#suggestions
1 messages · Page 67 of 1
I like to think that this place is a open area where we can discuss about our collective ideas providing reasons on what we say.
I noticed that there is a weird luck of interest in changing the game with time... I don't know it might be just my impression
anyway , i think that we need more insight of what the devs have in their minds for the game to accually make any suggestions , aside from our own interests, it seems tho that the "pl" mode idea is shared (this means pay load mode , where the team pushes a drill in this case to a point )
I'm not trying to gatekeepe ideas, just pointing out what I feel are significant issues. I did read though everything there just after I woke up so sorry if I missed anything crucial
Nobody likes to have holes poked in their ideas, but I think it's necessary to talk out some of the issues I see
ay i do too
i just didn't exspect a ramdom guy lol
no offence
so what would you like to talk about
?
What I'd like to suggest? I'd like to see a restructured perk tree and class specific perk trees with significant impactful perks. I think if it would be implemented well it would add new layers of depth to gameplay and preplanning as well as give players a new sense of progression
To prevent the power creep issue that seems to be a major concern I'd probably suggest giving fitting equally significant downsides to large perks
I'm wary about adding new classes since it seems like a very easy thing to mess up the balance with, and wary about adding gamemodes since I believe there already is some grumbling about how mining expeditions and egg collections are basically similar
I know that's ironic when I'm suggesting a huge perk overhaul but I think a lot more thought needs to go into classes than singular mechanics, and gamemodes need to be especially cautious to prevent player fatigue which is already a notable issue in DRG.
in my opinion it's all and nice but as i said we should now wait and see, the first thing they gonna do in my opinion is working on the game modes and the basic of the game
they will open up parts of the hub
so it's all gonna be a matter of time
I mean I actually think the developed perk trees would add more to the game then gamemodes or whatnot
For some reason I disagree with specialized perks. Mainly because you would then tread down the path of, "This class does this, therefore anything irrelevent to this class' function will be removed."I guess how I see what you say is like how Blizzard handled Overwatch, you are tank so you do tank things, you are bad at everything except for being a bullet sponge. Then the idea of being creative with making a class and giving it perks that don't always make sense for the idea of fun and variety goes out the window. It then becomes "Scouts would have perk to reduce fall damage, but the three other classes don't need it since they don't take near a much fall damage with their mobility."
Driller would have the perks only involving carrying more minerals, maybe berserker. The weird perks wouldn't be around anymore like "It's a bug thing" who would find it useful to progress their character other than being a trigger for nearby loot bugs, which you already simply shoot. I could go on, but I find the result of making perks exclusive to a class to be the wrong avenue for customizing the classes.
I do want to see Perks overhauled, but not in that way, yeah.
I'd prefer the Gear Upgrade system to be expanded to function more like a tree, instead.
Say for the flamethrower, instead of just the Sticky Flames upgrade, you could choose between that and simply More Damage.
Buy both, but you're only allowed to pick one for a mission.
I mean I think making specialized perks doesn't mean killing diversity, if anything I kind of perk ideas i was thinking about might encourage more diverse playstyle for classes.
I think having some Generic perks and some Unique perks could work well.
It all depends what they are at the end of the day.
Perhaps i needs some better terminology here since when I say specialized perks I mean what Jubia said with different upgrade paths and choices
Yeah
At the moment perks are definitely lackluster.
They've improved them a little, by having things like the speed boost with Red Sugar, the Fear effect with Revive Speed, and the Instant Reload with Resupply Speed.
But they're still dull and boring.
The sticky flames or more damage is a good example, I think it couldn't be a bad idea to look into some more impactful class specific choices a la kf2s system
Anyway, in completely overhauling the perk/upgrade system I'd like to see the global perks become more significant and class specific perks also feel like impactful choices
I do like the way KF2 does it, but even in KF2 I'd like more options.
It's a good game but it wears thin quickly. Mainly enjoyed in short bursts.
Not overpowered, just changed in the style one might have to play
Agreed and even then the community had a lot of "this choice is best, otherwise you are bad"
I'll finishing rewriting my perk suggestions idea eventually
Good idea.
I should start thinking of other stuff.
Since my Support class suggestion I've been coasting a bit.
Need a "Broadcaster Molly" which is a molly varient that is equipped with a system capable of making a dwarf deal with less stress while working. Which will inherently make them operate better. The broadcaster molly would constantly be emmitting something to make the miners more relaxed in turn they would be more accurate or become energized when in close enough proximity.
Molly upgrades sure, encouraging proximity, sure.
Need to think if other molly variants/ upgrades to compete though
Also I assume the upgrades/which molly variant would be tied to the host then
yes
There is only one Molly for the whole squad. So what about in cave upgrading with nitra and other resources?
Seems like a pretty neat idea to add onto molly upgrades
Do you mean increasing the amount of resources obtained (pour in 40 nitra, get 45) or just spawning more nitra
I mean using resources that you obtain during the mission to upgrade Molly.
Oh, that seems interesting, could you go into more detail?
Using nitra to upgrade molly seems more like a luxury though, I can't say I'd rather have a slightly faster molly or slight buff given to molly compared to a supply drop, even with a surplus.
You'd also have an issue where can just anyone spend your hard earned nitra to upgrade molly?
Feed Molly with nitra to make it emitting a field that does something during short time?
I like the idea of including molly in combat but that still doesn't alleviate the problem of how to even start the thing, how it's possible for anyone to start it using resources etc
Here's a proposal though, a depositor perk that does what you described (same field from revive and bosco that scares away nearby mobs)
It'd likely have to have a cooldown or minimum deposit to prevent abuse
But it does bring molly into combat without having the potential frustration of one individual using all your resources
Hm I guess I like the idea of molly passively doing things while you feed her, but not of SPENDING to active effects
Passive effects without spending and some active/leveling up passive with nitra?
Oh hm, an encouragement to reach a threshold for stockpiling? That seems promising but I don't like the idea of some major effects only being triggersble by world spawns, sometimes the mission just won't grant that enough nitra
I do really like the reward for stockpiling though
I don't think so. Now we're talking about mule.
Honestly I'd like more interactions with the current gadgets than new ones
you guys are weird
no offence it's said with a playful tone
so you want turn molly in a tank=
That's why @near glacier interested me with upgrade weapon paths/tree talk
?*
the weapond upgrade is ok right now , i wuld like to see visual changes tho
not big ones but you know little details
Think of molly as a sections on upgrades alright, you are given branching options for what molly can do with various benefits and downsides
hell i would love to see the shotgun and the assualt rifle to have a REAL realoding animation
It's essentially the same concept that I was suggesting for a perk rework overhaul
where they remove the mags
I can't say I care too much for the visual overhaul. I mean yeah, slapping the mag looks silly but
I'd be way more interested if the header to an update was PERK OVERHAUL than VISUAL CHANGES
i got only one question how do you think to penalize the player that have like "the final ability"
I'm not sure if I ever said this but any upgrades I'm trying to propose in my overhaul come with accompanying downsides
mate the rifle is litterally a slap and a pump action reaload
To prevent the power creep and also include the newer players without making them feel hopelessly outgeared
Don't really care about the reload animation on the Assault Rifle to be honest.
and it's an ASSAULT RIFLE imagine to do that on a M16 or the ak47
Man I come from tf2 i played without viewmodels for 3000 hours
They'll fix it up eventually, I'm sure. I don't think anybody needs to suggest that.
i know it's just a little things but those are the little things that make people then wtf
i mean if you take care of detail in the all around the game gets better
the more care you put in detail the more people come in the game then
Nobody's saying visual updates are a bad thing, it's just hard to get hype for them.
I think the meat and future of the game right now is closer tied to the perk system than the reload animations
And yeah, I don't really think there's much point to discuss about reload animation suggestions
i may look too much in to this things but i think those are things that in a future must be look over
It wouldn't surprise me if they split up the workload a bit, so that visual updates slowly trickle into the game, while they work on meatier stuff like the perk overhauls.
And they will, nobody's arguing with that
ye ye i agree
it's more or less my own concern
then again when i think about the sexy minigun they made
i have hight hopes
Haven't we been getting frequent tweets about what the new models will look like? I'm not concerned about the visual polish since it seems like DRG devs have a goal in mind for that direction already and I think it'll work quite well
so right now the perks in general seems kinda of a meh
Yes, and that's why they're of great concern to me
i mean field medic and the rush speed are key perks
Have you taken the feedback survey?
Oh?
suggesting lot of stuff
That's pretty neat, I wish I could see the results of the which 3 parts need work part
I like to think there'd be a lot of people selecting progression and upgrades over the other ones, I can't recall the other choices currently
Anyway, an upgrade overhaul can include new features like molly upgrades and I'd encourage it to
in this 3-5 days i'm chatting in here it kinda feels like shouting to the clouds
molly ain't meant to be a tank
BUT
A little uniqueness spin and personalization for molly or the drop ship has been suggested to death, implementing unique upgrades would add to that character I feel
the engi could have mother fuckking drones
Also arnt they primarily on vacation?
