#suggestions
1 messages · Page 72 of 1
A cool room idea, specimen containment rooms.
Like the more you level up the more creatures you capture for observation.
Lower levels and you can look at a Glyphid spawn in a cage, at max you have a Dreadnought in some sort of electric containment field.
Okay, how about a full on risky drug beer that encances one state immensely, but makes everything else worse?
„Mactera Nectar“
No, that sounds more like a beer that would give you a double jump.
(Which is also a suggestion!)
Iron Will's way too Overpowered atm. it could get some toning down, some of the ways that could be:
1:Reduced Duration, 3 at lv1 and 5 at max
2: More cooldown, i mean 45 second means you can completely rely on it. maybe 2 minutes, so it at least wont happen twice during a single rush.
3: Add criteria for cooldown, such as either you need to get resupply, or simply getting back to full health, on top of cooldown. or kill some enemies/mine some.
After several unintentional friendly fires i came to a conclusion that some PvP content would be awesome
@fallen cradle This channel isn't for discussions
If you have objective criticism and would like to discuss it further, use #suggestion-discussion
Game mode idea:
Pest Control
"Listen up, employees! The bugs have built a hive near a priority location, we need you to go and provide some pest control. Your mission is to enter the infested area and crack some eggs and deal with the hive mothers. After you're done, place the repellent and make you're way to extraction"
Objectives in order:
- Destroy 50 eggs
- Kill 5 Glyphid Praetorians (2 Glyphid Dreadnought on higher difficulties)
- Place "repellent" (Explodes shortly before extraction and adds a green fog/filter and triggers coughing sound effects from the dwarves)
- Extract
(I've noticed that different missions are generated differently and although it may be a coincidence I believe it's intentional, let me know if it's wrong and just ignore this part if so)
Mission structure follows this general progression Small room, corridors connecting many smaller chambers connecting to a large arena like room, leading to eventually a treasure room.
Enemy spawns favour brood nexus in arena rooms and swarmers. The boss glyphids you have to kill spawn after completing the first objective.
The idea of this mission is to allow a sense of multiple objectives like the amazing repair mission and provide a feeling of the company trying to do a long term solution. Eggs feel kind of under utilized, I've only seen the a few times and I feel this could be a fun way to implement them even more. This was kind of inspired by the aliens series and could be a great homage.
Add a Benchmark. Something scripted with lot of enemy, big room, flare and light throwing, explosions,... Something simulating the drop of FPS you can have during a big wave in Salvage H4 with 4 players around the objective
@tawny acorn discussions of suggestions go in #suggestion-discussion
I have an idea for a game mode, one which is about either fixing up a research base or extracting data from it. The premise can be that some elves were stupid enough to set up a research outpost on Hoxxes, they were all killed in gruesome fashion and the outpost went dark. Who ever was funding that outpost still wants to it up or some data extracted so they are having Deep Rock send miners in to get the base up and running again or extract data. The game mode would be very similar to Salvage Operation went getting the drop pod working, first would be to drop down and find the research base. The next steps would be to get the base power or other systems online which can involve leaving the small base to other cave systems for things like fuel rods or getting a small comm station back online.
A leave party button on the finished mission screen, beside continue.
Bosco should swap weapons / target enemies depending on what class you pick to help cover your weakness. For example, when choosing driller, bosco should use accurate weapons and priotise spitters as driller's flamethrower cannot reach the ceiling.
I strongly believe someone has mentioned this idea before, but i think not only should bosco be customized, but Molly too! I want to see a MULE with dual flamers or guns toting about, downside obviously could be speed or it makes the bugs tougher because you practically brought a free turret
or just a Dwarf class that can modify engies turret/MULE/Bosco and even toss a bosco into the game
How about Alexa installed onto Bosco 😄
Well, how about Bosco/Molly respond to voice commands that the user speaks into the mic. You can say, "Molly, come here," and Molly will respond like you tapped c.
While we're on it, how about interacting with the strange guy who communicates with the team, via AI and natural language processing like that in Alexa/Google Assitant.
A more complicated list of commands can be given too, like, "Bosco, cancel that last."
Even team work could be enhanced with tools that can be activated with audible commands.
when looking at the upgrades, it would be helpful to show the name of the material needed. From this screen, if it's a mineral I don't have in my stash, i have no idea what it is. I can try to describe the shape, but being colorblind I can't say "oh it's the red mineral or the green mineral." Either that or show all the potential material types on the right in the stash and just put a 0 next to what I don't have. Anyway, basically put the name for what I don't have on that screen somewhere 😃
search function blows. I've used it multiple times without result and apparently it had already been suggested before
Yes, worm has been brought up multiple times
Anyway what about engineers platform gun being able to use other forms as platforms as well, not just round ones
If you want to discuss the idea and maybe change things up, as klovoer did, use #suggestion-discussion
The different platform shapes and stuff has been brought up as well
See? Ffs...
can we have piles of glyphid dung be a thing? like to replace dirt sometimes maybe? or something like that
generate piles of glyphid corpses in searched areas, so when you get back to drop pod you see your 'work'. Also this can be another visual pointer that team already been here apart from laying flares
Or the ability to post their heads on sticks and so.
Or to use their "blood" and guts for crafts and so like healing tinctures or rage potions.
The ability to enhance armor from their hides.
How about a mind-control class that can hijack the big alien bugs? Also, you can issue commands like you could to Bosco/Molly if they implement my idea of audio commands.
I tend to get motion sick a lot from video games. It would be nice to have a full head bob removal, be able to lower the weapon sway, and a wider fov. Also, Id love for the resolution scale to go above 200% and be able to pick all the post effects, dof tends to make me nauseous as well.
