#suggestions
1 messages · Page 70 of 1
Suggestion: For a vanity purchase, glyphids will appear wearing a top hat and monocle (and perhaps a bushy mustache to go along with it), and the exploder glyphids will run up to you and say "My word, good sir, I do feel a bit explody at the moment"
make the hub customizable like saint rows
^ yes!
make it so people can see you flipping your pistol around because it works with the primary just fine...
Please
Suggestion: Expanded voice commands, like in Team Fortress 2. I like the idea of no voice chat or in-game typed chat, but there's not enough commands to communicate effectively.
Maybe the X key could bring up a list of commands (again, like TF2) that you could choose from, like 'I need red sugar', 'Put a platform here', 'Deploy a sentry', 'I'm low on ammo', 'Call for a resupply!', etc.
I know it'd take more voice acting to accomplish, but it'd be worth it - and also a way to add a bit more character and flare to the dwarves.
For point gestures like platform here I would prefer a radial menu, also would make it a lot more xbox friendly that way, but still rather convoluted when you consider how you'd probably need one for each class
If the ctl click would be expanded to have a radial menu then I feel it could work based off geometry or players you point at
Pointing at a. Teammate => identity class => give appropriate wheel of commands
Also check the search before suggestions, "voice commands" has quite a few suggestions already
@random copper I really like the idea of anti-voice-chat; it makes you really focus more on the game and feels a lot more polished on the finer details if you can effectively communicate through in-game voicelines rather than arbitrary voice chat
You can do alot with just voiceline wheel and ping system
Maybe if you want someone to use equipment
You ping, select what equipment and it will fire a "ghost" version,
That's visible for the neccessary class
Voicelines in general would be nicer tho
RN it's for the neccesary things
and good voicelines too - not those weird nasally ones that we got in the glacial update
Cave leeches are very easy to see in the new biome, I think they need camouflaging.
that depends on the cave gen, the ice spikes in the ceiling are pretty good at hiding them imo
A display similar to XCOM 2 of enemies you've killed and number of each enemy below it. But like a stuffed enemy, not just a picture. It would be kind of just a counter for normal enemies but if there's new special ones coming to the game or varieties then it would be nice to unlock the stuffed Glyphid after encountering and killing one
Riding off of what @near glacier said in #drg-chat about getting drunk at the bar and then going on drunk missions. I'd love to see minerals get another use as "grounded seasoning" for the drinks in the bar that give minor buffs/debuffs for x amount of missions or just a straight up timer that carries on through missions and in between when choosing the next one. Kind of like Borderlands: The PreSequel drinks from the bar
If you have Baroness or Jack DLC use them first
PSA: There is a search function you can use to see what ideas have been posted before, if you're unsure if what you're about to post has been put up before or not
Search is found through the magnifying glass icon in the top right
@elfin bobcat
I get that the buff topic has been discussed but I still think that the idea of minerals being used for more than upgrades and cosmetics is good and hasn't been broached
What should I be searching for? These seemed obvious and got nothing similar/at all
Searching new mineral turns up some hits
If you have something else in mind then feel free to elaborate, new suggestions are welcome. It's the constant reposting of old ones that I'm trying to cut down on.
I understand and appreciate that. Though having been mod in a large server for a YouTuber, specifically focusing on a channel that you could ask him stuff, I'd advise realising you can't keep this place clean, only not overflowing.
Please remove the decelleration at the end of a zipline, or at least tone it down. If a zipline is placed just on the edge of a cliff, you have to be almost right on the end of the zipline to detach safely. This can take 3-5 extra seconds, time you may not have, since you are decellerated whe approaching the end of the zipline.
I am thinking a lot about achievements in game, What will be better?
- Make a list of them in the message
- Add a file with same list to message
You can't edit an uploaded file
If something has been suggested before, do we not suggest it again period or do we have to wait a certain amount of time or something?
add the ability to throw down more than 1 satchel charge at a time please.
The best thing to do imo is observe the suggestion, observe any player feedback or any issues with it, and improving or changing it in some unique way.
@night trout Press "R"
[SUGGESTION] Add a HUD message when C4 is already laid down, indicating how to use the reload key to lay additional charges. At the least, holding the reload key should show the message, similar to how holding the reload key when sentries are out shows a message indicating the function.
Sell donuts at the abyss bar.
Duh
For the Marksman class that everyone brings up. I think his side arm should be a machine pistol, his bolt action rifle should be powerful enough to kill a praetorian in one head shot and his gadget should be a grappling hook that he and the others can scale steep walls with.
But should the rifle be a bolt action or a lever action?
Or a grenade that attracts glyphids?
A grenade that spawns decoys.
That could work
Your suggestion Doesn't really seem to address a lot of the concerns people brought up with a Marksman class or new class in general
Anyway, one shotting praetorians requires as much damage as C4 (about 500) and seems rather impractical from a horde standpoint, but I'm guessing that's why you proposed a secondary
To not run out of ammo and still be doing well during hordes seems like something about the class would be very broken
The marks man rifle only has 15 total shots and it has to be charged.
but what good is a single target primary weapon in a horde shooter
^
And if your class suggestion only uses one weapon to deal with typical hordes
Well
the classes need to stand a chance in solo mode as well
as the game isn't solely multiplayer
Personally I feel that it just sounds like the class would have even more ammo troubles than scout, and is a little too specialized.
I feel the characters are more built around an idea than a weapon. Engineer is about auto-shooting enemies, and making up for the Scout's two-handed grapple. Driller is about rock navigation, with trash-control. Gunner is raw high damage, with situational team mobility/support. Scout is about grabbin' PILLS ores and making everything easier to spot
You'd need to come up with something new... you could still have a role that enroaches on another of the classes in their minor aspect, but brings something new to the table. Like your character's #3 might be a ranged tool that breaks ores from a distance (enroaching on scout's territory but being less reliable because it has ammo) with their #4 tool being a defense-boosting AoE. #1 and #2 could just be some basic weapons like a SMG and a pistol
That makes them average at dealing with regular enemies (actually having a bit of decent range actually) good at supporting team-mates, good at obtaining ore, but poor at mobility
Leveling up achievements```
Scout Beginner
Reach rank 3 for scout
Scout Veteran
Reach rank 10 for scout
True Scout
Reach rank 20 for scout
Gunner Beginner
Reach rank 3 for gunner
** Gunner Veteran**
Reach rank 10 for gunner
True Gunner
Reach rank 20 for gunner
Driller Beginner
Reach rank 3 for driller
** Driller Veteran**
Reach rank 10 for driller
True Driller
Reach rank 20 for driller
Engineer Beginner
Reach rank 3 for engineer
** Engineer Veteran**
Reach rank 10 for engineer
True Engineer
Reach rank 20 for engineer
Greenbeard
Reach player rank 3
Expert Miner
Reach player rank 10
Legendary Miner
Reach player rank 20
Uh… What’s next?
Reach player rank 26
Fancy-Pancy
Have all classes customised (buy at least 5 vanity items per class)```
Missions completing achievements```
Crystalline Caverns Tourist
Complete 1 mission in this area
Fungus Bogs Tourist
Complete 1 mission in this area
Dense Biozone Tourist
Complete 1 mission in this area
Radioactive Exclusion Zone Tourist
Complete 1 mission in this area
Magma Core Tourist
Complete 1 mission in this area
The Salt Pits Tourist
Complete 1 mission in this area
Sandblasted Corridors Tourist
Complete 1 mission in this area
Glacial Strata Tourist
Complete 1 mission in this area
Also all that achievements but change “Tourist” to “Visitor”/“Is My Home” for 5 / 25 completed missions.
Something same can be made of mission types (salvage, collection, elimination etc…)
Minefield
Complete mission in magma core with warning “exploder infestation” on hazard 3 or more.```
Interesting play-style achievements```
Pacifist
Mine over 200 resources at the end of mission, but have 0 kills.
Oh! Shiny!
Mine over 1000 resources at the end of mission.
Guard
Kill over 200 enemies at the end of mission, but have 0 mined resources.
Okay, now this is getting hot!
Kill over 1000 enemies at the end of mission.
Bug Bait
Complete mission from the beginning to the end with 0 mined resources and with 0 kills.
Just in time
Connect to mission when escape pod already landed and complete this mission alive.
Time to pay Molly a visit
Collect 40 or more of one resource except morkite, gold and nitra.
I need a damn mule!
Have 4 resources on full capacity.
Golden shower
Earn more, than 7500 credits in single mission.
John Henry Owns
Earn more, than 25000 experience in single missions.
Victory rush
Complete 3-3 mission in 15 minutes, hazard 3 or more.
Sky-high tactics
Kill 100 enemies while riding zip-line.
Leave no dwarf behind!
Playing party of 4, become the last survivor, but revive all the others.
Leave all dwarf behind!
Complete the mission with 3 teammates fallen.
Hardback
Drag heavy objects 100000 length total.
Giddy up!
Ride Molly 100 length at once.```
Deaths```
Immortal
Have 0 falls at the end of mission.
Field Medic
Have 5 or more revives at the end of mission.
Totally The Boss
Complete elimination mission solo.
Yet Another Sad Death
Die from: bite, explosion, projectile, cave leech, falling, burning and poison.
I thought it’s safe!
Fall to death in the pile of snow.
Catch it!
Die while you are in air.
Can’t you see the marker?
Catch supply pod with you face.
At the last moment
Escape damage from really high falling
Sweet tooth
Restore with red sugar 10000 health total.
Have a candy
Let your allies restore 2500 health by sugar mined by you.```
Killing achievements```
Meet the Glyphid Spawn
Kill 1 glyphid spawn
It’s Glyphid Spawn! Again!
Kill 100 glyphid spawn
Taste This, Glyphid Spawn!
Kill glyphid spawn with pickaxe
(Also for all this 3 achievements should be copies for: glyphid swarmer, glyphid warrior, glyphid exploder, glyphid web spitter, glyphid acid spitter, glyphid praetorian, of course glyphid Dreadnought, glyphid brood nexus, spitball infector, of course cave leech, deeptora honeycomb, mactera spawn, mactera grabber. But for bombers only 1-th and 2-nd achievement, they fly too high for pickaxe.)
I can kill you with my bare hands!
Kill every type of enemy with pickaxe. (except bombers)
Whoops!
Throw grenade, that damaged only you.
