#suggestions
1 messages · Page 59 of 1
Many people do, sure. Typically you see groups try to balance with 1 of each.
Since in theory the game was designed that way
Some maps like point extraction I would say favour more gunners and drillers, while expeditions scouts and engineers become more useful
That's not really true.
Depeneds on the situation as always,
But yeah gunner will kick the ass out of a scout in DPS
same with driller
In sustained? Maybe.
is that important though?
Long term, but nothing has that much health
I can one man army with a scout no problem
Scout can 2 shot a prator
Sawed off is op
Scout dps is much higher than it needs to be
half the time i dont even focus on fighting bugs i just revive and get nitra or other ore
That's just wildly untrue.
Scouts INSANE damage potential is balanced ONLY on his ammo cap
no
his spike damage is the highest, outside of det packs
his rifle 2 shots a baby glyphid o.O'
Dps isn’t tied to ammo
never said it was.
^fox
gunner def has the highest dps followed by driller then either scout or engi
I dunno, it's insane dps, if the praetorian is by himself, distracted on another ally and you still have ammo
Again, sustained damage out is largely irrelevant.
Swarms?
scout has terrible crowd control but is balanced by fighting 1v1 enemies
Gunner has to maintain fire to get accuracy, which means he is largely suited to large scale encounters where aim isn't important.
Scout rifle does more damage than minigun per bullet
^^Fox is on the money IMO
I honestly believe all the dwarves are in the best spot they have been in thoughout the development of the game
to bad you only get ?4?😜
Time them right
Scout is nearly as effective as gunner at wave clear
WHAT?
I’ve never had any issue taking on a swarm by my self on higher difficulties
honestly i dont even use them for myself cause i cant kill most of them as scout i toss them infront of gunner
Higher damage per bullet means with only a little aim(which gunner doesn't have) they are just about on par
Not including slow grenade
which tips heavily to scout
Found most comfortable as an scout
honestly at this point i dont even think you have played this game 😂
coupled with shotgun that can 2 shot praetor
I'm gonna have to seriously disagree with you there, gunner will wipe the floor at wave clearing
That's his job
gunner or driller will way over scout
You would think so
Fox me? Cuz I’m 22 with 3 classes maxed
kk @cloud copper ive leveled up my characters to 20 3 times and wiped it 3 times
Let's not turn it into a level off
lol that does not even matter
You should be more in command of the realities of the game than.
Okay, I’m saying I’ve played the game
Scout rifle damage is higher, and considerably more accurate
So does minigun, and to maintain accuracy you have to maintain fire
Really, scouts rifle matches minigun?
while if you have engi he can wipe out most of a swarm with a full clip of grenade lauches
Yeah, pretty much. Try it out sometime.
Its like a second to get it accurate enough
Bulldog best 10/10 ign
And the scouts gun gets more innaccurate
It's like 3-4 seconds to get it accurate
Plus the bulldog counters the innaccuracy
and scout rifle in burst fire has no accuracy penalty
So it has a lower dps and you have to burst fire!
😂
dps sure, effectgive damage? NO.
If it only takes 1-3 bullets to kill anything except a praetor
Then no, your argument falls apart.
nah a stream of bullets from a minigun is way more effective than a few shots from scouts rifle
also
no
it takes about 5 bullets to kill a warrior on avg
Again, that's wrong. Scout bullet damage is higher...
So what you just said is factually inaccurate.
then even more to kill a spitter
Are you shooting them in their armor or something? That's just not correct.
1.scout 2. Gunner 3. Driller 4. Engineer
Yeah, that's definitely the order in TTK
That’s what I put in the survey anyways
Driller third place D:
See those two pretty much are tied for me
depends on target type, too
On the fence because I love those drills
Driller is less effective on things like loot bugs, and macteras, which don't catch on fire like the other bugs
Driller is more dps in dense mobs, since fire pierces crowds while bullets do not.
They are sort of interchangeable
I’ll always kill more as a scout. Ammunition isn’t a issue because 95% of the time I have around 200-300 nitra
You can always put yourself in the optimal position to kill efficiently with a scout, too.
So essentially your ammo economy is much higher than other classes.
High mobility and good damage dealing
If you don't have the great shot, you can just grapple to where you do. Saves a ton of ammo.
Exactly
30m grapple is basically cheating. haha.
I like all the classes except engineer, I don’t know what they have to do to him. But with the combinations of the other classes he really isn’t needed
Driller can dig anywhere, gunner has cables, and the scout can grapple anywhere
Yeah, that's the issue. I really think something as simple as a remote pause button on the turret fire, and slightly better coding so they don't attempt to fire at something they don't have line of sight to, would bring the class up into balance.
Yea the platforms are nice and make life easy with a scout. But you can live with out them pretty easily
Platforms are handy, IF you have a smart scout playing with you.
But 99% of the time a driller can get there just as fast.
Or a gunner can mine from the zip if the angle isn't too steep.
Make a bridge out of platforms? Oh the gunner is already half way across on his zipline? I see.
I can make really hard to use stairs going down this vertical shaft, watch this guys! (driller is already at the bottom with a nice not-dangerous ramp)
Getting out of those with out a driller is a nightmare
I gotta go make some food. Good chatting. Here's hoping they take note of the inadequacy and adjust accordingly?
I think with the surveys they’re gonna know
All my buds think the same, and the majority here do too. Just the odd few have that class as a fav
Still catching up on all the chat
Just talking about which class does best/ worst
However a new class that has a deployable jump pad would be fun. Deploy once and it has four uses before it dies. Can carry 4
Primary weapon is the Jello Gun. Like the bio rifle from Unreal Tournament. Alt Fire on the Jello Gun is a big cube that acts as a gravity brake. A temporary cushion oh can land on from great heights and survive
Evaporated after 5 seconds
Works in conjunction with the jump oad
*pad
Traversing verticals quickly is the specialty. This class goes first and facilitates rapid group movement, but the solutions are temporary. Grenade is Gravity Grenade. Works like the gravity star from Titanfall 2.
So I agree turrets need tweaked. I’m an engine main.
They do need to be smarter about ammo usage. Tracking rounds, or a sticky prox mine that fires when line of sight is lost would be fun.
But I think one or the other would help keep from wasting ammo
Because engies be goddamn thirsty
But as an engie, I can almost solo dreadnaughts on a kill mission with overlapping fields of fire from my turrets
Nobody else has the firepower
Between 2xturret and gL, you have a DPS/AoE main, yeah?
I haven’t done hardly any point extraction, but I suspect engies will excel there.
this man gets it
bows
So I think one thing missing from DeRG is physics play. But you can’t clutter up the dynamic space with persistent objects. Hence jello. Existing slime assets can be repurposed initially and with some clear visual distinction; a pale orange glow or something, alson be a part of the light play aspect of the game, by sticking to walls and pricing a weaker and more temporary light than the flares
Green slime should be able to be flamed away
Dreds all you need is 6 c4 on the objective and your good
That was some innovative weaponing. From a lore standpoint, Jello could have dwarves wondering how safe it is; ie deep rock not caring about workers health
Or when other classes land on the big cube to break a fall, ”why don’t I get a safety mask?”
Oooh, the biorifle, that'd be a fun weapon for DRG to use.
Suggestion!
Rare and random boss encounter - a giant creature appears and grabs, swallows or kidnaps your M.U.L.E! You are forced to track down the creature and rescue Molly, leading you to the bosses lair. The monster is a hoarder of all things shiny thus taking it out is followed by finding lots and lots of rare bittergem etc goodies in its cave!
caves that start in one biome but then transition to another in linear generations
or heck even the non-linear
@heavy vault we need escort missions that have that sometimes
Mmm
That would be fun I think with multiplayer for discovering the 'other team' in your "depth region/radius".
Would be cool to see these big bosses maybe being the ones at biome boundaries, make both teams from stacking depths (one right above the other) work together.