I wouldn't call molly a tank with those suggestions, more like a utility akin to a slow grenade :/
Also that's a suggestion I've mentioned about engie, switching a turret for a mini bosco or something similar
As part of a branching upgrades deal
you make me sad birn
I already offer the mines
it can be useful on point extraction and search and destroy missions
I would be very much in favor of a new class that is a straight medic; similar to the Driller where there isn't much offensive capability and it's a utility class. You don't need a medic on lower levels but a medic would be awesome for high-level missions with high hazard levels and difficult mutators.
similar to the driller?
Driller should always have the highest kills if the engineer doesn't spam grenades.
you're confusing low offensive capability for low single target damage.
driller straight up has the greatest crowd control in the game, and in a horde shooter, isn't that really what matters?
example, the stats on my xbox account, for testing that side (currently not used all that much)
Driller, 2 games, 980 kills.
Gunner, 2 games, 300 kills.
Scout, 4 games, 200 kills.
Keep in mind that due to bugs that have been introduced recently, all of those games were plaeyd in solo player mode, but really the kill counts wouldn't have changed much in multiplayer anyway.
Engineer should always have the highest kills, in general.
His turrets do crazy good work, his grenade launcher and grenades are very potent against groups, and his shotgun is just an all-around great gun.
That's what I've always seen in my post-mission review though.
Engineer usually gets MVP for kills.
I almost always get the most kills as driller
a lot of it comes down to whipping out the flamethrower when swarmers come
simply wipes them all out
By the time the Driller even notices them, all but 4 or 5 are dead, I find.
Guys I report from the in game, me and some dudes from this group played some hazard 3 and even 2 all with various modifiers...
We definitely need a medic class
Some situations we got in where like HELL
Sucks.
And we were a modest level of players
I did a Hazard 3 Point Extraction mission yesterday, with Shield Disruption (No Shields)
By that I mean all around 15
We got through it pretty handily.
The only really bad Mutator at the moment seems to be Mactera Plague.
I think the Mactera enemies are going to be rebalanced though.
Exploders infestation
managed to survive solo against exploder infestation
Exploder infestation isn't difficult per se.
Good for ya
You just need to never stop moving
more never stop looking around
Mate... it was a point extraction
And?
You can still move around a bunch in Point Extraction.
Only mission where that's really bad is Salvage.
Give it to meeeeeeeee
hold ctrl + shift to ask for a shelf at the mark and ctrl + alt to ask for a zip line and maybe ctrl + space to ask for drilling
would be suuuper cooool
Controller equivalent:
LB+DPadleft - Platform
LB+DPadup - Zipline
LB+DPadright - Tunnel
LB+DPaddown - Flare
You mean P L A T F O R M
embrace monosyllabic references
you forgot one
Flare
Ctrl+RightAlt
LB+Dpaddown is "light please"
Like a scout flare from his gun not the throwable.
“It’s too damn dark in here! We need some light!”
wait, no Right alt wouldn't work
what does Z do? Recall turrets?
put it on Z
well
Ctrl+Z
Undo the darkness, mate
yeah shift, z, x, c, v, and spacebar could be used
I think Spacebar is a bad idea, because if Ctrl+Spacebar is an input combo then you can't jump while the rangefinder is out.
similarly Shift.
C would be an annoyance, but X is fine because you're already grabbing the attention of peers, so being unable to perform the regular hail is not a big problem.
same reason it's not a big problem to put it on the DPad, because you can't swap weapons while the rangefinder is out anyway.
How about after ctl click and holding drag one of those console friendly wheels to whatever icon you want
Let us move while the terrain scanner is active
Introducing Fido. We're all brothers in Deep Rock Galactic, therefore our research and development teams have made Bosco a bigger brother. Fido, a heavy model drone, capable fighting glyphids, storing minerals, and reviving downed miners. Fido is armed with a state of the art rapid fire cannon, capable of dealing moderate damage and cracking the shells of praetorians. Miners using Fido will be deployed with two Fido drones each carrying 250 rounds of explosive shells and while this sounds good Fido will eventually run out of ammo, make it snappy team.
New Mutator Idea: Damp Air: The air has too much moisture for flares to work, so at the start of the mission each dwarf is given a glowy ball (retextured enor pearl) that will serve as their only light source for the mission. They will have to carry it wherever they go. It won't be heavy, so they can run while carrying it, but they have to put it down in order to shoot. Scout flares will still work, but they will be significantly diminished.
You know how annoying that would be in sloped areas?
you would probably have to dig a spot into the ground to place it into
although it could be a glowy cube to make it less likely to roll
I've had oblong minerals and err blocks more than enor pearls surprisingly
maybe because I don't let them touch the ground
How about make those glowy orbs into mini miles with lights attached to follow each person. Or mini mule like robots that dont actually hold minerals so spider bots with lights.
I feel that having robots around, mules, bosco. Is they do serve a purpose but it's crucial for a mule to carry minierals unless it's like point extraction or salvage. Having the mini's with lights would be better than a single lightsoucre, but the minis would need to be able to carry resources if this mutation is for any mission.
I felt like if they carried resources then the mission would change more than a mutation since you could still have a normal mule just your lighting is provided by small robots but having no normal mule is also an option.
@west pebble since most flares are made using magnesium, moist flares wouldn't really make much sense for that mutation (that and the ones in game appear sealed), to be honest I'm not sure what explanation could go with that mutation. budget cuts?
try not to think too hard about it
I mean budget cuts you gotta admit could have some other interesting mutation effects
added on top of the glowstick issue
Somebody posted before about a cool spotlight sentry idea - when I was playing a minute ago and looking at the mine head, I kinda thought about the same thing and how it'd be really cool
Like 6-8 lights rotating on a turret base
Imagine budget cuts mutation where combining Rambo's light situation with maybe cheap armor and/or low ammo and its worth a ton of credits and XP.
something wrong with that one?
Oh no it totally kills you as intended, but you only get 20% hazard bonus off of some completely impossible challenge.
even at H2 difficulty
I mean I did them pretty nicely, exploder mutation is what ends up getting me especially while mining
yeah boomers is hard from time to time, but they're boomers - you stand back and they die away from you
mactera have like 3x the health and are ranged
well thats what I thought, but with how quiet they can be they can sneak on you while mining and then they are clustered in the same hole as you with no way out when they go off
sneaky bugins

I had a horrible thought
hold on what about this
-Dreadful Mutation-
-only dreadnoughts spawn but they spawn frequently
really they could just buff elimination though
since you'd need tons of nitra
"Found some Nitra!"
maybe they could add an all out defence mission (not really like salvage missions) where you have to defend some precious gem or something that the glyphids love to eat
well that you could just mine and get it over with, unless it was one giant pure gem of it
oh so like nitra or something
that breaks into small chunks
maybe they could put Dystrum then, since it's basically useless in the game
no i dont mean the dwarves are trying to harvest in small bits, I mean you dont want it to get damaged because its worth more undamaged, the point would be the glyphids want to eat it but you are trying to protect it
you have to wait for a device to extract that large gem out
yea
oh you know what?
those new silicate harvesters that got added
what if the dwarves had to defend a nest of silicate harvesters from glyphids trying to eat them?
I dont remember silicate harvesters in the game..
maybe the silicate harvesters poop out ores
oh you mean loot bugs?
I dont see them in patch notes nor have I seen them in game
either they only spawn on one map, or they're just ultra rare spawns
they're a passive creature
Ive come across like 4 different error cube spawns and one instance of bittergem and not once have i seen them
weird
0200
tentacle octopus is either like, cave jellies or the ground-sweeping... I think they're called Foragers or something like that?
Harvester
That's the name, Harvester 😃 Thanks
@past abyss please use #wiki-related-chatroom for all DRG wiki related chatter, but i see why it was discussed here ;)
So generally the amount of extra exp / credits earned through mining extra Morkite / insert other thing here is negligable - any support in adding a bonus for doing so?
No
Especially considering the devs recently added the check mark blotting out your total in game to attempt to dissuade people from mining extra morkite once the quota is met
idk, just seems counter intuitive - plus if people are doing it on their own wouldn't it make sense to incentivise it rather than try to stop them from doing so?
Well, you have a quota. They can't exactly leave caves with the -exact- amount of ore needed, cause then missing 1 chunk would ruin it. Same with secondaries. Adding extra bonuses to getting more of those is kind of pointless, usually when you continue digging after reaching the quota it is for the tertiaries/gold to already get the bonuses in credits, XP I don't know though 😃
I wouldn't mind diminishing rewards past a quota, but as is it's pretty stepwise, 1xp for everything until you complete an objective which is just a big xp jump.
So to properly implement it every mission would have to have a contribution ratio for the material. Divide XP gained / primary objective required, and then that ratio would have to be diminished overtime
as rudor said - people do continue digging for the gold and other valuables - so a diminishing reward could make sense
idk either tho, i just find myself telling people pretty often that they dont need to continue pointing out Morkite once the quota is met
inventory limit on molly so they cant fit anymore morkite in her >: / i'd kind of like that for Nitra too since you can really overstock that stuff. Sure people would keep it in their inventory to deposit later but that encourages people to stay together more; currently S&E is a shit show for that
I mean the incentive to mine extra objective ores is the XP from it
other than that, it's useless
you only get credits from gold, so that's the only reason to stick around in a cave and mine it all (as well as crafting materials obv.)