Boom
Kill an enemy with grenade.
Ka-boom!
Kill 5 or more enemies with single grenade.
Bomb has been defused
Explode satchel charge but deal no damage.
Nice spot
Explode satchel charge and kill 10 or more enemies.
Never like him anyway
Explode satchel charge and kill your teammate.
Death from above
Kill an enemy with supply pod.
Not so hard
Kill full-health glyphid praetorian with single shot.
Last stand weapon
Kill an enemy with Flare Gun.
I will save you!
Kill cave leech while it eats your teammate.
I will not save you...
Get caught by cave leech while your teammate already caught by another cave leech.
You hard, me harder!
Drill glyphid praetorian to death.
Never say die!
Kill 100 enemies, having less, than 10 health total.
Khazad ai-menu!
Kill 10 enemies in 15 seconds using pickaxe only.
Third of a kind
Playing Engineer kill 10 enemies without moving or being pushed.
Bested Willhelm
Kill an enemy 50 meters away.
Grinder
Kill 20 enemies in 10 seconds.```
@polar tide Achievements might mistakenly make people think of Steam Achievements, while the in-game feature I think you're referring to is Milestones.
@wraith oxide no, i exactly think about Steam achievements.
Ah, okay, thanks for the clarification.
Also one of empty room can be used for trophies like rewards for this achievements.
Maybe an addition to the memorial hall?
Maybe, that depends on the devs.
You uh
Didn't actually make that into a code block
I don't think I like the being useless/teamkill achievements, besides that generally a good set of achievements
Didn't see those
@polar tide I agree with him. None of the achievements should encourage any behavior that contradicts the objectives, including achievements that would otherwise distract the player from the objective.
I disagree, I mean as long as they aren't super annoying ones like 100 team kills or something. Like an achievement that unlocks when you kill a teammate. Sure, some Achievement hunters will go out of their way for it, but in the cases when someone accidentally detonates c4 on their fellow dwarf, having a steam pop up that says like "Never like him anyway" or something about it being an accident could be funny.
Yeah maybe if you got like XP for doing negative things it would be bad bad a one off achievement isn't bad
give a use to morkite, left over nitra, and other ores that arent used. maybe something to do with the abyss bar, and going off of what was said earlier, you could add certain ores to get certain buffs. So adding 500 nitra gets your drink a 1 hour 5% damage resistence buff, 200 nitra gets a 1 hour 10% more ammo buff. The system for adding buffs could be that you can get up to 5 "points, so 1 point for every 500 morkite, and the base buff is 1 hour 5% dmg resist. You spend these points to up it to 2 hours 5%, 3 hours 5%, or 1 hour 10%, 1 hour 15% etc. the buff can then be customized
Don't know about the rest of that stuff but, "give a use to morkite, left over nitra, and other ores that arent used."
you could even have it so you can add 2 buff to a drink, so between morkite, nitra, magnite, enor pearls, etc, you have to choose which to add to get the specific buff you want
the secondary objective stuff can, on occasion, prove a real pain in the ass to track down. I suggest that finding additional secondary resources pile up as well or transfer into some form of bonus.
the buff is the bonus
over time you collect this morkite and such, and can use it at ther abyss bar for timed buffs
Haha, let us collect up and save that extra Morkite and when we see a new mission asking for some we just be like "here is that 300 morkite you want". Haha, save yourself a trip to the hell of hox. XD
(obviously a joke^)
it would mean we are mining all this stuff, just to add it to our drinks lol
it fits the whole drunken dwarves theme
Yeah but I disagree with this whole "Drinks should give us buffs" thought. I think they should cost credits, sure, but they should be for fun. Hindrances if anything, because I mean after all if you want to say "drunken drawfes theme" then it should make them actually drunk. Not buffed! Haha, like slower revive times, or slurred voice lines. Just a way for skilled players to show off that they beat a mission drunk or something small.
I dunno, just my opinion. Don't need a bunch more "buffs". Drinks should be like the jukebox, fun but mostly pointless in terms of in game effects.
Personally I want Enor Pearls to be like decorative edible ball bearings :P
it looks confusing since i made it on paint and explained it bad, but this was my thoughts^^^
have the ability to cause small cave ins?
what
well that makes sense you know, with the amount of bullets, explosives and drilling we cause
me and my friend were getting attacked by a swarm, and there was a small opening they were coming out of, so i thought 'what if i threw a charge on the top of that arch and caved it in? then the bugs couldn't come though there.'
Whats dystrum? I dont think i ever saw that one
check the wiki
Zombie Karl class.

@night trout 1) charge will do that opening just bigger. 2) if not, bugs will appear right under your legs.
I just count all achievements i have suggested - 120 😬
And it is without achievements for mission type 🙂
Got an idea fer a replacement fer th' Drilla's satchel charge.
Upgrade: Decrease cooldown.
Upgrade: Increase range.```
Also this, I posted it a long while ago, but here it be fer refarance, a link ta' me google doc where I jot down ideas fer th' game, includin' th' above idea
https://docs.google.com/document/d/1RUcyA4Mi-RB06FlFuWtlBIoVJpeiI0C1HOhWmpO7QlE/edit?usp=sharing
Deep Rock Galactic Ideas https://deeprockgalactic.gamepedia.com/Deep_Rock_Galactic_Wiki Glyphids Glyphids can attack the mule, removing its ability to deposit resources or move until repaired. Burrowing Glyphids: Glyphids that burrow towards dwarves. Goliath Loot Bug: Giant ...
Hello DRG devs 😃 Could you adjust the light from the minigun (gunner) please? We are blind when we shoot :((((
Endor pearl, rip.
If the magnet replaced the satchels then driller would have an even worse "dealing with large mobs" problem though.
If it's limited in ammo I don't really see the point of a cooldown, another upgrade to duration would probably be more useful
It'd be like th' scout grapple gun, no ammo (also whoops, meant enor, not endor)
An option to give some gold and ressources (with a trading menu) to oder players, but only for LVL 26 / LVL MAX people to avoid boost
Pickaxes with friendly fire.
so I just had an interesting experience, I was playing a solo round and I'd completed my quota for the level, on my way back to the drop pod I was taken out by the bugs, Bosco still had 3 revives left though so I figured I'd be okay but instead it listed the mission as failed
not sure if that's intentional or a bug, but it seems a bit silly to fail a mission like that if Bosco still has revives
seems like something that may need to be looked at and tweaked
Is this where I just give ideas on content my l thought with my little head
@ me if it’s true
Thank you @lean haven
Anyways an idea I had was sub classes for each main class which include Heavy infantry, scout medic, Driller sapper and engineer mercenary.
Gunner: all same expert for class special and main weapon along with different armor pattern. His weapon is called bulk-ward heavy assault rifle kinda like the one marines use in Starcraft just a bit more bulky and dwarven his special item changes from zip line to a barricade
Scout medic: same except for primary ,ability and armor his primary would be a smg kinda like the British sten and his grappling hook becomes a healing droid his armor has a white poldron with Red Cross on it and his hats same way
Engineer merc: lever action shotgun, instead of turrets it becomes a sniper bot flys in air and kills out of reach of bugs his armor is custom made and very mercenary
Driller sapper: has a very nasty dragons breath heavy shotgun. ( i can’t think of something to change his drills with)
These subclasses play a very supportive role I don’t think it would fit for a full squad to be all these sub classes or archetypes
Zipline travel speed should be higher, just remove that perk and make it baseline
5th class...BOSCO
Mine it!
An idea for another class. The sniper.
Can use his rifle (Primary weapon) to shoot resources at a distance (on a roof or hard to reach place) and collect them at a long range but it uses up his limited ammunition and is a slow bolt action rifle so it is a slow process to fully mine a vain. Damage wise the rifle is strong. Movement ability of either a fast dash in the direction he is viewing with a cooldown or a rope you can attach to ceilings and use as a swing. Like the gunners grapples, the swing would remain and be usable by others. Dual wield pistols as a secondary. Medium to low damage. Either frag nades or freeze grenades (freezing the bugs in place like the ice map does)
Question: Would you ever take this class along with Scout?
?
If you dont have a engi to make full use of a scout
Let me rephrase. Would you ever take this in place of a class that is not scout?
Hold on, what would be the Sniper's fourth equipment?
Well the rope can be multi directional and used by the whole team so if you are more team based then sure you could pick it instead of scout
arguably you could say scout is better than everyone if you see the self grapple as the end all be all
why not just give a scout an alternate sniper weapon ?
Let me rephrase again. Do you think you could make a team containing both a Scout and a Sniper without the team being very underequipped, or is this idea of a Sniper just a Scout v1.1
I think that ia good point of view, no need for a sniper since over all it could just be a scout with a sniper
I think a sniper's use may be very limited
No other weapon in the game is exclusively for big enemies
yeah it oculd jsut be a gun you select
doesn't even have to be a sniper riffle specifically just a higher powered DMR or something
It would make the scout even more niche
His shotgun is already a large mob killer
And is close range
So can be used in all caves
and the riffle hes got works well in midto semi-long range
Medium to short I would say, the gunner has much more range, and the rifle is best when getting headshots.
true.
still better range then the driller and engi
in a longer ranged damage sense I mean
at a faster rate
idk how strong that pistol gets lol
i mean there is no scoping in game currently so yer its probably more like a DRM
Mhm, I just feel a sniper does the same thing as gunner at range, would be more limiting compared to other weapons, if it is going to be bolt action, it's really going to be effective againt only a small group of enemies without going overkill. A dmr might be better, similar to halo would work. Its needs to be able to take out glyphids and be close range viable IMO
Just give the gunner a pistol accuracy upgrade
but you have secondary pistols for the smaller units and normal ants close range so
Well, every other class has a weapon that deals with the normal sized enemies
Because you need to have enough ammo, on higher hazards I think limiting yourself to one weapon for most of the game until you are in a large cavern isnt going to work.
either way, was just an idea. let the devs sort the balance and meta of it all XD
what if it were to take out a glyphid if you shoot it in the face like in 1 hsot XD
mabye 2-3 if its a bigger one.
If an idea is going to he suggested 100+ times, it might as well have some refinement from the community
It would just be a more accurate gunner's pistol
which is fine I guess.
