understand better.

sharp valley
#

has anyone mentioned the changes to point extraction? used to be my favorite mode, now it's not very fun even on haz 1. you get swarmed constantly in between swarms and can't carry crystals on ziplines any more. i feel like either allow us to carry crystals on ziplines again OR make it so there's actually a break in between the announced swarms so we can make progress.

worldly coral
#

Add "The Carlton" to the dances. 10/10 if performed by dwarf

proven zephyr
#

^

verbal lintel
#

^

sharp valley
#

@viral bridge do tell :)

gritty river
#

You should be able to burn the cobwebs with the flamethrower

trim creek
#

Include enemies that mimic minerals being mined, such that it catches you off guard when you hit the mineral, or get too close

amber dock
#

mmmmmm

#

Dark Souls III

#

I like the reference pic

trim creek
#

Include enemies that camouflage into their surrounding, and reflect light at the same wavelength as the material theyre perched on

#

Include elemental neutral enemies that are hostile to everything in the area, lest they be awakened from their rocky slumber

last wasp
#

Basically a Thaardus from MP2

#

Or the Talus from BotW

lean haven
#

These have all been suggested, but it's nice to see you're on the same page

last wasp
#

Scout rifle suuuucks and his armor bonus should be higher.Cuz god

proven zephyr
#

@last wasp aim better, and burst fire, the rifle is pretty decent if you do that

last wasp
#

I do, and I do. It's just not got enough damage for the amount of bullets it's got

#

And the fire rate increase hurts its accuracy, and doesn't help too much otherwise

proven zephyr
#

must just be you, because i find him pretty decent, rifle-wise

last wasp
#

I'd much prefer another damage upgrade to the firerate, it'd help save on ammo and keep it more as accuracy-based

#

As a secondary it'd be good, but as a primary it's lacking IMO

proven zephyr
#

I mained him when i got the game, I used the shotgun only when necessary

#

do you have the grenade upgraded?

#

that might help

last wasp
#

I do, the grenade's lovely

proven zephyr
#

don't know man, i'd have to see for myself

last wasp
#

Rifle's fine on most things but point extraction

proven zephyr
#

controller or mouse

last wasp
#

Mouse, ew controller

#

On point extraction, the ammo/damage problem is more easily noticed

#

Cuz you see just how much he tears through it

#

Also, though this is mostly a personal peeve, the upgrade armor piercing rounds doesn't pierce armor

proven zephyr
#

point extraction is supposed to test players, and solo is the hard mode of that

last wasp
#

I know, I have 188 hours ingame

#

I'm just saying, the rifle's not so hot, comparitively

proven zephyr
#

i've put in 58 hours in a month, but yeah compared to all of the other guns, its weaker

#

for the cost of the characters mobility

idle quartz
#

before the gatling guns buff, and the double barrel shotguns buff, the scout actually had higher damage potential with his rifle/shotgun than the minigun/revolver

#

so he really aint all that bad

proven zephyr
#

no, i have a friend who mains him

#

while i'm engie

#

perfect combo

#

speaking of which, are there going to be character buffs when in a group, like a boost to scout when engie is with, or gunner and of course others?

last wasp
#

That'd be a good incentive to carry 1 of each TBH

#

Like, further than already

proven zephyr
#

or buff one to extremes

last wasp
#

Maybe a loot bonus

proven zephyr
#

if engie is with driller, it could be an alchemy (loot) bonus

fair tiger
#

for the third fucking time in a row I play a perfect solo mission and then on return the mule fucks me over by teleporting through the wall and it's absolutely IMPOSSIBLE to dig through it alone whil;e I have to fight constant waves so may i please make a tiny little suggestion if you could PLEASE juist stop the mule from fucking me over after I played for 50 minutes PERFECTLY and then the game just decides to kill me for NO REASON

#

how hard coulkd it be to just program the mule not to tel;eport?

idle quartz
#

ok well first off a perfect solo mission would take half that time. Secondly, you can make it back to the drop pod without following molly at all, shes actually not required to make it back. Third, she only goes through really thin walls, like 1 pickaxe depth. You could drop one grenade to spook the bugs and dig through a 1 layer wall before they came back. But ideally, just dont 100% rely on molly

#

she takes the fastest path (plus molly and bugs cheat through terrain because terrain is destructible and it would be a nightmare for her pathfinding if she let that stop her, its the same thing that keeps her from getting suck on broken terrain)

#

Hoping they just make it so molly can destroy terrain on her way back though, so she'll go through walls but open a hole in them.

lean haven
#

Have her wiggle her little robo butt as she squeezes through the hole, then the wall breaks as she pops through

idle quartz
#

just remember that the pod HAS to land within a 5 minute walk for molly. The fact that she paths through thin terrain helps keep that distance much shorter

last wasp
#

Allow us to turn off the tutorial if you choose to reset progress ;~:

idle quartz
#

ah its skippable

last wasp
#

...it is?

#

It always forces me into it

idle quartz
#

mhm but you can skip it once you're in it

#

should be an option in the menu when you hit escape

last wasp
#

Oooh.Sweet, thanks for that

idle quartz
#

i actually killed myself in the tutorial just to see what would happen 🤔

#

you graduate all the same

last wasp
#

Sounds fair

fair tiger
#

@idle quartz Got screwed again and look, so much for your one pickaxe theory

#

dug 3 pickaxe depth and still solid rock

idle quartz
#

hold m

#

probably digging in the wrong spot 😛 if she could walk through 3m of rock she'd scarcely clear a tunnel without going through it

last wasp
#

Driller's pickaxe upgrade should make you mine ore faster too

sharp valley
#

if the MULE goes through the wall it usually is thin there

outer bridge
#

Hey, could you guys please make in the next update higher possible ranks? It would be nice to see who spend more time into this game and has alot experience? Im currently stucked at rank 26 and cant be higher. There is no more goal in this game after all your characters are level 20

#

like endless ranks are also well

outer bridge
#

There could be also another game mode like trying to survive an alien wave only, to win

molten dust
#

I know this has probably been suggested a thousand times, but I’m new to this channel so I apologize. Can you change it so we can set the quick join parameters to any mission type? I feel as though my queue speed is slow because I can only look for mining, elimination or collection one at a time. On Xbox one.

amber dock
#

A Squad #17 chatroom

peak scarab
#

It would be nice to have if you can host a game in the ship so you could have everyone else in the room then you can go and start a mission

lean haven
#

Let's get 60+ squads like the sea of thieves discord

jade geode
#

Whats the point of that, most of our squads are empty 90% of the time anyway ☹

wooden garnet
#

@gritty river and burn the slow goop away

silk fable
#

Is there currently a way to keep player outlines up?

#

It becomes increasingly difficult to know where people are, who is who, and what they're carrying as the game goes on and caves get more complex.

idle quartz
#

thats kind of the point tho.

tropic raven
#

dig together or dig your own grave :^)

silk fable
#

😒 So there should be a cool down on hitting Ctrl to show where peoiple are? Cause I can and do just spam it to keep team's location up. Doesn't feel OP or like its cheating,.

amber dock
#

wait pls no

silk fable
#

Maybe it's even a level required upgrade.

amber dock
#

pls stahp

proven zephyr
#

@silk fable please stop, it’s hard enough without needing to upgrade it

fluid heron
idle quartz
#

not very lucky with the err cubes 🤔

#

ratio should be a bit higher

rose vessel
#

do the err cubes do anything yet

amber dock
#

yes

bold osprey
#

They are a tesseract peices !

amber dock
#

they collect dust in your inventory

bold osprey
#

or parts of the cosmic cube

mossy laurel
#

the error cubes just look cool

fluid heron
#

@idle quartz tbh i lost like 5 due to either:
1.them clipping through floor.
2.someone thought it would be fun to press escape button asap.
3.just by losing the game for reasons.

last wasp
#

Molly's beacons when heading to drop pod should just show arrows, the sequence they blink in often screws up. I've seen it pointing in opposite directions way too much.

limpid lark
#

mvp bonus....I did the best work in mining AND bugs, WHERES MY BONUS MISSION CONTROL?!?!!