@timber tinsel yeah silicate harvester
is there a reason why some classes has orange/red flares while the other half has blue/white flares?
Whites are brighter if you can see, which makes sense because you know, scout and his flare gun.
I think it would be cool to see some "biome" of a DRG's "research" facility, or maybe add it like a lobby for all people where you can get in and talk with others
Idea for new enemy type: Macterra bombardier, basically a flying exploder that moves fairly fast, but has a very small blast radius and low damage, can be dodged when it dives so that it's not powerful
*too powerful
that would be bad for ziplines
Idea for another creature would be a multi-colored enemy that's similar to red sugar in design and runs from light but can't see you, the purpose is if you mine the material in its back it gives you bonus stats for a period of time like +10 shield for 2 mins idk.
The rarity of the creature or what biome it would reside in if not all I'm not sure of.
that makes me think of a new biome thats the back of a giant creature
Mactera is already the bane of ziplines, the last thing we need is flying exploders.
Although, @warped folio, since Hoxxes is the most deadly planet in the galaxy of DRG, it would make sense to have fake Red Sugar veins. They pop out of the ground when you get too close and bum rush you
little glyphid assassins
mimics
yeah precisely
You will never trust red sugar again
well you have to swing at it with a pickaxe anyways - maybe when you first hit a crystal, the mimic wakes up and fights you, but then when you kill it, it shatters into red sugar lumps
and gives you a little bit extra
There should be a positive mutator called "Molly 2.0" that upgrades our loyal mule to have a twin barrel turret with unlimited ammunition mounted on her chassis. Also, there should be a negative version of it called "Budget Cuts" that only gives you a mini-mule to deposit your stuff into and the call-pod button would be static and be located where you made entry.
A molly upgrade/downgrade seems like a really odd choice for a mutator given it has very little to do with the environment.
Suggestion about a new enemy: The Glifh Drone/Royal Guard - basacly it's what should comes out of a Dreadnought cacoon , so it's basacly a Boss set in a special mission where at the sturt is should be just and "elimination" But when the team approces to the last cacoon they got a nice "surprice" annonced by the mission controll guy right while the caccon opens up, the Drone would be far more bigger then any Gliph we know so far , it could be able to fly or leap forward and it's roar would call to him 3 pretorians, his weakspots would be the back, the wings that can be broken to limit his mobility, and also he could have the forward legs brackable even if those parts would be more harder to dealt with, for the color patter i think that a bright red/blue colour could do the trick i imagine it to be filled with enegy and heat due of it's metamorfosy, i would like to mention that he will spit acid if you go really far awey to keep up the pressure, so the tactic to beat him would be focus first on the main parts and then keep the distance between you and it's jaws (i can think about the possibility that he may have two sacs of acid that you can temporally smash before he regenarate them so he doesn't spit)
ps i would like to avoid the clichè of them to have a hive queen but...
meh
that could be cool too but for what i think it's their life circle they seems to be born by the spawners then constantly grow passing true stages
so theoretically the bigger they get the more dominace they involve on the swarm, witch leads to why the dwarfs keep attacking their places
imagine a scenario where the
were free to grow in size and numbers Hoz would fall
i hope to get a feed back on this idea...
I have updated my Excavation Mission Type idea, an Escort/Push The Payload 
is it me or that excavator looks strainght out of warhammer 40k....
i understand it's to give an idea of the thing but....
and i think it shold not be on a straingh line but more like with some uo and downs , not big ones just little tilts down and then up
for variarity purpuse
for the rest is quite a nice idea
@vale shadow yes: http://warhammer40k.wikia.com/wiki/Hades_Breaching_Drill
Enemy suggestion comments: so it's an alternative boss that has a chance to occur in elimination missions? Im having trouble visualizing how it'd work since it seems to have a lot of abilities. If it can fly and leap does it need a ranged attack?
btw the drill could be more dwarf like if it was like a modified drop pod that has been modded to be a drill
i thought it could be stage like
let me explain
so the Drone could be scripped , so like a surprice and so an event or yes an occorrency like a mutator ex :"denger of drone spawn" but i like more the surprice so that the new enemy gets added but you don't know when it comes out the "elimination mission " would be the pretest so like you get this mission htat is said to be an elimination but when you are in progressivly you will notice something ain't right :small earthquakes and roars grorings stuff like this to get the team on gurd then as the team reaches the last cacoon the Mission controll will inform you of the anomaly in the caccon and so it will start
the fact he flys it's just a possibility , i would say he leaps by the use of the wings like a grass hopper , so by breacking them you trigger his long range abilitys
I mean it won't really be a surprise after the first time at all once people learn the signs of being able to tell that the "special boss" is spawning
If it's more difficult then normal dreadnaughts there'd probably need to be an incentive to not just abandon and restart and I can see people get frustrated at losing a 30 min elim to the last cocoon special boss
Erm I think the suggestion might fit better into like a campaign mode if that ever happens
nah because ain't a campain
it's more like an event
there it will be a icon to mark that something is wrong
at the start
and it's not that hard it's very very intuitive
like : breack wings, breack back or front protenction - dodge , keep moving and go for the crit points
the difference from him and a dread is that you got to literally tear him apart
and who didn't say the miner could get a little help?
I'd like to see more enemy variety but I think if you're suggesting adding another boss mob that it should be in line with the current highest threat of a dreadnaught, and that way it can also reasonably be spawned in enemy waves with corresponding unique voice lines from MC (kinda like how the dreadnaught can be spawned in other missions)
you know that must be planned eventually later now i would like to know if you guys think the concept can be in or needs (it does i know ) a rework.
Erm go over the stages a bit more throughly so I can try to understand it's attack patterns
Stage 1, flying and "leap attack?"
Stage 2, spit attack and armored legs
Stage 3, ?
can we go in the general voice chat room ?
we gonna type the summary here later
Excavation comments: I'm not terribly fond of not being able to mine in the main tunnel still, were you thinking of no resources spawning in the long corridor then? Also do you have a time frame you'd think would be appropriate for the segments? (Provided no fuel shortages, 10 min escort 10 min holdout?). How would the escape work, a droppod back at the spawn?
Erm, can't say I have good aesthetics when it comes to naming things, I'd probably be fine with whatever
the "Drone" or you guys got any other ideas
i'm following up the logic of the ants hives
since they got pretorians
Drone is what is closer to a queen
and it's like the Royal guard
If it's summoning things would you be against just calling it a queen?
come flip i need you 3 sec in the chat room
@ripe axle you will find nitra, gold, craft, fuel, collectible in the random chambers you find when moving forward, and the timeframe is like others mission type, 25 to 40 min. it's big, you have around 10 chambers to look at
you listen
Hang on let me get earbuds then
don't really need to talk just type here
i need my hands now to write on my notes
ok
Well I was just thinking mechanically how the stages would work
Body/
wings - give an assisted jump/ boost to mobility.
Shell - armored back like dreadnaught - very tanky
Legs/claws - destruction will stagger/chance to fall (reduce damage)
Spitting sacks- destruction will prevent spitting periodically
Attack pattern/
Leap to get close, swipe with claws, mouth chomp.
(If wings broken, spit attack - spitting sacks)
I think after you explained it I like the idea of an enemy you need to dismember more with more parts, destroying specific parts and achieving specific effects seems interesting
for any more infos just ask to me
i'm making him do a summary but i'm open to explain later on if you cantact me
in the general chat room
I'd say I like the idea a lot after hearing you explaining it, focusing on specific critical parts to create unique vulnerabilities and advantages seems good to me. Seems like a pretty neat stylistic and mechanic enemy.
Having more destructible parts is neat, a lot of enemies seem to boil down to "critical hit" part and "normal damage" so having to be more precise in targeting is appealing to me
The more precise deliberate destruction to disable threatening functions is neat,
I can't think of anything else to add now besides the summoning bit
for anyone else just come in the general voice chat i will gladly explain you better my idea and concept
@vale shadow going to leave general now, thx for telling me about your idea in detail
Maybe have a boss like enemy that appears at the end of extermination that calls in the drop pod and your told to flee rather than fight, like the creature that created the eggs? Or are they more cocoons I dont remember.
I just like the concept of it being such a dangerous planet there are creatures you can't defeat.
cacoons and no
well i do too
but come on
flee it's just a lame...
maybe IF the Drone evolves even more
then you are compleatly left to run
Like if you didn't defeat it fast enough it evolves/grows?
but what my sick mind has concepted can be also like you can kill him but the estraction is aviable if you don't want to mess with him
he will chase you
and you will not get the bonus to get him down
Like a flight or fight choice the team must make
yeah
i was now trying to implement your idea
no btw in the figth it can't evolve more
but IF the devs accept the concept of "The Drone " as a potential new boss then i can think of ways to make new creature more like that
or that follow up the idea of the planet is too dengerous
even if i think the dwarfs are agents that are keeping a belance to avoid the gliph to bee too strong
Then also comes up the idea that its 2 dangerous due to the population size or the strength of particular creatures
that's why there are elimination mission in the first place
ye
if you need infos just join me in the general room
i'm open to chat about my idea
the more people know the more chance i get to be approved and the more happy i get lol
i don't want credits tho
just to see my beatiful monster cewing on new people
lol
and also killing him
lol
Has it been suggested that we be able to mark objects not only for general marks but for each character specifically?
