#suggestions

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wild storm
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Leashing big gems

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"This is my pet Giant Gold Nugget, Goldie. Eustace said 'Goldie' was a stupid name for a pet nugget, so I shot him."

golden patrol
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Hehehe

round spoke
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" I've killed for less than that! "

pallid ravine
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a rail gun would be fun to use in this game

paper sequoia
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I like the trapper idea, but I prefer a decoy as a deployable

keen shuttle
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Deadass, I had a science test today, and on the back when I was done, I spent the rest of the period brainstorming DRG character ideas

hard robin
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What about weapon/armor modifiers? I know there's already something like that but I would like to see attachments or a modifier for your weapons, gadgets and armor that you can buy with credits like the mineral trade, but these are way more expensive, maybe available only for players with max level. stuff like more damage against praetorians, a little more damage against all kinds of enemies, explosive/fall damage decrease

paper sequoia
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More utilization of Space Dwarves

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Engraved weaponry

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Keg bombs

oblique nacelle
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More dwarven alcohol in general

wild storm
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new system: INSCRIPTION
add runes to weapon. Avoid "clearly better" numerical boosts like +dmg or +rof, give us shit like "Every 10th kill with this weapon restores 5 HP" or "Be pushed instead of taking damage from this weapon's explosion"
Add Legendary Runes you can discover in the caves. Make them specific to certain weapons. Like a Legendary Turret Rune would have an effect like "Turrets have +3% damage for every bullet missing from their magazine." Look to shit like Diablo for effects like that.

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FJORD CUTTER -- Legendary IFG Rune -- IFG's initial explosion freezes all enemies within for 2.5 seconds. No effect after initial burst.

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ALPHA STRIKE -- Legendary Boomstick Rune -- Increases pellet count, reload time, and spread by 200%, but reduces magazine size and maximum ammo by 50%.

topaz garden
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In this server, can we seperate xbox/windows chat rooms and vc's from steam chat rooms and vc's?

stoic geyser
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i like those suggestions

lean haven
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There are no Xbox specific voice chats, and we don't really have enough Xbox/windows users on here to really support an entirely seperate lfg for them

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Besides, we have plenty of open voice chat squads at any hour of the day, it's not like we're dealing with a limited capacity of slots

pallid ravine
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also would be cool to have a class that had a robot/mech buddy that fallows him around like a summoner class , side note would be cool to plant bombs that sit inside the ground and shoot up out of the grownd exploding when mob's get close to them.

finite knoll
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so, like bosco?

pallid ravine
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yes but one that walks on lags and can be told to target an area with rockets or something and maybe a mele weapon and it could spin like a top sliceing and dicing , and maybe the class that has the summon focuses on mele weapons and no guns

weary silo
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in general some kind of high mobility melee class would be kinda cool, dual wield pickaxe berserker

gray magnet
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I think a good thing to add would be a rework on the pick upgrades in the game. Really a minor thing, but the upgrades on the picks should be changed. The main issue being for me how the Driller is the only class with an upgrade that allows him to dig better. This makes sense for the class of coures, his job is to dig tunnels and holes with speed, but why is he the only one who gets it? Is his pick different from everyone elses? From my perspective the only difference between each classes picks is the color of the handle(or the whole tool im not sure) and the in game upgrades, so how come the driller canโ€™t get the dmg upgrades? Each class has the potential to gather the required amount of credits and resources to get the upgrades. Though I could see how OP it would be if everyone could do extra damage and mine faster and would disrupt the class system a little. But I think a way around it would be to allow for each character to unlock the two upgrades, but can only pick one to be implemented in their next mission.

shrewd tree
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there should be spores that release hallucinogenic gas against the players
or some mushrooms that if u step on them they make the drawf start trippin\ lol

tacit stirrup
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I myself am fully expecting Mother Mactera, or some variant of a similar name. Because something has to be the parent of all the Mactera Spawn, clearly. So I'm pretty much imagining either a giant fly, or something big and bulky that keeps spawning Mactera flies.

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I myself hate and love the idea.. Because Mactera Spawns are some of the most annoying enemy in the game..

wild storm
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I'd love the opportunity to kill what's been making them all

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honestly Mactera Spawn aren't that bad, they're just a little too tanky and a little too hard to dodge

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and also they sometimes clip through the floor so you can't shoot their gutbrains

naive oasis
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And sometimes shoot at you through walls, in particular naturally thinned compact dirt walls.

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But yeah, more boss variants for Extermination would be nice.
A boss Nexus (one that is a mobile bug, rather than just a pulsing obelisk) would be pretty nefarious too.

shrewd tree
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new missions mutators would be great...like ssaving a old dwarf mining colony. or having to dig more into the rock as oppose to run through all these already dug caverns. maybe add deeper minerals into the rocks so players can scan and then min down into them. this will force other players to cover them while they do that as well

sick elm
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More progress markers in the memorial hall

foggy tree
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i think mactera should be as hard to hit as they are now, but should get either a little health nerf or an increased damage bonus to their belly pre-attack. getting swarmed by 5 of them at once is pretty bad

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what do you guys hope the ERR// cube ends up being used for?

wild storm
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Advanced progression.

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I had an idea for shit like runecrafting and such

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or trade in a unit of Error Cube to unlock a sidegrade weapon, something like that

foggy tree
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i'd be very down for that

tacit stirrup
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Still not seen an error cube.. But on the topic of mutators, that'd be sweet. Perhaps you'd even have random mutations on certain mission types. Like every so often an enemy is bigger or so. Perhaps you get an exploder that explodes way bigger since it's huge compared to the others. Perhaps a spitter that is tankier. Basically buffed variants of the usuals.

foggy tree
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i find webspitters kinda UP

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they rarely hit me, and they are quite easy to kill

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their AI could be improved i think. they usually climb walls and spit at me, but sometimes they charge directly at me like a worse glyphid warrior

next oxide
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I feel as if the Acidspitter is a straight upgrade

foggy tree
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webspitter projectiles should stick to the ground for a few seconds, slowing players like the green floors in fungus bogs

formal tartan
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This is a small thing, but would it be possible to add some HQ voice lines for when they send in the drop pod. Something like "Sending the drop pod in, we're about to kick that hornets nest" or something, just to kinda allude why bugs become so bad during the drop pod sequense

solid gazelle
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Wouldn't that imply that every start of a mission also has to kick off with a ton of baddies

near glacier
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@gray magnet if we could choose weapons, i'd change out a secondary for a long range drilling laser that collects as i mine, thus allowing 30+ m range and collection but sacrifices my guns. If we had weapon points / item points that stops someone being too overpowered it'd be awesome as well..

Like having a gunner that replaces the pistol for such and grenades, thus allowing them to kit out with it and drill away without too much issue. Might make the game faster a little and not require a scout / so much mining to a spot when no one is one.

idle quartz
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SUGGESTION: Make DoT visible on friendly/enemy health bars; so we can see how much an enemy will DoT for. Currently only good fro flamethrower, maybe in future good for other things

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also is that a fucking blood elf >: |

near glacier
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so you're meaning like a mortal kombat health bar where you see the light red / dark red above the enemy and then like have it vibrate as it's taking damage / dot damage?

idle quartz
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I mean like if you set something on fire, part of the enemies health bar will change color as it drops to signify how far the damage over time will go

solid gazelle
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That would be nice yea

near glacier
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i still like the vibration idea tho... it gives a nice effect to signify it's taking active damage

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And have only enemies that are being attacked have a health bar for max 3-5 seconds above them so it's not always shown?

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If i knew unity i'd totally remake some games with my own ideas in them as duplicates of the original but like give it to devs to show idea elements in the environment / play.

foggy tree
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i'd really love a new regenerating flare that you can use to mark locations. kinda like molly's blinking green markers but with a smaller light radius. its important that you can see them from a distance but they dont need to provide a significant amount of light

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ive been playing a lot of driller recently and marking the entrances to my staircases would be nice. i'm sure players would find other uses too

naive oasis
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That's a fairly good qol.
What colour to use though?

Red is the main health colour.
Pink/blue are already used for Dreadnaughts.
Red/green is no good for the majority of colourblind people.
Black is no good.
Maybe white DOT health?

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To make it a bit more obvious what it represents, it could be left as red health, but with a strike or cross hatching through the section that will be lost.

foggy tree
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purple?

idle quartz
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Doesnt need a color.

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Should be a spray paint (has been requested) and it highlights when you hold ctrl

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so it'd be bright green

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๐Ÿค” then again the pod highlights blue so maybe spraypaints could be yellow.

wild storm
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I'm all for any feature that lets me draw penises on the walls

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or, you know, sundry other graffiti

foggy tree
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i like the spray paint idea

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though if we're putting even more emphasis on the ctrl function i'd like the ability to highlight stuff (teammates, spray paint, the mule) without needing to pull out a different weapon

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the scan functionality doesnt contribute a whole lot so moving the entire laser pointer to a body-mount system that you can use at any time while wielding other weapons/using your pick that would be better imo

wild storm
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Scan adds a bit of flavor to stuff. Simple things like unique names for different kinds of dirt and rock.

foggy tree
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maybe the scan info could be incorporated into the hud as well. but from a gameplay perspective it's somewhat annoying needing to interrupt my reload or mining to see where my teammates are

cursive valley
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What about Emotes? I would really like them. It would be great if you could add them in Maybe Lootboxes like in Overwatch. Or a quck Command Menu like in Overwatch would be AWESOME!

foggy tree
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i dont think this game needs lootboxes

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but more emote options would be cool

wild storm
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No lootboxes.

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Please, god, no lootboxes.

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They're shit in Overwatch, they're shit in Destiny, and they'd be extra ultra shit here.

foggy tree
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i like being able to buy all the vanity stuff for a fixed price piece by piece

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lootboxes are kinda exploitative

cursive valley
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Well then should it be possible, to get these Emotes in the Game. Maybe as a reward when you get an achivement

foggy tree
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that would be nice. achievements are surely coming later but thats a non core feature so probably not right away

cursive valley
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Yeah but I think it would be a good idea

naive oasis
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Took a while to realise what you were talking about.
I was referring to the suggestion about displaying how much DOT an enemy is going to take before the effect wears off, not the suggestion about creating a mark on the terrain.

dusky seal
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Personaly I would like to see roadmap of content, but maybe i just being selfish

naive oasis
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There is a roadmap.
It's seriously unnatended though. A lot of implemented features are still listed as to do.

dusky seal
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thats what i mean

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like a ROADMAP roadmap, thats like, you know

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offical and such, its kept up with

solid dune
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they plan to have a more up to date roadmap soon, that's been a while for the soon, but it is suppose to happen

dusky seal
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i cant wait, just hungry for content i love this game

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visual person so i love roadmaps personaly

solid dune
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man, yeah all the info i can come up with is about a month old, so hopefully that means we will see something very soon, but you can have this link to hold you over - https://steamcommunity.com/games/DeepRockGalactic/announcements/detail/1669024110876938087

dusky seal
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๐Ÿ‘Œ

solid dune
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and the old roadmap that maybe they will touch again ;P - https://trello.com/b/WnyLwyv2/deep-rock-galactic-roadmap

fathom moat
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I would personally love to see Emotes to the game to spice up interactivity with other players. More weapons with unique & or interesting properties would be awesome to see. Just a couple ideas,

near glacier
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I would love to see a different type of progression that isnt armor or cosmetics

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and maybe a vs mode

jagged sluice
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So like, nit picky suggestion, but maybe down the line can you guys change the sound of the flares so they dont sound like picks hitting stone?

olive crescent
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My group really likes the role and function of the scout, which is appreciated because they seem like an afterthought in many other games. Two suggestions for the way "falling" interacts with the scout:

  1. The upgrade that reduces fall damage by 33% could instead increase maximum fall height before any damage by 33%. Basically there'd be a higher height of no damage falling.
  2. The Scout grenade electric field could cause slow fall for the scout or all players. This would prevent fall damage when landing into it. The scout could use it to save themselves when falling from the grapple, and it could give all players a unique way to rapidly and safely descend deep pits. Additionally if the scout jumped while in it, they could float down and be briefly out of range above melee swarms while still being able to fire at them. Something like 5 seconds of airtime each jump. Pressing 'jump' again while in the air could cancel the slow fall and plummet. And it would add an extra tactic for open cavern defences vs tunnel bottleknecking.