Also, a hivemind that if you destroy it, the AI for the bugs becomes dramatically weaker. Also, you'd get buffs for the duration of the mission after the hivemind is destroyed.
warning idea, specials/ specials mode: all mactera spawn slightly more/frequently, all glyphid spawn slightly more/frequently except boomer's warrior's swarmer's dreadnaughts and praetorians.
How about bugs can merge together and evolve into worse monsters.
If too many of them morph together a boss is formed and it's really hard.
in the beta..there really should be a separate campaign mode instead of just random missions...Both types of missions should be available...a campaign mode AND random missions in all zones from the start...because being locked to a certain zone until its completion will be just frustrating and repetitive...And the drinks shouldn't be weaker...or there could be two separate versions of the same drink,the one that gives you the buff and the effect,and the one that gives you the effect but doesn't make you as drunk...that would just be...logical,because there are people who just want some fun and to go drunk on a mission
My suggestion is to keep making the game as absolutely fantastic as it is! Cheers to ya devs that read through here
have a cute little captured wildlife mascot in the bar and name him 😮 that way we have a little friend while queuing, maybe like one of the jellyfish and name him marvin
I don't like retirement will reset equipments upgrade.
I suggest:
Keep the progress of the old weapon, unlock new weapon after the reset. And original upgrade of the old weapon will be auto unlocked according to the character level
Beer Feedback/Suggestions:
You should have a reason to play a mission drunk. With the current buff system, you drink a leaf-lovers and still receive the full buff while sober. There's no downside to this, it would be silly not to do it. Playing in a drunk state adds difficulty and should reward you accordingly. I suggest that:
-Leaf Lovers should lower the strength of the beer buffs by a percentage (maybe up to 50%?)
Edit: I also realized the buff beers don't really get you that drunk anymore. So I have an additional suggestion:
-Increasing levels of buffs as you drink more beers of the same type. Start slow and ramp up the power as you get more drunk.
so my suggestion where the heck is my dance monkey emoji
Probably been suggested before but a visual indicator and feedback sound would be nice for when you're using "push to talk"
Heavy Duty mission system. Similar to a L4D Campaign but here: 3 random generated linked missions around Hoxxes with a fair bonus reward at the end for the whole group (if you into since the beginning, bigger bonus).
Usually games are 15/25min long, with this it would bond a group of players for an 1 hours playtime, you don't get back to the SpaceRig until the 3 maps are complete. High risk, high reward.
Playing the game with the UI toggle off is really immersive and beautiful, adding a true compact minimalist UI mode would be nice to have.
I've seen before someone complaining about the sand- and snow-storms slowing players too heavily and the removal of sprint being too disruptive.
It got me thinking and I thought about a change for that.
The storms would still slow the players albeit slightly less so, and they would retain the ability to sprint (at a lower speed). But the storms would hinder communications.
By that I mean that at 15 or 20 meters (could be adjusted to hazard level) and further all outlines and markers would be disabled, as well as mission control audio (or scrambled, so that you could still be informed of swarms). The scanner would also be heavily scrambled after 15 or 20 meters.
This way storms wouldn't be so much about limiting player movement through a direct mechanic, but about forcing the players to group tightly because of limited vision and no way of saving someone getting out of the now reduced vision and detection range.
Have the HUD not floating in the middle of nowhere without any reason.
Maybe put them on a small display (The Armours sometimes cover half of the face.)
Maybe if we wear a helmet we can see the outline of the visor and have the HUD in it.
Add support for Nvidia Freedom feature (Shaders and filters like in ansel but works in game)
Steam Community: Deep Rock Galactic. A massive creature that mimics the cave in which it lives. Its only purpose is to eat the players alive. They can only defeat it by digging to its core and destroying it. In order to do that they have
Hello. I noticed that Bosco will systematically stop lighting a room once the player starts mining minerals (not stone or anything that isn't collectible). I also noticed that he will resume following the player automatically after some time. These two features are terribly annoying, as calling out Bosco is very simple, and lighting is more often than not an issue when playing solo. Bosco should only start following the player once he/she takes damage, or if he/she goes too far away from its position (something like 20-30 meters for example).
Molly seems, since the Glacial Strata patch note, to often take absurd routes (failing to prioritize flat terrain) and/or phase through thin wall sections.
The Oily Oaf mug don't do justice to it's blackish logo, the actually mug have a red shield on it, it's not consistant with the other beer mugs who are adapted to the brands. It could be paint in black instead.
jack-o-barrels for halloween pls
Lead Hurricane
+100% more bullets are fired
+50% ammo
-50% spin up rate
pretty much a six-barreled minigun that's less accurate,but fires more bullets
Stonefish Drill
- Movespeed while drilling
- Less damage
idea: flares that are circular / spherical / square / rectangular
The flamethrower's ground fire should warm you up in the arctic zone. The flamethrower's projectile should also melt frozen teammates.
also i had an idea for grenade launcher for Engineer that i was reminded of from Shamus' image (which is awesome and a perfect example of it given to gunner), basically the idea was engineer had three grenade launcher at the end of it all:
one grenade launcher that has the ONE SHOT, but is more of a RPG then a 40mm launcher with damage, could bring this on your bug hunts or boss fights weak to explosive, for a boss killing role.
the second grenade launcher being the absolute opposite, low damage but large ammo/magazine (4 pills maybe?) and explosive spread, used for crowd controlling the bugs on like salvage or morkite.
and then the one we all know and love being the middle ground launcher, maybe having two shots now i dunno.
(and now i just had the idea of a Flak Cannon on gunner for those pesky mactera runs....hehehehehe)
Alternate mode on the turrets allowing them to be targeted by enemies but have a massive cool down time if destroyed
Goblins works too
bug hunt. random named bug bosses or high value targets. bonus resources or xp for collecting their heads or escaping with a trophy?