Like a ping wheel that you can select a player
Scout pings Engie for a platform without bringing it to the attention of the other classes etc...
no
good one tho
even if it's not really THat necesarry considering most of player bas has a mic
but! yeah good utility
say what do you think about my idea??
it would be really nice if we could tell Bosco to mine common rocks somehow
true
simply because it's annoying when he decides to mine an entire deposit...and all of it is stuck in the crevice. hate wasting fuel/zip line ammo/platform gun ammo just to get it.
also more tiers for upgrades but I'm sure that's in the works as well
probs
would be neat for engie to get a late-game insta-deploy or extra turret upgrade
idk, i havent played that one yet
also a proper boss battle(not elimination) objective would be really amazing, but again, that's a thing I'm sure the devs already have in mind for later. I can guess there's a lot more upgrades, game modes, perks, etc. in the works.
you can never know till its out
yeah, I just hesitate to suggest pretty vanilla game modes and upgrades and such simply because I know the game's got a long development cycle since we're starting from alpha. as long as they continue to get the support they're getting I'm sure a lot of the easy stuff to suggest will be implemented in it's own time.
although please for the love of god do something with the hallways in the top of the space rig. add some cracks in the walls or something. it reminds me of an old school newbie-modder quake 3 map with how barren the tunnels and walls are.
even some basic console graphics or something would make it look so much less...blank
if you guys got any interest in know more about the other suggestions let me know
i need to see if the idea of a new potential boss is agreed and felt to others
i'm here if you need any infos on it
we wrote down a great part of the thing up
still if you need help i will be here
@strong cliff
The paths between locations on the Space Rig remind me of tunnels...
This has actually amused me a great deal from day 1, but I guess there's no harm in them being better-looking tunnels.
expanding on Crepe_Suzette, replace engy grenade with an item that activates a limited duration turret buff that gives them armor piercing rounds/rounds that penetrate through multiple enemies, duration 10 - 15 seconds and max ammo = 2
since pgl + frags seems redundant
and more engagement with turret mechanics to maximize their utility would enrich engineer experience
if the buff is super effective, maybe even make the duration 5 - 10 seconds
engi just needs different kinds of turrets really - like my spider drone idea I posted somewhere in here awhile ago
I like the idea of more loadout options, leaning toward EDF. At least, that's what the turret variety suggestion reminded me of. Now that I think about it, DRG probably disproportionately caught my interest because it's like EDF: lots of bugs and niche-filling and balanced but not obligatory classes. If engineer receives more kinds of turrets, though, what could the other classes be given in the way of similar loadout-selection?
that is a good question
obv. driller needs an exosuit
like the beta pictures
gunner needs different types of guns (more situational varients)
idk what scout needs though
I think the first place to look would be playing scout and seeing if there are any scenarios where some ability or utility would be fun or solve a problem a different way, without being too much like the other three classes. For the different types of guns for gunner or turrets for engineer, I think they should be replacements selected in the space rig; for example, at most with the ability to select one of each of two kinds of turret at once. In, say, Overwatch, having the option to switch to anything, anytime is fun, but I actually really like that in DRG you can't, and have to decide what to use before the mission
Rideable Molly with turret when
^^
I really hope you'll eventually be able to pick from a selection of guns for each class, that's a major point a lot of my friends and I have talked about.
Flamethrower vfx and sfx is super weak. Should be a WHOOSHROAR as opposed to the anemic leaking we have now
man, you kids are so desensitized
you need so much stimulation
i'm an old man and the flame thrower is just fine the way it is
wat
Flame thrower also seems okay to me, although I haven't played driller a ton
it would be super cool if you couldn't complete a mission without everyone being in the droppod
like the motto is "Leave no dwarf behind"
however, you can still win....and leave people behind
kinda kills some of the suspense imo
(copied this from general since this is a "suggestion")
Y'all know how in Half life ep2 you need to descend into antlion hive to find some larval extract? That kind of mission would open up some new possibilities, such as:
Mission objective is to descend into a live hive, reap some royal jelly from the royal (or something close) chamber for some jam for a toast. This would of course bring more enemies in, maybe more lootbugs, special loot chambers (imagine ants with aphids or mushroom farms)
introducing queen glyphid (if there are ideas allready floating around) as a boss or a threat if you destroy/take too much of an item, let it be eggs, larvae or such , or you managed to acquire the jelly.
Permanent/strong protector enemies like dreadnoughts that chase you when you enter the hive, however they would be slower than you so you can actually run from them, forcing you to be on the move and not stay too long in one place,
Larva growing vats/egg/brood nexus chambers as an extra source of materials/nitra/gold/ etc. Imagine a room with a medium sized crater , that can't be destroyed, filled with liquid that you cant see through and you have to fish for materials/chunks blindly.
New loot in a form or royal larva cacoons/spawn. Maybe live bugs made of gold that act like compressed gold but run and have to be caught 1st for extra credits.
There are realy endless possibilities.
I'd have to stop you at liquid, since as has been said ad nauseam there can't be liquid simulation in the game...
What can be done however is a 2 dimensional surface with an opaque texture or shader, in the same vein as the hanging spider web nets we can walk through. Place it below eye level so that it obscures the floor and you pretty much have your crater filled with opaque liquid. I'm usually agaisnt terrain that can't be mined, but it would prevent a bunch of headaches. A cheap solution to problems caused by a cheap solution.
Suggestions : i hope you'll make propaganda posters buyables goodies
Suggestion: With a friend we thought about a new class. A healer that have a beer-gun to launch beer to others dwarves and heals them. (we thought about this because we thought the flask to revive peoples is a beer flask ) and maybe a SMG as his weapon.
Support Icon besides name in loading screen, when?
it's like super promotion
@idle blade
What does that mean? Sorry I don't quite understand.
@vocal goblet don't ping devs for silliness please. They read through the suggestions regularly, the pinging is unnecessary.
^ I want to know who to mute if there is one solid and one squeaker speaking at once
There was an indicator, last I checked (on update 15).
Not sure if it's working as intended, however.
I see the indicator, works fine for me
@vale shadow Flame turrets have been suggested before.
Springboards are a great way to die quick in low light.
Is anything else you would like to say? or?
They could also be abused to stop enemies from getting to certain areas.
happy?
Just because a single person disagrees with a suggestion does not mean you have to self censor. Suggest what you want, lol.
it was a stupid idea
to begin with
i will keep up with the 3 main suggestion i gived
2 involving a new enemy a 1 about the tools
New Idea : a scanner
Is it going to be to track enemies? Likewise, that has been suggest a lot.
@broken fractal I hypothesized a rideable version of Molly, perhaps armed, but it was decided by many others that it would be obscure/difficult to implement and detract from the games existing balance and mechanics. Vehicles and Molly passengers are very likely to never be added.
nothing much to say about it would be an itility tool that can be implemented in 2 ways : a troable scanner mini-bot that scan an area for a certein time and gives the location of of some materials in the area (i think i t would be more fair to use it to find nitra and red sugar) or the second way would be a building that scan completly the a tot area you stand in and shows on your map as you open it the beeps of the minerals and gives a hint of the best direction you should take
and for today i'm done
i have to go back to my dutys see ya
@strong ether That’s like the Drill Head mission types I suggested.
@everyone to any who read my suggestion about the "Drone" i stated about the suprice build up before facing it , it will be only once because after you do that specific mission he will be like a possible regular boss
so there it will be no specific hints or announcements
it will be more like : Drone activity detected you know the drill go team and get him
of cause when you will go in that mission his presence would be noticed but there could be moments were you will face an already hatched "Drone" where he will be on the lookout for your gready dwarf mates
for infos just contact me
@vale shadow Please don’t ping everyone. That literally marks your message for every single member of this Discord; even those that have this channel muted and don’t want notifications from it.
DUH it's because i needed to inform everybody mate you got an issue with me or what?
I’m going to let a moderator handle that comment.
and i will take deep breaths
@verbal dust Fortunately @ everyone is disabled because most don’t know what it does.
Or they do, and use it to troll.
it's not a troll in my case but ok
No, it’s very, very discourteous.
takes pop corn
Tangents detected - please direct to proper channel
(Please direct to the proper channel)
I’m going to tell you to stop before a moderator does. @verbal dust
I took care of him.
i've been hanging out with you in #non-drg-chat 😉
It's pretty active today 😄
Lower the game price to $14.99 to increase the number of players and give exclusive cosmetics to players who paid for the game before this price change.
Why tho
Greed detected
Hmm, yeah nah...
Legacy Prestige cosmetics for bEhaviour and Completely Overkill cosmetics for Overkill. Two great examples of when time limited cosmetics cause massive headaches for developers, no matter how clearly they try to state the rules for obtaining them.
