#suggestions
1 messages · Page 57 of 1
Going back to the idea of being able to choose different weapons for loadouts, how about a grenade that heals or regenerates shields? You could make it optional to swap frags out for it. Just a suggestion considering a lot of people seem to really want a healer class
No
I brought up the idea to have a few alternative weapons for each class
But weapons that would still be exclusive to a class
oh you say some global weps used by all classes
You could give the engi a shield gen in place of turrets to make shields regen faster. Or give the scout the ability to revive faster with a downside like less damage or something
Not what I had in mind per say
yeah that would be great more options
That's what I'm saying
Like for example giving the engineer a bolt action rifle he could use in place of the shotgun
More grenades would definatly be dope, also do the grenade physics seem wonky to anyone else?
I think they inherit too much of your momentum, like im strafing and throw one and it goes way to far the direction im strafing.
Speaking of grenades, I think if they nerfed freindly fire for explosives a bit they would much more usefull.
Are any of the available grenades ground impact?
So far enjoy this but mainly wanna see more item options
same I dont even use nades
Like maybe option for gun switch for gunner of option to choose jetpack for scouts
Or more flares in place of nades
I'd like a grenade that explodes on impact but has a smaller explosion. You can guarantee a good hit but it'll pack less of a punch
A smg sidearm and MLRS main option would be nice with gunner
ask your engineer to use his grenade launcher more
Suggestion:
(This may have been suggested before, but the image could help visualize it.)
The small bubbles in the Server List could be color-coded,
based on the class (which is already in the team).
In this example, they are as follows:
- Red = Engineer
- Grey = Gunner
- Yellow = Driller
- Blue = Scout
The final colors could be different.
I quite like that idea honestly
its overdue
Suggestion:
Would be pretty interesting if the Mactera Spawns had some kind of hive in the level. Similar to the Brood Nexus. 🤔
(On the ceiling, perhaps?)
Omg I hate those things. If there is a spawner I hope it makes weaker versions. When those things swarm it's a lot more deadly than anything on legs
I would definitely appreciate the added difficulty
This thread is crazy long. Do the devs actually get around to reading all of these suggestions?
Could be similar to the Nexus, where 1-3 are spawned occasionally and when you destroy it, a larger group (5, say) spawn, but then the spawning (from that Hive) would stop.
The nexus don’t feel threatening at all though, kid of just annoying
The other version of this would / could be, that the more you damage it, the more it spawns (up to a limited number).
I can agree to that up to having to deal with them individually or in small numbers. Have you been hit with a mactera swarm yet? @trim creek when I look up from mining and see a dozen of these bastards all hovering over me, I immediately regret not having a grenade launcher
Sorry what's PGL
Whats the P stand for
Weird name, maybe it's "personnel" then
its a propelled grenade launcher
Usually when I see a swarm I'm pretty high up, so usually that also means I'm playing a scout.
Well that doesn't make sense because the grenades aren't propelled.
they are from a grenade launcher
an RPG is a rocket propelled grenade
because a rocket pushes the grenade
It launches the grenades. propelling them forwards
Propelled means something else is keeping them in flight other than the launcher. These grenades have no rocket components
The launcher does, without additional propellant
The launcher isn't a sling
Call it what you want, the other one seemed right to me though. Did you read that the full name was spelled out that way?
I think we should add an option for hosting a game with minimum level
it can be bypassed by inviting someone
Im no noob hater
I don't think fragmenting the community is a good idea
but its a little annoying when a lev 1 joins my diff 3 point extraction
I feel bad for kicking them
so instead of manual kicking, we should at least have an option
Let them try, and if worst comes to worst, don't revive them if they're going down constantly
that gets pretty tediuos though
Explain that it's too dangerous for you to have to keep losing health reviving them
a level cap could help with tedious
Would be nice to kick someone and not have them be able to immediately rejoin
yeah
they shouldnt be able to
thats the main point
Kick should bar them from rejoining, i think it was for 15-30 minutes atm
when the same guy rejoins instantly
When you kick there's supposed to be a block on the room for them until the room is closed I believe
if thats happening its definitely a bug
kick should ban them for the rest of the mission
It was a week ago so must be a bug then
hmm
Or an alternative option to ban
okay
I've had matched where I've had to kick the same person over and over again
yeah
my main prob is a lot of lev 1 gunner didnt even play the tutorial
and they expect those who did to carry them everywhere
i gotta say i havent had that issue at all
What about banning a specific player from ever joining your digs again? Some people are just there to troll, digging rare minerals and not turning in, setting off satchel charges in the escape pod, etc
We do need a blacklist
that would be great
we need an option to block players
to slowly "clean" our community
Of course it would only work if you were the host
to remove the trolls
But still
any player should be able to block another player
but if the host blocks
they also get kicked
isnt it a little early to start talking about "cleaning"
How would you enforce that, you can't force players to be unable to join a game you're in just because they're blocked
Unless you were hosting the game
Since friendly fire is a thing, I feel like having someone continuously join a game to kill teammates is a very strong possibility. It'd be nice to block a certain player from joining a match
the game is still new
trying to cut any players
regardless of how they act will only hurt the game in the long run
the cleaning is just allowing the community to block trolls
and trolls do nothing for the game
its why no one in Payday 2 does vote kick
its simply to kill trolls
I don't think being able to block players would hurt the community. Especially just for one time sessions
The current kick system is supposed to block people from rejoining as it is
I've had the same guy join my session multiple times
better fix it
i will right now
yup
2 most important bugs to fix
1 Bosco is still useless against cave leeches
2 fix the ban issue
Lol yeah, Bosco just fires continuously into a rock
or he doesnt shoot at all
Maybe the rock insulted his motherboard. We don't know how many languages bosco speaks, he's a very smart boy ;)
We need some sort of report system, as well as an online rep thing, say someone teamkills you, you can choose to report them for it, likewise for afk
I saw Bosco do something really cool recently. I fell pretty far and I was knocked out, eventually getting macked on by a swarm of warriors and a couple praetorians. When Bosco reached me to rez, he first made some kind of loud noise and it made all the bugs scatter in fear. I've seen praetorians react the same way to hits from the grenade launcher.
There's no point in reporting people for being afk
yeah he does a flashbang so you dont just get dogpiled on revive.
Just kick them
Would be cool to have grenades that do this too
they do
Flash bang
All explosives?
Oh ok then maybe one that does no damage but a much larger fear effect
maybe
I didn't know grenades did that, thanks for saying
Very useful as Engi especially: hit a praetorian in the face with the grenade launcher and shoot them in the weak spot when they try to run
I disagree with a "report" of any sort, and also reputation
These features can and will be abused for evil
Player repeatedly gets in your way trying to make you teamkill them
Player gets a free pass to report you, give you poor rep, etc, for being a teamkiller
without video evidence or multiple witnesses (such as your other squaddies who are likely tending to their own responsibilities, or viewers on a stream) there's no way to prove one way or the other
victory goes to the troll
Plenty of examples for that sort of thing. Salty players are especially devious in their trolling
just boot em
Yeah with the ability to kick and ban a player from your lobby, There's really no need for a report option
further, say rep was a thing. you'd have to make it so you could only give positive rep, because some players will just downvote you because they don't like you, or you didn't read their mind and do a thing they wanted you to do, or to get their rocks (heh) off.
even then it presents problems, because some players would engage in rep-farming with each other
the kick thing not working as @lean haven described is deffo a problem and i can confirm that; someone kicked me from their game before and i'd accidentally rejoined the same game since i was looking for games in a particular area
posted in the bug channel to support the claim too
A suggestion I keep seeing is alternative weapons. I think subclasses would be cool to have
i still think a no friendly fire option for the host would be the least dramatic and mitigate trolling
Oh Shit, I didn't realize we were talking about a report button. Fuck that. Just kick someone if they're fucking with you.
Is there a way you can check your stats in the game? In particular I mean things like enemies killed, resources mined, and successful expeditions. If not it'd be a cool addition. Perhaps you could even implement some sort of ranking system to compare your stats with everyone else playing the game.