A friendly npc (maybe like a goblin or kobold with a latern or candle) to meet randomly in the caves on longer missions or as a side-quest would be neat. Perhaps he's looking for a specific mineral as a side-quest or he's a merchant that trades for Nitra and Red Sugar (or beers/buff items).
Maybe it's a mercenary that you can pay-off to act like a turret or a defunct installation that can be "repaired" by paying some ore to unlock the defense systems and pay-out a little gold/ore for clearing a wave of bugs that repairing it wakes up.
loot bugs shoot out candy (gold type credits) for Halloween
When a barrel is in the seat of the drop pod, there should be a loading animation for the barrel in the loading screen
me and my 2 freinds were joking that the barrel was uor 4th member
Expand the Abyss Bar! I say the entire area that has the barrel game, jukebox, and the bar itself can be made into a part Bar and Part Cafeteria. The "Cantine" The dwarves will reference. It will essentially do the same as the Abyss Bar, provide certain bonuses depending on which food you eat, what drink you drink, etc!
Bosco should have an inventory/bring mats to you
there should be an option to have physics on the bullet casings. I can see it happening with the scout's new assault rifle magazines but when i get to see minigun casings bouncing around, life will be good!
Sandwiches
the idea has been suggestd before, @wild storm
damn and all that time I spent in MSPaint
I do like the drawing
Take out mineral trade: having it just comes down to how much money you have. Without you would need to plan missions with the thought of finding the right mineral
Can we reduce discussion's timeout to 1m-1m30 and transfer it here instead? 2min is too damn much
Can i pls see the time left on my iron will?
Implement partial rewards similar to getting kicked for when a host quits
Buff the It's a Bug Thing Perk, the range to explode Loot Bugs is almost close range even at max
Let vampire give more health upon a kill
The "Gain 5 levels" milestone is slightly mis-leading, since you start at level 1; you need to reach level 6 to unlock this.
I think it should be "Reach level 5" for clarity.
I don't know how simple/complex this is, but I would like to suggest support for key inputs that don't exist on modern keyboards. Let me tell you a story... I had a game (I can't recall which at this point) that would not allow mouse buttons for a push-to-talk key. I worked around this by binding my desired mouse button to F13 (an actual key code and used to be available on some keyboards). Pretty much every game supports F13, but DRG considers the keybind "none". I chose an imaginary (but very real) key so that when using PTT, I wouldn't have something randomly typing into windows. It also made it so when I am chatting outside of games and browsing the web, I don't randomly navigate forward (my choice of mouse button). In summary, I think it would be cool if you supported the full set of F-keys that exist but don't actually exist, even though I'm probably the only person who will ever use them. (Seriously, the lengths I had to go to bind the mouse button to a key I couldn't press were... lengthy)
(well i didnt know there was anything beyond F-12 BUT thats actually a potentially helpfull addition to the game)
I was playing a few rounds earlier and we failed needlessly because we got iron will, then got immediately downed from regaining health and leaving the iron will state.
So my suggestion is to make iron will have a sort of cooldown mini-cooldown of a couple seconds, or to grant the same kind of invincibility acquired upon being revived so as to avoid this issue, just so players can get going again and it's more worth trying to go for them during a swarm
Please please let us destroy/block wind tunnels
How about creating a #troubleshooting channel?
There's no really good channel for troubleshooting these issues.
I don’t know if this has been talked about before but I thought of an idea for the hidden areas that are around the space rig that say “nothing here yet”. In the future I think it would be really cool to add 1-2 weapon mod slots, like perks but for your guns. Giving bigger clips, increased fire rate, etc. Then back to my point of the hidden pipes make a black market weapons dealer hiding in there who will sell you weapon mods that are very expensive and very strong but with negative affects too. Like adding elemental damage but lowering clip size or max ammo.
Any chance to get a little bit more of a space between swarms and ambushes on hazard 4? too often there's still remnants of the previous swarm when another attacks, with an ambush in between.
Higher mouse sensitivity would be appreciated!Even at max it's a bit slow for me.
Don't Know if suggested before : The ability to switch The angle Of plateform for The engineer.
It would be cool to build a wall to stop The swarm 😃
completing missions drunk should give a huge bonus
also let me crouch ffs
i know we're dwarfs and we are already short but... pls
I've just noticed the beer bonuses in expermiental, I find it's a nice little addition. I think would be even better to be able to get multiple beer bonuses at the same time or stronger bonuses the more you drink. As well the more you drink, harder it will be to control our drunken drawf.
It might be planned but It would be awesome to see random NPC in The Station.
Who could give random advices
It's dangerous to go alone, take Bosco
Concerning BOSCO, I suggest The possibility to customize it (skins or weapons).
And customise Molly and the drop pods too -- the whole arsenal should be customizable
Customize common multiplayers items would be Hard I think.
Characters seems easier (weapons too ?). But pod and mollet...
Molly*
Add 4-th lvl of iron will, that still works 9 seconds and give you ability to move really slow while you are down. 
Add bonus to athlete to run while it's earth-shaking, blizzard or sandstorm.
What about option to pick up satchel charges?
5th class - bartender.
1st weapon: has stockpile of beer, throws explosive beer bottles at enemies and drink beer as reload animation.
2nd weapon: Gives teammates beer with different temporary buffs (such as increased damage, faster speed, faster any interaction, higher jumps with lower fall damage etc).
Movement utility: ...jump pads? Stand on them, press E with moving in desired direction and fly high up. Negates fall damage if landed on.
3rd weapon - fast brass knuckles to melee those bugs while drunk.
Standard grenade
How about for an alternate primary for the driller is a fire hose. Staying with his crowd control theme, the fire hog pushes enemies back, giving himself and his team some breathing space.
