#suggestions
1 messages · Page 56 of 1
well that was what i got from it, it was because it's a huge hunk of metal, how would it "decay" and the company (DRG) wouldn't bother "retreving" it
so either it explodes after a bit, or bugs eat it
maybe they re use the same pod, so it flies back to be refilled
yeah that was the "waste of fuel" discussion so they locked that down as a no
not everything has to make sense and be realistic
I gave up after awhile as at that time everyone was fixed on the idea that pods remain there forever
whatever eliminates cheesing i'd say
step 1 would be more CC/Knockback attacks, I would say "new bug" but then cheese-ers would simply focus on ranged and the new mob
The bigger issue I'd say is punishing normal players because some people cheese, in a PvE game
so existing ones need to be able to do it as well, even if it's a last resort
Draygo is this to the Pods vanishing over time you're addressing?
Yeah, thats the part I saw
yeah if pods were to stay "forever" bugs still need Emergency attacks
like in Warframe, infested are pimarally melee, but if you find a cheese spot some opt to puke/spit at you
to stop that behavior
they can just make it that you simply fall down from a zipline if you stay on it for more than 30-40 seconds
the files plus enough damage fixes zipline
so that's corrected
to a degree
but without something to force a player back/off of a small un pathable chunk
needs to be addressed
Sure sucks when you're trying to just go to zipline somewhere and a swarm is up your butt tho
I say it makes sense, it's like if you jump on a zipline, and a bunch of things grab you, they can pull you off
it does suck
Yeah, maybe they could change it to you need to be on ziplines for a while before it triggers?
but it's a nessary evil
Or if you've been on them recently
i just think they should make it impossible to stand on supply pods
to prevent the jump off and grab again resets
even if they did, you just need to shoot a platform on the top of it,
but then what if you needed to platform an area but a supply pod is too close?
THAT would work tho
you "bounce" off of supply pods and platforms "delete" if trying to put on on it
yup
BUT that still doesn't fix building your own island thendigging it away
so that's 1/2 of the problem fixed
platforms become ethereal if they dont touch any ground or walls
hmm.. it seems people are against giving the AI more options/attacks. So what if I modify your "etheral" idea
since Platforms are a custom material (not natural)
they can do "integrety checks"
I thought the weak ranged attacks for cheese positions worked
if damage the platform material it will see if it is connected properly. how should it do this? I'm not sure but it could spawn a dummy AI that doesn't really exist, all it needs to do is "Can I path to the start"
if it can't have the platicrete "fall"
The infected in warframe also have a Drag attack Why not have something like that?
the platform just disappears if it has no contact with ground
there are probably WAY better methods for the check but that's the best I can think of
but what counts as "GROUND"
everything
so even a littel piece of floating dirt?
yup
so I cans still build my island as long as natural ground is floating
What about another platform
that'd just opt players to just dig the floaty islands
I think the better way to do it would be an enemy having a drag attack
probably
reason why it's platicreete that does the check, is cause it'd slow every dig on normal materials
The ancients in warframe are evil with the drag and heavy attack
if there is a "drag" attack won't that make it a disabler
I like a "leap+knockback" attack on warriors better
turning every enemy into a L4D smoker sounds op
maybe a new enemy
whatif they cant reach with the leap
or just way more mactera
enemies seem to find the closest area to you if they can't path to you, so they might be able to, They could "spit" at that point I suppose but it'd have to be weak
if they can't leap
the leap would be the most effective
cause it'd knock you off were they can swarm and bite (their best attack)
how about they can build a web if they cant reach a place
like a zipline
and you cant destroy the web
hmm. webers would, but then you'd have "bug ziplies" all over
which would clutter a lot
unless they "decay"
they reset each tur
also used flares need to decay over a long period of time too
it'd make it hard to tell if you were in the cave before
but they clutter a lot too
that'd work
I wonder how many suggestions get considered by the devs
I have a problem my steam name wont show up ingame its just saying DESKTOP-(numbers) anyone knows why and how to fix?
ok
So. To prevent cheesing if I summerize it does this make sense
-Can't stand on Resupply pods you "bounce" off
-Can't place platforms on Resupply pods (like escape droppod does)
-Floaty Island Cheese Prevention
--Make Plasticrete peform intregity checks
---Won't stop naturally genned or dug out islands
--Make enemies have secondary "I can't reach target" moves like a leap knockback
---Alternativly just let them have a less desired Spit attack that is weak
--Webers or any bug can make a web zipline that decays over time
-Flare Decay (maggots can eat expired flares)
@harsh osprey Restart your PC
then try the game again
ok ty
I'll wait until others think it's ok or offer changes
well i think it should be pinned so we can pick it up later and reflect on it
I like some of what was said, but I don’t know if more elegant solutions exist
we also talked about the endless mode too
it's up to the devs to figure that out i'd say
they make the game after all
to aphyon
Ok I'll copy it, add in the Endless Mode stuff, then ask a Mod if they'd pin it
cool
I'll just go over the Endless Mode discussion and sum it
Is a dreadnought a boss?
@trim creek actually since I butted in with my Endless opinion are you ok with mine? or do you prefer what you suggested? the droppod retreiveal?
I thought in their AMA they talked about having proper bosses for more than 4 players
I like your idea @main olive , especially since you’re o oh loading once, and you can build up a specific area
Only*
kk just didn't want to tramp what you had envisioned.
maybe they can just give players other ways of making fortifications, eliminating the need to cheese all together
give enginner new fortification tools
eliminating platform gun
It looks like their next update will include a roadmap, so I think we’ll have a better idea on the general direction of things
and driller can pick up pieces of rock, like jadiz, and make walls that can be destroyed by glyphids, but still giving players a chance of holding them back. That way, engi and driller still remain relevant in such a gamemode, since they would have these unique abilities
At this point a lot of different directions can be taken (monster variety, space station activities, weapon variations)
I think instead of allowing monsters to pass through walls less than a certain thickness, they should just give them the ability to tear down the wall if it’s less than a certain thickness
thats what i meant
That would solve the question posed about the platforms since they’d be able to just wreck them
the walls can be torn down
Sorry didn’t see that
And yea, giving driller/Engi the ability to add walls would be nice, stave off an attack from behind
But only until they dug through
Have the devs commented anymore about cave ins since their AMA?
they could give driller a special tool for making pieces of rock, that also enables him to move and work faster while carrying rocks
ok how about this? Also I added some stuff to Endless Mode - Mining so might want to fix that a bit
Flare Decay Suggestion
* Make it so after a flare expires, maggots will shamble to them and eat them
*OR create a video setting for how many flares can be rendered on screen at once
Anti AI Cheese Suggestions
* Changes to Resupply Pods
** Resupply Pods will make you bounce off of them like players and bugs does
** Resupply Pods will delete platforms that touch them much like Escape Drop Pods does
* Floating Islands
** Suggestion #1
*** Plasticrete will perform a nearby "Integry Check" to ensure that it's not floating, when it's modified "dig or damaged" falls/crumbles
**** Problems, how to do so efficiently and properly. Does not cover natural terrian floating islands
** Suggestion #2
*** Give melee mobs optional last ditch attacks (this is based on closeness, Line of Sight, and optionally cannot Path)
**** Praetorians can spit a poison gas cloud glob that does generic dmg on impact (to counter Engi's Gas immunity)
**** Warriors can ready a leap attack, that damaged and knocks a player back, also can get onto floating island using this method of attack too
**** Swarmers can leap "further" than warriors but do no knockback
*** Or
**** All Melee bugs get a weaker ranged attack that they only use if cannot path and have Line of Sight
** Suggestion #3
*** Majority of Bugs can make "web ziplines" that they can use, these decay over time if not "used" to prevent clutter
Endless Mode Suggestions (this will require Anti Cheese changes, new weapons, and loadouts to be properly effective)
* Endless Combat
** Generate Map similar to "Search and Extract" or "Extraction" where it's a centralized chamber
** Use mining platform instead of M.U.L.E.
** Primary Obj is completion of Set amount of Waves, Secondary can be more waves completed, or Dread Naughts killed
** Between waves will be a rest and Loot Bug Spawn period (for Gold and Nitra) this is for ammo and incentive to go for more waves (gold)
** Every 5(?) waves will be a boss fight, once boss is dead will drop biomes crafting material, RNG will pick based on Abundant and Sparse types
* Endless Mining (new mode or upgraded mining mission)
** At the end of the Level will be a special "passage" like opening that is flat black. With the host near it or enough dwarves Countdown will start. This will transfer collected materials as the new session is generated. Spawning it will instead place players and M.U.L.E. infront of a collapsed passage, and will have same ending of another passage, since collected stuff is transferred if Primary is completed can still call drop pod.
** every floor will add a "hazard" bonus (1-5%) however this mode does not benifit from "Length" or "Complexity" bonuses
** x amount of floors will raise Hazard level until Max (this means you could go deep enough from Haz 1 to be Haz 4 (100% hazard bonus + floor clear bonus)
*** Problem would be material overload, so crafting mats might need to spawn in lesser amounts, or be more rare in this mode?
Hmm.. didn't think it'd be that much Text
Dirt should be 1 hit in every biome >>
as no one has mentioned anything about the summary <@&296918282403840000> would one of you be able to pin the two walls of text above for discussion at a later date? If that is acceptable that is.
Thank you 😃
Flaregun shots should still light up a normal flare's-worth of area after they die down
Add a techno track to the jukebox and have the dwarves twirl flares around like glowsticks at a rave as their dance for it
https://www.youtube.com/watch?v=BILCC78K1Y8 - something like this, I guess (eurodance still techno, right?..)