Coming soon, apparently
Don't know about leaderboards, but the stats-thing was mentioned
Since I have fallen in love with this game since playing it with my buddy for 6 hours straight immediately after learning about it last night, I thought I would go to reddit today and see what people were discussing. Here are two posts I made myself. The first one is an idea I had (see the long reply to the long comment for a updated version of it), while the second is just a poll since I am curious to see what everyone's favourite classes are:
https://www.reddit.com/r/DeepRockGalactic/comments/8f6oey/hypermode_idea/
https://www.reddit.com/r/DeepRockGalactic/comments/8f7qx9/favourite_class_poll/
i think there should be a game mode that helps to encapsulate this
im not sure if you would call it a defend mode?
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@dark robin #408638059282956308 they already did the favorite class poll
I do get the vibe that the web spitters could use a buff, they don't often feel like a threat.
I've read too many reviews from players complaining about being kicked for one reason or another... perhaps an effort should be made to make two things clearer: first being that more players or fewer players has no impact on enemy/resource spawn. And second being that resources are not divided in any way, the team, be it one player or four, the payout per player is the same.
Wait rewards were split? that's quite the opposite
it is already even
oh nvm you said "Should be made CLEARER" I re-read what you wrote
@trim creek Maybe if the gamemode was defend a surface outpost, which would be hard to explain "why is there a surface outpost" since everyone is sent deep under to mine, and all resources are likewise launched back up same route.
Reason for surface would to make it interesting of a "steel" material to make walls that bugs can't climb but try to eat through (making a red faction wall breaking effect, of them chipping enough wall away to get in) and the Flies assaulting you from above, maybe a caste of warrior glyphid with less armor but wings
I'd totally play the crap out of a Starship Troopers Hold the Fort gamemode, would be great if it doubled as an Endless as well, so waves would spawn in 8 compass directions (spawning on more sides at once as the waves progress) would be cool for a flier type or a another bug that can grab and lobe exploders like gernades over the walls (or at you/towers)
I guess it can work in a cave area too, but can't one wish to fight under the sun for once? (but then that defeats the cave mining experience, thus defeating the core feature of the game 😦 )
I did have the thought about if the Driller had a drillbit that could make a surface unclimbable by Glyphids, for say, digging a trench, but that would potentially be too easy to use to cheese the enemies
An interesting mission could be one where your group has to locate and repair a damaged drop pod full of miners. Set it up so that you have to travel to first retrieve a set of repair components sent down, then travel to the pod
I think we had a similar discussion only it was a M.U.L.E. and it'd make sense so you drop without one, have to locate the molly, fix it, then collect, and leave
that or fixing it was the primary. with secondary stuff to collect, and of course Gold and craft mats you can grab on the way
How about a variety of Glyphid capable of leaping a distance at it's prey? So leaping from the ground and walls to attack miners
Been suggested, I'd still like to see it myself
Although I suppose it might draw strong left 4 dead comparisons, so maybe they shouldn't
prefer not a disable leap, just a knock-back gap closer leap
mainly for anti island cheese tatics
"slight knockback"
I do hope their will be a ram bug
Yeah knockback would be the way to go
I'd quite like to see it be possible for webs in the enviornment to be burned away. Maybe even a quick fire burst could free a Dwarf from a webbed status
Maybe when you find the egg in the rocks the pulsating red stuff goes away after 5 seconds? I got stuck at one point then realized there where 2 eggs very close to eachother.
Suggestion; resetting progress should have an option to show your highest miner level rather than deleting that too
A new enemy of rock covered aliens that you have to remove the armor of with your pickaxe/explosions, idea from the #367223533526581248 uploaded yesterday
I'd be inclined towards some kind of critter that had a rock like look and hides in plain sight. Infact, how about this little thought. A Glyphid that has a hide that looks like a ore type. Little bit of a D&D Mimic effect. One moment getting some of that nice nitra, the next, Rock Lobster is trying to eat your face
xD All I can picture is a rainbow of rock lobsters chasing me down a tunnel
I can only imagine the paranoia that would ensue from something like that. Encounter one in a cave, then everyones shooting at veins
@pulsar knot if you would just check news, they want to implement stats.
I've already been informed thank you
But my other suggestion still stands
If you would have just read the comment after mine, you would have known not to retell me.
get fuckin slain
I blame not sure if this has been suggested yet . but will you be adding female dwarfs with beards ? as its the only way i can sell the game to friends 😄 and would love to see different types or upgrades for the bot that follows you around
I'm wondering if they could just do all the dialogue with a female dwarf voice and let you choose between male or female for any character 😄
Another thing about rep points
When trying to tell people who are new to the game things
They could easily dowvote you because they think they know better
But having a positive only rep sounds intresting
pos for pos
unless it was like a... limited per day thing.
Then you would give it to friends I guess
or even a currency that you earned in the game, and spent for the reputation of others.
at least then you gotta think about it.
just in case yall forgot (thats actually a bagger 288 but its the same thing as a bagger 293 just smaller)
Those things are absolute titans
I took a "medic" dwarf idea and refined it to be more dwarf-y
He's a barkeeper, actually, and he has a gun that sprays liquor, causing damage over time like burning does, and also slows like a scout IFD and does no direct damage. Heals dwarves. Secondary is the same shotgun a scout carries, but isn't sawn-off. Utility is a keg-barrel powered jetpack running on the same ammo pool as the boozegun. Has Molotovs instead of grenades.
4th weapon is a six-shooter revolver, but is used with only 1 round for Russian Roulette. 1/6 chance to instantly down self, but 5/6 chance for a powerful, berserker-like buff that doubles pick attack power, and increases movespeed.
Well, if something like that were to exist I feel like whatever gets sprayed by liquor should receive extra critical damage if it gets hit by a drillers flamethrower or some other source of fire
Ok. Do that instead of the poison DoT-effect then, because it makes more sense
A bug that targets Molly on escape, that only spawns during the escape phase, and can knock loose some of the minerals inside of her, for players to have to pick up and deposit in the ship.
It might act as incentive for people not to abandon Molly once her pathfinding gets to the point she can reliably make her way to the pod along a normal path
Of course they'd have to be a very limited spawn, maybe only one or two per escape phase, and wouldn't take away much, probably just a small amount of gold
Interesting.
I'm not sure how happy I'd be about losing my hard-earned loot 😄 what if morkite was removed? Would we have to return for more?
That's why they'd have to limit it towards something like just gold, so yeah it's a punishment, but not a terrible one
And even then in small amounts
It's also why I wanted the minerals knocked loose instead of straight up destroyed, because then you can just grab them off the floor as you travel with molly
Assuming you fail to keep the bugs off of her
I can't see why you should be punished for not following Molly back to the ship though.
Perhaps just bugs that stop Molly from moving?
If Molly doesn't return to the ship in time, the drop pod doors do not open.
Part of the issue is: as the game currently is, it's not really a fight to get back to the ship, you just blitz past Molly and stand by the pod
So this would give you a small reason to not just make a bee line for escape
Well said. I'm unsure about losing minerals though. Perhaps my suggestion is a good compromise.
Yeah, that's true. It'd give you incentive and put more pressure on players because they can't go as fast as they may want to
If you stop Molly altogether there would be the risk of losing a level after spending so much time collecting resources or fighting bosses, which I feel could be frustrating. The ship leaves after 5 minutes regardless of who's on it.
I don't think we'd want to lock her off from moving at this point because of how her pathfinding can occasionally be unreliable, but maybe in the future once the system is perfected
It would be good as well for inspiring players together as they escape
Apologies, I misread your message.
I was under the impression you meant for them to be destroyed - knocked out makes sense.
Would this only occur during the escape?
Yeah
It could happen at other times, I guess, maybe just to acclimate people to the idea of their loot being at risk
Perhaps a bug that inflates with loot when attached to Molly, and explodes like a loot bug when killed?
I'd be fine with the attachment bit if they fell off fat and happy once filled. Although I wouldn't want the exploding like a loot bug part just because that would be a nightmare to try and re-collect during escape
Hmm. Alright.
I did mean for them to fall off, yes. They would have to move much slower when full.
I'm still trying to decide whether or not this sounds like a good idea to me. On paper it sounds good, but I feel like if it were implemented in the game, I'd probably hate it. I would probably just Ignore Molly and B line to the ship anyway content to lose whatever mineral this enemy steals. At that point it would just be a minor headache
I'm sure many would agree with you. It would take time to adapt to the new mechanics.