I also think, that the new class needs an AoE
well i kinda did think about it more than "hay put a sniper in"
personally I think a drone controlling class would be cool too, could scan caves and point out resrouces o nthe map and stuff like that.
among other possible things
Scout becomes terrible as hazard goes, due to no AoE
deployable healing pad ?
a thumper....
It seems they want health to be a resource, soI would guess they wouldn't add infinite healing
Yes. That's the case in many roguelites
a thumper that ....mabye damages things in the area in pusles ?
a thumper...you dont know a thumper ?
I presume you are talking about the thing similar to HL2?
Something that slams the ground to stop glyphids coming close
it basically has a thiing on it and keeps slamming int oa surface ( some concepts use it for a mining tool.
Technically it'd be a VoE not an AoE 😂
mostly it attracts enemies though
A decoy
Limited use item that bugs target if nearby
Then you can c4 it
Nice interplay with kits of other teammates
would laugh if it also dislodged ore from the surroudning area XD
its like ...THERES ONE O NTHE CIELING, DEPLOY THE THUMPER!
That could be an alternate use
now its raining loot
Limited supplies of a tool, like 2-3, that you can use defensively in a swarm or to scrape some loot off the ceiling. Sounds like a pretty good idea for an item
Hmm, the driller has C4 though for dealing with larger mobs.... would leave him with a bit of a deficit
true
He has a buttload of cc already
I was thinking items that a new class could have that are unique so they dont completely outmode an existing character cough scout cough
they did say they are gonna be adding perks that have a cool down
it could be like a perk or soemthing
Or perks that can be activated and stuff like that
can you attach C4 to glyphids ? What if you could throw it on them, like on thier face and they start clawing it trying to get it off ?
Glyphid protectors will cry at you for this idea.
hello, suggestion... create a healing class with ability to use a sonar for mapping the caves as does the submarine of the Subnautica game.
Healing class as already been suggested so many times
I'd like the ability to scope
What about a Spy class. 😛
Glyphid Queen: "This is what a dwarf looks like, right?"
Glyphid Swarm, shivers from the flashbacks to being instakilled by a sentry. "Yeah something like that. Too few legs and a metal exterior"
XD
Give wall eyes leech like mouths that bite you if you get close
Subata and Bulldog are fairly lackluster sidearms. When calculating their total damage capacity, both come out to around 2100 fully upgraded.
Bulldog has fantastic damage per shot with the drawback being its tiny clip, but it just suffers in general from a small capacity - just 7 clips including the one already loaded. If it could get another upgrade to increase its max ammo by +6 or +8 (21% or 28% bullet increase) that would make it a reliable sidearm for the Gunner's overly minigun-centric kit. An accuracy buff wouldn't go astray, because right now it's all too easy to lose the already limited rounds to RNG at mid to long range.
Subata fully upgraded (stock Subata has the worst max damage capacity in the game of all the sidearms at 1100, bar the Engineer's PGL which has splash) has the same total damage as the Bulldog but spread over a lot more bullets (18 vs 4) and a lot more clips (12 vs 7) make it just an Uzi with a broken semi-auto mechanism. It needs a rework. Buffing the damage 50% (to 10 +5 upgraded) and reducing the max ammo (to 120 +40 upgraded) would make each clip worth something and the gun more effective than just a death by spoon.
An idea, if you drink before a mission starts, you start passed out in the drop pod and either bosco or your teammates have to pick you up
a single use supply drop that costs 24 nitra for when you dont nitra for a full supply drop but need ammo
Make the number of beers required to get drunk random, so you could having drinking challenges with friends to see who is the last to pass out
make drills drill everything, bugs, terrain, whatever. right now it stops drilling terrain if a bug is in range and as a result is a nuisance if driller is trying to get somewhere like escape exploders
Also, beers shouldn't be expensive, you dont wanna discourage people from using your cool new system by making something that is "useless" impact the progression
Mixing more "warnings" ex: a possiblity of exploder infestation + shield disruptor + mactera infestation on 1 mission or mactera and cave leech at the same time, just to mix stuff up , give a bigger challenge and even more rewards on completion. Also maybe look to add a Hazard 5 in the future.
that would be op
id limit it to 0-1 anomaly, but 1-4 hazards random and doesnt have to have an anomaly with it
15% per hazard?.. wow, for what? more ores i don´t need?
for the challenge ?
I already made my own challenges. My fav being the "No flashlight and HUD challenge"
I always do that one with friends
You would say no to more hazard per game?
the only fun ones so far are mactera plague and no sheild, exploder isnt bad and cave leech is a joke
Who´d do anything in combination with "no shields" (except cave leeches)
I would do it
i hosted a no shield game, haz 3 NO ONE JOINED
I dont even pay attention to the missions that have no hazard
today
I jump on the no shield ones
and I know that most of the people I play with enjoy those
I always have to bait players with normal levels, or annomalies, and just pick one of my liking afterwards
but i bet that you know these people (at least in your friendlist)
you're playing witht he wrong people then, add me
I had one guy in total who asked "wanna do haz 4?". I almost cried tears of joy
can we get loading bar text like "snaking cave gen" or "Growing Leeches" just to watch while we wait for games to load?
More hair dyes (blue, gold, orange, pink...)
Don't mean to be that guy but a few different colored weapon skins in the vanity shop would be great.
I have to say, it's pretty infuriating that when you buy a cosmetic option it's only unlocked for one character. Spent all day on the Engineer grinding to get gold so I can actually play on those poor beardless bastards, then I finally buy the beard, and it's only unlocked on one of the two dwarves who doesn't need it.
I found that unintuitive as well
Yeah
I have 2million just sitting there
I think cosmetics are there to give you something to spend
Googly eye mode
Everything gets physics enabled googly eyes
Have it be a mission hazard thing like triple xp and low grav
But it'd just googly eyes
You meaned "Anomaly"?
Wall leeches have eyes on their tongue and main body.
The wall eyes are replaced with big googly eyes.
Mission controls portrait gets them
Yeah. Anomaly
I'm half asleep
Brain no work good
I think it would be better if it was an enableable function. But anomaly as rare as
also sounds good.
The random chance would add more surprise to it
Maybe a hidden anomaly? Like a background dice roll to decide if you get it on launching a mission?
@icy widget we are friends now
I agree googly eyes for all people
Infact we posted the same suggestion in regular chat
PERK IDEAS:
- Runspeed is alright, no changes needed.
- Medic is a little too good. Maybe reduce it down to 20%ish.
- Strong back is useless with the ablitly to throw now, should increase throwing distance and be combined with strong arm.
- Zipline speed might be good for moving aqaurq on point extract, should increase damage / need to droppoff zipline and speed.
- It's a bug thing is useless. Should make lootbugs spawn more often and have a larger area of effect.
- Ressuplier is alright. Useful for when you run out of ammo mod swarm, very situational. Would be nice to have a secondary effect.
- Tingling senses is useless on a team, slightly more useful on solo.
- Vampire is way too good, should have a cooldown, or increase damage done to player, or stop healing from other sources.
- Red sugar is great. No nerfs or buffs needed.
- Loveable is useless, maybe make the odd glyphid not want to attack player.
- Depositor is useless except in very situtational circumstances, should be much quicker and give a bonus after despositing.
- Imapct compensators are alright, would increase the buff a bit.
- Beseker is still quite useless, would remove the slow whenever you melee something to make it viable.
- Deep pockets is alright, would make the bonus space bigger.
- Iron will is super good, allowing you to revive yourself with vampire is over powered, would make it have a cooldown.
Been said before, but perks that have massive benefits but drawback and make the player differently would be nice.
Right now perks are still imbalanced, even on experimental, some are way too good and will always be taken, some are so minor they are going to be completely overlooked.
Make the last zip line upgrade perk makes it so you must take 50% more damage to fall off zipline.
what i meant mb
mb?
my bad
Suggestions:
-
Dwarves can sing hymns in unison or solo that can grant them buffs (albeit slight ones (e.g. 10% DMG or SPD boost))
-
Dwarves can mount a dreadnought or upcoming boss (like in Monster Hunter) and with enough damage dealt to it while mounted, the beast will be in a stun state for a short duration.
This is going to be short but I want braided beards with rings in them you know dwarf stuff. Like you see almost every dwarf in fantasy games have.
Thatd be rlly cool
Give the scout a sniper
or a long range lever action
Something that compliments his somewhat cowardice personality, but adds a level of depth to his style of combat
He'd be more values for saving people from grabbers or those barnacle thingies
COMON DUDE
Sorry, we see the sniper suggestion, and the suggestion to have it be for the scout every single day.
There's a search function in the top right...
Mhm
I'm not going to fill up suggestions repeating myself too much, but a bolt action sniper would be too situational.
What about a sniper rifle with a bounce effect
Something like the Wonderwaffle from Zombies
Makes it less situational since precise shots mean crowd control
Have a higher base damage for direct hits like on the preatorean
ANd have like lightning bounce off the area of impact and deall a smaller amount of damage around
You could balance the power of the gun by making it have low ammo per clip, or law capacity
and upgrades could be the amount of bounces, or damage of the direct hit
It should fire like 10 shots at least however!
That's seems nothing like a sniper 🤔
Ok, this idea is much better
Just make it like a lightning rifle
Now that I think about it this sounds more like an driller weapon
Crowd control that rewards precision and skill over fire
lightning railgun
I think thats a bit heavy duty for the dwarves
Because a railgun sounds like a gunner weapon
honestly you can spin this one way or the other
I just wanna see bugs get shocked
weaponize it
yeah they should be utilising the environment by now, they've been hovering over Hoxxes long enough now
could you put a timer before swarms and mule personalisation
MAKE KARL'S SURNAME "OKRI"
WHAT DOES THAT MEAN
KARL IS COUSIN OKRI
WHY CANT HE BE RELATED TO ONE OF THE 13
could you put a timer before swarms and mule personalisation
could you put a timer before swarms and mule personalisation
we get it mate
thank you
The whole point is that they're unexpected.
Who wants to know when you're going to get swarmed when it's so much more tense not knowing when the next one is coming
@strong sentinel Do you mean customizing the mule aesthetically or with upgrades?
I just want the fat bastard to move faster
u are a beautiful turtle
What do you guys think of an escort mission? But like, done in a way thats not extremely annoying like other games.