Now Im okay with most of your other suggests, but I despise with all my humanity the idea of flare decay
Also did the devs actually see my issue with Bosco, cause I tagged them in it an they didn't respond
Can the bosco problem get a pin?
was that the trouble of hitting leeches at:Bosco? and Flare Decay as the old ones "disappearing" I can see why that'd be contested
however it's quite easy to clog up an area with spent flares
He really need that to be fixed
I dont care about clog up
I appreciate the sight of a pulluted and devestated cave ecosystem
lots of bullets holes and explosions
hmm... perhaps then a setting to only allow X amount of flares to be rendered
my only concern is just performance is all
after all, the flares have no hitboxes with players
it's all about that GPU baby
yes indeed
although flares shoudn't do too much extra render need
esp if you use AMD RX560 on a Lenovo Y520 like me
Shameless brand endorsement
I edited it, to include the Video option for number of flares rendered
Ight, thanks for your input. I think they're working on the Bosco problem, again about leeches
I have an idea... When in the mission terminal to select mission.. You should have an overview of your minerals there.. Soo that you se what you need and dont have to run back and forward between the terminals 😃
what's the point of having multiple terminals then?
Having the information available on that screen wouldn't invalidate the purposes of the other terminals, it would just mean no running back and forth for that specific information
If they did decide to make it available, it would probably be best to have it set as a button you could press that would bring up that info for as long as it is held down, rather than a static screen.
are there gonna be more than just 4 classes though?
There are plans for more classes in the future @safe osprey
•When searching for a game, let us search for "any" mission type just like how we can search for any region.
the whole minerals portion of the game is overlooked in my opinion, they should have a room that you can go in and see all of the minerals that you stockpiled
and they should have a machine that you can use for crafting that feels a little more tactile than what we have right now, its just a menu
ill wait until they come out with their roadmap though, which should be soon, because who knows
The memorial Hall gave me a little thought regarding some form of Tag/ID retrieval objective for Fallen Dwarves in the Deep
Suggestion:
Display the target's healthbar above it, when it is marked (red outline) via the Laser Pointer.
I want a generic option to search for any available teams.
Perhaps a hard search: the search will only search within the specified fields and yield a failed search (the current system)
And a soft search: the search option will search within the specific terms, and will move on to other search fields if no matches are found.
The point of this is to increase the odds of finding a match for players who just want to hop in and don't care what kind of mission they play.
I believe the current system operates by "soft search" only, a "hard search" checkbox would be nice. @lucid oxide
Strangely, if you request a hazard 2 mining expedition in fungus bogs and there are no such lobbies available, the game can place you host of a hazard 2 mining expedition in dense biozone, or any other random area.
It seems as though the search engine prefers matching the game mode than the environment you requested. I would far rather this be the other way round.
Suggestion:
When in a group, it displays "SELECT MISSION AT MISSION TERMINAL". However, only the group leader can do so. So, the message on screen for those NOT the group leader could be changed to something along the lines of, "waiting for leader to select mission".
Suggestion: After getting 11 hours into this game im enjoying alot of things. But i can see where some aspects will get a little repetitive. for suggestions my first is that weapons at some point could use some more customization. Having a few skills per gun is nice but it would also be really nice to have other options for things to make money for. Gun colors, attatchments, things of that nature. On top of that, other guns for classes. I play scout alot so it would be nice to have a weapon like a single shot rifle and a smg. Something thats fitting for a scout. Or giving the gunner something other than a gatling gun. Like a LMG and things of that nature. These kind of things are what help players come back and not just put the game in the back of their mind at some point. Without some playstyle freedom things will get stale. also what aphyon said, being able to see the progress of your stockpile would be nice. p.s. whoever did the lighting in this game i love you cause it is what drew me to the game to begin with, you know..... besides space dwarves.
Right click > Edit
what is that suggestion? I'm not getting anything from it other than it's a fact/opinon/observation. There is no "could this be fixed/added/tweaked"
Cause im currently editing it
ill post more later. there was something i was talking about with my friend that would be cool but i gotta ask him again as i dont remember
oddly enough those weapons I and maybe others have suggested as well 😛 Just waiting for Loadouts to be a thing. And maybe a class or two more
another gunner suggestion, making the ziplines reusable. Idk if that would be OP but it would be really useful
Spiked boots to walk up walls but does not allow you to jump. Has limited number of spikes to be used. Would dynamically change how dwarves fight
"Crouching Glypid, Hidden Dwarf"
That sounds pretty badass. Ceiling warfare has a nice ring to it.
Sounds like the climbing perch idea from earlier
reverse gravity boots? run on the ceiling? give it a long activation CD once it's effect wears off
Grapple gun is base 4s, upgrade for 3. but only starts the CD once you stop using it
turn boots on float to ceiling for "x" time or you turn it off. 30-45 second cooldown?
Been suggested long ago, we're all still waiting on Molly and loot bug plushies. I'd still like a Molly mini fig to have straddle my monitor
any chance that changing hair color will affect eyebrows?
^
^
Nerf cave leaches?
Are you soloing? As long as you stick with your team you should be able to be saved
However it has already been suggested to make bosco better at shooting cave leeches
The devs have already stated they're working on bosco targeting the leeches, but it's not an easy fix.
As for nerfing the leeches, it's really not necessary, since you've got teammate revives in multiplayer, and bosco revives in solo
If the idea hasn't been tossed out already, more types of enemies to shoot beyond just the glyphids would be interesting to have for more variety.
Possibly even a boss-level swarm event that, instead of a swarm, it's rival miners dropping into the area. Your team would then have to race them as they mine your precious minerals, or fight them for control of the mission area.
@dusky mauve ziplane reusable? why when you just get ziplanes from ammo drop
Personally feel like the dreadnought could use another design, so it isn't just a reskin. Atleast a size-buff should be enough to set it apart
It IS already bigger. Maybe more spiky?
Make it bigger
It's only a miniboss, they're not yet at bosses
Put armor on the dreadnought's face that we can break off like the butt armor then let us damage it from the mouth like the praetorians
Bigger also hurts pathfinding
Yes please
Or just armor as a whole, ala Praetorians
But with the shell underneath
Also I don't think a larger size would hurt pathfinding, but it would make it much harder to avoid
As is praetorians and dreadnoughts love to pin players in place
I feel like people get killed by them enough with their current size
Ooh, related idea though; a blob enemy that shrinks as you shoot it
naw guys, game needs Nazi Zombies and a Battle Royale mode.
Battle royale in DRG would be SORT of neat, but fortnite already has destructable stuff and building
Please no
Bodies should be affected by gravity, when you're downed you should fall if stuff under you breaks, IMO
Give the scout some sort of feature to keep him from falling to his death if he gets a bad shot with the grappling hook - I'm thinking similar to the way cave leeches drop their prey(AKA you)
He's got the 33% falldamage reduction (armor upgrade). You're barely taking any falldamage, even with just 33 percent.
True that.
There were a few times where I was sure I was done, but survived with a fraction of health remaining, all thanks to 33 percent.
a few folks including me whom adapt to using the platform gun to block off tunnels from swarms, if there is an ability using the platform gun that shoot out something similar like a twirling net that closes the tunnel to block off the swarm. however it would be rather nice to have the swarm find another way to us. something of a respite from heavy swarms for the squad
That would be most useful for plugging the tunnel the driller is making to help you escape at the end of a round
yup
but the plug can be destroy eventually by swarms
so limits the respite and not make it too overtly powerful
Nah i have another idea
Allow the platform gun to shoot vertical platforms
And just spam 3 shots to plug it
like columns?
ability to orient the platform vertical or horizontal
rather have a dedicated ability that plug the tunnel in one go
Alternate Wall gun fire
Or just make it shot out a constant stream of expanding foam like a flame thrower
So you could just change the tip on the platform gun at the beginning of the round
Make holding down the reload button change the tip just like turning off the flashlight works
Fox's idea sound awesome
That might be easier to manage Idako changing the tip like on off switch
It’s an old idea
I'd quite like to see some form of Alien Mole as a possible passive/enemy type. Mole could function as an animal to feed a bait item for, prompting it go after an ore type like a truffle hunting pig. As well as a silicone lifeform for a beasty to mine down into chunks.
I'd like to suggest a major secret or easter egg for kicking the green barrel into the "secret" green tunnel
because as it turns out that is really hard to do
I'm finding the lighting a bit oppressive, if I earned my money from exploring dark space caves I'd really invest in a better flash light, and the scouts flares seem to burn out quickly, even though my scout has the flare gun fully upgraded.
I agree, scout flares need improvement.
maybe just improve the headlamp a little bit
not enough to flood caverns with light, but enough to see more than 3m away
flares in general are fine; upgraded scout flares generally last for a whole swarm in hazard 3
That flare gun is also the main counter to cave leeches
Im agreeing with everyone, it needs to stay bright longer, at least via another upgrade
And to balance it out, maybe decrease storage count by 3
I mean or you could just add back in the spotlights from the alpha
Spot light on Molly
Another Mode or "option" much like "mixer" only it's 4v1, the usual for squad Dwarf Party vs. an AI overseer player.
This 5th player's goal is to kill the 4 players only using the AI (much like an RTS) In which this RTS player can accumlate "points" gradually overtime to spend on things like "Spawn a wave" "Spawn exploder group" etc, these spawns have to be placed, and after a set amout of time will spawn the desired combat group.