"the DBZ", de-bugged zone, maybe where big hives of them fester at boundaries separating the two 'layers'/teams/serbers
-- Silly idea and completely a shot in the dark but
¯_(ツ)_/¯
Actually 8 player servers would be fun to have rescue missions on; one team are the 'downed payload' with engine trouble, other team has the tool parts to fix it.
rants
😛
(need to have #experimental-suggestions, where far fetched ideas lie just for fun though)
Missions in a crumbling time limited cave would be good as well, unstable excavation
Missions where you are inside a bug / worm and need to recover a drilling machine that's been eaten, which then drills itself out - repair bot would come with you and with 5 mins on timer would repair it for launch
Make pre-placement areas where we need to build / place supports or items to keep caves from coming down on us.
Lava flows that we can tell the robot to cool for us or give us jumpjets for that mission?
New Class Idea: Class-“Prospector” Primary-“Plasma Rifle” a high powered sniper rifle that does nearly a one shot kill to the armored buggers if hit in the weak spot, the gun could also melt surrounding terrain in a certain meter radius on impact. Secondary-“Light Smg” a low ammunition rapid firing sub-machine gun with the capability of giving the prospector a means of defense at close range (The gun would do very little damage per bullet) Class Specific Gadget #1 (CSG1) -“Manifest Scanner” a gadget with limited uses that could either be used to scan for a specific resource, or scan for any resources in a wide radius around the player. CSG2 -“Holo-Map” an upgraded version of the normal in game tunnel map, that syncs with your Manifest Scanner to project traversed or scanned terrain in a high quality 3D map, this map could give you good routes, early warnings and overall help you navigate the dangers of Hoxxes IV! So what do you guys think?
More fauna and flora would make the game a lot more interesting and fun to explore
Also maybe a wave defense mode could be fun to experiment with? My idea is there is a giant rock and you have to turn on a miner and just defend it for a period of time. The miner is very loud and rattles the entire cave cause tons of monsters to come and try to destroy the miner. The objective is to hold them off until miner is done and then extract. It would be different than usual gameplay but would be very fun aswell!
The game does really need some more wildlife
Sudden suggestion: Add ability for scout's grappling hook to pull teammates. This could be useful in some situations.
suggestion, allow bulk selling of materials... Shift + click = 10 / Crtl + click = 100
Host migration?
Remove the driller's charge and replace it with a fuel barrel that he can pour and place to set alight. Think a mix between the GTA Jerry can and Titanfall Scorch's Incendiary Trap.
also suggestion, can the extraction drill head be bigger with a platform around it so we can walk around the outside easier to get around / in it
I was wondering if the crystals and other materials are supposed to fly in the air when i take away what i stands on, it feels pretty unrealistic and kinda unsatisfying to look at. But if the crystal/material could like fall off the wall if someone digs behind it i think it would open up a more satisfying way to dig
Shield downgrade is terrible, don't mind stronger bugs but a pug group on extreme is already hard enough as is. Wouldn't mind the shield nerf if we got something like a bosco unit or added some attack ability to the mule.
Also would suggest that if you did remove the driller C4, to instead allow barriers that block the area off and force bugs to attack from one side instead, allow more strategic ability.
@quaint wind , adding such physics would lag down the game while it's not optimized, also the game is laggy enough on a 1080 sometimes, adding physics would cause a lot of netcode issues as well, we already see how physics affects barrels when we stand on them.
I would strongly advise against barrier mechanics for two reasons @near glacier :
1: logistics: how does the barrier work? Can dwarves walk through it/walk on it? If so, noe the engie platforms are useless. Does it reach around an entire area? Is it ammo based or self rechargable?
2: MEI. You have described mei mechanics, in a game where teamwork is even more vital than in Overwatch
I agree about the shield thing, though
barrier would be basically you place 2 poles and it erects a 5 meter high barrier that extends 1 meter either side past the poles... it'd be made of dirt tho
barrier extends max 10meters, enough to cover a cave
or you take the mechanic of the spike plants, make it throw out spikes that find the size of the hole to fill
Also another one suggestion: Can we have small money bonus for deposited above the quota "mission" minerals/things (morkite, holomite, et cetera)? I think it will give players more motivation to explore all the map and mine all recourses it have. Of course if they are greedy enough 😄
add handles to mule to allow transport on it
And now imagine that Molly decided to walk on the celling... 😄
@near glacier
oh god pls no i already have trpuble convincing my gf that we are done and can leave
"But i want all the ore!"
Theres no point lets goooo!
there is a point, upgrades
And beards!
Suggestion: upgrading weapons makes them physically look improved. The gun models, as well as the sounds and visuals of the rounds
+5 to manlyness
-5 to style
maybe that the bonus mining resources could be paid to create skins or other types of visual looks. and maybe have a minor effect like bonus mining speed, more ammo on primary or something like that
I'll hip this in about the engineer. I find he can cheerfully mulch a wave on his own and I like having one along when I play as a driller, since it means I can largely ignore the wave. The turrets do get through ammo quick though, but I find when I 2 man with my friend we're okay with ammo. Possibly drop the ammo consumption a little bit, but considering they can eat a wave with good positions and few we'll placed gl shots, I'm hesitant to yell the class sucks in combat.
The platform gun is another matter. I think it could do with more ammo. Perhaps it starts with 3 in the mag and 15 spare before upgrades? Maybe up the ammo pool and then have the platforms use more ammo (so for platforms it functionally has the same ammo) and give a secondary that uses less ammo and does smaller platforms?
Or as much as I love driller, maybe driller needs a bit less ammo when digging? 45 is humongous and let's you get through to almost anywhere. With that sort of digging power, there's no reason not to dig usually and it undermines engineers platforms a bit. Of course, some of this can be map related. Right now the Chambers are fundementally big rooms with ore on the sides. I find the engineer shines in areas where you can't dig to due to gaps, and a zip line is massive overkill.
Soooo
A foam gun?
Like the flamthrower buy just...foam?
The longer you hold the bigger the platform
Yes that’s an old and well loved suggestion
shrugs
Im just seeing if i understand
Was thinking more half sized platforms tbh. So less room for a misstep
Yeah, so if you need one for a slightly out of reach spot you don't 'waste ' ammo
Kinda weird how like people come up with the same ideas great minds think alike
I thought about a foamthrower but a smaller platform would be easier for newer players to understand and you don't have to worry about accidentally using ammo without realising it. Fire primary gives a platform size of x and secondary gives x^2
I kinda want it to be like the gloo gun from prey
I just want to say you’re not alone there. A friend of mine (who should probably join the server already) has also thought of this.
Foam platforms, are good long range, main issue with a foam thrower would be range, I'd rather if I could dangle as a scout and mine, even use the grapple as a rope to swing on so I could fly into places after mining. Click and hold to draw it in and fire. Release to stay on the line then click again or hit space to disconnect.
Being able to mine while hanging as scout would be great but then in the grappling hook's current status you remove the need for engineer's platforms, drillers digging and the gunners zip lines.
Zip lines would be needed for team
Platforms would still be good to patch holes and make paths
Even still good as safety
But everyone could just be scout and not née them
Yes but then their guns suck
They'd be weak in swarms cause the shotgun is mainly good for big ones, small ones don't get hit that well in large areas and theres no c4 or such
Hanging does help keep them off the ground tho, during swarms that's a pretty big deal but still could just have the bugs eat the line and cut it from the attach point.
Have the bugs target that as well first so you cant stay up easily
Even have bugs take down zip lines?
Just make the platform gun shoot platforms sized based on holding down the lmb, say fast click shoots small ones used to make staircases or block up holes and the longer you hold it the bigger they get up to 3 seconds which will be a larger than normal platform
Yus
I personnaly definitively not agree with that shield nerf and that life boost on mactera.
For the shield nerf, it's a great one for example to the scoot who has the best mobility and so the best survivebality. But for the driller and the engineer who are pretty much melee with the less mobility of the game (especially engineer and without mentioning that his weapons and gears are the weakers of all excepted his turrets) this will be pain in the ass. I think shield and life bases and shield increase upgrades should be apply personaly to each class.
For the mactera life boost, they were ever difficult to kill (often 1 or half a magazin depending the hero), wihtout considering they often dodge our shots, so why would you make them more tanky when they are ever borring to kill ? I think there were other things to do to make them more interresting.