Currently, the fact we can outrun all the bugs on the way back just seems a little "cheap"
We need some really fast bugs!
But I don't see much issue with it. There's always the possibility of getting caught up in a fight or getting lost on your way back to the ship, and adding another stepping stone might dissuade some people.
Maybe another worm that comes out of the ground to grab you
The main issue is that bugs spawn around the lead player, not in front of them.
By the time they have dug out of the ground, the player is already far ahead.
More often than not I run into hoards of bugs on my way out of the tunnels. If I didn't play scout, I'd have to engage them. And because I play scout, I'm usually the first one out of the tunnels.
@manic cape I believe the worm is planned as a boss in sandblasted corridors.. citation needed.
Actually, I think this was just a rumour or suggestion.
I rarely need to engage bugs during the escape, as any class. Running past is sufficient.
Yeah, it really doesn't matter what class you play, you can breeze past the hordes easily
In certain higher difficulty levels I've had some really tight escapes. Having a teammate get downed and having to go back for him while he was being swarmed. Sometimes terrain is weird and you have to carefully navigate for certain classes, secretly slowing you down. And if a teammate gets down you HAVE to revive them or you have no honor as a Dwarf (rock and stone)
Perhaps there should be some real incentive to revive downed dwarves on the way back as well.
Don't you lose a percentage of gains if everyone doesn't make it back?
You mean just on the way back to the ship?
I've had times where I didn't even get the chance to revive a dwarf when he went down. One time we had a dwarf that died just before he got to the ship and everyone else had already made it but it just took off as though everyone were present. I'm not sure if that's a bug or working as intended.
The ship leaves automatically when all living members are on board @Brameir#6267
insidious whisper ~~If you kill the others, you get all the loot yourself.... !!
In response to what people have been saying about the idea of a rep system... I meant something like what xbox has, where if they get reported enough for teamkilling, bad manners, etc. enough, when you go to join their game, it'll tell you "reputation needs work", letting you decide whether you want to give them a chance or not
<@&257786783666929665> please make it so if someone joins and then leaves bosco respawns for you if you are back to being alone. Also I'm not entirely sure what a fix would be for another issue but I've had multiple games where someone joins, team kills us all right away, then leaves so we fail
Just had a creature thought. How about some variety of Bug that targets Dwarves carrying a certain load amount of mats. It could conceivably coax Miners towards turning their materials in in a timely manner. Especially if they are full up
I don't like the idea of a reputation system. Seems unnecessary. A lot of games don't have it and don't really suffer from it. I feel like the ship shouldn't immediately leave if a dwarf is downed outside. "No dwarf left behind" I should get the chance to revive my drinking buddies.
I like that enemy idea
How about an enemy that looks like a praying mantis? It could be a bigger enemy that takes more hits and does more damage. Not anything special but it would be cool to see a non spider looking enemy for a bit of variety.
I believe it is planned for there to be different "families" of enemies for different areas, and glyphids are just one type - so yes, we will see more non-spider varieties. @pulsar knot
Yeah, a praying mantis enemy type would be cool
A thoughts and prayers mantis
Are there any ideas for the next class if there is one
boxer
So bugs that looks like ore deposits wouldn't go amiss, either
what about an enemy that is locked in stone, such that if you dig into it, it wakes it up
@lean haven So the thoughts and prayers mantis would do no damage but stay at a reasonable distance from the dwarves at all times while saying vaguely encouraging things?
Like a crysalis maybe?
It apologizes every time a bug gets shot
maybe the crysalis looks like a precious gem
While doing nothing at a distance
Also, I'd like to see a flying mob that looks like a butterfly, in large chambers - drops explosive spore bombs
🤔
A bug that wakes up when you mine it out...
Could make a very interesting alternatative to the current hunting missions
On the idea of a mantis type bug, has anyone mentioned cloaking bugs before? I'm sure someone has to have
Could be a gamemode mutator / modifier. The more explosive weapons you use (for example) or the more noise you make, the larger the swarms that spawn in. ...or the more powerful the mobs. i.e. There'd be more Praetorians. or there is a higher chance for a Dreadnought.
while DR was clearing out a cave to mine in, they used a massive warhead to clear the place of nearby monsters. problem is that the warhead has malfuncitoned / didnt work.
mission type : fix the warhead and get out in time before it explodes
@little axle a cloaking mantis sneaking in with razor sharp claws seems doable and sounds pretty awesome
Well put me down for a couple more 😃
I cant wait for the new dwarf
Whats it gonna be?
idk
Cowboy Dwarf
Bard
Oh! Can I put a suggestion down for the scroll wheel going the right way
In almost all fps games the scroll wheel down is for #2 and so on, not up
Maybe it's a Danish thing
In game you gotta scroll up to get to your second weapon, its messin me up. I've just been using my numbers tho
Nbd. maybe add a setting to customize it? 🙂
Or maybe the devs are aliens
😳
👽
How about A special loot bug that turns into a cocoon as soon as it takes damage. If you don't destroy its cocoon in time it turns into a big flying bug that's harder to kill but drops a bit more loot
I can't remember what game I've seen that exact concept in
Best button mapping system I've seen is in E:D, but this game hardly has enough controls to copy it
Oh wait. I remember now
Borderlands is probably what you're thinking
Stardew valley
I was off
The little cranky bugs that turn into flyers if given enough time
In borderlands if you shoot the heads off of goliaths they become stronger and drop better stuff
Yeah I think that'd be a cool enemy in this game
Oh yeah those conjoined twin guys
"welcome to die!"
Whatever the word is
Time for die
I thought of idea for an area you could go to do missions. An area that's almost completely desolate when it comes to minerals because the creatures living there consume them. So when you kill enemies, they drop resources, but there's little or nothing to mine.
little red sugar bugs, sorta like loot bugs now
You need a "kill the queen" game mode that gives you the task of defeating a spider queen. As well as a dwarf character that has pulse scanner or something like in the alien movies, any kind of device that scans a short to medium range.
You at least need to add some sort of device that scans for enimes as well ores. Would be really cool.
I would definitely support a scanner that shows where enemies are around you, but the ore scanner has been brought up before, and it has been agreed it would be overpowered
Well for enemies it would be cool, with the added game mode with the queen would make the planet seem more dangerous.
Theres already word of a boss character coming out: whether it will be anything like what you're talking about, I dunno
Galactic dwarf marines killing everything that has more than 2 legs
Sounds like fun
It would be awesome to have an event where you get back to the 'ship' to leave and it's busted down, so either you have to repair it or go find another 'backup' they sent...
turrets have health
I think it would help for the purposes of creativity to get out of the mindset of “bug enemies” only. Could be a lot of different things down there, and the devs have already suggested as much
@trim creek Are you saying... we could run into other, hostile, miners? 😮
bug, leech. possibly reptillian or bat like, or jelly.. Or just horror.
goblin race
Galactic Dwarven Marines?! We don't want the stinking wine drinking dwarven government to meddle in our affairs. We the greed riddle Dwarven miners shall not have it.
Are there currently plans to allow players that aren't the host to look at current missions, or suggest missions at the terminal? If not, that would be neat!
I hope the game can have steam achievements
i'm sure it will
what has the community suggested for the new class?
A scout with fall damage immunity at full armor?
i've seen suggestions for sniper, medics, ninjas, cowboys
scout is pretty good about preventing fall damage. fully upgraded armor absorbs it
i want to make a suggestion but i don't want to overlap on anything 😃
Fully upgraded is only 33%, you dont notice it ;~; and go for it, repeat suggestions just show more interest in it. Like, don't repeat your OWN a bunch, you know what I mean
19m is the point of death, i think 11m can be absorbed by shield. So scout can do 26m or so but the hook saves him from falling; and if its whats CAUSING the falling thats kind of on the scout.
Yeah, since a lot of the time it'd not just be a jump, you'd be running like hell or whatnot
Driller and Scout's bonuses seem...meh to me
drillers definitely lost luster since you cant even set allies on fire anymore
so its mostly for standing on lava geysers. Maybe if we get fire enemies.
