#suggestions
1 messages · Page 71 of 1
why not?
alpoca brew
served in small shot glasses due to being extremely potent
but if really...
why not?
full of protein tho
i'd rather take a leaflover
really good for a heavy manual labor mission
anyway i am going to go sleep
Gut nach
Chuss
I wish dropping/throwing carried stuff was left click and not the same as the deposit button
pretty sure throwing is left click and E is dropping
since the latest update that is
Well..I dont like E dropping things as well, is my point ;~;
Maybe left and rightclick. Also unrelated, but Exploder heads should be a lil bigger IMO
Server select should allow you to pick area/material, as well as multiple different difficulties (or say, higher than X or lower than X)
a Melee class dwarf using 2 handed hammer or axe, that look futuristic and that doesnt get the slow debuff when they hit enemies with melee attacks :>
Make dreadnoughts ignitable and affected by IFGs again
@ornate snow Driller is your melee class
If anything just ask that in the weapons update, driller gets a hammer
A lightning hammer with bounce effects
that would be cool
Suggestion: have a stat of most plants exploded.
Iron Will's upgrades should lower CD
I don'f think that'd be fair. You'd be increasing the ratio of time you can spend being immortal from like 18% to 25%. It's not exactly an underpowered ability right now
Throwin' it out there: In the future I feel like there should be some more voice lines added to taunts / salutes. I really really like the character work with this game and I know VA's might be busy, but what's there is GOLD. Great job devs.
Could be instead of increased time of "living dead" mode?Or less
Well how many times do you expect to die and be revived in a minute?
Other abilities like depositer and resupplier only have effect once every now and then
as many as it takes, dammit!
I think an indicator of what perks you have and which are active would be appropriate, now we're getting to the point where there's a lot of special customization
ApocaWhiskey
Yall know Varkids from Borderlands 2? What if enemy that has that sort of mechanic, When critically damaged, or left alone long enough, it goes into a cocoon and hatches into something larger and angrier
i know its a big idea but here this, imagine a public mine, so a mine that anyone can go to and mine together, it sounds op, but you could make it so you have to find things bring them back and get paid for it.
I think it would have been better, if this cave had been divided into sections, to go to the next section with resources, it would have been necessary to clear it from a pile of aliens.
Issue with big cave as you said is the amount of implementations and complex networking necessary. Especially if it was to be a dedicated server instead of peer to peer.
For fighting aliens prespawned in rooms, having too many would be a serious burden on the engine so it'd mainly be pitifulish numbers
Does it ever reset? What happens if the whole cave gets C4'd or Driller'd
Or if people mine out everywhere near so it'd take a long time to get anything
I was imagining hardrock at the base and tunnels that open and close to represent new areas being generated every few minutes
Honestly seems a bit out of scope of the game, for now at least
Quite a departure from the mission-based gameplay
Especially because of the networking
But it's essentially a hub area
And the gates are missions
Just really smooth transitions between the two lol
If anything became a hub, it'd probably be the Space Rig
Offer the DLC Supporter Pack on Consoles so that console owners can show their appreciation for your game.
Just throwing my 2c in here. I'm not really sure why dancing and drinking costs actual credits. I get the realism aspect, but they don't do anything but add to "wasting time". There's no "benefit" to doing them other than fun. So why make it cost actual money and resources that you use to level up, and then have to go get more just to mess around?
it...doesn't cost that much money though]
Ehh. Relative to what is much. 25 to 135 credits adds up. And it doesn’t “Do” anything such as give you some sort of benefit for doing it other than it’s just fun. So you are spending your credits and resources that you need to progress on things to just play around in the game. Realism, absolutely. But should you need it in the game? IMO no.
I personally dont really mind it all much because the credits build up after awhile
No disagreement if you’ve been@playing for a long time. But for on and off gameplay it doesn’t make much sense. Especially if they have no use outside of “fun”. I’m mid game with low credits due to still leveling everything up. End game sure. Makes no diff to you guys.
Be patient.
It's the minerals that take the most saving up, unless you are grinding credits for cosmetics. So honestly spending credits on drinks doesn't take resources away from anything. All the functional upgrades are cheaper than anything else in the game, and the perk system you'll be spending the most time doesn't use resources at all. Everything in the game is used for fun... that's the point of a game
Gimlis axe Easter egg on space rig
scouts should get 35 ammo per clip instead of 25 and could use 100 more ammo total / driller could use easily 100 more ammo total and same goes for engineer's turret , could use 100 more ammo,
I think almost everyone suggests to make the game easier. What about 25>20 clip reducing?
W.O.T.
praetorians get face armour on higher hazard levels to help prevent tunnel cheese
A 30 round mag for scout would be enough
Same for 25.
I usually can keep my turrets through 2 swarms running. (Using both towers)
Add a mission control message when everyone passes out in the bar. Something that involved mission control being severly annoyed for carrying everyone back to their bunks.
A 25 round mag is an odd number though. Besides, you have what? 360 rounds in total?
bag a pretzles at their pods when everyone passes out
There's enough Nitra for at least 3-4 supply pods each mission
special animation for bartender bot when a cup is thrown at it, cup bouncing off and bot becoming upset and throwing a cup at the player angrily.
Special Drunk dancing animations that occur when player is drunk and trying to dance at the jukebox
The flamethrower should take down spider webs
search tool
suggestion; reduce the rate at which mactera grabbers spawn during mactera plague
having 8 come out at once during a hazard 3 with only 2 people isn't great
especially when they're juggling you in the air and you're spending more time there than the ground
airborn enemies in general being somehow completely unaffected during blizzards and sandstorms could be reworked too
don't even get me started on their amount of hp
rule 34 for Deep Rock Galactic
Chat "channels" like in an mmorpg. Make it possible to talk only with your friends in a game or whisper to one member.
I'm playing this game to chill, not to have a complicated chat with many options when i have to communicate fast. And if i want to talk with my friends, i have steam for that.
I don't mean across games, in the same squad of four people
So if you're playing with two friends and want to say something personal you can without having to alt tab or confuse a random player
Then, to talk with your friends, you can just use steam chats, or grouped steam chats.
It's three options, I wouldn't call it complicated, but alright I can see it being occasionally annoying
Vampire should either work at close range period, or include swarmers if only melee counts.
And iron will shouldn't slow you so much
It slows you?
It did me
Makes you unable to sprint and I think it also reduces your walking speed
And if not, its just the walking speed sucks
Also make it more clear that morkite/fossils etc. give no bonus, got a guy arguing with me here saying they give credits
Just tell him the devs have said the only bonus you get is 1xp per extra morkite
failing that, just say he's wrong and leave it at that
I did, and did :c
Is that a thing? Psa messages for bots?
i searched and havent seen this yet, but what about randomly coming across boss fights? the bosses would be area specific, so fungus bog would have a centipede boss, the glacial would have a yeti, etc. Their moves could have 1 move that is always set, and the other move would choose between 3 to use for that fight, so every time you fight them its a different move set. the reward is that you would get a part of the boss. these parts could be used at the abyss bar, and there would be a different type of drink for each boss. the drinks would have effects that relate to the boss, such as the radioactive boss drink would show where the radioactive crystals are effecting, the glacial boss drink would make your temp fall slower, etc.
Mactera just need their health nerfed. If they need to be balanced in other ways spawn them with more glyphids, but their health should definitely be nerfed. Just because less of them spawn doesn't justify them being bullet sponges. It's especially problematic because many of the weapons are unviable against them: flamethrower doesn't reach them, pistol doesn't do enough damage, shotgun and sawnoff have spread, grenade launcher has no hope of hitting them
Mactera health was already nerfed due to major community complaints
from what?
I think it was at like 230 originally and it got brought down from that
They're much easier to kill now
Just read up on it; right after the Mactera update came, there was a hotfix which changed mactera health from 200 to 180
Strangely enough - the numbers have a discrepancy.
Was it 200 or 210 originally? Only the devs will know <_< >_>
Update 13 incrased from 180 to 210
Oh wait I read that backwards
i see what you're sayin
idk why the devs keep making half-thought-out decisions honestly
like why 210 - why not just the original 200
Things don't have to be perfect round numbers
true but they made them even stronger than they originally were (health wise anyways, since the projectile damage was never increased back)
Breakpoints perhaps
define breakpoints
The point at which a scaled number feels different in gameplay due to being experienced in discrete chunks
For instance a glyphid warrior with 90 health feels twice as strong as a glyphid warrior with 60 health because you can't oneshot it with a headshot from a shotgun etc
But you could say the same for the opposite when they brought it down to 180 - players (or most likely, the devs did arbitrarily) thought it became too easy, hence why it went back up
Also, it could have been incrased from 180 to 210 because the developer wanted neat numbers...
Increasing a number by one sixth is even, increasing by one ninth is not
I mean to be fair, they did nerf the crap out of the projectile speed, so maybe they felt that since they were already planning on doing that, they had to compensate in another way
That's what I was also about to say
Spawn are definitely far less deadly than Acidspitters
I feel like the devs wanted to make Mactera that annoying enemy
They're not so much annoying as just... grindy
right
since the projectile was nerfed, it's just tedious
whereas when they only nerfed it the first time, it felt like a good balance between annoying and tedious
(my memory isn't the best, but I thought they nerfed the projectile speed twice)
I just find it really weird how all the flying enemies have at least double health of their land counterparts
it does seem rather strange
I understand it's because they spawn less, it makes them sort of "elite" monsters
But the degree at which they have increased health is just insane
right
I mean they're already moreso the elite monsters since they fly (faster speed and a direct path to you at all times), and mactera grabbers are just an onslaught of torment
Mactera grabbers have 350 health which is almost as much as a praetorian
which is rediculous IMO
They spawn in pairs
Hey, it's great you guys want to discuss mactera health values, but take it to #drg-chat please
👀
make a massive boss thats like twice the size of the drop pod, and it has a bunch of legs that you kill one at a time
also, maybe better character interactions where per say if a gunner attaches his gun to a eng sentry, it becomes a massive turret that he can control
or something like taht, so theres like advantages of being with someone of a diffrent class and what not
Can new joiners not spawn on top of existing players? It happens fairly often and can trap dwarves in self-dug tunnels or simply in uneven geometry
Maybe spawn them on or near molly on a flat surface
Maybe they wanna do the mating press...
behind you
people have suggested multiple times that they come in on a mini droppod near players :)
Yes, a beacon please
Remove molly
Why
Just got us killed on a slim platform with spitballers below
Ok
Give us the option to turn off upgrades to gear, I really like having the 3rd Satchel Charge as driller but the increased radius always kills me when I am being chased by praetorians
since I picked the upgrade I cannot turn it off unless I wipe my save game
Very good suggestion
I want that too
only time it is useful is when I am above enemy throwing down
i really hate that upgrade and regret it
especially as a driller, tend to be close to enemy
I have pk'd scout many times too with it
I'd like to see gray skin and fully white facial hair so I can RP as a duergar.
I only got the upgrade back when I thought mining with c4 was a good idea 😭
Now it's just a pain in the neck
Guys, how about to add Geiger counter sound effect in the radioactive caverns? Quiet and randomly appearing at location and really loud near thеse crystals. I just REALLY like that sound (and radioactivity too)
Give driller's drills an R animation (like the pistol spin) where he clanks em together
i have an idea for a new item for the scout a sugar cube jar allowing the Scout to collect red sugar and make then into cubes for team mates who just got downed or for later use because i always see the scout as a medic. the ability to rush too a team mate and get them up and there will be two upgrades one too boost it from 3 cubes to 4 and the other one boosts the healing from 33% too 50% and the jar can't be refilled at a ammo resupply. What do you think
so like scouts get to collect red sugar when they're topped up and when they collect like 50 health worth they get a cube that lets them revive teammates with more health?
when they are revived he can thown a sugar cube too top them up
or for him self
he starts with none and has too collect it on site and it will take up the flare gun slot
you cant remove the flare gun for that
it would have to be a new class
the flare gun is the whole reason is is called the "scout"
Not the hook either
If anything make it replace his shotgun or assault rifle
Sacrifice power for utility
Utility for utility is literally making a different class
Low level players shouldn't be able to connect into a H4 game. Also when you press ESC it would be nice to see players levels
When the Rain/Humidity will return? 😃 (picture from Steam Store)
Probably already suggested but generating a small tricky secret cave in levels (with extra Gold/Mineral inside) would rewards looking the map and Driller pick. This cave would be totally unconnected and require drilling.
@strong ether You should take a look at the road map :p
Add for Bosco forced digging.
For example, when you use laser pointer and click RightMouseButton. LeftMouseButton should still work as it works now.
Why would you force bosco digging ? How would bosco stop mining? Will it be mining in line ?
Reasons for that: 1) When you play without shields in radioactive biomes to break cristalls. 2) To make holes in the wall between rooms, while you are mining resources. 3) Make holes in high walls for scout input (to take fossil or bolo-cap).
How would you do if bosco mine in line without cave behind it ?