I REALLY dislike the button mashing thing added with the frost levels... It's incredibly corny and uninteresting.. It would be much more satisfying if as your temperature dropped, your overall movement speed fell, or you began taking damage if you got too cold.. But this isn't Mario Party and maybe it's just me, but I am way too old to enjoy mashing my keyboard like that in a video game. Honestly makes me avoid ice levels.
Flares Regenerate Faster.
I'd love a flare regen upgrade, and flashlight upgrades...
Gunslinger/Space cowboy whos primary is a high dmg lever action rifle that is fairly accurate but cant be fired too fast. Secondary would be two revolvers that would fire incredibly fast but take a while to reaload. traversal tool would be like an inverted gunner's zipline in which it has to be steep and allows climbing up or down steep surfaces. no idea what would be good for his 4th tho.
Retirement shouldn't remove weapon upgrades. The grind to get them is a pain, and they affect gameplay so much the early levels become boring after losing them.
Suggestion: Upgrade prestige Tiers similar to steam badges
MK3 gold edition
STAGED RELOADS. STAGED RELOADS. STAGED RELOADS. STAGED RELOADS. STAGED RELOADS. STAGED RELOADS. STAGED RELOADS. STAGED RELOADS. STAGED RELOADS. STAGED RELOADS. STAGED RELOADS. STAGED RELOADS. STAGED RELOADS. STAGED RELOADS. STAGED RELOADS. STAGED RELOADS.
Also now that you guys are adding more cosmetics you should make the armour colourable. So I can use my Gilded with my Mk.4 instead of being stuck with Mk.2 if I want gilded armour. Colouring would also mean having supporter upgrade doesn't just automatically give you the top tier cosmetic armour for each class.
Gilded versions of Mk3 armour?
would make sense if you could get them,too if you get any Mk3 suit and you have the supporter's upgrade...
also,can we have normal versions of drinks,too?so we can still get a skullcrusher that will make you pass out from drinking one mug,and a red rock blaster with high potency,so you can still use it to get moderately drunk...
The silver plaque for the retirements needs to be more “silverish” it reminds me a lot of a diamond-esc. plaque...
I play a lot of driller, but I feel like his support ability really struggles to keep up in usefulness when compared to the others, especially the engi/scout combo. He only really gets to shine when it is time to get back to the drop pod. Everyone can dig, and I think that really devalues the driller. I hate it when I see some jadiz or aquarq and I'm thinking it is my time to shine but the scout already dug it up. And especially in soft biomes, driller can feel somewhat useless. At least he can always take out swarmers.
So I was thinking about what might fit the driller's theme. To me, he is all about removing obstacles. I think he should be able to use his flamethrower to clear things like the vines in fungus bogs, other plants, goo, webs, ect.
They aren't super huge things, but I think this adds something valuable to the drillers gameplay and identity.
Also, maybe he could use his flamethrower to disable exploding plants safely. On magma core missions, if you set them off there will just be hot rock all over. If driller could disable them safely he can prevent that and make a much safer path for his allies.
The tradeoff is not having any more bomb plants to blow up on the glyphids.
With the removal of laser-pointer pick-cancelling we've seen a decrease in utility (for mining and vs enemies) with the now a bit too slow pick-speed. I'd like to suggest the addition of a new perk skill that passively increases pick-speed by something like 5-10% be added as this will synergize well with mining perk skills and pickaxe damage skills while returning that same minor improvement in pick-speed that a number of players have gotten used to.
@digital fjord if you want to discuss the idea further, please take it to #suggestion-discussion anything not a suggestion in this channel will be deleted
Alternative Loadout to the Engineer, replacing both Turrets: a MiniBosco (aka balanced Bosco for 4 players: like no healing/rez and limited ammo similar to turrets)
Lava lakes in a magma biome 🤔
The slide locks back on the assault rifle no matter how many rounds are left in the magazine. The only time the slide SHOULD lock back is if you empty the entire magazine. Not if you reload half way through a mag.
https://www.youtube.com/watch?v=AcRuRtBhF2U add a slight repel to the bugs, so they dont clump up too much. around 1:32 in this video
Here is a behind the scenes look at the creation of my most recent game! ● Brackeys Game Jam: https://itch.io/jam/brackeys ● Join Discord: http://discord.gg/...
Playing through the tutorial missions, the voice line after you complete one plays so late that I accidentally skipped the first one because I clicked the accept button after returning to the hub
Terrain Scanner should work like the Automap function in Doom does. Right now you don't have full control of your actions while holding down the button and that kinda bothers me a little. I suggest changing it to allow full movement and aiming while holding it down instead.
or if it's intented then atleast a compromise that allows me to rotate my character with the view of it
you know how sometimes youll grapple up too high as scout and die? what if you could use your pickaxe to latch onto the wall at lower altitude and not die of fall damage?
wtf no
I just want to say I appreciate getting the info about what steam is downloading by clicking the "news" button next to the game that is updating. I got some games that just post the notes on some stupid reddit or something, and i hate having to guess where to look for it.
i'm saying that because you said "We have tried not to make too many announcements here on Steam, in order to make sure that you don't feel like we are spamming you. " at the end of it. So no, it's not spam, it's how it's supposed to be! please don't stop!
Max level Bezerker perk should remove the pick and movement speed penalty when meleeing bugs.
When looking at the map, play an animation of your character looking at a holographic globe from a wrist device - to notify players as well you're just not idling around
Suggestion: Armor color. Lets you paint your armor like you can your skin and hair. This way I can use the cool new styles with the special gold color.
am i the only one that would like the dreadnaught to have it's own unique model?
It honestly feels a little cheap and underwhelming, when it could be so much more.