Oh god, you could originally?That's awful
Maybe fire immunity+ explosive resist, but not as much as gunner
hopefully with the expanded upgrades they teased, we'll be able to tailor to our own personal shortcomings.
Can we have a cosmetic that lets me show off my bare, burly, Dwarven chest?
Also maybe scorpion and crablike enemies
is there any plan to make the weapon upgrades a more dissimilar? they all seem to roughly do the same thing
more ammo, longer range, more damage, faster fire rate
@sharp ice indeed also hope that they make more dissimilar and also i want see skins for weapons too xD
How often do the developers look in this chat? I see a lot of good ideas and it would be a shame for them to be passed up.
Then again there are some less than great ideas, as well as an overload of em
My best guess is they're working on updates at the moment, and at a future date, they'll close this chat off to go through suggestions, I've seen that done before
In the matchmaking search why don't you add for the mission type selection : "any mission" maybe it will be quicker to find a match that to selet each mode selection until you can pop a game ?
Not much that can be seen past the occasional post or reaction
I would like to suggest a few potential "new" weapons
Scout - to replace the flare gun, a Drone that maps caverns with a laser grid and updated the map scanner to Mark 2 Enhanced;
Alternatively Mini Drones that track mineral deposits, lock down next to them and emit light for a set duration.
@snow parrot How would that work? - If it 3D maps, would that stay visible to all for some duration? Or?
(I'm imagining how the sonar feature in Subnautica works)
I've been on the same page though, I think a maintainer of a robot would be fun 😃
more like improving the map, so show mineral locations and depth
well i thing they all need robots
Made a short video to show off the new sonar feature on experimental...then got lost...and drowned :(
^ That would be fun, except in a "thumper" form like an engineer's turrets
yes like that!
thats neat but also VERY powerful
Yeah exactly... it would be at a cost of light, like Monk was saying.
ever play scanner somber? because as a concept that is a very powerful ability
Instead of having flares... so it would be guiding in the dark, rather than figihting the dark 😮
That would be interesting 😃
Mittens gets it
but we'd have flares, throwable ones
I think it would emphasize groups to stick together very close, and to "explore in relation to a base area"
yes so the flare gun can be replaced!
I love the flare gun 😦
I really like the flare gun
But I love this idea too 😄
I think it would be... maybe a fun way to find "entrances to new caverns" ?
"Thumper pushes seismic waves through the surrounding area, attempting to find loose soil"
Or somethin...
¯_(ツ)_/¯
thumping draws in swarms
More of a pathfinding tool, rather than flares that double as pathfinding, but are more for lighiting large areas ya know.
heck the loud sonic noise should too.
Oooo!!!
Cause that is a big thing most groups aim for; scavenge the area is primary, but next is to find the next cave.
What if the Mule has it. And you need to pay in ressources?
So the MULE walks, you hit the button and it starts wakening the balrog?
Or finding lose soil.
Who knows
@lean haven Toss a 'thumper' in one of the caverns with a few "hives" in the walls... immediately get a wave of them.
It would be fun to have a possible base-building scenario prior to each dive into a cavern.
If it checked for rare minerals, too...
¯_(ツ)_/¯
wait wait wait.. this isn't fortnite...
A gamemode where you have to setup defence like engineers turrets or whatever would solve that
Not neceesarily walls or anything
Deep Rock Galactic Mining ROYAL
Just baiting Monk here 😉
bait me in my stream later today 😛
Heheh, all I know is... one of the hardest things (especially ina rough cavern) is finding the next doorway to go down... so making that hard, but findable at the cost of waves of mobs for your "thumper tool" to finish processing to find the next cave would be neat.
Or...
say, like in payday,
A drill taking some set amount of time to puncture based on how much material there is to go through.
So we might have to guard it for waves of bugs until it's clear.
but... that would be hard since drillers can do lots of tunnels. /shrug
So like point extraction
PE would profit from base-building mechanics
on that note a dense patch of rock that the drop ship cannot penetrate and you need to defend while a smaller but move powerful drill is set up to drop you all down to the treasure cove
But seriously, more buildable protection is a huge plus.
Like space ships, the propulsion and the payload 😮
yes
Hell yes!
drop into a defend the platform to be built and the reward is getting into the giant geode
It would help split the group; rather than 4 all together, you have a team of 2 on the drill, 2 doing... other tasks?
Why not smaller MULEs?
Maybe transporting fuel from the primary drill to the secondary; like mid-air refueling in aviation.
! That too!
smaller mules are in the station as props
Every player can order up to 4 mules to light up/search areas/do stuff, but they are destructible by enemies and explosions
I like mules as is, has to be shared like in dota/LoL, but would like a notification to see who it's going to.
I think it encourages some teamwork for sure... had one team where the mule was stagnant, and finally we were in chat finding out that 3 of us were pretty much all spamming for it, so it was going nowhere.
Its like... a good problem to have I think? 😃
oh calling mules, that entire thing needs a cool down between calls, so the mule is not caught between calls
it needs to be added in the next hot fix
These Light-Mules would only be able to be called once and then they stay there
So they illuminate an area
or use Mittens "sonar"
Or, honestly an automatic call out "Calling the MULE!" when you drop the request beacon would be awesome.
So, we got Sonar that may or may not attract things we don't want to get up, more defense stuff, potential base building and more MULEs
Seriously digging the sonar
every few days keep drawing people to the idea and enough people will start talking that the devs may take notice
What if each class had a different type of headlamp - The ones I'm thinking of is like a floodlight for the gunner, and a long range flashlight for the scout
I'd certainly like to see interchangeable, upgradeable headlamps.
It would be nice if the Tutorial made mention of the Map, as well as the ability to turn off your headlamp
noting that (in the tutorial) you can hold down the RMB for mining because me and most of my friends had no idea.
MULE health bar with nitra for repair, also would be cool to platform the sides of the MULE and put turrets on the platform
show that extra hud always without needing to push control every 5 seconds
Guys I have an idea for a character
If u have seen the hobbit you should of seen the bit where they talk about the Arden stone and how they found it was obviously through mining but the seat that the dwarfs were on where they go up and down finding a place to mine. I think that ability would be good in deep rock
So what are your views on that idea
Not just any rope, A rope attached to a gun so you can retract it and pull yourself towards where the end of the rope is attached
Wait.... That sounds familiar....
Yes sarcasm is intended
maybe a crounch button?
^ Now that is somethin I could support, so many times crouching would've made my life easier
also i dont want to waste my granades while i am typing so could you please keybindings while typing or something like that
And maybe add the ability to hold grenades rather than them just throwing as soon as the key is pressed? Somethin similar to PUBG with it showing the arc it'll fly in would be nice
i honestly really hate when im typing like "mining" to chat it throws granade as i am finishing the word
I haven't really used text chat yet so I haven't noticed that, but I could see it bein a royal pain in the ass
I think that's a bug
I've played over 100 hours and never had that happen
And I've never seen someone else have it either
Props best to just report it I guess
Molly’s lights should change color depending on who called it last, yellow for driller, blue for scout etc
On maps where enemies spawn in stater location, a few thing
First I love coming out of the droppod and killing enemies
It's great
Except there's a few times where it has put us in nearly unwinnable situations
E.g 6 Spitballers and no cover
Maybe having a grace period?
Or having enemies scatter when the droppod lands
We also had the very humerous situation of landing ontop of an exploder
would be cool to upgrade Molly
have modules that sense nearby disturbances
or can sense nearby walls to dig through
We were talking about that yesterday; having 'sonar' of a sense (akin to that in Subnautica) for mapping out walls/possible 'weak walls' to go through.
I'm not to keen on upgrades for molly: as the dwarves point out, her job is a 'minecart on legs', the only thing I feel should be added upgradewise would be things like walking speed
I'd say I'm sorry for this wall-o-text but honestly, I'm not. :p
The difficulties in the missions seem a bit... irregular. What I mean by this is the standard 'linear' mining/egg finding ops are quite easy, borderline boring (this is non H4 btw, since I don't have enough friends for a 4 man H4)
However, in the missions where you're dropped into a large cave and told to find the ore, you're invariably greeted by a large group of locals right away, and there's often spitters. It's far more interesting for the first five minutes before it goes to the 'long periods with very few enemies'. Yet the missions where you mine the blue crystals (aquitite?) you have a constant stream of enemies. It would be nice if the difficulty modes had this kind of thing in spurts in the other maps (the blue crystal missions have extremely generous nitra deposits after all) where instead of long periods of nothing with a single wave, maybe a drawn out wave (subject to an ammo/collected nitra check by the game) or a more steady stream of enemies between random waves (so between wave 1-2 you get a steady harassment, but between swarms 3-4 you're basically left alone) so you can't get too complacent.