This is my point of view ofc. I may be wrong but this is my personal feels about this update.
It's fine to have an idea you want to discuss, but you don't need to repost a wall of text repeatedly
Sorry, I had changed some things with it to try and balance it more
But my bad I guess :/
Do you ever sleep Tater? 🤔
You’ve been up for a while now
My sleep schedule is forever boned
Also, question for devs: maybe it is better to give bugs same health on different difficulty levels, BUT on higher levels increase their speed/damage/accuracy or even add some new attacks? I guess it is more fair than just make them beefier.
They can kill you easily but so you are, and only your skill decide.
Games like killing floor 2 do that. Don’t change the health to make bullet sponges but changes the attack patterns and movements
Love when games do that
agreed
Or even simpler ways. Like them attacking from all directions. The swarm always comes from one side which makes them easy to abuse
Prob in dev^^
Um... sorry, do what?
@cloud copper also agreed with you. The swarm is pretty predictable.
Fav thing to do is to drill a tunnel and have the sticky flame upgrade for the flame thrower. Never stand a chance
mfw praetorians has noclip
They can fit themselves in surprisingly small spaces.
But nevertheless I guess their hitbox just good for now.
Can we get a nice even number for the shield upgrade. Like a 3 instead of 2.5. The 2.5 is so ugly sounding.
Another small suggestion: Is it possible for minigun to have at least 12 damage points after upgrade instead of 10? Because in comparison with scout's assault rifle it feels... well... underpowered? Yeah, it can spit bullets really fast, yadda-yadda but in many situations I've felt that it's just not enough. And in the same situations assault rifle showed itself more effective.
I think the minigun's problem is the accuracy cone. It's when you hit around 50% heat (after the cooling upgrade) that it becomes accurate, so unless they're on top of you, you've 'wasted' quite a bit of ammo. If it become accurate more quickly it probably wouldn't feel as bad compared to the scout's rifle.
Or maybe change this one, yes.
Niager there are two shield upgrades so you get a nice whole integer with both. Also btw 3 is not an even number
=P
Thirds?
Nope, surds!
@fallow terrace - "Can we get a nice even number for the shield upgrade. Like a 3 instead of 2.5. The 2.5 is so ugly sounding."
"Can we get a nice even number"
"3"
"even"
"3"
🤨
Why does it matter who cares
both upgrades make it a nice even 6
I was only joking, @eager vale. I didn't mean to cause offense.
Didn’t get offended just getting annoyed at all the people saying to change it to 3 or not have a decimal
Ah.
Just don’t understand why it matters at all
Me neither!
personally I think it should be 3.14159265358979323846264338327950288419716939937510582097494459230781640628620899862803482534211706798214808651328230664709384460955058223172535940812848111745028410270193852110555964462294895493038196442881097566593344612847564823378678316527120190914564856692346034861045432664821339360726024914127372458700660631558817488152092096282925409171536436789259036001133053054882046652138414695194151160943305727036575959195309218611738193261179310511854807446237996274956735188575272489122793818301194912983367336244065664308602139494639522473719070217986094370277053921717629317675238467481846766940513200056812714526356082778577134275778960917363717872146844090122495343014654958537105079227968925892354201995611212902196086403441815981362977477130996051870721134999999837297804995105973173281609631859502445945534690830264252230825334468503526193118817101000313783875288658753320838142061717766914730359825349042875546873115956286388235378759375195778185778053217122680661300192787661119590921642019893809525720106548586327886593615338182796823030195203530185296899577362259941389124972177528347913151557485724245415069595082953311686172785588907509838175463746493931925506040092770167113900984882401285836160356370766010471018194295559619894676783744944825537977472684710404753464620804668425906949129331367702898915210475216205696602405803815019351125338243003558764024749647326391419927260426992279678235478163600934172164121992458631503028618297455570674983850549458858692699569092721079750930295532116534498720275596023648066549911988183479775356636980742654252786255181841757467289097777279
Pie time!
What do you guys think that last station is going to be?
It should be NaN. Because I've said.
My proposal is on the verge of fanaticism and hardcore, but maybe it's worth a few increase all the levels of complexity, even a little? And then I went to solo 3 and 4 level of danger, it was not so difficult. Or add the level of "hell"? 🤔
yeah complex 3 cant be the max.
go up to 5. Complexity 1 should probably just be straight line of rooms with no turns; people often get confused when a tunnel goes DOWN when they need to go UP; even if its the right path.
Although, I meant "work environment", slightly increase the complexity for Hazard 1-4, but in principle it is possible to increase "Cave Complexity" to 4-5 level. But anyway, I would like to increase the overall complexity of the environment, or add the 5th level of the environment.
I just feel that Level 4 becomes a walk, when you know where the enemies are coming from, and where to retreat in case of a tense situation.
The new bulldog skin looks sweet man !
“Blue galaxy”
Xbox x
I think it’s just how to screen shot off the app
And I know! Just joking around :p
Weapon skins not a suggestion ?
I think I'd personally prefer more customization for the weapon's appearance rather than just a skin
Maybe make uppgrades do visual changes to weapons?
^ what he said. Armor too
That could definitely be interesting
That might also be a nice way that you could visually check what upgrades your squad mates have as well
The more you upgrade something the more golden it becomes
Here's likely a good idea, currently we have a limit to missions, depth and all, we need to remove that and instead add a number to the mule as a depth marker, every 15 meters down adds 3 bugs to swarms and general attacks but the type varies from small to larger ones. There would be a max amount of like 250 bugs a wave to the point of insanity but the further down you go means supplies and such take longer. The extraction drill would also be on a timer so you need to place a beacon that gives off a loud ping as precise location is different to general communication.
Also golden weapons would look terrible over time, I'd rather choose colours than have gold standard as that's just a gimmick item
The game crashes when you dig too far in any direction, so they'd have to change how it handles things before implementing an unlimited map
oh an unlimited map...
umm
Im not sure how that will work with the objective system
Also that would signifigantly slow down the game, due to the map needing to be random generated on the way
It'd work, just means you get more upgrade minerals and can actually miss deposits without too much issue
Dude, it really wouldn't slow it down, minecraft been doing it for 10+ years
yeah
Space engineers does it as well
and when you go to the new chunks, it does slow down your game
Maybe on your computer
that would work if the dwarves were spending multiple sessions in the same cave
but its a singular game and contract system
Currently, but yah, playing on raspberry pi doesn't help much :p
-_-
really
can you not insult my computer
My computer is a very good computer
and I never said it cant run Minecraft of Space Engineers
What would you guys think of pvp in DRG?
Ehhhh
I don't think PVP should ever be added
it really does run the risk of "toxifying" our community
We already have pvp, we blow reach other up regularly
If it was added it would have to be done reaaaalllly welll
thats an option, its not how your Supposed to play tho
It'd have to be a cooperative style of pvp, not centered around killing each other
thats not really PVP then is it @lean haven
But I fell as is if some of the mechanics already in the game, like the destructible terrain and the class specific abilities would make it rather interesting
in all actuality PVP is inherently un cooperative
What about kill the most bugs pvp, in a dwarf city exterminate
You're a team of players against a team of players.
okay
Player vs player
well
Pvp
We don't need another league
What if it was optional?
and their community breaks new bounderies in toxicicty
They could implement it like the Dark zone in the division
@viral bridge it was about 800m out or so iirc
Hahaha zeu, I know right
Im still a little worried the devs are going to assume PVPers derserve intenese rewards
how about an arena in the spacerig, with your 4 players can load up and try out on each others
its informal, offers no reward and such
but to blow off some steam?
They really don't, I'd just personally like to see what GSG can do with it
hat could work
That
Yup
I'm still kinda set on the Dark Zone like area though
The testing range would likely come on with weapons mods
I don't remember a test range room, we did have a single small room test map
It could be a playable mission type thats always available?
because Dark Soul's Git Gud mentallity is the epitome of cancer
But that was basically a starting cavern with everything crammed inside
thats a pve game tho and it was designed to be hard
this is by far the most casual co-op shooter out there
no Dark Souls has a lot of PVP
and thats where Git Gud hails from
the PVE isnt that bad unless you set the diff to be
You could argue that Dark Souls spawned For Honor and many other similar Pvp based games
as if dark souls was the first hard game in history? 'get good' has been around a looooot longer.
