#suggestions
1 messages · Page 52 of 1
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.
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.
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.
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.
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.
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.
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.
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.
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?
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.
@coral hornet another "souvenir" could be a pet lootbug (I know it's been said many times, but those bastards are so damn adorable!)
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!
Put the loot grub in the Abyss bar as a sort of mascot.
stuffed and mounted glyphids 👌
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.
@idle quartz Yes!
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
would require more precision to use offensivly, but could be used to quickly create a large open area
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!!
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.
also just to trigger people's fears of course.
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
@wild badger or armor piercing rounds that do 33-50% normal damage
Ye
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.
Suggestion, a deposit chute INSIDE the droppod for whenever it spawns surrounded entirely by walls, or way too high above the ground around it
M I N D B L O W N
Only sometimes, I think that's just a hitbox issue more than intended
Cuz it doesn't always let me
That there might be the hitbox issue
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!
Plz lord gaben let me bunny hop
There's also exterminate and aquark missions. @stoic crypt
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.
that is a bug
@gritty river It wasn't removed, that is a bug that's being fixed
I like your avatar btw
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.
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)
but then they wouldnt walk in and burn 😦
And explosive (grenades and satchel charges) could stun them for a few seconds
maybe if the BIG ones feared the fire
praetorians arnt 'specials', and fearing them is exactly how you kill them
Small ones could fear them
why? if a swarmer touches the fire it dies
would rather it die than run away to attack someone else
If they go away, you take more ground, which means u have more space to move while swarm attacks
Much more usefull if u battle in small caverns
If u have more free space, then u have a distance between you, your teammates and enemies
Which means they can easaly pick off them
Flames are amazing for small caverns what are you on about
if they DIE, you take more ground 🤔
Punch through baby
^ ^ ^
Don't get me wrong though, it was a good suggestion, and we can still build off of it progressively
For example, if we could get the webshooters to be afraid of fire, or even just light in general, that'd be 👌
like, afraid of touching it or the sight of it ?
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
Maybe both
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
#Digger's4life
You may end up needing to back up for a second to let them die, but regaining ground happens almost immediately after
Maybe it just fancy to have enemies fear something
Because it is always in games like that, enemies rush you (b) without fear of dying
Also proetorians after dying deal aoe damage
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
YES, WHY DO PRAETORIANS FART ON DEATH
Cause they eat poisonous things along with dwarves I'd imagine
Im fine with that @lean haven , it is just shouldnt be "special" and "tanky" enemies who fear that
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?
@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?
yeah i wouldnt recommend that for solo. Luckily its not like you need to do it for any special materials.
it has been updated recently
electro crystals are still listed in the test when, as a matter of fact, already in the game
"3rd person follow on Death" in progress
also already in the game
and other like that
yeah the main server is now up to date with the current test branch, nothing new on the test branch
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.
conversely they can be rushed, haz4 in 10~ minutes
yeah i did mention it
people just need to realize that, as the guy in mission control says - you NEED to make it snappy or swarm will overwhelm you
sadly, it is not obvious enough as of now
thats why i always play it as a driller
w/e everyone else does, driller gets it done
i use mostly all class in there, but have to agree
especially when the terrain is solid like in crystal cavern and such
@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.
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 😛
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
last time i went to solo that mission i was an engineer and it took 46 minutes, so never again 😄
I can do point extraction solo, though I normally run hazard 1
that being said the swarms of swarmers annoy me more
and makes me need to grenade launcher myself to clear them
when on my engineer
Hopefully one day, Molly wont go straight vertical through the supply drop holes when returning to the escape pod.
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
@fair tiger
Good idea, so I added it (Just a test here, can only really work if i make a build etc.)
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.
if it ever happens invite me to join^
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 😛
Idea: Allow server sorting by current biome selected in mission screen
you can already kind of do this by selecting join on the mission
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
Idea: Ice planets? and also a survival mode where we build underground.
Maybe advanced customization on the guns. Attachments or more gun variety.
Yeah we should add more sorting ability
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.
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
but yeah, both of those hazards tend to be far widespread than any other
@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 ._.