@TrakixHD the game is worth $30 easy
Nope, not in its current state
Isn't there already a more expensive version with exclusive cosmetics...?
yea, its like $17 for just sweet Gold armour, then again its to show your support to the game
I had no problem buying it, I just love the game lol
Yeah the only reason I bought the supporter extension was for the tiny pickaxe flair on my name, and to support devs on great game
Supporter is there solely as an optional thank you to the devs.
And to make people think that a gunner is actually driller with golden armor
I have an idea for a new biome =)
See it as the "counterpart" to Magma Core --> LOW-TEMPERATURE ICE CAVES! :D
Where everything from walls, floors and scenery (frozen-solid Glyphids :D) is covered in ancient and thick, near-impenetrable layers of ice & snow;
With new crystals and resources only found in such a low-temperature environment;
With giant and razorsharp icicles hanging menacingly from the ceilings, that can break off and fall at any moment, piercing and crushing anything beneath (like the unstable crystals in the Salt Pits);
With blizzards & raging snowstorms that hinder your sight and progress (like in Sandblasted Corridors);
And with sheets of snow on steep hills that can break loose when they are hit sufficiently enough (or set off with explosives) and begin crashing downward to form mini-avalanches that take unprepared dwarves with them (dealing some damage in the process, maybe even bury you in snow so you and the team have to use their pickaxes to dig you out of there!) and in the process maybe even unravel new pathways to explore, that were hidden under the snow before the avalanche went off.
Especially the driller with his flamethrower could excel in such a cave!
Let me know what you think about it! 😃
people (myself included) have suggested this for a while but you've gone into more detail about it here :) i can't say i disagree with anything here except that the Avalanches may be harder to execute in exactly the way you describe them
yeah thought about the complexity of programming such a thing too, the avalanches would just be the icing (hahaha) on this cake =)
Not that i'm a dev of any sort but the rest can be made with level elements that already exist in other biomes, they would only need a color-swap 😃
And while i'm suggesting new stuff:
Not necessarily new enemies, but maybe just new/different color schemes for the Glyphids, depending on which biome they are encountered in, showing that they adapt to their surroundings (like dark / grey 'earth' colors in magma core/Sand Corridors, red to greenish-blue in Dense Biozone, you get the idea)
I'd also love to have a seperate 'Refresh' button for the server list to refresh it myself, instead of having it refresh itself all couple of seconds.
And maybe add a new section to the server list, that not only shows how many players are in any given group, but also what classes are already in there so you can pick your class accordingly and not end up in a group with 3 scouts and 1 driller for example (or any other combination that make the mission unnecessarily harder)
Anyone brought up bug type, like tremors from the movie?
But a hug one, not going to the size of dune worms but still
Yes
Quite a few times actually
Although I think the devs said something about issues with making terrain changing worms a while back?
do they really need to change the map? They can move around with the animation tha bugs now make when they about to spawn
That'd be a possible workaround, but the worms from tremors created tunnels
And tunnels are what a lot of people want out of a worm type enemy
Support enemies!
It would be cool if such enemies were introduced that they do not attack on their own, but intensify other enemies.
For example, a beetle that emits a cloud of special pheromones, which makes other beetles more aggressive by increasing their speed and damage.
Hey, could we get the Supporter Upgrade DLC on Xbox/Win10? I'd love to give you guys some more money, especially if I could get some bad ass solid gold armor!
Dune sand worms were worse then the tremors ones....
A dune sand worm can be a boss, That the mission. Nothing else but the boss
@radiant urchin
Should be possible.
The most common reason for DLC not being available for console is because Microsoft/Sony don't have a system in place for splitting proceeds multiple directions - this is why you never see Steam exclusive charity dlc.
In the case of the supportee upgrade, the money is still going to Ghost Ship Games, so there should be no issue.
Great suggestion.
@urban verge what was wrong with what I said?
I was thinking it could be a new game mode
called "leave no dwarf behind"
and you get like, more money or something
survival bonus is imo not enough of a incentive to get everyone back to the droppod
It's enough of an incentive, I dunno why people complain about it so much.
A full extract is worth mining about 250 gold
If anything we should be fixing cred income in GENERAL. They're not as impactful as currency in most games feel like. Seeing as just selling the crafting minerals on a mineral mania anomaly gets you more than gold rush and golden bugs combined
@naive wharf There's a reason why games like L4D don't use that model. Connectivity issues, trolling, and poor skill would quickly kill any fun to be had. You'll just end up with those downed, or those lagging behind being kicked from the game. It really wouldn't change anything.
Yes... dune mode. Face a shai hulud. If you think you may be the one who can be in many places at once, drink the blood of a shai hulud and either suffer permanent insanity or become the kwisacz haderach. This is an excellent idea...
if any of that was inaccurate forgive me I read the novel 12 years ago
@urban verge what if it was just a game mode you could select?
that would be cool, right?
It would be a minor change with little effect on gameplay, and would only stand to be inflammatory to the community dynamic. Don't think it will ever be added.
Megacretures the size of sandworms would be difficult to implement given the confined spaces of some maps. There's a reason even games like Subnautica have a resonable size limit to hostile creatures.
Also, Subnautica takes place in mostly open water - in a terrestrial environment - a total pipe dream.
It seems like the cooperative experience suffers when multiple players have picked the same class meaning at least one class has to be left out, so has there been any discussion of having the option to enforce 1 player per class when a game is created?
The largest creature in the game will certainly be a Queen Glyphid. Imaginably no larger than four times the size of Glyphid Dreadnought. Any larger and it would be an immobile boss. Unless: there is a super sized cavern map... in which case we're seeing it limited to a purpose game mode.
@thin gust That may have been suggested before, but I don't see that as ever being implemented. It's too limiting on player agency; sometimes playing one type squads is fun/hilarious. Also, it's a great way to get lobbies empty, or 1 to 2 dwarves down.
Basically, class enforcement would make a lot of lobbies 3 dwarf only.
right so make it optional?
like, the lobby creator chooses whether or not to enforce it
Have fun with a lobby that isn't full. 😃
i mean
when i create
and there's 2 of something
I ask "hey can someone switch to (x) we may need it"
and 999 times out of 1000 someone is cool with it
so, lobby creator recognizes that there's more chance of not being full, but wanting full variance is more important than full group, so the option adds value
It's a PvE game, so there is absolutely no pertinence to enforcing team dynamic. DRG is too casual and agency reliant for it.
Have fun with a lobby that isn't full.
Just go to #lfg-steam and ask for a 4-kind team.
EZ
You don't need a burdensome mechanic that does little, and if anything, would toxify team dynamics.
It's just too control freaky.
Really, there is no counter argument. #lfg-steam
Or just buy some friends the game. 😉
its detox... when you wipe because you needed turrets but nobody wanted to play engy so then the guy who picked 2nd scout gets flamed
avoid that whole thing if you want to
Lobby leader could just kick the offending scout. Devs aren't going to waste time on redundant features.
Sorta already went over that.
Yes you are. 🙄
oh there must be something wrong with my discord I don't see you under the moderator list
@solid dune I can't help if people insist. I'll try to quit when I ahead. 😉
thank you, please do
👀
Giant flying mactera queen that spawns various types of mactera.
There needs to be a giant defensive scorpion enemy - very high defense but slow
we have arachnids in the form of glyphids - why not scorpions
or maybe make a glyphid scorpion enemy
like a warrior but with much higher defensive capabilities

okay, at this point i know multiple players who have moral codes against killing loot bugs. i dunno if this is already under consideration by the devs, but loot bugs could absolutely be turned into a risk/reward system like vermintide's grimoires or bioshock's little sisters
We've had it suggested that if you kill too many loot bugs their mom appears and attacks you
As a sort of miniboss
If that also drops loot I'll go out of my way to kill more lootbugs
my suggestion: pick 'em up like a backpack, take a penalty to movement or health or hauling capacity or whatever parameter seems reasonable to balance, and gather 'em together at some optional objective location for a reward- or bring something to them, i'm thinking an emetic
So carry them to molly and squeeze the loot out of them then let them go
probably something harder than that, but yeah, in that vein
Erm, seems like something that shouldn't necessarily be tied to loot bugs, ya know? What if the error cube was essentially a grimore/tome and whoever deposits it gets "cursed to 50% max health"
i don't know how familiar yall are with vermintide's grimoires, but in that system grimoires spawn at a fixed location, when you pick them up the team takes a 25% global max health penalty for the rest of the mission, you can get up to 3 of them per mission, and the reward for finishing with them is a significant boost to your loot roll
it's possible they may do that with the hellcube, i just thought that since so many people hate killing loot bugs it might be reasonable to turn them into a risk/reward mechanic
Why do people hate killing lootbugs? Is it because they are cute?
they're good as hell
I'm confused, what's wrong with lootbugs?
They're cutebugs
absolutely nothing, that's the problem, i can't kill em cuz they're too good
Not a true dwarf
There is not cuteness in my eyes, only the 5-10 gold inside those bugs
a true dwarf would never shave his beard and subordinate himself to a mining conglomerate
}:|<<<
Erm I wouldn't be against lootbugs dropping something akin to a tome or grimore, but if its just "deposit in Molly" the risk or danger is greatly reduced, even with permanent aftereffects (reduced max health) it feels subvertable given near end deposits
If it's something like Must be deposited in droppod- then you have a much harder limit, but it'd be more interesting.