Suggested Perks:
Pick Swing Speed - Increases swing speed of your Pickaxe, useful for both combat and mining.
Pick Mobility - Reduces Movement Speed penalty for swinging your Pickaxe.
Avoidance - Gain a Movement Speed boost when a Gyphid Exploder is charging up.
I Am The Sun - Flares regenerate faster.
Oily Olaf should make you move 5% faster and reload 20% faster
what about a jukebox for the mule so you can listen to music while you mine :)
@fresh gorge ^
thank you for the tip!
Each type of armor (MK2, MK3 heavy / light, mk4, mk5, ....) must have stats for example:
- Mk2: shield capacity + 20%
- Mk3: radiation shield(not full ressistance) + shield capacity + 30%
- Mk4: heat /cold ressistance (not full ressistance) + radiation shield + shield capacity +50%
- ...
I also think that we should be able to modify high-level armor (jetpacks, night vision (?), searchlights, ...)
Can we make the Scouts Grapple client based? Getting real tired of dying in games because the grapple wont work.
New engineer's armors need a backpack and toolbox version. Not only is that the distinctive part of his gear. I feel naked without it.
Mission type: one HUGE ressource node at the end of a cave cluster, you have to get to it and mine it as much as you can before calling an extraction. BUT you got non-stop waves, with tougher and more numerous bugs every few minutes, so that it's cahotic AF, where mining the whole thing is almost impossible without super good teamwork. the important part is to have no time to stop and look around take your time strolling around because non-stop bugs. So like a node of 500 magnite, with the option to call the escape pod at 100 to 350 harvested, depending on the selected difficulty. And no resource if MIA
The giant, giant, giiiant rooms need to go, they're awful. The big empty ones with like, horizontal tubes.
QoL suggestion for the vanity section: The common skins/colors that don't vary between the classes shouldn't need to be bought individually over and over on each class. It would be preferable to just make the purchase unlock it for all classes, and then make the price reflect that.
This is not the first time someone report about motion sickness I know, but i think i have to.
So I belong to a group of friends, who play a LOT of FPS games, mainly Co-op. And while some of them actually bought DRG and said it's really fun, they also reported motion sickness. Yes, one of us is not exactly resistant to it, but the other reported that he never experienced motion sickness on any other FPS/TPS games. And thing is, he does play speedy games like Warframe, and go crazy fast with his Payday2. He also was totally fine playing Rocket League. We had some chat regarding this, yet we had little idea about what is causing it (and making me play alone among them). what we came up are:
- able to turn headbob completely off
- disable weapon sway
- some open areas that are lit from the start during any mission (which, in turn, doesnt house much resource, if not any)
- adjustable FOV
- Even more optimization for Molly pathfinding enough so that he doesnt have to remember how to get back
(maybe make that you can choose the Molly AI so it NEVER will walk ceilings? make the hazard bonus less if you have to) - some sort of breadcrumb feature that you can use handful times per mission. Like the Pathfinding tool in Subnautica, or more basic, bunch of blightly colored strings on a peg that reflects light well.
- A tool that smoothes out the surface of an area. Or an option to make manually mined places look like more flat.
Please take these into consideration, and thank you so much for all the effort you superb devs are putting into this game.
Suggestion:
Bring back the temperature bar being able to get too hot. Then in the Sandblasted corridor, add Oasis's where you can cool off. Idk what you'd add in the Magma zone to cool off... abandoned beer coolers maybe?
As mentioned upgrades for the Host Mule would be fun:
mini-Turret; Pillow to jump on it without damage; Vacuum to auto collect gems/chunks around; Jukebox; Speed Boost; Bigger spotlight; Beer Dispenser?
A Stronger Headlamp Perk would be lovely.
Upgrades that you have all resource/credit/level pre-requisites for, but still require a previous upgrade to the bought should show as locked, instead of just greyed out.
I know this might be a bit controversial but i'd like to see darkness made even darker and lights made even lightier
Color changes for the armor models? like how beards eyebrows stasches and side burns can have their color changed, why not the armors? 😄
Increase scout's shotgun ammo. Can barely get through a single wave on haz 3 without resupplying, and the game is not balanced enough to give us that much nitra.
a cosmetic reward for retiring would be cool. like a badge ore added cosmetic embellishment to the armor ore (see what i did there?) weapon.
Could we have a living document curated by the mods/devs of the suggestions in this channel broken down into different categories like mechanics/players/classes/enemies/mission types/environment related etc etc. The search function on discord is very difficult to use given how different the wordage could be. Sometimes repeat suggestions can be near impossible to search up; while more obvious ones like "jump pad" would be easier to see in a bullet point on a google doc.
Would definitely help the channel be more clean and give a clearer message to the developers of what people want looked into. Bonus points if we could have some sort of "tally" system for how much a bullet point is mentioned. Maybe do some polls on what feature is the most wanted.
We need a perk respec option, ASAP.
Unfix the windows so we can shove things out them again
Gunner could use a little more penetration on the zipline; (IE if you shoot it onto a wall it goes further into the wall, so you can mine a foothold, and thus won't fall to your death), would make gunner much more playable in solo. or when you don't have an engineer in your team
Suggestion: Keep statues after retirement. Currently they disappear after you retire.
Would be interesting to let Dwarves be able to taunt Glyphids by shouting while looking at them and drawing aggro away from teammates in trouble.
sounds/voice lines made in large caves should echo
Change resupply pods to credits or put them in a cooldown, so we can stop relying on RNG to buy ammo and not lose a mission.
Make it available to upgrade your pickaxe for maybe speed or power
Button needs to be a vote. I've been trolled multiple times.
If drillers handgun is going to be that low of damage per shot it'd be nice if it was automatic so I didn't have to click like a spastic just to kill medium sized enemies.