You lost me at escort mission
i like the idea
but escorting what ??
gimli, i respect you, but FUCK escort missions
Thats literally why I put in the second part of my sentence XD
me i like escort mission
and i like cauliflower
make Karl related to the 13
who is karl
HOW DARE
@strong sentinel Only an elf would say that
my pet wheelbarrow
i'm an elf
we are spy
that is my suggestion
KARL IS COUSIN OKRI NICCO
who is orki nicco
warhammer vermentide
oooooooooooooooohhhhhhh yeeeeeeeeeeeessss
ok i like this game
just understood
WAIT
COUSIN OKRI WOULD KILL THE 13 WITH HIS BARE HANDS
WHAT IF KARL IS RELATED TO BOTH
yes
yes i don't
HE'S NOT RELATED, HE IS OKRI
yes
and i eat my toes
you're right
COUSIN OKRI KILLED THEM
the 13 ??
13
the 13
the 13
i like hobbit
but the 13 in warhammer are skavens ???????????
THE 13 COULDN'T EVEN KILL A SHITEY DRAGON WITHOUT MANLING HELP
You mean the Council of Thirteen, LRG?
yes
yes
Dwalin, Balin, Kili, Fili, Dori, Nori, Ori, Oin, Gloin, Bifur, Bofur, Bombur, and Thorin
yes
Yeah those guys are losers
yes
no
YES
yes
NO !!!!!!!!!!
NO
you're right
YES
yes
What is going on?
PAPI STALIN WILL SEND YOU TO GULAG
i'm an elf
I looked at the chat and I still don't get it
STALIN WAS GAY
i 'm not afraid of gulag because i'm an elf
ELVES DONT DO WELL IN THE COLD OF SIBERIA
The Gulag (/ˈɡuːlɑːɡ/, UK also /-læɡ/; Russian: ГУЛАГ [ɡʊˈlak] (About this sound listen), acronym of Главное управление лагерей и мест заключения, "Main Camps' Administration" or "Chief Administration of [Corrective Labor] Camps") was the government agency in charge of the Soviet forced labor camp system that was created under Vladimir Lenin[1][2] and reached its peak during Joseph Stalin's rule from the 1930s to the 1950s. The term is also commonly used in the English language to refer to any forced-labor camp in the Soviet Union, including camps which existed in post-Stalin times.[3][4] The camps housed a wide range of convicts, from petty criminals to political prisoners. Large numbers were convicted by simplified procedures, such as NKVD troikas and other instruments of extrajudicial punishment. The Gulag is recognized as a major instrument of political repression in the Soviet Union.
wikipedia
NOT TO GLORIOUS 7.62 MM SHOT OUT OF AVTOMAT KALASHNIKOV
I still don't know whats going on
and im a frenchy gay frog
they thing that this 'okri' is better than the 13 dwaves
i'm the little brother of legolas
who is okri
because i'm an elf
you're right
filthy elf
this dont even know who is okri
i'm a good elf
guy*
what word is supposed to be guy?
ur mom gay
i'm an elf it's me
mabey this should to back to suggestions
yes sure
and a medic class ??
you could put a mule customization or ugrapes
Upgrapes lmao
Ok
- Keep it ontopic guys, suggestions is already filled up
- There is a search function, maybe check keywords in your idea to see if it has already been suggested, it would be nice to reduce the amount of repeats on this channel
- Both medic and mule customization have both been suggested
- As for wave timers, I really don't see why you need one (you get warned), and it's fun to be suprised by a wave.
give bosco customize able hats
sighs
also can we ADS
Give us mini factions
put Gimli in the game
xbox
Ya that’s what I want to be playing but not by myself
@night trout @deft zodiac please use #xbox-and-windows-store
jahowl
Calm down just getting his attention.
you can get his attention in the correct channel next time @deft zodiac 👍
Add Obama care
Add the mission control guy. I wanna throw my mug at him.
Yes
He doesn't even have a beard! Disgrace!
He's a closet leaf lover
Please don't clutter suggestions...
@ripe axle @solid dune Okay sorry won't happen again. Made a suggestion though just an fyi XD
👍
Could we maybe have a jetpack in the game for the driller?
1)why driller
2) use search tool to look for reasons why people were opposed to that idea already
To be honest they should add functionality to the abyss bar, such as getting temporary buffs when you have drinks and In doing so we can have things like 10% stronger shields or 30% more resource production for like an hour maximum , hopefully they can do this when the abyss bar launches, this September.
Look at the message literally just above yours.
Anyone else think a Centipede Glyphid would be a nice creepy exclusive to the Dense Biozone? Maybe the Fungus Bogs since that seems like another appropriate place for one of those nasty buggers. Dunno just an idea. I know its been suggested but I think having it biome specific would make it more interesting.
Yeah like one or two biome specific enemies
Per biome
Suggestion: Would prefer to edit/recreate the interactive board used while playing DRG and streaming on Mixer. Is there any way for me to have the source code to do this?
Oof. Imagine programming a multi-hitbox enemy like a centipede to AI path in a destructable voxel map
@smoky trout There's no way to make a single hitbox flexible? It would look so cool and creepy to see them bend around tunnels though shivers
That's the point though :P
Hitbox. When you make something "flexible" it means it has variables past just x y z
Nah just make it stiff and slide around the ground like a moving stick
Don't even have any moving parts
Could we get Mining Guilds or Clans?
Guilds could be a great way to get older players to show other players around. Having a system to increase communication would be awesome as the community is great. I want to be able to meet everyone in the community!
suggestion: pin/document/list for common suggestions that people can/must review before making a suggestion. I know that sounds kind of flippant, but it could help reduce the clutter that seems to be a growing problem here
Okay it has been discussed a lot but whatever. Is it possible to make simple modding support? For sounds for example. I would like to change some bugs sounds and music. Would be funny. Right now its a bit complex/impossible for noob user like me 😄
@fallow trout
"We have talked about modding right from the beginning, but we did not have any experience with building a mod'able game. So, when we start looking at that aspect later on, we might realize that the game has been built wrong for that. So in short: yes, we want modding, but we might not be able to do it in an easy/good way (and we don't know yet)" - Soren
@proper arch no-one would read it before making a suggestion
We already have a pinned message and people rarely reference it when they make a oversuggested idea
Can we please get an option to turn off the animation for those small ore bits in rock that show you where something like an egg or a gem is hidden, at least clientside. The egg one is especially off-putting even without watching it bubble up and down
What do you mean off-putting?
Here is a small suggestion, lets say you have 50 morkite, I wouldn’t mind an option to see what you really had down to the point like switch something on in settings and 50 morkite actually says 50.5 morkite
^^please add this, I would love it
Could the arms in first-person match the armor worn?
Ooo I like that idea MKDLMR
Off-putting by it's close to trypophobic
I'd much prefer if they disappeared once you got the egg/jadiz etc.
That's not a bad idea, I'd personally prefer something akin to the glow fading but with the mentioned dots.
Ie: dots notably glow and pulse until the egg they direct to is removed, at which point they "wither" to a notably darker shade
It'd be nice if we could scan for minerals and/or thin walls rather than having to rely on visual cues
maybe give one of the classes a short-range scanner?
Show em on the map if you're close maybe
If you're looking for thin walls the map is already incredibly helpful
Oh I agree, I play a lot of driller and the map is indispensable
I had ideas for an enemy scanner whichs main use was outlining
Any sort of disposable mineral scanner wouldn't be worth a limited ammo
And if it's unlimited it'll likely have to use a important utility slot
I was thinking more like swapping the map-scanner out for it
I'd perhaps support every class being equipped with a "mineral scanner" which acts as a close range mineral locater on haz 1 and 2 as a learning tool
What do you mean by the map scanner, could you elaborate?
the map
have it as its own utility slot with a couple different options, like one would be the map, another would be like, a short range conal scanner, etc
Hm, I'm vaguely reminded of viscera cleanup details multiple kinds of scanners
Is that what you had in mind?
never played it
Well is what your thinking of having the map have filters?
Ie: one for geometry, one for minerals, one for enemies
ah, no, the mineral one would likely be too powerful and the enemy one too situational
I was thinking more like, imagine a spotlight that shines through terrain for a short distance and outlines things like jadiz, aquarq, and flat surfaces in a wireframe mesh
As a tool or as a map adjustment or even replacement
I'm a little confused as to what role is being replaced or adjusted here
dunno, it just sounds fun to me
Well then I'll reiterate what I said before
If it's a deployable limited in ammo or uses it seems fairly undesirable even ignoring the fact that it'd likely replace another tool
I think a tool for slot 4 that gives directional indicators for nearby ores/minerals/enemies would be fairly balanced
Making it swappable with the flare gun
At that point just put a local minimap
There's already a terrain map that all classes have
I think paying attention to surroundings is still a vital skill in the game
But i am not against one class having that buff
Of course
Just like how the engineer auto-fires on ambushes
an
armor !, it would just be cosmetic but you'll need to have 5 cubes or maybe 10 to have an error helmet and 15 for an error armor !
you know I wouldn't be surprised if they added in the barrel armor to the official branch and you buy it with error cubes
Lmao😂
- Resupply should refill your flares
Allow few cave leeches to grab same player, so he will be hanging between 2 leeches and get double dmg
noooooooo
@runic ginkgo I would love to see a player getting passed between leeches and the reaction in their microphone that entails
*** INCOMPREHENSIBLE SCREECHING***
make grabbers by default carry the player to nearby leech clusters
Add a new voice line when you're grabbed by a leech for the second time in leech cluster : "Oh no ! Not again !"
with a grumpy face
add a LOTR easter egg
We already have this icons:

So what about place them on the map in game when you mark that resource?
May be not more than 5 marks at once from 1 dwarf and they last 3 minutes each.
Also it's possible to mark with
icon places, where we should dig (aquarq, egg, jadis etc.)
So we could see if it's the minerals inside like Bosco.
8 marks per dwarf is a little overboard, even three is enough imo
Otherwise I'd support the idea.
@ripe axle it's really often with me, when scout light the room and marks everything he saw. But i decrease this amount to 5.
5 per player for 4 players is 20 notifications that won't vanish for 3 minutes.
You'd need to limit the notifications per vein or secondary objective to 1, and probably have a global limit of 4 or so, overwriting the last when a new one is placed
Or even a system like the waypoints where reaching the ping remove its for everyone
I think it's okay with up to 20 marks 🤔
They disappear when you dig the vein, aren't they?
The ping? I don't believe they do so.
