#suggestions
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But honestly the death mechanic in this game don't bother me at all, I'm just waiting for the sandworm and sandworm king.
i think one of the clever things that DRG has is bosco's ability to drive the creatures away
something more players need to learn how to do
its like block-reviving in vermintide.
i think there's something to take away from that if the revive is brutally flawed (i.e. players not getting revived for 30 mins)
But with the way the game is now, it's way too easy. As fun as the game is, there's no weight to dying when you know you're just gonna be revived
drop a grenade and start the revive.
you can't assume you'll always have grenades
^
Once you've played for a bit, you tend to have them on hand almost constantly
Most of the time I never end up touching them
Now thats just bad play
true, but not every player is the same
they dont "Need" a grenade for every revive though. Its just a helpful tip.
obv
enables really dangerous revives
Even when you don't have them, most of the time, enemies don't do enough damage to you to kill you while reviving someone
well scouts nade at least.
I don't use grenades too often
Scouts are really good at reviving. Can get to anyone easily in most situations
so what i'm hearing is making sure players understand failure, be it team or individual failure, is important
Not sure I get what you're saying
If you're aiming for permadeath, maybe keep that to the highest difficulties
if revive is a mechanic that can be ignored, if we have to willfully ignore players who are down, then revive is not a great mechanic
permadeath seems more like a mode or a daily run
which in itself could be really great with a team
I have no problem with being able to revive teammates
Just have them die after a while
well permadeath in the sense of you are no longer in the mission; that would be a mode.
but in the sense that if you arnt revived then you die and then there is a cost to bring you back, that could work; with changes to the haz payout. Might be changed so the bonus for each surviving player is greater.
You could always have that survival gamemode idea where permadeath would make sense
People need to be incentivized to want to revive an ally, even at a cost/risk.
question: players who die in this permadeath mode, do they get the reward if their team wins but they leave the game?
Perma death for like the end difficulty 7-8 Harcore.
I'd imagine the player's reward would be cut drastically if they died
If you l eave you leave, new people can join and it kills the hole point of perma death.
no one is saying that the slot gets filled if a deceased player leaves the game
Put putting in a system that makes it much harder to revive or a system like vermintide
most players will probably not sit through an entire excursion to watch the team succeed unless they are friends
Some people have requested a "raid" kind of mission. Something that 4-8 players would queue up for and get matched and go for a long hard mission w/ special rules. Kind of a cool idea but far fetched i think.
not out of the realm of possibility, but definitely a lot of features and hopes that the game performs well with more than 4 players at a time
with actual raid tactics,
I liked the idea of a Beholder as a boss
@sharp ice we've had plenty of 8+ player matches due to a former bug
So they know the system can handle it
the matchmaking part is the issue since it would require servers as opposed to p2p
There is so much the devs can do with the game, i'm eager to see what will come later on.
that's cool, but as a game acquires new features, some of these previous issues drop off
Different Grenade types for each class would be fun, Such as Driller having a fire grenade that deals DoT, Engineer having a push-away nade that helps keep bugs away from his team, etc. something that relates to their kit you know, ๐ Just a suggestion
If there aren't any around the maps of the caves, perhaps Xenoform Skulls?
Cigar's as vanity items?
powdered red sugar on your belt as a healing item
Perhaps along with other ores, some like iron or something could be added as collectibles to use to craft new weapons for different classes, vanity added snd upgrades
What's a dwarf game without smithing
Only a mead horn isn't adequate preparation. Dwarves require a Keg option strapped to their back!
saint bernard style molly with a keg on her back
That would be great. But i'd ponder how it would be in place, tied to the host or randomized between the players if different people have differing molly skins
For beards, along the line of the earlier conversation, There is the possibility of varying types of beard rings and ornamentation. For example, a French forked beard, with two beard rings, a chain between them, and some manner of trinket. Lots of potential there when it comes to Fine Beard jewelry. Dwarves do like their things that glitter
There actually is one thing I thought of the other day and just recalled. Which would be rare cosmetic drops within the caverns themselves. So some kind of hair or beard or some such that the team can discover within the cavern system. Some sort of cosmetic available outside of the usual unlocks potentially. They'd have to function in a manner where all the participants get a copy. If the one to pick it up was the only one who got it, it would become a source of potential strife
Yeah I pitched that as an idea
Morning star beard braid accessory
I'd quite like it if Drillers could burn away Praetorian poison and webs in the enviornment/on a dwarf
How about those grass
it could be as simple as adding a material parameter to the grass and doing a material erosion to make the grass "burn", much akin to how the corpses clean up
though you start adding in more subtle environment cues like that and people will expect more. i personally like what the vegetation does to the environment, but i understand why someone would want to burn it
Suggestion: Implement the ability to ride on Molly after initiating the droppod retrieval. You can stay on 'er up sheer walls and the like, but if struck by an enemy, you fall off.
โฃ
Thank you c:
and yes, you're probably right
That aspect of the game would make the feature very risk/reward, especially when climbing up underground cliffs
Does Molly have a drill on her?
I feel like if she had a drill, in a spot if there is no way for her to get out, she can dig her way back into the tunnels toward the drop pod
Ooo
That would be splendid!
Perhaps the drill could deploy from a hatch on 'er front, where it is otherwise concealed, as not to block the deposit buckets
And extremely useful if she is stuck
Very ^u^
Suggestion:
While there is still at least one (1) cartridge on a Resupply Pod left, always show its outline on the screen / HUD, when the Laser Pointer is used. Outline disappears / is not shown, when Pod is empty.
We've had some trouble locating a Pod which wasn't completely emptied a couple times.
(I know that "Suggestions" like this might be considered "obvious"...)
That is definitely a very handy idea. Especially when you've got an especially frugal driller or gunner who doesnt need to resupply as often as, say, a scout who could run back for it.
Makes sense c:
Something I'd like to see that I dont know how unbalancing/viable is: being able to store red sugar after mining it. I keep seeing lots of deposits of it up on the roofs of caverns that really only scouts could get to, or would force, say, a nearly dead gunner, to expend a valuable zipline to get to which would then be useless since there would be nothing else left up there. But what if instead of having your dwarf shove what is most likely naturally forming space meth up their noses the second they mine it, it gets added to the mining pouch and put into molly? That way whoever needs it can get healing directly from molly, while it's balanced out by needing to seek out and find the red sugar to begin with. If we're concerned about giving players too much healing options, the amount of health recovered from resupplies could be reduced or even removed altogether.
I'd say a better option would be the ability to shoot red sugar off the ceiling so it falls down in a sort of powder.
I agree that red sugar on the ceiling can be annoying to see, though.
Adding gravity to the environment in the game in general would be great, too.
Hmm. I think it would be hard to accomplish in the engine the game uses.
To what extent do you mean?
Doesn't this game use Unreal Engine 4, one of the most advanced game engines out there. Seems doable
Like if you mine the bottom of a chunk of say, Hollomite, you end up with a piece just floating in the air, instead of having it drop and rattle on the floor.
But theres also cheese tactics of mining out a small, floating island that prevents glyphids from reaching you.
I believe in an AMA the developers said that mechanics such as gravity and fluids were difficult to simulate due to the way the game generates caves. [citation needed]
Yes, I'd like to see at least some small-scale gravity if at all possible. Perhaps of a vein of resource is floating it can be turned into the gatherable chunks instead.
That sounds doable ๐ค
Probably this. The actual resource, if it is not connected to a ground piece, disappears and spawns gatherable chunks that fall down.
A very reasonable idea!
As for other non-resource chunks, might be too difficult and lead to issues. I would say just have it be resources.
Mhm c:
Would mean that speed mining becomes a thing. Just mine out the bottom of some material and the rest falls.