Itd be cool if there were parkour in the spaceship lobby
Resupplies fill flares back up
would be interesting if different suits could alter the UI a little bit(including gilded suits)
would be nice to store red sugar in the mule for later use
https://steamcommunity.com/app/548430/discussions/3/3145094199302350424/ Suggestion: Modules (Mods)
As a reminder: I still want the Driller to be able to crush Swarmers under his boots; just to be thematically awesome. I mean sure his flamethrower already deals with them just fine but...squish !
@idle quartz that could probably be a perk, or maybe a hidden benefit of using heavy armor.
@random copper
Beer Coolers & Growlers
===
Meowkai proposed a great idea - lost beer coolers as random encounters on missions. Here's my take on it...
---
< Jackpot! >
I’d imagine the coolers as sealed containers roughly the size of unconstructed communications arrays. Once found, Dwarves use hammers to break the cooler’s seal, revealing a selection of four randomized beer growlers. Among the selection would be the classics feature aboard the Space Rig, but there could also be rare, special brews only found in coolers. Dwarves would have the option to immediately chug a growler, or they can hold onto it for stashing aboard the Rig, and later enjoyment.
< Brews of Legend >
* [Green Barrel Basher](Carry 50% more ore, and ammo): Nothing makes the job run smoother like skulling a Basher.
* [Booster Nitro Stout](Sprint 10% faster): When you’ve got a need for speed, take a swig of Booster for extra work performance. Soon as one hits the belly, it’ll feel like everything’s in overdrive.
* [Black Crag Malt](Sprint while carrying heavy objects; gain 2 extra grenade slots): The Crag is for when you really need to take a load off. Heck, you’ll be feeling so light on your toes, might as well nab some extra firepower!
* [Fire Spice Red](Gain 20% damage resistance to environmental threats): Toxic atmosphere, soot in the eye, or boot soles melting? No matter, you’ve just lipped some Fire Spice. Nothing will shake you at this point.
* [Sure-foot Porter](Reduces terrain effects by 50%; reduce fall damage by 10%): Sometimes a Dwarve needs a little something to keep the edge off, and gain a little edge - for that there’s the Sure-foot. Don’t let sticky goo, or deep snow drifts bother you - bottoms up!
@near glacier or host only
Wreckage, Abandoned Equipment & Failed Mission Remains
===
My take on how evidence of Dwarven activity might be implemented.
---
< What’s this? >
In every cave generation, there is a chance that remains of botched missions might be discovered, with increasing likelihood on more complex maps. There would be several points of interest that might be found.
< Lost and Found >
* [Wrecked Drop Pod](May contain one, or two recoverable items): Damaged beyond repair, it seems time and Hoxxes itself is trying to swallow what remains of this partially destroyed Drop Pod
* [Wreck Site Debris](Found near points of interest): Scraps and bits of metal that are clues, potentially leading to a discovery
* [Malfunctioning Turret](Turrets that were abandoned long ago by a previous mission): Their owner long gone, these steely sentinels shoot anything that moves
* [Malfunctioning Drone](Exactly like Bosco… except, not at all helpful, and extremely hostile): These drones patrol near wreckage, ambushing anything that approaches
* [Deceased Explorer](Not everyone makes it out alive, but perhaps one's misfortune may become another’s fortune): An unfortunate explorer, whose remains may provide useful items to those desperate enough to loot it
> (1) Bandolier dwarf: Barely anything left but skeleton… and a belt of grenades!
> (2) Encrusted dwarf: This poor lad bit the dust, and has since been cocooned in a huge growth of Red Sugar.
> (3) Gold dwarf: His fancy armor wasn’t much help, but that bag of gold nuggets sure will be!
* [Beer Coolers](Containers that hold a selection of prized beers): See previous post ‘Beer Coolers & Growlers’
* [Ammunition Cache](Containers that holds 2 - 4 ammo resupplies): The original owner didn’t live long enough to make use of the ammo, but you sure will… hopefully.
New mission type
>Cave size vastly increased, resource nodes are much bigger but much farther apart
>MULE replaced with 4 man buggy (drivable by BOSCO unit if needed)
>Buggy equipped with resource node radar and tremor sensor
>Tremors increase over time and increase faster the longer the buggy idles
>When Tremors reach 100%, a swarm is triggered and the Buggy autobrakes to transform into a defensive turret (AI or manned)
>Possible benefits for each class driving the buggy:
* Scout grants the buggy a recharging turbo boost
* Gunner grants the buggy a forward facing gatling grill
* Driller activates Titanium Mega Drills that allow the buggy to tunnel at high speed
* Engineer activates rear bumper miniturrets and allows the buggy to form a plascrete bridge under itself to jump gaps```
Whether it gets added to a new dwarf or not itd be cool if you had a glider, similar to the one in minecraft
Flamethrower should work on dreadnoughts.
M.U.L.E. Upgrades
Glyphid Skulker- Fairly small nasty Glyphid between a Swarmer and a Warrior in size, the Skulker can camouflage itself to blend in with its environment, and will often wait high along walls for prey (or the occasional hapless dwarf) to wander by...
Would be nice to have Esc back out of a loading screen without having to close and restart the game.
Restart mission option and Deep Rock Dig Dug - Deep Dug
female character options
Weapon Classes and Ammo Selection (1/3)
===
With upcoming update to equipment selection, perhaps something like this is a foregone conclusion, or in the works right now. However, I’m always one for thought experiments, theorizing how something could work.