It's both. Just as it has always been.
I guess
its the same as 'l2p'; learn to play
I'd hate to see "Git Gud" come to this community
which has been around since forever.
but its used almost exclusivly as an insult in dark souls
when someone asks a question on the community
GIT GUD
is the answer
"Any tips for the game?"
"GIT GUD"
Yah, darks souls is just not worth it
Like in the SoT forums for example, if you suggest something and bring an actual problem to the table, most of the players that see your post will just say get good as a scape goat from the problem
Anyways, since we're arguing nothing much at the moment #non-drg-chat
okay
All this irrelevant stuff has thrown suggestions far away, mod, can you delete the convo parts?
see the inherant issue with random generation is that DRG caves are not meant to be "open world"
their supposed to be well defined "levels"
Well we are still generally on topic, were just using references to make our point
That's still not a suggestion
So were not allowed to debate over suggestions then?
Here, I "Suggest" that you read the description of this page
No rules against debating a suggestion
Hell, without debate we would never be able to reach a better solution
well whats your point?
If my opinion is a counter to your idea its not allowed then
Because its not an idea smh
Indeed, it spams this channel with useless info
Making it harder for devs to see the ideas
well then do what I do and <@&257786783666929665> ping them
Not really, if the devs see what the community prefers from them debating out the ideas into a finalized opinion, it would be much better than seeing people say buff the health every 5 minutes
There not going to implement an idea no-one wants, and how would they know if we wanted something or not then?
Oh you know, hit like of the god damn idea. I think that works
no one bothers to like
Exactly
its a numbers factor and a "if a suggest gets a lot of people not supporting it, we should probobly not implement it"
If people don't support it, then you'd see lower numbers compared to ones that are, there is a thumbs up / down
previosly stated, no one bothers to do that
Barely anyone even knows to use that
I get the point your trying to push, its just that opinions can better be formed through human interaction rather than clicking an emoji
Every single suggestion being torn apart into a long debate encourages people to just not post suggestions though; it becomes a hostile room.
Yup
or then they just DM the suggestions ><
That's why when I leave a suggestion, I ask what you all would think, it helps me better understand what people want
but gen it doesnt work
Can we get a #debate room?
plus popular suggestions doesnt mean good either...historically some of the more popular/impossible suggestions have been... "unlikely".
It does give direction ideas tho
hm general or off-topic both work for debates for now; i cant add new rooms.
We agreed on something wolf!
I'm a game dev / board game dev myself
proof pls
You'll see it when I get my 2 to kickstarter soon
Also I'm on a phone, so I haven't got files on me
Look out for a board game called trash, literally the name
I tried sending you a message
Question, do headlamps attract bugs? Does light make bugs scatter more? Feel that light and bugs don't mix usually... So what interaction could light have with bugs as tips say to fight darkness with flares
That's also a suggestion to create some interaction
like having them flinch once they get into bright light for the first time?
Yah, or give drillers flash packs instead of c4 packs
Basically making a safe zone for rezzing
Cause 2 classes have c4 packs, having that safety area during a fight where enemies are on all sides would help
More* crowd control for the bugs sounds cool
Developers,
Yah, we have slow grenades, why not flash ones, maybe even like fire nades, toxic nades.
Change the guns up with ammo types for more damage on diff bugs, even like a static gun instead of weak ass pistols so we can slow the bugs down for gunners to mow down, or give better c4 kills
would putting ammo types under an upgrade tree for certain weapons be a good idea?
Have the ammo unit have a loadout changer so next time we call in supplies we can call in a loadout instead
Developers, instead of changing the game for everyone by nerfing/upgrading. You guys should implement a system of modifiers such as the halo skulls. For example: This modifier makes lights not last as long- X amount of xp more. Less shields- X amount of xp. Lower red sugar spawns- X amount of xp. Look into it. im sure itll work better than making some people happy and making others angry. Modifiers allow people to play the way they want, how they want.
Nah, the guns being upgraded to hold such ammo could work, or as said, a loadout pod
So you want like more damage but less health mods, something like tablets could do
Stim packs like in fallout 4, yellow / green / red for diff abilities but like more shields = no running
Yeah, the system sliders are always fun to mess around with
We need the warframe nightmare mission types, no shield but better rewards
@near glacier i just think modifiers will make everyone happy. listening to certain groups and peoples play style only makes those groups happy. Like if people want the game harder, let them just put as many modifiers as they want, some beneficial, others not and in the end you get better loot and rewards
Would also love if red sugar could be stored in a flask for later use
So like worms games, you could modify all parameters
pretty much
Have all rewards have like a number associated with the modifiers, same with level gen
more enemy spawns, less red sugar, timers, flashlights have cooldowns, less health etc...
yeah, activating a modifier gives you better rewards. If it makes it harder, it shows the amount of xp gain and money gain
by percentage of course
Nightmare mode gives like very specific upgrades you cant get in other places
Like a panda hat or like turning your character into a hairy monster
not like that because the casual people will be sad they cant get those rewards because they just dont have the patience for that, but you can make it like nightmare difficulty givers you more of the material to ghet certain upgrade
you cant exclude people from content because of skill level, but you have to find the balance to help the more hardcore people
No, awesome cosmetics are awesome :p
You can cause it's not pay to win
Like with raiding on mmos, your teamwork matters
You could be carried tho xD
And it's not a needed upgrade that makes you better
It's just a hat
of course, harder difficulties deserve better rewards, but it has to be rewards that EVERYONE can get. just make it to where it takes longer for easier difficulty since its easier for them
pretty much. just hoping they listen to people rather than just certain groups
I want a gun that shoots ricocheting saw blades.
Can we get a jukebox upgrade/attachment for Molly?
^ Yes!!! please also it would be awesome if the engineer's turret could stick to her
what about changing out the rocket launcher bullets for gnomes sometime, so they stick in the wall and make people laugh?
Imagine if the web spitters had a secondary, less frequent attack where they shoot very large blobs of webs on the ground that stay there for like a minute and can slow u down if u walk through
driller flamethrower could destroy it easily tho
I still say flamethrower needs to be able to clear the sticky green ooze as well.
For Elimination; make the dreadnoughts drop rare mats please (based on biome) and remove them from the biome for that game mode.
The maps are non-linear but we have objects that go to the dreadnought directly; this usually means if you kill them all you'll have barely explored the actual map and will then need to greatly extend the mission duration by running all over a circular map.
@viscid bloom the ripper was one of my favourite weapons from UT... I was surprised when it did not appear in the current version
A wave defense mode could be fun to experiment with? My idea is there is a giant rock and you have to keep a large mining machine on and just defend it for a period of time. The miner is very loud and rattles the entire cave cause so tons of monsters come and try to destroy the miner. The objective is to hold them off until miner is done. It would be different than usual gameplay but would be very fun aswell!
Would render a lot of the mobility and exploration aspects moot though; and if you add those then you basically have Point Extraction
Just something to mix up gameplay, the giant rock could be far away so it's still an venture to get there
But instead of just running back to ship it would be cool to defend an area while tons of monsters attack
1 engineer, 3 scouts
should have mentioned that it would be locked to 1 of each class max
(which is how i also think any game mode should be, personally)
Wouldn't be awesome if there was one very difficult area taking place in the surface of Hoxxes? with like a huge sandstorm or something like that, with the players being forced to use another special armor with limited oxygen
Suggestion: Situations
To clarify: currently, most of the game modes suggested would be difficult to put in the game in a way that makes sense, so Situations would be basically an out of context sort of play, where you just appear somewhere and have X objective. Little things that aren't real missions, but are just cool things in the game. An example is what Aphyon posted 3 messages up
even better game mode, turn the drop pod into a rig that you need to defend as it drills downwards through the core of the planet
Or have like a mining drill that goes sideways like a rail car defence as seen on such games as gears of war / lost planet.