For most things, it wouldn't be that much of an issue since so many basic resources are inlaid in walls and such. Crafting materials are small enough where it only saves a few pick hits.
Eh, I've been a part of various small dev-team early develop games.
Always finding interesting ways to do things around the limitations of the game engine.
more materials, more...
Savvy ^.^
got a link to that tweet @viral bridge
thanks for showing me
SUGGESTION: Ice biome
I like the varied biomes. I'm curious what the thought is on having biomes be dependent on depth which could lead to having multiple biomes in one map
the deeper you go, the closer you get to the magma core
I know this may be a moot point but i would love more enemies. my buddy wont buy it without more and i need him to buy it. Please add more for him
It's acutally on the roadmap
I hope they are just focusing on really big improvements like new classes, upgrades and biomes. I know all that stuff is on the roadmap but something really huge needs to happen within the next month or so.
Really there hasn't been anything game changing yet
So here's hoping to that
I'd be okay if they scrap the current upgrade system and rebuilt it from the ground up, it lacks way too much depth to be enjoyable and the upgrades aren't satisfying
Lots more aliens, drops(loot), different planets, stats, different modes(play as molly), more classes (five is nice but 8 would be optimal ex. Sniper, Pyro, Support aka healer/ buffer, Archeologist? lol) , different pickaxes, weapon/gear skins and the option to load song library for the jukebox ๐
I just had an idea. What if all cooldowns for the drills and the minigun took longer in Magma Core missions.
That'd suck
Hmmm ๐ค I think the play as Molly suggestion might be a first ๐
Magma Core is a dread to begin with. ๐ฆ Can't see 2 feet in front of you...
A Geyser is supposed to help with that, I suppose, but it doesn't do much. (yet)
Yeah, Magma Core should be the MOST lit area, the fog is awful
Some cracks with glowing textures in the walls here and there might help. ๐ค
Not liquid per-se, but they could help light the area some.
Perhaps even some particle effects...
Some new burning hot rocks surfaces to provide more light in Molten Core would not be a bad idea.
Just needs less smog, especially with the flashlight nerf
Now how about Biome specific colors for the glyphids?
They want to make biome specific enemy types as a whole
Nothing is more upsetting having someone join which destroys my bosco. They don't carry their weight get downed immediately leave and I dont get my boscco back. Can we have him spawn back out if the mule please. Pretty please?
Also if we can not kick people after.meeting quota please do not let people join. It. Is a shame to have people join at the very end to reap the rewards have given no effort .
Yes please. Or just allow Bosco with 2 players even
You could do what monster hunter does and allow two weaker boscos with each player in 2-player. and you could allow bosco customization
Dont think there would be a lot of a challenge with 2 players and Bosco, but I get the want for Bosco to rejoin if players leave
Bosco with a felyne costume
Mega Man skin Bosco?
I too was drawing a comparison to monhun and bosco
No. I am saying if the person. Leaves. So it is just me. I would like bosco back.
Maybe allow a Bosco with 2 people but he can't shoot, just mine
And light
And with 3 he can only light
That sounds complicated
I you really don't need bosco with two people. He really is only useful yo mine things out of reach. A scout and enginer combo fixes that.
What I Sam saying is if someone joins your bosco gets destroyed. If that person leaves. So you are 1 player again have him spawn back.
Yeah that seems perfectly reasonable
I think that would be fine.
P sure that's already in planning. When they added Bosco to 1 player multiplayer they even said in the notes it was just a very rough version
I want a bosco figure/plush.
This one is purely cosmetical, but how about the mission interface actually has a planet spinning with the biomes being literally out of range.
With a 2D image though, if you want to actually have the planet spin you'd have to animate it frame by frame. It'd be easier to just model half a planet at that point and just have it rotate based on "where the station is"
Engineer turrets need either 30 more ammo or not waste ammo shooting at praetorian armor, I know a upgrade overhaul is on the way so hopefully u guys adressed this or thinking about it
Turrets that can spew out flames or nab nades? Yes please!
Please let us put a Boom box on Molly
Talking about boom boxes, perhaps ugrades for Bosco could be a thing, even for Molly, with the host's molly being one of the entire team's
Molly boom box draws in hordes of glyphids
thats what you get for bringing music in the caves
The glyphids neighbors don't appreciate the noise
they don't
tbh the engi turrets dont waste that many bullets
you hear a lot of pings, but few bullets actually miss the mouth or butt
They only waste them if you try to sit back and let them do all the work
at distance of course
The turrets are complimentary to the rest of the engie's gear
they kill swarms and warriors
when the scout's 2 barreled shotgun does more damage than your semi automatic one
๐ฆ
it shoots a lot more pellets but much less range and ammo capacity; combat shotgun is king
and the minigun needs like 200 shots; dont make it a bad weapon though
its a time issue
btw loved your gunner solo dwarfurious
that early alpha makes the current game look WAY better
๐ค wasnt that old; i got a few unlisted videos up from like a year ago. Anyways; double barrel is all about the burst damage but runs dry real fast; combat shotguns got staying power and better versatility all in all
creating robotic allies to spawn from unit structures with resource inputs would be a ton of fun!
How dope would some kind of water cave biome be? that said, fluid physics might be a bit much for this game.
The devs have said that liquid will not be added to the game, due to the cave generating program the game uses
An upgrade to engi platforms that lets them glow at flare-brightness would be great
Thats a good idea, not sure about flare brightness since the scout might feel his toes being stepped on but definitely enough light to see the platform in the dark + a few meters, for surrounding materials.
Not flaregun, just normal flares, the disposable ones
Or slightly less than a normal flare, but still
Or buff flaregun since now the much bigger rooms take like 3+ flares
slightly less than normal might be fair, but also on a similar duration. Normal flares mostly lack "range" and the platform has that
Oh, I was thinking the platforms could be infinite duration
the teaser showed some flaregun changes too
If they've got a small radius
That way you can always see where they're at
Mostly to point out for Scouts but also like, emergency paths
Am i the first person to suggest adding a 4v4 competitive mode?
No, and you probably won't be the last
We've had a few different ideas thrown about for a pvp / competitive setup
Barrel Royal!
@vivid shard We are exploring way in which to do that in a meaningful way. ๐
A way of blacklisting certain lobbies / hosts would be useful.. but I'm sure this has been heard already.
Is there an option to have persistant teammate health on screen? Or is it relegated to a general info key (Ctrl) to incentivize active attentiveness?
Currently you'll need to hold Ctrl, but many have suggested an option for it to be toggleable.
Gotcha โ
I personally like that you can't be certain where your teammates are in a combat situation, but many would disagree.
things that make anything more 'difficult' are often disliked
Very true.
Maybe a modifier where you can use the laser to find you teamatrd
Mates*
Or where the cave you came thro gets blocked off when mule is pressed
So you have to go through and area you haven't seen
That would be very interesting if done right. Perhaps a rare, random occurrence during mining missions.
I think i have suggested this before, but not sure it was on the right channel. But would love it if there was a way to make sure all mission types are available at any time. I again wanted to play a point extraction map today, but none were available. It seems like its random what missions are available, but i see no downside to forcing the algorith to make at least one mission type available at all times, it feels so sad not to be able to play the most awesome and fun types if one wants to.
agreed, a lot of times i want to do mining expedition but in a lot of areas there just isn't a mission for it.
which, it seems to me that mining expedition is the main mode of deep rock.
How about a few new classes.. for example .. The Explorer.... he can Climb up Walls with spike shoes.... and throw down a Rope so the other players can Climb up too !...
A new kind of Scanner ... that let you detect Rare Metalls.....
New Map (mode ) where you are at a Ice Cave and you have to stay warm... it should be a verry difficult mode..
thats where a new Thermal Flare comes in.... etc..