Inconsistent you mean. :p
- Yes!
Maybe with the mutators they will change this up
Hopefully reblance difficulty and make it more customisable
Yeah. I'm hoping as the game develops we got more "Hey, while you're there..." side missions too
It would emphasize grouping up... currently (well, on level2/normal mode) I can take waves easily myself... no need for me to be afraid of going off on my own.
^^That's haz 2 tho, on point extraction or higher hazards you can easily die
And yeah, with the new 'boss' coming out, I have a feeling that bugs will be getting beefed up a bit.
Aye I know!
Oh I'd love a custom difficulty. The option to be under constant attack but with nitra everywhere, or few waves and few enemy numbers... but they're all dreadnaughts. That sort of thing. Heck, even options for how complex the caves are (min # or rooms too, ect)
Yeah, that's the name. Extraction I struggle on my own at H3, but I can easily solo H3 mining missions.
That's what the modes are for tho, Point extraction is designed with constant fights and alot of nitra, but right now is only really works if you have 3/4 people
That's why I said level 2 in particular, cause more importantly Mushu, that is the 'default difficulty'... so you have to assume most folks are rolling their dice on that group automagically via the 'quickjoin'.
(at least so far... game is still new)
Fair enough^
But as I said the game has a few balance issues when soloing
😮
Sully question maybe, but how?
I haven't done a 3 (haven't done a 4 PERIOD) by myself, only with groups.
I did/do payday 2 and the way they do loud missions are infuriating
Probably the same as solo'ing 2's to an extent? (kiting the mobs TONS)
I'm spitballin' though, never done a solo 3 or 4.
TBH 3 is easy enough, so long as you keep yourself aware of your positioning in relation to bosco. I appreciate bosco flies behind praetorians
then, so long as you make a point for nabbing nitra and keeping a float, you're pretty much sorted. Sure you use loads of ammo but you also get all the ammo pickups.
😃 Good deal, would be a great guide for others too, Mushu. I'd be interested to hear!
but yeah, I hope they don't do a payday 2 difficulty.
Payday 2 makes the enemies tougher and do more damage. Sounds great in theory but what it actually means is total minmaxing the stats/builds and No Fun Allowed
the infuriating bit is their stealth missions are great examples of difficulty; the rules are exactly the same no matter the difficulty
the only difference is more guards, you need to steal more stuff, and you can't destroy the security cameras (which guards spot and report, so you never do it anyway)
So you have to be better at getting around the map stealthily. I'd like to see that sort of thing in this game; instead of more mobs/tougher mobs, do other stuff
like, say, have more webbers to snare you while sucide bugs exploderise you
Yeah the mutators would be a good way of doing this
Same with Overwatch; the Retribution update... the mobs are no different in terms of actual movement/behavior, they just have 'heavier bullets'.
have the praetorians charge more aggressively, and get/stay in your face
crap, even have some of them pounce at you (bonus points if it's from the ceilings)
No lights mutator \o/
make waves a bit closer together, make nitra a bit harder to find maybe... there's lots of ways you can make the game harder without force feeding the local fauna health potions
@idle quartz monkaS
I'd like to see mechanics that intentionally split the team for objectives.
The rule of thumb is 'stick together' ... so seeing something that disrupts that would be fun.
Might be difficult, driller could re-unite them unless you use a lot of unbreakable material and you'll want to choose who goes together.
dont wanna split Gunner/Scout with Engineer/Driller
Yeah exactly, maybe that would be the point though? To intentionally make bad couplings like that.
Splitting is one of those 'great in theory, a disaster in practice' things imo.
besides, with the structure of many caves atm, you can totally do it anyway without being forced!
I'm just thinking, in general... it seems like the hardest parts of the game are what? - For me and the groups I've been in, finding the next cave ("where the hell do we go next?!"
) as well as the finish to get to the pod are the hardest.
^^You can learn the layouts of caves
Although that's not really a practical solution
I heard they were gonna upgrade the scanner or something
Ooo...
I could see the 5th class replacing the MULE for 'guided return route' and instead that player being the navigator for the group.
(rather than checking tunnels to see if any glowsticks have been there)
For you guys, what are the most challenging parts of the game?
I've posted mine in general already just now, oddly enough
😃
I heard some mentions of "fences" which maybe could be a deterrant for those mobs... but "fences" don't really matter when you have enemies who can walk on ceilings.
¯_(ツ)_/¯
not sure what a fifth class would do tbh. Maybe a medic? Perhaps a surveyer? But that's what the scout often does
I think medic would be perfect.
It would kinda emphasize the team aspect of things I think.
In the current state of the game? Not really. There's usually enough health and I have a feeling that if they didn't have a mobility thing like the others, they'd be 'resented' if they got brought.
Very true.
Like, drillers make everyone have a quick and easy route through rocks, engineers can do stairs and cross gaps that don't 'deserve' a gunner's rappel line, and sure, the scout's got a 'selfish' one
but it also lets them go "...yeah, don't bother, nothing up here"
or the classic: you go up to some minerals up in the ceiling and an engineer puts a platform under them to prevent a pancaking
Aye very true. Health isn't the biggest concern, you're dead or not. And the shield is good enough to buffer when you aren't full on health.
In the current state of the game... I think navigators (even with the MULE) would be rad.
Without the MULE, they would even have more importance
(or rather, the mule's navigational abililies)
I already sent this to them in a feedback thing, but I mentioned I actually want missions where you don't have a mule at first
Yes!!!
you have to go find what's left of a mining team and salvage the mule
cue the defense while it's rebooted
but you can also plunder it's materials for a supply drop, so you're not shafted
The MULE's navigation makes the "end timer drop pod timer" almost NIL/ignorable... all folks need to do is follow the markers or the mule and they are fine. Without it... oh my...
also potential for a bit of world building; the company doesn't care for the remains of the miners, writes them off, while the guys on site decide they're going to find the dog-tags or whatever of their comrades.
perhaps mission control gives a sigh of resignation, but fires up the scanners for you
"This is not company policy and you waive your rights for X"
instead of just telling you to shut up and get back
Ooo
I like where your head's at.
Giving more bonus to the bonus completion missions.
yeah
I would be all about it 😃 I said yesterday too, it would be fun to "get back to the extraction point!" only to get in, and to have the vehicle fail... then... "the extraction vehicle has been broken, we need material to fix it in order to leave the mine. Go find zyx materials to fix the machine!"
That could work, but I'd be hesitant. The extraction is meant to be the climax of the level after all; don't want players to feel like it's a "lol, j/k!". I like the idea of trying to repair the pod though. Perhaps your dropship one malfunctions, so the mission becomes getting it working again (because they're bloody expensive to replace!)
then the climax becomes holding it while it's repaired
well anyways, time to sleep. Ciao guys
so i have a suggestion for some type of widget that you can interact with that will attract a swarm
maybe a destructable item, or something that makes a lot of noise when you hit it
maybe more of a "pseudoswarm"
no notification aside from whatever the object ends up doing
@prime nimbus Mmm very true. It being a "random chance to not leave at the end" could suck... ++1 for it being the dropship instead.
You have some good ideas man 😃
Now that we have a new species in the Mactera, a Dreadnought version of them would be fun to mix up the potential for Elimination missions and Swarm replacements
Mactera Queen?
Mactera Brood - Somewhere between a massively inflated Mactera Spawn and a Brood Nexus. The upper portions of its body are coated in impervious shell plating, save for holes through which eyes periodically peek. Like the Spawn, its gasbag belly is its main weakpoint, but damaging it causes it to breed Spawn at damage thresholds - Whack-a-moleing the eyes that peek out of its shell deals even more damage and avoids this.
think mactera will all be air based?
Mactera?
Say hello to Mactera Spawn. Our first proper flying enemy.