Lost Planet 2 - Episode 3 - Cut Scene Cat-G Akrid
Hmm I like ideas like this
However we need to consider how each class is gonna contribute
basically you'd remove all their mining gear and instead they'd use the train / drill equipment on board... turrets / standard weapons... it's basically 24/7 swarm
pick is still a melee weapon and 3 turns into a repair hammer for the turrets
Shield Upgrade of 2.5 to 5 (or so it says on the patch notes)! And faster shield regen please! >.>
I hope we never get across the board class locks
it's a lot of fun stacking classes and being dumb
@fallow river so what if the rig stops every so often, and dwarves have to jump out and race to find a fuel source, run back to the rig to fuel it up, and keep it going like that?
Would bring all class aspects back into consideration
Plus the light game
well you could have leaking fuel tanks and stuff on the train thing as well that lessen the mission time so you get less if the bugs get to it
If the rig is constantly or near constantly moving, not giving it external light and relying on dwarves to light the environment will make it scarier and stick closer to the overall gameplay formula
I like that @near glacier
well that would mean flares would be replaced with a flare gun of sorts
i've already mention that light should kinda stagger the bugs a bit
Hmm... speaking about gamemodes. What if goblin pirates have prepared their battle barge and try to board spacerig? So you need to protect the ship and not allow enemy to move further/steal something.
Well, if we have high-tech space dwarves, why we can't have low-tech goblin space pirates/rogue miners?
Dont forget the terminator-esque space dragons
Here to steal your loot, or you go steal its loot.
Re:light/enemies, some enemies, maybe spitters, should shy away from the light. Cave dwelling species are usually really light sensitive
but the glowing crystals?
@Malagate#7825 I guess that all glyphids are blind. Because they're living deep underground. So they use smell and hearing.
Also this could explain why praetorian runs away from explosions.
Also. I see many of folks thinks that goblins in the game is good idea. Maybe we should create general design document on google docs where we can put our ideas together?
could we possibly keep bosco after someone joins and stays connected for about 2 minutes? i've had too many instances of people joining and immediately leaving, getting rid of my bosco bro
so after about 2 minutes, then he goes kaboom
This looks like magnetic pulse.
Fair points
I also support the idea of a sentient group of enemies, the goblins would fit well with the typical goblin dwarf animosity we see in folklore
I mean, what if the goblin simply tried to raid Molly?
Stupid idea but i think itd be funny
Mutators
Example of one
(And my personal fav in any game)
Hydra: when a enemy is killed it splits into 2 weaker versions
Juggernaut...2 pratorians...4 acid spitters.....8 web shooters...etc
and also "hide hud" can we pls hide the gun too?
Much needed - a veto vote when troll or unsupportive players join the squad
can't while on the mission
only from the mission hq
no it works in a mission too
it is greyed out
well that means ur not the host?
nope i was the host
a bug that has always affected me
was the button pushed to finish mission ?
because you cant kick after calling in the drop pod
Don't know if this has been suggested already but, can we make it so the flamethrower burns down cobwebs?
i like the comm idea, we need more options and the wheel works both pc and console
looks sharp @errant violet
Suggestion:
Make Ziplines "markable" and give them an outline, when they are marked (manually) via the Laser Pointer, after they were placed. - So you and your teammates can see them from a distance (through walls).
The outline / overlay could either show Point A, Point B and the line in between or just Point A and Point B.
If we could get newer animation for the turrets. Reloading the turrets with an ammo box like reloading a machine gun were you have to open a flap set down the ammo belt and lock it in, with a part of the belt showing in the outside of the turrets. The Engineer could be seen carrying the ammo boxs on his belt or back.
I would prefer something silly like pouring the bullets in, as if it was a Portal turret.
engineer has a little toolbox on his back; or maybe its a lunch box
I got one, how about a parasite plant thing, that infests glyphid warriors that walk too close, by releasing spores like the gas shrooms; Turning them into the explosive variant. It could be a straight up switch with the original being killed and deleted and a explosive one spawning in its place on the same tick. The blood particles, plus the quickness should be enough to cover the transition. That would not only give a lore reason to the explosive ones. It would give an environmental hazard to be on the look out for. To avoid death by a thousand explosions. If we are talking biome specific. I'd say radiation zone and sandblasted corridors.
something along the line of a utility bag for the engineer where we can see ammo boxes tools and such. Changes with every use. Seeing that were going into shit of a storm
Glyphid Dreads have glyphid spawns or swarmers coming off it's back in droves.
i'd like to see an ammo bag on the Gunner, in place of the satchel.
Ammo bag with a
Ammo chain attached to it
Something like the Ironman ammo carriage system
Because 2400 rounds of depleted uranium is well heavy.
Suggestion - would really like to see more obstacles that are dangerous to both the dwarves and bugs. As an example you already have the lava spouts but the damage is kinda negligible, and it's a bit strange that a cactus is more dangerous than lava. I love having to figure out how to safely wind around shooting cactus/cacti while dodging their projectile spines and simultaneously running from a bug wave. Would be really cool to see more environmental dangers like that, and maybe even other new creatures that are territorial and/or aggressive toward both dwarves and bugs.
A variant of the cave leech that is camouflaged with its terrain but only grabs things that produce light [flares, certain glyphids, Dwarves, etc].
Ruins of an ancient alien civilisation with some unique items you can collect, I saw someone else suggest something about finding unique items to upgrade your weapons an armour. The alien ruins could grant you 'end game' weapons and armour, the only way to get these items, also being very difficult to acquire these items
Ruins of alien races that have been to the planet before the dwarves, skeletons and old mining equipment left to rust
Maybe get something unique out of those also
or
both of these ideas would just be really cool see during your mining escapades, adding some lore to the planet at the very least
random patches of gunk to gum-up drills. This would counter always being able to drill easily to drop pod.
I think the dwarves should have craftable Mech suits for LATE GAME content, to fight off larger and more ferocious enemies, as well as a more advanced and combat focused collector drone. Having mech suits will give the dwarves a "second life" when the suits take too much damage and will increase chances of success in late game missions and boss raids (if they are implemented in-game). The mechs below are higher poly count then DRG typically uses but I made these as a hobby more so then as a direct concept for the game. Imagine them as how the developers would envision them.
applesee-style exosuits
only problem is how cramped some of the cave tunnels are, unless the maps you use them on are more "spacious" like Point Extract, Search and Extract
@main olive Thats what I was hoping for .... Larger tunnels for larger enemies
unless they make it a more squat version, that allows for quick mount/dismount like an open cab
https://vignette.wikia.nocookie.net/finalfantasy/images/b/b2/FFLII_Magitek_Armor_Artwork2.png/revision/latest/top-crop/width/320/height/320?cb=20161119222916
I was more gearing for the one mech in Lost Planet that is basically a standing platform with legs and arms
The mechs i made are more for inspiration rather an exact concept for them
I know, I'm just discussing IF they did what explanations or types to make
just most people hear "mech" and assume like 9-20ft giants
I think smaller ones like the one above would be good but the point is also to keep the dwarves completely enclosed so once the suit takes too much damage they can be forced out and fend for themselves later
hmm, that would be good. but I'm going with the fact that driller and gunner have heavy/large suits
Yes
so something that is squat and open cab where you can just stand and operate it would be more "generic" for the dwarves to use?
isnt the gunner already in a "servo" suit?
With the help of a combat focused collector drone late game missions should show challenge but also not be too hard either
Yeah Im thinking something more along the lines of a 10ft unit. not necessarilly metal clothing like the gunner has
dwarves are normally 4-5ft tall right?
hmm what if the mech was like a titan from CnC: Tiberium Sun. Where the body is asymectrical (gun is on right side, pilot is on the left) making it a compact gun platform with stubby legs
(well the Titan is huge, but the idea of just a place for the rider with the gun next to them)
isnt the gunner already in a "servo" suit?
Hmm I guess dwarves live in world with 2-4 Gs gravity, so they strong enough to not give a shit about carrying 40 kg minigun with full ammo drum. 😄
I wonder if it can be a calldown like some people have be suggestion (call down for spotlight, call down for gun mech, etc)
it'd at least allow for situational reasoning. I guess
@RemnantVI#1910 Also. I guess you should look at early concept art:
^^^ excellent!