Also if the Engineer could toggle turrets on/off or even just switch between normal and low rate-of-fire, it would really help to conserve ammo on them during swarms. I know ammo management is meant as part of the challenge, but it feels kinda bad when they're burning up ammo against a trickle of bugs mid-swarm and you don't actually have a way to predict how challenging a swarm will be. Having to decide on-the-fly when you do and don't need that extra firepower could be a tectically demanding feature as well.

near glacier
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urm,I'd havta disagree with second suggestion,cause we wont like to get slowed by a grenade that slows enemies.

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I can imagine the troll potential more than the pros

olive crescent
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It's only "slow fall" and it can be cancelled by tapping the jump key a second time. Regular running/movement would be normal

near glacier
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still,nah

olive crescent
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Basically you run normal, jump up, and you float back down. Tap jump again to fall as normal.

near glacier
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Im sorry,but still,its nope,trust me .

olive crescent
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I was just clarifying the idea because you seemed to think it made all player movement slowed.

near glacier
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well,I aint reading this part wrong,even if its cancel-able by pressing another tap of space bar

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cause slow fall for the scout or all players

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while the intentions is well funded,can't justify it well when there's more oppurtunities to troll the run than inevidently,using it for thee "intended purposes"

lean haven
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I'm not a fan of the idea either

naive oasis
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So what's the armpr suggestion?
That damage from falling is delayed until the distance where you'd normally take 30 damage or so, which is wherenit starts scaling up at a faster rate than normal, and catches up with other classes at the same distance they'd recieve 140 damage (instadown).
Did I get that right?

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.
I can't really advocate for recieving damage later, and having a higher cap.
One or the other.

lean haven
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I read it as increasing the height at which you can fall and still take no damage

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without increasing anything else

naive oasis
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I think you misunderstand.
Even if the damage scaled faster - if it starts later and only catches up at the instadown distance, the scout will still take less fall damage than any other class.

The difference between the implemented scout falling and my interpretation is that implemented scout falling is equally effective at all heights - you can effectively fall and take damage 33% more times before you die.
My interpretation is that scouts recieve significantly reduced fall damage at small to medium falls, but the damage reduction is less effective the closer you get to a fatal fall.

A fall at 95% fatal distance is still going to 93% kill you, rather than as implemented 74% kill you.

lean haven
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I don't see anything in the guy's suggestion about damage scaling

naive oasis
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A fall at up to 33% fatal distance wouldnt hurt at all.

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I know that he doesn't say anything about that.

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But would you rather Scouts just be invincible?

lean haven
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how would they be invincible?

naive oasis
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Well if they recieved damage later, and the damage was reduced by 33%, they could resist rediculous amount of falling before they eventually start worrying about the bite sized numbers adding up.

lean haven
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while his suggestion of 33% would be a bit much, you also need to take into account scouts usually end up at much higher altitudes than everyone else, so a little more leeway wouldn't necessarily be bad

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I know I kind of hate it when I end up jumping in a tunnel and the tunnel dips just a bit and it gives me damage. It feels dumb sometimes

slow wind
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dont you hate falling in tunnels made by the drop pod

naive oasis
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I hate falling in tunnels created by the supply drop.
Caught me way off guard the first (and only) time.
Thought it was a curiously shaped, naturally forming hole. Looked over the edge to investigate and looked just a bit too far.

slow wind
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well

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i bounce of preatorians into the hole

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what if give scout more double barrel ammo

lean haven
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he's already got an all right amount, none of the classes really need ammo buffs at this point

slow wind
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his assault roofles weak

naive oasis
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Driller could even use a nerf.
Fully upgraded drills last forever.

slow wind
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Well its his job

lean haven
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the problem was, driller never needed the ammo buffs he got a while back

slow wind
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he neeeds flame boost

lean haven
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but people didn't want to learn how to use him and bitched until he got the completely unnecessary buffs

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they wanted to treat the flamethrower and drills like tools that should be constantly active

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rather than ignite enemies and let the afterburn do its thing

slow wind
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thats bad

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i wanted afterburn damage to do more

lean haven
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or dig a bit, cool down and dig again

naive oasis
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... do they even know what DOT is?

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Driller is all about incredible efficiency, if you have the patience to let him do his thing.

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Every aspect of Driller rewards patience.

lean haven
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which people don't have

slow wind
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But one thing i really want for the driller is the pistol to be automatic

lean haven
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they see flamethrower and immediately think they're going to go on a spraying rampage

slow wind
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i always end up with more flamethrower ammo than pistol

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am i duing something wrong?

lean haven
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nope

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pistol was made to be spammed

slow wind
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thats why i want it to be automatic

lean haven
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maybe as an optional weapon sidegrade

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but I wouldn't want it myself

slow wind
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uh press button to switch modes meybe

naive oasis
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If it was automatic it couldn't fire as fast as I can pull the trigger. Bad idea.

slow wind
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What if the scout lands on an enemy

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it kills them

naive oasis
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Moderation is a thing tonight.

You what?
Dreadnaught death by dwarf cannonball.

slow wind
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Spiky boots upgrade

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description

lean haven
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as though moderation isn't usually a thing

slow wind
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Does things you dont think it does

naive oasis
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I wonder if dwarven runic magic is even canon in DRG.
So many suggestions for rune craft.

slow wind
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no

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it cannot

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its a semi modern

naive oasis
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Hard scifi

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I mean.
As hard scifi as Molly can even be considered

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The tin can sure is hungry today

slow wind
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the most modern thing is scouts grenade

solid gazelle
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Please god no keep the magic away from DRG

lean haven
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But I want cool rune armor

astral lion
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Dwarves? With Runes? Aren't those an elf thing?

wild storm
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That's heresy, laddie

slow wind
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thats a robot

pallid ravine
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I still think a mele only dwarf class with a golem buddy that fallows him and blows up groups of bugs up with rockets on a marked area and runs around punching bugs wile the rockets are on cool down would be fun, this pick of a golem makes me wish it was in game already ^-^.

eager kelp
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@solid gazelle yes please keep magic away from DRG

gaunt mountain
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yes deffo no magic

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more gadgets tho ๐Ÿ˜›

gaunt mountain
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people keep pitching a melee class dwarf so I thought of a concept that might fit. a Gauntlet / Power Fist?

quick venture
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Thanos? rocknstone xd

gaunt mountain
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no more spiked fist

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maybe even dual fists

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or one fist and a heavy metal shield or energy shield?

wispy marten
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driller can already kinda be a melee boi if using just the drills

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I have an idea for a support class

weary silo
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dwarven dual pickaxe wielding , alcoholic berserker...

hasty walrus
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Secret caves would be nice. I dunno if there are those in the game. The type of caves that don't have compact dirt in front of their entrance but you can see they exist in the radar.

gaunt mountain
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ya that would be cool but i think there's a sort of thing like it but might be just errors in the random gen

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simple yet traditional looking fist ๐Ÿ˜›

eager kelp
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very nice

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autodesk?

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inventor

gaunt mountain
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Blender

eager kelp
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ah k

bright zodiac
foggy tree
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any melee focused dwarf that is as strong as the others would still need a finite ammo supply connected to their weapon

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like a power hammer or something that electrocutes enemies, but can run out of energy

lean haven
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Not really

foggy tree
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I'm definitely interested in some medieval/sci fi hybrid stuff tho

lean haven
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Your melee dwarf would have to be in the thick of things to even do damage, so his shields/health would be at far greater risk than the others who can deal damage from afar

foggy tree
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true, but then you're just encouraging running in for a few swings then running away until your shield regens

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you could give him some kind of self shield boost to allow him to stay in longer, but that would need a cost to be balanced

boreal lintel
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Perhaps a rage system?

gaunt mountain
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i was thinking of maybe a larger shield capacity or a offhand techno energy shield with a separate shield charge rate so they can stay in the thick of it for a bit longer than most put its still got its limits and you can only attack or block at one time

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or a brawler type that just has dual power fists

foggy tree
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driller has dual power fists

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i like the shield idea. protects you from the front but leaves you vulnerable to attack from the rear

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how about an enemy that releases pheromones until killed, buffing other bugs in a radius with extra speed/damage

viscid raven
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This would be cool but he will need to have a low health

hasty walrus
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I was thinking that the enemy itself wouldn't attack

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He'll just sit around, moving and enraging everything on a radius

wispy marten
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wait wouldn't teammates end up friendly firing the melee class?

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especially with grenades and grenade launchers

frigid wyvern
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Yeah I would not go the melee route because of friendly fire. It seems they would get more damaged by friendlies than enemies

dusky seal
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they should jus give the driller some armor so he can use his drills to fight more maybe, i very rarely use them to fight, only if for some reason im out of everything else

wispy marten
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yeah drills should only be used for fighting if it's an emergancy

foggy tree
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i use them to fight if i have shields and theres a praetorian by itself

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driller doesn't need any buffs though. he's strong

dusky seal
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driller is my fav right behind is engineer

near glacier
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i mean this idea has probably been brought up a thousand times but i think a campaign would be cool

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or maybe some story missions

wispy marten
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my idea is a support class who could place down something that boosts all allies nearby

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his traversal tool would be a teleporter with very limited uses

near glacier
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i think the game definitely needs something to work forwards to because right now its only upgrades and cosmetics. It would be cool if you could unlock different missions with levels or maybe upgrade the ship you're in. Maybe you could unlock more gear abilities

alpine zinc
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Can we get an enemy whos like a sprinter ?

naive oasis
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Thinking back to killing floor Arachnophobia mod.
Really fast dudes that seem to come out of everywhere and mainly move around by leaping to nearby surfaces of any orientation.

old veldt
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You mean crawlers

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Creepy fucks.

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Imagina a tidal wave of them running on you and spinning mid air

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(Hell on earth difficulty unlocks that)

alpine zinc
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I would like those could cause little jumpscares

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^^

old veldt
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Nah ty

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I still have enough trouble with them in KF2

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;_;

gaunt mountain
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Shield Concept

near glacier
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new reload animations for some guns (ex: engineer's shotgun), it looks like the characters are just smacking their guns.

gaunt mountain
gray magnet
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I wish they would put in the idle animation for the Scoutโ€™s boomstick, the one wher he breaches the gun and points at the two loaded shells. I remember they showed it alongside the reload animation, but I donโ€™t understand why they didnโ€™t put that one in, but let you flip the handguns like midget Clint Eastwood. I like the gun twirl, donโ€™t miss understand, but why advertise it and not put it in? If the devs gave a reason, my apologies, but I still want that animation.

slim quiver
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what if the shield components were morkite colored @gaunt mountain ? i like to think that there is a reason that ive been farming so much morkite!

gaunt mountain
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humm could do

slim quiver
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that looks pretty cool

gaunt mountain
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had to adjust the lighting in the scene too. Gives it that little extra ๐Ÿ˜ƒ

pallid ravine
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But there are some bugs that fly so thats why i figured haveing a robot buddy that can shoot rockets on a target would pair up nicely and haveing that robot partner would make up for not haveing a gun, that is if a mele only class was added and what if the mele guy had some kind on metal backpack thing that deflected bullets and protected him from frendly fire behind him?.

frigid vine
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@gaunt mountain Hey that shield is really cool, it would fit perfectly for my Bruiser character ๐Ÿ˜„

bright zodiac
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let me know what you think @frigid vine @lean haven @coral hornet

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noted

frigid vine
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The Bug juice sounds pretty cool

lean haven
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Also that's for the most part my melee class suggestion

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With a few tweaks

frigid vine
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I've made some changes to my version of a melee character

coral hornet
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hmmm, hmm, mostly what's peeving me is everything is made of nitra.
The forge-weapon idea i shavelessly stole from elsewhere had only really made sense in terms of bladed/piercing weapons, so a forge hammer/sheild makes little sense as blunt weapons need to be sturdy, while the concept of forge-weapons builds on the idea of using the weapons brittle nature to your advantage. (stab an enemy, twist blade, break blade, leave shattered mess in wound, forge new blade, stab again)

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Bug juice and taunting are good ideas, not sure how yelling would give armor, maybe it could confer some other benefit?

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also not quite sure how the secondary weapon works...?

bright zodiac
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Makes sense, and the idea was that the pickaxes would shatter into small Nitra chunks

bright zodiac
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I do remember seeing that, posted a (idea from) under the bug juice desc.