He will dig the same way, like he digs the dirt - about 3m in the line
Please no xD
I have searched only for the "forced digging" 
I mean forced digging alone would be much simpler than having total control of bosco
easier to implement
I had a lot of moments, when i though "yeah... if only bosco, not me, can dig that wall..."
yeah and like you said stuff like fossils becomes a serious pain in solo mode
But never wanted to fully control bosco 🤔
Bosco is a strong independant robot. He don't need no controller.
Suggestion: Can the areas we need to stay in during salvage missions not be like 2 inches in diameter? Seriously, they're so damn small. And don't even get me started on trying to do salvage missions in the lava zone.
I saw it before but i found it interesting, put some red line at the limits of explored caves to show the places we didn't explored
Another suggestion: Can we get an expanded tutorial, or perhaps a series of tutorial levels, to explain the deeper mechanics of the game? Like doing secondary objectives, class synergies (like engineer + scout), and not calling the drop pod as soon as you've completed the main objective?
I get new players are going to be less skilled, but it gets annoying after a while of level 5-10's STILL calling the drop pod as soon as the main objective is done, and completely ignoring secondary objectives...
I mean the loading tips do some of that to an extent, but it could be improved...
can the progress bars in the statistics in the player room be actual progress bars for "finite" stats like the number of upgrades? right now when you have all upgrades the bars still hover just somewhere
An option to play without hud?
hold h
I would like to see some netcode optimizations. Right now even with 80-90 ping game movement and actions are laggy while in other FPS ping like that is acceptable and plays smooth. Maybe it is also depends on host machine
yo, i think the boot up sounds should play at the audio of whatever the user has it set as, rather than the stock 100%
Flames from the flamethrower should stick to surfaces a little longer. even just a couple seconds longer would allow it's area control utility to work better.
Its a common suggestion, I'm rather sure the devs are aware of the desire for both :)
As for my own suggestion, I see a common thing seems to be giving the scout a "Medic" subclass, but I had a different thing in mind
The game's longer levels truly feel like an expedition, especially with friends. Instead of a generic "Healer" subclass, why not give the scout something like:
"Coordinated Area of Management Position-3r"
-A bosco type prototype that sets up a campfire in any environment!
-Dwarves can sit around the campfire for passive health regen.
-The fire is temporary, so going back for free heals isn't possible
In essence create a tool that helps with not only some of the environments of the game, but adds an immersive downtime where you can hunker down before or after a swarm, or set up a rendevouz point in those areas where everyone sort of darts in a different direction
The only level I see this being redundant is point extraction, but I feel like theres a lot of potential with this kind of tool. You could even have the dwarves talk to eachother, or shout quips, similar to the beggining of the levels
CAMP-3R
Then add stalker outfit and guitars
Would be nice as an optional utility for explorers
Suggestion:
When you reload any of the weapons (except for the minigun of course), the sound effects currently do not sync up with if the gun is actually reloaded or not. I don't know if anyone else does this, but it's a habit to "confirm" that a weapon is actually reloaded via auditory feedback, rather than looking at the clip size. This delay is the most obvious on the Scout's primary weapon and the Engineer's shotgun. Would be nice if, once you heard the final "click" noise of the reload, that would be the exact frame that the weapon actually finishes reloading. There have been many times where I habitually switch away from my reloading weapon before it's actually reloaded because I'm reacting to the reload sound making the gun appear to be finished reloading when it's actually not.
It's a small thing, but I think it would make all the difference in the world when reloading your weapons.
Suggestion, Iron Will should make leeches drop you when it activates
Mm, I certainly agree with some of the audio and even visual reload times being off, personally the gunners zipline reload has thrown me off a few times. I don't know what could be done for a lot of the weapons besides adding an extra click or hiss when appropriate.
I have a suggestion for the 5th class (which we know is coming, we just don't know what it'll be)!
This is the Healer, basically a medic class
It's on the "And then maybe" list
The devs even said that they were going to wait and see what happens when the weapon update drops
Weapons:
Shock rifle, moderate damage, high accuracy, and slows targets hit like the Scout's grenades.
Medicine-globber, shoots globs of medicine to heal allies. In solo, can also shoot it at the ground to heal yourself. Has low ammo.
Red Sugar Container, allows you to store some Red Sugar for later!
And finally, the Red Rock Injector, injects a potent booze into an ally to give them a temporary damage and damage reduction buff. Maybe like, 5 charges max, each lasting 10 seconds.
Shock Rifle would have a LOT of ammo since it's your only way of dealing damage outside of melee attacks.
Oh, and the Healer's grenades would release a cloud like a Praetorian does, but it'd damage enemies over time.
Instead of allies... Although maybe it could also hurt allies.
Flares would be a Green color.
(Also side thought, the Healer could have a little "E.M.D." written on one of his shoulder pads... Emergency Medical Dwarf...)
His starting cosmetics would be the cap (uniform color), a new cosmetic that's a medical mask, no beard, mutton chop sideburns, and the white hair color
Idk what eyebrows, I don't really care lol
Anyways that's all, sorry to fill up the chat!
(Also hi Uncle Dane!! <3)
did you get the idea for the red sugar Container from me or did you think of it in ur own time
It's a very very common suggestion, same with a medic class in general.
when are we getting gun skins? D:
@amber rune Didn't even know you made that idea. I basically just got here lol.
its a good idea
Even if he had it would mean he had only 12 hours to draw that image
Just another case of great minds thinking alike I suppose :P
Red sugar gas
Personally this is so far best thought out idea
Along with schemes for weapons.
Like there were many good ideas,from snipers to beastmaster and healer,some demolitionists
But so far only one or two msybe had pictures to go with the idea.
@near glacier over time healing is not that good on harder digs for the amount of damage they deal and why sit by a medic and slowly heal while there's a red sugar chuck right around the bend
Yeah, usually you take a burst of damage and then go down it have the health to withstand it
Or*
- Add Dystrum to the secondary rotation of all Mission Type
I think the passive healing could be useful during swarms, or when you gotta stay in those bubbles during the second half of salvage missions.
Glyphid activity meter like the length/complexity meters that affects the swarm frequency and how many enemies spawn between swarms
The little lights you shoot should be influenced by the wind
and also chunks of material and stuff
the flare gun should also set enemies on fire
Yup, there is wind
If Molly auto calculates a route at the start of extraction could we get some measure under the countdown timer for distance molly has to go? Would give a good indication of progress molly is making or even route changes if the distance left to go jumps
And just to be explicit I'm talking about ground travel distance, so even if the pod is 50m away in a straight line (through walls) if Molly's route takes 100m then the value would display 100.
Like a progress bar? Kinda like overwatch's payload bar?
Sure
Speaking of Molly returning to the pod, I had a game recently where we ran out of time before Molly even got back. She was a good 80m away from the pod at the 10 second countdown. Apparently if Molly doesn't make it, the game just triggers the "The MULE has docked, initiating liftoff" dialogue and opens the gates at 10 seconds left.
Was really funny, actually.
Would be great if there was some rare and humorous dialogue for that exact situation.
"Uhhh, well, er, the MULE hasn't docked, but we just... We can't wait any longer, so uh.... Mission complete! Good job! Opening the drop pod, get on board!"
Not the channel for this. I'm aware molly can update her path and mentioned it in my post. The point is to give more information to the players to help them make decisions that could make or break a mission extraction
could we get statistics on how many beers weve drank/money weve spent on the Abyss Bar as a bit of a joke?
Also the juke-box. It’s 2 credits per play (has it always been that way??). Would love to see myself eventually having spent thousands on it.
@random copper only since the oktoberfest update
wish our suggestions had more direct feedback
they did add a thing I suggested a while back where I said the player slots should indicate what class they are in the server list and Dwarfurious suggested that the jukebox should be paid since the company is greedy
but those could've very easily been concidences so idk
But it's not feedback.
Right now they need to let us (on the discord) know that they know about things the community has raised up. Not even saying if they are working on it / etc. Just that they know about the communties opinion. This is so we can stop repeating ourselves about massive issues or unbalanced things.
Well to be fair they kinda ignore the community from time to time on blatantly obvious things that should be changed.
It's just a given thing now.
I was ranting in deleted messages, just ignore. They were on holiday for a duration which meant no hotfixes/updates to be fair to them. However there does seems to be a few values or tweaks they could make to really streamline the game and make it far more balanced. These minor balances and tweaks seem to take forever to come and when they do arrive they often make it unbalanced in the opposite way. Praetorians and mactera, got buffed too much, then now have been nerfed into the ground.
acessories for all classes per unlock (pls)
map seeds, readers for said map seed to be show on the display globe after mission completion for leader bord comparison.
Over time maybe change up the mineral needed for the primary objective into something new, (functionally the same but just a different name and look) adds a tiny bit of variety.
Adding to Let us bring barrels with us’ suggestion. Since morkite makes (i’m assuming) dark ale “dark morkite” there could be a mineral for the other types of beer, light to dark and stuff.
For Halloween, can we get a zombie mode? Where we're fighting zombified miners? You know, "your colleagues who screwed it up last time"?
just for the sheer amount of gunner i killed "accidentaly" i thinkis a bad idea
I actually suggested that in relation to a infestation kind of thing, part of an idea where the community sets up bases in the biomes
and the bases could generate missions, including an SoS one
my friend hear the "find Karl" suggestion, and wants it to be a massive event
but for halloween it should be good to be some "superspawn"
where you arrive to find the base infested and the crew basically the victims of brainbug parasites or something
Pretty sure Karl is dead
Unless you're asking for a mission where we find his remains
or stuff like that
it would be amusing to find what looks like Karl is dead but if you keep digging he is actually alive
he just never goes back to base
because he is too badass to ever need to go back to base
Karl sustains himself with the blood of his enemies and by eating raw Nitra from the walls
Karl has lived underground for decades
makes his own food, makes his own booze, salvages every destroyed molly he can find
the medic
and he is so badass all the mobs avoid him like the plague
.....the medic
Why do you keep saying that
nah, dont think we need a borderlands inspired halloween event where some dwarf trying to play medic accidentally creates some kind of virus that turns dwarf miners into zombies
Hash out your ideas over there, and once you've got something concrete, post it here
New class: Barrel
New class: BarrelBorned.
New gun: barrel blaster
New Cosmetic Slot: Back Slot, example of Back slot cosmetics could be: Banners, Barrels, Kegs, MiniMolly
I like that idea
👀 mods
Hey is there a rules channel @solid dune ?
being hateful towards others is not acceptable behavior
I wouldn't say thats hateful
I wouldn't be offended if someone made a joke about me being white or gay
take this to #non-drg-chat or #drg-chat as this channel is not for discussions
you aren't everyone though
Stupid but hey. You know what would be cool in Dense Biozone huge caves? Buggy! We need damn buggy cart to ride!
Or mod support to make it
Dwarven dune buggy 🤔
Biozone buggy that can tire bugs
i want to buy a round of drinks for the road that you can pick up from molly once in the mission 
everyone drinking theirs right before calling the drop pod would be a fun time
Cupholders on molly for beer on the go
An idea to add to character retirement is when you retire you could maybe get a dwarf with different visuals. Basically make the dwarves look different, could be as easy as different colours?
Molly upgrade for the Host would be fun too. A small Turret / Vaccum to auto collect gems, chunk / Speed boost / Spotlight / ... Skin?
Hello <@&257786783666929665> s!
Friend of mine @sharp ridge recommended me to the game, and it's really great so far! But i hope you guys take it like constructive criticism, the progression feels dull as it is now, i mean upgrades just increase ammo, duration etc. etc. Just stats. But nothing extra on the side, why we can't add third or even fourth barrel to a shotgun? Why we can't make minigun to have a smart aim? Why we can't have drone-like turrets? Why we can't have upgrades, which are game changing?
The gameplay is A TON of fun, the game itself have a lot of potential, but when i go mining, i don't see any specific goal i want to achive, because every upgrade just increase stat's and nothing more. Also skill tree is basicaly the same thing, do thing's faster, do them efficiently, but that's it. I mean after you get maximum level, you should feel stronger, i mean you certainly doo, but just slightly, you don't feel like much of an improvement, you just have faster reload, faster movement, or mining, that's it. Which i think is real shame, you are on a space-station with technology of travel across the galaxy to mine materials, but you can't upgrade your weapons in crazy science-fiction ways?
So i was thinking, why with a weapons, we don't have upgrades like i said? Or why we can't have 3D printer to print new blueprints for them? Like attachment system?
For a skill tree, why not to include three more or so? One would be mutation (Changess your apperance and your basic functions, but tends to be untable), Psyonic Syringies - Give you some telekinesis or awarness power (X-Ray, Kinetic Push, Levitation etc. etc.) and finaly, Cybernetics - Automatic Ammo reloading, artificial lungs, Night Vision, Targeting system, etc. etc.
There is so many you can do because you are not limited by science in this case.
Also one side note, why Turrets are made so depowered? I mean you build them, and then have to wait when they move and build them again? Why they aren't builded up when you move them? I find it unecessary to be honest, but that's propably just me.