I don't know how "canon" it is, but at least we have this one.
@near glacier The heavy in the back is more of what I was going for all of them
Late game content like this .... https://www.youtube.com/watch?v=7PGmTfUO9qo
Firefall - Kanaloa Raid - Raid Boss Gameplay Subscribe to my channel for more: http://www.youtube.co/subscription_center?add_user=Nokzeen Follow me on twitte...
Maybe not in such a massive scope but around those lines
PvP mission where 2 teams would land in a large cave and start from separate places. In cave there would be only 1 relic hidden what both of the teams try to find. (Other team is from another drilling business so f those guys) Relic can be located with map scanner for example. When other team collects the relic they have to carry it to the drop pod while other teams gets information about it and can try to steal it. There could be option for teams to join back in fight with some time delay (respawn time) with new drop pod if they all get eliminated. Other version of this would be that instead of 1 relic there would be many (example 10) to collect in the map and the team who gets most of them wins and gets the price what ever it would be. This way the mission would last longer and create many situations where players would have to fight each others during the gameplay instead of bugs.
I know I had joined in on the prospects of PvP, but it came down to "no" as there wasn't anyway to reliably and sensably impliment it
and if it was, the closest would be like a time attack kinda thing, who collected the most, fastest. And it'd be a silly leaderboard thing
not interested at all in pvp in this game it would not fit
Maybe not PvP per say
But the idea of two teams mining for the same objective?
That's cool
Even a competitive mining objective would just result in PVP. I really do not want to see PVP anywhere near this game.
Could we get the ablity to make the game pretend there's more players so the difficulty increases
Or bots that immediatley go down
As a temp fix for people wanting harder challenge
Having a digging enemy would be cool. Both in small, medium, large, and dreadnought sizes would be cool. Maybe a worm of some kind? Centipede? The Meta of finding a corner or using a dirt door as a choke point for the swarm is a little too strong. These worms would both break up the defense by distracting the dwarfs for more swarming enemies to actually make it through, and also provide more spawning/movement tunnles to actually reach the dwarves. You could even give it flavor text saying it rivals the dwarves most efficient drill or something. Heh. Just a thought.
could be an iron man style suit with just a bit more armour plating
Suggestion:
Red = Damage Radius (also staggers, if damage is not lethal)
Orange = Stagger / Slow Down Radius
Add an additional, slightly larger radius to the existing affected area of a Dreadnought's stomp attack, that deals no (0) damage to the Players inside it, but staggers or slows them down significantly, for a brief moment (e.g. 0.5 to 1 second).
The inner circle or radius would still deal the usual amount of damage. The additional zone, which extends outward, for a meter or two (maybe more), from the outer boundary of the damage zone would trigger an effect for the Player, when they are standing in it, that shakes their screen and slows them down momentarily - until they recover and their movement speed is returned to normal.
(See the illustration / mockup above, for a more visual representation.)
Some Players seem to be confused at times, because they aren't sure why they died. (The attack deals a lot of damage - especially on higher difficulties.)
Adding such an effect to the attack could emphasize the sheer strength and force of the impact. It could also show or teach the Player(s) more easily, that once a Dreadnought stands still, to execute the "Stomp" attack, it is best to get as much distance between it and yourself, as quickly as possible.
Short version:
1. Affected by a Dreadnought's stomp attack
2a. Camera / Screen shakes
2b. Player is slowed down momentarily (~0.5 - 1s)
3. Player recovers after and returns to normal speed
Not to mention
Sometimes the dreadnought AoE is iffy
And doesn;t show up properly
some sort of clan system where u group up and build ur own company than u upgrade the mule and stuff like this would be awesome
I'd love to have my own ship to enhance, something like the star citizen mining barge, even eve's hulk or something really epic, totally needs refining belts showing tho
yea like that maybe with big groups where everybody needs to mine to acomplish a better base or sth but than it need s to be balanced for smaller groups
think of dreadnought aoe as spherical; so even being under or above him you are in danger
The ability to buy food at the bar on the space rig that give buffs for your next mission. E.g. Pizza that grants +5 drill speed, and so on.
^yes please
We actually even had a talk about it a few days ago
adds another layer to the mix, definitely would make things more interesting
Paying credits to make the next mission easier? 🤔 you could get the same effect by selecting a lower hazard 🤷
CYNICAL
doesn't have to make it easier, just add some fun effects
i think being drunk is planned
ah okay, now the sideways camera glitch makes sense
It'd be a temporary buff, coupled with a debuff that would both go away if you get downed
Drunk Dwarves mining, me and my friend (Both of us are scrubs) playing on hazard 3? What could possibly go wrong, (Really hope we can get our dwarves drunk, best thing ever)
I got another suggestion, about messhall, or bar. Can we have several minigames there, for example slot machines or pinball machines, or whac-a-glyphid?
Of course to play it you need money, hard earned in missions. 😄
@near glacier Also been suggested
Oh. Derp.
Lol tater with the shut down
Wat
Suggestion: can we please never have any pvp or healer class
@mortal panther thank you for saying what no one has wanted to say 👌
I got the impression a lot of people want to say that
Yup for some reason people want a medic that will be pretty much useless and pvp will never fit in this game
Yeah its the wrong game for any of that trash
@idle quartz Speaking of chainsaws. I guess some chainsaws could shipped on the space rig due the mistake, instead of drills.
Like in DOOM 3 😄
Every time I read someone suggesting healers or pvp I worry the devs might consider it. And I bring it up a lot in public games and always get the same groans
I have another horrible idea. Let's have dwarf class from greenpeace which heals glypids!
🤣
What about adding a saboteur class that is secretly working for a rival mining company and causes you equipment to jam, and makes the mule leak
That would be better ... than adding a healer class
What’s the point?? Just team kill them
Just sarcasm, wasn't a serious one
Phew.
Speaking of new class... I have some doubts about how this can fit in the game, but still: remember what can do Occultist from Darkest Dungeon?
So the point of such class is in basis he has really poor firepower compared to the other ones, BUT in the same time he has a really powerful tool, "amplifier" which for the short time can strongly buff your own and teammates' weapons. This thing also really unstable and if you'll use it too often, it works backwards. And randomly jam weapons of your teammates, or instantly deplete their shields, or make them walk really slow for couple of seconds. Or even do their instakill. 😄
All trolls would play that and intentionally cause the negative effects
I consider engineer to be the current support class. It works well on its own except for having the worst mobility solo, great to pair up with scout hookshot or gunner ziplines, and he has enough firepower to hold his ground
Hmm, right. For me and my friend cople engi + scout almost became a meta.
Though I have seen some impressive engineers use that platform gun to do insane traveling stunts
It's the worst mobility for me at least
Sadly, yes. I prefer scout because I know how to handle with grappling hook well. Thx Tribes: Vengeance.
Also, speaking of engi.
https://i.imgur.com/NEkauz0.png -- we need such thing in the game. As soon as possible.
Yesterday during a mission i had the idea for some Mule "changes". For example to use one of the minerals players can collect during the mission to fuel the Mule, like players have to use Nitra to call a supply pod. In addition to that the Mule can be upgraded at the upgrade-terminal. For example less fuel consumption, better mechanics to walk faster etc. I'm not sure if someone already suggested it. I haven't read that many comments in this section yet.
I liked it when the MULE used to go through supply drop holes. It added a fun surprise difficulty
If you have upgrades for the mule then how would you decide which dwarf has upgrades that affect the mule?
Host only I guess, would negate all the other three
Haven't thought about that. Maybe the host, since he has to log the mission.
In that case I hope this happens, and I hope the MULE can go through holes again pending an upgrade that I would never buy lol. I would let that surprise every mission
If that happens the MULEs nickname "donkey" would be a perfect fit.
A healer that collects red sugar and can shoot it at friendlies, also provide buffs through ale or something.