#

I can do anotehr one under the dual picks if youd like?

lean haven
#

Eh, I've fallen out of love with class suggestions for the most part

#

It's beginning to feel like we're trying to head down the path of overwatch where we've got a ton of different classes

#

And I'd much more support customization over that

frigid vine
gaunt mountain
#

@slim quiver on the idea of items or parts made from what we mine how about this change? Nitra Powered Shield.

slim quiver
#

i like it. little nitra power core

gaunt mountain
#

just guessing that Nitra could be used as a power source i do not know what there plan is for what everything is used for but it looks ok. looks like it fits the style.

grand siren
#

My brother had an idea about a new game mode,
perhaps a capture the flag sort of scenario where 2 teams of 2,
race to find some kind of precious gem (or thingy) and bring it back to the pod
and the winning team would recieve some sort of bonus.
(maybe theres a way to steal it from the other team during the race back)
or maybe a mode to see which team can mine the most.

pallid ravine
#

i just thought of something for the mele only class what if the robot could saddle up on the dwarf's back and act like a bullet sponge protecting him from frendly fire wile its mounted on his back and can dismount and run around and punch mob's. XD

pallid ravine
#

behold my mele dwarf & robot companion concept work of pure beauty ๐Ÿ˜›

#

the black dots are bullets deflecting off the robot on his back XD

pallid ravine
#

also if you really wanted to go crazy with it he could have more than one robot attached to him the bodys of the robots making up the dwarfs armour, chest back and sholder's .

#

and when they are not attached you lose armour but gain more movement speed, and to balance the robots you could put them on a timer for how long they can stay out un-attached before mounting back on to the dwarf to recharge there energy .

quartz edge
#

More customization is needed. Weapons, armour, helmets, effects

foggy tree
#

i agree, but first more gear customization. different gadgets, weapons...

lean haven
#

Pimp my Molly

serene siren
#

put a damn saddle on that mule

wispy marten
#

Sentry upgrade ideas:

Upgradable Sentries - you can now use the second sentry to upgrade the first sentry, once upgraded it's detection range is dramatically increased along with a boost to it's damage, but the engineer cannot place down a second sentry until its called back.

Vulnerable Sentries - sentries can deploy faster and output more damage, but they can also be destroyed by enemies. once destroyed the engineer will have to wait for the sentry to regenerate. this upgrade should be toggalable.

Floaty Boys - sentries turn smaller and are able to fly around teammates, their detection range and damage output is lower but they can follow teammates selected by the engineer, they can also save teammates from cave vines. this upgrade should be toggalable.

oblique nacelle
#

no stickies?

#

I'd rather have stickies than floaties

#

although tbh I'd still stick with how they are now, I know my placements

daring vector
#

I'd love for an option to upgrade the scanner/map. A function that when upgraded let's it highlight the minerals.

wispy marten
#

The sentries are more or less for the sake of variety

#

But yeah the map needs an upgrade of some sort

#

I barely use it

lean haven
#

I don't think you're really supposed to rely on the map all the much unless you're checking which direction to dig when opening a dirt path, or checking to see if a cavern is nearby

solid gazelle
#

There's a map?

trim silo
#

Wait what map?

#

I'm not making a joke or anything. What map? It's not talked about in the tutorial as I remember, I never have heard about it from other sources, is there really a map?

#

That's a good suggestion to start to fixing the map right there though: Making sure players know about it. It seems extremely well-hidden. And since it's not brought up by anything, no one seems to know about it.

lean haven
#

@trim silo hold m

wispy marten
#

Walking Boye - sentries now have legs and can walk once commanded, they will shoot slower while moving

#

for the sticky sentries idea

solid gazelle
#

The only sentry wish I have is letting me tell them to prioritize swarmers and to stop shooting preatorians

jagged sandal
#

dwarven armor

#

ancient ruins

molten fossil
#

Better idea: remains of previous failed miners and other companies that canonically failed to tame Hoxxes IV

lean haven
#

Been suggested

#

I'm kind of 50/50 on liking that one myself

#

I'd probably be fine with it if they were just cosmetic, and didn't effect gameplay

molten fossil
#

Maybe they had a ruined outdated version of MOlly with a few ores in it? Let that be by the corpses

#

Or you could make that damaged mule also emit loud noises that make more glyphids spawn around it until you deactivate its alarm too

sick sky
#

Please fix the delay between the reload animation and the gun/gadget actually being reloaded

#

So frustrating to think the gun is reloaded after it's completed its animation only to have to wait longer

hard robin
#

Compacted dirt should be removed or just keep the dirt on the walls

#

to make the terrain scanner a little more useful

#

because I think is kinda useless know, I think i've used it like 10 times

molten fossil
#

Maybe make that change limited to haz 3-4

nova jetty
#

So my friend came up with a really great idea for a gamemode

#

You are dropped into a giant room, a massive cavern that is absolutely lined head to toe in minerals

#

gold, morkite, the minerals of the biome

#

its everywhere, head to toe

#

but the twist is you only have a limited time to get it

#

so the idea is the moment you land a timer starts and you have a limited time to snatch and grab what you can and bring it back to the drop pod

#

before it leaves

hard robin
#

That sounds like a possible "mutator" (I think this is the correct translation) for Point Extraction

#

if they add mutators someday

nova jetty
#

Yeah that could work as a mutator for point extract

oblique nacelle
#

Everyone, please remember, there is a lot of ways to play the game. No weapon is underpowered, overpowered, or useless. You just don't use it like others do. Please stop requesting removal or buff/nerfing of weapons and equipment

fallow river
#

except driller pistol

#

๐Ÿ˜„

lean haven
#

Make driller pistol weaker pls

fallow river
#

PLEASE NERF

#

its too accurate tbh

vagrant violet
#

I think it would be cool to have more environmental hazards

#

Like the fungus bogs having, well, fungus that attacks you or something

#

Kinda like the old bed 10 episode, camp fear I think it was

oblique nacelle
#

like the... fungus in fungus bogs, that attacks you with toxic gas?

vagrant violet
#

No, those don't release that gas unless you attack it iirc

#

Idk it's been like 3 weeks since I last had my computer so I can't really play the game or remember if it does

#

Idk it was just a quick thought

solid gazelle
#

They release it if you come close

noble hound
#

anyone know if modding support is planned?

vagrant violet
#

It would be cool if they did, but I'm not sure

naive oasis
#

If they were to introduce side-graded weapons (please do), an alterative to the CRSPR flamethrower could be the TOSTR flamethrower. Has roughly 30% increased rate of fire but 15% reduced damage.

Ammo efficiency becomes hard to control but you can now do more rapid damage to Praetorians. I personally wouldn't use this, but i imagine some people would.

#

Or an alternative upgrade to the +90 ammo that instead raises damage has the same effect

trim marten
#

I don't know if you can really call this a suggestion, but being able to crouch would maybe make some of the digging a bit more fluid.

cursive valley
#

What about a customisation? It would be great if you Could change the colour of your Drills as the Driller, or your Weapons and stuff. Do u know what I mean?

dense escarp
#

<@&257786783666929665>
Apologies if i'm misusing the tag
Deeprock is probably my game of the year, loving the replayability, the community is great... i've had maybe 1 game in my 80ish total hours of playing that had unpleasant players.
The new feature that lets you host a public server while having bosco was a great quality of life improvement for the game

Overall i see huge potential for the longevity of this project and i wish you the best of luck
Just a few ideas that came to mind when playing

  1. Cycle wheel emotes/voice commands would be helpful to people who cant use mic but still want to tell and an engineer to make a platform for a scout to use.

  2. End game "mutations" that change how the game is played in small ways, not just a difficulty increase eg. "Glyphid Swarmers eat non crucial dropped minerals if they pass near them"

  3. Some kind of endless horde mode would be greatly appreciated for the miners who are stuck at the ceiling of HAZ4 point extraction missions

wild storm
#

I'd like an endless exploration mode

#

Constantly driving forward deeper and deeper, facing bigger and bigger swarms

#

eventually you get to caverns with walls made of gold but you have to just keep going because if you stop to mine it you'll run out of nitra for ammo

oblique nacelle
#

You know how much of a tease that would be?

#

"This cave... it could set me for life"
"shut the hell up and shoot, goddammit!"

stoic geyser
#

that sounds cool

#

maybe not the gold everywhere bit but like a lot a gold and craftable minerals

#

although it could easily get abused to instantly upgrade things

frigid wyvern
#

could fix that by increasingly difficult enemies. The longer you stay the more tough they get and the riskier it gets. You would have to judge whether you should stay and risk dying or leave with the material you have gotten.

#

could make it even more punishing by making it if you die you don't get any of the material you mined. Not even a fraction.

oblique nacelle
#

How do you decide when it ends, though?

#

@frigid wyvern

frigid wyvern
#

Well if it is endless exploration the player would decide by pressing the button on Molly

oblique nacelle
#

I would change it to be a very dangerous cave system, each one with better loot

#

have it seperated by dirt or something, but you can clear it of enemies and mine, but each time you break through the dirt, the enemies get tougher... until you wind up with some insane swarm you can't physically beat

lean haven
#

They'd no longer be procedurally generated at that point, they'd have to seperate the floors with an impenetrable barrier, and we'd run into the same problem that the devs had to create the barriers for if they weren't technically completely seperate from one another, which was the game crashing.

What they'd probably have to do is have an endpoint for each "floor" where you have the option to leave or continue down further, but continuing down would require you to sit through another loading screen as it wiped the old map and generated the next floor.

#

Because what used to happen back when we could tunnel as far as we wanted to in any direction was that the game would eventually crash, so having an endless map with segments that increasingly get harder to navigate (which usually means they're bigger) would take up more space and cause that same crashing problem that used to happen once you went down far enough. Not to mention having them connected by just a thin dirt wall wouldn't make a real difference, since if they're all connected what's to stop you from digging straight down through the floor and making your way through the levels that way

hasty walrus
#

What they should do now is make the scanner actually mean something

#

One way is adding secret caves that don't have dirt walls nearby

lean haven
#

We had those before but they weren't intentional

hasty walrus
#

Yeah

#

I got one of those during one of my games

#

I loved how we were completely lost and the scanner helped us find the way out

#

It's the only time I've used the scanner

lean haven
#

I really just use it to get my orientation when breaking a dirt wall

#

That way I don't waste my time digging in the wrong direction

hasty walrus
#

Minerals that damage you over time would be nice too

lean haven
#

You mean ones we can pick up but need to drop off quickly, as opposed to the white crystals that can deal damage over time when you're in proximity

hasty walrus
#

Like pearls and egs, yeah

#

Proximity? I'm not so sure how could that work and not be entirely unfair

#

Maybe if you mine it, it doesn't damage you anymore

#

If you mine it all

lean haven
#

That's sort of how the white crystals that give off aoe damage until their glowing core is broken work, although we can't pick up and deposit those.

#

I would think that maybe the biggest problem with a resource like that, would be Molly. People would find it and immediately call Molly over to them so they could offload it quickly, saying screw you to the rest of the team, or trolls would do their best to keep Molly away from the person carrying it

hasty walrus
#

Trolls will troll with anything

lean haven
#

If they limited it to point extraction maps as a rare material, that would solve that problem

hasty walrus
#

If they add explosives

lean haven
#

As you have to drop it off at a central immobile location

hasty walrus
#

Trolls will use it against team mates

lean haven
#

^they already do

hasty walrus
#

I know

#

Having them in the area where the drop off is would make it meaningless

#

Anyways

#

There's lots of stuff to come

#

Hope they keep updating it

#

Regularly more than anything

#

The community and players will die off if there's no stuff coming out

lean haven
#

They're going to take progressively longer with updating as they go further down the road. The updates at launch were rapidfire because they were mostly quality of life changes as opposed to major game changes, which take more time to create

hasty walrus
#

Yeah, that's understandable

#

There's not a lot of content right now though

lean haven
#

But unfortunately people see the rapid schedule of those smaller changes and think that's the way it'll remain

hasty walrus
#

If any at all

#

It just came out as early access a couple of months ago, so everyone would understand that it doesn't have too much stuff to do

#

Mining something other than morkite would be nice

oblique nacelle
#

what I was saying earlier Tater, was to not make it unlimited, just insanely hard in the last chamber

#

basically as it is now, only with more loot and bugs

#

which, come to think of it, is the same as just raising it past haz 4, so ๐Ÿคท

delicate solstice
#

So has anyone talked of a healing dwarf or healing device that runs off red salt/sugar?

lean haven
#

Plenty of times

delicate solstice
#

A good

#

I know how it could possibly work

#

As a machine

#

Dwarf will be different

abstract sundial
#

I would like to be able to invite without having to even create a match. It'd be nice to just party up in your space rig then queue

boreal lintel
#

Is this not possible on PC? You can do this on Xbox.

abstract sundial
#

Nope, not that I am aware of. As far as I can tell, you have to host a game before you can party up.