I think about this suggestion in the way of 2-players team too
sometimes they do 🤔
Anyway, pings without minerals shouldn't be shown on the map, so there will be not so many points at one time.
- Add in UI option an option to disable tagging tooltip. It's keep the ping/area outline but remove the labels.
For example when you Tag the dreadnought you almost only see a big text "Dreadnought", breaking immersion. Speaking of that the whole tag labels could rework to be less intrusive
probably suggested: as gunner, hold LMB + RMB to just rotate his minigun, so that you can look around and actually see something, while still being able to instantly shoot (you would be slower as with shooting obviously).
but LMB and RMB together is nothing
You're talking about pre-revving, correct? That does of course add the complication of releasing to fire which may be counterintuitive.
so you would start with LMB and then add RMB
But I do like the idea
hold LMB to actually start the spin and then add RMB to just spin. When you stop holding RMB, you would shoot.
and once you stop holding LMB, RMB will be pickaxe again
or you could just disable using the pick when you have the minigun out
but then you need to switch to other weapon to mine
So if I wanted to hold a rev and prepare to fire I'd have to
+LMB => +RMB.
To fire would be
-RMB
I'm completely fine with this idea, feels fine to me
I'd be against the no pick with minigun out
I'll thumbs up it, hopefully devs see it
@lunar flicker So you'll have to use another equipment to mine, imagine you have to mine, it would be annoying to switch equiment just to mine
if you want to go crazy, you can add this to any gun to aim down sights 😄
and when you'll be trapped with another tool, it would take times to swap to your minigun. The minigun will also have to run a bit before it shoot
Exactly how @ripe axle said
Fire: +LMB (same functionality as now)
Pickaxe: +RMB
Revving: +LMB -->> +RMB
Then Fire: -RMB
And if devs are going to add this, it should be probably toggleable in the menu (because not everyone might like it)
I would really like if it the muzzle flash of the heavy machine gun tuned down a bit. It's kinda difficult to aim when it's so damn bright
Treewl, look at the expérimental changelog
^but we don't want a damn BB gun - give us a real minigun but without the strobe light attachment
Could a weapons turret be added to the rig as something to do while waiting for friends to get online? Something like a cannon you can shoot to the surface of the planet and blow up herds of bugs. Maybe you can upgrade it to drop shells, bombs, napalm... Etc.
There's a target practice / firing range room that I believe was planned / locked
Anyway the bar will add lobby things to do
I wonder if there's any place other than here/Trello that I can submit some rather elaborate ideas I've had in my mind for a while. 🤔
Implying it doesn't get buried here
slightly less buried
Guess it's time to open up that handy dandy Notepad again 👀
Welp, here's one such idea. At least not written as shittily as I had it in the first place LUL.
Anyway, here's a potential idea for that fifth class that was only merely mentioned about. (I'll have to do two posts to cover the rest.)
Demolisher
The raw, destructive energy of an explosive reaction. The unbridled rage of fiery consumption. These are what the Demolisher revels in. Destructive and unchained, this dwarf lives for wanton destruction, and masses of Glyphids succumbing to the fire of his rampage, considering enviornmental damage as merely "collateral." Whilst he may be effective at widespread damage, he has very little in the means of focus, and he can be particularly harmful to his workmates. Nevertheless, an effective loose cannon, and a frightful reckoning of all bugs in the right situations.
Primary Weapon: Mini-Det Launcher
Despite DRG being primarily a mining company, explosive weaponry is something the company dabbles in from time to time, and the Engineer does have a PGL, after all. Whilst not as powerful as the PGL, or as destructive in one blow, the Mini-Det Launcher is like a six-barreled mini-rocket launcher, able to destroy multitudes of bugs in the right hands, and/or situation... Just don't point it at your feet... Or anyone else's that isn't more than two, for that matter. A dwarf without his legs would mean insurance rates going far too high.
Secondary Weapon: Subata-18 Machine Pistol
A dwarf versed in explosives shouldn't be reliant on all his explosives in the world--if that were to happen, then there would be some serious environmental damage costs. In fact, Hoxxes IV would probably cease to exist outright, if that were to happen. This machine pistol is a tad faster than the Subata-12, but also weaker as a tradeoff. Still, it functions as a veritable close-quarters defense or a last-ditch weapon should things go awry, or the Demolisher finds himself in a situation too tight for the Mini-Det to see use.
Grenades: Standard
Gadget: Satchel Charge
Flares: Standard
Armor Upgrade: Self-cleaning Plating
Every dwarf has his bad days, and for the Demolisher, this especially involves those pesky webs, and that infernal goop in the Fungus Bogs. For webs, you're free from the silky prisons in just half the time! And for the goop, you're still slowed, but you're still 25% faster than normal in that goop.
Potential Notes, Please Read Below
Potentially clashes roles against the Driller due to multi-target priority-like nature, and Engineer with him being able to use the PGL. Additionally, may clash against Gunner due to being based around usage of primary weapon.
Demolisher also will have difficulties in the Magma Core region, due to all explosives causing terrain damage to result in magma-soot flooring. Demolisher will see this happen quite likely a lot unless you intend on using only the Subata-18 in Magma Core runs (however this is not recommended to do anyway)
So I ran some digs with my friends past couple hours and I went the gunner to make use of zip lines on our point extractions
now while I think the gunner's remodeled gun looks cool I have a couple problems with it
first is the blinding flashing caused by firing, second is that its hard to notice the heat gauge
especially because of how much I am blinded by my own shooting
Well a high caliber high firerate machine gun would make a lot of bright flashes
and you can gauge your heat easily. gun is yellow? it's hot
still the flashing needs some toning down option so that a player is not blinded and only hitting things because they are directly in front of your face and impossible to miss
I seem to have no problem aiming long distance?
well if you were pre aimed and did not have to move your mouse of course you would not have a problem hitting things at long range
and in really bright environments with a ton of light it is not as much of an issue
I dunno I think it's fine
and I suggest an option to tone it down
don't you think that would kinda make it overpowered though? the minigun is already super good
being able to easily snipe would make it unstoppable
I did not say remove the flashing
I said option to tone it down
and it wastes enough ammo that using it to snipe is not that good to begin with
unless you are shooting something that is a wall of HP already
and those have defined weak points you need to aim for
class suggestion doesnt seem to have a mobility option
Employee of the Month/Week based on online stats from all players
Bullet penetration for gunner so he could hit multiple targets. Will give him better crowd control like driller
As if 14,000 damage per resupply wasn't enough crowd control
@ripe axle I didn't include one, for actually kind of a rather particular reason. Scout has Grappling Hook, Gunner has Ziplines, Engineer has platforms, and Driller has his drills. It may be a stupid reason, but I actually didn't include a mobility option for the Demolisher simply because I wanted his identity to be based around being a powerful force, but with the cost of losing an option of quickly traversing around the terrain. Unless I indeed have to include one, that's why. (And plus it's kinda difficult for me to think of one considering grappling hook, zipline, platform are taken. I could cop-out and say rocket jumping but that means fine-tuning self-damage for one specific Dwarf and I don't think that'd be possible.)
If you'd like to talk more about it, then feel free to DM me about it, I'd be happy to discuss this in DMs so as to not flood this channel. 👀
PVC Creatures so I can buy them all.
Can we add trade of minerals between miners?
@near glacier it's been suggested before, but the main problem is in doing so you create a sort of economy. And with people capable of cheating their way to ridiculous numbers of resources it wouldn't be remotely stable. Not to mention we have the mineral trade in terminal already.
sorry I tried to search for it but it came up as only 3 entries
It's fine, it doesn't come up a lot but we've discussed it pretty thoroughly in the past and those tend to be the problems noted
That makes sense, but down the line, doesn't a player-based economy help out
Possibly, but they'd have to ensure a way to keep it stable first, which would mean anti cheat measures. And that would take a lot of development time.
Please make an armwrestle game in the Abyss bar. Very simple. Just press "A" and "D" for wrestling your opponent. Just like the Unfreeze mechanic.
Press A faster, than your opponent.
The rest of the team can make bettings with credits and minerals
Winner gets a free round of anything at the bar
might be too realistic for some people?
And the bet would be a way to give credit to someone : You two bet on someone, then one lose intentionally to give all credits to the other one
so nah, bet is a bad idea, and also, there would be bet addict i think
You didn't read the suggestion lol. There's no transference of cash
Last one to the pod should automatically foot the bill for everyone else's first drink 😛
^^
holding "E" on zipline would make you stationary
then press "forward" or "backward" when you want to move again
add drinking games
Literally scroll up
no, instead of arm wrestling, who can drink the most
add randomized alcohol tolerance to achieve this
Was suggested.
Different voice lines depending on the difficulty of the current level (more nervous at extreme difficulties)
Ok, so this is going to be a bit of a long messege but i wanted to get out some ideas.
Ok so i was thinking about the upgrade gear and stuff, and while i dont have anything against pure number upgrades (damage, range etc) i think it would be amazing if in place of or in addition you could upgrade in another way(let me explain) . so for example the gunner. he would have a upgrade or a perk point or smth that will allow him to choose an upgrade Goliath or Sprayer. Goliath will decreas the fire rate of his mini-gun but increase the dammage, accuracy and armour penetration capabilities but slows down fire rate and magazine size, for his revolver he maybe gets an extended barrel which gives him the ability to hold the trigger and shoot his whole round in one bullet. while Sprayer will increase fire rate lower dammage slightly but lower accuracy and increase magazine size to infinite. but his revolver will get an illegal mod or smth that increases magazine size and dammage and lowers reaload speed
i have more ideas for all the current chars but i donno if its a good idea so i might post more if asked or if i want to
infinite ammo is a big no no
sounds amazing, but it would ruin the game a bit (at least that's what I think)
I believe what you're talking about is loadout variants and toggable upgrades, which I've talked about quite a bit mainly in general
Infinite magazine not ammo meaning no reloading
oh
Add an upgrade for weapons that overheat : Cold components : Metals merged with ice ? It's good for the heat !
but you need some negatives as well 😄
@ripe axle sorry if it is somewhat of a repost, i didn't know to search "loadout variants" in the search tab
Although it's an original idea, the structure of upgrades you are proposing requires more than a single idea. It would be balance changing and would reasonably require similar upgrades for all other classes as well in order to be more unified.
well balance isnt necessarily a huge thing as long as they bot have ups and downs (and arent over powered) and all the other classes have it
Maybe with the new weapons a gatling that has a infamous reputation of the user along with its self. XD , a minigun that can catch the user on fire! XD
cancel resupply pod with RMB. (Because I always hit 5 to call for resupply, just to find out we don't have enough nitra and automatically hit RMB hoping it would go away, but I have to switch back to my main gun)
Mrh. I like how resupply is a tool just like most of the #4 tools are and how melee is always ready to go on RMB
Fist fight when drunk has been suggested already?
there is a search function to look if it has already been suggested ^^
On the subject of booze based buffs;
Make it so each beer has a list of buffs you get at random, the stronger the beer, the stronger the buff.