Players that group up will hinder the point generation, opting that no body should be solo, as splitting up allows the AI Overseer more power to spawn more hazards.
Incentive to be an overseer is the fact that if they win, overall "points" accumlated will lead to end of match rewards, plus 50% of what the players have collected. However with Points having a max capp. Sitting idle and letting players get away with a free match will yield the overseer with very little reward, Also if all 4 players escape it counts as a loss and end mission rewards are less for the overseer. (these details need to be ironed out more, and anti-abuse stuff like farming a team up)
The main goal of this added additon to missions is to allow a player to feel like a "Dungeons" experience. You place monsters and (you don't place these) resources to "fatten" up the adventurers to collect their saturated souls. In this case it's managing your points so you can get the best overall generated points (for end reward) but enough that you can wittle the players down (expending their collected nitra) but leaving enough to lay a player wiping invasion. Of course granted during the 5 min drop pod escape sequence there will be "accelated point generation" as this is a cruical time for both sides to "win"
I hope this mode could spark a discussion and not a "no" shutdown. As I think it'd allow players that have invested a great deal of time into the game to avoid "stagnation" of the "same ol' same old" by pitting a tatical player vs. a veteran squad
That sounds basically like Natural Selection 2 plus Dungeon Master
I like
Bonus points if you can directly control enemies as the overseer
I would love to see how that would work ingame. Sounds cool.
Have a sandbox mode
If it came to be an experimental or deployed I wouldn't mind it just being a "spawn AI group here" but controlling them directly (or at least guiding their movements and targets) would have some merit, if all move commands to locations were treated as a "attack move" since they are just hungry bugs. However being able to change the course of AI targets during a vital "rout" of the players would be glorious. Engineer runs off from the main group or is split. Focus fire while keeping some focused on the group to prevent them from joining up
sneak some exploders from the rear
and since the overseer would naturally be a veteren player themself, Players will have to adapt from the usual playstyle because their opponet has also been in those playstyles
bonus points if "mixer" can still be applied. Making it 4 players vs overseer vs a crowd filled with pity and malice
will the mixers join the fun and spawn their own beasties or will they join the players and offer them relief
In the game hints, it is recommended that the minigun on the Gunner class be fired in short, controlled bursts. However, the weapon for some ungodly reason becomes more accurate the longer it is fired rather than starting accurate and losing accuracy like the assault rifle on the scout. This means that the gunner's minigun not only defies logic and reason, but also recommendations given to you by the game itself. Additionally, the Gunner currently shares the explosive charge with the driller class. On the driller explosives makes sense because the driller is a close range class, but the gunner is clearly meant to be a medium to long range class. I would suggest replacing the explosives with a rocket launcher to give it more ranged oomph, and to change the meta away from just standing near a cave mouth throwing grenades and c4 charges into it.
TLDR: Make the gunner's weapon start accurate and lose accuracy like every other gun, replace c4 with a rocket launcher.
^ I am in agreement with this
Ah cool, at least I know now that if I am crazy, I'm not the only one.
I've suggested the mini-gun recoil as has my brother. Altho I disucssed it with him, and his only "defense" on the matter is since it's a heavy, hip-fired weapon you get your targetting barrings as you fire it "Understand where the bullets are going" idea. However every other game argues against that logic
Others have mentioned rocket launcher as well. I never have but more guns isn't a bad thing
so I'm not against the suggestion
Yeah I can understand that idea that you get your bearings as you go, but if that's what they want to do then I would say they should change the in game hint for it.
plus as it gets it's perfect targetting you've wasted probably almost 100 bullets and now at 50%+ heat
then to "cooldown" you lose all your targetting it's quite a waste really
others suggested an option to spin up the barrel
or "take a knee"
The real problem I have with it is that it's the tutorial class, and they seem to be pushing you towards playing the Heavy class first. When you start out with naked chaingun with no mods at all, it's absolutely awful for new players to have to fire a tenth their ammo just to hit what they're aiming at and then they're at 75% heat.
A different thing they could do is have it so that accuracy increases the longer you stand still.
I guess their intension is for it to be a mid-ranged crowd cleaner. as being messy at firing would allow you to hit more enemies in a general area. Which I think all gunners shots "stagger/daze" those hit
but if you had to gun at something large and close the better accracy helps with that solo battle
idk that's all I can add to the defense as to why it was made that
Honestly I always try to use the heavy to take out Praetorians since the heavy is the only thing that really does it well.
A minigun takes time to spin up anyway and the recoil from it will counteract any compensating you'd make once you see where the bullets are headed. You need a stable and precise firing platform, such as a DMR or low-impact weapon like an AR to properly utilize compensating hipfire.
I'm not really arguing for a realistic approach, I'm more arguing for a mechanically sensible one.
sorry dumb dumb here, Can you elaborate on the mechanics Precise?
Well a minigun is meant to lay down withering hails of fire, a suppresion and volume weapon - it's not meant to be accurate. You could increase the ammo amount to reflect this and reduce overheat
let the player spin it up properly to begin the salvo
If that's what they wanted it to do, then why make it behave like a laser cannon after you've fired for about 2 or 3 seconds?
so would a pre-spin help reduce the spread? (much like how a spinning bike wheel will keep it balanced) or is that not applicable in the realm of fire-arms
A laser cannon that has kickback, sure
No I mean in game.
So make it like the lase cannon as you say, but with recoil that you need to "pull down"
anything will have muzzle climb
especially firing hundreds of rounds per minute
I think we're kind of in different places here.
but like I said, reduce the overheat rate a bit and increase ammo amount so you don't chew through it and overheat immediately
I don't really think that's the best fix.
Well what exactly do you want the minigun to behave like
I would say a better fix would be for it to behave more like the scout assault rifle so that the in-game tips would make more sense and you would have to use short controlled bursts to be accurate.
he can place and pickup a mount allowing a place to rest the minigun
and then the longer you fire, the less accurate it gets.
that could be cool.
but it might be hell to program.
a tripod that is.
would that work well with your suggestion Precise?
At that point, from an aesthetic stanpoint, it'd make sense to give him an LMG instead, remove the minigun, or - if they're going to be making more weapons - keep the minigun, make it a ramp up suppresion weapon and give them an LMG more to what you've described
I do like the idea of a bipod, but that'd make him pretty damn vulnerable from a mobility standpoint
but as a heavy gunner, you can choose to "make a stand" or go with the more run and gun cause this is a bad spot
Honestly, LMG would be awesome, very much like a smartgunner in Aliens
also if there was an LMG I'd still opt the option to bring a tripod instead of c4
since then your Loadout could be the close ranged, supresser, long range supresser or LMGer
only because of their counterintuitive accuracy increase over time xD
the accuracy increase over time is literally my only complaint. XD
Which in turn has set off my realism sensors, which is pretty much a bane to anyone in "earshot"
you talk about realism in a game about space dwarves mining morkite to make ale?
yes, damnit, yes!
In light of a discussion i had earlier, i'd love to see ammo counters on each gun. So when playing without the HUD turned on you could get fully immersed. I would love to see something like that
that would be cool.
ammo counters are good
and convenient.
also, a EKG style health monitor
only the minigun has that currently.
and the turret
and the turret yeah.
Turret, Minigun, Magnum, Driller Pistol I think all have ammot counters
oh I forgot the pistols.
Also - give me a harpoon cannon
but I think the rest is a nah
Captain Ahab and the great white bug?
albino glyphid dreadnought
anyway all this talk is making me dwarfy. I'm gonna go actually play the game now. Nice talking to you guys.
have fun
A crossbow (ballista) would be cool though, and very dwarfy
high pierce-through
"re-useable seige ammo" 😛 but you have to carry it back as if it were like a pearl
craddle a large arrow
crossbow?
Really?
We are refined space dwarves
We have since abandoned our homes in the mountains
Please on Xbox have a way to view the people in your game. So that if the game crashes I can rejoin from their profile.
A shield for driller that cover him frontal, many times Ive dug a entrance and get swarmed. Allows him to use the flame thrower in shield mode but loses mobility and has a short deploy time
Shield has structural integrity counter
And need engineer to fix it
Uses materials on hand in the mule
This should then facilitate for bigger caves and more numerous veins
Directional hit indicators would be nice, when you're damaged
Hmm... I've mentioned goblins before. Glad that someone has same idea.
Dragon skins cuz DRG is like an acronym almost
Dirty Rotten Glyphids
I recall pitching an idea for rival miners/corporations just the other day.
and now this 😂
It's an old suggestion (the concept of rival mining corporations)
I don't doubt that, tbh. I'm not sure if there's a good way to see previously-suggested, or even things under consideration in an easy to read location. if there is; i will gladly go read through it to help cut down on repeats
sifting through a discord channel might be hugely tedious
Discord has a search function, but that's about it
The hardest part is, there's a whole suggestions channel for the regulars group that I don't think you guys can even see
Honestly we should probably lock that one off so all new suggestions are made in here
I'll lurk more before throwing more of my thoughts in.
Eh, if you've got something you think is interesting and may fit in the game throw it on out there. We'll most likely let you know if it's a repeat ;) @past star
well, alright, will keep that in mind. just don't really want to annoy anyone for suggesting [thing] for the 50th time
how dare you suggest [thing]
An inadvertent repeat indicates higher viability, in my opinion.
I wouldn't say it means the idea is more viable because it gets repeated more often, it just shows that it's an idea that has more of a common interest.