fair tiger
#

I just cleared the mission in 20 minutes, except I had 190/200 morkite. Then I spent another 20 minutes backtracking the entire way to the start. It was boring as hell and I did NOT find the last 10 morkite. I'm not sure if this is deliberate design or a bug and I fully realize that there probably was one node I missed. Can I suggest though, that spawning only the bare minimum of morkite is a bad design choice, because it's frustrating as fuck to have the entire map cleared and then walk around for 20 minutes aimlessly searching for the one stupid thing I missed? I couldnt even find it, and I was a scout with flares and zipgun... I had to suicide to get out of this stupid mission. If you want to make your game more fun, make sure more extra nodes spawn. Maybe it was a bug, not sure.

idle quartz
#

it doesnt, usually you'll see 30-40% more morkite, have seen almost 700 morkite in a 400 morkite map

#

sometimes though its hidden in unfair spots

fair tiger
#

right? and yet, you can't rly tell me there was 30% more morkite when I flared EVERYTHING, adn scanned with M and there wasn't anything elese

idle quartz
#

like behind a large crystal or in the radioactive biome it can be behind eye walls

fair tiger
#

I guess this belongs to bug reports then

idle quartz
#

the problem is its hard to prove what it was, but they need to do something about it anyways. Maybe after X amount of time it just lets you finish the mission with what you've gotten (within reason)

#

RNG generation can always fail, its inevitable

fair tiger
#

yeah why can';t I just go home with 95% of my quota? Just lemme keep my jadiz and not pay me

#

so stupid to have to suicide to get out

boreal lintel
#

If the caves went a little deeper than the current final room, there would be less of this problem.

lean haven
#

Let loot bugs spawn tiny amounts of morkite

fluid heron
#

DRG is money driven company

#

you dont get it, rot in there. they dont give any damn

lean haven
#

Make one of those blue barrier shields appear over the green lit shaft at the top of the space rig after so many seconds so if you don't make it on the first rise up caused by the gravity button you don't get to go in the hole.

last wasp
#

Make you invulnerable to friendly fire in the drop pod

fluid heron
#

Hardcore FF mode. probably suggested tho

fair tiger
#

what is Hardcore FF @fluid heron ?

lean haven
#

pew pew your friends even more brutally?

fluid heron
#

yeah

#

it looks like this game is reducing ff significantly

#

to like 20-25%, probably even less

#

id like a mode that you do full damage

#

or even more

#

but id rather want the pickaxe to stay non-FF because otherwise it would be silly

lean haven
#

mario party esque pickaxe fights

#

pickaxe your friends off of the platform and become king of the hill under the mountain

fluid heron
#

dig your own grave - TOGETHER!

wraith tide
#

“Contracts” for bonus pay. Posted near the globe. Could offer a challenging mission for a high reward payout. Contract missions could feature things such as extremely complex/large cave systems or different enemy mechanics (like x2 web spitters and they shoot more webs). Contracts could rotate daily or weekly.

split lotus
#

Before more ways of earning is added, there should probably be more things to spend it on, or more meaningful progression. (which they said would be coming, in the AMA)

wraith tide
#

I’m more interested in the difficulty aspect tbh. I want something that mixes up the gameplay somewhat

frigid crypt
#

How about for an idea we live the life of the dwarf meaning maintain our gear eat before a job take care of the drill and make sure its up to par id love to see that sorta be able to like live like the dwarfs before a mission meaning watching our heath getting new gear talking to the boss etc

#

Move the ore collected to get our pay etc

wraith tide
#

So add an accounting department?

snow parrot
#

I would like to make a suggestion: Sell the game as a 4-pack, or at least a 2-pack this is so much more fun with a friend.

cobalt glen
#

VR GIMMICK PLS

hard ermine
#

what about a feature to increase the spawn rate? Like how killing floor has the mod to spawn the amount of zombies it would for 6 players, except you were the only one

amber dock
#

Squad #17

shadow relic
#

Ok, as I was rebinding keys, I noticed you couldn't bind the scroll wheel to seperate keys, like you can in Planetside 2. And few other games as well... I usually bind Scroll Up to key 1 and Scroll Down to 2, and then use the rest 3, 4 and 5 on the other 12 thumbkeys on my mouse. It's faster than to scroll trough the whole arsenal you're carrying, or have to abandon the wasd keys just ot press the number keys above, in the heat of battle.

amber dock
#

h e h e h e

#

Or you could use a c o n t r o l l e r

tropic raven
#

lern2fullwidth

shadow relic
#

@amber dock And what, aiming with a wobbly tiny stick on a fps type of game? no thanks...

amber dock
#

@shadow relic Clearly you are not a master of the handheld arts

shadow relic
#

I've tried fps ever since ps2 games has fps, and never got any good at it.

amber dock
#

I repeat my previous statement

shadow relic
#

unless the skill is to play as a drunken protagonist, I don't see the point.

amber dock
#

With a mouse, you have a finite amount of space to use, unless you've got a huge ass desk, which most people do not

#

On a controller, all you have to do is adjust sensitivity

#

And then you win

shadow relic
#

There are a few times the controller come in use, and that's driving vehicles.

amber dock
#

or aiming

#

or manueving

#

or not having to stop attacking just to swap weapons

#

all sorts of fun stuff

shadow relic
#

I've tried the hybrid controller that uses a half controller and a mouse, that worked fine for me.

amber dock
#

well then that's gucci, I'm glad you found a compromise

shadow relic
#

I haven't bought one in years... last one I had was something called FragNstein, fitting name. XD

young knot
#

Mouse is still superior at aiming

last wasp
#

Gunner needs a golden headgear of some sort

amber dock
#

@young knot That comes down to a matter of preference, and in more than most cases, skill

last wasp
#

Ping indicator/sorting options in server list

shadow relic
#

Since this game uses unreal engine, I found myselfa way to bind the mouse scroller to the keys 1 and 2. By first rebind them first to keys K and L, then find the GameUsersSettings.ini file and change the K to mousescrollup and L to mousescrolldown. Launch the game, and it works as how I wanted it.

lunar flicker
#

has there been any talk of fixing Driller's beard choices so they don't all clip through every armor except the default Mk. 1?

#

even the white knight/black crag Mk.1 changes the beard model to the incorrect position of "sticking out"

wraith tide
#

fixing the clipping on the all the beards generally is on their to-do list im pretty sure

fluid heron
#

Statistics? Ores mined, Glyphids killed, Dwarves left behind, Loot bugs popped, Times getting caught by Leeches , Times Mission Control guy got annoyed, hours danced, et cetra.

#

Barrels kicked, Beards bought, Dwarves revived...

keen roost
#

I like the idea but its defiantly something to add further down the line

fluid heron
#

hopefully. Also, as you can see, i want it to blend into atmosphere

keen roost
#

could be cool if it was another screen in the loading room like a score board type thing

fluid heron
#

push further the idea of "numbers of Teemos slain"

#

ah yeah, where you could compare the roommates as well

keen roost
#

yeah

#

I really hope achievements get added as well. I know for people like me it gives something else to work at outside the main games goals

last wasp
#

The purple glowbulb trees should be invulnerable on the bulbs :c RIP

hot matrix
#

I would like to make an suggestion that could introduce an underwater cave map. I could be a nice idea and since the lobby has the gravity recalibration system it could be used for the floating under water.
There could also be an restriction that only allows people with an diving gear to enter this missions. The gear could be made from Error-Ore since this has no function yet. Also the map could introduce some aquatic species both plants and insects.

Also I would like to make an suggestion for a new class. Since every class has some improvements to the team movment this class could build turbines that act similar to the steam geysers.
The weaponry could be an Uzi like SMG, an grenade launcher and maybe an implosion satchel and an armor that reduces slowing effects.

fleet plover
#

one of the classes could have an upgradeable map? for larger scanning area or maybe ore scans?

shadow relic
#

Err-ore?

idle quartz
boreal lintel
#

It would be nice to be able to nominate a different host when in the space station - I always feel bad about disbanding a good team, haha

cyan crane
#

I love this game and I have a couple of suggestions. Let me know what you guys think:
-Create a grenade type where it neutralizes the elemental effects of a given area
-Allow flamethrowers to destroy hanging environmentals, like spider-webs and grass
-Allow for permanent flag placements (this will allow for easier exploration and escape)
-Centipede creature/monster. I don't know what it does, but I feel like a centipede monster fits the esthetic of this world really well. Just seemed like a cool idea.
-Allow for a setting to always see your teammates's outline (not just pressing ctrl)

trim creek
#

Any plans to make mineral veins slightly different shapes? I like finding hidden things in the caves, but every vein tends to be plastered on the surface of the wall in roughly the same footprint with different orientations

trim creek
#

I think the incentive for all 4 players to finish out a mission needs to be increased, or rather fewer people finished penalized. To that end, I really enjoy the concept of "not leaving a dwarf behind." Maybe run speed could be decreased with decreased health.