Thank you! Sorry for my english and have a nice day! - Also really sorry for the wall of text!
I think the main fun in there is the survival 😄 everything else is the bonus, but I know what you mean 😉
Yeah it definetly is! I already have ton's of waves and did a lot of diging! But i still would love to have feeling of focusing on upgrades, rather then go "Oh i can upgrade this? Okay then, let's back to mine" I rather go like "I FINALY CAN GET THIS UPGRADE! HECK YEAH!" I mean this should be the very reasson why the upgrades should be in the game, to motivate gamers to progress, and alter the gameplay to their own preference. But i totaly agree the survival is the best part of it!
@tiny stone we always take every message as constructive criticism and we deeply appreciate community feedback. In many times is the community support that keep us going and help us make the game better for everyone :)
We've been discussing deeper progressions systems, and if you check our roadmap you can see that this is a subject we are eager to tackle. Of course systems like these take a lot of planning, time, art and code. They are on itself a challenge to build
I'm not trying to take anything away from your suggestion, but a tip for moving your sentries is recalling them first by holding R, then they will be ready for instant deplpyment when you next need them. It sort of factors in as part of the engineer's resource management
I would like to be able to recall just 1 turret
Sometimes 1 turret is in a good spot and the other isn't
@vernal flume Thank you for fast and straight answer! And of course they are, this is no way easy task to tackle, let alone the balance testing after wards, and the new bugs/issues it broughs with a game. But i belive you guys pull's it off, no matter when! Take your time to make best game you guys want! I just wanted to put my thoughts out, what i found little, unintresting so far, otherwise the main part (Survival and mining) is amazing, and you handled procedural generation well! Which is super hard to do! So thank you for the response! And i hope i can look for better and more impactful skills/upgrades in the future!
It's kinda frustrating
You can choose which turret to move but it's not intuitive
I can move turrets?
Yeah you can, but you need them to rebuild them again. That's why i said it's kinda ... Hard to manage them.
When you attempt to build a turret when 2 are deployed, one packs up and redeploys. Which one that is is determined by which is selected but it's not visible on the gui
In situation where you need them quick, you rather take shotgun and fire as much as you can. Because if you don't have build upgrade yet, it won't make you any favours.
I live by a motto with engineer: if you're finished with it, pack it up
My only problem is that when I have a well placed turret and the other is somewhere else its really annoying having to recall both
Still if they are packed, it takes long time to build them, i just wish they could be used more for regular situations, not just waves (Maybe drone upgrade instead of turrets? Or smaller but compact turrets?)
Honestly you can build a turret in the time it takes glyphids to spawn and turn on you
Sure thing!
Personally I would like more tf2 style turrets, they build alone but if you melee them they will build much faster
And you can pick them up
Something I would love in this game
If I could have one suggestion, it would be to make fights/waves memorable, not just mindless shooting but more tactical, which it is by some part. And you are already introducing more monsters with various abilities to mix it up which is great. It would be nice to have more different enemies with very distinct attack patterns so you would have to think or position yourself more carefully and make fight and survival more memorable. For example look at how Killing Floor 2 does waves and enemies. They have nice mix of monsters and it creates interesting and new situations where certain monsters meet up and you need to change your approach. Same with Diablo, some monsters have special attack patterns and also how they move when attack that they force players to position differently or adapt quickly. Like charging monsters or AOE effect monsters. Or let's say there would be a monster that would hate fire so it would get enraged into another state or there would be a monster that would pick on certain classes and only go after them first.
Also some affixes for monster would be nice, like avenger for example, that it would go after a person who killed his friend monster or etc. Or let's say a monster that wakes up by noise, too much machinegun fire or drilling and it comes at you. Just make it less predictable is what I mean. You have your trash monsters to fill the gaps but then you add some specials on top to make it memorable and when you survive that fight it fells great. I mean really look at KF2, when Fleshpound or few Scrakes come at you at the wrong time you can feel the fear in every player :)
But I must say you already have some similar examples in place. Keep up the good work, I have great time.
also sorry to disturb at work <@&257786783666929665> would love to hear your opinion on this when you have time, thanks!
@sharp ridge "In this update, we will also introduce more Difficulty Levels to bring both easier and much harder challenges to the game. We'll also expand on our internal tools and systems, so difficulty adjustments can be made using more parameters than now - currently Difficulty is mostly governed by tweaking just Damage and Health, and we want to expand on that." ETA Nov 2018 -https://www.deeprockgalactic.com/roadmap/
Thanks GoldMath, I know about roadmap and looking very much to the updates. Just wondering what do devs think about this direction.
The update videos on the GSG channel are really good, they should be in the patch notes
Here's a couple upgrade ideas.
An upgrade for the minigun which changes it to have one barrel visually. It's damage would be much higher than the regular minigun (to a point where it's better DPS wise if you can hit all your shots) it's fire rate would be lowered considerably as well as it now having a clip size of 25 with a reload time of 2.5 seconds. It's accuracy would start out high with it slowly becoming inaccurate more and more with the longer it's fired for. (Just an upgrade idea to reward a more accurate playstyle while punishing The spray and pray playstyle.)
An upgrade for flares that decreases the amount of time it takes for them to charge (please I neeeed this one)
An upgrade for the scout classes flares, this upgrade highlights hazzards in a given area. (Hazards include but are not limited to- green goo, hotter areas in the volcano biome, ect.) However will not highlight any enemies (accept cave leaches. Fuck those things)
An upgrade for the blasting charges, making the blast much larger, deal minimal or no damage, and not damaging the land around it's blast or in it. What it does instead- is destroy hazzards or neutralize them if they can't be destroyed.
- Make the Bismor a 3 hit mineral (because it's cubic and look strong)
Suggestion:
What if the scanners of the spacerig found a new Biome with extreme high amounts of morkite, and Umanite,
but it's no normal biome! It's a biome on the surface of the Planet where you need Oxygen Tanks and a space suit to survive. The oxygen tanks only have a limited time before you die of to less oxygen.Asteroids crashed in this place and are full of Umanite/Morkite.
please vote (maybe it's an update soon) would be nice! And sorry for misspelled words , I'm german.
The developers have stated they have no plans to implement surface missions, but plans can change.
👀
👁
you got a Devs attention. good job mate
I always liked the idea of a surface of the planet, me and a friend dug up to a positive depth height once, boy those 2 hours of digging
I'm guessing there was nothing there?
Yeah, nothing there
Im more surprised our game didn’t crash trying to get there than anything
I have a new idea for a creature that could be a sort of cross between the macteras and the glyphids.
Creature: Hivemind
This creature is directly inspired by some of the concept art that was released yesterday in the tweets. These creatures would be small roach like bugs, about the size of the smallest glyphids. These creatures would naturally be attracted to any form of crystal/mineral in the area. They would latch themselves onto the crystal, and slowly begin to use its energy to produce more roaches. If the creature got too big, and was unkempt for too long, it would develop a massive boss version of the roaches.
I like that idea
It gives a sort of stress and time based enemy to the game
So another bomber like enemy
I think it could also devour the crystal it inhabits over time. So if you don’t destroy them, no crystal - no money - no beer 😦
Would these enemies spawn and then latch onto the crystal? Or just be latched on to the crystal as they spawn
I think they’d spawn, then go to the crystal.
Ye
While they’re latched on, it should produce protector versions of the roaches, they probably should be as weak as the smallest glyphid
They’d attack the player when they got close
What would these guys look like?
Would it look like the one in the tweet, or something different?
Hold on
when i saw "Hivemind" i thought about a Rakkhive from the borderlands series... like a big creature that houses smaller creatures
Or something like the brood nexus, which spawns the small glyphids, except it's a queen that moves around
Drew a quick sketch of what I envisioned in my head @dim reef
I’m bad at drawing lul
The black spots would be weak points
Is that like the size of molly? about?
I think another creature that spits goo at you that hardens into rock and gets you stuck in the ground would be cool
You’d have to break it with your pick
Aka instant death
For a second there I thought... sonething was coming out from the back.. 👀
thanks evil
LLOYD EMOJI
Does anyone else feel like the radioactive caverns (whatever they’re called) are a bit environmentally lacking?
what's that mean
there are the tumors on the walls and radioactive crystals
and there are breathers too
hey uh breather emoji when @admin
...take care what is left, then take a breather
add a modifier that replaces all the tumors with breathers in the nuke cave
Add a sound effect of breathing when you're near a breather, also make them mobile so they can sneak up behind your neck
Add some spookiness
breather boss
This should be top priority
Is this a joke post?
I think it would be interesting if maybe each class controlled differently, scout is a fast moving character made for mobility while gunner would be slightly slower. Not sure what to do for the other 2 classes tho
Yours, sorry that's the two most reposted suggestions
Elaborate on the medic a little
Wanna see your take on it
i still think the suggestion with the drill game mode would be fun
@warped sphinx Yeah sorry, it's just suggestions often gets filled up with reposts.
Ideally discussions around suggestions should happen in general
And then when the suggestion is fully done should be put here.
why not make a channel called suggestions chat and then leave this for the final suggestion?
Dude, we've suggested this a bunch in reg chat. Trust me, I have thrown the idea around of a better system. Sorry, the efficieny or lack there of in this suggestions annoys me to no end! 😛
Ok, i have made list with some perk changes to make them more OP, lel. Most ideas were taken from payday game.
-Field medic: Revive teammates 30% faster. Shouting at teammate in 20m radius will instantly get him up. 45 sec cooldown. Upon reviving someone at close range all nearby enemies will flee.
-Resupplier: Stock up on ammo 40% faster. After getting supplies you get infinite ammo without reloading for 10 seconds. This does not apply to any explosives.
-Weekend athlete: you sprint 15% faster. You can sprint to any direction. You can shoot while sprinting. Does not apply to drillers flamethrower, drills and gunners minigun.
-Strong back: you move 30% faster with heavy objects. You wont lose object if fall from high ground
-Sweet tooth: You get 20% more health from red sugar. Teammates heals 10% of health that you gain from consuming
-Impact compensators: You get 15% less fall damage. You also jump 20% higher
-Berzerker: upon sucsessful melee attack you get 50% melee damage boost. This can stack up to 5 times. Resets in 2 seconds
-Hightened senses: You feel a tingling sensation 0.2 seconds after a cave leech targets you and when exploder within your 10 meters range
-It's a bug thing: Bugs explode whenever you get within 4m of them and when you mark them with marker. Bugs killed by you drop 20% more goods
-Iron will: You can continue to fight for 12 seconds after reaching 0 health. You also get infinite ammo without reloading or overheating while under that effect. This does not apply to any explosives. You cannot use any healing items.
yeah these are pretty OP
i specifically want the devs to be careful about perks that replace gamesense, like that version of heightened senses. I like the way it is now, but if it warned you of exploders too that would make it a bit too easy imo
You can present ideas however you want. Just wanted to put a system that might work better with your ideas
Namely the tradeoff system
Well im too lazy for now, heh. Forgot to mention that all perks are maxed out. And this is just ideas
So as it stands only the scout and his flare gun can light up hard to reach areas of caves. What do y’all think of the engineers turrets orienting their light to where you point the scanner? This would allow teams with no scouts to have some visibility without making the scout obsolete.
I'd prefer reverting the flashlight/flare nerfs TBH. As is flaregun seems dimmer than before, and there's larger caves
Floodlight replacement for engie as well as targeting and lighting with scanner is a pretty common suggestion
That could be the alternate load out for the engineer. Instead of 2 turrets, 1 floodlight and 1 turret.
@spring quiver we had floodlights as a call down during closed alpha, they were removed by the developers
Voice Lines for the Leaf Lover booze.
Namely them being sad and other dwarves making fun of whoever drinks it
more mission control voice lines please
Leaf lovers is a drink for everyone, it sobers you up for inspection. Just make sure you chuck the pint through the hoop to avoid being caught with it.
Though having more voicelines for ordering drinks would be funny. Like if you order skullcrusher ale as a scout he'll make a side note that this round will be the death of them.
When you order leaf lovers one line sound urgent like management is coming soon.
"A leaf Lover's special please... we've gotta go, fast"
gotta go fast!
maybe ditch the "fast"
When you enter Ansel screenshot mode in Solo, time pauses automatically to give you the best frames.
Additionally, there should be a key you can hit while in Ansel Solo mode to toggle time play/pause.
suggestion: don't always ping the devs when you want our attention 😉 😛
🤔
There’d been a bunch of suggestion pings right now
Lock new posts in #experimental-bug-discussion when no new Experimental build is up.
If I could I'd do it myself
A faster reload upgrade for Scouts assault rifle
@fallow trout My idea for the Elite Resupplier was to add +20% or +30% more ammo/heal recovered. You usually use the Drop Pod after waves or during calm moment, you would waste that "infinite" ability often.