Yeah, it's awful as an engi or gunner or w/e
Suggestion: Make minigun's accuracy mechanic work the reverse of how it does now. Accurate until fired for a while
their edge are also dry quite often too... you guys should better look carefully before start complaining
im not saying that its in managable level, but you should improvise rather
also you can use them to your advantage, swarm gets slowed down significantly. which means they gets packed.
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
one would have to talk about do we want this to happen often?
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.
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?
you get 9 platforms from resupply, not 8. because you have 18 rounds total, rounds in the gun included.
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
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
or a vacuum for molly for resources close by
@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
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
Well yeah. But also like, there's a reason every other video game uses the other way of doing it!
actually from my experience most games just give miniguns a fixed spread
and are terrible >: (
with instant max spinup
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.
games usually "videogame" such weapons
I mean IRL they'll shred whatever you point em at, I understand why they're not realistically OP like that
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
But I don't like the current "spend tons of ammo before you can hit things" mechanic
me either, minigun felt great before, could burst fire with it
it was effective at range
it was hands down the best gun
Oh, it was the reverse way before?
and it really should be
i really hope they do OTHER things to balance it out.
And accuracy
and there could be other weapons with alt fires that could be implemented
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.
Deafen would suck, but I could see you being slowed while spun up
they could have just made it so that the gun could not fire at all until spun up
so other weapons would be faster up front
yeah, it would stay a high dps good accuracy weapon
but not the fastest response time
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
I could see that. But god help you with exploders
you do have a pistol
^explosive resistant armor
and yeah explosive resistant armor
Kinda feel Driller should get melee damage reduction on armor, on that note
Cuz he's the close range guy and all
i want melee dmg while hes holding drills
like, the drills literally blocking enemy claws.
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
personally I would not mind seeing a 4th upgrade for every armor
one combat based, the other environment based
There's gonna be way more upgrades and customization, I'm sure
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
That's planned;they want one type of enemy per biome. Like, all glyphid in one, etc.
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
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
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!
E picks up eggs/gems/things E to put down plzkthx???????????
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)
good point
Don't forget you can cheer and it automatically drops the egg afterwards
I'd love a way to get my ctrl pressed display to see my team mates at all times
Please, the next update translates the game into Portuguese. I'm from Brazil!
@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
On controller, make sprint (clicking left stick) swap directions, not X for reload + reverse
Prioritize revive over zipline using
Make webs not be super bright
But where’s the fun in not having them super bright, @copper horizon ?
Look at real cobwebs, it’s “similar”
- Bag upgrade PLEASE
- If you're hosting a multiplayer game and there are no players yet, let BOSCO come, and send him out if players join
When its pitch black in a cave
Cobwebs don't just suddenly emit billions of billions of photons onto your eyeballs.
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
Can the weapons show their maximum ammo as well as the current, would make deciding to use the 50% resupply easier.
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.
If it doesn't move, don't shoot.
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.
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
That is what I meant. Apologies for my unclarity.
Apologies for not understanding... Sometimes I need to read and understand better.
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.
Add "The Carlton" to the dances. 10/10 if performed by dwarf
^
^
@viral bridge do tell :)
You should be able to burn the cobwebs with the flamethrower
Include enemies that mimic minerals being mined, such that it catches you off guard when you hit the mineral, or get too close
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
These have all been suggested, but it's nice to see you're on the same page
Scout rifle suuuucks and his armor bonus should be higher.Cuz god
@last wasp aim better, and burst fire, the rifle is pretty decent if you do that
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
must just be you, because i find him pretty decent, rifle-wise
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
I mained him when i got the game, I used the shotgun only when necessary
do you have the grenade upgraded?
that might help
I do, the grenade's lovely
don't know man, i'd have to see for myself
Rifle's fine on most things but point extraction
controller or mouse
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
point extraction is supposed to test players, and solo is the hard mode of that
I know, I have 188 hours ingame
I'm just saying, the rifle's not so hot, comparitively
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
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
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?
or buff one to extremes
Maybe a loot bonus
if engie is with driller, it could be an alchemy (loot) bonus
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?
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.