#

Let's say it could only go to 25% minimum. A player with 5% health would run at 25% speed, and a full HP player would run at 100%. To help encourage them to run together (fleet is only as fast as the slowest ship, type deal), maybe the faster player could help the slower one run, and it would take an average of the two players' run speeds and assign that to their new combined run speed

limpid beacon
#

id really appreciate it if molly didnt go up resupply holes

solid dune
#

they are trying to fix that, she is very stubborn though

hot matrix
#

This stuff fu**ed my team up during our first missions xD

limpid beacon
#

molly is a free spirit

#

you cant control her

#

<3

hot matrix
#

C

fair tiger
#

Point extraction feels way more fun to play than the normal mining mission. In point extraction there's much more action and doing useful things, and much less useless running through the tunnels and trying to keep up with the team. I suggest you come up with more missions like point extract - missions based in a single huge cavern around which objectives are placed

#

maybe a mission where there';s a massive drill doing something and you gotta protect it + feed it Nitra to keep it working?

spiral elk
#

^^^

blazing plaza
#

it would add some enemy variety and fit thematically to run into rival goblin miners.

#

if you add clan functions it would be clever to title them as unions

#

a little more “thwumpff” or impact for the flamethrower

wild forum
#

like damage over time longer on the flame thrower?

blazing plaza
#

more like a meatier sound or visual effect. the other weapons have a more pronounced audio profile and sound and recoil like they have weight. the flame thrower feels soft.

#

a bigger initial damage or a more aggressive d.o.t. would give it mathematical impact but i’m speaking more about aesthetics and feel

dusk fox
#

I sort of wish they would unfix the zipline bug. Not being able to carry gems up ziplines adjusted the games meta in point extractions for the better, in my mind. Drillers were tasked with making tunnels for people to carry things up from lower levels, engis would make stair cases to various levels when the point was above the lower level. People had to work together and plan ahead and gunners weren't the be all end all of mobility.

limpid beacon
#

I like normal expeditions because they're pretty relaxed. My friends and I just spend the down time catching up on life things with the backdrop of mining rocks

wild forum
#

@blazing plaza
Yeah i do agree the flames should be more prominent.

@dusk fox
You can do either now so its just adding back the ability to use a zipline for ease of access. I mean they could even make a cart thing on the zipline for that if it would add more balance.

last wasp
#

Flare CDR upgrade please thanks

last wasp
#

Make Dreadnoughts' faces vulnerable

grand saffron
#

Holiday/Season Specific Voice Lines!
Halloween:
ROCK AND BONE!
This’ll make for a good scary story!
On revive: Karl, is that you?
AH! Oh, it’s just you.
I’d have haunted the shit out of you!
Winter:
Don’t call me jolly!
Nothing like a good winter ale!
On revive from falling: That wasn’t a chimney, moron.
July:
On explosive damage: Damn bootleg fireworks!
Valentine’s:
ROCK AND BONE!
Feel the love in the air? Yeah, me neither.
On revive: Aw, you shouldn’t have!

gray crater
#

Kicking needs to be disabled in the late game, and there needs to be a better infographic telling people that "everyone gets full rewards" - so there is no point in kicking to 'boost' your XP / gem count. @lean haven

lean haven
#

why am I being dooted for this? 🙃

wild forum
#

@lean haven because you are the green doot squad

grand saffron
#

March:
On revive: Got ya! Now where’s your gold?

fluid heron
#

Alternate idea for exploders: they explode more violently if you let them explode at their own will. you can prevent this by shoot/melee it to kill before they finish charging up, which explodes normally as-is. if you score a headshot in a distance and make their mouth blown off, they will explode smaller, or even wont explode at all.

makes the group to watch their back even closer, especially for the lone scout mining out the ore on ceiling, and the same time its rewarding. Engi's sentries could be more valuable for securing area.

idle quartz
#

i do wish shooting their heads would stop the explosion

#

it feels silly that sometimes you shoot at them to "help" an ally and it ends up killing them and its usually better to just LET THEM approach the ally.

last wasp
#

I think it could be like, exploding on their own, current damage, killed before they can/during, lesser radius and damage(depends on how far along they were charging before killed), killed via headshot, no explosion (instant death, can't build power at all)

#

This way, it encourages quick response AND accuracy, and makes it so that shooting them beforehand is always the right choice

fluid heron
#

that would felt like a nerf to them, but that was my first idea

#

maybe the headshoted exploders release a toxic fume instead, damaging neaby Glyphids and not dwarves as extra reward

#

or make them fight each other for a brief period? except exploders wh oare immune

slow cloud
#

Fluids like lava, acid, water.

new creatures like spiders which come down from the celing. Or a bug which can dig so that they could go through small walls.

fair tiger
#

you should limit dreadnaught'sa turning speed so for example when fighting him solo with a scout you could get behind him fast enough... also it'd make it more realistic, make him feel like a big lumbering hulk that takes a while to turn around

fluid heron
#

same could be said to praetorians too.. it is less problematic because their mouth is the weak spot, but id rather be a swift scout to get around it and double barrel it in the arse

boreal lintel
#

Perhaps slightly change the colour or increase the glow of red sugar to differentiate it from nitra - many new players cannot tell the difference immediately.

ionic pilot
#

Perhaps for the exploders you could do an instant, not-so-damaging explosion if killed. As a reward no explosion at all if headshot.

#

Because if you shot a volatile explosive bug in the body you would think it would explode

slow cloud
#

well i would go different. If they approach you and you dont kill them before they self destruct they should take atleast 50% of you health or more and if you kill them without headshot 30% and with headshot 10%. With that you would get rewarded. Avoid the enemy at all or nearly disarm/weaken the "bomb" but when you shoot their head i would also maybe go the way @fluid heron suggested like they spray their toxic blood arround.

fair tiger
#

I like the idea of shooting the explodey bug in the head for no explosion or in the body for instant explosion

#

creates interesting depth

eager vale
#

Lets add some of these concepts from the olden days

pure heart
#

I don’t know if this has already been suggested or said yet but will there be achievements for the steam version of the game?

proven zephyr
#

Just leave the exploder alone, they’re useful when a group of others run right by a dying exploder, and get blown the f up.

#

Feels even better if you eliminate most of a wave with one well killed exploder

#

Or a praetorian gets that last bit of health removed by one

peak scarab
#

For suggestions it would be too host in the ship or a easier way to find anyone so you can start a mission

near glacier
#

Suggestion: In terms of who can call the drop pod. perhaps instead of going the direction of making every mission host-call-only, or vote, it could be a server setting the host can choose when setting up a mission. Then people would know what they were getting into when they joined.

#

I do think a solution is needed. Almost every mission I've run in the past three days has had someone hit the call button as soon as it appeared.

peak scarab
#

Thanks lad coming with that idea I’m pleased

idle quartz
#

Honestly they should just make it so all living members have to press the button at once so you cant split up to cheese the drop and if someones being an ass kick him and if you cant kick him then shoot him. Barring the odd case of the guy who wants to leave asap and team kills everyone to do it, its a big improvement.

trim creek
#

molly should have like a key slot on each of the four sides that you can only turn when theyre all inserted

gritty idol
#

Yea the system could work like a ready up type thing

#

everyone announces they're ready to go

#

and then the button becomes pushable

grand saffron
#

What about if someone goes AFK?