#

I could be totally wrong, but from trying a couple times, it seems to not be the case

boreal lintel
#

Interesting. Are you inviting through steam?

abstract sundial
#

it doesn't even allow you, because the button is greyed out until you actually host a game.

#

after you host a game, then you can invite through the invite button, or the overlay I believe as well

boreal lintel
#

Then, I second your suggestion!

wispy marten
#

I feel like this has been suggested before

naive oasis
#

let me remap controller buttons please.
as much as I frequently use the warcries, I'd rather have a toggle VOIP button.

Well no, I'd actually remap it over the scanner. For Kaarl!

#

also, [Windows ver]
Sincerely disappointed to see that matchmaking is limited to quick joining only.
Is there a good reason it can't use the same transparent matchmaking system that Steam does?
Payday did the same thing when it moved from 360 to Xone, is that a limitation that Xone games can't avoid?

hard robin
#

What do you mean it is limited to quick join?

#

you know you have a server browser too, right?

naive oasis
#

as I said, this is from the windows store version, not the steam version that I have also played

#

I find it incredibly annoying that I can't use the same UI on both versions

modest flame
#

Boys, i dunno if this was suggested before but, Cave Leeches that can move and have multiple tentacles. Like, they have 3 tendrils that try to grab you and when hurt, if it survives, it relocates somewhere in the cave. It would really up the tension and make everyone have to be more aware of their surroundings

fallow river
#

Your an awful dwarf

#

๐Ÿ˜›

lean haven
#

I've said it before and I'll say it again. Flying cave leeches mounted on jellies

naive oasis
#

Cave vines that turn out to be cave leeches

gray magnet
#

My suggestion: stop trying to give me a heart attack.

naive oasis
#

Elevator plants that eat you instead of lifting you

delicate solstice
#

Hmmm

#

I get what you mean

lean haven
#

Catapult plants that look exactly like elevator plants but fling you across the room when you step on them. They don't identify on scanners

delicate solstice
#

Like this

#

But not that obvious

#

Also that leeches thing @lean haven

#

Could be used in that mossy type bio

#

To slow drain health

naive oasis
#

"Team, we're detecting a high volume of airborne bacteria outside drop pod; make sure to grab an O2 supply on your way out.
You'll have enough air survive 30 minutes so get out there and bring back what you can.
Do NOT leave the M.U.L.E. behind!"

Make this a Find and extract mutator, where if you take too long you'll start taking damage as if you were standing under a Praetorian carcass. Enemie volume and crafting materials volume are scaled up by one hazard level, but enemy stats are the same.

sour orbit
#

Has anyone ever suggested "Abandoned Colony" biomes? Like a mining base that was overrun, so plenty of caves with minerals and bugs, but also Dwarf style buildings and bases like the drill and mining platform scattered throughout.

wild storm
#

That's actually not a bad idea

#

"This one is strictly off the books, gentlemen. You're on an industrial espionage mission. We're sending you to one of Ultrabore, Inc.'s old underground staging facilities. We all know what happened to UB last year, so I won't bore you with the details. Make your way into the base and extract as much data as you can from the various mainframes. We have no reason to believe UB deactivated its security before it left, so be on your guard."

broken fractal
#

Yes, it would be refreshing to see structures in the game

naive oasis
#

get digging throught their terminals and unearth some paydirt

lean haven
#

@sour orbit Yes, it's been suggested before

hasty walrus
#

We want a bosco emote

versed mauve
delicate solstice
#

What about ancient ruins to the game

#

That when found hold some new item inside

#

That depends on the difficulty of the mode your on

versed mauve
#

How about underwater levels

hasty walrus
#

It would be nice to have underwater levels but they said no fluids due to engine limitations

delicate solstice
#

The thing is

#

Imagine having xbox servers crashing because of the water

teal marsh
#

Well technically you could have an underwater level without any fluids at all.

#

As long as the whole cave system is underwater. (Or if the water level was static)

delicate solstice
#

But the water will be made up of small pieceโ€™s to fit the theme the engine it uses

naive oasis
#

it would be nice (if in the finished product there were enough lore-worthy encounters) to have voiced explanations of these encounters and a terminal back in your cabin that can be used to revise them (to avoid repeating trivia every time you see a spitballer).
Should come with a few entries already loaded such as Morkite, Swarmers, Exploders and Praetorians - not only because these enemies are so common that introducing them could be hectic if they all spawned together, but because DRG wouldn't want to suffer the reputation loss of sending out miners without giving them a basic heads up (Except all those things we forgot to mention...)

#

"When entering caverns with high cielings be wary of cave leeches blah blah blah"
Thanks control, I'll keep that in mind. Bosco! get me down ffs!

calm zealot
#

The only problem I have this game is the occasional glitch (which usually can be fixed shortly afterwards) and the replayability. In my opinion this game would benefit from more gamemodes, challenges and extra variety of weapons or enemies. I know enemies and biomes have recently been put in. However, my point is that it feels the same with the same gameplay and weapons no matter the location.

wispy marten
#

mission variety, challenges and more weapons and enemies is exactly whats planned tho

calm zealot
#

Very nice

hard robin
#

Missions on the surface of Hoxxes would be nice

fallow river
#

I think they have said they are not

#

As the surface of hoxxes is completly radioactive

wispy marten
#

besides there's probably nothing to mine up there

near glacier
#

flashlights are weak

#

vewy weak

#

when you run out of flares and there's nobody around to throw one for you you are almost blind

naive oasis
#

Good enough to see what you're picking/ drilling, but otherwise...

wicked saffron
#

A mission type called "Extermination" would be cool. The goal would be to go down to a region where there's reports of a certain enemy that's wiping out squads/causing mining problems/etc. You could mine while you're down there but eventually it would randomly spawn one of like ten (arbitrary number) different "boss creatures" which the team would have to take out before being able to call the drop pod. These missions could have two different difficulty types with rewards proportional to each. It would be positioned to the players so that it would incentivize choosing the harder mode however with substantial rewards given in exchange for the coordination it would require to defeat the boss creature. Also this would open up the opportunity for some cool world-building stuff like lore surrounding the boss or introducing other characters that may have encountered it.

#

The game is cool as it is right now too! I just think this would be a neat idea as well though because it would encourage teams to stick together and play off each other in ways they currently don't.

green warren
#

@wicked saffron A mission type like that is already in the game, just not as in depth as you mentioned. theres one type of boss monster in the game right now that you have to fight 3 of them in the mission

lean haven
#

the ideas are similar but differ enough to not be identical @green warren

green warren
#

I noticed, I feel like some of Zero's ideas would be cool though because im always down for more lore

wicked saffron
#

That's true, I guess it is pretty derivative in some elements! Well, who knows. This game is dope either way and I want it to succeed >:D

hard robin
#

The surface of Hoxxes is completely radioactive?

#

well, DR seriously needs to invest in some better equipment.

#

ba dum tss

lean haven
#

the planet has been described as inhospitable and uninhabitable

#

the surface especially

hard robin
#

Yeah I know I was just kidding xd

delicate solstice
#

Hmmm pvp mode

#

I have an idea

wispy marten
#

no pvp mode pls

delicate solstice
#

Yes

#

PvP modes ๐Ÿ˜

split shoal
#

wouldn't that be extremely unbalanced

broken fractal
#

Battle Royale when

hard robin
#

No PvP, no Battle Royale

#

The game already has friendly fire, killing your teammates over and over again will probably get you kicked out of a game

naive oasis
#

No pvp mode pls.
Please consider the implications of

  • Turrets
  • Miniguns
  • IF Grenades.

That would be cancerous as hell.

#

And Driller vs. Scout would be so unbalanced it wouldn't even be funny.

wild storm
#

Let's be honest. Scout wins every PvP matchup.

#

Grappling hook and boomstick. Instant kill from 30 meters.

oblique nacelle
#

I mean, unless you get hit by a wild gunner...

#

whole idea is just broken

#

a race or something, sure, that could happen, but PvP? No.

grizzled tangle
#

Has anyone suggested a primarily melee-based Dwarf yet?

#

Equipped with a damn big axe

split shoal
#

dwarf paladin

wild storm
#

It's been suggested a few times

grizzled tangle
#

I figured

bright zodiac
#

Far down the Road: A Multiplayer/Single Player Campaign. Could you use the same sort of mining systems and extraction., just with a little more lore.

strong vector
#

Idea for a new Class

Electrician
Primary Weapon: Chain Lightning Gun (Upgrades: Increased number of enemies that can be chained/Increase distance between chains, extra ammo)

Secondary: Stun Crossbow: Fires a single bolt that electrifies a single enemy, stunning them (Upgrades: Increase stun duration/Cause stunned enemies to take extra damage/Mark hit enemies)

Mobile Utility: Short Ranged Teleporter - Has max distance of 50 meters, with 10 second recharge time. Can be recalled like turrets one at a time. Cannot be placed unless within max distance. (Upgrades - increase distance/decrease cooldown)

Utility: Electric fence - Place down 2 poles that connect and turn into a damaging electrified fence as enemies pass through. Uses power up for duration. Can be turned off and on at a pole to save power or allow dwarves through. (Upgrades: Increase max fence Length/increase duration)

Grenades: IFG

This class would overall help create strong points where teams could hold out. This would be especially good when in a tunnel or enemies are spawning in a tunnel. The weapon choices would allow the dwarf to have some decent crowd control against weaker enemies and allow him to disable stronger enemies for his team. The teleporter would be a quick way for the dwarves to one at a time traverse difficult areas which would be very useful for point extraction missions. However the utility weapon the dwarf has would be near useless in wide open areas such as point extraction missions.

near glacier
#

idea for a new class

Beef Eater
can only eat beef

gray magnet
#

I think a bug v dwarf mode would be plausible, like if their was a squad of dwarfs and a playable hive mind/ bug queen that could command the bugs, or decide where to place hazards and stuff. The ultimate hoal of the mode would be for the dwarves to reach and kill the hive mind, and the hive mind would try to defenders itself. I remember that there was a zombie game with a similar concept but I forget the name.

near inlet
#

An ice area would be pretty damn neat.

#

Would probably also look great.

abstract sundial
#

I'm kind of opposed to a pvp mode. The game is designed around heavy co-op play, and PVP would just be out of place. It's not the kind of game for it anyways.

#

Not every multiplayer game needs a versus mode

eager vale
#

no medic and no pvp please ew on both

tiny arrow
#

The one thing I think would work with a medic class is something I saw suggested on Reddit. They have a bucket or something that can be used to collect Red Sugar to carry with for healing on the go

#

But yeah, NEVER PvP, please

queen sequoia
#

I think perhaps some sort of a loose story would be pretty cool, also missions where you go inside massive alien hives and fight them in a sort of dungeon-crawl style, i feel like the visual style could make that pretty sweet, also perhaps some point defense type missions where you have to build things at a central base which would replace the mule in the mission

#

And when i say build things i mean like turrets and walls and stuff not like blocks or something

naive oasis
#

I would like to see more boss variants based on existing enemies, but come to think of it all of the basic enemy types (with the exception of mactera spawn, cave leech and spitball infector) are all really just variants on the glyphid warrior template.

I think we need more basic enemy types, and so not to invalidate my wish to see more bosses, how about we try to take inspiration from insects that aren't ants?

#

Of course, Mactera hive and Spitball Hydra are possible suggestions for bosses (that have already been suggested).