Have her wiggle her little robo butt as she squeezes through the hole, then the wall breaks as she pops through
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
Allow us to turn off the tutorial if you choose to reset progress ;~:
ah its skippable
mhm but you can skip it once you're in it
should be an option in the menu when you hit escape
Oooh.Sweet, thanks for that
i actually killed myself in the tutorial just to see what would happen 🤔
you graduate all the same
Sounds fair
@idle quartz Got screwed again and look, so much for your one pickaxe theory
dug 3 pickaxe depth and still solid rock
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
Driller's pickaxe upgrade should make you mine ore faster too
if the MULE goes through the wall it usually is thin there
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
There could be also another game mode like trying to survive an alien wave only, to win
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.
A Squad #17 chatroom
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
Let's get 60+ squads like the sea of thieves discord
Whats the point of that, most of our squads are empty 90% of the time anyway ☹
@gritty river and burn the slow goop away
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.
thats kind of the point tho.
dig together or dig your own grave :^)
😒 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,.
wait pls no
Maybe it's even a level required upgrade.
pls stahp
@silk fable please stop, it’s hard enough without needing to upgrade it
oh please devs, try your best not to reset my progress ;_;
do the err cubes do anything yet
yes
They are a tesseract peices !
they collect dust in your inventory
or parts of the cosmic cube
the error cubes just look cool
@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.
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.
mvp bonus....I did the best work in mining AND bugs, WHERES MY BONUS MISSION CONTROL?!?!!
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.
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
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
like behind a large crystal or in the radioactive biome it can be behind eye walls
I guess this belongs to bug reports then
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
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
If the caves went a little deeper than the current final room, there would be less of this problem.
Let loot bugs spawn tiny amounts of morkite
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.
Make you invulnerable to friendly fire in the drop pod
Hardcore FF mode. probably suggested tho
what is Hardcore FF @fluid heron ?
pew pew your friends even more brutally?
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
mario party esque pickaxe fights
pickaxe your friends off of the platform and become king of the hill under the mountain
dig your own grave - TOGETHER!
“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.
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)
I’m more interested in the difficulty aspect tbh. I want something that mixes up the gameplay somewhat
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
So add an accounting department?
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.
VR GIMMICK PLS
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
Squad #17
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.
lern2fullwidth
@amber dock And what, aiming with a wobbly tiny stick on a fps type of game? no thanks...
@shadow relic Clearly you are not a master of the handheld arts
I've tried fps ever since ps2 games has fps, and never got any good at it.
I repeat my previous statement
unless the skill is to play as a drunken protagonist, I don't see the point.
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
There are a few times the controller come in use, and that's driving vehicles.
or aiming
or manueving
or not having to stop attacking just to swap weapons
all sorts of fun stuff
I've tried the hybrid controller that uses a half controller and a mouse, that worked fine for me.
well then that's gucci, I'm glad you found a compromise
I haven't bought one in years... last one I had was something called FragNstein, fitting name. XD
Mouse is still superior at aiming
Gunner needs a golden headgear of some sort
@young knot That comes down to a matter of preference, and in more than most cases, skill
Ping indicator/sorting options in server list
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.
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"
fixing the clipping on the all the beards generally is on their to-do list im pretty sure
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...
I like the idea but its defiantly something to add further down the line
hopefully. Also, as you can see, i want it to blend into atmosphere
could be cool if it was another screen in the loading room like a score board type thing
push further the idea of "numbers of Teemos slain"
ah yeah, where you could compare the roommates as well
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
The purple glowbulb trees should be invulnerable on the bulbs :c RIP
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.
one of the classes could have an upgradeable map? for larger scanning area or maybe ore scans?
Err-ore?
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
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)
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
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
id really appreciate it if molly didnt go up resupply holes
they are trying to fix that, she is very stubborn though
This stuff fu**ed my team up during our first missions xD
C
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?
^^^
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
like damage over time longer on the flame thrower?
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
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.
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
@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.
Flare CDR upgrade please thanks
Make Dreadnoughts' faces vulnerable
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!
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
why am I being dooted for this? 🙃
@lean haven because you are the green doot squad
March:
On revive: Got ya! Now where’s your gold?