:/
-.- @mortal panther
Hey devs can we get a health and safety inspector dwarf that has 2 ability’s 1 to place a caution deep hole sign (customizable) and some do not cross tape. His weapons would be a clipboard and pen that rates Deep Rock on the safety practices and a mighty pen that can hold the power of shutting down a mining operation for safety reasons😜
I would play that every time
hey its even useful, i mean how many times do you die to falling down a massive hole ?
I would run out of caution tape and call in a supply drop repeatedly
devs, totally need an old warcraft throwback to if you piss off the boss enough he'll say some totally diff lines
A “lean” system would be pretty handy, times where I’ve edge poked to look round an edge and it’s threw me off it instead
this should be renamed to drgale
Why do you think we're getting all that dammed Morkite?
@idle quartz
Mactera Dreadnaught
Can you make it so you can join games while you're in a party? Like if you have 2 people you can join a game thats allready going as long as theres no more than 2 people
You just tell your friend which server to join
@earnest ore who's Dr.Gale? 🤔 😉
And @pseudo kiln , I think what bean is saying is he wants group matchmaking.
We've had diving suits suggested in the past as a game mechanic, but I'd like an old fashioned diving helmet as a cosmetic
Like this
would be cool to have an enemy that literally doesnt do any damage, but has the ability to make the dwarves hallucinate and "see bugs" crawling all over. my idea is that the enemy would cause you to see illusions of lets say 3 or 4 glyphid warriors that arent there, then when the enemy is killed, they all disappear. if you were to try and attack the illusions their health would go down, but when it got to 0, they would go in a puff of smoke, and not the ragdoll that the real ones normally do. also, the illusions would deal 0 damage
im trying to think of ideas that arent just straight up enemy does X damage to player, but could incapacitate them in other ways, in this case by wasting ammo on the illusions and not the enemy thats making them
has anyone suggested that crystals should have an use? it would be cool if the colored ones (pink, blue crystals) could be collected as resources and used to make coloured dyes
also if the mule could have a jukebox that would be epic
Molly having a jukebox has been suggested, but I'm of the opinion it would take away from the cave's atmosphere
As for the crystals having a use, I can't remember if we've had suggestions for it or not. I'd want to leave them alone, personally, for the same reason I'd be against Molly having a jukebox on her
Hrmn, crystals used for dye might be cool, but then that goes against the "useless silica" thing
"Worthless but fun to destroy"
I guess it could still technically be worthless
Plus there's tons of them, so you'd end up with a surplus of dye
i mean they are still worthless
And we've got enough surplus items as it is
The only suggestion for crystals I've heard of was a class that could store them and place them in a different location like engi platforms
Miner class, for some reason he's super blocky
We do need a mix / match ability, set classes feels too restrictive but having a decent arsenal would be amazing so it's hard to choose what to use but everything can be useful.
Cave ins as an active hazard. Having a class to have the ability to strengthen tunnels or walls. Or engineer with that foam spray idea.
FALLING ROCK 
EVERYONE DIES
If everyone is left behind, than noone is? I like your thinking.

We're lucky we're not prone to incidents we can't dig out of https://en.wikipedia.org/wiki/Nutty_Putty_Cave
Nutty Putty Cave is a hydrothermal cave located west of Utah Lake in Utah County, Utah, United States.
The cave, first explored in 1960 by Dale Green, is currently owned by the Utah School and Institutional Trust Lands Administration, and managed...
Though, navigating areas inaccessible by digging, but only by certain classes traits (ziplines, wall-shrooms) would be cool.
More hazards and ways to deal with them
or 🤔 more hazards and they kill you
im thinking a combination Lava Geyser and Cave Leech.
lava flows / cave ins (so drillers have more work) / sink holes / water ways / make slime flamable which gets rid of it
Lava leech mounted on a jelly 🤔
driller has c4 right?
yah
could change that out for mines?
eeeh, standard mines are no good vs these bugs. Some tricky mines though. Napalm mine, slap it onto any surface and it'll spray napalm for a duration once triggered. I think mines are a useful "hold off the bugs for a few moments" tools. Good for fighting and running on the move; something people should do more
what about floating / homing mines?
single explosive mines just arnt effective vs hordes; even if they only blow up on certain targets
micro-mines would be fun though.
So even if they blow up on swarmers; who cares? you have lots.
A sort of gravity trap mine? Sucks enemies under a certain weight towards it on trigger and detonates?
or even like laser wire mines? somehting that cuts the enemy up?
if we lose the c4 we'll need something to replace, those things are wave killers
yeah but like think of resident evil type laser grid? even the floating mines being as annoying to bugs as the small ones are to us, would be amazingly OP like normal c4 but in smaller doses, would actually give the driller a great anti boss weapon as well since it'd track the behemoth and hit it in the butt cause it's moving away from them XD
If anyone should be given specialty mines I would think it'd be gunner, to replace his det packs
that too but that'd make the class more overpowered
give drillers the zipline? then call them the pathfinder class?
turn their nades into d20's?
<@&257786783666929665> big bug / fix needed... to disable mule pings within 10-20meters of the last ping within 10-20 seconds in multiplayer... because it stops the mule and causes it to repath when people spam it
It's no big but so to speak more of an annoyance
Should make it so another character can suck up the useless crystals and create structure with it, like a mine and shoot them back out maybe. However this would kinda make the platform gun less needed since they could shoot pathways
••A new class that has like a ranged mine type gun that when it hits a surface it turns a selected radius into the small resource drop. And said class could feature a gadget that has a claw grabber type thing that can collect the resource drops. There’s been countless times where a drop has flew off to a place I can’t reach. So a class that could do that would be pretty fun,••
could you imagine if the scout had a mining drone? or a class had such?
How about a hammer for mining, it mines slower but destroys a bigger area
The 5th class could have it
We could also replace the scout's pick woth a shovel. Does more damage but mines slower, also clears dirt faster
@near glacier there’d be no point since the solo mode has a mining drone.
It mines for you?
@near glacier Correct. Use the laser tool and select a resource. It breaks it all for you.
That's pretty cheaty
Well not really. Since solo you can’t have the support of all the classes. So it’s a way to balance solo
But yeah, why not a drone class? The mule could be a player
Walks up walls, is the carrier of all resources and could have guns mounted on it
And you don’t think that’s cheaty?
A drone class would replace the need for other players support ability’s. Causing imbalance within the multiplayer.
Not really, you can balance it a lot, we do need manual controls on the mule tho sometimes due to glitches
Also if you were the mule / drone class, zip lines wouldn't be usable, you'd be slower overall and also have limited weapons / no nades
And also the mule can't be killed unless you want to start doing that
Perhaps a better option would be upgadeable turrets for the engineer to transform them into mobile drones (of course at some sort of compromise)
I liked the hammer suggestion, if the GSG goes down the path of "this or that" unlocks then it would make quite the replacement pickaxe.
suggestion for a new enemy: something that can burrow into the ground. could use this either as a means to hide when low on health or to work its way towards you while avoiding damage
I was just using that as a reference point
no i understand and appreciate it, i have an idea for a worm enemy too though in a second
but this guy that could dig underground, i see as running and getting within a certain range of a player, and then burrowing, and the player having a set amount of time to move or else the enemy will pop out under them causing damage and slowing them
so say once it is within 10m of a player, it starts to dig, and the player has 2-3 seconds to move, if the player is out of the area when it pops up, the enemy is instead stunned for a second or two
then the player has a chance to kill them
hahaha yea
gifs on point ^
player also wouldnt be able to attack the enemy while its burrowing, so your choice would be to dispatch at a medium to long range or melee once it finishes the attack animation
so the other idea was for a worm type dude
thinking a really really long centipede millipede type guy
lets say its normal movement speed is 100%, by shooting it in its middle segment, you would effectively cut it in half, and now have two "sections" that are still alive to deal with
each section gains an increase in movement speed proportional to its lost section
so on and so forth until each segment is actually destroyed
slightly smaller in scale--again, regular enemy--but not far off the mark at all
also, the feet would have to be the things to do the damage, so knife-feet-blades
dont ask me how they can locate a dwarf without an intact nervous system
brains in every segment. break it in the middle and it separates into two smaller centipede enemies
Its a shame theres never going to be water implemented, i would totes fight a giant enemy crab
that doesnt have to be mutually exclusive, plenty of crabs live on land
Is there any idea floating around with competitive gamemodes? Like mining team 1 vs mining team 2. Right, the way lobbies are setup, I 'd see that being a challenge.