Unless it's a mission where it's fixed like point extract or salvage
that's why i'm saying add an optional bug-related objective that spawns somewhere on the map
so I feel like there are two limits currently
first one is, what are the resource sinks since the game is about collecting said resources
in the late game once you've got upgrades and cosmetics
the second is resource collection, which only comes in three forms currently: mining, digging and picking up and could use a little diversity
I mean, if you're worried about where extra objectives and challenges fit into progression (that's how I'm reading what you said) a lot of the games progression has yet to be implemented or established yet. There will very likely be large overhauls to perks and upgrades which will likely require more crafting resources or unique ones (like error cube)
As for your second point do you have any suggestions to making mineral collection more interesting?
sure, but I need a dwarf to pose for me
Alright
For the optional spawn for bug escort I'm pretty conflicted since I feel some missions are fairly long,escorting or carrying a bug to backtrack seems incredibly annoying, even more so if the reward is mediocre or RNG decides the gathering point is inconvenient
if you had an emetic herb resource that you could feed the loot bug to make it toss its lunch, you could make the mechanic scalable, work with the existing resource gathering mechanics, and potentially minimize backtracking
and y'know have it do some cursed grimoire stuff or something
Where do you get this herb, what is the reason for feeding it over killing it?
people were talking about loot bugs possibly dropping objectives and crafting resources before
are still going along with the lure & destination idea? Sorry trying to follow and am a little confused
you could do the lure/destination idea, or you could pick up herbs like grimoires, have the player take a health penalty or some other penalty for carrying them, then drop that penalty once the bug is fed
on some maps this is still theoretically a pain in the ass, because loot bugs can walk on the ceiling
But if you can still just kill them why would you ever take the time to feed them with a penalty
extra drops
that's the point of risk/reward
I think you'd be better off having it one way or the other
bioshock had it both ways
Especially in pub play, I get the feeling you'd have more people killing them for the easy loot
it's a moral dilemma in a game about ecocidal extractive industry
I like the risk vs reward mechanic in a lot of games, but I think the lootbug herb idea would probably require more fine tuning
Getting to the bug would be an issue some of the time as you mentioned, and besides that spotting lootbugs isn't really guaranteed, I still can't help but think if the penalty is still large then players would just avoid picking up the herb until they found a lootbug then quickly get the reward (if it would even be worth it)
causality in conflict with the RNG could potentially be an issue, yeah
Would it be too cheesy to force a spawn proximity? Within say 50m of a lootbugs there is a herb
If you find the herb and hold it out (assuming it's a carryable) it redirects you to the lootbug (compass style)
Don't ask me the more implications of a plant that points to its natural predator
Loot bugs move
i find them pretty visible, idk about people who play with actual graphics though
Also they tend to spawn/group in clusters, you can occasionally see 4-5 at once
If you're still hooked on the feeding idea It'd probably be better off as a new mobtype lol
i guess considering the prevalence of fetch quests, bring [x] to [y] may not be the most interesting objective to play
I can agree with that. Self imposed challenge modifiers somewhat exist in the form of hazard levels and visible warnings
Though I agree with you that another level of risk reward would help add some seriousness and uniqueness to runs
i'm just interested in saving the loot bugs
we could just give them god mode and make them huggable and this would solve all the problems
hug the loot out of em
Sounds more like you're SQUEEZEing the lifeloot out
bear dwarfhug
Anyway, with a perk rework system I don't have any qualms with a "bug whisperer" perk where approaching a bug or interacting with them will cause them to drop a portion of their contained loot and otherwise unobtainable resources (red sugar chunks, crafting minerals)
Would work well as a subtree for the it's a bug think perk that currently exists
I like that idea enough that I'll write it down so I can dump all my perk rework ideas collectively sometime
I'm more concerned about where the progression system ends
content isn't really something to worry about
more bugs more guns
Eh, the game is pretty bare bones imo in terms of get resources, get upgrades. The biggest "choice" besides classes is what perks you want, of which most of the time in games I seriously doubt players can tell the difference
More player choice in loadouts, meaning upgrades or weapon choices as well as perk effects and possible downsides is what I think is the right way to add progression and depth
But that's all completely my opinion, there are def people who are happy with the currently level of complexity for loadouts or mechanics and progression, and that's alright.
no what I meant is that once you run out of unlocks, what justifies gathering minerals. killing bug is understandable for the challenge, but if you don't need gold you'd just ignore all resource nodes
we really need a suggestions discussion channel
Agree
so you're just gonna make an omelette right there on the ground, huh?
Erm
basically some sort of "encased" resource that can't be deposited until you break its shell
Could you also just shoot it?
yeah it'd be better if you could shoot or mine it
but that wouldnt be interesting
you won't always have a ledge nearby
I mean the point is tying in the environment and mobility into resource collection
I can't say throwing something off a cliff to collect it is terribly intuitive
I mean it doesn't have to be anything too fancy, even a 15m fall would be enough
it's just about the mechanic of taking a resource to high ground and dropping it
I don't know if this is necessarily worth what it adds
as I said diversity in collection mechanics since we only got 3 right now
It seems like more of an inconvenience than an interesting collection mechanic
same could be said by picking up fossils stuck on ceilings by that logic
Do you mean the difference between the different collection objectives?
I'm not saying they're terribly unique, but I do think there are distinct differences in spawn rates and spawn locations for the different ones
yeah you have:
-mine (morkrite, nitra)
-dig/carry (eggs)
-collect (fossiles, boloo)
Fossil shards: shoot the fossils off the wall, and pick up the pieces
While destroying a relic of history that lasted for hundreds of years until today
Refusing to preserve it
or even this, there's no resource that requires two dwarves at once
@rocky bear i like your ideas
Put too much effort into the images :P
They are quite interesting tbh
of course Bosco will have to help with two-person resources
I'm going to make a compilation of those
but you get the idea, making resources more physical and all
Mission idea :" Xeno entomologist " the team is sent to collect semple from specific "varints" of Glifhs those variants would be just standard gliphs with different color patterns, there it could be two ways to achive this mission the first is to kill and "harvest" sample from the targets while the second option i suggest could be capture them by lurl them in specific areas where they would get trapped and seded back to the mission controll hub; the reason for such mission could be that the company has now a group of scientists who are studying the Glifh to provide you with new upgrades and maybe weapons thus leading to new contentent that could be worked on later on.
Note: the fist and more simple way to harvest would use molly with maybe just a little reskin of her with like a tank on her back to where she store the sampes or if we don't want that we can just keep the stock molly with just different particles when you put in the sample so instead of gems you wuould small meat pices going in.
Minor idea: fossil armors so as the name suggest it would be just an update that allow people to mine Xeno fossils (the big ribs) and with those make a new set of SKELLY Spooky scary armor
so it can shock the spines of the Glifhs... even if they may not have spines.....
The capture mission type has been suggested
Fossil armor is kind of like the one I suggested about wearing praetorian chitin as armor. I like the spooky route. Maybe as a Halloween event armor thing that could work
@grim escarp is there any internal discussion about amping up the sfx and vfx for flamethrower?
@brazen grail There has been before, I'm certain.
of course; the flamethrower has changed a bit over time. Most importantly it needs optimized so it doesnt lag anyone, it used to cause serioues framerate dips
@idle quartz Sometimes that kind of thing is unavoidable. The flamethrower effects a wide area, so all that has to be calculated.
Unlike explosives, and bullets that are one and done - a weapon like the flamethrower is not only acting on a lot in the game space, it lingers too.
was adjusted for that too. I also want flamethrower upgrades but apparently even extending its range a little bit will require more optomization input 😦
Yeah, that sort of thing happens in other games with persistent AoE weapons... especially with destructible environments. I mod for a game called Brigador. There is a radiation shotgun called the Black Hand. It can fire through solid objects, and so every asset it hits has to calculate the effect. Changing the range, damage, AoE, rays, etc... just a little tweak can crash the game. I know them dev feels 😢
The work around is to back scale the upgrades, but then players will end up with a zippo lighter...
But hey, if the devs work it somehow, that means everything else will likely run smoother, and future weapon ideas are more obtainable if they have passive after effects. 🤔 We'll just have to see @brazen grail
I'm sure ammo shortage has been mentioned but how about weapon spread? The weapons are pretty wasteful not to mention hits not registering sometimes.
@lean haven @ripe axle (for my crate resources idea) well then it should be made so that crates (when attempting to spawn) will check to see how much ground is beneath and around them - if it's too little, they won't spawn.
Perk idea: Killing an enemy with your pickaxe gives you a 30% chance of making the enemy to drop some ammo
Is that sometime that might work?
1 HP of lifesteal per pickaxe hit could be an interesting upgrade
I already use my pickaxe WAY more than actual guns just because I like to smash bugz
➕
= 
Does anyone actually use the melee perk? How does it feel to use it, and what rank have you attained?
I expect the first 2 tiers at least to feel like wet paper.