(the explore is ment to climb up steep walls not the normal thing like the Gunner)
Mission Control guy as 5th Class.
Could we add some achievements/psn trophies to the game in the next update?
Achievement ideas: brrrrrrrrt- achieve rank 20 gunner. Love the smell of napalm in the morning- achieve rank 20 driller. Use more gun- achieve rank 20 engineer. LIGHTS UP- achieve rank 20 scout. Prickly- kill an enemy with the spikes from an exploding cactus. Pyroclastic- kill an enemy with an exploding plant in the magma caverns. Wait, they get bigger?!- complete an elimination mission on hazard 4.
No, stay away!- get hooked by a cave leech that just downed someone
Scattergun surgeon- kill a praetorian with only 2 shots as scout
It could be nice if Calling an ammo drop required a player vote to agree on the drop. It could help prevent accidental ammo drops, as well as prevent ammo drops in odd places that aren't a benefit to the group
Also, it would be nice to have more options for using Nitra. Such as some form of Summonable Dwarven Robot as a companion to the group. Something that would be capable of fighting bugs and whatnot for the Miners, until such a time as it's ammo count, or HP dropped to zero and it is disabled
This has probably been asked on several occations. Then it can just be passed or refferenced to the originator of the question. But Mod Support? Workshop. Understandable it is hard to make, but who knows. Maybe a year after The games release there could be some mod support. Either big or small.
@astral lion Secret Class: Mission Control Company Man is a player playing as the game director. Turns out, DRG is more interested in the sociology of teams and putting stress on them, giving them mild rewards.
Suggestion:
Allow Players to choose the color of their hair / beard via a color-wheel, -slider, -table, or something similar.
Could use an algorithm, where more exotic colors are more expensive and require more resources than basic colors.
Example (shown): Purple hair and beard.
...and add sparkles
Hmm.... Hair Hair color looks off, still. ๐
I'd chalk it up to the light source
In response to autistic skeletons suggestion, I think we should have polls for the names of the achievements - I was thinking peoples favorite line for each character as achievements
ex. "Turret gun... turret done" for engineer vs. "insert line about platforms here"
obviously with more options though
Suggestion: Keep seed number of the map on at all times during games, make it part of the hud in case of any screenshots for future debugging purposes
Maybe also stats like hit percentage vs enemies. Though I could see it being skewed if you are using your guns to do some mining.
Well
With gunner and shotguns
I dont think accuracry will be an accurate measurement anyway XD
Why the flares? o_O?? As for hit percentage, what Mushu said.
Flares is just one of those silly stats that should be easy to count. It's funny to be running around and find places you've already been.
Can the mission commanders face be on the mule every time he tells you there is a swarm, or moans at you for not doing you job!
Maybe also some M.U.L.E Customisation and possible upgrade system?
I feel like for gunners last armor upgrade it should be a all around dmg resistance, like 20 or 15 percent cause what enemy does explosive dmg and i doubt you will be detonating satchels at such a close range anyways so its just a thought
the exploding bugs; the dreadnaught; his own grenades/c4 packs/ally explosives. Its pretty good; can survive an exploder on haz4
Up armored Gunner with sorta transformation phase that takes up battery power
Closed combat helm
Im sure someone has asked for this. But how about a button to turn camera into third person but facing the player. It should be easily implementable since there already is 3rd person (even if its just for dancing) and adding a 180 rotation to the controller when in that mode could be a simple bool. All for those sweet screenshots.
Yeah, I date those things. I wish they weren't in the game
hate*
90% of my deaths are from them
How come the bugs can attack from under walking panels on the Rig in Point Extraction, but we can not shoot through? Flame Thrower is the only one that can go through the Rig and panels.
We need this to be the default state of the launcher.
It's definitely Karl
Melee class, big hammer for his main weapon , throwing axes for a secondary that have to be be picked back up off the ground and reused, with a gauge that fills as you kill enemies that once filled allows you to drop a small health kit useable either by yourself or others on your team. Different enemies fill the gauge to varying degrees. Let him use the throwing axes to climb for a brief bit. Give him the ability to pull aggro / or have him have increased aggro
We need female dwarves. With beards, of course.
5th dwarf needs to be a female melee class
I love the axe and throwing axes for your Bezerker class @lean haven , but am unsure on the gauge / medic system. What do you suggest as the utility and movement weapons?
Perhaps a stim grenade which increases the speed and damage resistance of dwarves caught in the mist for a short duration? Some sort of deployable and holdable shield maybe?
Bruh, if you cant tell the difference you should stop
@boreal lintel the suggestion I gave is a combination of ideas from myself and others. movement is described in the suggestion, and as for how the gauge fills, I gave an example for it back in general chat earlier
I'll find it and repost it here
They have breasts, they have (sometimes) shorter beards and they often braid their beards
swarmers give 1 point a piece to the meter
warriors 3 points
praetorians 10 points
other bugs may vary
out of a meter of let's say 100 points
different enemies killed give different amounts towards the gauge
but the dwarf could just have a normal health/shield pool, and depending on what they kill or how much they help would determine how much they can give back in healing to the team
I meant the movement loadout - scout has his grapple, gunner has zipline, etc.
that's just an example, devs could tweak it to whatever values they please
that would be the climbing using the throwing axes
So that's two out of four in the loadout?
nah, could just be a third slot with it
I see
I'm unsure if health packs would add anything to the game.. I'd far rather it be a limited resource. How about a stim pack instead?
๐ต
Just give us a health and safety inspector dwarf
but in the middle of a fight where you need a quick fix, it could help a lot
But the glyphids are unlimited, and the axes have no ammunition
So essentially you would have unlimited health regeneration
that's why I added the point system to the suggestion
it's not a full heal by any means
and you have to work to earn a heal
risking your life in the process
if you can't get the kills to fill it, you don't get to use it
Hmm. I can only say I feel as strongly against it as you feel for it, sorry ๐
Consider that using it would take time like using a resupply. Each use will also only restore 20%. It will have 3 uses. Through upgrades you can reduce the cost to get it down to 90, make it restore 25% per use, amd make using it take 25%less time
Also placing it down will take construction like the engineer's turret
I'd like to suggest that BOSCO flies around Molly and supply drops instead of through them
The number of times I've been killed or almost killed because he stopped me from getting health and ammo at the last second by flying through me is ridiculously high
^
Make a new bug or variant of the praetorian that has orange gas when killed, this gas will violently explode when burned by flames or hit by grenades
What do you guys think of perks? Tied to your miner rank. Each level you get perk points to put in to Passives and buffs. Like more health, more damage to specific enemy types, that sort of thing. The fifth class? Thinking a medic class would be interesting. Can bring shields up, health grenades and such
The only medic I would somewhat enjoy is 1 that takes red sugar and stores it for later use
Harvest it and can deliver later on. I like that
New dwarf dialogue? Love whatโs in. Be nice to have more!
The explosive gas sounds interesting
But it would have to be balanced somehow not to need driller
Nerf*
Suggestion: Something against hacking.. watch the upper right
game is currently still open from that host and can be found in the serverlist
52748
Das a lotta flowers
Though i still dont understand why someone would hack a game like drg, its not competetive
Why would you hack flowers?