#

I think 2 of 4 is good.

gritty idol
#

maybe 3 of 4

#

majority

tender root
#

about the exploders i believe the point is, not let them reach you. It is a strong and punishing fact, however in order to balance this, it is the only mob that can hit its allies. I believe a part of the design behind it, is to spot from far and eliminate it, thus the neon-orange color. Probably this is scout's job? In any case if you do not see them fast enough, you loose the "harming-allies" attribute and you let them become a great threat too. You should prepare your-self when managing warns you about a swarm and keep your eyes open for them.

limpid beacon
#

They are a pain in tunnels though

fluid heron
#

i dont think that manually watching each others back while you are mining is not always the best way to coop. staying in the same part of the large open area and mining the hardest nodes you can reach already is. and it sucks when exploders sneak up on you and you can do nothing but fall down and use grappler as a scout, or coming back up and see your now destroyed platform as Engie. it aint contributing for fun.

spiral ether
#

Engineers turrets can guard you if you place them right

#

And if you listen you can always hear them audibly when they start their self-explode sequence

#

its enough time to jump out of the way if you mine with care

#

not to mention their sound is different than the rest of the bugs

fluid heron
#

i know, i can run, and i almost always doing it, also successful, but it clearly not for everyone.

tropic raven
#

dig into the wall and tank the explosion like a real man

spiral ether
#

its true, but not everything should be for everyone. Thats impossible

#

however i can see how it would be a bother

fluid heron
#

i also do that too, if in sandstone cave

limpid beacon
#

Challenge the explosion to a chess match

spiral ether
#

but thats why you have several platforms for engi, or you just dig a little dent in the wall you want to stand in and jump up into it

#

there is so many ways to get creative with it

tropic raven
#

or just play driller and drill a tunnel up the side of the wall to reach ore deposits

spiral ether
#

If you play solo you have Bosco watching for you, or if you are multiplayer its easier to see them spawn

fluid heron
#

can we just have one more solution for that?

tropic raven
#

I mean

#

they already have a pretty obvious audio tell

spiral ether
#

the light they give off, they often come when other bugs are

tropic raven
#

and are visually striking

limpid beacon
#

They group up during swarms

#

Making sick chain reactions

tropic raven
#

even better in the lava zone

fluid heron
#

have you tried it in haz4?

spiral ether
#

sure they also come alone, but they sure make themselves obvious

#

i have

fluid heron
#

they are really fast

spiral ether
#

its the only difficulty i play

limpid beacon
#

I've only played haz 4 on point extraction

#

Haz 3 everything else

fluid heron
#

id say you boys are just longing for additional challenges which eventually coming down the line. yet there are players who are playing as father-son and such. im just saying.

tender root
#

about the pvp thing i strongly suggest to look at orc must die multiplayer. It has a pvp without hitting each other but still interact

tropic raven
#

that's what the lower difficulties are for my dude

spiral ether
#

^

fluid heron
#

¯_(ツ)_/¯

tropic raven
#

it's not in the devs' interest to nerf the difficulty to the detriment of people who prefer things to be more challenging

spiral ether
#

not to mention the fact that lesser difficulty level lowers friendly damage

tropic raven
#

to be clear, there's nothing wrong with playing on easy

limpid beacon
#

Why would there be

#

It's just a little boring for me

spiral ether
#

Hence the higher difficulties

#

pretty much what VK and dimwit said in one

tropic raven
#

Yeah, I'm just making it clear - I am not trying to sound elitist or start a cancerous "git gud" discussion

fluid heron
#

i see you wont get my point anyway

spiral ether
#

Well none of us seems to get it

#

appearantly

tropic raven
#

the gist I got was "I do not like that the enemies who are designed to explode and hurt you explode and hurt you"

spiral ether
#

i read the father and son part and what i got from all of this is making it friendlier for those that are not as skilled at the game

#

i mean sure if you could lock choose some type of mission with specific enemy types that would maybe work?

#

there would need some balancing though

tropic raven
#

the alternative would be custom missions where you can enable/disable certain elements

#

but I feel like that'd have to come with a disclaimer that it detracts from the intended experience

spiral ether
#

mhm

tropic raven
#

or rather deviates from

#

I've seen some games take that approach, Darkest Dungeon has a few options in the menu to disable stuff players complained about

fluid heron
#

thing is : my initial suggestion was to make the explosion bigger than it is right now if you let them explode. then there were some other people to make them less if done right.

pure heart
#

I don’t see what’s wrong with the enemies with how they are

fluid heron
#

it is not about right or wrong

#

its about adding more choice

pure heart
#

Ah Okay

fluid heron
#

hopefully you guys even heard about original Deus Ex

#

many solutions, one goal

pure heart
#

Okay

tropic raven
#

this ...is not Deus Ex though

fluid heron
#

i find it similar in parts

tropic raven
#

not every game needs to be complicated

#

some can just be about digging holes with dwarves

fluid heron
#

how do you get over that medium sized cliff?

#

pickaxe? platform? drill? zipline? use grappler and leave everyone behind struggling?

#

i find it fun

#

each solution consumes each kind of resource

#

which maybe could be used for better use later

#

or not available in the first place

tropic raven
#

it's a game where you are a dwarf and you dig holes, sometimes you dig holes with other dwarves

fluid heron
#

i never touch singleplayer mode. did it twice, once when i bought this game, and other time after i hit 26 to see what the hell the bosco is.

#

didnt turned out to be the thing i wanted. id be happier with clueless chinese guy who quit after he dies alone.

near glacier
#

I think it'd be great if there was a biome bonus feature.

#

Because some biomes are harder than others.

#

And I don't think it'd be that hard to implement.

#

Maybe do a poll or survey to ask players to rate the difficulty of each biome in the game?

near glacier
#

when 2 girls ask you whos prettier ask google.

thanks google

idle compass
#

It would be awesome if we could choose which song we want to hear from the jukebox and the dance moves that go along with it :3

spiral ether
#

Or if you just did not headbang to classic music

idle compass
#

lmao

tropic raven
#

throwing up the horns and starting a moshpit is the only acceptable reaction to greensleeves

grim sparrow
#

I like flossing to classical music

hollow tusk
#

I'd like to see bigger maps

#

like an infinite endless mode

humble pier
robust summit
#

@Mayara#3684 Maybe there was a giant sitting on top of the hole.

last wasp
#

Finding randomly generated supply pods from "previous" missions would be cool. Maybe one or two packs missing

lean haven
#

All packs missing

round robin
#

Barrels kicked into the launch pod join you on the drop (shaken around by the descent, of course)

fluid heron
#

mission control guy specificly says no sadly

#

maybe if you kick all of them into drop pod, then he would change his mind and let you toy around with the green barrel

#

which turned out to be a barrel of refined Jadiz/Umanite that you can shove into molly at the cost of paying hefty fine for stealing company stuff

lean haven
#

Locks the game behind a message on screen saying you've been fired for stealing company property and forces you to fill out an application with deep rock to start over as a new hire

last wasp
#

Flare gun light should cover a wider area, the new giant caves are uh...well, too giant for em

idle quartz
#

'new giant caves' ? maaaan they aint even brought the giant caves in yet 😐

last wasp
#

Well, more than before!

hollow tusk
#

Search and rescue missions could be cool

#

stealing from other mining companys could be cool

#

like a mission where your minning inside a big giant rock monster

static plinth
#

I'm not sure if the company would really care enough to bother sending rescue teams after Dwarves, but maybe one where you have to locate their M.U.L.E. and protect it while it's being repaired?

trim creek
#

is there any thought to making very small pieces of stone fall to the floor instead of just floating in 3d space? or is that beyond the capabilities of the physics engine the game uses

#

i know they had already talked about the ziplines falling if they rock theyre mounted to goes away, but i didnt know if that would also extend to rock that just seems to float if not attached to anything

main olive
#

For the floating rock bits, they'd need to make a dynamic entity (much like how terrain is now) but when something is dug/blown up there would have to be a scan around to see if there was any rocks just floating, which doing that would be taxing on the code.

I'm not sure how they could impliment it in a way that doesn't cause massive lag everytime someone digs a hole, even other solutions might not be as pretty. I know Space Engineers has that funky-fun-lag when two large ships crash and it as to figure out how many "grids" things have to be cut into and the physics to be applied to them

trim creek
#

well i would even be fine with the game not making the floaty bits in the first place. for example, if you are digging a stairwell that is running parallel to the wall of a big hole in the ground, if the width of the wall between you and the hole is less than a certain distance, then just remove the dirt/rock all together

main olive
#

fair enough, however it still needs to check if there would be floaty bits. And the check would have to be around the full radius of the dig point looking for these floaty bits to cull. I am down for if they figure out a nice way to make the dynamic terrain it'd remove a lot of floaty island abuse, and make cave ins possible. Even the suggestion that you made of if there is a small tiny piece just delete it would be nice to have for the interm.

trim creek
#

i cant even begin to think about what would go into processing a cave-in. im sure theres a fairly elegant solution out there that isnt too straining on the hardware

still chasm
#

here's a suggestion for when shooting a teamate for the victim to say "Alright we may not be friends but let's act like it shall we?"

modest sentinel
#

do the devs ever plan to add an "endless wave" mode?

trim creek
#

• Hints about new mission types?
o “New mission type.....nothing is set in stone (pun intended) but lets just say Rescue Mule and Horde defend in one mission!?!?”

modest sentinel
#

where is that qute from?