Just because multiple people come to the same conclusion doesn't mean the proposed idea is necessarily a good one
well I meant socially viable - perhaps more palatable \
regardless, I haven't seen people exactly pounce on others here for posting similar ideas
if anything it's more reassuring to the original poster
Nah, for the most part this community is pretty solid (except for me, I'm just plain mean 😘 )
We get the occasional trouble, but it's usually handled quickly
Mainly as a means for predatory domination, I'm sure, you can't remain the mean one if other users are trying to do worse
Word filter/not allowing you to make or join games with inappropriate names
And/or report feature
Ping/latency numbers on the server list would be great
Game's a ton of fun, but I feel like It'd be more enjoyable with a better progression system. There's pretty few upgrades you can buy for each class and it would be really nice to have more to build towards
Also, more hair colors for the crest cosmetic
I don't know if this would defeat the purpose of anything but It would be cool if there was an option to toggle seeing teammates and Molly through walls
Currently all you can do is keep bringing up the scanner. I'd like that too though
I think that could be an optional sidegrade. Make a purchaseable/craftable visor that enables that when equipped
I'd be all for that
Not sure if this was already suggested, I saw it in another chat, but for ammo drop pods, There should be some sort of "claimed" feature.
What I'm thinking is, as the droppod is coming down, you can "claim" one, and only one of the ammunition refills for yourself, by the same system you would normally call a pod (down on D-pad twice for xb1), keeping others from taking it until you have a chance to get it. Possibly add a 2-minute timer or something so that others can take it if you wind up not needing it, or leaving the game or something
I don't find anything wrong with brining up the scanner as is, it takes no time at all, and this might just be me, but having a glowing figure in a pitch black cave would be really hard to see with
Oh, speaking of supply drops, It would be nice if you could see supply drops with ammo still available through walls when you bring up the scanner. I've lost track of too many
That's why it would be optional
^That I like the sound of
I think its too easy to lose track of things in this game in general
To some degree I feel like getting lost should be an integral part of the game
You're exploring a hostile foreign world, after all
Some sort of waypoint would be good, similar to the molly beacons, but for you only
A scanner that'd highlight ores or w/e on the terrain map might be neat
I feel that would be too easy
We had suggested a pinging calldown, that would mark everything within the room it's called into a while back
Sort of a mineral radar
Gold or nitra
Similar to the turrets, like you place it and it scans the room?
That could be cool too
I feel like it wouldn't take anything away from the game, if you wanted to use it, you could pay the price, but it wouldn't do any work for you aside from spotting the minerals
Are you guy's thinking of adding any more classes at all or are you just gonna stick with the 4?
And if you don't want to use it, you save your resources
I was thinking gold since using nitra to find more nitra or something...yeah
Or maybe on a cooldown actually
There was an idea I saw earlier, of each class having an alternate drop, say mineral scanner for scout, explosive rounds for gunner, etc.
Nah, if it was a cooldown, it would have no real cost to its use.
Cooldown but you can call in ones that then cost gold?I unno
And then people would either just wait to keep using it, or we'd have to make the cooldown so long it wouldn't be worth it
Like, you can call in more frequently but then it costs you
Honestly, I've never had much problem finding a particular mineral, so I feel like having to use gold or nitra to spot other minerals isn't too bad a thing
I'm not a fan of freebies, overall
Nitra can be VERY rare in maps
Unless a new resource?
Or excess red sugar or something, I unno
1 radar drop costs 1 error cube
Whats that gamemode called, where you gather aquarq and bring it back to the platform? Anyways, the scanner might be overpowered in that mode
Search and extract, I believe?
Point extraction
There you go.
And they could just tweak it not to mark sub surface minerals
True, if line of sight is a factor, it would probably be fine
It might be nice for finding things like peskily hidden secondary objective items
Well, finding ungrabbed jadiz and w/e would sorta be what it'd be great for. Unless they finally add that the "hints" disappear if the main thing is dug up
what if they just stop glowing/lose color
since you know the radient item is now gone
but what about Compressed Gold? it's quite tricky to pick out, but it's nothing that could get all shiny (by shiny I mean crystal/glass like material that can allow light to pass through)
I know Error Cube the flashing Crystals stop flashing I think once you take the cube out
I'd like an area/biome that is in complete and utter darkness. Flares are less efficient and flashlights turn off every so often. no materials, crystals or even bugs [like the praetorian] produce light or even reflect it, until they're close enough to rip your beard off.
A very large worm like creature that tunnels through the world and starts an event when it gets near you sorta like the announcement when a swarm approaches. If it hits you while tunneling it would instantly down you and maybe carry you with it while your team tried to rescue you?
that might be fine if you weren't in cramped low ceiling tunnels 70% of the time
some people you'd get that announcement and boom. Street-sharked
I would think that it'd be a very rare event
And once the announcement was made that you had incoming you'd have a moment to prepare or spread out
Or run for a better room to fight in
Particles effects could hint where the worm is going to dig trough. giving the dwarves a certain amount of time to get out of the way
Tremors Worm out of the movies. would be a cool addition. also water/fluid pockets when mining would be fun to dig into. also Different weapon's and equipment for unlocking class only type stuff. ensample Plasma gun to pick replacing flametrower. or cluster granade's,
Crossbow or normal bow OR A STONE/ROCK-BOW with rocks/stones as ammo maybe in a new class 🏹 for carl !
You should be able to change the color of the driller. It's looks kinda weird when you got the black MK2 armor but your drillers still stay yellow
Using the rocket launcher idea for the Gunner SatchelC replacement idea. Homing missiles for Gunner and squadmates can tag using their scanner. Range about 150 meters?
Or anything tag by squadmates scanners (ability to actively remove tags), different types of missiles i.e quagmire, HE.
Gunner has to pre equip missiles round on the space right, what he needs to bring and stuff since space is limited.
Player level requirements, configurable by hosts, like Payday 2.
Getting really tired of level 3s joining my Haz3/4 lobbies and going down every minute. I also think they probably get upset when I kick them.
If we could just have a slider for "Minimum class level" and a slider for "Minimum player level" it would make us all happier.
Definitely just had Dwarf Fortress Aquifers on the mind as i thought about Water sources in the caverns. Potential of fun as a result of water flowing from a breached tunnel. An Ammo drop could conceivably pop an overhead water pool i'd imagine
I know I was certainly confused when I went to Magma Core the first time and didn't see any convenient lavapools to backflip into.
thumps fists on table let me die in lava damnit
Any ideas of mobile turrets? Requires power and the usual ammo reload
Crossbows with stone ammo !! ROCK AND STONE BROTHER
But that's just a primitive gun
higher dmg, reload time gap
now...a boulder cannon that fires huge chunks....
👀
that might actually work for either gunner or driller as an alternate weapon/subweapon. magazine similar to minigun. player would need to dig common stone for material, enough material, say 50 for example to equal one shot with a maximum of 200. powerful, but balanced by the low max capacity and the need to feed it by digging regular stone for reload
isn't that what shooting the glowing weakpoints already is
hmm true
Whenever I was playing with a friend, the biggest gripe he had with the game was the slow pacing between fighting swarms. He played a miner hoping that he'd be able to drill and collect minerals faster, but he instead had to use the pickaxe for everything he found. It would be nice if you could use your drill for collection
Any plans to make certain vanity items (ie - beards in particular) span cross-characters? As much as I love the idea of grinding up the same exact beard for 4 different characters, I don't think I will.
If they do add mutators to missions they should be called "cutbacks"
Petition for a much larger version of "The crest" as well as different colors fit for a Slayer
Will there be a achievements
hi im ThyWillBeDone and have recently joined this discord, if i may make a suggestion, have any of you considered the bagger 293 for deep rock galactic?
bagger 293
Oof too big
no such thing
New mission. Escort a giant drill or something I dunno.
its a bucket wheel excevator
We should have a mission that has...
A Timer
:^)))))))
"Alright team, you got 20 mins to get in, get the goods, and get the hell out. massive shifts in the plates is present and this area is soon gonna be flatter than a carpenters daughter"
I imagine a survivalist. With a bowtie knife for a weapon. A med pack for utility and a jetpack for travel.
with an aussie accent and a lot of dialong about stabbing?
Honestly would love to have different things as side grades. Turn your scout into a surveyor that can detect deposits giving up his shotty or something. Driller that foregoes his flame thrower for increased drilling power and fuel. Gunner has no battling gun, but fuck you he has some chainsaw axe or something. Engineer is now a demolitions expert. Etc.
Imagine a tunneling charge that takes the c4 slot. You only get 1 or 2 but it burrows into a surface and just explodes creating a tunnel of x length
blasting caps
commonly used for mining
i do hope to see them used to much potential in drg someday.
That's a common suggestion, but a good one in my opinion
I would like to see a new enemy that focuses on light sources. That way people have a reason to turn off their headlamps and dig in the dark, or throw away flares as a defensive distraction instead of just for lighting.
Should be a button that sends Molly a little AWAY from you
i want molly to return salutes.
why's there no Bosco Emote?
Any plans on raising the level cap?
i'd assume yes, since it ends at 26 and 1/3
well, that could be if they added another class, then there is another 20 levels that can be used to raise your player level. However without infinitly scaling rediclous titles Legendary Miner loses it's merits after a bit. I want to be called "Super Awesome Legendary Miner Guy"
I guess 19 levels
Maybe like a system from diablo?
as level 1 is already taken
Oh is the player level based on your combined dwarf levels?