#

.
Can't think of how this could be made a boss, but how about this for a rare enemy?
An enemy inspired by tics. The enemy is about the size of a dwarf's head and attatches itself to a random part of your character model. It's colours are bland, like a pale brown, but easy enough to spot if you look for it.
Tics crawl along the ground fairly slowly - about the same as loot bugs, but unlike most enemies they don't have a tell-tale screech when they are near you. Additionally they can be hiding in compacted dirt.
When they have attached to you they deal 1 damage just often enough that your shield never recovers. The damage they deal is not a big deal on its own but could make a fight turn ugly fast.
To remove it, either call Bosco, or call attention to yourself and have a friend pickaxe it off. It can be shot too, but pickaxes dont friendly fire.

gray magnet
#

To follow up what Ohagi said,I think a cool boss would be a massive preying mantis. Maby scorpion variant or something as well.

#

Also, I donโ€™t believe they are based off of ants. Maby that was the inspiration in terms of their hive mentality and actions, but I donโ€™t know about their bodily design. But hey, Iโ€™m not a DRG Dev, and have no background info on the subject of their inspirations.

naive oasis
#

Well what do swarmers look like if not for fleshy, carniverous ants?

wispy marten
#

spidor

trim marten
#

Something that I'd really love to see is a feature where a scout can pull something with his grappling hook

#

i.e. another player/an item/enemy

#

would make teamplay a bit more interesting too, when you're climbing walls with your trusty pocket engineer

solid gazelle
#

GET OVER HERE

trim marten
#

oh hell yes ๐Ÿ˜†

wispy marten
#

do ya'll think the 5th class's voice should be high pitched or low pithced?

eager vale
#

dont really care

#

it will be forever until we get it

quasi canopy
#

Class Idea: Drone Operator

The central idea would be that this class is equipped with a drone that follows them around and lets them interact with the environment the same way that the current solo-play mining drone does. The key difference between the solo drone and this one would be that this drone would be destructible. You'd only be able to carry so many (two or three maybe) and could only have one deployed at a time. In other words the enemy could attack and destroy this drone which means you'd need to be careful how you chose to use it lest you risk losing it early on and be unable to utilize its abilities.

This class would play as a supporting unit for the team by sending their drone to knock down hard to reach mineral deposits and provide illumination in specific locations directed by the Drone Operator. In addition the drone would have a limited number of respawn charges (similar to what the current solo drone has), allowing it to revive hard to reach players that the team can't get to (though perhaps at a slower rate than if a teammate were to do it). Finally it would have the ability to shoot enemies with its machine guns in much the same way as a sentry turret (though the damage may need to be adjusted for balancing).

#

Primary Weapon
Battle (or maybe Hunting) Rifle: a semi-automatic rifle with a high damage per shot (not sure what the magazine size should be for this one, around ten shots per magazine perhaps). The rifle would give the team a longer range engagement ability that is currently lacking in larger caverns as well as something that could pick off individual enemies with some precision.

Secondary Weapon
Sub-Machine Gun: something between the semi-automatic pistol and assault rifle we already have in game. Damage would be similar to the pistol but it would be an automatic weapon with a magazine size similar to the assault rifle (or maybe higher since the rounds would do less damage). Whereas the rifle would be a precision weapon for far-away or larger enemies, this would be more spray-and-pray for when the enemies got close or the combat became hectic.

Tool 1
Drone Self-Destruct: this would enable the Drone Operator to detonate their drone. This could be used in a number of ways, either to clear a path for the team if need be, knock loose resources (such as eggs, gems etc) or use the drone like a kamikaze against incoming enemies. It would also provide a mechanism for a player to recycle a damaged drone, putting it to use one last time before they had to deploy a fresh drone.

or

Tool 1
Drone Tether: this would instruct the drone to attach a cable similar to a zipline that would be scalable by the players. This tether could either be temporary (allow any player to traverse it once before it expires) with unlimited uses or permanent with limited uses depending on what would work best for game balancing. It would allow the Drone Operator to assist the team in reaching certain hard to access areas.

Tool 2
Deploy Drone: this would be the slot where the player carries their drones. As stated above they'd carry some number of drones (whatever works best for balancing) that could only be deployed one at a time once the previous drone is destroyed.

#

Grenade
IFG: the same disruption grenade that the Scout currently carries. This would enable the Drone Operator to slow enemies and both allow for more shots from their semi-automatic rifle as well as take precision shots against the now slowed enemies. It could also enable the player to use the drone's self-destruct to eliminate groups of enemies (depending on if that option was implemented or not as Tool 1).

As a final note for this class, the drone would be controlled the same way the solo drone is using the 'Ctrl' key but I would add one additional key. Holding the 'R' key would recall the drone to the player's position in a similar fashion to the way that holding 'R' recalls the Engineer's sentry turrets.

near inlet
#

Sounds like R6 Siege lol

lean haven
#

I'm not a fan for a whole bunch of reasons that I'm too lazy to type out

wispy marten
#

posted a similar idea for engineer's new sentry but less op

#

but very well written my good man

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actually one of the tools always has to be a new unique way of traversing the caves and the only one I'm coming up with right now is a teleporter type thing

lean haven
#

Portal gun

wispy marten
#

na less op

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it would be throwable

lean haven
#

Looney toons style throwable black hole

wispy marten
#

yo that's some sort of a grenade right there

split shoal
#

isn't that a supernatural episode

lean haven
abstract sundial
#

I'm sure this is planned, but the ability to see whom is chatting ingame. Just like a little speaker icon would be great.

solid gazelle
#

5th class: Wile-E Dwarf

#

Comes equipped with a variety of ACME-Sponsored equipment

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Most of it will likely fail spectacularly

noble hound
#

is there a roadmap at all? <@&296918282403840000>

lean haven
#

-_-

pure mulch
#

Yes

lean haven
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search function

noble hound
#

awesome cheers, sorry for being a dumb ass

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โค

pure mulch
#

That's okay

polar thistle
#

I have a suggestion I think would be super cool let us customise our rooms with new beds more room and mini statues of miners and the bugs we fight just a little thing for if you buy all the upgrades kinda like endgame content

worthy stone
#

we should track the number of players killed by supply drops its funny

idle cargo
#

It's probably already coming but a statistics menu where it shows your statistics on every dwarf and the global stats

worthy stone
#

mega vain game mode

#

could be done in any way

#

many ways

#

but the set is plane a giant vain in the midle of the room that is deep and dark you start on top of the vain and must mine it all to leave(like 90% just for erorr margin

#

but defnding your self from wave after wave of bugs would be fun to have and big game omde that could support 8 players

#

or 2 drop pods

idle cargo
#

An explosives expert or a stealth dwarf. If you like either of those ping or dm me and I'll concept all weapons and stuff. I can't draw though, just give ideas

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Upgrades to the amount of stuff you can carry?

#

Double jump / jetpack upgrade instead of less fall DMG on scout? Lowered fall damage is a bit boring

idle cargo
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How about like.. a special ability for each character. Engineer gets a big tower. Driller gets extra fast big drills. Gunner gets two shoulder mounted machine guns. Scout gets an extra big light that never runs out. each has 1 use the entire mission, for driller and gunner it lasts 10 seconds, for engineer it's permanent and has unlimited ammo but can't be moved etc, and scout can only fire one and it stays forever?

oblique nacelle
#

"a big tower"

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And what, per se, would said tower do?

idle cargo
#

Same as a normal tower but unlimited ammo, more damage and fires rockets occasionally

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Rockets are the same as grenades but gravity doesn't effect them

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Only 1 use per mission, if that seems too strong have it use 50 nitra

oblique nacelle
#

that would be a bit op for elimination

idle cargo
#

Ye but that's the idea. It's ment to be op but one use

#

Instead of lasts forever have it last 2 minutes or something

oblique nacelle
#

๐Ÿค”

idle cargo
#

Or maybe instead of a big light for scout give the scout invis, increased jump height and movespeed for 30 seconds

oblique nacelle
#

the longed for jetpack

idle cargo
#

Yes I want a jetpack so bad

#

Also a form of acknowledgement that my ideas have been seen xd

tiny arrow
#

I don't think anyone else gets that, but the devs are in the Discord. You could also post them to the Steam forums

oblique nacelle
#

they dont seem to acknowledge anyones posts, but I see them pinning things once in a while, so I know they're watching

#

It's like a staff of Santas

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They sEe YoU wheN yoU'rE slEEpINg... hehehe

gloomy raven
#

Hey devs, thanks for the great game. I have a suggestion to add a supply drop to the training mission like dig 80 nitro and call the drop. I was playing by engineer up to 6th level and just find out this feature then

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@idle cargo wow good idea. He's jumping like a spidermonkey in the cave so let's give him invisibility too. Playing like an engineer I have a trouble from time to time with the turning back to the rocket just because driller can dig through the rock and scout just jumps with his ability, but I should place platforms somehow in time of "zerg rush" which is hard a bit. Definitely good idea to make almost invincible character with high movement ability. I'm not complaining but it'll be too much op

idle cargo
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@gloomy raven read the rest, each character gets an op ability. to make them unique

gloomy raven
#

@idle cargo yeah, but it's too much op and that would bring some imbalance. I would like to have more ammo for my babies, not the only 400, because I can stay an almost two waves with this capacity, but the other make the game much easier and less interesting, isn't it?

idle cargo
#

its a suggestions area idk man, im just giving ideas <3 @gloomy raven

gloomy raven
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rock and stone brother!

polar thistle
#

Suggestion when a barrel is hit into the thruster have a voice line play plz ๐Ÿ˜‚๐Ÿ˜‚ and maybe a drone can come and remove it or something I know it's small and stuff but would be cool

tacit tinsel
#

Tiered weapon reloads. Like in BF4.

boreal lintel
#

โ€ขFlare basketball.

idle cargo
#

^^

#

Startup screen volume down with ingame volume, it's damn loud. The Ghost ship screen etc at the start you know what I mean

plush shard
#

^

#

God yes please

#

Got myself some new headphones taht wernt set up for that game

#

And i almost went deaf -_-

split shoal
#

A quick chat menu so you don't have to type ty everytime you get revived for falling too far, or to warn teammates that you've placed a satchel charge

wispy marten
#

better yet: voice commands

split shoal
#

yes

viral bridge
#

Here's an idea / suggestion:

A bug that looks relatively harmless, just moving about in the cave (similar to Lootbugs), but will sit down when startled or damaged.

In this state, it will then eject spikes or thorns outwards, much like an Ejector Cactus; only, these spikes wouldn't deal as much damage and would not travel as far.

Could then return to normal if the Players leave a certain sphere / area around it - i.e. leave it be for a while.

Not sure if this has been suggested before or not - or if it has any value.


A different version of this could involve some kind of plasma-like balls being ejected, instead. These then explode on impact.

old veldt
#

So sort of like pufferfish

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Interesting.

molten forge
#

Iโ€™d like the scout (or dwarves get a non class specific gear slot) for things such as a scanner that could show minerals in a general direction through walls or act like the heartbeat sensor from aliens. The waypoint/scanner tool is useful, maybe add an upgrade tree to expand its functionality?

#

Spent 30 minutes yesterday going back and forth through a run looking for the last 3 red bulb deposits in a map lol

#

Iโ€™d like to see a bug that interferes with the radio, either by jamming it or a brain bug that makes you think youโ€™re getting reports

#

Itโ€™d be able to either give you a false swarm warning or have a swarm appear unannounced

foggy tree
#

swarms appearing unannounced (or at least having to pay attention to warning signs rather than MC telling you) would definitely make the game more immersive and tense

#

i'd like high hazards to do that at least some of the time

broken fractal
#

Not that that already happens

foggy tree
#

there are unannounced waves but AFAIK the swarms are all announced

#

i could be wrong tho

broken fractal
#

Try playing on Haz 4

#

You get bloody swarmed unannounced

#

Like a waterfall suddenly spawns above you

lean haven
#

That's not technically counted as a swarm

#

๐Ÿคท

broken fractal
#

It is but control doesn't decide to announce it :D

wispy marten
#

actually... some sort of an indicated for where the last piece of morkite is after not finding any for too long would be nice

broken fractal
#

Yeah, maybe 1h of not mining any morkite before then

wispy marten
#

1 hour?

#

the average time per mission is 30 mins tho

idle quartz
#

"last" ? there isnt really any last, missions spawn redundant morkite just in case.