#

*quote

trim creek
#

a condensed version of their AMA response

solid dune
trim creek
#

is the trello available for us to make suggestions on?

#

i found what seems to be an old page from their alpha but i dont know if they use it anymore

humble stream
#

My only suggestion is girl dwarf. I'll keep playing even without one but I think it would be neato.

solid dune
#

during that AMA i asked about it ---

"We have been looking into how we could do that but no final decision yet. If we do it we want to do it well."```
humble stream
#

awesome

drifting anchor
#

that's a good response from them, it'd be stupid to just shoehorn in a rushed character, regardless of whether it was female or not

humble stream
#

it is a solid response

#

rock solid

quasi pumice
#

Suggestion: Extremely rare Golden Barrel item that does nothing but give a ton of credits and add a golden barrel to your instance of the Space Rig when playing solo or hosting

#

Misson Control is audibly baffled when you find it, and expresses great exasperation at the implications of the dwarves bringing it back on board with them

amber dock
#

I don't wanna control anyone's suggestions or anything, but if the above were to be implemented, I'd like to see them make it so you have to physically carry the barrel all the way back by hand

humble stream
#

i feel like that would be a good balance

spice zodiac
#

You have to kick it back

modest sentinel
#

kicking is fun but super unpredictable xD especially in random geometry areas

#

id rather carry it out in hand, dwarves gotta keep a close hold of their booze 😉

short sundial
#

Jadiz is WAY too hard to come by and is used for everything, needs some tuning

keen roost
#

agreed, just turning up the spawn rate would help a lot

#

or making the gem give more than 10 or 8

warm igloo
#

owo

round spoke
#

For the quick play options, you should put an "all" option so we can try out more than just the mining. :D

robust summit
#

Definitely agree with Kibitz, can't say I've ever found an area with "LOTS" of jadiz.

idle quartz
#

definitely seem to find more of the less common material in crystaline biome than the jadiz =/ bismor i think

last wasp
#

Yeah, Jadiz and Croppa both for me never show up much.

#

Magnite?No problem.Pearls?Usually enough. Bismor?Always. Jadiz and Croppa?Nnnnnope

#

Though lately I've also had issues with Umanite amounts as well, where the deposits just give 3. Dunno what the problem there is though; the AMOUNT of deposits is as usual, but how much umanite is actually IN them..

idle quartz
#

im wondering if jadiz being a gem as opposed to a vein or node has something to do with it, but pearls are usually common enough. I also typically get a lot of croppa since they're big veins, but you SPEND more croppa especially as an engineer so maybe thats the problem.

last wasp
#

Croppa is the most needed resource, and sometimes their veins are just like 4-6

idle quartz
#

Dont think i've ever gotten more than 200 jadiz or even 150 in a run but definitely gotten over 200 croppa often but jadiz is the only one that as a COMMON material is so often lower than the rare

last wasp
#

Jadiz and pearls both give very little per, but Jadiz is also more required

#

They give an average of like 10 or so

fluid heron
#

+1 for the Jadiz Problem, like Hamster said, it could give a little more amount. you get less Jadiz than pearl because Pearl has THREE areas to spawn, two of them being abundant, one of it being the easiest area in the game imo(sand cave). and they are less used. Jadiz only have two areas like normal ores, one of it is deadly and frustrating(bogs), and the other became deadly on recent patch. and yeah, those kind of caves should be rewarding, but i fell like they are kind of "locked out" from newer players. maybe thats what devs intended though.

#

as for the Croppa/Umanite nodes... i also find them that, if they spawn in "corners" of a cave, it acts as if the wall "ate" the large portion of the nodes. same goes for the other ores, such as Hollomite, but eh, they are abundant.

idle quartz
#

but the drop rate inside those zones is the problem, since with Pearls at least the Rare material isnt usually more common so there is a spawn issue within the biome

fluid heron
#

that also also is what i am feeling. you would rarely see 3 jadiz even in crystallin caverns. if its the problem of how they get spawned like you said, they could just make them more valuable per node.

proven zephyr
#

Yeah, I agree jadiz spawn rates need to go up

fluid heron
#

id personally perfer "miss one node and you loss a lot" kind of feel

proven zephyr
#

Out of all the minerals you can/have to mine, jadiz is one you have really grind for, as it upgrades pretty much everything and need 120-240 per upgrade

#

The others are easy enough to get, and with the need for pearls being high, having 2 abundant locations makes sense

#

Maybe two abundant locations for jadiz is required too?

#

Upgrade-wise, I need the gunner’s last gat, zipline, and armour upgrade (all needing lots of jadiz), and the scouts last rifle and shotty upgrades, mega flare, grapple gun, and armour. The others are maxed

#

Scout is pearl- and jadiz-requirement heavy

vernal lodge
trim creek
#

I hope at some point they look into a mode or mutator that really just leaves it up to the player about how far they want to descend into hoxxes. The further you descend, the more hostile the environment gets, the creepier/stronger the enemies get, and the more lucrative the rewards get. It would be nice to give players a chance to ask themselves, “should we keep going or just call it quits?” Risk=reward strategies would have to be discussed among teammates, and it would make for legitimate disincentives for potentially losing an amassed hoard of goodies. Additionally, the further you went, the longer your return trip would be by default when drop pod was finally called.

keen roost
#

I. Love. That. Idea.

drifting lava
#

About female stuff: given none of the classes has character-specific quotes and even share the same voice, they could easily add a toggle

#

So you could have a male/female scout/driller/gunner/engineer

#

It's just cosmetic and voice acting.

trim creek
#

Do we really need female dwarves though?

proven zephyr
#

Remember, female dwarves look like male ones, so all it would be is slight facial modification and voice acting, other that that, it’s pretty standard

proven zephyr
#

Even the beards could stay, giving a “bearded lady” look

drifting lava
#

Way I see it, wouldn't hurt.

#

More freedom of choices is always a good thing.

trim creek
#

Will they have to walk back “rock and stone, brothers”?

proven zephyr
#

Just add “...and sisters”

#

Not to mention, it be an insult to these manly men to call them “sister”

#

So it be fitting

trim creek
#

fair enough, i just think its so far down on the priority list for me at this point

proven zephyr
#

Suggestion for driller: make a flamethrower upgrade so that you don’t have to reload (like the Gatling gun)

#

Makes sense for it, being already a large fuel tank that you hit to reload. Just give us the freedom to burn to our hearts’ content

round spoke
#

For one of the new enemy types you could have one with a symbiotic relationship where one is the tank and has a large health pool but little in the way if damage and the other can be really dangerous but has a small heath pool

#

They should be connected together somehow

lean haven
#

praetorian mounted spitballer

#

it's got a turret now?!

#

interesting idea

lean haven
#

👌

trim creek
#

going off that, what if it was something where they had to be killed within so many seconds of one another

#

or the other one comes back to life

lean haven
#

so.......

#

lothric princes battle from dark souls 3 style

trim creek
#

or core hounds in MC wow

#

take your pick

drifting lava
#

Hell to implement, but I like it

past abyss
#

Suggestion that a lot of people have probably already asked: make a credits sink.
I'm sitting on like 160k and all upgrades are bought

trim creek
#

i think an overhaul of the credits/mineral/ore/gem system is at hand, we just dont really know the direction for it

past abyss
#

as of now the materials are fine while buying upgrades - it takes time to accumulate them, thus it's challenging, but if you're like me and only play H4, then you'll be fine no matter what

trim creek
#

if were using dwarves from the tolkien template, theyre supposed to be great miners and craftsmen. i think we have the mining pretty squared away, but the crafting portion i think could use some work

#

the whole going to a terminal and selecting what you want is kind of lackluster

#

i want to roll around in my minerals/gems like scrooge mcduck

past abyss
#

oh so you're saying to make it some form of interactive?