Also the Elite Perk (with additional bonus) could have a Star icon instead of numbers 😉
Change the Satchel Charge and Grenade's 'Damage Radius' number to an actual distance (i.e. metres), instead of some ambiguous unit of measure.
Also a better explanation of how 'Cooling Rate' works and what its value represents would be nice too.
Damage and damage over time for the Driller's flamethrower on the Upgrades terminal.
Regarding the Satchel Charge, being able to pick it back would be nice
tbh, in the heat of battle i find the satchel charges "blast radius" signal really vague
so half the time i tend to blow my self in the process
Well you probably need
Suggestion/Bugreport: Change satchel charge's visual explosion radius to match that of the upgrade (It doesn't currently)
Radius seems fine as host
I'm pretty sure it does, actually
At least, it seemed like it did when I was trying to convert radius units into metres earlier
Oh yeah that’s one of my nitpicks, satchel charge blast radius
It doesn’t show the radius correctly accordion
I found that out the hard way multiple times XD
Are you sure it isn't just lag? It seemed pretty accurate when I was checking it earlier.
Ping could be it
But st the same time I find a that people constantly go down while outside the red zone
I’ll Cheryl
Check (edit - it seems to have been fixed)
(Thanks autocorrect)
I do so hope that Ansel during the potential dedicated servers or solo could pause the game too
The radial heat meter on the lead-storm chain gun is much more intuitive then the previous counter. I wish it was bigger/more to the center so it's easier to eye while focusing on combat. if the weapon already reports bullet count to the HUD...
Would a ravenous system of caves be possible in DRG?
Like big ravines cutting through the ground like cracks in the planet.
we have some of those
Yea, but not a dedicated biome to it
Make driller's secondary automatic so I don't get RSI kthx (or just allow his secondary to be changed for something else)
read the road map before posting your ideas xD^^^^^^^^^
The server needs a BOT Bosco!
Suggestion: please allow to look around when resupplying/depositing. While the E button is pressed down and the action started, I would like to be able to mouselook around me. Currently if I stop staring at cart/supply drop, the whole action is cancelled.
That seems really neato
Would be nice 😄
@tawny acorn I did, couldn't find it
unless there's something i'm missing, discords search function blows
probably also suggested somewhere before: teammates their shield statuses on hud
@real spruce want me to send you it?
Its in the roadmap that one of the next updates is adding multiple weapons for all classes
So and automatic pistol is probably in the list
An idea for the server, I personally believe that when there are no current experimental branch active, the chat should have the ability to message disabled until it is active again. You could still read it if you were interested but it would prevent people from using it.
please make morkite not blue
anything but blue pls
and can we make the scout not go around in pyjamas
i mean, i can live with the pyjamas
but can it not be blue
pls
This is also a personal gripe of mine but the Bartender animations are too frequent. The animations are great but I don't want him to be having an animation every few seconds, sometimes them playing a bunch of times right after each other
who is Lloyd
I remember hearing that name, idk where tho.. just gonna call him bartender
oh okay
@radiant aspen suggestions isn't for discussion
Im really loving this game. Ive logged 17 hours so far and I'm starting to figure out cave structure pretty easily.
I suppose my suggestion to keep this fresh for longer would be a few more biome types if thats feasible. Like:
Ash caves. A planet of mostly carbon, lightly packed together was once a verdant jungle planet. the whole thing went up in flames, turning the world to ash. The caves you are in is what remains of the jungle. Water swept tunnels away, exposign valuable Morkite and Gold (etc.) Would function similar to sandblasted corridors (which I love), but there are pockets of poisonous gas, and cave collapses (if thats possible, that would be rad).
Jelly caves: Sounds silly I know, but if you found a material similar to a dense opaque jello and had caves in it that'd be cool. Its not realistic but its a game so lets put some silly stuff in here! It can be various colors so your cave can be dark or light colored and varying levels of opacity similar to ice caves. Its soft texture would lessen fall damage, or maybe slow movement speed.
Glass caves: Like sandblasted corridors, but after the nearby sun exploded.... So the superheated wave caused the planet to glass over. There are dangerously unstable stalactites that can fall on your head, and hazardously shard rocks that damage players who land or run on them. But water and friction smoothed most of it down. I know whater cant be in the game, but like im trying to explain it.
And how abouts some different cave shapes? Like tall straight narrow ravines, which is actually pretty common in caves. No real flat walkway on the bottom makes it difficult to traverse, but the witty (team-work minded) dwarf can navigate the walls in a few ways. What about lots of narrow passages that act like a spiderweb. Use of the terrain scanner would be much more important.
Pockets of ignitable poisonous gases! Flamethrower would make them explode and damage anything inside/near them?
Have the grabbers pick up and drop the pillbugs maybe, don't have to X3.
Stop making blizzards, sandstorms, earthquakes etc. all slow you, its awful and just leads to exploders killing you unstoppably
Can I request that flares should lose their color and fade into darkness when they actually stop producing light? I find it a bit annoying that flares are everywhere, with their full color but actually produce zero light later on.
Just changing it so that when they stop producing light their color changes to black would be neat
^^^
also please make the ingame audio settings turn down the volume of the intro, its so loud
please stop putting the audio setting to default unless i go into the setting each game. my headphones end up blasting the audio 2x as loud, so 100% feels like 200%
I disagree with removing flare afterglow. It's very useful to know if you are in an already explored area and who explored it
You'd still see the burn out flares
In the dark?
I think some more unique ways of obtaining resources could be fun.
Like fall from a height to squish an object shooting out a resource or something attached to the wall. Remove it by grabbing it, pulling it backwards and letting go causing it to smash into the wall breaking the mineral inside from the outer shell. Stupid ideas but felt like sharing them
Would like to see a class that can place a special pylon that serves the following functions:
- Permanent
- Visible waypoint in the 3d terrain viewer
- Provides light in a fairly large radius, but not as great for seeing all the ceiling in large caverns
- Recharges player shield slowly in a small radius around it, even in combat
- Regulates temperature a slight bit
- Possibly give players a little pathing line on the 3d terrain scanner to find their way back to it
The class should only get a handful of these (maybe 3 at max) and obviously the benefits would have to be tweaked to be balanced. Basically it would be a more defensive waypointing/support item.
And I'm sure someone has suggested a large, slow-firing bolt-action rifle that has a tiny bit of armor pierce, so I'll +1 that
So im new and im not sure of any where else to post this so I suppose this is a question/suggestion.Will we be getting some more arcane tools, say and tesla turret for the engineer or mining laser or will it be more variation on bullet weapons.
Different skins for biomes
To answer Johnny maybe its how you worded ot but the game takes place on one planet not multiple
Which is hoxxes 4
Yeah, his ideas sound amazing though. The jelly caves and Ash caves sound good. Maybe a region that used to be a part of the sandblasted corridors got hit by a energy burst causing it to superheat a large area?
Another experimental build for bug/play testing that lets you spawn enemies and weapons, ppl that can replicate bugs or prove things like 'engi is really weak and needs dmg buff' in a control setting gets creds/ minerals in main game. Similar to that when you join the steam group and get 5k creds for doing practically nothing.
Can also be used to give furtur depth to wiki pages, for instance the Hoxxes page about Biomes is pretty much mostly flavor text, if players are able to use an experimental dev build to generate maps and lengths, it would give the page a bit more depth.
For instance I notice that on higher hazards, pits are spawned more often however, theres no way to confirm this and hence just like the Aquas spawn mobs when deposited idea, its pretty much a rumor or just though to be a fact.
e.g. 'The Crystalline Caverns are notable for their vast open chamber' - wiki Add than screenshots of speical obstacles that spawn on higher difficulties. morkite locations on longer missons etc, i also notice that on the sandblasted corridors, minerals tend to spawn in a very high place, again, since theres no exp build where players can just explore fly around, take screenshots in a fully lit area without the threat of failing missions and wasting time its all pretty much just speculation.
Ok maybe its too much im basically asking for a dev build lamao
Well actually can I write a microsoft doc and send it to someone? Im just blasting ideas out of my arse
what checked?
I assume he's poking fun at the "blasting ideas out of my arse" part. If you post a suggestions document there's a good chance the devs will see it, and even if they don't I'll read it if you post it here
For the pylon idea this is a class suggestion based off half if not quarter of the elements to make a class. I'd prefer if it replaced a damage item like one of engie's turrets. That said, I'd much prefer player created waypoints show up on the map instead of having a convoluted deployable to mark where you've been.
One of the reasons we suggest looking for your idea is looking for existing criticisms of it, the slow "bolt action" or sniper suggestions have been criticized already, and I don't intent to support those suggestions until I see one that deals with the problems I've brought up
For the style of weapons I believe the devs at some point mentioned wanting a "steampunk" feel to the game
I'd like a better testing build but I also assume that it'll come with time (we just got rotate missions button last experimental build).
Even without the ability to spawn each mob values and testing can be done. If you want to observe the spawn structure of caves the "tourist mode" looks to be arriving soon on the roadmap, that will likely let you wander around as you please.
If you want to fly around use ansel :)
Well I agree about testing, its just not that efficient, Im quite sure the devs dont just wait around for 5 mins for a mob to spawn to test the pratical effects of the new flamethrower. As for the ''Tourist mode'' whether it helps as a tool or is just a nice extras feature is yet to be seen, but its unlikely to be more of a tool than it is a neat little feature that gives the game some extra value. After all, the main draw of the game is its Coop gameplay and class synergy, Hazard 1 areas with base reward +25% where there is almost no threat, where good ole dwarfs go for a nice stroll in the caves don't seem particularly popular. So a Hazard 0 with no bonus on top of having no rewards? I'm skeptical. It could be a wasted feature. Same thing can be said for the Ansel if it is to be used as a learning tool. Using Ansel to learn is like editing videos using FLV, or reconing an outpost in Shadow of War/ Modor using its game capture feature. It definately has it limits and im definately sure testers or in house QA is going to be using any of these mumbo jumbos.
Thats why data mining exist.
Whoops just contradicted myself 😦
You could get rid of the flare afterglow because the fancy new 3D terrain map shows where you have been in the cave
Acutally a bolt action is fine, if you think of engineer as a combat support class that is. Sure it dosent fit what the devs want, but its definately an alt playstyle.
If the GL for engi is a cc, Anti Boss, slow reload, than let the bolt action be say a rail gun with a tesla core that is a purely an anti-boss at the expxense of losing all of its cc capabilities. As for the we're in a cave argument, it seems than that the dev should remove ranged enemies that snip altogether like the webbers an mactera spawns. The bolt action/ charged tesla can easily take care of these enemies... at the expense of cc capabilities. Along that line of though, a flak cannon would also be an alt, being a cc wep which is unable to penetrate armor or snip bosses but can take out mobs at close range. Just saying. Im not a dev.
To have an anti-boss weapon... first you need some bosses 🤔
... Also, unlike the gunner or Driller... the wep is a secondary, its not the primary and there is an ammo limit, also, everyone already has grenades. The only thing special about the GL is its range and explosion on contact
Can scroll up and down be bindable?
Close to 200 hours, you guys should plan a new set of cave room at some point. Some tend to get repetitive, weirdly for me, especially this one at the start.
I don't know what's your workload to make some, but if you can discipline yourself to add a bunch of new ones each updates it could be very benefit at long term and a very good addition in changelog.
A Twitt suggest it's really fast with your tools: https://twitter.com/JoinDeepRock/status/985870605936447493
This is how fast our level designer @killyklamm works to create new caves for you!
Also, it's part of a presentation at @UnrealEngine 's #unrealfestberlin next week
#gamedev #indiegame #ue4 #procedural https://t.co/BVTt86kdia
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Hey, got to the game and to translating again soo Polish language is work in progress again! But let's get to the two suggestion i have(Small ones):
- Give option to buy 5 resources at depo while holding Shift key so shift + Click give you five resources - just small change but for some people like me it's pretty standard.
- This one is bigger - when you get flamethrower upgrade Sticky Flames(napalm) add secondary shot to the flamethrower so if initialy you burst some flame in the direction of bugs and the flame should fall to the ground the same way as napalm is working becouse right now it's hard to make wall of fire easly :3 And this would deffinetly make Digger expirience in it's current state alot better!
Deep Rock Galactic Battle Royale when
never
@willow mortar Weak bait :p.
Woah woah woah what you mean, @shut scarab
Melee classssss
What do you think about adding team ammo counters to hud? It will help to manage supplies and you will possible to punish that scoundrels who takes ammo cells even if they spend much less than 50% of their reserves! Here's the example how it could be.
Molly should take deposits from everyone at the same time, not just 1 at a time :l
it can
It goes in cycles
Stop making sandstorms/blizzards etc. slow you.
but it makes sense that it does
I think you should at least be able to run during them. Obviously a SLOWER run, but still a run.
Honestly, sandstorms underground?
Where does it come from? A glyphid probably farted maybe 🤔
Can we get a melee class? Has a leap with reduced fall damage/climb walls?. Has an aoe axe slam on the ground easy to swap damage animation from boss, melee focused so hes not good against flying but great against smaller spiders...Slightly larger health etc. No ranged weapons because "Ranged weapons are for leaf-lickers" and he prefers to cut it up nice and close.