#

so if you are under your quota there should be lots of morkite left

#

and you dont have to look for the "last" bit

wispy marten
#

it's happened twice tho

#

the last cave was probably very well hidden

#

but usually the last morkite turned up on the ceiling

teal marsh
#

Is this Mining Expedition or Search & Extract?

wispy marten
#

search & extract

teal marsh
#

Yea, it's pretty easy to miss a cave in S&E, sometimes

#

I should probably start documenting level generation for a wiki page.
I think S&E always generates 3 caves that branch off from the main one, but I'm not entirely sure.

wispy marten
#

the caves are weird in non-linear missions

#

often they'll just lead you back into a similar location through a long 'hallway'

teal marsh
#

Happens in Mining Expedition too, occassionally.

#

Though less frequently

#

It might be intentional in S&E, and just a case of the cave generation going through itself in ME,

wispy marten
#

yeah it has happened in ME as well

sick elm
#

they really need to fix problems with tabing out

wispy marten
#

I have no problems with tabbing out

#

But then again fullscreen borderless

strong vector
#

Are there eventually going to be different weapons and gear for the classes or are they going to stay the same?

wispy marten
#

multiple weapon choices for each class are planned

near glacier
#

Improse bosco, make him customiseable and upgradeable a little. Solo needs variety

foggy tree
#

i'd like being able to stick bosco in the ground somewhere like a turret

#

that way he won't shoot me so much (or stand in my way)

near glacier
#

Remove the cave ceiling monster

#

It's pretty annoying

#

It's undetectable and very annoying

#

Please remove it

wispy marten
#

they shouldn't be there in solo imo

solid gazelle
#

How is it undetectable

#

You just need to keep an eye out for them.

fallow river
#

I don't think removing it is the best idea

#

but only solo it needs to be worked and not rely on bosco rescuing in you

#

Maybe rather than downing it damages you for x amount

#

So people still learn to look up, but it isnt a gameover

gray magnet
#

Maby if a slight glint was added to the leeches. Or maby if you throw a rock at the ceiling and ti bothers them, showing their location?

#

Idk howโ€™d you map it to Xbox controller tho.

fallow river
#

Also, one of my favourite things in any game that allows it, is letting the game continue onwards while you leave, I would love it if as you leave the game would spawn metric tons of bugs outside the dropod

gray magnet
#

Yeah same.

vital sorrel
#

Any consideration of making scenarios for larger groups? I have a bunch of friends I play this with, but we all can't play at the same time. I know we're probably limited for server space on that side.

foggy tree
#

if they do that i would like it to be in some kind of special mode

gray magnet
#

Yeah. Maby a massive trek through the caves or big boss battle.

near glacier
#

maybe just make ceiling monster wont spawn in solo?

atomic vector
#

I really wish you could use morkite and other gathering materials as crafting components

idle cargo
#

Yea i agree

atomic vector
#

like even if its something simple like beard colours

#

would be nice if when the abyss bar came out it used morkite, dystrum, boolo caps and eggs for some single use mission buff or something

idle cargo
#

Is that what the abyss bar is for!

atomic vector
#

well nobody knows what the abyss bar will be :p

#

but i assume it's where you get drinks?

idle cargo
#

Well yes i hope

atomic vector
#

so like, use those materials to make crazy tonics or some shiz idunno

idle cargo
#

Then theres the shooting range and the other one i forget the name of

atomic vector
#

mission control

idle cargo
#

Ye

atomic vector
#

my guess is that's where you get to customize missions, or it's where that dude over the radio is sitting

idle cargo
#

Thats gonna be cool af

atomic vector
#

k here's one then: make cave vines do something. like grab you and hold you in place or maybe nab minerals

lean haven
#

No

#

Leave my tentacles alone

old veldt
#

Make them like companion cube in garrys mod. If you dont look at them they will attack you.

#

Similar to weeping angels

#

It will give good scares

#

But they dont do anything that will startle you

#

If they deal small damage

#

Surely it will

lean haven
#

They don't need to do anything

#

Let them be

#

They're fine as they are

atomic vector
#

would be nice if they did tho

old veldt
#

Why? Its more fun if theyre special :3

atomic vector
#

bit more unique hazards for every map is always walcome

lean haven
#

Make a new enemy and leave the cave vines alone

#

It's nice having something passive and touchy

atomic vector
#

while on the topic, map specific enemies would be nice

#

fire spitballers in the lava caves

lean haven
#

Flamethrower plants

atomic vector
#

electric crystal praetorians?

lean haven
#

Make driller's flame immunity useful

atomic vector
#

indeed

lean haven
#

^

idle cargo
#

oof I could make an inappropriate tentacle joke but

atomic vector
#

so a few days ago i was bored and made this. it's just concept stuff but I thought it would be cool for additional progression and personal customization. basically you have 2 paths to choose from, and within those paths there's "choose 1 of 2" upgrades. ofc you are not permanently stuck on 1 path and can train and play the other path too. the level 30 skill is a new kit item that you can only use once per mission.

#

in this example it's specialization for the gunner class

#

yeah most were just thought out quickly

#

but you know... once you reach lvl 20 there's not much to strive for :p

#

you can imagine what other classes could have

#

like driller could focus on damage, or mining

#

engineers could focus on platforms or turrets

#

etc etc

idle cargo
#

Scout mobility or light

atomic vector
#

yup

#

like uhh

idle cargo
#

I'll happily make a scout skilltree

atomic vector
#

depositable flares instead of throwable

#

do it!

idle cargo
#

It's 1 am I'll do it tomorrow haha

atomic vector
#

haha alright

idle cargo
#

I'd really like to see invis on the scout

atomic vector
#

offensive drill build for driller

#

drill rockets!

#

yushh

#

jetpack on scouts

lean haven
#

Bullet shield would be great for driller since he needs to be up front to be effective

desert yarrow
#

Another thought for driller might be to play with the flame DoT and give it additional effects, like the scout grenade

atomic vector
#

allow to put your suit on fire by walking over flames to deal damage to enemies around you

lean haven
#

Dump a full canister of fuel on your body light it, and stay on fire for x minutes

idle cargo
#

I want a jetpack for the scout

#

or

#

Like

#

Have your suit glow

#

Lighting up around you for X minutes

lean haven
#

I think they tried out jet packs but decided against it

idle cargo
#

heck

#

What about invis or a double jump them

#

Then*

lean haven
#

So far all the dwarves' abilities are kind of explainable. How would we explain a double jump?

atomic vector
#

what if it's veeery limited jetpack?

#

like at most it gets you 5 meters up or something

lean haven
#

Why not just bounce off your fellow dwarf's head then

#

I think that gets you a few meters at least

atomic vector
#

sweet

#

that's what i like about this game, there's so much room for innovation

amber dock
#

Melee Dwarf with either a big honkin axe or two handheld axes, the less health they have the faster they fight and more damage they inflict

idle cargo
#

Best idea ever: spider tamer: can tame and ride enimies and make them fight back!

#

Using a dart gun with idk some weird stuff in the darts to tame the enimies

molten forge
#

A stat page to track how many bugs killed, longest fall, ..etc

wispy marten
#

a stat page would be cool

#

feel like that's gonna happen anyway tho

split shoal
#

numbers of time mauled by 17 warriors in a small crevice

gray magnet
#

Number of times a wagon train of exploders crept behind you and turned you into a fine dwarven paste.

#

I wouldnโ€™t mind a tweak to the walking sound of the Glyphids. They seem very quite.

golden patrol
#

The exploders could make lika sizzling sound

#

like a*

#

louder than average steps or growls

wild storm
#

Honestly I don't care what gets added at this point so long as they put in something

echo nova
#

hay can you poot a air lock in the room thats up top you know the green sorry nuthing here im to scard to poot som thing here i wes thinking that thay can poot a air lock thar like you will go in and you can poot on a soot to go in spase and look at the base out side

#

idk what the rooms name is

heavy vault
#

Subclasses man. Alt versions of key weapons

#

Version B of platform gun fires a temporary floating platform big enough for 4 dwarves

#

Version B of grappling gun can pull fallen dwarves that accidentally fell down a big hole

pallid fable
#

ive heard that the fifth class might be a medic class

#

why not just make it a scientist class

where they can both heal people as well as give additional shields and scan for nearby minerals, etc.

also add an element where they can use infared to detect the team's footsteps so they can track where everyone has been. and if possible make it so their map is more detailed than everyone else's so that gets more utility

odd gust
#

A PvP Gamemode, (Example) 4v4 Secure the M.U.L.E. (like a payload)

#

Just think it would be interesting to see the drawves fight each other

pallid fable
#

also for subclasses or different loadouts, why not just focus on the key parts of each dwarf's class

Gunner can choose between the minigun or an armor piercing rifle designed to do major damage to tanky enemies

engie can swap between two sentries or one drone that has a high ammo count, low damage, and follows the player around so he can clear small bugs easily (kinda like the drones from bioshock). perhaps be able to send it around for light or stick it to guard another player (like bosco)

scout can use grappling hook or can get pads that allow for the player to climb walls for a limited time and drop lights also lets him mine stuff while clinging to a wall

digger can use the drill or have something akin to an excavator that autonomously digs up large areas of dirt, easily making a defensible corner or boring through walls. (this is the harder of the four to find an alternative loadout for)

#

---also i have an idea for a new enemy. it could be large and easy to kill but its a bug that can use an EMP, taking out flashlights and disabling gadgets other than guns (the flare gun and the small lights we drop still work). make it rare tho so it'd work as a surprise

woven elbow
#

Since the cleaner is basically like an alien squid maybe it would be cool if you startle it it would ink or make like a black smokescreen or something just an idea

heavy vault
#

@pallid fable agreed subclass should only focus on the weapon or item that makes that class unique

viscid raven
#

Would be cool upgrades for Bosco to those who play solo

misty carbon
#

Smaller mobs should move faster

broken fractal
#

Play Haz 4 and they will

atomic vector
#

Colour variants of already existing mobs with differing traits would be cool

#

Like a blue glyphid warrior could move faster

#

Or a red one could deal more damage

mint oak
#

Shame experimental build doesn't affect your main save. I prefered how Killing Floor 2 did it where everything transfers over when they merge experimental with main branch. I really lack motivation to play stuff where I know my progress will be erased and for nothing ;_;

leaden root
#

During the Salvage mission the time you have to hold e to repair the mini-mules and fix the drop pod should be scaled down depending on the number of people. It already is more difficult solo because you can't have everyone getting a leg but the time you have to stand still and hold E is a pain.

brazen gazelle
#

Equipment Modification System

In addition to, (or as a replacement to the existing upgrade system) perhaps a system that could encourage build variety might be having each crafting material possess different modifiers for weapons.

As an example, magnite might be flame damage (or just damage increase)
and umanite might be a faster fire rate.

Let's say the scout's assault rifle has a mod capacity of 50, and so you can slot in as many or as little of each kind of material as you like, but the total cannot go above whatever the capacity is. (Maybe the capacity is upgradeable as well.)

So if you had slotted in 25 magnite and 25 umanite, you'd get a bonus to both damage and fire rate. You could go all in magnite and fire slowly but pack a punch, or opt for a spray and pray strategy and slot in other resources that increase maximum magazine size.

#

I think the general idea is that it would be nice to be able to really take customization of our gear to the nth degree, and be adventurous about different setups. Naturally this wouldn't work for all types of gear, (grappling gun really wouldn't be able to benefit from damage or fire rate) but a system like this could allow for players to prepare themselves for particularly difficult missions in specific zones.

Ex:
Outfitting your armour with a fire resistant material for the magma zone.

Outfitting your armour with a material that decreases the weight of your armour permitting you to move quicker, for a mission that requires constant movement and punishes stagnation.

Outfitting yourself with fall damage reducing materials if you happen to kill yourself with that, very often.

#

Of course the main issue I can see with this idea is that it would be a fair bit more difficult to balance, since you're no longer balancing specific upgrades and numbers - you're now having to make sure no one combination is the dominant strategy.

It also, to a lesser degree, robs some classes of their identities. IE, the driller's armour being immune to fire damage since he's got the flamethrower.