#

that would be pretty cool actually

trim creek
#

yea, let me find what i posted in general

past abyss
#

like you have to physically assemble your upgrades and stuff

#

or showering in money - that's always fun

trim creek
#

so imagine if you had a room in your space station that was your own personal "stash", composed of whatever materials you acquired along your journey up until that point
if you've ever been to pick up some rock, stone, mulch, etc., they keep them all divided into these different bins more or less
you could have a similar system in drg where you physically see how much of the bin is occupied by the respective material depending on what you acquired in the missions youve played
so if this is a big square room lets say, you have these "bins" lining the perimeter of it
so here is where it gets good: you have a machine in the center of this room called "the thing-a-ma-jig 3000" or whatever that looks like a big woodchipper on one end, with a short litter conveyor belt on the other
as a player, you could load in various combinations of gems/minerals into the wood chipper part, and a piece of equipment would come out the other side

past abyss
#

so like in DK64 and the golden banana pile

#

but cooler and you can throw your ores around

#

wait so are you saying you should sort out your treasures after missions?

#

oh wait I get it

#

what if you made a workbench for that

#

so you load up the cart with the ores you need, and then wheel it over to this workbench thing - then you place the ores on specific parts of the bench, and then the equipment is made

trim creek
#

No I mean, I think the ores and stuff should automatically sort

#

But I hate that once they’re collected in the mission, you never really get another chance to see a visual representation of them

#

They’re just a number on the screen

#

There’s a certain satisfaction in pouring them into molly

#

They could have a similar thing where Molly could dump them all out when you were back in the station

lean haven
#

we could get a scrooge mcduck style credit vault

eager wave
#

^

drifting lava
#

The trophy room is already client specific, we could have a treasure room be the same

#

Just a lot of minerals, gold, and barrels everywhere

hidden vine
#

Make loot bugs drop the same amount of resources they do currently, but drop less chunks (each chunk will have more nitra/gold)

round spoke
#

Yeah, while it's funny seeing the gold and nitra burst from the loot bugs, it's kinda annoying having to go looking for it. Perhaps just tone down the speed that they burst from.

proven zephyr
#

With the Scrooge mcduck idea, I think the bar would be a good credit sink

#

You could upgrade it, and make it look more badass

#

Along with consumable items (ale, mead, cocktails, etc.) that can help you mine for a limited time, but has some type of drawback (such as increased mineral amounts for less experience or credits)

#

Along with being able to have certain items that have to be earned to decorate it, such as a praetorian head mounted for killing a certain amount of them, or a stuffed dreadnaught for completing a certain amount of elimination missions

#

And of course a loot bug pet that you earn by shooting a certain amount of them, with purchasable outfits/backdrops with credits

#

Maybe some jewelry smithing too, to add some bling to the dwarves when they’re kicking ass and taking names/loot/ammo/etc

#

Just think of a dwarf with a gold “rapper” chain...

last wasp
#

Morkite should glow a bit more when mined, it's almost impossible to see compared to discarded flares, gold or nitra chunks

#

And Bosco should knock down/bring chunks to you if you command him to

robust summit
#

Overworld biome. 🤔

#

Maybe add abandoned cities or somethin

#

underground..

#

stone buildings etc built out of walls

#

dwarve cities, that ideas unrelated to the overworld one tho.

lean haven
#

Uninhabitable surface

young knot
#

The most deadly planet in the system, it would not be logical to build on it nor in it

humble pier
#

omg, I love the idea of visually seeing what crafting ore we have in the station, some kind of storage area with them in 😄

fluid heron
#

the vault room in Payday2 did motivate me , even though its just a pile of greens. imagine that in a from of various ores that are shining

drifting lava
#

I love aschweyer's ideas -- especially a pet loot bug in the bar.

modest sentinel
#

hey devs, i know its a small suggestion, nothing game changing, but pls could u make the start of the game (u know the logos and all) have the same setting for their sound as the rest of the game? Would save so many ears, im sure 😄

proven zephyr
#

Thanks, @drifting lava

last wasp
#

What PikaMaister said 😛

novel lotus
#

I think the sand blasted zone desperately needs something to distinguish it, imo it feels like the least developed

trim creek
#

Sandblasted zone should have little areas where sand is falling from the ceiling in a stream, and disappearing on the ground in a little sinkhole

#

Infinite hourglass looking thing

novel lotus
#

That would be really cool! What about like quick sand

proven zephyr
#

It would act like a mixture between a cave leech and the goo in the bogs

trim creek
#

im trying to think where ive seen it before in either a movie or game

#

almost like a sand waterfall

#

would be cool if they had very isolated instances of light peeking through

past abyss
#

the problem with light peeking through is that you're over a kilometer underground

trim creek
#

isnt the drill going straight down though?

radiant widget
#

The drill seems to deploy out of a facility with a roof overhead

#

Even then the star in question would need to be directly in trajectory to project light down that deep

trim creek
#

what if the drill itself had some lights on it then, that would gradually fade out as it went back towards the surface

#

so you would get a nice transition from bright to almost pitch black

modest sentinel
#

think the game's pitch black, thats sometimes lit up with glowing crystals gives it a better look in general and bright light spots would take away from it.

modest sentinel
#

Guys, i got 2 ideas for stopping ppl form abusing ziplines, that wouldn't require too much coding from the part of the devs:

  1. when someone is on the zipline make their guns inaccurate AF, basically increase the spread and kickback by a mile
  2. just take away the guns when on a zipline all together, and have the dwarves grab the line or something (and maybe ramp up the speed on them to counter balance the loss of guns)
viral oasis
#

I like the first idea.

shadow night
#

another idea would be craftable boosts
like a sharpened pickaxed that goes blunt again after one mission

#

@modest sentinel or simply make acid spitters hurt more and spawn more often

last wasp
#

I'd prefer just bigger upgrade trees and alternate weaponry

modest sentinel
#

@shadow night makes sense, but i feel like its much harder to program than it sounds, and i was just looking for simple solutions. Besides, i dont wanna punish ppl for just using a zipline, rather just get rid of zipline abusers

last wasp
#

Monster-Hunter ish boosts would work though, probably.And if they cost credits it'd incentivize gold collection and such too

modest sentinel
#

they did say in an AMA that they wanna add more weapon upgrades/new weapons, but devs wanna stay away from RPG like skilltrees for the most part. Also, they prefer to have more equally strong weapons, rather than having a gun be equipped over and over again to keep lvl 1s and 30s roughly on the same powerlevel

#

*be upgraded over and over again

last wasp
#

No skilltrees?So weapon upgrades would be the closest thing . And sidegrades instead of purely better ones makes sense

#

Though they could still give more upgrades so long as they were given to all guns

#

I don't..quite understand the lvl 1s and 30s thing, since that's progression and if there isn't progression, then uh...

modest sentinel
#

yeah, they are working on more and more sidegrades for current and maybe new?) newps

#

*weps

last wasp
#

I kinda just like having a bunch of small but still useful upgrades

modest sentinel
#

they want noobs and old timers to have roughly the same power level when it comes to equipment, so the community wouldnt get fractured based on power

last wasp
#

That..sounds like a really bad plan IMO

#

That means there'd be no real reason to upgrade

#

So there'd be no real progression

#

I figured they'd lock more difficult areas behind levels, or difficulties

modest sentinel
#

there is ofc the minimal +10% and such, but they dont want the game where u upgrade the minigun enough and end up with something with 300+% dmg than base and alike

last wasp
#

Thereby encouraging powering up a bit

static plinth
#

Well, it would also make it difficult for low levels and high levels to play together if there is a vast power difference between them

last wasp
#

Not really, it's PvE

#

Not pvp

#

If it was PvP, sure

modest sentinel
#

the community is small, fracturing it is problematic

last wasp
#

I don't..think anyone is fracturing based on weapons

modest sentinel
#

low levels play on easier difficulties, and high levels would only enjoy high difficulty, meaning the community would fracture

prisma ferry
#

But pros might want to play harder missions for better loot, and they might need to play with other high levels for this.

last wasp
#

People don't wanna play with new players cuz they're too new

#

So they wouldn't be good anyway

#

What tyzone said

#

The reason there's levels and difficulties is specifically so there IS a seperation

#

The community is small because it's EA, not because of some sort of fracturing

modest sentinel
#

i think levels show more "Dedication" than "separation in DRG

prisma ferry
#

I'd really like good upgrades but I feel it wouldn't be beneficial for the game.

last wasp
#

I like the current upgrades (except maybe the grenade launchers') , I just want more of em

static plinth
#

Skewing your communities doesn't really bode well when there isn't a large following

last wasp
#

A longer progression

#

Again, I'm not asking for some absurd power level from one to the next

#

But do you honestly think its upgrades that make people wanna play with similarly-leveled players?

prisma ferry
#

I would really like a good progression process though, so it'd be great if it were possible to have one without fracturing.