What does player level unlock?
I haven't played the game for very long yet
there is a memorial hall that "unlocks" stuff based on Player level and Class levels
Sorry if question is stupid
it's just fancy stautes and posters
for each class level you gain you get 1/3 player level
Oh the memorial hall right?
There were a bunch of doors that are closed. I wasn't sure if leveling would open those or if it's just not developed yet
I hope they add a statue for carl. He sounds like he must have been a really inspiring dwarf
"Buuuuuuuut Caaaaaarl, bugs kill people"
Maybe a statue for whale pipers too
Maybe hanging from the ceiling. A big whale getting piped
Caption saying "Pipe her down"
Can't wait for the Abyss Bar to open, hopefully we can spend materials there on different drinks that provide buffs for the next mission
i hope there are bar snacks
and a billiards table
I thought that big statue in the center is Karl.
Spiked boots idea. Spiked boots engaged. Dwarf "let's step.in some bugs"
only if the old super mario theme plays when they are active
which I doubt is possible cause legal stuffs
how does one get that into a cramped cave?
they put it in molly
to give everyone a better sense of that thing's size, Bagger 293 is 96 metres (314.9 feet) tall. It is 225 metres (738.2 feet) long, weighs 14,200 tonnes (31.3 million pounds), and requires five people to operate. It is powered by an external power source providing 16.56 megawatts. The bucket-wheel itself is over 21.3 metres (69.9 feet) in diameter with 18 buckets, each of which can hold over 15 cubic metres (529.7 cubic feet) of material. It is the largest; or tied for largest land-based vehicle ever produced, and remains so over 20 years later. It moves about 10 meters per minute, carried by three rows of eight caterpillar-style treads to distribute the weight.
As cool as this thing would be to have in-game, actually making use of it would be wildly impractical due to its size and speed, unless surface-based stripmining becomes a thing in the future. Vehicles in general might be pretty cool to have available somehow, though, and now I'm imagining Dwarf Voltron or Dwarf Gurren Lagann
Dwarf Optimus Prime 😄
Knowing how many corners the corporation would cut, I don't think we'd get anything as modern or safe as the 293. We'd be getting the 288 at best. On the plus side, it'd already have its own theme song.
The Dwarves are really mean to Molly. There should be an option to kick or punch it. It could purely just be a funny thing to do or it could maybe be used to slightly move it if it's in a weird spot. Or if you punch it while it's walking it could spur it on to move slightly faster for a couple of seconds.
You can currently poke her escape button in a rapidfire manner
I would like that, but just as a shit's n giggle mechanic. Not anything that would benefit you.
am i the only who doesn't like when the dwarves are mean to molly? :((
D.E.T.R.- Dwarves for the Ethical Treatment of Robots
I think each dwarf should have a specific reaction to Molley
like maybe the Engineer really likes Molly, but the scout is super impatient, etc
The dwarves could use some more character development, they're all very a like.
Engineer very much wants to disassemble and upgrade molly
Gunner is indifferent as long as she doesn't get in the way
there are some quirks already, like scout has a gigantic beard, but a light voice, while driller is clean shaven but a very deep voice
Driller treats her like a pack mule to carry all the stuff he digs up
Personality wise.
but i would like that dwarves talked more to each other times than when they shoot each other
like in vermintide 2
the characters chat all the time
about different things based on their personalities
Like in Evolve, where the different characters would have conversations throughout the mission.
exactly
and some of the dwarves may even dislike each other based on their profession, background etc.
that's all good and fun.. until you join party of 4 scouts
i like this idea,but remember that in evolve you were forced to pick different characters and here you can go for example as 4 scouts.. conversations would be just odd then
i don't know how works this in vermintide 2 tho
vermintide 2 is restricted to 1 of each character as well
with good reason
1 kerillian is already insufferable, i cant imagine being in a group with 3
at least there is no mayflies lol
it feels good doing a legend run without an elf though, nice and quiet
i would add some more "progress rewards" for leveling up each class
not only cosmetics or upgrades ,but new items to use or even subclasses
now we have rewards only reaching lvl 8,12,16 and for gameplay only matters lvl 8 (i don't know if on lvl4 we unlock something? i can't remember) subclass= set of new items/upgrades/passive for a class, changing the class a little bit (or little more?) example: after reaching lvl 10 on scout you could unlock "jumper" and "medic" "medic" is obvious,you well get some medical supplies to help your team survive.. medigun like in Mercy from Overwatch or medical station to place on ground like engi turrets and let your team heal up a bit (with limited "ammo") and "jumper" would give you a jetpack (exchange for grappling hook?) to be even more mobile and be able to dig resorces in mid-air (flying with "space" holded, fuel limited like by driller in gauntlets OR unlimited but with cooldown,something like phara's jetpack from Overwatch)
in solo mode you can't tell Bosco to mine up White crystal - should probably be possible, seeing as the stuff actively damages yuo
you*
it would be attacked, not mined, so maybe he could shoot it but its really tough.
Mine under it, its vulnerable at its base
white crystal, as in, the stuff that radiates sort of a poison damage effect. you can literally mine it out with your pickaxe but the dwarves usually say something akin to "useless but fun to smash"
oh the radioactive ? yeah its real easy to pickaxe by comparison
just gonna bite your shield a little
@spare kestrel I know there is much on your plate, I would like to suggest (before I toddle to bed) some more missions. I get Dwarves...and mining...but since we are the "Elite Team" wouldn't the company send us out to do other things like...Find lost mining machines (and may be the dwarves that manned them), or may be follow up on reports of an odd object some other team came across? In...parallel to mining of coarse.
@idle blade two words, procedural bosses.
🖐
🎤
For vanity sake. Could we get some ammo belt coming from the gunners back feeding to the Gatling gun
need weapons with stone ammo ! 😄
Rock some Stone!
maybe there could be a surface mining mode similar to extraction where instead its like a defense mission for a bucket wheel excavator
A squad #17
PvP mode - competitor company is also mining Hoxx and there are no rules so deep underground~
No level cap😉 plz
@merry iron I agree that a competition mode would be cool, but it would have to be within the same company; Deep Rock Galactic is the only company that's willing to mine on the surface of Hoxxes anymore.
hmm
@amber dock Now where u said it, is there something lore based out there to read?
Yep, check out the official wiki for more details. The community has done a lot of good in depth work
You can also get this as a factoid when loading into some missions in game
Nice, thanks you.. Third day of the game and i got 26h playing.. in love with this game
In love with this game too, can't wait to see it grow into the big boy pants it deserves
What i'd like to see out of the Fifth Class, A Dwarven Medic. Healing, squad buffs, Complete with a big ol' keg of beer to keep moral up. A mining shanty shout that gives a buff to the group would be amazing. Dwarves shouldn't be working without a pint and a tune
can we get the sound lowered on the opening screen with the logos? its so loud and deafening by default compared to in game sounds
A boozegun for the medic. Healing for dwarves, poison to the glyphids.
Call it the MD20/20 "Bowser"
poisonous to glyphids
This stuff must be strong
Most lifeforms that lack Dwarven Livers die near instantly
@lime blade We will definitely have more missions. Equipment salvage and some sort of defence keep coming up in conversation in the office. But missions take time to make and for now our priority is systems, cave content and enemies. But more missions will come 😃
I´d like to see a "PvP" mode, Team vs Team where people fight over the ores in the cave, The first one who can escape wins.
When Choosing a mission in the server list you SHOULD include ping/ms so we can see if we are going to lag or not
Lots of good suggestions in here (I’ve been reading back through them) and I’ve got one that’s less a massive change and more for variance in the game. More minerals, please! Missions that aren’t just for morkite would be nice. It doesn’t have to be a big change with a rainbow of minerals on the walls, but it would be nice for the mission objective material to vary a little based on biome or something
Could have a mineral that only appears when you’ve passed a certain depth, a mineral that only appears on the ceiling of a cave, one that only shows up in tunnels rather than caves... I’d just like to see more variance in materials so that it’s not just morkite, gold, and nitra that you find on walls
<@&257786783666929665> 5th class should be "Ranger" Sniper rifle that ignores armor and does a lot of damage. Pistol as sidearm, similar to Driller's, napalm grenades, deployable med kits, and finally a jetpack with limited fuel
Thats the good ideas all condensed into one shell
I can see the appeal but I am very wary of creating primary weapons that bypass armor without some sort of extreme penalty. The drillers flame thrower does this but at the price of range and time.
Just had a critter thought. Given that atleast one type of Glyphid creates webs. How about a kind of Glyphid that creates what would essentially be web zip lines for the Glyphids to move across. Shooting their own bridges to give new paths of attack on Miners. They could be particularly vulnerable to Melee and Fire, but less so against projectile weaponry
I think with that reasoning, dwarf zip lines should be a lot more susceptible to damage/destruction
But I do like your idea as an additional enemy type
Do something like the grenade launcher, high damage but low ammo.
Also. It gave me the thought, just got back from a game, That they could potentially also use a dwarf zip line if they have their own zip lines
I like the idea of being able to purchase different variations of a weapon depending on what class you are. Different weapons would have different stats. For example you could buy an alternate scout primary that has a slower fire rate but is more accurate. Basically the same weapons but with little differences to suit your play style.
Also, thinking of all the situations of people squishing spiders only to unleash a horde. Some Glyphid variety that spawns the tiny swarms on death
Like a praetorian that spawns a swarm instead of the AoE on death?