But I feel that the characters' visuals and equipment loadouts already do a good job of establishing a purpose/role for each of them and I don't think that being able to inherit some of their strengths through upgrading your own equipment would change that.

vale escarp
#

Can you add some profiles in game, like in lucius, where you can play at 3 different profiles. Just for example I am playing DRG with friend and we dont want to play together if someone will have bigger lvl, but he cant play a lot, so I cant play alone when I want. But with profiles all will be easyer, because I can play solo or with random players at 1 profile, and at second profile I can play with friend. Hope for answer.๐Ÿ™‚

lean haven
#

I don't see any reason against having a second save slot

naive oasis
#

unless you're playing haz4, your character level and rank doesn't really matter at all though.
DRG is a game where it's more up to the player to be responsive and resourceful, rather than their character to be well statted out.

If you play more often than them you are effectively raising the only "level" that matters.

delicate solstice
#

We need bigger bugs

#

(Bosses)

uncut nova
#

I really like the idea @brazen gazelle proposed. It's an interesting way of using minerals, which I've felt for a long time need some different uses. Fire rate, magazine size and damage is one thing, but if that were to be implemented I would also consider having elemental damage to the more "fitting" minerals. Which means Enor pearls and croppa - as an example - could be magazine size and such, since they don't really fit any elemental category. Magnite and Jadiz could be fire damage and poison damage respectively.

I know it sounds Borderlands-ish, but it would be really satisfying to utilize some minerals for damage to your own liking.

Since I'm guessing mineral types will expand in the future, there could be so many interesting combinations for each player to feel unique in their group.

As for armor, fire resistance, shock resistance, poison resistance or even full poison immunity if you for instance filled your entire armor with just that one mineral.

Who knows. Just putting it out there, I think it is an interesting feature to be considered, and doubt many players would dislike it!

tired lantern
#

A lot of games with player testing options have had a separate install for the testing build (Battlefield CTE, Rising Storm CTB, The Ship, and Subnautica to name a few), can we have that for the The Experimental Branch so we don't need You are not scared of losing your progress. as a deterring incentive from using the testing build?

teal marsh
#

That bullet point was referencing your Experimental Branch progress, not your main branch progress.
Test branches are also generally more convenient than entirely separate test clients, as you aren't required to re-download the entire game.

wispy marten
#

new enemy should be slower or made more noticable imo

teal marsh
#

Slower while holding on to a player might be good, they can take you pretty far with how fast they fly currently.

wispy marten
#

they are also dead silent

#

but I'm guessing they just dont have sounds yet

teal marsh
#

Well, they have their wing flapping helicopter sound that gets stuck on loop after it picks you up

#

They also do have a "voice", it's short and high-pitched.

#

I'll see if I can get an audio sample

pallid fable
#

Their sounds are often overshadowed by the sounds of gunfire and glyphids

#

Iโ€™ve been picked up a lot and never hear them coming

#

Should make it a hissing noise like the exploding ones

muted cloak
#

additional ammo upgrades for sentries would be nice, even more so with the new sort of tower defence style mule recovery mode on experimental, as i find all too often that the sentries run out of ammo and i cant reload them as i am out of spare ammo for them, i know i could just call in a resupply but even then the ammo is limited.

tacit zenith
#

Agreed, you run out crazy quick on the turrets

viral bridge
#

Suggestion for Experimental:

Add a minor damage reduction to Players that are standing inside the Triangulation Zone,
when outside sources or ranged targets (e.g. Praetorians, Macteras, etc.) attack them inside the sphere.

muted cloak
#

somewhere on hud when in spacerig to show buffs/ debuffs for on experimental

warped current
#

Idea for a suggestion. Any ideas for a color blind mode? I thought I'd throw the idea out there since I can't really see reds or greens that well. ๐Ÿ˜…

viral bridge
#

Suggestion for Experimental:

Have the Mactera Grabbers carry and drop another bug into the level with them, occasionally.

Exploders or Warriors, say.

broken fractal
#

Have the Engineer build walls and ramps ๐Ÿ‘Œ ๐Ÿ‘Œ ๐Ÿ‘Œ ๐Ÿ‘Œ ๐Ÿ‘Œ ๐Ÿ‘Œ

untold silo
#

when molly skins are added, i request that one of them be a mike wazowski

urban verge
#

Put that thing back where it came from, or so help me!

ivory delta
#

Reload feedback tweak suggestion:
Make it so that your reloading is tied to the point of the animation when the gun clicks, rather than waiting for the entire animation of lowering the gun to finish as well.

The reason for this is that both realistically and mechanically, the clicking sound indicates that the weapon has been properly reloaded, and you can switch off to another weapon without canceling it even if there's more to the animation.

I'm so used to every other game having the reload go through when I hear that click that I'm constantly switching back to, say, my flare gun or assault rifle as Scout, only to find that it hasn't been reloaded and I have to fumble around reloading it as I'm getting eaten alive.

#

You'd have to extend the animation so it clicks at the right time, of course, but it annoys the hell out of me how my ammo counter doesn't reset until my dwarf has carefully lowered his weapon a second AFTER the click, so I have to look down at the ammo counter waiting for it to tick over before I can switch off instead of watching what I'm actually doing.

#

It doesn't do it with all the weapons, which throws me off as well. Example: Scout's Boomstick's ammo counter resets on the click.

lean haven
#

@ivory delta reload animations are still being fixed/tweaked

ivory delta
#

@lean haven Thanks for the heads up. ๐Ÿ˜ƒ

grave summit
#

calling escape pod should be vote thing i feel like

#

there's always that one guy who press the button as soon as it pops up

#

without talking to other team mates

ivory delta
#

It might be cool to have an option on the mission select screen to turn on "drop pod voting."

#

But if you leave it off then it works as it does currently, with people you can trust.

lime fossil
#

When Iโ€™m mining as a gunner and I get swarmed pulling the right trigger only brings up my mini gun a second pull is required to start spraying. It would be nice to just have one pull.

grave summit
#

What would be nice to have

#

Less ammo to waste

half verge
#

One thing I would love to see in the game is a quick swap key

#

like a last weapon used key, so you can quickly go back and forth between 2 of the weapons/gadgets

viral bridge
#

It's "Q" on PC, by default.

half verge
#

LOL wow realy? i swear i didnt see it last time i played

#

Thanks for the tip ๐Ÿ˜ƒ

#

Will do, thats great its already in game

#

Mostly cuz I want to be able to switch back to the Detonator for the charges fast

#

Unless there is a Quick Detonate key?

#

ahh ok

#

well im going to check out the quick swap key now

#

ty agian

broken fractal
#

Where's my Healer class

#

nonononno not teamwork-y enough

muted cloak
#

if red sugar isnt good enough even tho its really good now, you can always spend that hard earned 80 nitra and call a resupply and get ammo as well...

wispy marten
#

dumb idea but give out 1 perk point the first time a player finds a green barrel

tacit zenith
#

Suggestion:

Let the Engineer be able to block up Wind tunnels

Suggestion #2:

Allow for a customizable threat priority list on the turrets. So instead of having them uselessly target Praetorians on the front armor, let us set them to Exploders > Grabbers > Swarmers > Praetorians > ... etc.

fallen lance
#

Suggestion: Mod support? Like create custom skins and or sounds

lean haven
#

I couldn't find the post but the devs said while they would like to have modding, they aren't sure of how they'd implement it

west wolf
#

the game is already a bit too moddable tbh

#

good thing it hasn't exploded yet

dark pollen
magic mica
#

what about a healer that has the capacity to store red sugar?

#

sometimes i break a big chunk of red sugar when i need to heal like 20 health

gaunt mountain
#

more of a medic then a healer. but id prefer if the red sugar stayed on the ground if you cant use any more so that its not wasted

ivory delta
#

@magic mica I think they're aiming for a more Left 4 Dead style of gameplay than a typical co op game. Everyone holds their own. A healer is hard to justify in that.

lime fossil
#

Iโ€™d like to see an aquatic biome, or some liquid hazards like pools of mercury or magma.

broken fractal
#

@lime fossil Game can't do fluids due to game engine

gray magnet
#

I remember in the alpha of the game they had large pools of gas. I think they should bring those back.

pliant lake
#

I have a suggestion, a little quality of life feature really. You know how the minable gems like enor pearls and jadiz are noticed by the glowing specs in the rock? well, I think it'd be great if their glow dissipated after the gem has been mined and perhaps carried a certain distance away from where it was mined. too many times have i been mining away for someone to say they've already collected that one, or see the specs in the distance and traversing over there to see its already been mined etc. Would be extremely helpful. Anyone else feel like this? Just me?

lean haven
#

that's been suggested a lot

atomic vector
#

How about an ice biome? With snowy white rocks and slippery ice. When walking on the ice your character gains momentum in movement, making it harder to change directions but faster to move forward on. Other things that come to mind are snow storms like in the sand corridors, icicles like the stalagtites in salt pits and frozen glyphids, which may or may not be still alive and would suddenly attack you if you get too close.

inner estuary
#

Perhaps instead of the typical praetorians spraying acid, they could freeze you in an attempt to slow your movement speed?

wispy marten
#

should be a new enemy type instead

#

but we have those things that shoot webs at you

inner estuary
#

Oh yeah, been a while since I was hit by them

split shoal
#

charms for your guns, namely a mini-mule one

wispy marten
#

aint no siege

inner estuary
#

I just got carried around by a grabber for a solid 5 minutes before it dropped me XD please implement the ability to struggle free ;~;

sweet hull
#

i suggest some bugs fall from the ceilling so ppl avoid that strat of vbeing on a platform thats not connected to anything

humble sage
#

you hush that up

#

thats my go to point extract

sour iris
#

Please add a text chat as I keep finding people with no mics

solid dune
#

there is a text chat, push enter

idle quartz
#

Add quote "The only good bug is a loot bug!"

oblique nacelle
#

Is that a thing on console?

#

I haven't tried it out

lean haven
#

@oblique nacelle text chat? I don't think console has it

oblique nacelle
#

Yeah, that sucks. Developers tend to overlook that. Theres no reason we can't plug in keyboards, so why can't we have text chat?

#

^ technically a suggestion

wispy marten
#

text chat on console?

#

nobody does those?

oblique nacelle
#

its rare

#

compared to pc at least

#

ex. I'm playing Sea of Thieves ATM, we've got a quick-chat wheel, based on what you have in your hand, but only PC players can type, which is made worse because it's a cross-platform game

naive oasis
#

text chat is still possible on console; you just go to recent players and send a PM to them.
I can't really see how to justify putting a button on the controller purely for text chat

#

It would be nice if the game could detect a held Right-stick in, versus a tapped press. Tap the stick in for the usual rallying cheers, but hold it for VOIP, like how Keyboard users hold the Z key for VOIP.
I get away with pressing the Z key with my pinky finger since I play with a keyboard below my hands, but not everyone has that luxury.
The Left bumper already detects the difference between a held and a tapped press, so why not the right stick? Don't take away the cheers though; I've never played another game with the same atmosphere of comraderie and I'd hate to see that go just so that the controls would be more optimised.

flint sundial
#

Arachnophobia mode, tiny spiders with high HP. Not for the feint of heart. ๐Ÿ˜„

gloomy raven
#

while mining assign a key to sing a song (that could be some dwarf song). But this will increase a chance to spawn small spiders swarm nearby swarmer

slow nacelle
#

I think it'd be fun to have some voice commands like Taunting the Bugs or stupid dwarf jokes.

inner estuary
#

Actually it would be cool to have a mode where you clear out a nest of glyphids, a different sort of elimination from the dreadnoughts, killing a certain amount?

naive oasis
#

It would be nice for Driller to make a sizeable contribution to eliminating the target for once.
Targets.

fallow river
#

drills

#

Ironically the worst weapon is alright for the dreadnoguht

#

when targetting someone else just drill his behind, similar damge to gunner

lean haven
#

The worst thing is that puts you in the line of gunfire though :(

inner estuary
#

Or getting fireballed in the face when he turns around

fallow river
#

Would be nice if waypoint were visible by other memebers of the team

#

Would be useful for guiding people

naive oasis
#

Thank you Mushu. I honestly didn't know that I could achieve high DPS with such a simple life hack.

muted cloak
#

dwarf hacks: drill the dreadnought, you are now doing the same damage as a gunner

naive oasis
#

all you have to do is stand within melee range of the most dangerous enemy in the game
(after supply drops)

muted cloak
#

at least you are a driller so you can literally kill them with fire

naive oasis
#

oh my god, how's that for a minigame idea?
you have to race across the terrain while hundreds of supply drops decimate the course.