The kicker though, is that each beer has multiple buffs and you can only get one per glass.
So you have the choice of buff stacking, but also being drunk as shit.
IE drinking dark morkite could give you +10% pickaxe swing speed, +5% run speed, or +20% melee damage
Of course, drinking 3 glasses to get all three obviously gets you drunk
Wonder if this has been suggested before? 🤔
RNG buffs? No, doesnt look like it
The buffs part has been suggested tons.
I like the idea of tradeoffs however, that's something new
Like alcohol poisoning?
Maybe like projectile vomited every 30 seconds... Slowing down movement. You can aim to not get your boots gunked up, or your friends.
can you guys add a little glow to the alien fossils
You sure about that? I know boolo caps do, but fossils don't appear to have any lighting of their own as far as I can tell I am running the game at the lowest possible settings though because UE4 games don't play nice with my AMD card
It's just enough to see it in pitch black
some lore for the minerals and other stuff
Fossils have a small light
Fossils just do reflect glow from something else
it glows if you look at it with your flashlight
And that’s why they can be seen
I want an actual glow
You don't play games to play like it's real life
Boolo caps are mushrooms...and those are fictional...they can glow...but fossils...are just bones really
but the caps and flowers are biolumenesant. they can glow
Maybe if hanging out around radioactive crystals could make you glow, that'd be pretty funny.
add the option to pick up glyphid legs, and if you get enough of them, you can get the 'Glyphid hunter' armor
make glyphid stew
I think we should really up the Ante on "no dwarf left behind" If you get left behind, then your dwarf is admitted to the med-bay, where they can't be used for X missions. It also causes players to play some other classes. Or if you really want to up the Ante, make them perform a rescue mission to get the dwarf back!
Also, I love the cosmetic upgrades so I second the whole cosmetics for the whole shoot and shaboodle.
Also, fossils glow in this for two reasons. Light doesnt have to directly hit a shiny object (i.e. a fossil of a semi-metallic shell, like the inside of a mollusk) to cause a glint in darkness. That, and it helps queue perceptive players to their locations.
I mean, thats my assumption anyway.
How about during deployments, most aspects are random and hidden like exploder infestation. But the kicker is that you can scan a few missions to see what their situations are. Keep it a little uncertain, and the higher the difficulty, the less scans you get? I mean that would require setting difficulty before entering the mission select screen so it may not be feasible.
I think the mission selection could potentially be improved by potentially adding supports to a mission. Like a one-time-use seeker drill that hunts down a few glyphid fighters, one praetorian, or many mini-glyphids.
i trivia section in the wiki would be nice. i might be the only one who enjoys them, but they are good to have
Other deployment support features might be:
Mini-MULEs for each player, one free ammo support, a placable laser defense turret like in point extraction missions, increased ammo capacity, or even a scanner to highlight incoming enemies.
I too like trivia.
For the dwarf death penalties:
not using for x missions seems very unattractive.
Seeing as how players might want to back out of a mission due to irl concerns or even just get to fatigued midgame having a penalty next time you start up is probably a lame way to start a session.
Time penalty: introducing another timer for players to wait for when people already complain about the existing one? Also what if I really want to level driller but die once, is the rest of my gaming session going to just have to not be on driller? What about if all classes get blocked.
If you want an increased penalty system for leaving players behind the end game screen should really visually deduct minerals credits and even XP in front of the players eyes, I feel that would be much more effective
Hidden mission types => sounds like a good way to get people to quit and find another mission to do. If people want to do a warning or modifier then they should be able to. I'd actually be more for allowing people to custom craft their mission type with xp/credit penalties rather than restrict mission choice by some limited mission scanner
A lot of your "supports" don't seem worth that much to me. A praetorian dies quickly even on haz 4, who gets control of this support deployment anyway. Even a free resupply would just be helpful early and worthless late
Minimules would be a bad idea in general since players would spread out, working against the idea of teamwork
If you want trivia one of the nice things about a community wiki is that the community can change it :/
There's not too much lore to go by yet
But eventually there'll likely be some developed trivia on a lot of pages
thank you 😃
Well said @ripe axle I hadn't really considered that. My perspective was narrow I suppose.
Oh and as for silly ideas:
Let me make another useless suggestion for a class.
ROCKET DWARF!
Name:Dolo (pronounced doh-low)
Backstory: Dolo was picked up off a rim planet "Krellion IX." Once we arrived on planet, we were greeted by a dwarf with most of his beard badly singed but still intact. he was missing one eye, or so it would seem, based on the eye patch he wore with a large red "X" sloppily drawn on it in red. Past his singed mustache Dolo always wore a smile full of broken teeth. He spoke fast and studdered often, frustrating him, as his mouth couldn't ever keep up with his brain. Dolo tried to hock the crew a few homemade fireworks as soon as we made planetfall. When we didn't purchase those, he offered larger fireworks. We didn't purchase those, and he said "ahh junk all of em.' Yee'v a k-k-k-k-keen eye, I see." as he flips his eyepatch up revealing a beautifully crafted crystalline morkite eye, rolling and lawling about in his head. "let me offer something that I-I-I-I know will pique your interest friend." He rushes back into his ramshackle storefront and drags out a backpack he immediately straps on. With a thumbs up and wink, Dolo slaps down the helmet hinged to the pack revealing a drill head. He clasps the handle with a large red button, crouches down and presses the button.
Stanced for liftoff, a moment goes by and ... well this hasn't worked as planned... He looks at the button, and presses it again. Stamps his foot and presses it again, and again, and again, and like a jolt of electricity, a chemical flame shoots out the back. Dolo is off the ground in the blink of an eye, shooting skyward with a comical "YOOO-HOOOO-hooo-hoo-hooooooo." Careening out of control he eventually is only marked by a small trail behind him.
Minutes later, as the crew organizes themselves outside the ship, Dolo gracefully falls down with a patchwork parachute above him. Massive smile on his face, he packs away his 'chute and scurries back over to the crew. "This thing'll go straight through r-r-rock too! but, I haven't made it more than t-t-t-ttt-ten meters."
Well, we cast a vote and it seemed the crew wanted him more for entertainment than his ramshackle rockets. Hope the director isn't too mad when we bring him home.
Main weapon - Maybe a kind of crappy rifle?
Backup - very low ammo rocket launcher. a natural choice. does wide area effect land damage and should do about 3/4 praetorian health when hitting its armor.
Utility one - Rocket pack. His pack can launch him either 50m through the air in the direction of his choosing, or 10 meters through rock (does not collect minerals). There will be variation to his path, that he cant control, less as its upgraded. Maybe slightly longer distances?
Utility two - I dunno, i need help.
Grenade - does a large land mining effect, but low damage to Glyphids.
and yeah, im done i guess
ROCK AND STONE! TO THE BONE!
or should I say,
ROCK AND ST-ST-ST-ST, eh FOR KARL!
Heres a suggestion, bring me on as a writer! I'll even do it for free!
Hey so I looked in the search bar first to see if this had been suggested and it hasn't:
It would be a cool feature if you could catch dwarves as they were falling.
I've had several instances where I can see someone about to fall, and it would be cool if you could just press 'E' to catch them like you can jadiz, aquarq, etc.
Especially as a scout, sometimes you're way high or way below the rest of the group and having someone who could catch you with minimal (or no) fall damage would be cool. Not sure if this would break the game in any way?
I like the idea of formally supporting catching your team. Currently it's a somewhat well known tactic to use bouncing off players heads to block fall damage, but there's no formal catch system in place. Other than that only comment I have to make is that id prefer it be a button held down rather than a strictly timed catch as lag compensation is not very kind yet. Really neat idea, ill thumbs up it.
Yeah I could definitely get on the timed-catch idea as well. I actually didn't knowing bouncing off players' heads completely negated fall damage. That's an interesting little tip.
I know it has probably been already suggested but I don't find it with the search option.
Spitter cave : This cave is a spitter house. They infested this zone and now there is a lot of them.
You mean "Spitter infestation" :P
Yeah !
I love those glyphid, it's a shame that I can't see lots of them xD
I have another idea but for the spacerig now.when you have killed like 100 praetorian, you can have a little zoo that show the mob you have captured.
Or maybe add a new milestone : Praetorian killer. You need to kill X przetorian to get some perks points
you can't see them because they glow really dimly
Make Spitters glow brighter!
I have no issues seeing them (I still think the game is too bright with the flashlight and HUD on)
I have trouble seeing em too TBH
Is you guys game Darker than mine? Have i messed up somewhere? I seemingly am the only one who feels that way
Your brightness/contrast might be way up
@modest nova set brightness on your monitor to like 10% and report back 😛 /s
I really have to start writing the /s after everything...
Running over Red Sugar at full health should consume and waste it (it's addictive.)
Nah
Sniffs. No. It isn't. Sniffs.
Bad idea.
Imagine a troller that takes all red sugar in haz4. So his allies wont be able to heal
How u will find this troll?
That's simple. When the person is full life and mine red sugar to consumme it.
Eating red sugar will make you addicted and makes you loose your health for X amount of time EXTREMELY slowly (max like 1/5 of your current health), until you take another shot ;). Obviously it would stop after the 1/5.
So, to heal a lot, take sugar. To heal fully, call resupply pod.
Or add it as the "difficulty level" or what it is. "Sugar addiction"
I got an idea for a new mission type. Search and Rescue.
A miner that was thought to be MIA's readings popped up and now you are being deployed to rescue him. One miner has to carry him over the shoulder to make an extraction.
is it Karl?
@plucky olive On haz4, you consume sugar even on full health?
You can't consume sugar when you're full hp in haz 4
so how would that troll of yours work?
oh, ok
Scout:"you're lucky to be alive brother".