@spare kestrel @mossy laurel
suggestion i posted ages back
Character suggestion
Sniper
Primary: Sniper rifle
Secondary: Dual pistols
Utility 1: Vertical zipline
Utility 2: Spotlight
Sniper rifle
the sniper is would be a single shot bolt action style rifle. it would do bonus damage to weak spots.
possibly have upgrades that could give it a scope, cause enemies weak spots to take bonus damage after being shot for a period of time or/& do more damage the further you are from your target
Dual pistols
2x semi auto pistols that deal low damage per shot.
it would have standard upgrades that would increase damage, reload speed and ammo capacity
Verticle zipline
this would function in a similar way to that of gunners zipline but with the major difference of only being able to be deployed between the angles of 90 and 75 degrees, going up the zipline will be half the speed of going down. the purpose of these is purely for scaling the massive holes and pits in the caves.
it would have upgrades that increase its range of the zipline & the amount you can carry
Spotlight
this is a deploy that would be placed and setup like that of engineers turrets however it has to be picked up again via interaction not remote. one placed the sniper would then get a remote control to activate and aim the spotlight at the selected location, it will stay focused on this location untill it is either picked up or aimed at a different location. upon the first activation after being placed and whenever a new location is selected it will consume 1 ammo, when it runs out of ammo you will not be able to select a new location or if moved will not be able to activate it
upgrades would give it increased area of illumination, total ammo & the possible upgrade ability to highligh all ores/crystals in the area of illumination
Suggestion! It would be great to have a wider variety of music, particularly during the sequence when you have to return to the dropship after completing your mission. Maybe different exit themes for each region?
Suggestions!
- Upgradable molly
- Upgradable map
- New class could include some sort of metal detector for finding extra secret minerals
@oblique violet couldnt all of those items just apply to scout as sidegrades?
I think if they add anew dwarf class it should do something totally different from the others while still maintaining the spirit of the game. I honestly don't think a sniper works
I also don't think a healer class is a good idea
agree
i dont think totally different works either, if it stands out so much then it'll be a more attractive pick and they gotta balance their appeal and usefulness
What about some sorta Surveyor class? Make it weaker than the others in terms of weapons/defense, and have it so it has to be guarded while Surveying the area for like a minute or two while a super dense horde (a lot more difficult than the standard "The scanners are lighting up like a Christmas tree" horde) truly swarms the area, Once the survey is done, it'll mark some of the more obscure resources for a short period of time. Maybe even make it so the class can only be used after a certain level or only on the hardest difficulty, would add a bit more end-game stuff and a mark so players will know that when they can comfortably survive a round with a Surveyor on their team, they are pretty damn good at the game
(Fair warning I don't have too much time spent playing yet so my suggestions may not be the best lol)
As with a lot of suggestions I see here, I can't see the suggestion itself being implemented, but theres some pretty good ideas in there that I could totally see and support being implemented into the game
I quite like the ideas of a high-level specific gametype, class, etc.(right now there isn't much in the way of rewards for being a high level) and definitely look forwards to the "christmas tree" horde
Yeah ya said that and I'm realizing a dedicated class for it might be a bit much, although as a high tier perk or tool I feel it would be pretty cool, on the topic of higher tier stuff, maybe add some sorta night vision goggles or infrared? Or some sorta pulsing scanner almost like echolocation?
(If adding some sorta night vision or pulsing scanner, make a custom gamemode where the caves are pitch black, kinda a "horror" mode)
What if it's its own biome?
you can already host a game w/ friends and agree to use no flares :p
From a horror aspect, there's a whole new level of intensity when light isn't an option at all xP
Oh that's awesome, night vision that's can't function with active flares in view, also should require turning off your headlamp
Ooooo yeah that'd be cool
What about a climber that can crawl along walls like the bugs do (but slower) and can bolt in a rapelling rope to hang straight down for the others to follow up or down
That could cause a lot of cliffside falls due to mactera spawns
But why couldn’t an existing class just be given an item that offers that capability, for example, scout could swap out his grapple hook for something else. The decision would have to be made before the match, and your character would play differently as a result
I know they’re making a 5th class, but I’m honestly curious as to what it is going to be
I’m hoping that eventually only 1 of each class maximum will be allowed per game
@spare kestrel any engineer turret buffs? Like less ammo but penetration. Dam so much ammo wasted on these exo skellets.
armor breaks now, so its not really a waste. Plus the shotgun annihilates them anyways, not all of his tools need to excel at everything.
@Aphyon#5107 i think weapon changeable loadouts are a bad idea in this game, as dwarf said, people will end up using the "META" weapon ect
also giving scout a long range high dmage gun would be bad for balance
wait when did i say that o.O im in favor of alternative weapons. Range and damage are not the only values weapons have
I want flamethrower turrets!!
@idle quartz
Dwarfurious - Today at 8:19 AM
i dont think totally different works either, if it stands out so much then it'll be a more attractive pick and they gotta balance their appeal and usefulness```
Lol he didn't say either of the things you mentioned
that isnt what that means ;o
like some people wanted a ROBOT for a 5th class
just the contrast of the character makes him a more appealing option
saved by a machine how humuliating
I agree with not wanting to implement a really weird playable character. A Dwarf us made of ROCK AND STONE! Not tin cans and copper. But I think it'd be cool to have some sort of weapon choice even if its just a variation of a certain weapon rather than a new one altogether. Though I wouldn't mind the latter.
Like maybe giving the engineer the option to swap out his shotgun for a bolt action scopeless rifle that deals a lot of damage and has good range but has a much slower reload time as well as having to load each shot.
And of course you'd have different options depending on what class you are
@oblique violet but if properly tuned, the "meta " game shouldnt really be a problem. we are definitely helped by pvp not being in this game, and i think tuning can be done a lot more easily so as to allow different player loadouts to shine, and not ever have one in particular be the "best"
possibly, but again, i dont think the scout (the high mobilty low to med range) should get a long range high damage weapon
Well I feel like not all classes would have access to all weapons. They would still have weapons exclusive to their classes but would be able to have a choice between a few different weapons within the class. And its like he said earlier, range and damage aren't the only two weapon statistics.
I don't think it would be overkill to give the scout the option of having a powerful long range weapon but I feel like something like that would suit the engineer better.
a long range, long reload wep would be a hindrance if you dont have a good line of sight, so theres a built in drawback even right there
one thing ive noticed is that the game makes it pretty easy to build distance between yourself and enemies, do the web spitters--aside from obscuring vision--slow character speed at all?
Yes, they do, quite noticably
Course they could play with the idea of having a long range weapon. Balance it to where it wouldn't be completely terrible without making it completely overpowered. I could personally see it being fun building your way upwards along a wall and building a few turrets on a platform in preparation of a hoard.
What I'm thinking in particular is the bolt action rifle. You could make it to where it doesn't take long to reload, but you have to reload after every shot. So you can still take out a good amount of enemies from a distance and do decent damage, but if enemies get close, they could easily swarm you. That's where turrets come in useful.
sounds like a plan
I don't think that's too unreasonable, but then again it is just a suggestion
Nobody has mentioned how ammo restrictive a sniper rifle could be
double barrel has what, 32 shots? but is beastly up close?
Could have even less bullets and needs to be used with much reservation.
are mactera spawn much of a threat?
i was trying to think of an enemy counter to the engi turrets
what if the mactera could gunk them up with their attacks
stop them from firing temporarily
they already kind of are countered by the armored side of a praetorian, until they chew through the armor.
How many turrets can an engineer build before needing more ammo?
2 turrets, 100 ammo capacity, 400 ammo total
Well, they have access to limited turrets, so it might discourage someone to play engie if they know their turrets can be disabled.
Are we talking permanent, or temporary disabling?
Because I can understand temporary.
And it'd give engies a chance to conserve ammo while clearing out praetorians.
but, what makes them want to attack the turrets? Are flies attracted to metal? will they attack molly?
if they can focus them, then glyphids should too
temporarily btw
or maybe similar to engi function in tf2 when a spy saps a sentry, have to whack it off
but what makes them focus the turrets? why do glyphids ignore them
that's what I'm getting at, why are the flies special that they can attack them?
I wouldn't see much of a reason to have something to counter turrets. Are they that op?
running out of ammo already makes them shut down, that should do. I'm sure the engineer and his turrets will see further changes ot customize his interactions with them
I'd kind of like an aura that auto-refills the turrets if he is close but im sure others would not.
I wouldn't mind that, but I think that would defeat the point of the conservation aspect of the game
Unless the ammo system were reworked to just give everyone more ammo and make the supply drop cost more nitrum, but I feel like it's fine where its at
what about an armor upgrade path where you lose Armor buffs, but can slowly regen turrent ammo?