@molten fossil Yeah i agree cheating in a co-op game is kinda weird. P.S. awesome username
Wouldnโt gold be better? Or like.. bittergem?
iirc the flowers will at least give XP
Dumb way to do it
^
They're likely just using something basic like CE
If so, they could just edit their own level
Much faster
Easier
etc
We need a kick option labeled "hax"
lol yes
That option will also submit a vac report
So far all we have is "i have my reasons" and idle
I have no clue what the intention of the host was
there was also some other hacks active like very fast running etc. - too bad that people need to cheat also in coop games oO
at this point in early access, it's helpful to know
i imagine we'll all have our accounts reset at some point too lol
Happened a few times while beta and alpha testing most likely one more time b4 release
A rare "Armored Glyphid" that glues various ore to it's carapace for armor. The ore must be mined off with the pickaxe to expose it to damage. Acid Spitter sized, deals the same damage as a Warrior, with health and speed similar to Praetorians. If it dies with ore still attached to it's body, the ore will be dropped in chunks as if mined with a full bag or mined by Bosco.
if it was large enough for the players to stand on, it could be a cool colossus type of event
biologist dwarf that spliced glyphid dna with himself can free climb and use glyphid pheremones to control them
Make a minimum miner rank search option?
Eh, a bit heavy handed on "submit a report that someone is hacking and it immediately give them a VAC ban."
Really, you can't do much about hacking in early development anyways, and it is a coop game, plus the fact it so far is pretty small means it probably isn't much of a totally focused concern right now.
Also, unrelated, give more filter options for servers.
Muh hazard 3s.
I've got an idea for a new biome, and some flavour for the mining missions; icey/frozen biomes. You need to mine ice for the station.
Pretty much
no thats my point though, why would they mine ice?
the universe has a shit ton of water in it; why would you go to a super deadly planet to harvest it ๐ค
cuz its a video game
Ah, right. Perhaps a supply ship was late, and they need a quick supply for the cooling systems or (god forbid) drinking, because the beer supply is gone
I picture it as an occasional "Oh f**k we're desperate" thing, mining out ice; it would normally be the usual ores and whatnot
Because, as you say, there's loads of the stuff
well, just bring back a few hundred metric tons
ha it'd be like just going down to mine DIRT cuz Management needs soil for a garden
I'll be honest, I actually got the idea while playing dwarf fortress
Not sure how familiar you are with it, but you don't 'need' water, it's only used for cleaning and, if there's no alcohol, drinking.
anyway; brace for a wall-o-text I've been chipping at.
I have No Sodding Clue how the level generation works, but stuff it, imma throw in my opinion too; there may be a sort-of solution to fluids. Do a Worms style fluid system: below a certain height, it's water. Some levels could be an aqueduct so below height Y on the map you have water. And a need for diving suits, perhaps.
-I read the previous messages and... I think a big problem with the game and it's (placeholder) death system is while something like L4D is great, it only works in that context. Dropping miners in as reinforcements means you have random holes in the level and I do think the 'three strikes' system is solid, I can't really see a 'good' way to get players to respawn; and missions are too long to lock a player out entirely (though that could be a mean thing to do). For a respawn system, perhaps you sling their body on/into Molly and revive them with some red sugar?
-I'm probably in the minority here, but I like the idea of the tunnels between caves (sometimes) being far, far more difficult than they are now. Instead of lovely sloped corridors, have big pits, cave ins, a massive upwards/downwards shaft; an honest to go obstacle, as it often feels the only mobility issues are getting to ore deposits. You sometimes get these, espeically in the desert maps I've noticed
Danodans idea there I've posted similar too, but they've improved it in my opinion. However, I think the size should be something in between - say 1/2 to 2/3 the size of a praetorian
I'd like to imagine you discover the schematics are actually old tat though; DRG wasn't lying when it said it didn't skimp on your equipment. It's valuable as a museum piece though, so you got a cash injection instead. :p
They would mine ice to cool their ale! @idle quartz
...ohgod, yes. That's genuis
as a gag
Well the game already has references to the dwarves using the red salt and eggs found while mining in the canteen, so why not?
dont know about a "salt" reference but the egg thing is just a Message of the Day on the board; not a game mode
they have some plans for the eggs
Read the biome description for... um... I forget the name
the one with all the red crystals growing
Red Sugar?
No, I forget it's name. White ground and lots of red crystals ground out everywhere
there's even the little ones that break when you walk through them, so you can see where you've been that way
salt pits, its just a biome with some flavor text though
Yes, that one. I know it's flavour, but it makes me giggle thinking they eat the eggs and salt. :p
I'm not sure about this either, but what about chain/linked missions? I was thinking of joking over them getting ice to put in their armour for when they go into the magma biomes, and it made me think of... I dunno. Mining materials to make an upgrade for Molly for the next mission? Akin to Payday II's multistage heists, where you have them follow on from the last. Only they wouldn't need to be directly chained-could do A, then when you feel like it do B.
I know you mentioned the eggs; that could be an example. Find the eggs, then you unlock a mission where you use them for... something. Bait for a boss/queen?
"research". I can imagine an ice biome and i hope for one too; but not for mundane ice which could be obtained in a myriad of more efficient ways
But like the other things; they could have dialogue about mining some ice for cold drinks while in mission
Ha, how about it's got frozen monsters inside?
when they terrain scan them
the dreaded Woolly Praetorian
So badass
They probably shed skins based on their species resemblance to spiders or beetles
Yea they were like statues of glyphids
Iโm pretty sure they did before they redid them
We need a demo of sorts
There have been many people that hop onto this discord to ask about this game
This game is quite pricy for an early access
And having a demo to make sure things work and to test the game out would be great and definately help
windows store has a demo
time limited i think. Not sure why Steam doesnt get a demo but windows store does; might be a platform thing.
It's not the best as people may have to redownload it onto steam
But yeah Ill make sure to point people towards it
Hello. Would weapon skins be possible?
Please no with the microtransactions
but if you're talking about skin skins and not "lootboxes" then yes, they are possible
well besides gold skins; there would not be microtransactions
support edition should have gold weapon skins to match the armor; rest would be like the others.
Aditional nade types like poison gernades would be useful
More unique armour choices and helmets of some sort would be sweet
helmets have been teased in a short clip
They have? Where :0
@idle quartz link us pleaee
in gallery
When you kick people; their should be a "Its not you; its me" option.
suggestion: would really make me happy to see a new bug enemy that is faster than dwarves, and "light seeking". Gives the miners a reason to turn off headlamps, and to use flares to throw them off
@mortal panther I actually agree with the dude, that sounds like a good idea. Albeit it should be a enemy that comes outside of swarm waves.
Would it be just headlamps or any light? Because you could probably get em off of your back pretty quickly if you threw a flare
Unless they eat flares which could potentially add to an eerie environment.
It'd be interesting if they came out when less bugs were around, and maybe they like to "collect" light - so they'd pick up flares or hapless dwarves. Maybe make them slow and creepy and floaty
I'm fairly sure it's already been suggested that a light acting mob will to be introduced
It's a cool idea tho
@fallow river remember that on steam you can always refund the game if it doesn't work or you doesn't like it ^^ i personally use this as "demo" for any game that i buy from steam
If someone uses this option too much, that is his/her problem when it gets blocked.
@fallow river for the perks you mentioned in general. Id love to see something like a skilltree when theyd add more difficulties -> I mean difficulties like Diablos greater rifts for example where you and your friends can push all the way to stronger mobs waves and everything. Then perks which you can skill and optimize in that skilltree will be helpful because the higher the difficulty the more abilitys the bugs have to keep you from stealing their beloved materials. But ofc not only the skilltree should be there but also selfoptimized guns and armor and upgradeable gadgats (mostly for the engineer tho) which you can buy and craft for different metals. And in specific ways some rare metals should buff your weapons with sharpness for the pickaxe maybe or for the gunner when your mainwep is over 50% heat your bullets do +1 dmg or something like that if you get me ๐
Also id love to see a personal space to create your own cave base where you can build stuff to store weps armor mats and all that things in handmade furniture. And sometimes a swarm raids you there or other player can invade you or something like that
One major suggestion: put turrets, powerful ones on the diggers for extract / dropoff
I've been in quite a few missions that have everyone killed right at the doors due to explosive bugs and the digger itself should probably be protected at least being how big it is, so please add a ring of guns to it that help ward off bugs around it, that way if we drop in, we can stay in the pod for a little and use it to help us extract / start off only. Also add ammo / resource drop off bins to it so we can restock at it.
would be a little tzo broken if you ask me
You mean give the drop pods some sort of short range defense system to let everyone get out at the start of a mission safely
@near glacier ?
yes
There's a grace period isn't there?