Just an idea...
have achievements been discussed at all around here?
im surprised the game doesnt have any atm
@unborn cloud what if he had throwable weapons - it would be impossible for him to kill spitters and Mactera otherwise
ex: you throw an axe or something and it ricochets back to you like a lightsaber, or you have little throwing knives that recharge over time to give yourself a ranged option
Black Market Bosco
Difficulty: Hard - Extreme
Purpose: Pub matches where there may be gaps in team synergy (e.g. a missing scout) and communication
Description - When lone miners lose their lifes, they leave their Boscos behind. This is the product of an engineer's ingenuity when he comes across one on a salvage operation mission.
Abilities and stats - The BMB unlike sentry guns is deployed instantly. while deployed it passively drains energy over time. The BMB has the firepower of a single sentry and its offensive capabilities can be toggled. It cannot be placed at a strategic location and provide Dwarfs with supporting fire, however, just like the original, it follows a Dwarf around but at the Engi's command.
Usage - Whenever the player has no use for BMB they should recall it. In combat, the BMB should be sent to protect the team's frontliner and boost offense using crtl lmb -> teammate. The BMB consumes energy when it mines, energy that it also uses as its ammunition so mining using BMB should be a last resort. The BMB's strongest ability is to act as a Dwarf's guardian, when a scout grapples to higher places to mine and cannot be easily defended, the engi can defend the scout with the BMB. The Bmb has half the dmg output of sentries but never needs reloading and follows dawarfs around, hence it favors a very mobile playstyle often seen on higher difficulties where players holding their ground with double sentries can still get overwhelmed by numbers.
Heavy Machine Gun, mobile (gunner)
Purpose: Alt playstyle
Note: See L4D2 Minigun and Machinegun
A new secondary objective:
A rare resource which only lasts for a little while once the mission begins, meaning your team has to hurry up and can't dawdle around or else the objective will expire and you won't be able to collect it.
@lavish fern when you search "achievements" in the right top, you can find my list of them on 2-nd page.
Also i have imagined a bunch of new achievements... I will add them soon to that list. 🤔
Heavy Machine Gun, mobile (gunner)
Purpose: Alt playstyle
Note: See L4D2 Minigun and Machinegun
Edit: its an alt cuz of the fire rate which affects the gunner's ability to deal with mobs
the small ones
I want an LMG to be slower firing, start accurate and drop a bit, have a mag and have higher damage
Suggestion for @idle blade or @grim escarp to update this roadmap: https://trello.com/b/WnyLwyv2/deep-rock-galactic-roadmap
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
on it
Weapon/Equipment themes
Science and Technology - Fueled by minerals brought about from the relentless treacherous expeditions initiated by Deep Rock Galatic and its attempted subjugation of HOXXES IV. Deep Rock Galatic has by accident brought about the golden age of science and technology in all the wrong directions. Rumors about the production of mysterious, devastating energy weponries have begun to surface and that any Dwarf can get their hands on one of these prototypes... so long as the price is right.
Gameplay effect: Weapons that do not require reloading. The reload function is instead replaced with an alt fire ability.
Iron and Steel - More accurately: Titanium and Space alloys. It is known throughout history that Dwarfs are the best blacksmiths there is. Even though munitions and arms are no longer crafted by hand but by machines, nothing escapes the keen eye of the brilliant dwarven engineers. If one ever receives a faulty product, or one that differs slightly from its image in the commercials, from even the lowest corporation than it probably means that the executives who works there don't like you very much.
Gameplay effect: All rounded weapons, aka jack of all trades (so it seems).
Arcane Magic - If you believe in Dwarfs than you believe in Magic. Surprisingly, so do the dwarfs! Unfortunately magic is mostly used only for the most trivial of task. Dwavern magic has fallen so far that the most impressive spell cast in recent memories was one cast a 100 years ago and the only reason why dwarfs even know about it is cause' they were forced to learn it in school. Fortunately dwarvern scientists have been able to compartmentalise magic and its effects. The end result... is highly confidential...
Gameplay effect: Quirky weapons with special abilities that cannot be explained using science like the ability to self immolate or create mirage decoys that plays off the dwarf's charm. e.g Instead of 'Im not scared of you' or 'Eat Lead!' you get 'Adva..cade ahhhh!!! Burn in hell monster!'
Design: The Dwarf cast minimal magic which is than amplified or emulated by the weapon he wields which mostly serves as a catalyst. The weapons look nothing like a wizard's staff.
Well actually how you can regen hp from melee kills isnt really explained either, anyways these 'flavor text' is mostly there to provide some sort of justification for gamey weapons or perks that make no sense. The plaform gun that is in DRG is one such example I guess.
Magic? Pointy-Eared leaf-lover!!!
Lore excuses + Gameplay Example:
Immolating Fist (Driller)
Purpose - CC alt, Projectile, AOE, Versatile
Description - Named after a super move by a F list superhero known only to the creator who gave this devastating weapon its awful name. The IF is a weapon with zero practical value in an armed conflict. Shortly after the weapon was made... the creator was fired... and than hired by DRG to mass produce this sweet bad boy (bad elfs according to its creator). The IF is the standard issue magic weapon of all Drillers. By casting a simple magic spark, Drillers are able to conjure giant balls of flame that explode on contact, however, these fireballs rapidly lose their magic essence and hence their size and power over distance.
Usage - Hold LMB to charge the fireball. Press LMB to shoot minifireballs. R to reload to instantly replenish focus.
Lore, Design flavor text - The artifical catalyst and emulation/replication devices of most magic weapons do not seem to degrate over time, unlike the energy cores/packs of energy weapons. Wonder what those Dwarfs could be possibly taking from the resupply pods... they dont seem to be drinking mana sap... MORKITE ALE!!!????
So basically in this example, as a joke Dwarfs drink ale to replnish their 'buzz' to cast sparks in quick succession, but since its ale it gets them dizzy. Well this ale drinking thing is a joke of course.
I don't think the devs were planning for any magic in their semi futuristic space alien game
Yea I know
I didnt play fps games to cast magic spells either
But sometimes gamey weapons make 0 sense and you need some sort of justifcation for it. DRG is sci-fi with glowly jelly floating around and bugs that ingest minerals that are tough as nails to mine.
Like how do you exlpain Berserker? Or Vampire? Science... err nano machines?
Plus Dwarfs are mystical creatures kinda like Gnomes.
Maybe renaming Immolating Fist to fire cannon helps. All the same gameplay wise
well they were neven known for their magical abilities, they only really had tough skin and a slight night vision
*never
Yeah thats true. I can see why they have all the tech cuz they are Dwarfs
Dwarfs are always Hi tech for their time
i think magic would ruin the atmosphere of the game. youre dwarves, you mine it works well
well the flamethrower works well, having a long range fire weapon would be good but i think fire needs to have a slight damage reduction
its kinda broken since it can get rid of preytorians pretty fast
maybe a napalm cannon? or a molotov
Yea basically thats also my point gameplay wise the devs are restricted to real guns in a sci fi setting full of inconsistent logical kinks I guess. And if thats the case it seriously limits the kind of discussions possible cuz well the devs can just go google real guns or real make shift fire bombs. Like and the Dwarfs do mention Elfs so we do know elfs exist.
Magic does exist in the world and the Dwarfs cant really cast spells I made that quite clear. They analsye magic and kinda turn it into a science.
Sry about the devs can just google that was rude
Im sry
Personally I would prefer a Lore with Dwarves, Machines and Aliens. No Elves or Magic...
Well too late leaf lover is a thing in DRG. Unless the devs removes it.
I dont care about magic.. pff I just want gameplay stuff so the more variety the better
Personally I hate the fully auto, bust fire and single fire rifle cuz at the end of the day they are all just hitscan max range weps that all do the same thing but with different fire rates.
There are many weapons and tools that can be added to the game that are in the realm of conventional that aren't modern firearms without having to immediately jump to "magic"
Yea well thats good to know than ill go look it up
and idea what i can google first?
SPAS is good option doe
Consider how many different power tools are used for construction and demolition. Jackhammer, nailgun, buzzsaw, welding iron. And for other weapons? There's more explosives, riot equipment, heavy armaments that aren't quiet to the point of "lazers" but are still high tech like railguns and other chemical weapons and tools in the spirit of the Engineer's platform gun
cuz it chambers different type of rounds
hmm
ok ill good look it up while w8ting in lobby
arrr... blowtorch?
Add all the guns. AK-47, AKM, AK-74, AK-12, SKS, SVT-40, Dragonov, DP-28
Lol r6 has blowtorch kappa steal idea
Yea one thing I did notice doe, the perk that lets you move faster while carrying a heavy load is kinda useless now, maybe buff it so players holding load have longer throw range as well? Or can fall longer before dropping the load. I dont use the perk so im just sayin.
Vets in the group if your see this message do your know what kind of sidegrade/alts are accepptable and what are not?
Like I know making a weapon lose serveral of its traits in favor of a few... err basically specialising weapons or unspecialising weapons is a nono and all weps must be base on real life stuff. anything else to note?
Actually dont think hitscan weapons are all that bad, I used to play this game called dead Trigger 2 and the weapons are surprisingly varied.
PD2 and DT2 has revolvers that are reloaded per bullet. The kind that you cant use speed loaders on. Err colt single action army revovlers? This makes it so the revolvers fire like revolvers but have the reload of a pump action.
no idea how to even come up with engi primary alt cuz you cant pick alts that have functions the other clas weapon's have.
i cant give engi shotgun flechette cuz now its a ranged weapon and boo thats not engi
i cant give dragon's breath cuz boo you took the driller's cc dmg overtime job
cant make it pump shotgun since ppl say the engi is always reloading
and since no pump shotgun, than no lever action shotgun
And of course no double barrel since scout has it
So actually thers still one alt which is.. err Slug.
But slug shotguns arent really shotguns. they are more like magnums but with bigger bullets.
So all real life shotgun ammo types are out except for the really exotic ones like shrapnel (custom) and maybe HE (explosives)
I think any shotgun in the game should have a duckbill spread
It makes sense
For swarms
So instead of a triangle it now shoots like a rectangle or smt?
@night trout btw do you think the deepcore gk2 strongly resembles the ak47, precise in burst, inaccurate fullauto.
Just picture an oval shape
oh always though it was rectangular
Nope
If the normal spread is a circle, the duckbill choke would be a circle thats being pulled from the left and right
But more oval shaped
kk.
What shotgun type would it fit doe? Im not sure about its real life apllications.
dont really see it used alot in games
It would be great for swarms wym
hmm i guess so cuz of the spread
I mean just think about it, there’s a better chance that more pellets hit
Because of the spread not going too high up or down
So in certain cases it would heave a higher range
Yeah the bugs are crawling
Exactly
Hmm good idea
how many engi primaries got acepted within the community doe im kinda late
What do you mean
Well there is no idea showcase for sure and when ppl post ideas they mostly just get ignored or ahve zero feedback unless ppl seriously detest a certain idea like bolt action snipers.
Yeah, that was actually something that was suggested yesterday
???
More popular ideas should be picked out by the devs and voted on in a separate channel
No, the ideas people suggest
Hayden if your there PM me back
Haydensolo and JieFengChin’s Duckbill choke:
Magazine fed Combat Auto Shotgun, double barrel (top-down) single handed Shorty shotgun.
In the real world, the Duckbill choke reduces the vertical spread of shotgun fire and the result is a spread that looks like a circle being pulled from left to right. The, Duckbill choke simply alters the bullet spread pattern of a shotgun but NOT the properties of the shotgun itself.
This means that the scout and engineer's shotgun while having a wider spread that lets them deal with mobs more efficiently are ultimately just shotguns and cannot rival the effectiveness of the minigun or flamethrower when it comes to crowd control. In-game this is due to the shotgun's inherent limitations, its fire rate.
Similar to shotguns in real life modified with the duckbill choke. Even with a wider spread they lack the suppressive capabilities of an LMG and so forth.
The Magazine fed combat auto shotgun would simply be a reskin of the Warthog, with a different model/skin job the devs will be able to balance the stats of the new shotgun to its old counterpart while making it a unique gun of its own.
Same can be said for the Shorty one handed double barrel shotgun. We chose this aesthetic as it is impossible to place attachments onto double barrel shotguns. Hence, the even smaller size of the shotgun and subsequently its barrel justifies its even wider spread. Basically the Shorty has an invisible duckbill choke.
Aesthetics are just personal preferences.
These 2 new shotguns would bring about much change to the play style of the engineer and scout without drastically altering their roles in a team.
Comments and criticisms are much appreciated.
The wall of text
Yea I no
How about a flea-like alien which has a jumping attack where it would stick to players? This attack could potentially: deal damage over time when stuck to players, obscure vision and inflict a slow and be able to stack multiple "fleas" to bind a dwarf and immobilize them until they are shot or killed - similar to Mactera grabbers but the player would be held still rather than carried away. I also think that when it jumps, it could push dwarves off of zip lines because i still see a lot of people using ziplines to cheese swarms which I don't feel is fair on the bugs.