I use melee perk on almost all 4 classes - unless you play with the pickaxe more, you won't notice shit
but you can two-shot glyphids with pickaxe in the face; 3-shot on skin
of course you need to be damaged first - so that's a thing
"But a healthy dwarf is a lazy dwarf!"
I don't use the perk, but i do use the pickaxe for swarmers and straggling warriors.
pick is always one-shot for swarmers - the difference comes with warriors
sometimes the opportunity to finish of a praetorian comes along
Damage upgraded pick is already 3 shots for a warrior
(Assuming we are talking about the same difficulty)
all I know is that with max perk and lower-end health, the perk becomes very obvious
It sucks
Your pickaxe already does a lot without it
in fact most of the perks need a buff here and there
What's the base damage? 15 or so?
I only use it cause I'm dumb
Max perk adds 35 damage at nil health, i think
+1 for every 4 hp lost
I wouldn't be using my pick with that little health though.
Max hp is what, 110hp?
yeah something like that
cause shield nerf
honestly that minor change was good
red sugar was kinda useless - and now it's more viable
the red sugar perk is OP
110hp, according to #announcements
even getting 15% more red sugar is VERY noticeable
Would you nerf it though, or just male sure not to buff it in a balance pass?
honestly no - perks should be really welcomed like that
I think more of the perks either suck or aren't powerful enough
I mean yeah - they're perks - but cmon at least make them worthwhile
I have to grind my ass off for just 1
I want 15m range on the loot bug perk.
2m at max level is pointless.
It doesnt save me ammo, because I don't shoot them.
Loot bug perk could have a better concept if it (also?) made loot bugs drop more loot.
Either 20% more loot, or red sugar in addition to loot.
We need Simon from "The Yogscast" to voice a dward
*Dwarf
I'm sure he'd do it in a heartbeat
Tank dwarf Voiced by Simon from the yogscast would make me the happiest thing ever
Are you from 2013
Before that
A friend of mine watched a bit of gameplay and asked if the game was a rogue-like; I said that it wasn't, but we agreed that it would be a fun mode. I am curious about whether such a thing could be implemented, with choice of missions but continually increasing difficulty, tweaked to be less and decreasingly generous about replenishing resources, and the ability to upgrade perks and gear to several times the normal maximum within that mode for the duration of a run. Also, I've thought more about the earlier suggestion that gunner receive choices for guns, driller receive an exo-suit as shown somewhere, engineer receive choices for turrets, and scout receive... something. Perhaps as, say, an alternate choice of grenade, I think this would be a balanced but helpful option appropriate for the scout: a net or seismic thingy (or other explanation) which prevents enemies from appearing from walls in a limited area for a limited time. To survive a swarm, a driller might make a tunnel and a safe-room, but currently enemies can spawn in that safe room, making it a suicidal strategy. The net would cover the whole dug-out room, or a section of a larger tunnel or room, but for a limited time, making enemies start attacking from a respectable distance, but demanding several of a very limited number of charges to hole up in a safe room for the whole duration of a swarm. This would also keep enemies at a respectable distance if the scout is playing solo, or alone in an area, but any enemies which would spawn within its effect would spawn immediately outside of it, reducing its effectiveness to a more reasonable point.
To clarify, I imagine a rogue-like 'run' would be either solo or like a DnD session, where a group of friends set aside 6-8 hours and play several of the extended missions in a row. Perhaps matchmaking could be arranged by time available as stated before starting, or by grouping players at similar points in the difficulty curve, or the mode be emphasized as a private or solo ordeal. I think it would feel challenging in a long-term sense (where regular missions can be very difficult, but remain sort of routine and self-contained) and provide a feeling of achievement more long term than completing a single mission and both less long term and more tangible than the current permanent but small gear and perk upgrades and cosmetics. It would also allow for a system with much more scaling, without breaking the balance of upgrades and difficulty in the normal mode(s) which both makes the game fun and improves its community by maintaining that newer players aren't too much less effective than their teammates.
How about a new tool that takes the place of the pickaxe like a shovel or a club so there could be the choice to be more oriented to fight instead of just mining....
i think it would be cool if they added/ changed the classes now and made them more customizable. Like different kinds of drills for the driller (one for rock and one for the minerals.) It would also be cool if the drills for the minerals could extend to make it easier to reach minerals on the roofs of the caves etc. The scout could maybe have a drone type machine that could explore ahead of the other dwarves and its has lights. The gunner could have some kind of secondary firing mode for the minigun that is a rocket type. Not sure about the engineer because I havent played him yet.
In my opinion current amount of classes is cool.
Amount of classes, alright, customization of classes, could use more features/loadout diversity
As for the RPG suggestion, I like the idea of something akin to crime sprees in Payday 2.
A selection of randomly generated missions of which you must select say 1 of 3 with warnings and modifiers as well as a increase in hazard level that rewards you more as the "streak" continues.
suggestion for 2 possibol treaths for the sand-zone (i don't remember the place's name i never go there) :1 a glifh larva that it's like an antlion larvas so it stands in the botton of a sand trap and cews everything that goes in the trap (specifically if you fall in the middle where the creature is burried in)
2 : quicksand, i don't think i have to explain this one
Cave Leeches but on the ground pls
what?
Cave Leeches but on the ground pls
no mate
it's different
it's not that it will grab ya the sand will do the job for it just like in real life antlions
so that even other glyph may fall as meal for it
Hmm. I like it!
Antlion, decent suggestion
Yet going to be as annoying as Cave Leeches lol
We want to be miles ahead of our team without danger :cc
Been suggested
@unique granite maybe a competitive "endless mode" with registered teams, zone continuously generates, swarms get larger and more dangerous as the run goes on, and the run only ends with a wipe and then total score is a combination of kills and mined materials, leaderboards are posted
if continuous procedural generation is impossible, then have materials randomly spawn throughout map so team will have to move back and forth as the run goes on
you don't want endless
endless is like a rollercoaster that never ends, you get sick of it
the downtime between missions and switching environments is important for the pacing
Dwarfs and dwarfettes let me introduce you the final device of mass destruction : THE BARREL LUNCHER! yes you heard me right now your friendly barrels cam come with you in your exspeditions and be enmplyed as ammunition for the barrel luncher 5000 ! Warning : barells not included
Or you can get them with you in launching center?
YES
YES to all
lol
picture a poor glyph pretorian hitted by an Hight speed barrel lol!
Would be awesome if there will be a coallapsing feature :
The blocks who arent attached to walls will fall, damaging players and aliens beneath
And tunnelers glyphids, who can drill tunnels (thank you captain Obvious)
Finally, explosions would have a chance to make the tunnel coallapse
There are some places with something like that... already ..
not total collapsing but close enogth
you talk about the stalactites ?
yes
Oh ok, that's the idea, but i'd be cool if we could slow down glyphids by (temporarly) closing a tunnel with a satchel
Well, usually, we work at -500m or even more, so it's unlikely that a tunnel would collapse (since everything above would collapse, but the rocks are tied together)
Excuse me for my poor choice of words, my english isn't fluent in geology tho
Could we see additional weapons as side grades for the existing classes?
@rocky bear "endless" is misleading about what i was conceiving, swarm frequency/difficulty could potentially increase at a rate so as to establish a soft time limit, and the highest scoring runs only last around 1.5 hours or so
Don't some missions already have increasing difficulty overtime? I was told point extract gets harder overtime, but I don't know the details
It would be cool to see a WEAPON COMPONENT CUSTOMIZATION system akin to the one found in Blacklight: Retribution. Each Dwarf class could have different magazines, ammo types, barrels, stocks, etc.
The Snub 260 comes to mind when thinking about the Gunner's revolver. The cylinder of the snub could be changed out to modify the weapon's characteristics.
* Standard Cylinder: The default ammunition for this weapon. Presuming all rounds hit, the potential damage for this cylinder is 744.
* Precision Cylinder: Improves Spread and Range, but impairs Recoil and reduces ammo. Presuming all rounds hit, the potential damage is 465.
* High Caliber Cylinder: Increases damage to 125, but impairs Spread, Recoil, and reduces ammo. Presuming all rounds hit, the potential damage is 625.
Basically, it would be easier to implement than entirely new guns.
High Caliber
Precision
Standard
Each weapon component had slight visual difference, and as you can see, selection changed minor stats is some areas. A similar system could be applied to DRG weapons.
Obviously 40k inspired, but it helps illustrate the point:
That means DRG will get better equipment which is unrealistic
can you make it so the sub-mission is shown in the server browser? some sub-missions are rarer than others (in particular, dystrum collection and egg hunt sub-missions) and I like to know what it is before I join a game only to be dissappointed or always feel like I have to host my own games to make sure I get wha I want.
@broken fractal The component changes in Blacklight: Retribution were not upgrades, they were side-grades. For quick example, the Gunner's revolver could come with the Standard cylinder. Players could then choose the keep that one, or swap it for a High Caliber, or Precision cylinder. High Caliber would have more damage, but decreased accuracy and handling. Precision would have greater handling, and maybe increased magazine size, but would have reduced damage and range. The Standard would have the advantage of maintaining the fastest reload speed.