---
< It ain’t no gun! >
I propose three weapon ‘classes’, basically serving to group kinds of equipable ammo as determined for each class of weapon. Available ammo selections provide different advantages and disadvantages in regards to damage inflicted on target types: armor, and unarmored enemies (chintin vs. muscle)
< Full Bore >
/* Large Ammo Grade*
* [Fragmentation shells](FRAG)
> Superbe against unarmored beasts, and can tear through Swarmers and Spawns with ease… just don’t expect it do do anything but scratch serious armor
* [High explosive shells](HE)
> Provides good damage verses armored targets, while producing minimum damage to surroundings, or allies. Still provides acceptable performance against unarmored foes
* [Armor piercing shells](AP)
> Tipped with depleted uranium, this ammo grade is popular with Deep Rock Galactic miners looking for unmatched performance verses armor. However, the dense projectiles are know to overpenetrate xenoforms that have little, to no exoskeleton
/* Medium Ammo Grade *
* [Armor piercing rounds](AP)
> Like a smaller version of AP shells, these rounds excell at defeating armor, but don’t have good performance versus small xenoforms
* [Fully jacketed rounds](FJ)
> Whenever a Dwarf is unsure of what they’ll encounter, Fully jacketed rounds are the way to go. These provide the best trade off between AP and TJ ammo grades
* [Truncated jacketed rounds](TJ)
> The flat heads of the projectile makes for better stopping power against anything smaller than a Dwarf. Keep in mind, shoot anything larger and you’ll just be pissing it off
Weapon Classes and Ammo Selection cont. (2/3)
===
/* Medium Ammo Grade (shotguns) *
* [Flechette](DART)
> 'Shotguns/revolvers only'; Discerning miners can load up Flechette rounds to gain an edge at distance. This ammo grade trades the superior close-range damage verses unarmored targets of shotshells, for better performance at greater distance against armored targets
* [Slugs](SLUG)
> 'Shotguns/revolvers only'; Turns any shotgun into a hunting rifle, packing the power of a shotshell into a single powerful round
* [Shotshell](SHOT)
> 'Shotguns/revolvers only'; The standard round for use with any shotgun. However, some revolvers can load miniaturized versions for close range punch
/* Small Ammo Grade *
* [Fully jacketed rounds](FJ)
> Best used against armored targets
* [Soft-point rounds](SP)
> This ammo grade acts as a stop gap between penetration, and stopping power. Standard with all Subta 120 pistols
* [Hollow-point rounds](HP)
> If armor isn't a concern, load some of these. They stop Swarmers dead in their tracks
Weapon Classes and Ammo Selection cont. (3/3)
===
With my proposed weapon classes and ammo selections, there might be limitations as to what can be equipped to certain loadouts.
---
< Right tool for the job >
/* Large Ammo Grade *
* [Deepcore 40mm PGL](Engineer's heavy weapon)
> Standard with Deepcore HE Grenades, can use FRAG
* [LMG Platform Gun](Engineer's special deployable)
> Standard with Deep Rock HE Sentry shells, can use AP
* [“Lead Storm” Powered Minigun](Gunner's primary weapon)
> Standard with Subta AP HMG shells, can use HE shells
/* Medium Ammo Grade *
* [“Warthog” Auto 120](Engineer's primary weapon)
> Standard with Subta Shotshells, can use DART & SLUG
* [“Bulldog” Heavy Revolver](Gunner's custom sidearm)
> Standard with Deepcore FJ Magnum rounds; interestingly, can equip SHOT and SLUG due to the revolver's large caliber, otherwise capable of using AP & TJ
* [Deepcore GK2](Scout's primary weapon)
> Standard with Deepcore FJ Rifle rounds, can use AP & TJ
* [Jury-Rigged Boomstick](Scout's secondary weapon)
> Standard with Subta Big-bore Shotshells, can use DART & SLUG
/* Small Ammo Grade *
* [Subta 120](Driller's standard sidearm)
> Can use all Small ammo grades; standard with Subta High-velocity SP
Change this concept into a Double-Barrel Heavy Automatic Shotgun. 😏
Add an upgrade that allows you to stomp critters by walking over them.
@urban verge you can discuss your ideas over in #suggestion-discussion
Revamp for Beer Buff system. Basic idea is a leveling alcohol tolerance that increases little by little as missions are completed while mildly to moderately drunk. Buffs would be smaller per drink but stack with decreasing returns (e.g. one red sugar provides 15% hp, two would provide 25%, 3 would be 33%)
Players would be allowed to stack or match a variety of buffs at their preference, but a % of the total alcohol consumption would remain as a short term "hangover", decreasing the player's tolerance for the next few missions/hours/ect (all rough examples). Completing a mission with drunkenness would increase total tolerance permanently up to a hard limit
Using a leaf lover would remove all current buffs but also clear current drunkenness, allowing people to clear their state if they consumed more than they meant to
Glitches and defects
Imagine if the drill in payday could never break it would feel repetitive as your just watching the timer... some form of this implemented into drg would improve replay value as along with a new cave you have a new experience for instance
-malfunctioning weapons
-malfunctioning turrets
-malfunctioning Molly or corrupted
-turret glitch or corrupted turns them hostile
-escape pod doors broken
-grenades failing to explode
Of course these events would be handled differently by the game like if the pod doors break the timer is extended and you need to defend until it is fixed or if Molly starts running or corrupted you have to save from enemies to continue the mission... of course these events shouldn’t be annoying by happening frequently, maybe 1 or 2 per mission depending on difficulty... also players should be notified when something happens...
I'd love an icon that shows if we have the Lovable trait in effect.
So team mates know its okay to provide cover fire.
Can we please fix the voice chat autotoggle bug that's been around for a year and a half?
please
for gods sake make the drop pod call a vote unless EVERYONE ELSE IS DEAD. Im sick and tired of useless fucking scouts instantly calling the pod when we havent finished mining everything, Running off on their own to get to the pod first, Dying, and then bitching about us not reviving their useless asses.