"Fair to the bugs." You sadistic little... :snoupC: I likey
@vapid rampart the swarms can knock you off the zipline if they hit you. acid spitters, web spitters, and mactera and take you off of the zipline as well
[Search Approved] Since female dwarves are definitely going to be included, I vote that we should stay far away from the usual implementation of the female of a species; that being, "sexy human with racial traits duct taped on." Not that there's anything wrong with that, per se, but it wouldn't fit the style of this game.
Female dwarves should be practically unchanged from male dwarves in terms of stature; physical differences should likely be limited to longer head hair and softer facial features. This will allow for easy reusing of existing armor types, and save a lot of work in terms of modeling and rigging. That being said, females dwarves SHOULD be distinct in lighter voices, different voice lines, and differing animations from the standard male dwarf ones.
Just enough so that there are enough differences, but also so that it's incredibly easy to that that they're still Dwarves.
Back when I played Spacelords, there was a feature called "Mentor Matches" and that is when a new player (or more) is teamed up with someone of a higher level. If the mission was successful, there would be an additional 20% exp given. Could there be something of the sort for DRG, as well?
So let's say, a class that is between 1-5 would be the trigger for this to happen
Not class level, but player level
What exactly would that encourage or what problem does it solve?
Mactera in general seem to be more tanky than they should be? Maybe reduce their health a bit?
I'd say just make their weakpoints bigger. Mostly in the case of the grabber and bomber. Though the bomber also has absurd HP even when you pop both
you can pistol bomber's weak spots with the gunner and it still doesn't die, it'll have like 1/3 hp left or something then even when they die they spit out tons of goo
maybe I'm just new and bad and don't know how to prevent that
Nah they gave em really high HP
I think the weakspots should kill em if you pop both, each should do like half HP
If it's supposed to it doesn't, it's happened a lot for me that it'll have both things popped and it's still flying around like normal
No, it's not SUPPOSED to, I'm saying it should
@vapid rampart Ive no idea how DRG devs, if they pick ideas they think are cool than work on it, or if they pick practical ones or ones that are balanced and considered hmm conservative? PM doe re flea aliens, like my own personal Bosco idea if its based off the original mechanica intended only for the original than implementation could get tricky. For personal Bosco its cuz Bosco is intended for single player and hence when you ping smt with no intention of having personal bosco to mine it, the Bosco will mine it. In this case, the parasite sticky aliens I assume work like cave leeches, even while grabed. the player does not have FF immunity and for a few seconds afterwards and can still get killed by teammates. So PM me. lololol or anyone who sees this.
So yea since the parasites are small Af, the player is going to get FFed alot, only the scout and heavy sidearm can precisely eliminate the threat, but making the parasite big makes it not a parasite or fleas which are even smaller than parasites. In alien swarm you get rid of parasites by healing by ideally you avoid them altogether. so maybe the fleas could be glass cannons? but the swarmers and nexus are already that weak. Maybe the fleas could be a status effect since fleas exist in the game already like that ... beehive thing?
Or maybe the fleas a biome exculsive thing that damages you like the magma floors in the magama biome.
I don't know if anyone made this suggestion, but those little monitors around the Employee Terminal, since they're just flashing now. Could it be done to where the little monitors highlight the most modified missions available? That'd be a really nice touch to Deep Rock Corp. Lol
Oh and little RCS thrusters that shoot exhaust when the drop pod is leaving, to bridge the immersion of trying to be kawaii with cinematography
The perks are close to but not quite equal, yet it seems the most powerful perks have the least amount of upgrades, meaning they reach full power at III or IV (Sweet Tooth, Iron Will and Revive especially) while some underpowered perks like Resupply and Depositor take five perk levels to hit their maximum
Putting this into comparison, Iron WIll takes 12 perk points to max, Resupply and Depositer take 25. Impact Compensation (Fall Damage) costs a whopping 33 perk points.
To balance them:
Iron Will jumps up in effectiveness by 2 seconds per level. That's 40% increase in base per level. Meanwhile Fall Damage only receives a 10% increase onto base per level. Perhaps Iron Will should take 5 levels and Fall Damage be the one to take 3. Or all perks could take the same amount of perk points to upgrade but they have more comparable stats.
That said the design is to have perks have the most value at the first pump is the intended design. The way the skills tree progression works encourages players to pump a little bit into everything to either get the skills they want by progressing the skill tree. Personally the design is a mess doe. Cuz welll players arent that short sighted, its not like we can just reassign used points.
With the new perks and the same tree size and progression requirements, players will likely just go for 3 point perks to progress. Gettting 4 maxed perks is a pain in the ass. Devs should polish the skill tree and make their intentions clear through design. Otherwise all the comments here are just personal opnions that do not fit their vision for perks as part of the game.
Err... how to explain it cleanly. 1.The player pumps different perks to get the perks they want. 2. They realise they have to pump random shit to to progess the tree to get what they want. 3. They do that and pump lots of lvl 1 perks hat have the best value on first pump. 4. The devs smile cuz they want players to experiment and try different perks. -Unfortunately perk points are gold and are a pain to grind, with the new 3 point perk players just pump even more 3 point perks. Theoratically it all goes to plan. But the only way to tell if the design is working is to tell if the players are actually using the perk or if pumping is just means to an end etc. and than Hes's point
Hex's point*
Not sure if this will be a popular idea at all, but how about collapsible tunnels? Especially after aa large explosion? Can be used to strategically block off a path or can be a trap where you have to rescue a teammate by digging them out.
I like roughnecks idea
Well some people would say that unstable gaint falling shards exist. But exploding plants exist not just int eh fungus bogs but galacia as well if im not wrong. Since your collapsible tunnel isnt just some cheap reskin, its actually quite possible given how the devs designed ... err cystaline caverns? yeee one of the biomes the devs have has lots of fake entrances and exits to next area. So the collapsible tunnels could possible exist to seal off biomes with numerous fake eixts/ entrances as well as deal some dmg and confuse players on higher complexities.
Well alt costumes are always nice, and this one isnt really that insane for an alt, after all, the scout and engi's mk1 armor feats minimal padding and they look they they are just wearing plain jumpsuits anyways. Maybe roughnecks with heavy safety equipment? Since its in space, a roughneck outfit will prob look better than the greasy one poor plebs wear in real life
Hey... err Mods am I even posting in the right place, usually when ppl are for or against an idea theyll try their best... err here everyone just post one liners, jokes do a bit of arm chair (most popular ones being etc already exist or etc is actually stronk git gud) and than peace out.
@fervent junco Both perks have most value at first pump but Iron Will goes 5 +40% +40%, while Fall Damage goes 10 +10% +10% +10% +10% +10%
Ok we re not on the same page we ve no idea what the other is talking about, pm me lolol
I'm not sure I'd like collapsible tunnels when I feel digging is the most monotonous painful part of the game. Also that sounds like it might require some complex physics if it's not just going to flop down unrealistically
they should simplify the look of the engineer's grenade launcher
make it look more like a m79
the current one doesnt look good at all imo
its way too big and has way too many useless details for what it actually is and does
Hi! great game, BUT i want to drink ale in missions and be drunk killing bugs. and pls fix the drinking animation. i want to take small sips. not always get hammered right away thank you!
You can go drunk into missions, if you get drunk before launching
Small sips arent for dwarves
If you drink skullcrusher before going on a mission, you will be drunk the entire time. Also you will see twice the amount of enemies while constantly rotating, so if you want the enemies to be scary, try that out
@vale kettle
If you don't wanna get hammered right away, then there's already a drink for you. The Leaf Lover's Special!
Suggestion: More hair colors! I want a blue hair color especially. It'd go really well with the Frozen skin color.
A slight jump jetpack for gunner or Driller.
Why not for scout though? He´s supposed to be the manuverable one.
Or Engi? He has nothing
Threw a suggestion on the community discussions on Steam and was suggested in return to come here and say it again.
Dwarf Pinnups
More deadnought spawns.
maybe get the game development book bundle on humble bundle right now its only 15 bucks and could provide useful resources for developing your game.
re join option when you loose connection
^
Replay option if you completely wipe is one from me
And a different sound effect for that countdown after you complete a game or fail because that is cringe-worthy
Not becoming deaf when I start the game.
^
A new glyphid that releases an electric discharge that overloads your tech. Making bosco go down temporarily molly stop moving gadgets not working like scouts grapple. (Not primarys of course)
Maybe even causing your hud to malfunction or flicker
I like that 🔼
I demand Cortana voice pack to go along with that glyphid
I'd like to see some upgrade you make being visablle in your gear.
and perhaps melee weapons.
I think a sledge hammer that attacks in a front facing ark would be a good add.
Nitra/gold and such should glitter a bit more, like Morkite does
Guys read the previous suggestions before posting xD
Well but isnt more of the same suggestion mean that the community is pushing for the idea?
Unless it has already been rejected by the devs themselves
saying it multiple times over the course of months doesnt make it go higher on the list lol
they already have a planned schedule for what there addding
and and estimation of when
but back to suggestions I WANT MAH DEEP ROCK GALACTIC MUSKET MAIN WEAPON PLZ
Hmm so just once than?
Than Ive a suggestion thats been made before, a poll maybe? Or how about a 2nd suggestions channel.
Cuz my 4-5 paragraphs of logical ranting of different ideas and suggestions and solo haz 4 status lvl 26 I know what im doing makes me less annoying and entitled than ALL CAPS KIDS.
Yea all the same, mods think Im annoying AF. But i cant post anywhere else.
and im technically not in the wrong
so if you mods want a poll to get rid of ALL CAPS KIDS. And a second suggestions channel, you guys are just going to say it once and never say it again ever? And if you ever do, devs just pop up and tell you: Hey this nobody XXGamerZX guy already made that idea, go search.
Damm personally I think this Discord thing is a mess, only better than steam cuz of active moderators. Im never posting anything ever again.
Doe, ill still be looking for players in the #lfg-steam
The heck are you on about @fervent junco
He wasn't talking about you, he was responding to the ALL CAPS KID. Way to get your panties in a twist
If you want someone to read your ideas less incoherent rambling, better spacing and punctuation, and maybe try being politer.
The reason I tell people an idea has been suggested isn't just to put them down, the vain hope is that they will search that idea, see what's been suggested or what the flaws with it were, and come up with a new improved suggestion, one that addresses a flaw or is significantly different.
[Inspired during a discussion of more varied enemy encounters in #drg-chat ]
So I came up with the Coordinator. Compared to your average fekker, the Coordinator is extremely intelligent, and has just enough of a grasp of your average Dwarf's arsenal to know how to avoid them too.
You know a Coordinator is around when, more often than it should, swarms appear. You find your ammo running low, and even HQ knows something is up. Until someone finally sees a pair of bright yellow eyes peering at you from around a corner. The Coordinator has been sitting there, watching, and the moment you notice it, the chase is on. If you want those swarms to stop, you have to corner is somewhere, where, due to having softer flesh, it is unable to dig its way out to safety and must fight.
The idea is far from perfect, but it's a decent example of an enemy that's more than "you attack it, it attacks you"
While writing it, it did occur to me that rather than being, say, a Praetorian-level enemy, it might have to be something else. Say, a special warning modifier. When selecting a mission, the warning could say "Strange Audio Signals have been detected." Something like that.
The coordinator look like a big problem for the team, but a great addition, like a coordinator and a dreadnought can create a serious challenge, the coordinator that inform the dreadnought of who is sneaking up from behind, stuff like that, good idea
come up with an idea for the 5th class, the Enforcer. On a little estetic note, he have a green camo, anything else is up to debate
Primary weapon: double uzi. 300 ammo max, 60 per clip (30 each), 6 damage per bullet, 5 second reload (2 weapon need reload), rate of fire 6 or 8 something high.
Secondary weapon:napalm granade launcher it set up in fire a distant area. 10 bullet, recharge like engineer granade launcher. Duration of the flame up to 12 second with power-up, the fire damage the dwarf
Movement tool: Rope gun. 4 bullet, clip size 1, it shoot a arrow like the flare gun, can travel indefinitely but will attach to the first solid object, once attacked or will release a rope that will be going straight down for 20/25 meter (still working on it) and is climbable both way, much like a zipline but only vertical.
Last weapon: taser gun. 1 bullet per clip, 24 bullet total (or less). Damage 6, special stun for 1 sec. Rate of fire 1 shot every 1.2 second. Useful to stop mactera, dreadnought, or other nasty son of a bug added later.
Armor defence spike. Every melee attack against deal 15 damage to the attacker.
The enforcer is especially good in the crowd control, One gunner and One enforcer can probably handle ground based Force and can deal with the air unit while the other dwarf deal with ground.