If a player is more comfortable with taking their time to make critical shots, the High Caliber would suit them best. Others that like to having more shots at close range would prefer the Precision. Still, some might just like the mid ground of the Standard.
I’d love to have a change to the Mule. I’m tired of having people join my game, and being able to activate the mission completion button (or having a teammate accidently push it when offloading loot). Too many times have I completed my main objective, and a random joins and activates the return pod, when I still have tons of areas to still explore. There should be a voting option, for when the button is pressed, your team must vote if your team is ready to end the mission or not. Or have the mission completion button only activatable by the host.
I feel that may be a double edged sword, imagine that you are pressed for time or have what you want from the cave you're in. Just to press the button to leave and needing a majority 2/3 or 3/4 vote from teammates just to leave. Then having one or two stubborn people who refuse to press the button to leave. For any reason from simply wanting to explore or just being an ass. The only way you would be able to over rule the vote without getting the majority you'd have to kick people. And the idea of vote or get kicked leaves a bad taste in my mouth.
can we please have a channel called Roughnecks?
Id kill for a class that had a perma bosco 😮
Or one with a better affinity with mineral collect
With 5 classes, the players should choose one class to ignore at each game, and this could cause better teamplay
Would be cool if the armors had a little hook between the shoulders for the ziplines because it's strange to see the drawves "floating" under the ziplines.
Yes, a class that'll make things bearable if RNG doesn't favor us
Like if the uplink is in a corner
Or mini mule is right at the edge of a cliff on top of a very high ceiling
With the legs on the very very bottom
With maybe a mineral scanner who reveal minerals in a radius
Or a remote mining system (for ressources on the ceiling)
Like a mining laser or a drone
should just be side grades to the driller and the engineer
@shrewd marlin That's true. That's why I was thinking about maybe just having the host being able to activate it.
@broken fractal I wouldn't say that most people are intentionally being toxic, most are players that have no desire for mining rare minerals. And then there are players who just hop in a game that has a high mission timer to get fast rewards, because they know it should almost be completed. I don't know about you, but I hate wasting my time looking for a secondary mission, and almost having it completed, just for someone to press the completion button on the mule.
Well there are other reason like they may need to go
But also it's not worth it to stick around after both objectives
Even for rare minerals as they are now much more spread out, so getting for he final cave is less important
Meaning you can co back and just restart
Not to mention you can easily die and lose very thing and maybe they want to avoid this
"deep rock seriously need to invest in bettar equipment !" , how about some duc taped weapons then...
A mod for the engineer to make his platforms look like scrunched up duct tape :P
@cloud halo If that happens, kick the new joiner.
so first idea that came to my mind today : hat idea that could go in the game : the classic miner herlmet modified to have on the sides two bears or drinks like the stadio ones/ and for the second waky idea of the day : carboard shotgun reskin
called the low budget choice
A reskin for armor to make them zipline-compatibles
@wide trail Wait, so the armor doesn’t clip when you’re on a zip line?
What are you talking about?
we could just improve the zip line animationn and add something
@urban verge When a you see someone using a zipline, he just "floats" under the zipline without touching it
This is not a major issue but it breaks a bit the epicness of the scene
DRG might be getting an animation for that soon. Since the devs have been adding new models/animations for some things. @wide trail
Hight tech i say
@vale shadow ID software should call you for DOOM's Super Shotgun skin ^^
I hope DRG doesn’t turn into an Unturned knock off with ridiculous skins.
Skins can't totally break a game since it has excellent gameplay
but i think it would be hilarious since the dwarfs already bitch about their equipment
A makeshift MULE 😆
btw i prefare new stuff to reskins that's for sure
made of scraps ? and duct tape ? sure
More slow than the original
but that one also look like a real mule
I’d rather see weapon mods / new weapons for now rather than re-skins that add little replay ability.
A fifth class is planned
Perks were a step in that direction of more content, along with game modes.
Wondering what will be its speciality 🤔
If you guys want to discuss the game, please move it over to #drg-chat chat, you're flooding suggestions.
This is suggestions related.
But they're not suggestions themselves. Please take it over there
Suggestion: make a #suggestion_discussion channel
New enemy /special Event boss/boss :
possible Names :"The Drone"/Royal Dreadnaught
Mini lore: The so called drone is the pick of the evolution of a Dreadnaught it's hatchs from the cacoons they made once they reach maturity, it's role in the hive is to act as a commander and since it's a new species the Mission control can't allow the Glyfh. to have this beast roam around so that's why you guys come in. BUT there is a problem the company is unsure of their existence so this creature is more like a mith to scare the green beard in the coffè breack...
The misson /event : so the mission would be marked like a normal Elimination but there would be a "special" name to it like "the rise of the beast" and this mission would be avaible only for players around 7 to up since it would be hard and it needs to be done in a perfect team work(for the solo players there it will be obvsly an help so the boss would result a little weaker maybe this depends on you guys) so the mission would start and there it will go normally until the players breack the second cacoon and things would start to be ... Intersting , first the Mission controll would advice that something is odd in the last one , then the ground will quake and shake while the player would hear a roar coming from the inside of the cacoon.. then as they reach it the cacoon will open up reavealing the now newborn "Drone" it would be way more bigger then a dreadnaught (so his nest would be a large open area where the player and it can fit in) and then the mission controll will freack out and there it will be a choice run or fight (by fighting it there will be a bonus, so all the other effects and so on btw would be made to create the surprice and scare a little ) so let's say the team decide to run they will have to deal then with him chaising them down by calling more and more pretorians and the swarm , as it roars calling his "friends " untill eventually the team reaches the emergency pod.
BUT If they fight him.... ohh it's on ! First :** the boss would be composed of a total of 6 breackable parts, every single part of his body if broken causes him to get weaker and wearker untill it eventually dies.
the parts are : 4 wings , the armor all over the body (the flamethrower would be great for this bad boy..) , the claws/pincers he has on the front/the two acid sacks he has on the sides /and then for last the exsternal jaws.**
Fighting mechanicas and moves set: the moveset of the Drone would be set in stages and those are : it uses the wings to make leap attacks kinda like a grass hopper (so the solution to this would be breack his wings to limit his hight movement) secondly he has bites for close range and also a stun mechanic that increases in power the more players are in front of him and also close , where it will punch the ground knocking down the poor dwarfs in range and then he will procced biting and hitting them with his pincers or claws. if the team smashes his claws and jaw this will prevent him to knocking them down and reducing his bite damadge .
For ranged attacks he will start using as soon he loses his wings and at least the claws he will start to spit from his mouth , using two acid sacks that the team can shoot at temporanially disabling them (he regenate this ones ) tho they are also really... REALLY flamables so using the flamethrower on them is not a good idea...(unless you want to see a dragon...) so the patter for the ranged are 3 spiting small acid projectails , spit a Big one that on ipact explodes in a goo liquit that emit deadly gas deals impact demadge if there is a direct hit and also slows down, and for last he has the spit of the Pretorians but this one is different since he charges and spit at the same time so to avoid it the team should go behind him(not he has no weak spot there, they can still shoot to the upper torso or legs) .
as last resorce if the fight takes too much and he will be down to low hp he will start to roar calling 4 pretorians in a desperate attempt to save his own life; when it finally goes down the team would get exstracted
And it will become a possible mutator or enemy that could ramdomly appear in the elimination quests (after the first econter there will be no special effect at least not in a scenic way)
So we got to talking about what is wrong with the dreadnought in general chat and this is basically what was come up with as a means to fix it
Thanks for summarizing, @ripe axle
Yeah, it always winds up whenever im doing execution the ting prefers to target me so i get to deal like no damage
Yes, would help with the 360 no-scoop genius AI turns when you get in close while your buddy is trying to lure it - ending with neither doing any damage.
@vale shadow You might want to underline/bold important parts in your suggestions. If it’s really long, makes sure to have a summary sentence of ten words or less so the devs have an easier time reading through.
ay if you lads can help me out...
**bold** __underline__
ok i will work on that
Makes it look like: bold underline
is it better now?
Just move ideas onto a separate document and give the link or dl, like that guy who had the gernade idea made a word doc.
personally I work a lot in google docs
@ripe axle PDFs are probably the best to use if you're posting a text doc with ideas.
@vale shadow The purpose of the bold/underlining is to emphasize critical words and phrases; not the entire post.
but if i already made a summary mate
I'll whip something up to demonstrate.
lol
look mate in my opionion is already short
and i don't think devs are lazy so
as long they understand what's it is
It's not about being lazy, it's about them having crunch for time.
and what i said i'm cool
If they see a wall of text, they'll read like two sentences and move on.
google docs can export pdf :3
@vale shadow try structuring your idea with a clear and standard sentence structure. Its kind of difficult to keep up with your train of thought as you just kind of move from one thought to the next without any grammatical organization..
ay mate that's my limit tho...
i'm better in talking
then typing oddly enogth
since i read with my eyes
so everything for me is quicker and i compleatly ingnore , or .
at least when i read with my eyes
right... see even now I'm confused.
are any devs fluent in your first language?
might be better to communicate that way
i think there is no dev that's understeands my mother language
still i don't think waht i'm saying is that much garbage
Whoever writes the patch notes can't write proper english.