No
nope
But it's not long enough sometimes
you can land on a bug nest
You can be attacked in a decent sized wave at the start of a mission
Usually happens on mineral extraction missions
yea and when you have a defense tower on you that would make it all way to easy. Because then you just need to wait and extract fast enough so you only fight probably 1 wave max if you are good
? I'm fairly sure there's a short time when they don't attach buts it's hardly noticable
I don't think it's all that bad of an idea. Sometimes drop pod entry points are less than desirable, and this would let you get started on a decent foot
For exmaple@spitballers take a few seconds
Plus the turrets leave with the drop pod
To spawn in
So why not?
But I agree there needs to be more time or turrets
Having 5 spitballers can easily be an insta kill
you can shoot the balls of them thop
Not when there's 5
good aim and np^^
Er you can't aim in two places at once
I'm not worried about spitballers. I'm more worried about having the drop pod spawn in facing a wall (as it often does) and getting nuked by exploders or pinned by praetorians as you try to exit the pod area (as I've had happen to me before)
Some light perimeter defense would solve that
when it faces the wall you just need to get out quick as the bugs dont notice you right away
If I was a gunner spitballers arefine
They notice the moment you get near the door of the pod
That's pretty much right away
And if you have to dig through a wall to exit, you're in some trouble
I'm fairly sure they don't spawn in until A few seconds if you leave straight away
nah right away would be when you are done loading and mobs start standing in the door of your pod
Something needs to be changed about it tho
btw mushu what do you think about the suggestion of my befor the ones with the towers
was toward your perk thought
we just had a droppod in the air
we also need to be able to shoot the pod with ziplines so we can get to it sometimes, but yah, guns are really needed
And platforms. I've had the odd situation, which is rare I grant you, where I've had to do a zip line across the ramp because it's landed halfway up a high room and the ramp has extended into thin air. Ofc, if the code for deciding where the drop pod lands is improved that could be a non issue. The drop pod landing 'badly' isn't common, but it isn't really rare too atm
-1 on perks donโt see the need
youll see the needs when the difficulty rises
im not talking about the difficulty that is there rn
im talking about 8+ or something when they cant spawn more mobs and instead increase the hp
they already increase hp :l
I actually want a hardcore mode just to keep the game interesting I want debuffs not perks I want less ammo not more and less shield
well but what about keeping the ammo and shield and instead enhance the bugs
bleeding
acid dmg
fire
reflect
bleed damage on bugs would help
then we could let them bleed out
no bleed on you
How about both!
they make you bleed
bugs bleed on me when i squish em
press button to wipe visor
I mean small things make you bleed for example so you need to focus them if they swarm you really quick cause otherways your bleed stacks up to high
and acidspitter roots you or something there are many options
but that only for higher hazard
I just dislike any suggestions to make the game easier such as medic classes, perks, turrets on drill.
it doesnt mean its going to get easier
well engineers turrets could resupply ammo to players as well
it just means there is more depth to learn
I mean in the start the perks probably make it easier ofc but the higher hazard you go the harder itll be and youll need the perks then to push to the highest limits possible
If they add very high haz then I would be fine
But i get your Hardcore theme
how about: Random debuffs on some hazard levels
Like your ammo is cut in half or something
shield recharge takes 50% longer
and so on
Yea I suggested that a long time ago I really like that 1
Ammo cut in half is too steep, how about 25%
was just an idea i think half is to hard aswell yea ^^
Meh just play all scout ๐คฃ
On haz4 with 50% max ammo, that would either mean each use of a resup would fully restore all ammo you can carry or it will restore 25% of your normal ammo cap
Yea if u had half ammo it would instead give 100%
Maybe gimping resupplies would be a good idea for a mutator too
1 pod has enough to fully restore 1 dwarf
Though i wouldnt suggest we also gimp the hp it gives though
Like when it comes down there is a chance that the supply broke and only gives 20% or so
Oof
1Tater - 03/12/2018
I've suggested in the past they have the abyss bar act sort of like the canteen in monster hunter, where you can purchase food/drink that gives out buffs and debuffs that affect your in game stats per round
reposting a repost
Yea I saw that and it sounds good
hm i dont like that tho it doesnt fit the theme of the miners kinda
Idea for implementation: announcer says, sorry team looks like one of the arms was damaged on entry, looks like you'll have to do with one less use
going to work intoxicated and having it effect your game doesn't fit the theme >_>
nah i meant the monsterhunter thing^^
that's part of the thing -_-
Yea but what buffs would you get
I like the idea of getting one-mission debuffs/buffs at the abyss bar
Honestly just give the resupply pod a 1% chance to just fucking detonate on impact and have it blast a hole twice the size of a d-pack
mhm okay that doesnt sound so bad
Krunk dorf feels no pain
Same sort of stuff as upgrades, could be increased damage, running speed, mining ability (to break stone in fewer *hits for example)
Although id love to see that stuff in a selfbuild base tho
or atleast that we can put it where we want in the station
Maybe to balance it out, you can get a buff one mission but as a result you'll have a related debuff the next mission
so we have some kind of unique style when we are not on missions
Drunk dwarf can resist damage but hungover dwarf takes more damage later
Nah can be abused by playing a haz4 then a haz1
true
it could also be a + - buff tho
like you tank more hits but walk abit slower or aim slower
yup
I like the idea of getting sloshed on the station, going down and doing a mission with an interface screw, while the announcer is just going 'ffs' at you
And an achievement for it, or a hat or beard or something
Beer goggles, or something. :D
I want it to make you see double
Id like to have something like a smithy (we are drawfes after all) where we can build our own armor and weapons
tries to mine nira, nope its just stone
Maybe a kingdom come deliverance buff system for mutators. You drink booze at the bar and different booze gives different pros and cons.
<- to the weapons then you are able to craft upgrades and perks for the weps and different weps and armor so you can counter some of the debuffs in the higher hazards (not 4, i mean 10+)
I might be in the minority here but I don't want buffs or perks. I just want the current system where you just keep upgrading. And then plateau, it helps stop the gap between new players and older being too large. I really don't want a 'no fun allowed' meta where you need x gun with y stats and z character builds. I'd it be more like team fortress 2 pre different weapons. I expect this opinion to be dismissed. :p
;P
Indeed
You see your mistake in that post there right? Upgrades to the weps and everything that is in the game right now can be counted as perks
And the thing Id want to be integrated would be a more in depth option of that system and a way to make your gun personal (when it brings different effect and dmg and stuff like that even better) its should not be like there is only this that you can play right now. It should be that is the best for this and that or that is the most fun for me and most usefull fgor the team as it is a teambased game
(sorry for my fucked up typing skills tho)
And furthermore for the perks/skills you could just make it that everyone can get every perk/buff just by playing
you cannot have a lower gap between new and old player as it makes the game kinda boring for the old player when there is no new stuff coming up to get or to do as normally when you do the same thing over and over again for no purpose it takes out the fun. Humans work better if they have a purpose, yes even if its in the game even if you work for an upgrade that gives you 0.01% more vision
I just want it so you care about what classes you bring. Not what weapons and buffs a d perks they're bringing too. Hence the tf2 comparison. When it first came out class x did y. Now you have stuff like jetpack, or a class that now tries to charge and melee you. To say nothing of ruined silluettes and outlines, making it harder to make out allies in a fight.