Thought? Anything is debatable, and i tried to make the number the most nice looking or imagined, obviously they will need a lot of tweaking and arrangiament
@earnest ore How do you propose we create a false sense of intelliegence for the Coordinator? It does not follow the typical archetype of an aggressive AI that finds optimal flanking routes or the 'If player does this than do that' AI. The beast of Hoxxes as of now simply chase after you following invisible nodes. They are far less intelligent than the 2 AIs mentioned above, which are far less intelligent than the one you proposed. We'll have to assume that if the game creators are unable to find a solution quickly, they will deem production for this new AI costly and hence infeasible. After all, the developers can be considered Indie given their small team size despite the game's AA pricing (not quite true). However, going back to my very first point, video game AIs are about giving players a false sense of intelligence. So. If we can solve that problem by giving the Coordinator a set of straight forward tactics using a simple 'If than this', its not going to be a problem. Of course, I plan on helping you. @ripe axle Please forgive JieFengChin hes a hothead that types without thinking. He just wants to 'git gud' at theory crafting and hopefully help develop the game in the process.
asteroid field?
New kick reason "work together or die alone"
A "gameplay sabotage" one would be good enough.
@half flower The Enforcer can be considered a sub/alt class of the Gunner that specialises in crowd control, but I personally do not consider it a class of its own. They do share many similar traits after all! Firstly, a primary with an extreme fire rate (RPM is more accurate in this case, from Uzis being fired simultaneously). Secondly, you said it yourself, the ropegun is 'much like a zipline but only vertical'. Thirdly, while the napalm grenade is in the second slot, lets for a moment pretend it is in the fourth slot. Aside from one being a DOT explosive and the other being a nuke with lesser ammo. Fourthly, the taser counters semi boss/ boss bugs and the Gunner's revolver counters long range bugs that he can deal with using the minigun but causes him to expend unnecessary ammo for an accuracy boost. This means that the Enforcer and Gunner both have equipment that covers their weaknesses rather effectively. With so many similarities, how are they that much different? Btw, I assume that the Armor defence spikes are a counter measure against swarmers. 15 damage should hit the swarmer's breakpoint am I right? Is that the intended design?
Yes, all comments are very much appreciated.
@near glacier yeah, i specifically designed it to be similar to the gunner, like i have a similar design for the explorer (alt version of scout) miner (driller) and a new engineer for which i don't have name yet. and yes, the spike are to counter the swarmer, but i believe they have 20 hp no? or, if they have less, reduce the spike damage to approx 3/4 of max swarmer life
So its just a matter of classification. Thats trival. Whats more important is that your ideas can be effectively communicated to the developers. They do have the final say after all.
yeah, if not exactly a new class maybe a different loadout? something like that?
JieFengChin suggest a perk of some kind that draws enemy aggro. He also assumes that the Enforcer class is balanced with Vampire, Berserker and Iron Will in mind, making the Enforcer a class that is not very oriented towards completing objectives and reviving teammates. Maybe that is what makes the class unique in its own way.
You can PM me if your unsure. Or just throw out your ideas just like everyone else.
Gunner armor upgrade idea, when you hit a certain hp threshold, the armor detonates, killing enemies in a small area around him
Reactive Armor
allied damage?
Sry, typo. 'You can PM me if you're unsure. Or throw out your ideas just like everyone else'. Grammer Nazi breathing down my neck.
Grammar*
Kinda funny comming from him. ecks dee.
That would be a prkblem, but it could also be a solution
Yur gunner getting swarmed and doesn't see a horde approaching his ass? Shoot him
firendly fire meta, lol
but i mean, usually you can use less ammo just shooting the swarm, in h4 weapon deal like...60% of damage to ally? 75%?
Buff Vampire. Aka gives us more health
I think while Iron Will is a thing, Vampire can't really be
All these: Reactive Armor, FF Meta, Vampire buff requires testing on the developer's part. I am sure the developers will further balance Vampire and its perk point cost, effectiveness, etc. Its their very own perk after all. The FF Meta can be tested without any dev build or help since its supposedly a Meta (this is a joke right? You want the devs to implement this?). Some more details on the reactive armor?
Driller armor upgrade, environment proofing
Take reduced "damage" from environmental effects like the blizzard, and remove the inability to run during tremors
How about just "Impunity" as a perk or armor upgrade. Reduces slowing effects on the Dwarf
So acid, goo, webs, tremors, sandstorm, blizzards, and ice clouds have 50% effect
Your a driller, your armor should be made to be used to rocks falling on it
And about the Reactive armot, about unupgraded satchel charge eanged, not enough damage to kill a praetorian,but fairly wound it
2 minute colldown?
Engi upgrade would be Gunk Proof Galoshes reduce movement speed debuffs, or maybe scout?
Scout don't need no movement speed debuff immunity, his feet barely touch the ground
True
How about just an innate fall damage reduction upgrade?
Like, 10%, stacks with the perk
Or maybe some sort of improved aerial maneuver upgrade?
But this is discussions about suggestions?
This channel is for the posting of suggestions, if everyone spends their time hashing things out in here, the actual suggestions get buried and it makes it so the devs have to dig through all of this to find them.
there should be asteroids that you need to jump through gravity zones
@hushed wren But for that, there needs to be a procedurally generated outdoor area. You're talking about interaction right, so these asteriods aren't just for thematics like your previous asteriod suggestion.
I'm guessing. You're suggesting in and out of cave exploration. Certain segment of each mission will contain outdoor areas with varying gravity fields (not the mission modifier) whereby players will a have fight bugs and mine while avoid falling asteroids, Am I right?
segments*
have to*
Sorry, I'm tired its almost midnight here.
avoiding*
its fine but i was talking about a outdoor area
so my guess was right?
yes, your right but you could also make it inside as something like a puzzle
A new biome.
also what do you think of a recipe system in beer
where you have to collect your own ingredient in get buffs
A cocktail bar where players can make their own ale by asking the Bosco to mix things up for them to drink?
I had a sort of "idea" for a possible boss battle, however the opening of the boss battle for me is the more prominent part of the idea than the actual fight mechanics itself. So I was playing a mission the other day, and my team and I ran into one of those randomly-generated cylinder-esque sort of rooms that go way down. I thought to myself, "what if there were a boss in one of these?" Therein lies the idea for the "glyphid queen". The fundamentals behind the opening of the battle and thereafter are as follows: the ground rumbles aggresively for a short duration, afterwards mission control voices over a line indicating a pressence is showing up from below, and to stay clear of it. They send 4 "beacons" of some sort onto each corner of the spawning area with beams shooting up to indicate the Area of Effect. After a duration, a MASSIVE entity whom i will refer to as "the queen" will erupt through the ground. Now the queen would be a long boss fight, with her spawning waves upon waves of enemies that which are dependant of time taken to defeat her. Each worse than the last, up to a stage of 5, (perhaps including a meter detailing the level the fight is at as well.) First Wave: Glyphid Swarmers are birthed at once. Second Wave: Warriors and Exploders. Third: Mactera swarms. Fourth: Praetorians and Spitters. And Finally, Fifth: Dreadnought(s). The way the battle operates, or how any of this would go about would be up to your guys' creative interpretation. I primarily just loved the idea of DRG themselves aiding in a fight (via the markers to initiate the battle). Of course, this should be all taken with a grain of salt, I'm just happy to throw my idea out there.
https://i.imgur.com/t4qAsaX.png
Sort by the number of times we have left to do a milestone in order to show which ones we should focus on to get perk points the fastest.
Kinda wish you could use all of WASD and not just AD when breaking the ice from yourself
And double the input requirements?
I'm well aware that this has been suggested before, but I think it's quite important; and considering that it can be done immediately, at no cost of time or resources, I think it's quite a fair suggestion.
A Suggestion-Discussions channel.
I have a suggestion for a terrain generation thingy. Big trench areas that are basically a bottomless pit and the only thing to walk on are thing bridges
Thin*
this game seems to be intentionally designed in non-permanent death to make sure nobody is removed from the game
this seems like it'd go against it's own game design
Not bottomless per say but extremely deep
effectively bottomless
Yea
like you couldn't get out without extreme resource use and even then maybe not
Saving your friend would be a long detour but maybe have increased resource spawns at the bottom
So players would want to make the long trek down to the bottom while fighting off giant trench bugs
They’d have to be very wide aswell
Ive also though of a mission type that happens on the ship where a large amount of bugs have managed To get into space or maybe a queen or whatever creates all the gyphids managed to kill the miners and hitched a ride on an escaping pod
a bowsestte character model
no
A group of rival miners that start stealing your minerals. You can either collect stuff faster than them or kill them and blow up their MULE. NPCs ofcourse. Don't want no PVP 'round 'ere!
@night trout pinned message: elfs are EXTINCT in this universe
@lean haven you should edit your copy paste with a message to #suggestion-discussion also this channel could have slow mode too to prevent too much talk spam
@night trout ask it in #suggestion-discussion
With it being October, I was thinkin add some spooky/eerie scenery in caverns like some abandoned drop pods that were over ran by glyphids when it was trying to evacuate a group of dwarfs from a mission, if not that than at the very least some dwarf themed Halloween decorations in HQ
I always wondered why they don't attack the pod when leaving
@modest nova discuss it over in our new #suggestion-discussion channel
I'm going to delete any conversation I see in here from now on.
I'd like to see the different drinks at the bar provide you with minor buffs on next mission. Not nessesary but i think it'd be neat.
A new enemy: infested corpses of dwarven miners. Rather than climbing walls like the bugs, they dig through the rocks to chase you
what if one of the mining teams was sent down with a mech, and the new parasites took it over
This channel, Suggestions, is now for only fleshed out ideas that you want to suggestion, non-suggestions will be deleted here, so instead please move any discussion or input about suggested ideas to #suggestion-discussion
I posted on steam but I find this an interesting read.
I think weapons and armors need to be tied into the different mineral classes. Each class providing different attributes and benefits. We definitely need integration with the mineral types and the dwarven weapons and armors in some shape or form, cosmetic or beneficial.
Magnite: Fire resistences and fire damage ammunition. (Chance to add a DOT?).
Umanite: Radioactive resistences and radioactive ammunition. (Chance to add a slow down?).
Croppa: Lightning resistences and lightning ammunition (Chance to paralyze?).
This ammunition would probably need to be crafted and you can only carry so much into a mission.
As for armors, I think they should remain generally cosmetic for flair grinding but that's just me. I wouldn't be against them changing the shield / HP ratio. Maybe there are tank armors with HP bonuses and less shields, or shield armors with measly health, etc.
Weapons
Scout:
- Anti Air Goo Grenade: Tired of all those fliers bugging you? Toss a blanketing grenade that spits out goo that clings to their wings and sends them on the ground. This also slows regular bugs but not as affectively as the scouts main grenade type.
Engineer:
-
Mini Boscos instead of turrets: Forget stationary turrets when you can have flying boscos shooting up the place! 50% damage compared to stationary turrets, they however can follow the engineer around AND you can also tell them to protect a friendly dwarf by hovering around them instead like a horse fly (don't you hate those?)".
-
Lightning grenade: Don't you have those crystals that shoot electricity? Well dwarves figured out a way to make a grende that shoots out lightning that chains across all targets up to 5!
Driller:
-
Bug skewing chainsaw or buzz saw: 50% less effective at drilling in earth but dishing out more damage with more fuel intake. This design is meant to melee hit oncoming critters.
-
Napalm aoe grenade: Instead of an explosive grenade, why not a napalm grenade that blankets at area with fire burning goodness.
-
A mini earth carving robot: Carrying only 3 units of these. These small little threaded vehicles are planted down, built, and sent in a straight direction to dig a hole. Great for reaching your drop pod. Warning, they explode when fuel reserves are spent.
Gunner:
-
Heavy automatic shotgun/flak cannon: Tired of a minigun and want to do close/med combat? This baby is a beast shooting pellets everywhere.
-
Bipod mounted minigun: A sister to his regular weapon, this minigun winds up slower but has absolute accuracy when mounted on a bipod contraption to chews everything to bits!
-
Zip line robot: Attach a zip line robot to a zip line and watch a dwarf move faster along it! You can also attach heavy gems and crystals onto it and watch it climb up the zip line all it's own! Note: Only one person can use it at a time if added.
@quasi void if you want to discuss them further, we have a new #suggestion-discussion channel where you can flesh out the idea further with others
I think a railgun would be cool, a precision half automatic gun with a badass design that can penetrate walls over a medium to short distance. Also, the option to aim down sights would be a really cool thing. In case of the railgun, it could be e.g. a thermal scope.
Just so it gets seen, I think as a novel expansion to the supporters pack perks (something the devs expressed an interest in expanding) there should be a brew exclusive to the pack owners. I'm thinking the foam on the brew should be golden to correspond with the theme and the exclusivity of the pack, and it would ideally have a fun non-gameplay harming effect that would be exclusive to this particular brew.