Or maybe ammo is just taken whenever you place the turrets but not when you refill them
conservation would only using 1 turret instead of both 😛
True, but everything seems to make you run out of ammo pretty quickly. At least whenever you're constantly engaging enemies
I feel like part of that might be the turrets expending their ammo on praetorian faces.
technically the face is their weak spot so if they're missing and hitting armor thats just the gun, but at least even the armor breaks now.
i think one thing the game needs to communicate is the idea of NOT turtling up for waves. Much better to keep moving even during a swarm, or have some people fend it off while others mine, to continue progressing. You'll finish a map faster and use up less ammo. Maybe if they'd just add some character voice line that puts that idea in peoples heads they'd figure it out quicker
That might explain why I've had so much trouble with point extraction missions, then.
did have to learn the hard way about turtling
Well I mean, everyone's gonna play differently. I usually don't stand still for too long in the game, but I don't feel like setting up a little defense should be a bad idea
For those who would want to do it
turtling every wave adds a lot of time to the mission, and that just means more waves; and less progressing means less nitra to fight'em. Maybe the gunner needs a line like "Keep working, i'll handle this!"
setting up a defense can be fine in a large room, as i scout i tend to just chuck a grenade at the wave and continue mining
That's usually what i'll do. Just spiderman away and let my teammates deal with the bugs. But even then, I feel like combat is a big chunk of the game and those swarms keep things exciting and the action rolling. Usually we have enough nitrum for plenty of ammo drops when we need them, but I feel like you could kinda cut out a lot of the downtime of waiting for ammo drops and stocking up on ammo if you just had a higher capacity
Of course you'd want to make the cost for more supplies more expensive if you did that
Even those who do hole up in a room probably are able to finish the route in pretty decent condition so long as they're competent enough
I just think all playstyles should be embraced
thats part of why driller is so helpful on point extraction. he can clear waves quickly and he is good at capitalizing on openings to mine because of his drill
in the end, its efficient use of time and resources that makes a huge difference on how easy or difficult a mission can feel
also when will buying hair colors change more than just my beard?
this is high priority stuff
Rock and stone brother
There should probably be a limitation on the number of times you can get downed without having to do some extra effort to revive.
I decided I'd make the Magma Core safe by mining the crags, which explode and instantly kill a Gunner with the explosion resistance upgrade
Went down like...13? times
At that point you shouldn't be permanently dead or anything, but it should take something extra to revive at that point.
Cooldowns between revives maybe? Also uh, satchel charges are better for the geysers
Spending gold to send down a pod with a Dwarf that's died
make it so bullet casings fly out of are guns and stay on the ground, but if they are on the ground make it so it has physics and if we walk over them they slightly move if our feet hit them
@near glacier I feel like that'd be hella resource intensive and cause pretty bad lag, tons of small physic enabled objects on the ground typically goes badly for framerate in games
Would it be possible that some cosmetics be shared between classes, like beards and hats?
shhhh they won't be able to put in micro transactions with that
Introducing new Deep Rock Loot Barrels! Open them with Disposable Barrel Openers obtainable by purchasing for the reasonable price of $ 3.99 each!
if you get a repeat, no refunds
"credits are the most common loot, 99/100 barrels are credits"
This is the future, my friend. And the future is unrepentant, unregulated capitalism! Sell your dupes on the open market! We can even make a slogan out of it. "Dupe™ Your Friends!"
Real talk, finding barrels on missions with random mats or something would be cool
you can't get dupes, it just re-gives you the same cosmetic
no sell, only buy
DRG Loot Barrels
also all materials start to fade away every RL hour
On the earlier topic, the best way to take out volcanos is with engis grenade launcher
I like the idea of a limited amount of revive, say you get x number of revives in your inventory(amount of morkite ale), that can be refilled at the ammo drops, and you can use multiple of them to rev yourself
Ex. 6 revives, but use 3 to self revive
what if revives just had to recharge like flares
only everyone gets 1, and it takes quite a while to refil
Maybe at higher hazard levels.. I always think of H2 and lower as 'beginner' levels of sorts.. having limitations on revives by then might push away some of the newbies.. maybe?
If 5th Class has a range revive, that'll be dope though.
I could see it more like BEING revived has a CD, like Diablo and such
How about an alternate mission where you have to hold out and survive against swarms of bugs until help arrives? The waves get increasingly harder as they go on and you're confined to one large area. You could add it as an alternative gamemode as well to see how many waves you could survive until you die
because that offers little benefit to mobility tools
If you had to survive but were forced to be on the move, then it would be great
like say...the mine is filling with poisonous gas.
there should be a way to send M.U.L.E. somewhere
like maybe right click while holding ctrl
I've been stuck in Molly way too many times, and it's gotten me killed
She shouldn't be getting stuck in anyone anymore after they changed her settling behavior
I think they dont have a send mule thing because you could send it up a cliff then ride its back to get there
She definitely still does to me ;~; also this is more of a personal thing, but I hate the flickering lights on the spacerig, I'd love an option to disable/fix those
It's very silly that Hair color doesn't change the color of the eyebrows
@last wasp that'll cost 2 million credits and last a week
The survival i'm thinking of would take place in a very large opening area, but I was thinking there wouldn't be anywhere to go. Though the starting area would be big enough to where you'd be able to use things like grappling hooks and ziplines to your advantage. Size wise it would be similar to the large caverns you'd find, not the starting area where you're dropped off.
Though a survival mission where you had to constantly be moving as a mission sounds pretty cool too
I could see both as potential mission types
And I feel like the game could use more of those
what would force you to keep moving though?
Like he said, probably poison gas
Or maybe it's caving in
The gas would probably be easier to implement
idk if you saw the concept art toar made for the tunnel shark, but maybe that could make a gamemode where you get chased by this giant tunnel shark
like in the old crash bandicoot games
wrath of cortex i believe, there is this mission where a dragon chases you through a castle
we used to have tons of gas clouds in some caverns, way too much.
A giant worm boss would be cool
try and look at pins in #367223533526581248 there is a pretty cool sketch of a possible boss
excessive terrain degeneration is really tricky to implement, not to mention an extended encounter could just about delete all the terrain around you. Unless it just pathed through solid objects without actually destroying anything and then it may as well be a ghost =/
if you've noticed, the drop pod and the supply pod dont actually "drill" terrain away, it just vanishes ahead of them
and even then thats just a straight line, so something of a "Tremor" would of course be amazing to have but maybe too difficult to implement
well all the other glyphids already "dig" through terrain without destroying any terrain, maybe it could somehow by made to work with the tunnel shark
just make particle effects across its path where it currently is, and as it moves on particle effects stop, and terrain is intact
nah they "spawn" on the terain
which is what a Tremor just might have to do. "Spawn" on terrain with part of his body in a cloud of dust, then not be able to move until it "digs" and just vanishes, it'd be a bit of a cheat
exactly
not sure if they could do particle effects to show you were it moves; due to interactions with edges and cliffs it would look pretty funny
I had an interesting Class thought while I was at work. A Beastmaster and his Molebear creature. A sort of Starry nosed Mole/Bear hybrid with big ol' claws. A lever action rifle as a primary, reduced rate of fire could compensate for the Molebear attacking bugs. Secondary being a Pheremone dart that makes the Molebear go berserk at the spot/target. A whip rather than a pickaxe, to where the Dwarf can't mine, but the whip directs the Molebear to dig at that point for him. Molebear could go into a 'mourning' mode if the Beastmaster goes down, so it's not still fighting when the Dwarf needs revived. As for a grenade type, I was pondering some kind of gas cloud that scares the bugs away from that spot. Tailored so that the larger ones have a chance of ignoring it. Overall though, this came to my mind and it felt like it's worth sharing
Rodeo Clown Dwarf. He taunts enemies with a red cape and tooting a horn, and protects himself in a modified barrel to take the heat.
Could be lovely to have kind of epic missions where you gotta kill dragons or some shit... Some end game stuff and new ressources
I think it would be funny if there was a class that just wasn't a dwarf
even funnier if it's an elf or even worse, a Drow
Drow do live underground, after all
fuck it, why not Kobold
Kobold could evne work kinda like engineer almost, except instead of turrets, they can place self-building traps, for which the ammo is just how many they can place
For some reason i'm thinking domesticated Rock Troll
That could be cool actually
Any domesticated underdark creature
But personally I like the idea of a gnome. They're the modt directly related I guess.
Maybe the gnome can fit through one 'square' instead of two or something
Actually that would make a cool enemy type 🤔
Okay but like, at least my idea wasn't as ridiculous as "clown dwarf class" :v
Gnomes followed the Dwarves to Hoxxes to steal their Morkite Booze
at least MY class is a real occupation 😦
what's so crazy about it? we ride molly like a bronco, and have barrels aplenty for a rodeo clown to hide in
it fits perfectly
I still think Beholder bug is a good boss idea
not lasers though. maybe it's a mobile spitter?
spitting is slow though, generally as long as you move while shooting you wont be hit. Need something with actually lethal ranged firepower that can target multiple players at once, ideally.
Any way we can get that flickering light in the mission hub fixed? My better half has epilepsy symptoms around flickering lights...
I'd love 3rd person as a setting option, see my customized Dwarf in action
No it’s just not a in game thing yet so it’s not been improved
Third person would grant too much field of vision imo
Making gunner's wires recoverable like eng's turrets would be too Op ?
You mean gunners ziplines.
yes
Eh, I don't really see an issue with it
ofc with other balances like reduced angle and ammo
if they take time to take down, then what's the big deal?
you lose the former placement of them, and that might end up coming back to bit you in the butt on extraction
just give him more ziplines, make them a finite amount that can't be resupplied, and make them replaceable
5 or 6 would be enough if they went that route, I think
I feel like I'd want to see a large-scale "raid"-like game mode for 8-16 players separated into squads of 4, with similar missions and objectives, but a much larger cave & complexity, high requirements for objectives, etc
Two ways to approach that is by separating the squads into individual sections of the cave-system (but with a connection to a massive central cavern to regroup with other squads), or just have everyone start in a large cavern from the outset
Something like that could feature a Company bonus for the squad that returns the highest gross of resources
To clean up the voice chat clutter. The 4's could be divided into their own channel, with local voice chat enabling in proximity to the other teams
I’d wish playing engineer felt more impactful. Right now, it feels like you’re the scouts pocket pussy whose sole purpose is to make platforms for the scout. His shotgun damage doesn’t feel as though it packs a punch, and his turrets, good for clearing smaller bugs, its targeting on bigger bugs isn’t the best, so it does little to no damage. His role in a team actually just feels like a platform maker for scouts. His terrain climbing capabilities are also one of the worst in the game. Even small changes like, making him able to angle platforms so its easier to climb terrain might make him feel more impactful. Or commit him into a full blown support class and get rid of his W for a more buff/debuff ability
Preface: I have 105 minutes in this game, this is only what I would like to see from playing so far, and everything I think would be a good idea. This is a very rough list.