#

I think so, frankly.

last wasp
#

That's why a bunch of tiny upgrades that add up would be good

modest sentinel
#

plus power creeping isnt rly fun to progress, its kinda just an endless loop. Need more power -> play harder missions -> obtain more powerful gear -> need more power -> repeat

static plinth
#

Side grades seem like a more interesting option in my opinion

last wasp
#

I mean, if there isn't further progression, what's the appeal to play...?

#

Sidegrades are cool too

modest sentinel
#

to keep a community togetehr u gotta do sidegrades, where u unlock newer and newer guns that are fun to play with + arent just creeping over the existing ones

last wasp
#

But as a "if you prefer" thing, more than just "this is all you need now"

prisma ferry
#

Unlockable weapons with upsides and downsides?

last wasp
#

Basically

prisma ferry
#

Could work.

last wasp
#

Vanilla weapons which are good in all situations

#

And specialized ones

#

BUt it doesn't have to be a system without upgrades, either

modest sentinel
#

yeah, i mean one of the rly old ideas for scout is a DMR with low firerate and higher dmg

prisma ferry
#

DMR?

last wasp
#

Just don't make one particularly stronger than the others

modest sentinel
#

DMR = semi auto rifle

last wasp
#

Give them all equal powered upgrades, in some sort of balance

prisma ferry
#

Oh.

modest sentinel
#

nasically

last wasp
#

Ooh, I'd like that

#

For Scout

static plinth
#

I think there needs to be more variety rather than just straight upgrades in my opinion, because other wise you lose purpose in trying to progress

last wasp
#

I feel like it's just a worse minigun right now

prisma ferry
#

Feels weird for the guy who can get close to aliens as fast as he wants but I mean, why not.

modest sentinel
#

ofc its not official, but in the AMA someone asked and devs were like "we aint confiriming it, but we aind denying it either"

last wasp
#

Why not sidegrades along with upgrades, though?

#

And upgrades for the sidegrades, I mean

prisma ferry
#

^

static plinth
#

I'm not saying take out the current upgrades or anything

modest sentinel
#

well, he can get close as fast as he wants, but he can also get away as fast as he wants...

prisma ferry
#

No, the upgrades as we currently have them are fine.

last wasp
#

I didn't mean sidegrades but also only the vanilla weapons got upgrades

#

Of course sidegrades should be viable, cuz..why would you have em otherwise

static plinth
#

I'm fine with there being upgrades, I'm just saying upgrading yourself for the purpose of upgrading yourself seems a bit repetitive

prisma ferry
#

They're not exactly game-changing either, having a bit more of them wouldn't hurt. I don't feel much of a difference when I play with different levels.

modest sentinel
#

ofc they would do upgrades for all guns, just nothing drastic like +100% dmg or alike (not without a downside)

last wasp
#

Eh, I like upgrades in that way (so long as they're noticible)

#

That's why I think having a lot of the current, minor upgrades, would work

#

Because you'd be able to slowly build up instead of big leaps

#

And people'd generally be close to eachother

#

That way it's not like "Oh this upgrade doubles your DPS but costs THOUSANDS of all the materials"

#

More like "Hey this one's a couple hundo and gives you 20% more ___"

modest sentinel
#

tbh id be the biggest fan of getting weapon mods, instead of clear cut upgrades, EG: for scout shotgun, you get only 1 shot buy its +50% dmg or alike

prisma ferry
#

On a slightly different note, what do you guys think of adding mutators to your game? Kind of like settings modifiers that don't change the reward at the end, but make the game feel different, easier or harder, for the sake of fun.

modest sentinel
#

they confirmed that they are adding them soon 😄

last wasp
#

Modifiers/weekly mutations I believe they said are gonna be a thing

prisma ferry
#

:0

modest sentinel
#

they are working on them, testing whats fun and viable, etc

last wasp
#

I think you can put modifiers on custom games for more loot IIRC?

#

Or less, if they're easier

prisma ferry
#

Damn. I bought the game just two days ago so I don't know the current roadmap. But that's great to hear.

last wasp
#

And weekly mutations they'll cycle

static plinth
#

Did they mention anything about new gamemodes or biomes?

modest sentinel
#

there is no official roadmap (yet)

#

but they will release it soon (no details when)

prisma ferry
#

I could see myself play around with these for days.

static plinth
#

And yeah, I just recently got the game as well

prisma ferry
#

Cheers Pika :D

last wasp
#

As for weapon mods, I could see that as being more sidegrades, instead

modest sentinel
#

thats the link to their recent ama

#

like a moth ago

last wasp
#

Instead of modding the current shotty, just having a different one with those stats

#

And its own, seperate upgrades, that further enhance that burst damage playstyle

#

More pellets and bigger spread maybe

#

Stuff like that

modest sentinel
#

well yeah, sidegrades ofc but i rly like the idea of mixing and matching mods to get fun combinations like -50% dmg but +2 shots, or -50% max ammo but small explosive shells, etc

last wasp
#

Hrmmn, that'd probably be tricker than sidegrades with those TBH

#

Unless the upgrades would be like trees

#

And you pick one or the other

#

Like either explosive rounds, orrrr more pellets

modest sentinel
#

im not saying those are easy, but there are a lot of things they can do to make progression less boring

last wasp
#

Armor piercing rounds...or +50% ammo

#

Sentry with incindiary rounds, or one with more ammo, etc.

#

Ooh, a sentry you could fire and would stick to walls/ceilings

modest sentinel
#

yeah, i mean getting a gun costumization sounds fun enough, maybe with minor visual upgrades? idk if u played Borderlands, but introducing some variety to guns like in BL would be nice (ofc we dont need millions of combos, jsut a feew minor options)

last wasp
#

In exchange for only having the one

#

Yeah, the upgrades could give a tiny visual change

#

Depending on what you pick

#

Explosive rounds give the chamber an orange glow

#

More rounds give you a bigger pack to the side

#

Etc.

modest sentinel
#

but i rly dont care about graphica loverhaul, just a bright red led on the gun if its incendinary or a grey line if its AP or alike

#

yeah

last wasp
#

I'd totally love to be able to spec my gunner with explosive rounds

#

Lower fire rate, higher damage, slight aoe

static plinth
#

Some upgrades I would want to see would having to be for the flares and/or flare gun

last wasp
#

Reverse spread from normal minigun

#

Longer lasting but fewer flares

modest sentinel
#

there are upgrades for flares tho, quite a lot 😄

last wasp
#

I think he means more

static plinth
#

Yeah

last wasp
#

Since there's only 2, and they're minor

#

A recharge speed upgrade would be lovely

#

Since the "1 max" doesn't help very much

static plinth
#

Larger radius upgrade for the flares would be nice

last wasp
#

Also a good idea

modest sentinel
#

tru, its rare im ever stuck on 3 flares being thankful i can load a 4th 😄

last wasp
#

Maybe sticky flare sidegrade

static plinth
#

I feel like they regenerate fast enough to where additional capacity isn't really a necessity

modest sentinel
#

i dont want them larger, it would kinda hurt the scout, he is bright enough

last wasp
#

So they don't roll. You can't toss em very far, and they wouldn't be brighter

#

yeah, the flaregun should be brightest

modest sentinel
#

but maybe just visual things to change the color 😄

last wasp
#

The regen is very noticible though, it's a bit much if you have to keep going and there's no ore to grab or whatnot

modest sentinel
#

so envious of engis having their own cool ones

last wasp
#

You always run out

static plinth
#

Yeah, flare customization would be really cool

last wasp
#

The problem with the engi and driller's flares is they're orange

#

They're less bright

static plinth
#

Being able to choose your colour and all

last wasp
#

They don't light up as much, and the color makes stuff not pop out

modest sentinel
#

no need to be always so MLG

last wasp
#

It sucks when magnite stays hidden cuz of em tho

modest sentinel
#

tough luck

last wasp
#

"Oh, there's nothing there, it's just all orange"

last wasp
#

Ooh, aminigun that's more accurate but overheats quicker

#

And needs reloading again

simple creek
#

Id love to be able to customize the retrieval pod. Give upgrades that will clear a small staging area instead of those cramped ones and the option of a mounted machine gun for clearing mobs around the entrance.

shadow night
#

or just some lights

prisma ferry
#

What would you think of a fifth class that can bring a small two-seat vehicle that can climb up walls like the MULE does?