Smack that Fly!
(Update 12 for Steam coming tomorrow - Xbox/Win10 should follow late next week)
#gameart #indiegame #gamedev #ue4 https://t.co/2MqBYGpXfu
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as a species, are we to assume mactera are all flyers, glyphids are all land
i wish the spitball infectors were burrowed in the ground until players got within a certain range of them
^
i feel like theyre very easy to cheese from a distance
they could lie in wait similar to one of these guys
so say a player were to get within 10m, theyd pop out of the ground permanently, and would do for a range attack what they currently do in the game
but if within 10m, they could act more like these guys from half life
aye i remember that boss
i just dont feel like theyre a threat at all in the game
that, or they dont live up to their infector name
maybe their dmg could burn through hp rather than shield
they can be an extreme threat in haz4 search and extract, when you step out of the drop pod and find like 4 or 5 😄
other than that yes they arnt much at extreme range
i'd say it's less about being a threat and more about delaying you with erratic movement
i think they do a great job of being a target that takes your eyes off the ground based
plus they can hassle you if you are digging up high
if a swarm herds you into them they can be dangerous too but the FF can be used against them
making the mactera more of a presence will be great for AI diversity as well as world diversity
traditionally, flying AI is pretty annoying in games. what makes those enemy types more fun?
has there been any positively memorable flying AI?
Lakitu lol
i guess potential flying AI that could create area denial would be a good addition, much like the radioactive crystals
im trying to think of how you could implement variety into a flying type enemy
because by and large, things should only be able to fly because theyre very light
a flying AI that could attach itself to you, requiring teammates to come knock it off could be interesting
right
and when youre very light, youre pretty puny
so flying plus ultra indestructible death cannon doesnt really seem to mesh
flying AI types usually shoot things at you so coming up with ways to change that interaction with the environment or player helps. they could add as many projectile based flying AI and change the damage type (i.e. ignores armor or nukes shields)
true
A swarm might be good, like cloud of knats almost tons of tiny flyin bugs that swarm the character and do a little damage over time, would ensure the need of the Drillers flamethrower
isnt that close to what the bee things do?
Its basically what the hives are supposed to do, except you can kill the bugs with explosives instead
also would be neat to have non-aggressive flying creature like the maggots
Flying loot bugs
the jellies kind of fit that niche
medium sized luna moths or glow worms that act as flying flares
ok i like that idea for sure
so i was thinking of a new game mode
havent really been able to flesh it out in my head, so maybe you guys can help
anyone ever play starcraft?
lay it out for us 😃
there was this map that was player created where everyone got one space marine, and idea was that one of those marines was actually infected, but you didnt know who it was
so my idea, firstly would necessitate a type of new monster that could either lay an egg inside of you, or infect you to turn you into some type of monster
so just pretend that is already in the game
the game mode im thinking would involve you and seven other players spawning in a map
one of those players would actually be infected however
and can morph into this monster thing at will, or stay disguised for as long as they want
the objective however would be for people to figure out who it is and eliminate them
whereas the objective for the infected player would be to get back onto the drop pod (so they can get back to orbit to infect more things, or whatever infected things do in their spare time)
basically the plot of the Thing, i dont know why i didnt just say that
could be a tiered bonus, such that if the player who is infected wins, the person who died last still gets experience for lasting that long
person who was behind them gets a little less, so on and so forth
the mission itself, instead of relying on minerals, could involve collecting parts that the drop pod needs to get started (batteries, wires, electronics, metal, etc)
so the collecting portion would incentivize people to stick together with a partner at least
just so they dont get gobbled up by whoever the infected is
open to thoughts, i feel like it could work well in that atmosphere, maybe a chest burster type alien
i like the idea, but pvp is definitely a long term goal 😃
Same! I like that idea, but more as a "featured gamemode".
I aim to help my fellow Dwarves for now. Once they go full-blown Sigourney Weaver then I'll rethink that... ;P
@trim creek i've been eyeing this for a while: https://store.steampowered.com/app/408900/Unfortunate_Spacemen/
Unfortunate Spacemen is a multiplayer game about space-based murder in space! Spacemen work diligently to be rescued from their failing outpost, but not everyone is who they claim to be...Form alliances with other Spacemen and complete objectives...
$14.99
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well, itd be very isolated pvp in that you wouldnt have to worry about balancing every weapon against every weapon
since "the thing" or the infested dwarf would just use a monster attack
definitely watch some of the videos. they're pretty funny.
everyone else would do damage to it like they would a regular monster
will do
oh wow this might be exactly what im describing lol
ok so thats exactly what im describing
yes, maybe that could be a gamemode
😃
No pvp should be allowed, at all
It would turn our community into a toxic difficulty loving cesspool
we would go down the path of Dark Souls
pvp can mean a whole host of different things
all bad
it doesn't necessarily mean killing
i think there are team racing mechanics that could make pvp seem more tolerable
yeah
but those can be on the verge
esp when people start pushing each other
Our DRG community should be pure and good
sure, expectations play a huge part in toxicity
we must be careful not to listien to the Dark Soulien difficulty "git gud" toxic bois
pvp exists in a place that is separate from pve. you don't get the toxicity in pve because it's purely about being a team.
if you don't like toxic pvp, chances are that you won't set foot in there
i wouldn't say therefore. if people want to have fun, let them have fun. if they want to torture themselves, they know what they're getting into.
the only issue is if the Dark soulien difficulty toxic bois get what they want
they will ruin the game for literally veryone else
if the devs figure out a way to make it palatable for themselves and for the community, they'll pursue it. we are fortunate that they allow us to be a part of the development in this way
yup
that's like saying that all the other ice cream flavors you don't eat is ruining ice cream for you
then let us hope they do not listien to the vocal minority
Be nice if we could pick up unused satchel charges. As well as use all that metal from the supply pod casing for upgrades
More Grenade verity would be cool the digger could get a incendiary while the engineer gets a grenade that explodes into the platform material to block paths.
yassss, seal up those holes. love it
@mossy laurel a lot of people enjoy difficulty
CLASS SUGGESTION
Non-Violent Class: Spelunker
Weapon 1: Air Cannon, knock back all but large glyphids (Praetorian/Dreadnought)
Weapon 2: Electrified stun baton, temporarily shocks target, preventing movement for 2 seconds
Gadget: Zero Gravity Satchel; enemies lift off the ground and unable to move, Players can run into it and get a zero-g jump (hopefully to safety)
Grenade: Vortex Grenade; pulls targets in (a great opportunity for those with stronger weapons)
Traversal Method A: Free climbing, add anchors, rappel (can let down rope for team to climb up)
Traversal Method B: Free climbing, goes into third-person, moves like the game Grow Home; allows players to move as fast as they are good/accurate
As a parent who enjoys this game with the intent of sharing it with my children, I feel guilty invading the habitat of creatures that I am trespassing on. I also wish there was a class to play that was purely support or could act as a peeler. It could play well with others as the skills support the skills of other classes. My biggest concern is the traversal method as it has the biggest feature creep involving animation and how much creature traversal can be translated to player traversal
there's a great irony as I try to teach my own children about respecting the creatures in our everyday life whether it's spiders or worms, and then suddenly playing a game where I am wholesale slaughtering these fictional bugs to pad my wallet in the game
I don't think it's all that bad, as long as you're teaching them that what is being done in game is not an acceptable thing to do in real life, then what's the big deal?
As for the class suggestion, it would probably work better if each of these features was broken up and given to the other classes already in the game, as alternative loadout options, as opposed to having a pacifist class.
The devs have done a pretty good job at maintaining the ability to play as each class either solo or in a team, and I can't see a class that has no attack capability doing very well alone @sharp ice
And regardless of if you're in solo or on a team, if you're not doing the killing while your robot or the rest of the team does, is that still a good lesson? You're still an invader assisting in the extermination of an alien race while profiting off of their natural resources.