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.
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.
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
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
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.
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
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
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.
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
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.
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
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?
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
For suggestions it would be too host in the ship or a easier way to find anyone so you can start a mission
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.
Thanks lad coming with that idea I’m pleased
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.
molly should have like a key slot on each of the four sides that you can only turn when theyre all inserted
Yea the system could work like a ready up type thing
everyone announces they're ready to go
and then the button becomes pushable
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.
They are a pain in tunnels though
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.
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
i know, i can run, and i almost always doing it, also successful, but it clearly not for everyone.
dig into the wall and tank the explosion like a real man
its true, but not everything should be for everyone. Thats impossible
however i can see how it would be a bother
i also do that too, if in sandstone cave
Challenge the explosion to a chess match
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
or just play driller and drill a tunnel up the side of the wall to reach ore deposits
If you play solo you have Bosco watching for you, or if you are multiplayer its easier to see them spawn
can we just have one more solution for that?
the light they give off, they often come when other bugs are
and are visually striking
even better in the lava zone
have you tried it in haz4?
they are really fast
its the only difficulty i play
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.
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
that's what the lower difficulties are for my dude
^
¯_(ツ)_/¯
it's not in the devs' interest to nerf the difficulty to the detriment of people who prefer things to be more challenging
not to mention the fact that lesser difficulty level lowers friendly damage
to be clear, there's nothing wrong with playing on easy
Yeah, I'm just making it clear - I am not trying to sound elitist or start a cancerous "git gud" discussion
i see you wont get my point anyway
the gist I got was "I do not like that the enemies who are designed to explode and hurt you explode and hurt you"
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
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
mhm
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
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.
I don’t see what’s wrong with the enemies with how they are
Ah Okay
Okay
this ...is not Deus Ex though
i find it similar in parts
not every game needs to be complicated
some can just be about digging holes with dwarves
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
it's a game where you are a dwarf and you dig holes, sometimes you dig holes with other dwarves
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.
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?
when 2 girls ask you whos prettier ask google.
thanks google
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
Or if you just did not headbang to classic music
lmao
throwing up the horns and starting a moshpit is the only acceptable reaction to greensleeves
I like flossing to classical music
Would be nice if the entry hole for the drop ship didn't have a roof.
@Mayara#3684 Maybe there was a giant sitting on top of the hole.
Finding randomly generated supply pods from "previous" missions would be cool. Maybe one or two packs missing
All packs missing
Barrels kicked into the launch pod join you on the drop (shaken around by the descent, of course)
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
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
Flare gun light should cover a wider area, the new giant caves are uh...well, too giant for em
'new giant caves' ? maaaan they aint even brought the giant caves in yet 😐
Well, more than before!
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
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?
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
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
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
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.
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
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?"
do the devs ever plan to add an "endless wave" mode?
• 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!?!?”
a condensed version of their AMA response
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
My only suggestion is girl dwarf. I'll keep playing even without one but I think it would be neato.
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."```
awesome
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
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
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
i feel like that would be a good balance
You have to kick it back
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 😉
Jadiz is WAY too hard to come by and is used for everything, needs some tuning
agreed, just turning up the spawn rate would help a lot
or making the gem give more than 10 or 8
owo
For the quick play options, you should put an "all" option so we can try out more than just the mining. :D
Definitely agree with Kibitz, can't say I've ever found an area with "LOTS" of jadiz.
definitely seem to find more of the less common material in crystaline biome than the jadiz =/ bismor i think
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..
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.
Croppa is the most needed resource, and sometimes their veins are just like 4-6
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
Jadiz and pearls both give very little per, but Jadiz is also more required
They give an average of like 10 or so
+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.
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
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.
Yeah, I agree jadiz spawn rates need to go up
id personally perfer "miss one node and you loss a lot" kind of feel
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
I want to use my resolution 3840x1080 but it looks so weird..
Can you guys fix so it look normal??
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.
I. Love. That. Idea.
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.
Do we really need female dwarves though?
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
Even the beards could stay, giving a “bearded lady” look
Will they have to walk back “rock and stone, brothers”?