#

*Team, there seems to be a malfunction with the supply drop launcher, and your latest request has had some rather unexpected results... I suggest moving to a safer location quickly.

*By quickly I meant now. If the raining supply drops weren't enough of a problem already, they seem to have disturbed a previously undetected hive of Glyphid Dreadnoughts. I'm honestly torn between telling you the exact horrifying number of the glyphids encroaching on you, and leaving it up to your imagination.

urban verge
#

Two Engineers, one gunner, one scout - hunt mode had never been easier

#

@naive oasis just go to the salt caves, find a metric dwarf ton of stalactites, grenade the ceiling, and youโ€™re off to the races

#

#suggestions Equipment alternative for the Engineer: (1) shoulder mounted turret that always accompanies the engineer [like a mini-Bosco], (2) a single large turret that has higher capacity and more damage, (3) flamer turrets

hard robin
#

Suggestion: different variables for special weapons (grappling gun, platform gun, turrets, etc)
you can change the way each weapon works or add a special ability on the upgrade terminal.
example: for the Zipline Gun
1: when you're going through it you get a shield with the same health as your standar shield.
2: You cannot be grabbed or thrown out ot if when you get hit by a proyectile
For the Turrets you can change between types of ammo like firebullets, flamethrower, toxic bullets, etc
For the Flare Gun:
1: Flares now emits an ultrasound that makes enemies run away from it, this makes the flare last a little less than usual
2: Flares now has a terrain scanner that automatically gives the location of material in a radius of 50m
and so many other posibilities for other weapons

urban verge
#

@hard robin invulnerability to knocks is never going to be added to zip lines

#

It would make zips massively overpowered

hard robin
#

how about this, after you get knocked down of a zipline, you get 30% less fall damage

urban verge
#

Maybe, that makes more sense.

hard robin
#

at least you have a little chance of survival xd

quick venture
#

I had an Idea for "joining a game"

#

In the current state of the game you just appear in the cave

#

I think it would be sick if the joining player came down in a capsule like the supply pod

atomic vector
#

that would be awesome, and it would fix the issue of joining mid swarm and losing half your HP b4 you can even move

solemn kestrel
#

or spawning on a player who is on a dangerously high up position and smack your way down to the bottom.

rustic rivet
#

I know this will take a while to develop but how about a Vs mode like L4D but you play as Space pirate Goblins.

#

You would try to rob and take money from the mule or kill the team. and as the goblins the bugs don't attack you so you use the bugs to attack the Dwarves or cause a distraction.

#

And the goblins would be in different classes as well.

naive oasis
#

Sorry, but that's a profoundly terrible idea to suggest for a PvE game that's still in development. As soon as you introduce PvP you introduce the need for constant, perplexing, futile balance changes; if you want to introduce PvP with loadout customisation then you can say goodbye to the game ever being completed.

If PvP ever comes into this game, i hope for the devs' sake that there would be no loadout customisation whatsoever, or the game will never get out of development hell.

Balance tweaks dont generate revenue, impressive content does. Balance tweaks are expensive, costing considerable time and money to the company, and more often than not actually annoy the community more than satisfy them.

Please do not ask them to do something silly like put in PvP, not to mention PvP with different classes.

#

Would you rather they released updates like
"We created a new biome and a new enemy native to it! Also, we got rid of a bunch of bugs (the code kind)"
Or
"We changed the DPS on Drillers' drills again and extended the duration of fire DOT effects by 0.3 seconds."

sour iris
#

In response to the text chat request I play through windows 10 so I can cross-play

wispy marten
#

wonder how many times PvP was suggested by now...

inner estuary
#

Instead of pvp, what about racing? Two teams see how quickly they can finish and have the most valuable resources, same cave gen for both. It would basically be like it is now with coop, but it would just have an overall timer and show two sets of stats at the end, one for each team?

oblique nacelle
#

I've suggested that sort of thing before, a sort of leaderboard competition

#

Direct PvP is a huge no though

lean haven
#

it's been suggested multiple times now

oblique nacelle
#

I'm well aware, I lurk here alot.
I hope the devs don't decide to implement something like that, right now, its a nice co-op survival/objective game, which is in sore lack of production

#

PvP is overrated in my opinion

inner estuary
#

Yeah it also generates a toxic community which after playing Smite for three (close to four) years, i've definitely had enough of. DRG is one of the best games i've played in a while, especially EA. I look forward to what they do implement regardless

#

Just as long as it isn't pvp lol

gray magnet
#

I donโ€™t think PvP would kill the game if A) done well and with a lot of foresight, and B) far into the development of the game. Since DRG has been around for a few months the game definitely needs to be developed more, though itโ€™s already pretty rad as is. Iโ€™m content with what Iโ€™ve seen, and have definitely gotten my 25 bones of content since I bought it on release, but none of my friends play often enough, and the only gamemode I can ever join seems to be Mining Expedition. As I said, the game is on the right development track, and I can see how a pvp mode could cause tumors to grow rampant, but I still think thereโ€™s a gamemode that could work, it just needs to be thought over.

strong ether
#

Allow the Engineer platform to rotate 90ยฐ to patch walls, windtunnel,...

gray magnet
#

I remember a suggestion i made previously was a Hivemind V Dwarf gamemode where the Hivemind has control over the Glyphids and mactera stuff, but to clarify, the Hivemind is ENTIRELY STATIONARY and at the end of a cavern. The idea is a little rough, but could definitely be adapted to DRG.

inner estuary
#

yeah that could work, iu mentioned a variant on the elimination missions where you have to clear out a nest of sorts and what you said there could work within that too

tacit zenith
#

No thanks, if you want that Nuclear Dawn and Natural Selection 2 got you covered

#

Also
done well and with a lot of foresight
can be applied to anything that others say is a bad idea

#

"But it will work if there is a lot of X" - well, unfortunately that rarely happens

gray magnet
#

Yeah. Thatโ€™s how you make a BAD idea GOOD.

#

And saying it rarely happens kinda puts a bad light on Dev teams.

tacit zenith
#

Not to mention that the previous brought up issues in terms of the cost, both financial and time-wise, of balance changes and constant hand-holding of a PvP mode do not get resolved by this at all

#

And not my problem that it puts a bad light on something, just how it is. There will be issues all the time, you just have to minimize the risk of problems occuring, which becomes exponentially more difficult when adding something like PvP

inner estuary
#

just had a friend make me think of something amazing, on april fools day, replace all the models of the glyphids with chickens or some other animal

meager quarry
#

that's a really good idea

gray magnet
#

Why do you think I said to do it farther down the line? If the game develops to a point whereby itโ€™s feasible to produce a pvp mode, then I would totally be down for it. But at this point this community seems entirely against it, so idk. Itโ€™s entirely up to the devs. Like this chat is titled, its just suggestions. And yes there is the issue of economic and time consumption, but like I have said a few times now, it would be best to do something like this farther down the line once the game has been well developed and more accepted by the general gaming community. I feel the team could produce a solid Glyphid V Dwarf mode with little issues. 1 hivemind given some time to place different biom-based obstacles and to drive forth the bugs and make them focus on certain dwarves etc. while the dwarves gather the minerals and eventually reach and eliminate the stationary hivemind. I donโ€™t think this mode would be extremely taxing at a later date, but it may not be possible for the DRG team in the near future. It is of course up to the devs, but I still think this game mode wouldnโ€™t break the co-op focus of the game, and would give players an opportunity to hone a different skill in the case of commanding the bugs.

meager quarry
#

nearly all of the beards, at least for the gunner, are clipping through the armor.

#

wish they'd fix this. i want a bigass beard on my character.

brisk olive
#

Some rescue or salvage mission could be interesting. It could be a multiple mission storyline where we find out that some other race (elves, humans? Halflings?goblins?) is trying to undermine (pun) deeprock galactics market share to become the best galactic minning company

distant island
#

@brisk olive was literally just thinking the same thing

#

This is going to be pretty ambitious, but hear me out.

Are the developers going to add something like a campaign type mission in the future? It could be special by incorporating multiple maps and terrains in one incredibly long mission, similar to how L4D did it's story mode. There's even potential for some really interesting storytelling if they made something like that: A three-four hour long epic that spans the entire length of Hoxxes which hints and explains many things about the world and DRG and why the dwarves work for them, and of course earns the players an incredible payout or some kind of rare treat for completing it.

#

There'd probably only be maybe 2-3 of those at most, but i can see them replacing most of the normal missions as the "Main" content to experience and let the normal missions just because basic menial filler-type stuff to do in between the really meaty challenges of the campaigns.

gray magnet
#

Yeah I can feel that.

distant island
#

In fact, this is so ambitious that I wouldn't be surprised if this was some kind of post- launch DLC type business where you have to pay extra for these missions and they come after the game leaves EA. I'd be fine with that.

inner estuary
#

honestly though, i like the idea of that but i like that there isn't a main campaign, when i play the missions, every experience generates a new story

gray magnet
#

Yeah, I also agree with that. The idea of a massive trek through the caves sounds cool too. I mostly just want some lore to be involved somehow, like Chum said.

distant island
#

I can see where you're coming from, but let's be real here. Even though the developers have managed to do a good job of pacing out the normal procedurally generated missions into stories of their own, would that feeling really be lost if there was an actual story with some real meat on it in these campaigns?

#

And plus, the campaigns, being pre-designed missions, have wayyyy more potential for interesting gameplay as well as story.

#

Since it's linear, they could incorporate things in them that wouldn't work in normal, procedurally generated missions. A proper story for one, but also the potential for new characters to meet, new gameplay varieties within the missions, wholly new scenarios, new dwarves or other characters to play as, maybe even new biomes to explore.

#

There's so much potential in that it's ludicrous. Like I said, it could turn what is the main content now into effectively filler content just by existing, and it wouldn't even make the filler content any worse except by comparison.

#

Also please don't misunderstand me: When I say "filler" I don't mean "Short pointless stuff that you don't want to have to waste your time on." Even if campaigns were to happen, the majority of your playtime would still be on normal missions. They are still fun in their own right and worth playing, they give good loot, and are nice and short so that some people who don't have hours to spare are still able to do stuff. Heck, I've already spent a hundred hours playing them alone. That right there speaks volumes of just how great they are right now, and still will be even if campaigns were to be made in the future.

tacit zenith
#

The ER cubes are (supposedly) already there to contribute to a story and lore background

#

So it's more likely that it will be part of the current gameplay loop

torpid vigil
#

This game could really use a server list. Quick join is just not broad enough.

wispy marten
#

PC version has that

meager quarry
#

i am honestly really disappointed about the beards clipping through the gunners armor. please fix thisssss it looks bad.

lean haven
#

Can we get a beard that encompasses our entire body please

#

I'd like to go full on dwarfsquatch

#

Or cousin it

inner estuary
#

can you make the green stuff in fungus bogs, flammable so the driller can get rid of it?

oblique nacelle
#

"green stuff"

#

You're going to have to be more specific @inner estuary

solemn kestrel
#

I think they mean the toxic gas.

inner estuary
#

i mean like the patches that slow you down in the Fungus Bogs and covers your screen in green stuff

oblique nacelle
#

Easiest way to deal with it is with engi platforms

#

You just walk over it and jump platform to platform

void sleet
#

most of the patches often have a way around then tbh it just stops you taking a straight line.

#

and the stuff works on bugs too

#

many a hold has been supported by the natural ifg

inner estuary
#

i was just thinkiong it could be useful for swarms or Dreadnoughts too

wispy marten
#

hud option to display enemy/ally health in text alongside the health bar

molten forge
#

make enemy health bars a client side item

#

to expand, i was in a game where we were having connectivity issues to the host and as a result non host players were unable to see bugs health bar display despite confirmed damage

#

they still died

idle quartz
#

i kind of wish we could remove them =/

#

too much ui... maybe if you want them they could be an upgrade, a health scanner...

wispy marten
#

not opposed to an option of disabling them, but them becoming an upgrade pls no

#

you can already shrink the hud tho

gloomy raven
#

would be very and very helpful if you need to afk for the some reason set up a "pause" in which your character can move for your mates in some distance, but can't do any actions like fire or digging. Just moving. It's like in Left 4 dead 2 game

inner estuary
#

or you could order them around with the pointer like Bosco?

solemn kestrel
#

There should be an option in the server list that shows games that are still on the space rig.