#

Not too fast so it's not overpowered, and with limited fuel; and the second person in the seat would be able to use their gun.

#

For that matter, it could be nice having another combat-oriented mission type where a vehicle goes from point A to point B and you have to prevent its destruction on the way.

trim creek
#

I don’t think vehicles are in their sights

lean haven
#

Escort missions for Molly have been suggested in the past, but the general consensus amongst most people seems to be that escort missions are no fun (based on the replies I remember seeing towards it)

clear folio
#

I hope we can all agree that a Loot Bug plush toy would be amazing

#

esp. if it had some gold and nitra chunks inside

trim creek
#

Make edible loot big with gushers inside

#

Gushers look like the minerals anyway

modest sentinel
#

i think for lootbug cakes we gotta turn to pastry makers, not the devs xD

snow parrot
#

I would ask for the ability to pass leadership of the group, if you have a good team and the leader has to leave, hardly fair to split the team completely

tropic raven
#

that wouldn't work well without dedicated servers

modest sentinel
#

just adding a normal host-migration would fix it, all 4man coop games i know use that 😄

#

idk how hard it is to code, but that system makes the most sense, and it would (presumably) pick the host with the best connection, which is more reliable than just "passing it on" to someone who may or may not be able to handle it

tropic raven
#

I suspect it would be awkward because of the way the game handles sessions

#

there's no lobby or anything, you're just hosting from the start

modest sentinel
#

i dont know much about coding, thats for the devs, but updating the lobby system should happen sooner or later 😄

boreal lintel
#

I suggested this before. As host, you should be able to nominate another to host the session. Even if this was only available at the end of a mission in the lobby, at least the remaining teammates would be able to continue.

nova wing
#

i support that... but i am fairly certain this will happen sooner or later there is no way something like that don't get implemented

cyan badger
nova wing
#

Welp since someone else is doing it let's put some suggestions in. Now i know that the driller's topic has been discused in the past and it resulted in him gaining some buff for his flamethrower recently.... however to me this isnt a pure buff/nerf prob for him...all of his weapons (expect his lovely drills) are easly outclassed by the weaponry of his fellow dwarfs.

#

His intro song should be Anything you can do by Irving Berlin really!!! All of the dwarves have strong longe/medium/short range weaponry a good anti boss/big mob and a good combat utility ability...except him really... the gatling can stagger the small units while his flamethrower's flames don't apply an on fire effect and unless you take an awful time to aim at the ground the flames wont stay for long..his pistol....can't combat the scout's rifle or the massive magnum bullet's and his anti boss weapon ? gunner has it with an explosive resist as a bonus package.

#

You know what he need ? Something the other dwarves can't do, make him a berserker class give him a stim pack/overcharge mode (big shield, dmg and jump ???) with a dmg res on any cqc damages and let him loose into the fray, allow him to tear throught multiple targets with his drills (and maybe parry attacks some attacks ??). But what about his medium and long range ? Well you could think about switching the gunner's magnum to him instead (what? the gunner has everything be it long/medium or short range fights).
Don't try to force him into roles already dominated by the other dwarves... make him a monster... make him special.

#

Or you could make him a complete pyrimaniac with incendiary nades, stiky napalm launcher and a incendiary mine... that or the other i wont mind.

proven zephyr
#

Really? This game is designed for you to designate who is who, the driller is the mob killer, with the sticky flame upgrade turning it into a beast, his pistol may have weak bass damage, but has the most consistent sustained accuracy (I kill praetorians with it quite effectively), the drill is your escape/safe descent tool and last resort weapon, and satchel charges are, well, crowd clearers especially with the increased blast rad. upgrade

nova wing
#

i know that but all of his weaponry can be replaced by one of his peers

#

and that's the sad part i find about him

idle quartz
#

his are more ammo efficiency

#

he was strong before the buff, now hes just op, hopefully fixed in the future with more utility/usefulness tho

nova wing
#

i can give him that...even if the last gunner's buff help him ammo efficency wise

proven zephyr
#

The gunner is support/bullet sponge, he’s defending your ass while you mine/run away, the revolver is your “problem solver” when accuracy is key, with the zip line being your escape route/heal-up-because-nothing-can-really get you

idle quartz
#

cant really quantify the effectiveness of the flamethrower, but the drillers pistol bullet per bullet has more damage than the revolver =/

nova wing
#

i think the gunner's magnum is 40 per buller to 12 or 8 for the pistol

#

i need to check that back

proven zephyr
#

I have no problem with the driller solo at haz 3. I sometimes don’t need a resupply on a mission, or only at the end

#

The gunner too

#

Engie is directly support, so I don’t really play him on solo

idle quartz
#

its 75 with upgrade

proven zephyr
#

Quite really, all the character classes need some alternate weapons, but that takes time to implement

nova wing
#

I would love to see the driller turned into a berserker class imo just to have his very own playground something to clearly mark him appart

proven zephyr
#

A melee “tree” of weapons would be cool

idle quartz
#

these are miner mercenaries though, even the gunner is basically a "Bodyguard" for the employees and hes also a miner

#

so berserker would be too... fantasy/military

nova wing
#

too dwarf ?

idle quartz
#

gotta be kinda thematic

nova wing
#

basically XD

proven zephyr
#

The “berserker” could be specialized in guerilla warfare, giving it a military background

nova wing
#

i mean i always see the dwarfs as too stuborn to stay away from a fight so having one litterally throwing a tantrum and gloriously ripping a new pair of eyes onto some blind aliens seems perfectly fitting for me

proven zephyr
#

He of course would need some serious health/shield buffs then

nova wing
#

or a "all hell goes loose" red button

#

and his armor and weapons start to get into overdrive

shadow night
#

and IMO the subata is superior

#

simply cause its better at taking down spitters

cyan badger
#

@nova wing Emergency Button: Rockets forward drills and flamethrowers going tunnelling through and burninating everything in front of him for about five seconds.

proven zephyr
#

@shadow night Subata?

lean haven
#

@proven zephyr that's the name of the driller's pistol

proven zephyr
#

Oh ok

#

Didn’t realize it had that cool of a name

last wasp
#

Glyphid corpses should vanish quicker in tight areas/where there's alot of bodies

idle quartz
#

or instantly in the event of fire/explosions ❤ maybe have bits..

#

ofc vanishing body speed should be an option though, some people like it.

last wasp
#

It's just a problem in crystal caverns,salt pits and such, in those tiny tunnels.

#

I'd totally be fine with just tiny gibs and ash tho

safe barn
#

toning down the shock crystals a bit. Getting lagged something awful from rooms filled with those.

shadow night
#

shock caverns make great sittting spots for swarm assaults though

lean haven
#

I love looking at them when they're all over those massive caverns

#

They really suck when they spawn in the tiny tunnels though

hidden vine
#

driller is just the best stand alone class in the game

#

not sure why people think he needs a change 🤔

lean haven
#

I feel like he never really needed the buff he got, people just didn't want to take the time to learn how to use him properly and instead complained until they got their way

hidden vine
#

i think the ammo buff was a good change

idle quartz
#

and now people feel the need to waste their fuel even more since they got so much ><

proven zephyr
#

I used to waste fuel with it, but with the sticky fuel mod, I use it to coat them and the floor

#

Plus praetorians are the same way, just shoot him with the pistol when he’s on fire, burn him again, repeat

#

I just want an upgrade like the gunner where you don’t have to reload

#

Saves time, but might have those “fuel wasters” complain

#

Still not backing down on the Molotov grenade replacement though

amber dock
#

^This^

#

Also, Squad #17

shadow night
#

am i the only one who thinks it would fit to have to defend molly or lose all special ores?

proven zephyr
#

Maybe as a special mission, not in collecting missions

prisma ferry
#

Ziplines are often used as a way to prevent all enemies from getting to you, at least in situations where none of the enemies use long-range attacks. I've sometimes had games where the last living player would just hang on a zipline while out of ammo, and this made the game last far too long when we really should have started another mission.

#

With that in mind, what do you think of adding a looooong stamina bar to using ziplines? You'd have more than enough to use the entire zipline, and maybe go back and forth a couple times without touching the ground, but you would have to drop down after a (long) time.

shadow night
#

but u can still use your pickaxe

#

most people seem to not know that

prisma ferry
#

We're talking several praetorians on each end of the zipline; by the time you kill one, two more will spawn.

shadow night
#

adn depending on how good you are with kiting swarmers you can last ling enough to revive other crewmembers