Who said that everyone could craft the same weps?
for example the engineer should be able to bring way more different gadgets as hes a crafting specialist and with those he kinda falls into the support roll
I know I'm in the. Minority here, I just like the current system where classes do their class stuff, and you get a few upgrades to make them do it better
I just want a bit more variety
I know, and I expect you're in the majority.
4 classes are fine but they need to be able to switch the weps
Just saying, I personally appreciate how right now the classes are... Pure... For lack of a better word. You see a class Nd you know exactly what to expect from it.
not with the other classes ofc just for example that the engineer can switch the platform gun to boots that he can walk on the wall (takes fuel)
Which dramatically changes what the class does and how it works with the team
yes but then more ppl consider the classes and dont have to stick to one cause they dont like the rest of the clases
Right now, engineer does platforms, so you know a scout can have platforms to grapple to, or Gunner can shoot a zip line to
If they do gravity boots like your example, that makes them less useful at helping the team directly
Honestly after a few hundred hours the game gets kinda boring even through the alpha builds and beta changes
We need more variety
It reminds me of the engineer's update I tf2. They mentioned they tried replacing the heal/ammo dispenser with something to repair turrets and the rest of the team resented the engineer for picking a selfish option
I stand behind Fox there even tho i only have 30 hours currently
I've done payday 2, way too much I might add, so I get being able to change builds and stuff is fun, but even then you settle into a build, often a meta one.
Then donโt make a perks system that encourages selfish behavior O.o even tho we all share the same materials and drops
yep nothing should be toward singleplayer purpose it should all benefit the team as a whole
That would render single player mode useless โน๏ธ
ill type after my lol game again ๐
I didnt mean it like that that the singleplayer gets useless ^^
I get the appeal of having things be "pure" like you're saying, but the issue is kind of that after a point you're going to lose players because people get bored of playing the same 4 classes
Adding in different variances opens that up a lot by introducing different ways to play, even if it's just slight tweaks
unless you can upgrade them with weps and armor ๐
I'm resigned to there being stats and weapon choices and the like since everyone has been trained to want them thanks to games like call of duty. I just think it would be nice for the game to be more like tf2 pre hats.
The way this game could keep longevity is with the maps being generated randomly
It's not just what your class does, but what is done to it that can make a game interesting
I don't disagree, having the gameplay outside of classes be interesting is still really important
Ahh, I can't think of a good way to say what I'm trying to say, I'm sure all the "Rainy is typing..." messages make it look like I'm writing an essay over here
We'll just have to agree to disagree here I think. As I keep saying, I don't expect the deva to look at me and go 'gosh they're right' because they say in the game's splash /menu screen, they're adding more weapons and stuff
How get what you guys say about being able to customise weapons and you character, because it gives you. Inveatment
Investment, sorry
I think personal customization is a good thing for games, I guess that's ultimately my point, and yeah, there's probably not a perfect compromise
Hopefully the community won't reach a point where there's a strict meta and if you go outside of that then you're looked down on
But my experience with games that do like payday 2 and, ofc, mmorpgs, is you get the meta builds and everything is disregard
Even if the other stuff is viable, because the meta is more conventional or whatever
Customising like hats and skins for e-penis? Sure, games like Dora show that works
Dota*
No level cap
But with weapon s and hard stats, there's always a meta. There's already one in drg simple with team composition
I keep banging on about tf2 pre hats because, in this game's case, you'd see a class and instantly know exactly what it ca or canwdo.
meta wont come necessarely
Instead of post tf2 hats where you can see a demo an and you're not instantly sure he is going to try blowing you up, or cut your head off
I mean if all weps are good/equal and you need to chose for the terrain which youd like to have
Palpha, meta will come. As I said, you can already do one just with teams now.
Nah i dont think so as it depends on the playstyle of each group
I actually prefer the way tf2 is now where you can't necessarily tell how a class is going to behave, so I guess it's just really a difference of opinion
We'll just have to agree to disagree
I'm eager for customization but I definitely do understand your concern about there being a meta
Personally what I'd like to see in the game is weapons that are just better for specific biomes, so it encourages people to try different builds based on the mission they're doing
Well i dont understand it tho but maybe cause i have another image in my head of the whole customization
Admittedly that won't really have a point until the biomes themselves have more variation, but once they do (if they do) it would be nice to see
Honestly that is partly what I mean with the biome and I didn't do a good job explaining it. When they become more complicated and harder to traverse, having the classes stay 'static' means players, especially newer ones, have an anchor point to refer to. Like, if you come across one of the huge shafts right now (giggidty) you know what each class can do to get past it.
Back to left 4 dead, the 'classes' are very static, what keeps the replayability is how the level changes.
That being said, I have suggested a Jamaican/rasta voice for the game.
Hmm, I actually didn't think about left 4 dead as a comparison (funny, one of my friends actually got me into the game by describing it that way)
On a different note, perhaps biome related enemies. A green suicide bug that leaves toxic gas in the jungle biome, for example. Or more mechanically unique monsters tied to biomes
I hope we get those someday
People have talked about sandworms in the sandblasted corridors before
Making the biomes feel more unique is something I really hope they do more of. I know there are already differences in the way they're generated, which is great, but enemies (or passive mobs?) that are specific to them, maybe even the goals of missions (instead of morkite, you need to dig for ___ in this biome; instead of eggs, you're looking for ___ embedded in the walls in this biome), would go a long way towards making them feel more unique
Yeah. Even things like splitters on the wall or ceiling could be fun. I hope for a trapdoor spider style monster though. Teach a player to watch the floor as well as the ceiling
That would be really cool
More cave leeches but like more annoying
Hey you know what the players die to the most
Yea
Add moar
I like the idea of explosions and fire being in the magma area. Maybe the enemies there have thicker armour plating to cope with the heat too
Hey @lean haven u on ur pc rn if so can u search for my really old suggestion of glow worms and repost it
But in the jungle you have the current praetorian, and crystal biome they do shrapnel explosions instead of gas
no u
I canโt am on da phone
so 1tater saves every suggestion? ๐
Same. I'm at work, waiting for us to shut. Because we're being liquidated.
No u can search them up
so noone goes through every day and takes up every suggestion and then they look which one is good?
would be goo tho
good*
isntr there something that spits down poison which deals dmg?
What if the Web spitter did strings instead of projectiles that lasted for a few seconds ? So if you walked through it you'd get an effect like you do walking through hanging webs now
What if we implemented, and I know it's crazy but bear with me here, a Discord Squad #17?
Holy crap
Idk man
Man-eating flowers with fake treasure inside?
Oof yes
Yus
What do you guys think about a 4v4 multiplayer mode that is heavily based off the classes and destructive terrain already in play?
You could also have swarms that attack during your pvp just to mess with ya a bit
@lean haven @eager vale @amber dock
I'd possibly be into it
I'm not a 4v4 fan in general
might be difficult to explain lore wise
Huh
Rival companies lol
I never really like pvp
Fighting oโer sweet cryssal!
@amber dock Iโve also had this idea for quite a while now, what if you could get on the MULE and ride it like a bull If your friend calls it over, it could be faster than running, but youโd be pretty exposed?
So remember dying lights system of invasions of a player controlled mob I say we put that as a mode in drg with a special bug as what u play as when u join it
@eager vale that could work
Again, an idea I'd like, but it'd be hard to implement riding molly because she sometimes wall crawls and hangs upside down
Hmm, maybe they could explain it away with magnets lol
@eager vale @amber dock I also think Iโd like a Left 4 Dead esc mode where you could buy upgrades to your equipment temporarily per match, and you could purchase the stuff with minerals you mined in the tunnels in that match
And refilling ammo costed minerals as well
@lean haven ^
Bro you donโt have to @granite yoke us we are here
lol
Is good ๐คฃ
I canโt tell if your generally angry through text lol
You like any of those ideas though?