I am playing DRG right now, and had a gameplay moment that gave me an idea for a suggestion. In the middle of a swarm, I shot at a Glyphid Praetorian with my minigun - and then quick-drew my revolver, shooting it right in the face crit-spot and killing it instantly. And this made me think; when gear selection is introduced, maybe there should be a machine gun that suppresses/slows down enemies, and a revolver that deals less damage to normal spots on enemies and more damage to crit spots? Those suggestions are super-duper-unoriginal, but that's kind of the point; it's a well-tried duo of weapons that can synergize well for any player with a modicum of skill (I would not call myself a skillful shooter player, but I still manage to pull off stuff like that). Admittedly, considering how massive the damage to some crit spots already is, and how massive the revolver's damage already is, maybe the "suppressor weapon plus sniper pistol" combo would work better on a Driller. Who knows.
this is written at the bottom of the key giveaway "See you the in caves of Hoxxes IV!" i just thought ide tell you/give you the friendly suggestion so you could fix it.
Search results were inconclusive to see if this has been suggested before, but I'd like the ability to bind a key to drop flares straight down, with no velocity
cursing when stepped on a cactus...
and by extantion having the possibility to toggle a filter so you can bleep them out... or even hear it in the first place... i wanna hear them scream from deep within them that those spiky balls hurt
I guess a minor thing, not really has much to do with the game itself: A discord role for people who have bought the supporter DLC. That alone would probably “promote” the dlc quite a bit and more people would find out about it and support you guys. If someone in the discord wouldn’t have told me I would have never found out the donation DLC even exists
as a final boss has been hinted somewhat, i would like to see some scary twisted spider monstrosity that screams and and stuff
tldr make it spooky for halloween
On the topic of calling down things besides supply drops, I think those ideas would pair well with an endless mode. I don't know if the loading times would be practical for this, but a series of small generated caverns with larger swarms as you go deeper would make a good fit with powerful call down options like a mega sentry, or a tower with some kind of area of effect (shield booster for dwarfs or slow for bugs). Struggling to make it until you have enough of a resource to call down desperately needed backup would be engaging and fun, plus rewarding nitra collection more
Character and weapon build system would be cool and allow for a more diverse and interesting gameplay experience.
@warped sphinx it's been suggested many times
@lone spoke the devs have stated water is a no go
@sour iris the road map posted in the news channel may be of interest to you. If you have specific ideas for it that you'd like to discuss with others, you can discuss them over in the new #suggestion-discussion channel
Customisable drop pods for extraction, which you can equip with weapons or stasis field or floodlights or etc (and choose the colour, too)
Would add tactical options and give each host a unique aspect
It would be nice if the deposit box on the drop pod was lower or flexible
sometimes it lands on a tiny spec of ground and as result the whole drill is visible and you can't deposit minerals because you can't stand on anything near it
I wonder if we could get a content creator section for DRG lore based logs in discord? I'm kind of interested in writing log files in dwarven speak about my dwarf's adventures in Hoxxes IV. It's just for humor sake and for something to read for immersion.
A cancel button for Iron Will would be great
sometimes (often) I find myself playing with players who are unaware of the fact I will go down in 10 seconds and just want to make it fast while they're still around me
I'd like an option to have player outlines visible 100% of the time. You could pull up the distance from someone the same way, but that green aura would always be on, it'd help me keep track of where my teammates are since each class doesn't have a distinct silhouette
Some other things you can call in with Nitra besides the supply pod? Like a(n unrefillable) sentry gun and such, which would cost more or less according their usefulness
couldn't find anyone else talking about this, could we get an indicator of team damage % at the end of a match instead or in addition to kills? I feel damage % is a better indicator of contribution in combat than just kills because of things like the dreadnaught and high health and low health enemies
Could we also get an indicator for Team Damage, as in, the amount of friendly fire the fucking blind gunner is doing to the rest of us
so i know lots of people have suggested a medic class, i'd just like to suggest what i'd personally like to see from said class.
primary: DMR of some kind (doesnt have to have a scope mechanic, just needs to shoot far. M1 maybe?)
secondary: close range SMG (MP7/5 style weapon, even an auto pistol like a G18)
class weapon: stim gun/redsugar gun (Doc from R6 Siege for example, shoot friendly to revive from long distance/heal for 25 or 50hp, shoot self to heal (maybe even self revive??)
equipment: redsugar packs (similar to c4 charges but interact with after its thrown to heal for 50hp?)
anyway, i've just had those ideas in my head since i bought the game a long time ago and never thought to share them on here. 😃 for karl
you should put that in #suggestion-discussion and let the community go to town on that
will do, i wasnt sure what channel to put it in
I'd like to see a sort of Quest window while you're in the space rig that shows you the 3~ closest milestones to completion.
It be fun to have a few voice lines when the iron will perk kicks in. such as "i live, i die, i live again" and "WITNESS ME". just for laughs.
With the addition of throwing objects we really should be able to toss things at the MULE to deposit them.
I'm certainly well aware that a "sniper class" has been suggested before, in various forms, but I think mine is fairly well-thought out enough to be fine as a repeat suggestion.
Introducing:
Class: Ranger.
The king of long-range support, filling a niche that has yet to be filled within our dwarven lineup, both in terms of firepower and mobility.
Primary Weapon: Sniper Rifle.
A bolt-action powerhouse well known for its long range, terrifying penetration power, and sickly smell because of all the grease used in the bolt. A single-shot, low-ROF, high-power weapon that makes short work of most critters. What it lacks in crowd control, it makes up for in single-target elimination; Praetoreans and Flying Buggers fear its terrifying crack. It's special trait is the ability to penetrate otherwise invulnerable or damage-reducing armor. When zooming in, enemy weakpoints are highlighted.
Reasoning: We don't have anything similar to a sniper-type weapon yet, and despite the cave-like structure of the game, I think it works. After all, if I had a dime for every time I was in a massive cave and wish I had a long-range weapon...
Secondary Weapon: Wrist-Rockets.
If things are getting too hairy, and the feckers are swarming everywhere, the Wrist-Rockets allow the Ranger to walk away with his hide, while slightly charred, nonetheless intact. With the click of a button, a short-range explosive projectile fires from his wrist, which inaccurately spreads out and explodes on impact or after a short time. While not very effective against mobile or armored targets, small and unarmored targets are quickly rendered into a fine paste.
Reasoning: There needs to be a way for the Ranger to defend against more than just the occasional single target; particularly effective agains the smallest of swarming buggers.
Throwable: V-Grenade.
Burrowing into the earth when thrown, the V-Grenade begins to cause quakes at a certain frequency that the bugs find to be highly unpleasant, meaning that while active, bugs are unlikely to cross the threshold nor unburrow nearby. Of course, this doesn't always deter the bigger baddies, so after the duration is up or something crosses its center, it detonates.
Reasoning: As a sniper class, sitting in the back using your wrist rockets to fend off assaulting bugs likely isn't very fun. So having a way to get them off your back would be greatly appreciated.
Utility: Alcoholic Dart
With the help of a small dart gun and the finest booze Deep Rock Galactic has to offer, even the most weary of dwarves can be revitalized. A single shot from one of the four offered beverages (toggled with a key), various buffs can be applied to dwarves from a distance.
Reasoning: Buffs are still something the game has yet to toy with, though it's clearly planned. I tried to consider a way it could be implimented into the game without being annoying, or having to go out of your way for.
Mobility Option: Rappelling Line.
Functioning near-identical to the zipline that the Gunner has, the main difference is that it shoots straight up into the air at the press of a button. After 25 meters, if it collides with an object or rock, it creates a line between the two locations, allowing for easy vertical mobility. When jumping off in any direction, dwarves also gain a boost in height and distance, allowing for easy disembarking. Other differences include a lack of needing to be attached to the ground, it not being automatic (requiring dwarves to actually move), and the inability to use all equipment while embarked, including weapons and the pickaxe.
Reasoning: More vertical mobility is always useful in the caves; however, it was made to not be superior than any other option, such as the gunner's zipline or platform gun.
Armor Upgrade: 50% damage resistance against Praetorians and Dreadnoughts, and the ability to use gear and equipment on Rappelling Lines.
Reasoning: Pretty self-explanatory.
Go ahead and ping me in #suggestion-discussion for all the many inevitable complaints about things. ♥
Add to statistics kill counter of each enemy.
Dreadnoughts, cave leeches, macterra grabbers, glyphid swarmers, brood nexus etc.
A revamped marker system, each player can drop their own marker (color coded like the flares) that other players can see. Also, most importantly, make markers visible on the map.
It would be nice to have a level with some underground water sources
Maybe like a spring/creek to push minerals slight character movement or a body of water for low grav/boyancy issues
I think color variants of enemies in different worlds would be cool.
Emergency beer supply drops.. the job can be stressful 😛
@tawny acorn @tepid spindle @granite yoke this channel is not for discussions
I'm sure its been suggested many times, but I can't stop thinking of the idea of melee weapons and the ability to change the color of your flares
Flare color would be cool or an upgrade to make the glow longer
wonky barrel physics as a mode of transportation
keeping track of pints sold and or drunk by the players/ comunity would be a funny stat for next update
What do people think about a 4v4 PvP/PvE game mode with two competing mining companies going for the same resource I think it would be a really cool dynamic game mode that would add loads of replay ability and don't think it would be that hard to do as they already have thing like hitboxes for team damage and caves that players could be dropped at each end. I understand that some players like the game as a co-op game however people who don't want to PvP could just stick to co-op. (When I ask what do people think remember to have any convocation in the discussion channel)
I've just thought about something, every evolutionary chain has it's flaws right? So what if there was a chance for something like an exploder praetorian cross or a webspitter warrior cross? Genetic contamination due to so much reproduction of the glyphid race to keep up numbers due to how much we kill them. It's an ambitious idea but I think Ghost Ship could definitely pull something like that off
I always thought we should have markers per character
Even with voice chat, communication isn't as clear as it should be
I mainly play scout, and most times I need to mark something for someone (drill spot, platform, etc) they start looking around and going "where?" since the game bundles all characters and markers under one
Some sort of colour coded marker would be useful
So if you see blue or red or whatever, they know immediately which class and where it is
(could also be applied to the character silhouette to make it extra user friendly)
berserker perk: melee kills grant boosted movement and attack speed.
What do you guys think of procedurally-generated artifacts? These items are super-rare just like bittergems and error cubes - they have a rarity system that grades their quality so you can sell them high - but more importantly, you can choose to keep it on your spacerig to show off to your friends. Things like a 1000-year old elven grimoir, Karl's golden beer tankard, a flux capacitor, fossil of a non-insectoid native creature, etc.
Suggestion for the warnings based off of Mushu's last bug report:
Stealth bugs mode, all bugs make no sound whatsoever and their footsteps sound is halved
I am not sure if this has been mentioned before but imagine if you could call in reinforcements.
So basically you just add in a few more slots for other players and they get notified but mission control and have to go in the drop pod to get to you and your team but they don't stay for long and have to leave in another drop pod.
Or something like that
Search didn't bring anything up, so I'm gonna suggest it:
It would increase the atmosphere of the game 1000 fold if light sources cast real-time dynamic shadows on higher settings (instead of light/dark values on polygons.) The shadows should be sharp, of course, to fit the art style, no fancy soft shadows etc. needed. And multiple shadows don't have to overlap or anything, they can just merge that's fine. I know this is technically demanding and the developers have 100% thought about it, so this is more of a "vote" than a novel idea or anything.
The game is visually perfect otherwise, but if there has EVER been a game made for real-time dynamic shadows, it's Deep Rock Galactic. Can you imagine throwing a flare into a deep chasm and all those shadows it would cast, dancing and twisting around the room? It would be magical. This is my only wish visual-wise.
Change [E] from dropping gems to [Ctrl].
For now it's very hard to use zip-lines with gems.
let me Crouch please
I think asteroids could offer a cool new dynamic to the mining and gameplay, low gravity? Yes. Dwarf space suits? Yes.
It would be neat to have a variety of weapon options for each Dwarf. For example, the standard minigun for the Gunner is pretty effective but not particularly accurate. What about a sort of auto-cannon? Something that fires slightly slower but fires accurate and powerful rounds. For the Driller how about a napalm launcher? For the Scout a rapid fire SMG? A more powerful pump shotgun for the Engineer? Just some thoughts.
How's the idea of a multiplayer campaign sound like?
Special missions and/or objectives that would contribute to a goal shared by everyone during a given month or week.
If completed we would get some sort of benefit that would pass for the next campaign loop.
@near glacier @main olive @granite yoke @lunar flicker @hollow jasper if you want to discuss ideas, please use #suggestion-discussion
Any discussions in this channel will be deleted
based on the latest experimental build: Retired characters are shown in the Memorial Hall. Either as statues or on a screen with their most remarkable statistics(...consumed 500+ beverages in his career...).
Beer bufs are too op
They shoud be:
Dark Morkite : 10% - 15%
Skull Crusher Ale : 20%
Red Rock Blaster : 5%
Glyphid Slammer : 5% Damage to all alien bugs
Mechs plz
👁 👃 👁 