MIA Miner: thanks for saving my ass guys, first rounds on me when we get back"
Gunner: What happened to the rest of your team?
MIA Miner: Those slimey bastards ambushed us, we got separated.
I don't know if this idea is stupid or not but I think something like a map seed at the end of a level could be interesting. When selecting a mission you would be able to type in a shared seed. This could be used for maybe bug reports or Sharing interesting cave systems. To prevent exploits the reward could be either decreased or removed entirely when you select missions via seeds.
MIA Miner: Those ass wipes left me here.
I prefer it to be "we got ambushed and then separated. I haven't seen them since".
@dim folio Some kind of private match that don't give any ressources but works like a real mission, so like that you can share your precious maps and you can train on some maps
it would be nice when you plan to do a tournament
MIA: It's almost like they were waiting for us...
That doses not really fit when you consider their in-game language
too nice for dwarfs
@plucky olive yeah.
put in more swearing and grunting
MIA Miner: Karl may still be alive guys. Let's get out of this hell hole and I'll give you our last drops coordinates.
MIA: They took us completely by surprise like they knew our god-damned address.
Mission Control for the next mission
"The coordinates from the miner you rescued are in the pods computer. Bring Karl home, boys".
It can be a campaign mission when it will be added :)
And when you've completed that mission, you can play a new class.... THE KARL CLASS
They ambushed them and for some unknown reason left karl of whoever alive?
KARL CAN NOT DIE
Karl doesn't have a pick axe though. He has a drawven mallet.
like this?
His meat stick
Banhammer
Seeds exist, but show on the start of a map in the bottom left right
Shared seeds might come along with weekly/daily challenges
The dwarf saving one seems like it'd need something more. Just getting there and leaving sounds like a 5 minute mission, less with a driller
If you can't fire while carrying it seems lame for single player
Then it's still just mainly combat
Even salvage has an exploration portion to collect and get resources
What if you can get seed and repeat map unlimited times but get no resources during the mission?
Hoxxes research facility in the space rig? Like with every different type of plants, monsters and stuff
i would like that. i love reading in game lore
Search toollllllll
Terrarium
Please let us bring barrels on missions
Please
For the dreadnought, maybe give it a digging mechanic. My first fight it got stuck in a tunnel and two of us took pot shots.
Yeah^^
hopefully I'm bringing a new idea: could there be a "hardcore mode" where you only had 1 or 2 revives per lives, and after that you needed a special kind of re-supply to bring a dwarf back. Or having a medic class that has unlimited revive potions and every other class having only 1 revive potion, upgradable via perks, but nothing that would render a medic "obsolete" at high level hard missions.
also maybe a class that had a super cannon that needed to be deployed like engineer turrets, that deals lots of dmg, but with a slow reload and fire rate. Or one that can make defensive structures to stop bugs from attacking from a certain area or something. he could have a sledgehammer instead of a pick 😃 he spins on himself, dealing heavy dmg and pushing enemies around him back, with a small "dizzy" period after each tornado attack. slow powerful normal attack can break glyphids armor...
It must be so hard to keep all the possibilities and ideas in mind while trying to implement the best ones one at a time...
Don't @ dev for that
That said I'd appreciate the option to play with more people, even leaving it in as a glitch as it really opens up community night
Please for the community :)
4 player coop is alright
But something like a lobby in the space rig with more people sounds fun
If'n bosses er somethin' o' th' like eva' get implemented, I got a right silly suggestion fer Karl bein' a boss
For Karl!: Using a theory that Karl was one of the first dwarf miners, and was also the first dwarf to be left behind, giving way to the “Leave no dwarf behind” mantra, the concept for this boss is that Karl lives. Karl was left behind and assumed dead by Deep Rock Galactic. However he managed to survive. Lost in the mines for so long that he has gone mad, viewing anything else in the tunnels as a glyphid, as his enemy. Seeing leftover equipment and gear from failed mining parties, he has begun to believe that the glyphids have grown cunning in his madness, almost able to use the same gear dwarves can. He salvages parts from failed mining parties and attacks other dwarf miners that manage to stumble upon him, thinking they are crafty glyphids trying to kill him. He takes their M.U.L.E.s, Boscos, and drop pods for scrap. He lives in a home made from a drop pod that he has added to. He has many homes in multiple biomes, having explored all he could trying to survive.
As a boss Karl pilots a mech suit made from salvaged Deep Rock Galactic gear from lost expeditions. The suit’s body is made from that of a M.U.L.E’s and Bosco’s, with a cockpit built within the M.U.L.E. Two drilling arms, another M.U.L.E used as a backpack, and four spider legs crafted from multiple Deep Rock Galactic sources. Karl is equip with a combination of all gear available to dwarves. The mech itself has a gatling gun in its chest and a shoulder mounted grenade launcher. When the mech has taken enough damage, it will shut down, during this time Karl possibly calls upon salvaged Boscos and modified M.U.L.Es and mini M.U.L.Es to protect him while he tries to get his mech working again. A few of the mini M.U.L.Es being rigged to detonate a satchel charge or grenade upon destruction.
When Karl’s mech is destroyed he ejects and is equip with a driller suit, machine gun, grappling gun, satchel charges, and grenades. He also has one Bosco with him after his mech is destroyed. This Bosco can revive Karl if not destroyed.
https://docs.google.com/document/d/1RUcyA4Mi-RB06FlFuWtlBIoVJpeiI0C1HOhWmpO7QlE/edit?usp=sharing
Deep Rock Galactic Ideas https://deeprockgalactic.gamepedia.com/Deep_Rock_Galactic_Wiki Glyphids Glyphids can attack the mule, removing its ability to deposit resources or move until repaired. Burrowing Glyphids: Glyphids that burrow towards dwarves. Goliath Loot Bug: Giant ...
Thoughts for an 8 player mode / game type:
Rescue
Similar idea to salvage mission but the dwarves are still alive. Issue is they didn't send the mule up either, so the company wants it back. Oh, and you can bring the lost dwarves back too as a bonus.
So the idea would be one team being the "rescue team", starting a long way from the lost team. The lost team would be stuck in a cavern (maybe blocked off by a landslide, fault moving or something) and would have to hold off against waves of bugs until help arrives. Perhaps there could be objectives for them to complete like a queen to kill to reduce the number of bugs etc.
The rescue team would start a far way away and have to navigate a tunnel system to get there, or start close (see next idea)
The rescue dwarves would have to mine through a very hard rock which can't be mined normally to get to the stranded dwarves. They either have special handheld equipment (heavy mining laser or similar) or have to defend some equipment which can mine through. HalfHero also suggested the mech from the early game poster / advertisement.
@proper bridge
Had some thoughts for the teams to have certain interactions even when not together. One team could complete objectives to make it easier for the other team. Such as the lost team fixing their molly to show their location to the rescue team, or the rescue team lowering the number of glyphids the lost team have to deal with on their limited ammo by destroying nests / queens etc.
Could also have some mechanic for triangulating their signal / advanced use of terrain scanner / new gadget.
Thoughts?
i see it is suggested up a bit more, but i want to add to the mini mules idea. maybe you can only get him after all your classes are level 10+, and it costs to bring him along (like 1000 goldish). he would follow you around and provide a small light (like a mini flare), and can hold up to 100 minerals. when he has these minerals, you can hold e on him to make him take those minerals to the main mule. this would let everyone explore more freely, and have a tiny light to follow them, but it comes at a cost
Can we please have a Whiskey Outpost scenario where you and "x" number of team mates fend off waves of bugs until a dropship rescues you? For Karl?
Well...if its for Karl then...
lootbug plush
Was suggested.
also Karl is alive as he send you stuff and tells you to get back to work.
@left mountain there's nothing to indicate the mission control dwarf is Karl. If anything, all the lines speaking as though karl is gone would disqualify mission control dwarf
We have to wait for the lore update to see who is really our legend miner.
In the tutorial mission, have the mission control mention that the mule leaves green lights behind as it walks to the escape pod.
This has been suggested before, but I want to add that the ability to reset you perk points would be really valuable while the perks system is still very-much ongoing development and changes. This would give devs more freedom to nerf/buff perks as needed without much community backlash for people that have/have not invested time in that perk. This also would put a system in place should a perk need removed so that players don't completely lose the perk points spent there.
Yeah, you're probably right.
I thought of a silly suggestion in relation to the newly-added Abyss Bar. If the game has, in version 1.0 or later, a selection of achievements... I think there should totally be an achievement for being the last dwarf to reach the escape pod on a mission, and then paying for the first round at the Abyss Bar :P
Just a thought.
Achievements have been already suggested :)
add more drinks to the abyss bar...and make them have different effects
He was suggesting a singular achievement, I think that's fine
can we have an ErrAle that glitches out your screen and random elements of the game, like praetorians glitching into dreadnoughts briefly or warriors into acid spitters? (just a visual thing by the way, not actually changing the creature there in any other way)
mmm i dunno, Err cubes are harder to find and not awarded by multiplication, honestly i think that might dissuade players from using it altogether but perhaps the mug itself could have something to do with the err cube model
@inner estuary, amount of
fained per cube vary from 2 to 3. I think that's more hazard bonus than cube value randomising.
Okay, I'm just back from a few games, and there is another suggestion I would like to make. There should really be the "confirm joining server" box in the server browser. Because the servers in the list tend to jump around, and I've misclicked more than I would like to.
You're alright, that was an option just added to address that complaint
Hmmmm. Clever. Will remember about it from now on.
It is quite handier than an extra dialogue box.
I wanna bring Lloyd with me on mining ops. Bosco can stay home
PSA: There is a search function you can use to see what ideas have been posted before, if you're unsure if what you're about to post has been put up before or not
Search is found through the magnifying glass icon in the top right
How about making Strong Arm improve Grenade throw range too? It only makes sense and makes the perk way more useful.
Maybe grenades would have lower % benefit than Flares or be unlocked at the final perk tier.