A healer class. A character that isn’t strictly healing, but strictly support. Meaning CC, mobility, the ability to give mobility or buffs, but also healing. Weapons could be anything between a shotgun and sniper rifle, depending on what the devs want the playstyle to be.
Give Engi more support abilities, make him a valid substitute if there is ever a healer class. A.K.A The power to sacrifice building walls over platforms, or building health and ammo stations over sentries, or maybe sacrificing half of one, to have half of another. (Half the fire power for your sentry, but the power to deploy a healing and ammo station. Less ammo for your platforms, but the power to create walls as well as platforms, for defense or mobility.)
A foil to the healer. A 100% Dps class with no CC, almost no health, and a class that requires teamwork and communication to be at their most effective. More so a DPS than the gunner, or in a different way. (No mobility, only damage)
A purley support class that doesn’t heal at all, either 100% CC, shields, protection, and buffs, and even more so than medic, but in a very, very different way. A Class that can work in conjunction to the medic, but can also be okay doing things without one.
Make scout take less fall damage for moblities sake, and for practicality sake.
A countdown timer to when a wave, or swarm is arriving, after you’ve been warned by mission control.
More options in the vanity store that more violently change your appearance, maybe even effects.
More purley cosmetic things, like emotes, effects, voice lines, weapon skins.
A much more in-depth tutorial, and maybe one with a narrator, and basically a baby-proof on
@lone lintel i'll speak about engineer a bit since i know a good bit
You can easily get the most kills as engineer especially with grenade launcher and turret placements.
The shotgun is also quite good compared to drillers secondary and scout assault rifle
His shotgun is reasonably good even at midrange. It's no double-barrel but he gets plenty of ammo for it and makes a worthwhile weapon. Engi turrets are exceptional damage-dealers and are autonomous; you effectively have two scout rifles and a shotgun all at the same time
But the platforms can feel quite limited
Platforms are not just a tool for scouts
But yes, there's only so much you can do with them
Shotgun needs the pellet-per-shot upgrade to really shine, at that point its bullet/damage/ammo ratio is through the roof compared to other guns, that and the poison immunity makes him great at praetorian clearing.
The engi grenade launcher is great for clumps of enemies
Everyone but scout gets frags, but only engi can lob them across an entire cavern using the launcher
A caveat to the class in general is that it is very heavily resource dependant
His upgrades are significant, poison resistance is perhaps the most useful thing currently in the game
People say that about every class tho
I would disagree
Remote charges, pistol ammo is quite limited
I tend use tons of ammo
cough minigun cough
But then I nearly always get the most kills
Yeah even the minigun I will run down to 400 bullets
As I said I tend to have the most kills so I end up using lots
I think ammo is well balanced tho
Especially in higher difficulties hazard levels
but anyway...engineer is a very useful class and is the only one with long range explosives; but he feels much more dependant on the upgrades his class gets than others, takes some mindfulness for turret positioning, and needs to be feeding his turrets constantly to keep the high damage stream going. He has the least mobility, but is less a "support" and more of a glass cannon with powerful utility options and imo the best armor upgrade in nullifying poison
Suggestion: a more defined AOE for Praetorian corpse gas + (maybe) a post process if performance allows. Blood doesn't seem like the right fit for gas damage.
Maybe when the praetorian dies it forms a bloodpool big enough to show the size of the poison aoe in addition to the current gas cloud. Add that as a loading tooltip to teach players to watch for it even
because i agree with that; the actual size isn't well-defined, and its easy to take damage when it looks like you're outside of it
on another note; maybe a #tips_and_tricks channel on here for gameplay advice?
i suppose #drg-chat could work already but 🤷
Yeah for new players especially
My conversation with the previous guy might be helpful to those who are new
But rather annoying to those who know already
A community Q&A run by us would be great
And have the mods be able to pin good messages
Really want to see light seeking enemies
can they put more fire damage in the game? Im questioning the driller armor upgrade.
I just took that upgrade and it's great with a full upgraded flamethrower. Set the ground on fire and let swarms chase you into a hell you are immune to
Makes hazard 4 a bit easier to manage
I was unsure if you could be damaged by your flames since i took the armor upgrade before the flamethrower upgrade
You also become immune to the lava geysers
is there ever an option to turn off friendly fire? i don't hate it, just curious
I noticed that
I hope friendly fire stays right where it is
the pugrade makes the fire you put on the ground burn for 5 seconds right?
yeah, i don't mind it. i'm thinking of those who don't want to die by the hands of a troll lol
It already burns but the upgrade extends how long by a few seconds. I forget the exact number but it's on the upgrade
Would be nice if friendly fire caused the shooter to be fined some of his reward credits from that mission. That would make trolls think twice about handing over their gold
Ended a mission yesterday and this dude refused to get into the escape pod, hit the rest of us with his satchel charges three times and then got in at the last second
lol that super sucks
It would be interesting to see some single purpose versions of bosco in multiplayer. Meaning you can choose mining, shooting, or maybe even a healing option. The shooting variant might get out of hand, but even just having a mining or healing bot along for the really long caves (hopefully coming soon) would add a layer of depth to the gameplay.
does the Praetorian gas do damage to other glyphids?
Don't think so
meh, i guess it makes sense not to since they are all biologically the same
DAMN YOU SCIENCE
It's a little strange that the dreadnoughts don't though. If anything they should have the same or worse effect
yeah, their projectile should damage the same as the explosive glyph anyway
I honestly don’t ever want to see any type of healer class. I can see the appeal of it but it is definitely not going to be useful because health is easy and plentiful
Their attacks are more fire themed, so maybe they should be radiating heat from their corpse until gone (dreadnought)
plus mining for health is such a good mechanic
I want them to add the petrified glyphid props from alpha back cause they were sick looking
Wut? I missed that
Yea cause it was from the alpha lol
screenshot?
has there been any hint to what they might pursue as the next class?
No
I think the dialogue is good so far as making the characters seem gritty and for lack of a better word, dwarven, but a lot of the expressions are recycling the same exact words into four different voices and I think that they should each have their own unique phrasing instead. Also should limit using only one of each class and give them dialogue that involves two or more of the character in a short conversation. That was one of the coolest parts I liked about vermintide 1 and 2, and I'm hoping the characters here get some similar trash talking developments.
They are most likely working on that
Ooh I'm happy af to hear that
Yeah, I think they should do more to differentiate the classes as distinct characters.
@mortal panther similar to how dota 2 does theirs
however, requires more voice acting, and i think at this point one person does all the dwarves
thats what it sounds liek
For the final product they definitely want distinct voice actors
I'd volunteer to do voice acting for free tbh
I have a booming manly voice I think I'd make a good dorf
@trim creek im not familiar enough with Dota 2 so not sure what you mean. But that game has a staggeringly high number of characters so I doubt it
@mortal panther yea there are a ton of characters in the game, but suprisingly they have an insane amount of lines recorded for characters, especially in the case of a nemesis if its on an opposing team, or an ally if their on yours
#valvemoney
ive always thought valve did a great job of making their characters feels alive, and of course the voiceover component is a big part of that
yea yea
anyone suggested a cave editor yet?
Suggestion:
By pressing & holding the respective key (e.g. "C" on PC), then aiming at a location, Molly can be called to the position where the Crosshair is pointed (with limited range) . She will then move there, once the buttons are released.
Could also be used, by pressing & holding "C" and clicking with the "Left Mouse Button", so as to prevent accidentally calling the M.U.L.E. away, when you were trying to mark a position closer to you as the new location.
People would be able to ride molly up cliff faces then. I think that shakey ass platform would cause a lot of dwarves to fall too. I love it
Has there been a "lighting" thread yet? Flare replacements would be cool, something like sticky flares or maybe a better flashlight in place of flares.
I've suggested night vision goggles or some sorta pulsing scanner, but not much in terms of flare replacements or better flashlights, that would be pretty cool to see
Also a lightning effect would be a cool addition to the game. Would be cool to see the larger caverns light up randomly, not sure how you could work it in organically though.
@hexed needle magma eruptions give this kind of effect, it would be cool to see a scaled up version though.
Could we have a rebalance on the amount of croppa needed?
Its by far needed way too much comapred to the other materials
Which means that people will play alot of fungus bogs
And ignore the other zones
Suggestion:
Add a holographic display of some kind to the Grapple Hook and Zipline Gun (to show the Range (in Meters "m")), which pops up when the HUD is toggled Off. (Could be shown on the model itself.)
Here's a quick mockup:
(The laser beam would not be visible in-game, with the one on the right (Range: "45 m").)
Good idea. I saw a suggestion that all weapons should have ammo counts similar to this, that are not part of the HUD.
Ammo counts are weird though...when the gun knows how many bullets are in your pocket >>