Itโs good just not my style :p
You have any cool ideas?
I second the man-eating plant idea!
the man eating plant could be much like the lure plant mentioned above (the ice age example) with some specific crystal in it that players would activelly want to get, but get trapped if they trigger the plant's "swallowing" action
it could be a rare ambar of sorts
because to have a dwarf eating plant that has no "lure" of it's own would be a bit of a waste
Do you plan on selling a 4-pack?
AFAIK it's not they won't, it's they can't. Calve won't let them or something
Valve*
Suggestion:
Expanding on the Mactera Hive idea, perhaps the Mactera inside could be triggered, by pointing the Flashlight in its direction? The longer the exposure, the more agitated and aggressive they become. (i.e. More / quicker spawns?)
How about mactera have hives like paper wasps with a large queen mactera, the hive would have dead or paralyzed loot bugs or glyphids in it and maybe some other kind of resource like red sugar (since the devs confirmed its actually sugar it could be made by honey drying)
+1 yus make it HARD
i would be 200% down for this game mode
Give it 2 big turrets with 500 shots and make it start at haz 1 and every 10 mins it gives u a button to escape, when u hit haz 4 it just keeps the same difficulty or adds a debuff every ten mins but still asks u to leave
i like that idea of progression, though i think i would rather see buffs to enemy numbers/variety rather than a flat out debuff to players
i think it would be funny if as the drill went, it uncovered cave leeches which could pull you back as it kept moving if not dealt with
definitely got potential, but I like to imagine you're drilling to something Important, like a hive or something, and once there can 'do stuff'. DRG gives the vibe of being cavalier with their workforce, not actively trying to murder them on suicide missions.
So I don't like the idea of it being a glorified final stand
i like to think DRG doesnt care about its employees nearly as much as it cares about its equipment though. after all, drop pod will leave as soon as it has molly. your concern could be addressed just by them declaring that "the surface is too hard to drill though, so you have to go sideways underneath it. youre looking for something valuable, but youre not sure how far you have to go due to the scanners not being able to penetrate the same material that you cant drill though"
Itโs not itโs a very effective way of uncovering ore
i guess im just trying to avoid any finality since we have that in droves with the other game modes
Interesting idea, but there is a possibility it could become boring as it is quite linear. Perhaps the dwarves must find fuel for the drill within the caves to keep it going?
Nitra
Nitra is for ammo, it's not a fuel. I meant a new resource. Coal, perhaps. Oil would be ideal, but I don't think we can expect liquids anytime soon.
Nitra is most likely an ingredient to a kind of rapid explosive
I'm not sure nitra would be a good option, players would be easily confused. A black, carryable resource should work best.
well i figured the drill could be powered to go on forever, with the bottleneck being that the dwarves have to remain alive
and if it got stuck like i described in my image, with no dwarf there to "unstuck" it, it wouldnt be going anywhere
which is why they have to stay alive
Prob has a mini fusion reactor in it
The problem is, the mission would just be four dwarves on a drill going in one direction, shooting bugs and grabbing the odd resource for 20 minutes. Much of the fun of Deep Rock Galactic comes from exploration.
i also didnt want to attribute any health to the drill itself (or molly since she is locked into it), because i didnt want to split the engagement of the enemies between you and the drill
there are gamemodes dedicated to exploration though
we dont have a defend/horde gamemode
perhaps at times the drill could make its way into a HUGEEEE cavern
with biome specific things there, but as a a part of its mission, it needs to keep moving
so your time there is transient
Then it would stop and I would have to refuel!!
that might breakup the monotony of being in a tunnel the whole time
or, perhaps, it could even introduce the possibility of having a large encounter within that cavern depending on what is planned for future enemies
That sounds like a good idea.
A big ole wyrm
in my mind i imagine going through this tunnel and then all of a sudden breaking out into this space the size of an airplane hanger
maybe there are waterfalls off to one side
maybe you just woke up 4 spitball infectors from half a mile away
then things get interesting, but your priority is still keeping up with the drill
so you have to keep moving, even if there are a lot of goodies
Hmm. This makes me think it would be fun to have a minecart-riding minigame or something of the like ๐
perhaps the scouts strength could really shine if he sees something valuable and wants to get it quickly and then make his way back to the drill before he gets split up from it
Scout could keep up with the drill
Honestly, I think this would be incredibly hard to balance without some sort of a fuel.
I was think of some sort of horde survival
Thatโs a cool idea you got
I even think they can do a cool story with the lore thatโs set up
thanks man
when i have the time id like to give another shot at an illustration
and though if i had my choice i wouldnt have used paint, i do like how it looks kind of lol
It gets the concept across well enough !
Big bonus gems that you have to carry back to molly shatter if dropped a long distance.
Only if they shatter into smaller ones, breakable loot is..eh in this simply cuz of exploders
And your walk speed with em
@wide prawn could i get you to pin my above image?
or any <@&296918282403840000> for that matter
;_;
-_-
how far above?
@lean haven u think we should?
๐ฅ
O hi evil
ty!
I like that idea a lot
i like it too โค
Yeah, great idea! I like it
To get those sick beats on the jukebox
In missions
1000 of each mineral
To unlock a 5th slot to place it down
@patent elbow No 4-packs for EA on steam
What do you think of class prestigeโs
To keep levelling up, you keep the perks but they add a stage two to them
So instead of 20% damage you can get 40%
(Example)
Plus the displayed rank will have a cool display change ( example colour like blue or something)
This is more just a request
Never change barrel physics
Barrel rodeo is the best thing ever
We want to avoid too much powercreep so increasing numbers is not a path we want to take but some sort of prestige-like thing is something we would want to add in the future
Understandable!
Yeah, straight up increasing it the same amount every time would be nuts
Someone here said it before, but something like the Badass Ranks in Borderlands 2 would be more appropriate
Or perks, I like the foundation but I feel it needs something in the progression department
Yea like I said before! Work towards things like more health and bullet counts/ mags
I find that the economy breaks the game a little bit as well. I had 150,000 just sitting around and I was able to buy everything without having to mine for it
gaining very small increments to your stats that add up very slowly
Price fluctuations and simulated availability of some minerals could be something to explore for the Trading Terminal. So it's not as easy to just buy everything, if you have the Credits.
Exactly. Example today thereโs a quantity of 100 Jadiz and Bismor for sale. Changing out every day or so
๐ค
Or have them all available but in small amounts
Like 25 or 50
Refreshing everyday
So you grinds for materials and credits hitting the mine
And can get a little bonus if you want to pay for it
Grind*
Mines*
So in the end your always earning it legit. And not breaking the system
A can of spray paint to mark surfaces
TTP would get mighty short
TTP?
But yeah, some kind of permanent or semi-permanent navigational marker would be cool
Industry term
ahk
It means exactly that, but we don't actually care about that...
Lol
its already been done by my freind with a flamethrower
FULLY DESTRUCTABLE TERRAIN!