Oh maaaaan the sound of the minigun is shitty now! I don't feel the rage to kill now 😦
Perk Idea: "Requisition" +25% Ammo/Heal Refill in the Supply Drop
Should be merged in with resupplier
Good idea as the Top Tier level
Suggestion: a kill enemy/ignore enemy list for turrets
Suggestion: similar to exploding plants, you should be able to shoot electric crystals to force them to change their beam direction
like, they do automatically, but you could build up enough damage on them to force it to happen
or mabye even prevent them from arcing altogether if no other crystal is nearby
Strong arm lets you throw gems further too
you can dig them out or destroy them with enough damage
i know
would be nice to be able to change the direction, maybe direct them towards glyphids.
or perhaps shooting them could make them enter a state in which they arc to anything in a radius around them
There is a search function you can use to see what ideas have been posted before, if you're unsure if what you're about to post has been put up before or not
Search is found through the magnifying glass icon in the top right
telling people not to repeat things by repeating something 🤔
How about adding an alternate "reload" animation (like the Minigun barrel spin, Pistols spin or the full Rifle/Shotguns "trick") to the new Flamethrower similar to the old Flamethrower reload, in which the Driller hits the fuel tank.
Add dystrium as a secondary objective to other modes
Gunner minigun's barrel should only glow red hot when near overheating, for clarity and to make sense!Since the old meter is moved to a smaller, harder to see one
I don't know what the devs plans are about for the future Weapon Update, but here a great way to quad any weapons choices with "Variants".
Also add more unlocks, reuse the same models with color variants, more flexibility and experiment.
I’ve had multiple games where lava geysers are right underneath the ceiling, I suggest making it so that if they’re under a ceiling, the flames react to that ceiling and disperse out all around it
Much like a sink if you put your finger up to it
"We used to have jumping enemies using the built-in pathfinding but was too processor intensive for the enemy numbers we want"
- Dagadegatto, DRG Designer
variant enemies for each biome would be good. Radioactive cave leeches would be a good horror game antagonist.
I want a man bun for my bearded dwarf please
A trash can in the abyss bar that you can try'n throw used cups into, like the barrel toss but with the cups
Any way I could grab on to/ride a Dreadnought so I can shoot at it? Very time consuming to kill with only Bosco as an ally.
I think that was a suggestion in a way
It seems like there is a bit of an issue that only exploders are much of a threat now
PSA: There is a search function you can use to see what ideas have been posted before, if you're unsure if what you're about to post has been put up before or not
Search is found through the magnifying glass icon in the top right
Maybe while going through the Missions/Mines there are weapon caches randomly scattered around the map, and you will have to buy Weapon Cache keys from the variety shop or upgrade shop to unlock them to unlock diffrent type of weapons (different then the ones that the characters have) kind of like the supply drop.
@twilit patio Lootbox behind keys are evil. Never do that. But introduce "Barrel Loot" post-mission reward, with little bonus can be a good fun addition.
Example: +X Credits, +Free Beer Voucher, +X Minerals, a Cosmetic/Skin, +1 Perk Point,...
Otherwise the most ambitious rework would be to introduce a whole weapons/equipments loot system like Borderland in these "Barrel Loot", virtually unlimited choices, even a Crafting feature.
Sounds dumb. Why would there be weapon caches, underground, on an alien planet?
Unless they're Err-ore artifacts, that can be unlocked by using an err-ore as a key
Maybe they are secret ancient alien weapons OooOoooOooOoO makes ominous sounds
Don't tease me
🤐
Could we please have an animation for when killing the cactuses. Seems a little strange that they disappear when you shoot them
Another suggestion, if you bought this game on both steam and the microsoft store (like me lol), you should be given the supporters edition. Difficult to implement but still a worthy suggestion
Alien weapons, good idea.
Give Lloyd pre recorded voice lines. Maybe from a bartender before Lloyds time?
(If that was even a thing)
my buddy and I had a GREAT laugh when we passed out at the same time and failed the mission.. I think you should unfix what you did and let us bring beer into the mission. I also think you should give an achievement for completing an entire mission completely trashed!
I have a love hate relationship with the Mactera Grabber. A land variant that throws you across the field would be an interesting curve ball. Or even the occasional grapple with a bug on the ground. Your teammates can shoot it off to free you.
We should have a sprint perk that boost your speed immensly, but only lasts for a few seconds and has a cooldown sort of like sprint burst from dead by daylight
How would you activate that ?
Tap shift
Or maybe have another button
To activate it
I'm thinking over and it would be a very situational perk
Not really good for a horde shooter like DRG
""We used to have jumping enemies using the built-in pathfinding but was too processor intensive for the enemy numbers we want"
- Dagadegatto, DRG Designer
Could possibly avoid this by creating a single tough boss/miniboss glyphid, have it react/hunt light and pounce. So sort of like the Witch in Left 4 Dead, encouraging the dwarves to turn off their lights and bait it into fights/traps with their flares. It would eat the scout's mega-flare and ignore 'dead' thrown flares (not bright enough). Anyway, time to actually type up what I came here for.
Flamethrower's changes are a mixed bag right now imo; I love the new model overall but the reload animation feels quite robotic and boring. I suggest when the spent tank is ejected the weapon is tilted to the right (so it ejects 'away' from the user and when a new tank is being put in, the weapon is tilted to the left so the dwarf isn't reaching over as far. The also has the added bonus of showing off more of the snazzy new model.
I'll add I do raise an eyebrow at the exposed wiring and fragile looking analogue fuel dial on a tool designed for something as rough as mining in a monster infested cavern system.
The second thing is derived from what I am convinced is the currently bugged threshold for setting glyphids on fire: I've sprayed enemies with around bursts of fire and failed to ignite them, yet their health has still gone down. The damage from the weapon is the fire burning, so the change to how the burning system works once they're on fire is welcome and noticeable, but I think the "setting things on fire" bit is too hard to do with the flamethrower.
Instead of the current system, which seems to be an inconsistent "spray target with X amount of fuel if glyphid or Y amount if terrain before it ignites, after which any enemy that touches the fire instantly ignites" I suggest the flamethrower does very little - if any - actual damage when fired at a target but instead starts burning the target immediately. This means the weapon would behave more consistently in damage and ammo consumption for players. This is a weapon specifically stated to use napalm yet struggles to stick to a target, which is what napalm is specifically designed to do.
In an ideal world you could have two fire modes-one for spraying the fuel and another for igniting the pilot lights to actually ignite fuel coming out, allowing you to 'paint' an area/group of enemies before igniting the entire thing, but I don't see that coming. I'm not sure the engine could even let it happen.
Not sure if it's been suggested before, but it would be cool if you were put in the drop pod when loading back in to the ship instead of just spawning in your room.
@orchid coral Then it takes longer to get to important computer consoles, like quickjoin and milestones.
I'd sacrifice the 2-3 seconds extra it takes to get to those consoles if it means more immersion.
Dev-wise it feels overly complex for very little gain. New spawn point at mission control, but only if the player left a mission in a pod. What happens if the player disconnects, or gets kicked, or crashes? Seems normal to wake up in your room after a successful mission and getting some sleep.
Level-based Perk Slots instead of buying perk slots with perk points
Example, 1 perk slot from level 0-4 (the blue levels probably, not individual class levels)
A 2nd perk slot unlocks at level 5
3rd slot unlocks at level 10
and the 4th at level 15
Thoughts?
That sound nice
Since update 20 , 4 perks slots is not enough , more obvious
not sure where to leave general feedback, so I guess I'll just leave it here...
REALLY not a fan of timed exclusives, even on things that are purely cosmetic
already inclined not to come back to the game after some really bad multiplayer experiences a while back and the lack of developer attention to suggestions related to such things
this is just pushing me farther away from playing
I mean, you can buy the limited time item after what, 2 or 3 games?
how much is it?
4,000, 6,000?
the multiplayer experience is not the games fault. some people are just dicks
@lunar flicker 1200
the devs cant stop hateful people from playing. just grab some friends, meet some new ones.
as for them not paying attention to suggestions; they disabled kicking players once the drop pod has been called
they disabled platforms inside the drop pod, and resupply pods being called in the drop pod
so idk what they mean by "lack of developer attention to suggestions related to such things"
practically all we're missing now is a vote for when to call the drop pod at the end of a mission
was just trying to leave some constructive feedback, no need to be so dismissive and/or hostile
apologies if that's not the intent, but that's how the comments are coming across
regarding the dislike for timed exclusives, it's missing the point a bit to respond as if I simply don't want to put effort in to get said items
I'd be quite willing to bet there are other players besides just me with limited time or opportunities to play
and I've played enough previously that I can afford whatever new stuff is added as soon as I log in
same reason why I lost interest in Pokémon games way back in the day
"Sorry, but I can't make it to some of these exclusive giveaways that I'd have to drive two hours each way for. Guess I'll never complete that Pokédex via legitimate means. Oh well, lots of other games look interesting."
fully admit it's a personal pet peeve, but I sincerely doubt I'm the only one bothered by such things
as for the feedback about negative multiplayer experiences - I'm not around the Discord much, but even in the few times I've been here I've seen multiple requests for the ability to blacklist abusive/toxic players
I appreciate the efforts that have gone into curtailing obvious griefing methods, but there are still so many cases where it's just not enough
sorry if it's offensive to anyone, but the blacklist thing is really a deal-breaker for me at this point
without it I'm just not interested in playing, since I usually just end up randoming into games to try to help out for a round at a time
my weeks are currently negative enough at work, I really just don't have the time/energy to put up with even more negativity when I'm trying to de-stress on the weekends, and the last few times I've played the game have all been negative experiences because of toxic players
just not worth it to me to roll the dice on this game anymore
toxicity hasnt been a big deal for me personally i have seen maybe 5 really irritating players out of 80 hours of playtime
but if you keep getting toxic people then try to find some guys to play with that you know are decent
Or play with peeps from here.
add good players after the game to your friends (view players recent games)
as far as the timed cosmetic you have to just not care about that stuff its a dumb hat
i bought them all but will never use it
you cant have everything in life sometimes you just miss out on things
Again, I was only trying to leave some constructive feedback. Maybe I shouldn't have bothered.
I'm not looking for dismissive comments, and I have no need for feedback on how I should change my own views or how I play the game.
If any of the Devs should happen across this, my thanks for the fun I've had with friends when all of our schedules happened to align so we could play, and I hope you continue to see success. I wish you all the best.
gg all, I guess I'm out.
Flamethrower should burn up giant webs
more drinks in the bar
because I’m that guy,who always go on a mission drunk
Also
There should be an option of choosing how many drinks you want...so you don’t have to buy 4 if you only need 1 for yourself
I feel like there should be at least 1 new drink per major update