A race to the finish line through a complex cave would be cool, but we would have to force all entrants to play the same class because otherwise scout will always stomp
And if its a race to the finish line and back to the pod then driller would win
there are lots of ideas floating around, but not too much to further conversation about them
we dont know a whole lot outside of the last roadmap "update" which i was hoping would be a bit more than it was; still very vague
- A proper epic Boss monster that will challenge your cooperative skills - A 5th Dwarf class - An updated Vanity system for much more detailed customization of your dwarf (more beards!) - Random Mission mutators, to further challenge our players - Stats for each player - the company will track your performance as an employee and award you (or punish you!) accordingly. - An advanced damage system to add more depth to the combat - A new/updated Class Upgrade system - More enemies, more cave content, more biomes, more fun on the Spacerig, more barrels, more, more, MORE!
is the most recent info we have
I hope we get achievements, personally
i think achievements and cosmetics while good, would be a poor thing to concentrate on in the games current stage of development
achievements are to games what pictures of meals are to meals. Nice to record it, but I'd rather we have a good meal. Terrible simile but eh.
I like the Centipede idea
But make that a Boss
"We got a Glyphid Centipede on your Way. Work together and you should be fine,dont let it catch you off guard."
The Music to it could be a kinda Creepy one?
i like it, though i dont think it necessarily has to be a glyphid
Just going with the current Theme
"We got a Giant Centipede heading your Way. Work together and you should be fine,dont let it catch you off guard."
id really like to know what they already have in development vs what they havent really started on
if were saying that the game is in "early release" for a year, and that commenced on feb 28, were roughly 20% of the way towards a full release
But you gotta see it this way: they sure as hell are working on it
And THAT is what makes a Great Developer
Actually showing Progress
well im not including anything that was around prior to feb 28 @viscid bloom
just any new content thereafter
Honestly my main request atm is just UI improvements
I want to see my actual ping to servers
As well as what classes are being played already
It would really be enough if they had like four Empty Squares and when they are filled with a certain color that means some class is taken. Example: Blue = Scout in the Team
I don't really care how they do it I just want it in
personally i think games should be locked to one of each class max, so theyd just be greyed out on the char selection screen if theyre already pickedd
Right now that would be a good Idea. But you gotta look at things in the long Term
I don't mind an extra gunner on the big spider hunting missions
Like: If they add different Weapons and loadouts and stuff it could be wise to have multiple of each class
i agree, but something tells me they arent going to go down that route
I really hope we don't get any overly serious customization options
i really wish they would, but since theyre already adding another class i dont think were going to get much by way of items within classes
I definitely don't want to deal with "Oh but did my engi happen to bring that specific tool along"
For example: Imagine Scout gets a Sniper Rifle. He would make a good 2 Man squad with the Assault Rifle Scout
outside of their loadout
i think the best thing possible would be itemization similar to tf2 so that classes can literally change their playstyle depending on the items
NO
but not have anything be more powerful inherently than anything
"Oh the scout brought this and the gunner brought that and now we're short on mobility options"
Pls not like TF2
I hope we never get class restrictions
That would ruin it
No I hope to god we never get anything like TF2
whats the argument against it
WUT
"Oh the scout brought this and the gunner brought that and now we're short on mobility options" THIS
Like I just said I don't want to deal with ppl happening to not bring some kinda specific tool along
Being forced to play a class you don't want to play is no fun
Dont make it too Complex
The Classes should stay the same as far as Playstyle goes. They should just kinda have options.
Customization is a disease of this time as far as I'm concerned, having a million different options everywhere muddles the lines between what makes classes unique in the first place
Like Maybe a Minigun that doesnt overheat but therefore needs to reload again
Or just a normal Machine gun
im not saying giving gunner laser beams that allow him to run at light speed, or have driller get helicopter wings so he can fly around
im saying if certain items that already fit the class can be added that are zero sum in nature (does more dps, has less max ammo) then it would add variety
I'd prefer customization over more classes. Every time we get a new class it'd need to be made solo useable, and balanced so as not to create a meta
Ok but that is definitely what TF2 led to at certain points
well then i havent played tf2 recently enough i guess
Like your demoman running around with the fucking highlander shit and being useless
Yeah
Listen to Fox please
Don't you change your team composition based on the enemy composition anyways?
Something DRG clearly does not require
Yep
Yeah
ok clearly i struck a chord by saying tf2, so ill instead just say that i think it would be nice if classes could unlock items that are already complimentary to their current loadout that different in attributes slightly. FOR EXAMPLE, gunner could get a minigun that does +10% more dmg, but he cant move while its firing
you feeling me now?
I mean i would enjoy a Kind of Less "Having to Fire for a while to get Precise Minigun" But i also wanna about balance. SO i could think about maybe a Machine Gun = less Firerate but more Precise but only if stationary
I wouldn't be opposed to minor differences I suppose
at the end of the day, it shouldnt matter if it is zero sum-- the starting gun would be just as good, it would just depend on player preference
Well before we get TOO much into this i suggest we wait for the Pathfinder to make it into the Game and take it from there?
In that scenario we'll end up with a "meta" anyway and depending on how steep the challenge curve goes later in development you'll see most serious players stick with whatever is considered strongest at that time.
i dont know if the answer to that is to not make any items though, if you look at a game like diablo 2, people are still abiding by some "meta build" but nobody really cares because the game has been out for like >15 years
people enjoy playing that because it had a strong foundation
honestly just get the best gear though extensive analysis and pair it up with ur buds to become a great meta. poof everything else is useless
Exactly
I play what i think is most fun
Not whats best
Hell i would exchange my Minigun for a No Damage rapid fire grenade launcher any day xD
Just for shits and Giggles
But back to being serious: A Shootable Detonation Charge for the Driller that can Mine Resources on the Ceiling?
Driller gets an alternate drill that just launches grenades to dig tunnels hue
id rather he had to rely on another class though to get to minerals faster
Rocket drills. Launch em at a wall and watch them dig until they run out of energy
he can still access anything, just takes him longer
How about a different Zipline for the gunner? One that can go up and down but not horizontal?
thats in line with what im talking about concerning item variety, though something like that would obviously have to replace the current zipgun in the loadout
Yeah you would have the Option to switch
It work well with the Engies Plattforms but also as solo. And it wouldnt make the scout useless as it still needs ammo
But it would help with situations i often have where i enter a room from the ceiling cause its generated like that
Make ziplines one way use and give gunner more of them.
i think if ziplines are angled downwards, you should go down them quite fast
the current speed should be reserved if youre going uphill on a line
Exactly
Sprint key could be used to speed up, then.
One chompy boi
One scurry boi
That could be like a leviathan version of those flying things that are currently in the game
Add in the steam previously played with to the game. I found that needing to be used 5 times already and I just got the game.
Yes, that would be useful in the times you get people disconnecting, you could quickly re-invite them back.
Xbox/Win 10 has this under xbox app as recent players, but it rarely works like it's supposed to.
Not sure if it's been brought up, but will there be a zone that's like an underground tropical area? Water, rare plants, stuff like that. I dunno, just a thought.
I think the developers said something about not being able to do liquids (don't really remember though) but I think that could be a really interesting idea, just need to find a way to elaborate a bit more on it
Aww. Darn. Hopefully that can change. It'd be neat to seem some more unique zones.
i mean it basically sounds like the dense biome... or the fungus bogs. But liquid is a no-go
They may just make the Dense Biome denser... and the fungus bogs boggier
and then bam, two jungles
Well I was referring to a more beach like zone. With waterbugs and stuff. But if liquid's a no go then eh. It's no biggie.
They should add a Super Mario 64 stage.
@silk anvil don't have to add water to add a beach like area thou tbf, so it's still possible to add it in
But personally I much more like the idea of a frozen biome, with ice and frost