The satire and irony of the game might be a bit much for children to grasp. You know it's good fun and the implications behind it, as well as the differentiation between reality and fantasy. Such a thing might not translate well into the mindset of someone who is younger.
cool, parenting lessons
Don't get me wrong, I like the ideas, but like I said, I think they'd really only work in a broken up manner instead of in one class.
yeah, i wouldn't mind seeing some of these skills go to other classes, but right now gadget and weapon upgrade diversity is pretty bland.
i prefer the idea of not having weapons and making the gadgets lethal if we're talking about making the class able to solo
I'm hoping they go down the adjustable loadout road, so we can put some of people's ideas to use
not have weapons as in whatever weapons are available are not necessarily used for killing. personally i'd rather just hypnotize the bugs into working for you instead
I could get onboard with something like that - I imagine something very techy and glowy - though in the case of bugs, it'd probably be pheromone alteration so maybe a gas of some type.
The glyphids are an invasive species from another ecosystem anyways, clearing them out helps the floating jellyfish and the gnomeworms
😃
As far as we know, the glyphids are native. :l
space goblins, the rival company of Deep Rock Galactic
Space elves
Better
Add a modifier that halves the regeneration time of flairs and scout flares
No flare mode
scout flares dont regenerate 🤔
lights are a huge factor in this game - making them more inaccessible would just be frustrating
Luckily people should be able to avoid mutators they do not want to attempt
there's a great irony as I try to teach my own children about respecting the creatures in our everyday life whether it's spiders or worms, and then suddenly playing a game where I am wholesale slaughtering these fictional bugs to pad my wallet in the game
The satire and irony of the game might be a bit much for children to grasp. You know it's good fun and the implications behind it, as well as the differentiation between reality and fantasy. Such a thing might not translate well into the mindset of someone who is younger.
LMAO. Sorry folks, no need to bullshet us - we're not your English teachers grading your essay.
Don't dig too deep, you end up looking silly for trying to "uncover" shit that doesn't exist.
(+1 for the attempt to seem deep though)
Maybe good for your instagram followers though if you can make a meme of it?
Wait you teach your kids to not murder spiders? 🤔
😛
I mean seriously... some people try to attach strings to... whatever because... they can? I dunno - drawing conclusions THAT far is ridiculous.
I dont have kids but i'm going to teach them to murder all spiders; but in a fair manner, no weapons.
Makes it an even fight
"He likes blue, so maybe it's a freudian underlying cause... " 😛
Hahahh
But being serious, don't fucking try to draw conclusions between your kids (or anyone else for that matter) and the enemy mobs they kill in a video game... if you do... then god help us.
If you wanna pretend to be deep, go sit in a cave.
woah
What did I walk into
Nuffin'. I just saw a couple comments from some folks who pretended like vidjagames applied to real life in some unrealistic way.
I'm back. Went to the bathroom; know what i found? A spider climbing on the wall. Brown recluse i think.
So i sprayed him with shaving cream.
D: RUN
My dude]
wish we had a tool like that in drg
Spiders don't have whiskers, your attack is futile!
I once played candycrush and I spent the next half an hour hitting candy with my hammer
After doom I ran around with a double shotgun shooting aliens
Eh,
The worst one was superman
Turns I can't fly
I would say Tetris was the worst, teaching all those lewd positions blocks can fit together
Anyway I've gonna pretend to be 3ft and continue digging the massive hole in my garden
btw this is the #suggestions-regulars channel
Yeah i'll stop
😃 Me too.
not sure if this has been suggested befreo but here goes. wish that you could drop minerals with like "Shift +1-5" like if morkite is on 1 its shift 1 etc. if you have dug yourself high up and got like 2-3 diposits of morkite for an example its quite annoying to go down to empty everything.
^^How about where youd drop it in a larger box
That's marked
So other's can move it for you
And you can kick it like a barrel
i wish the crystals could be gathered for like materials and vanity stuff
Something about the flamethrower is feeling off for me, and I think I've sort-of got it pinned down now. It's not actually very good at setting things on fire.
-If you don't aim at the terrain it won't set it on fire. Even if the flame visuals make contact/clip into terrain.
-If you point at terrain and fire a quick 1-2 ammo spurt, it doesn't set the terrain on fire. You need to spent about 6 ammo, which at that point you may as well just be shooting at the enemies.
-You have to be aiming at a bug to set them on fire-you have to have them in the crosshairs, they can't get set alight just by being too close. So it's actually quite finicky at setting targets on fire when it shouldn't.
I think the weapon would benefit more if it worked like a fuel-based flamethrower:
-it drops with distance-think super soaker but with more fire and less water. If it worked that way, then you could set the ground on fire reliably since-sooner or later-the fire is going to hit the ground and set it on fire.
-Ideally the size of the flame's hitbox should be enlarged so it's easier to set enemies (and fellow miners) on fire.
-Finally, if you set a bug on fire then have the ground underneath set on fire as well, because it's now liquid based, some would/could drop off and set fire to the ground.
-Not really tied to the above, but simply making it set fire to terrain more easily.
I forgot to add actually-the damage over time the flamethrower does feels a bit lacklustre. I originally thought of a stacking tick that the more burning they have, the faster they burn and die but that would make it too good against single tough enemies. I think something like for every damage tick, it hurts nearby enemies (and for hilarity, dwarves) so if you torch a group, it kills them quick, but the flamethrower still struggles on single tough foes compared to other weapons. Being able to ignore aiming beyond "at it" for a praetorian isn't exactly something to sniff at after all. Right now it can take several seconds for a soldier to fall over dead from the burning, which means in a big rush you're just going to keep flaming anyway.
The flamethrower works nicly now
Its not supposed to set the ground on fire, unless you have sticky flames
And even so, you're still supposed to shoot glyphids directly, with the ground flames simply adding up damage
facepalms
Of who?
That was indeed a lot of comments in the suggestion section that had literally nothing constructive to offer in any way. I'd say it'd be best to ignore suggestions from such people, based on the incredibly shallow level in which they must operate, but since they didn't actually say anything resembling a suggestion, we don't have to worry about pruning away such blemishes.
yeah
Thank you for your support
I'm tired of the random suggest saying "insert random enemy here" or "Insert random pvp mode here"
On the note of flamethrowers, maybe do something where it makes them recoil or stagger, rather than upping the DoT tick. After-all, they're on fire, so maybe let it work its magic but not neccesarily make it take down waves instantly. Also could be used for effective crowd control then.
Also, I don't know that it doesn't already do that, I've never used it in-game\
It fine as it is
Im not sure why people feel it needs another buff
When I play the driller, I feel pretty gud
Do they feel like it taps out too quickly, or would you say that comes down to them using inefficiently?
As my motto is, the flamethrower is good against everything exept the dreadnaught
I feel like I probably don't want to be that close to a dreadnought unless... how do the drills do on it?
I really should try the other classes more - I get stuck on stuff easily.
just use your pick
My suggestions about the flamethrower aren't "It's underpowered", more "This gun feels more like a beam that sets things on fire if you fire on it long enough, that is decorated to look like a flamethrower". Even with sticky flames it's not that great at setting the ground on fire.
@mossy laurel please let people make suggestions. your policing makes it less inviting to make suggestions on here.
i do
but the insane amount of "LOL game too easy, pls harder" suggests
they may in fact be causing problems
that's up to the devs. let them make the calls on that
Well DRG is one of those games where a large part of difficulty comes from knowledge, which is much harder to balance for, as a consequence some people say it is way to hard while others think it's quite easy
That's why difficulty is so often discussed
@mossy laurel my comment to you in #drg-chat applies across all channels and platforms of discussions for drg --- everyone is entitled to voice their opinions, please stop trying to boss or police people, just ignore it if you see some repeated idea you don't agree with, please
I understand giraffe
but some suggests are quite distressing to read
I will try to police less in the future
It was a terrible habit for me to break
I congratulate the devs in making the game too hard for annoying COD fanboys and youtubers
But easy enough for the average Joe to understand
If the game is made harder I want ti to be made harder with other things than 'more health and more damage' on enemies. Make resources harder to get to (so you spend more ziplines/drill fuel/platforms getting to them) making nitra not spawn as much, enemies attack a bit more often, ect. But keep the values where they are. Hate that about Payday, and Left 4 Dead to an extent; turns the game into 'no fun allowed'
yeah when it's just "scale x values" it brings the game to force a meta
A lot of people view those same things as making the game annoying. More creative difficulty measures should come with the Mutators; but i expect some of those will change the hp/dmg/speed/number values of enemies.