God dammit
Honestly you guys beat us all to it, I found a wang shaped mineral spawn forever ago
Gotta have that extra flame duration tho, makes it easier
So flamethrower, terrarin, map, mineral spawns anymore ways?
digging
This is what we need added to the game
random idea
a new gamemode
"drainage"
you and your crew of dwarven bretheren decend down into the depths with a large pump to gaurd and bring down to a area of molten morkite (or somthing) and your team is tasked with draining the pools into the pump and bringing it to the next pool until the tanks are full it wuld function as a Mule as well, allowing you to collect resources as you go
this is kinda a half baked idea i thought about so if its shit im not surprised ๐
there ya go
mabey some kind of like geyser
you grab a cable off the pump and stick it in the geyser
then use a basic rope system to make a pipe to the pump
again random idea but i appreciate the reply ^-^;
EDIT: till tanks are full ^-^;
Engineer needs to be buffed. His dmg is so low in comparison to all the other classes and the Platforms dont really give you any use without the scout. I mean you can take the gunner instead of the engineer because he offers you more utility and movability and more dmg. And to be honest the towers of the engineer are waaaay to weak you can place them and then reload once (when they are empty ofc) and they dont help at all cause they always spray on the armor parts so they waste alot of ammo without killing anything
@near glacier I hear ya, but the Engineer is my preferred class for solo missions. The platforms will get you places a scout can't get to and the turrets need to be placed far enough appart so that one of them always has a clear shot at the weakspot. Use the grenade launcher for crowd control. And prioritise getting enough nitra so you always have platforms and ammo for the turrets. It's a slow playstyle but very effective.
That's not really an addressment of the issue though?
Engineer is outclassed by every other class. Yes the platforms can be reach areas the scout can't, but only if you have a scout to then reach them.
Without a scout, no. They can't be reached, OR they can be reached better by another class. Driller, or Gunner zipline.
Making a bridge with platforms? Using them to ascend/descend a vertical shaft? Again, outclassed by driller, or gunner zipline.
If their strength is in their turrets, even well placed turrets fail regularly and suffer from a lack of ammo cap.
Honestly the engineer never rally seemed underpowered tbh
Theres not much to be done about the platform thing but his damage is solid if used carfully
Gunner is a cleaver
Enginneer is a scalpel
Using cooridnation with his shots to hit weakpoints and his turrets as a your ass is exposed while you chase me" damage dealer
Hes not perfect but not as bad as yall think
Turrets need smarter code to not shoot at occluded targets, they waste most of their ammo shooting armored targets, or attempting to shoot at targets behind walls/pillars/molly/other obstructions.
^
Ill agree on that
I use to main engineer, I abandoned it because it doesn't do anything better than any other class. Great synergy with scout, but largely the most unnecessary class.
Shotgun damage is weaker than scout
Grenade launcher damage is very weak and has too small a splash range comparatively.
To make turrets viable they need to be smarter, and or they need a pause button. Like tap R to pause shooting mode, tap again to resume, hold R to recall
Anything to make them less incompetent
It takes time to reposition praetorians or dreadnaughts that spawn outside of their effective line of fire, most of their ammo is wasted plinking invulnerable areas until you can reposition them, and simply redeploying them every 5 seconds is an infuriating and wasteful way to play.
for a co-op game, i don't think there is a "this class is useless" argument for the engineer. the classes can solo, but are most effective when working with others.
They are not useless, just very weak by comparison.
Something that needs to be addressed for balance going forward.
sure, i don't disagree with that
I like the soul of the class the most out of them all, they are just not in a good place right now.
I would rather see the Engineer brought into line, rather than the other classes nerfed. Gunner has struggled for awhile and may still be under buffed even after the chaingun love patch.
Though it's all largely academic, since unless we get a hazard 5+ difficulty none of it really matters since the difficulty just isn't there.
i think hoping that each class should be able to hold their own could go either way. on one hand you have players who want to be able to solo as every character and succeed. you also have players who only play with others and rely on the teamwork to make it through. each class has it's trade off.
and @stoic mountain that isn't directed at you, it's a general sense i get from this channel
Oh for sure, balance is tough
while playing engineer you should walk away with the most kills
if you dont your playing him wrong
But the tradeoff for Engineer CAN'T be that it's worse than every other class at everything, haha
i would disagree. engineer should have second most kills if anything, but the goal of the engineer isn't killing
That's not really true, anyone excpet scout can easily get the most kills
It's just how you use the class
Kills are largely inconsequential.
^
Fact is, turrets are great at killing trash.
Does that mean anything? No.
It does not.
An efficient group will let turrets mop up trash while they work, and only focus fire on large threats. This will almost always lead to engineer with the most kills.
imo engi is a crowd control/accessibility character
However any player, attempting to get the most kills, while sacrificing mining time, can easily do this.
Scout perhaps easiest of all.
you could say the same for the driller
Kills are representative of nothing, though.
Maybe move this to general?
agreed
thats what engis role is o.O you need a good team with a good engi. you need people to know their roles
@fallow river , this seems relevant
Doesn't change the fact engineer is outpaced in every way. Which was the crux of this conversation: balance.
The turret targeting systems need an overhaul or a new feature, like a pause fire setting or something.
I think the turrets + shotgun can easily come second only to gunner
But yeah turrets can burn through ammo when targetting a praetorian
Grenade launcher is also amazing crowd control
engis launcher can easily end a large amount of bugs he is in a good spot and is my second fav character to play just because of his usefullness. even while playing other classes i miss having engis if we dont have one
The engineer can't have the weakest guns, smallest explosive range, platforms that are largely useeless without a scout, and worse than both driller dig and gunner zipline, and the dumbest dumbfire turrets and still require the most ammo...
the best solo dwarf imo is engi cause u get 2 extra guns
Engineer grenade launcher is not in a good place, damage and radius are too small comparatively.
boi
Solo isn't really relevant to balance in a coop game.
i see engineer classes as defenders, not so much offensive classes
In a solo game you get 4 hits of ammo every resupply
It can easily help revive fallen dwarves tho
you can kill like 4 praes with it across the map o.O
and in this game, engi leans heavily towards assisting with traversal and general protection
^
Sure, that's definitely their role. The problem is they do a sub par job at that, comparatively.
being underpowered is challenging but i personally don't see myself needing to be equal to the gunner or scout
To balance a coop game, you have to consider the classes against each other, as well as the enemies. Scout falls short in every category. There is no Plus/Minus like there should be, and are in the other classes.
honestly the turrets are fine, they are triggered by glyphids, its not their job to tell if it has to much armor
Hence the need for rebalance, and maybe a tweak to the way the turrets work
I would disagree with that, but then again everyone has a particular class they dislike (heard this from someone else)
scout falls short now???
lol
But then they are wasted. Similarly they will spend their entire mag shooting into molly, or a pillar.
That's a core problem of the turret that needs to be addressed. If the turret is the strength of the engineer, why is it so dumb?
You might try spending more time watching it, than?
They shoot at anything in range, regardless of obstruction
dont need to it fills its purpose fine on haz 4
Again, that's just it. It does not.
place it and mine then move and mine
It does a sub par job.
Even with constant redeployment, which is a huge waste of time, and hamstrings you from doing anything else during a fight, or mining under hostile conditions
meh usually when a swarm is after you your team is their while the turrets are helping thin it out i dont think they need miniguns with HE ammo that obliterates everything ๐
They don't. They just need to be smarter.
You use twice as much ammo as any other class, and a huge amount of it is wasted.
watevs nitra is plentiful
Sometimes, not always.
just call a resup
In point defense? Sure.
Mining maps? Not always.
Egg and dreadnaught exterm? Even less.
in all of them, their is like a 5% chance i dont have enough
You are exaggerating wildly.
not really i dont really run outta ammo as engi
You are prone to hyperbolae, that's fine. But not constructive at all.
Your turrets do.
if your really low just ask your scouts if you can take his resup
Well Fox is a scout main, and scout's ammo is the lowest in the game
You shouldn't have to. You should be consuming twice your share every resupply. That's out of balance.
Scout damage output is also amount the highest
The engineer runs out of ammo slighty quicker than the other 2 I would say
So that balances out.
No slightly about it, you can carry 2 turret resupplies.
You will exhaust atleast 1 turret every encounter, mostly due to waste.
do people change classes based on maps objectives?