Just add “...and sisters”
Not to mention, it be an insult to these manly men to call them “sister”
So it be fitting
fair enough, i just think its so far down on the priority list for me at this point
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
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
👌
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
Hell to implement, but I like it
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
i think an overhaul of the credits/mineral/ore/gem system is at hand, we just dont really know the direction for it
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
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
oh so you're saying to make it some form of interactive?
that would be pretty cool actually
yea, let me find what i posted in general
like you have to physically assemble your upgrades and stuff
or showering in money - that's always fun
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
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
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
we could get a scrooge mcduck style credit vault
^
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
Make loot bugs drop the same amount of resources they do currently, but drop less chunks (each chunk will have more nitra/gold)
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.
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...
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
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.
Uninhabitable surface
The most deadly planet in the system, it would not be logical to build on it nor in it
omg, I love the idea of visually seeing what crafting ore we have in the station, some kind of storage area with them in 😄
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
I love aschweyer's ideas -- especially a pet loot bug in the bar.
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 😄
Thanks, @drifting lava
What PikaMaister said 😛
I think the sand blasted zone desperately needs something to distinguish it, imo it feels like the least developed
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
That would be really cool! What about like quick sand
It would act like a mixture between a cave leech and the goo in the bogs
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
the problem with light peeking through is that you're over a kilometer underground
isnt the drill going straight down though?
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
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
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.
Guys, i got 2 ideas for stopping ppl form abusing ziplines, that wouldn't require too much coding from the part of the devs:
- when someone is on the zipline make their guns inaccurate AF, basically increase the spread and kickback by a mile
- 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)
I like the first idea.
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
I'd prefer just bigger upgrade trees and alternate weaponry
@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
Monster-Hunter ish boosts would work though, probably.And if they cost credits it'd incentivize gold collection and such too
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
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...
yeah, they are working on more and more sidegrades for current and maybe new?) newps
*weps
I kinda just like having a bunch of small but still useful upgrades
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
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
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
Thereby encouraging powering up a bit
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
the community is small, fracturing it is problematic
I don't..think anyone is fracturing based on weapons
low levels play on easier difficulties, and high levels would only enjoy high difficulty, meaning the community would fracture
But pros might want to play harder missions for better loot, and they might need to play with other high levels for this.
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
i think levels show more "Dedication" than "separation in DRG
I'd really like good upgrades but I feel it wouldn't be beneficial for the game.
I like the current upgrades (except maybe the grenade launchers') , I just want more of em
Skewing your communities doesn't really bode well when there isn't a large following
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?
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.
That's why a bunch of tiny upgrades that add up would be good
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
Side grades seem like a more interesting option in my opinion
I mean, if there isn't further progression, what's the appeal to play...?
Sidegrades are cool too
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
But as a "if you prefer" thing, more than just "this is all you need now"
Unlockable weapons with upsides and downsides?
Basically
Could work.
Vanilla weapons which are good in all situations
And specialized ones
BUt it doesn't have to be a system without upgrades, either
yeah, i mean one of the rly old ideas for scout is a DMR with low firerate and higher dmg
DMR?
Just don't make one particularly stronger than the others
DMR = semi auto rifle
Give them all equal powered upgrades, in some sort of balance
Oh.
nasically
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
I feel like it's just a worse minigun right now
Feels weird for the guy who can get close to aliens as fast as he wants but I mean, why not.
ofc its not official, but in the AMA someone asked and devs were like "we aint confiriming it, but we aind denying it either"
Why not sidegrades along with upgrades, though?
And upgrades for the sidegrades, I mean
^
I'm not saying take out the current upgrades or anything
well, he can get close as fast as he wants, but he can also get away as fast as he wants...
No, the upgrades as we currently have them are fine.
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
I'm fine with there being upgrades, I'm just saying upgrading yourself for the purpose of upgrading yourself seems a bit repetitive
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.
ofc they would do upgrades for all guns, just nothing drastic like +100% dmg or alike (not without a downside)
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 ___"
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
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.
they confirmed that they are adding them soon 😄
Modifiers/weekly mutations I believe they said are gonna be a thing
:0
they are working on them, testing whats fun and viable, etc
I think you can put modifiers on custom games for more loot IIRC?