We've got hazard levels for a reason
Killing Floor has the thing of new enemy varients and new attacks on the harder difficulties. about hazard level it's exactly that, Glypids have more hp and do more dmg, spawn more often
it's just a simple Scale X value
now DRG is still "new" so I hope that's just a place holder
and some new difficutly enhancers take place or compliment the existing system
They could just have new/tougher enemies spawn on the higher difficulties and keep the hazard system.
better map complexity. Let us choose the map complexity plz
@idle quartz in quick search? How do you mean?
I mean when we host a game we can choose the hazard difficulty; silly that we cant pick the maps complexity too since its just another difficulty modifier and if they make it our choice they could maybe make it starker
Cosmetic suggestion that someone might have mentioned already, a beard with a fire particle effect on it
(totally not a stolen idea)
Put ores threaded in the beards
or a wrench sticking out of it and other things
I still want a prosthetic beard. For the miners who lost their beards to work related injury; just like any other limb you'd get a high tech prosthetic.
Shirtless armor type, I wanna be a buff muscle dwarf diggin in the mines
Agreed @main olive I would also be very happy if you could upgrade the guns some more. More ammo per magazine, more shots fired, things like that. With the current upgrades available, the guns do not improve very greatly.
This one may be hard, but I think it would add a lot of uniqueness to player customization. Make the, arms, shoulder pads, and leg armor independent from the chest. That way we could have different looking dwarfs without needing 200 more items. That was a great plus on Halo Reach.
@silver ferry please stop.
Didn't the devs say something about the upgrade system? Along with their upcoming 5th dwarf.. makes me wonder what kind of thing they're adding (or changing) the upgrade system with.. Big Blue Molly when? Can't wait for new content as per usual while digging for minerals while killing bugs.
How about a boss / mob mechanic that involves how bright the lighting in the area is? Make it so that they cover their eyes exposing weak point only when in bright areas. This would give more need to the flaregun than simply finding loot. Or they move much more slowly when in brightly lit areas.
@languid tinsel thats a cool idea
mixing in enemies susceptible to light, and those susceptible to dark would definitely make room for more real time battle adjustments
More cosmetics are always nice
It would be nice to have some sort of explosive that's good for mining. Maybe a throwable satchel charge that clings to surfaces but does little to no damage to enemies.
also it would be cool for getting cosmetics after completing missons and leveling up
It would be nice if the flamethrower would burn away plants like the vines and poison mushrooms
I'd prefer a system of buying cosmetics with credits
I'd love to have a room in the ship that's just a personal vault for all of the gold you've collected. Kinda like in Fable 3 where it starts off as just a big empty room but you eventually get to see it fill up as you do more missions.
That's been suggested, but looking back on it, the idea doesn't gel with the company's stinginess
Deep Rock wouldn't let you have your own personal vault of gold, they'd be more likely to keep the gold and give you a fraction of the gold's actual value as virtual credits that can only be used in company owned shops
I really don't think that you should have to push that hard to dismiss the idea though. It's fun, It fits the theme, and a Dwarf should be able to swim in his gold if he so desires. I just think it would be a fun addition and could easily be squeezed in there. We could just say that Deep Rock is a professional company that is required to allocate space for a Dwarf's earnings. Doesn't seem unreasonable.
The personal rooms are supposed to kind of be where you'd show off achievements but they're so small; so they added the memorial hall for some things.
which i dont like 😦
It's hardly a hard push of dismissal, it's a rebuttal to an idea I once approved of myself coupled with a reason supported by content already present within the game in its current state.
CHANGE THE MEDI-BAY TO A PERSONAL TROPHY ROOM 💔
its a well known fact that dwarfs dont die; so WHY THE MED BAY?
I'm still kind of holding out hope for clone tanks or something in the medibay to help explain how the dwarves keep coming back after being left behind
Like having you come out of one if you failed/got left behind during the previous mission
A sort of alternative spawn point
How do you think the survivors in L4D come back after being left behind?
They give you end credits treating it like each playthrough is a movie, so it has that bit of explaination.
But if someone gets left behind in a mission, there they are in the next
I would like it if you could die and respawned via individual drop pods 😦
Which is why I'd want the clone tank or something to explain how they get back. It'd give the currently empty medibay some use
but why would we need to 'see' the clone tank
curiously, why are we needing death?
What we need is a place to store our gold
Mostly just as filler. The rooms been empty forever
because the stakes for dying are pretty much nonexistent. You can kill yourself and get a free revive for hp
that's not free
if you have 10hp, have an ally shoot you, and get revived with 40 thats free healing
the risk vs reward still exists
It's not usually hard to revive either
risk of the ally missing and killing someone else? 🤔
Especially when you have a scout
sure, that's free healing, but that is still at the cost of getting an ally killed during a fight
either way, the risk is still there
A lot of times I'll revive a teammate while being attacked. I don't even lose all my shields most of the time
there is literally 0 risk to that, its 5 seconds for free hp; and its a huge omission from a genre standard.
Besides, if we want a medic we need a reason to have a medic.
I've revived teammates while being chased by a Dreadnaught
when i revive allies i just chuck a grenade at the floor and revive; the blast scatters any threats
no one is saying it is impossible to revive without dying
But it is very easy
erm, pump up the difficulty, people will lose health left and right, would be nice to have a class that can heal in combat
every class can heal in combat technically
these are all tactics, but they hardly justify the need for making death a thing
I'd be afraid that having a medic would be the meta
because its stupid that you literally cannot die?
That your corpse aggro's bugs indefinitely?
co-op games don't necessarily require meta. people require meta
You should be able to bleed out. It's hard to have all dwarves die before being able to revive a downed Dwarf
l4d set the bar and its a good example
and its clearly not sot something people disliked enough to be a problem.
With the difficulty as it is, the game isn't very hard
it's an example that worked for it's scenario, but not necessarily one that is worth copying for this. we won't find a dwarf just hanging out in a cavern
And there's no urgency to reviving mates
asking for a death mechanic so that you can respawn is a bigger penalty to the team than the player
They could just send down tiny one man supply pod sized thing with a respawned dwarf inside and have a voice line saying they're sending you reinforcements
it worked in the genre
It depends on how they do it
weave it into existing mechanics, ideally.
You could make it up to the still living Dwarves to gather materials to redeem in exchange for a teammate to respawn
Is how I Ideally see it
That would be too easy to troll with in a game with ff
Or grab the fallen players 'dogtags' or whatever.
just recover the body; a dna sample or something they can use.
failing at that; pay a price for a new one.
there's also the greater risk of losing a player completely if they die
You could always do something like Vermintide did
if a player sees it as a no-win scenario, they could just bug out instead of letting players rescue them
Finding the dwarf caught in a web or something further in the cave system
opting out of the respawn. it's not healthy for retention in a game
They could make it so the current alien spiders comes and grabs the corpse and takes you off, and those alive have to chase you down to get you back up.
I would rather have a respawn system than continue with the way it is now
what is your current issue with the revive mechanic?
far too easy
I can take a million years mining and killing bugs and my friend can be fine
is that something a dev said?
I never feel a sense of urgency to reviving a teammate
many placeholder things become part of the game in the end
I've had a friend wait probably a half hour for a revive
he wasn't playing. Just waiting
what lead to them waiting half an hour?
I had no ammo and was being chased by hoards of enemies
yikes
But we won still
Because I eventually got the nitrum for a drop
seems like an extreme example of the revive not being helpful
had to get nitro to spawn in pod run some laps before i could loot the pod.
what other revive/respawn mechanics in other games have been successful besides L4D?
Vermintide
explain
vermintide
Borderlands
You bleed out with temp hp, and actually die after too many knockouts
i'm looking for different and successful, not the same lol
borderlands bothered me the most, but that's personal taste
Boarderlands was annoying, it felt like dying was part of the game just so you could revive yourself w/ second wind.
I wouldn't necessarily say permadeath. Also you can't deny Borderland's success
@idle quartz not just part of the game, but there was no risk vs reward for dying
lol i'd dispute borderland's success despite sinking 30 hours into it 😃
They could obv ad losing whatever you have on you + a % of your ammo.
it didnt do well because of the Second Wind lol