Or less, if they're easier
Damn. I bought the game just two days ago so I don't know the current roadmap. But that's great to hear.
And weekly mutations they'll cycle
Did they mention anything about new gamemodes or biomes?
there is no official roadmap (yet)
but they will release it soon (no details when)
I could see myself play around with these for days.
And yeah, I just recently got the game as well
Cheers Pika :D
As for weapon mods, I could see that as being more sidegrades, instead
thats the link to their recent ama
like a moth ago
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
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
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
im not saying those are easy, but there are a lot of things they can do to make progression less boring
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
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)
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.
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
I'd totally love to be able to spec my gunner with explosive rounds
Lower fire rate, higher damage, slight aoe
Some upgrades I would want to see would having to be for the flares and/or flare gun
there are upgrades for flares tho, quite a lot 😄
I think he means more
Yeah
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
Larger radius upgrade for the flares would be nice
Also a good idea
tru, its rare im ever stuck on 3 flares being thankful i can load a 4th 😄
Maybe sticky flare sidegrade
I feel like they regenerate fast enough to where additional capacity isn't really a necessity
i dont want them larger, it would kinda hurt the scout, he is bright enough
So they don't roll. You can't toss em very far, and they wouldn't be brighter
yeah, the flaregun should be brightest
but maybe just visual things to change the color 😄
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
so envious of engis having their own cool ones
You always run out
Yeah, flare customization would be really cool
Being able to choose your colour and all
They don't light up as much, and the color makes stuff not pop out
no need to be always so MLG
It sucks when magnite stays hidden cuz of em tho
tough luck
"Oh, there's nothing there, it's just all orange"
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.
or just some lights
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.
I don’t think vehicles are in their sights
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)
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
i think for lootbug cakes we gotta turn to pastry makers, not the devs xD
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
that wouldn't work well without dedicated servers
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
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
i dont know much about coding, thats for the devs, but updating the lobby system should happen sooner or later 😄
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.
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
I had about two pages of ideas so I out it in a google document.
https://docs.google.com/document/d/1oOOSDychjjW6ba00t1o-UJ6q51SEXg4k9uwhJUqdxd4/edit?usp=sharing
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.
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
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
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
i can give him that...even if the last gunner's buff help him ammo efficency wise
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
cant really quantify the effectiveness of the flamethrower, but the drillers pistol bullet per bullet has more damage than the revolver =/
i think the gunner's magnum is 40 per buller to 12 or 8 for the pistol
i need to check that back
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
its 75 with upgrade
Quite really, all the character classes need some alternate weapons, but that takes time to implement
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
A melee “tree” of weapons would be cool
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
too dwarf ?
gotta be kinda thematic
basically XD
The “berserker” could be specialized in guerilla warfare, giving it a military background
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
He of course would need some serious health/shield buffs then
or a "all hell goes loose" red button
and his armor and weapons start to get into overdrive
@nova wing Emergency Button: Rockets forward drills and flamethrowers going tunnelling through and burninating everything in front of him for about five seconds.
@shadow night Subata?
@proven zephyr that's the name of the driller's pistol
Glyphid corpses should vanish quicker in tight areas/where there's alot of bodies
or instantly in the event of fire/explosions ❤ maybe have bits..
ofc vanishing body speed should be an option though, some people like it.
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
toning down the shock crystals a bit. Getting lagged something awful from rooms filled with those.
shock caverns make great sittting spots for swarm assaults though
I love looking at them when they're all over those massive caverns
They really suck when they spawn in the tiny tunnels though
driller is just the best stand alone class in the game
not sure why people think he needs a change 🤔
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
i think the ammo buff was a good change
and now people feel the need to waste their fuel even more since they got so much ><
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
am i the only one who thinks it would fit to have to defend molly or lose all special ores?
Maybe as a special mission, not in collecting missions
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.
We're talking several praetorians on each end of the zipline; by the time you kill one, two more will spawn.
adn depending on how good you are with kiting swarmers you can last ling enough to revive other crewmembers