@past abyss this channel isn't for discussion.
Hit noises & some kind of kill confirmation would be nice! I spend a lot of time shooting corpses because I don't realise they're dead & it's a nice piece of feedback to have in a game.
Wouldn't it be cool if every class had multiple gadgets to equip for example the driller could choose between a drill, or a a series environment destructing grenades. Or the gunner could choose between a minigun or a sniper rifle (the flashlight would be adjusted accordingly when scoped in)
I'd love to see a third person view so I can see my badass dwarf
Found a Bittergem whilst finishing up a solo point extraction. Carried it to the drop pod, and couldn't put it in the deposit things because none of them were close enough to any solid ground. ( pepeHands )
Maybe ensuring that when its landing area is selected, ensuring that its deposit things are close to the ground?
i'd like you to bring back the old egg hunt and search and extract. and then just add the new egg hunt and extract as a new thing. please! also maybe in your new class or a perk or something, add a kind of radial scanner to show, on the map, materials and stuff like that, for SnE, maybe? i personally would like all the dwarfs to have the old 2d map and keep the 3d one reserved for the new class or a perk or something? i don't know. i like the use of the new map it just makes the driller a bit cheeky. lol. it's just a thought. i'll enjoy seeing what comes next ether way. anyway thanks for being the best guys. rock and stone!
PSA: There is a search function you can use to see what ideas have been posted before, if you're unsure if what you're about to post has been put up before or not
Search is found through the magnifying glass icon in the top right
**If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel.
All conversations in this channel will be deleted.**
Hi so, I searched here for anything regarding Loot bugs, in this specific channel, and there are 5 pages of results regarding Loot bugs, loot, bugs, etc. Once upon a time I used to know a little google-fu such as using quotes to search for exact phrases - but still - there will be a bunch of results showing one liners like "Leave loot bugs alone" etc. ... This is a heads up Tater that maybe some house cleaning is in order for this channel - or perhaps you can archive this old channel and give only team members access, change the name, and make a new shiny one to collect suggestions. I think it's reasonable at this point - being that I am seeing an influx of new players who really don't know anything about the history of the development or where the game is headed. ... Anyway. Let's see how long slowmode will time me out before I try to offer my few lines of text supporting my idea for a little fun suggestion....
Suggestion: Pet Loot Bug on the Space Rig!
During the Space Rig work that the team have planned to overhaul our DRG base, can we have a pet Loot Bug? 😃
..A buddy of mine saw me kill a loot bug and said "You are an animal." in a disapproving tone.. and... I felt a little bad =[ .... But I thought - in honor of all the dead loot bugs, why don't our dwarves have one "pet" loot bug in the space rig with us?
... Now, in an attempt to be practical - it would need some special coding, so that it was in a certain area, and not way up on the ceiling all the time. Also it would need a little something done with the noises to make them a lot less frequent... I have pitched this idea to a few lobbies of seasoned players and it seems to be pretty well received! Loot bugs seem to be a pretty popular form of life on Hoxxes IV. Thanks for the great game and for all the fun, really it's a blast, with or without our Pet loot bug 😃 🍻 Big thanks to Community Managers and Wiki heads, I do a little of this for other projects and I think you guys probably get overlooked quite often so - Cheers!!!
Grappling Hook replacement - Glider
Deployable hang glider that allows the Scout to cover large lateral distance with minimal fall rate. Can also be emergency deployed to break a fall. Cannot be redeployed until the Scout hits the ground.
Alternatively - Hoverpack
Stops Scout's fall, allowing him to hover at a set height for as long as the energy cells hold out. Recharges while on the ground.
I legit just want a flashlight upgrade. Please let us buy a longer range or otherwise brighter flashlight.
Glyphid oil torch
A way to see your health when HUD is off, the same goes for when you fill molly so you can see how much you have
Please let us take "Rock and stone" more literally, by bashing Glyphid over the head with rocks when holding V.
We need to be able to use a giant rock as both a primary, secondary, and melee weapon. Every time we swing them, a pitch shifted up "ROCK N STONE BROTHER" plays. When we get a kill it plays louder. When we have multiple rocks the pitch shift is higher.
We also need to be able to use rocks as beards and clothing.
out of ammo throw rocks perhaps ?
there should be some in game text explaining what hazard increases other than rewards such as enemy spawn rate, damage or health even its its not numbers it could be 1=fewer bugs that deal less damage (0.75x spawn rate, 0.5x damage 0.5x bug hp) 2= your average mining experience. 3= hard hitting and harder shells (spawn rate not said because its the same as 2)(1.25x damage 1.5x bug hp).... just so new players (and me) know what difficulty increases not necessarily by how much just what goes up and what stays the same (damage and hp?).
and it would be a huge help if you could set mouse wheel to not loop (going from 4 to 1 or vise versa) as it does in vemintide 2 also i would love some sort of beam weapon. any beam is good piercing or not need to charge before firing or not i just want a beam
PSA: There is a search function you can use to see what ideas have been posted before, if you're unsure if what you're about to post has been put up before or not
Search is found through the magnifying glass icon in the top right
**If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel.
All conversations in this channel will be deleted.**
I would love a alternative drills that are signifigantly less feul efficent and quicker to over heat, but that have powerful exhaust jets allowing a larger speed boost while drilling and a 100% boost to jump height while operating. They would increase run speed about 33% while operating (stacking with weekend athlete additively), and 50% while actively drilling at the cost of making it impossible to turn while operating.
Make the upcoming M1000 rifle make a pinging noise on clip ejection.
Make a meme text channel
Bosco should dock with the escape pod I feel bad leaving him behind :'(
Also the mule needs an animation for docking
The M1000 should go PING when you run out of ammo because it kinda looks like an M1 Garand
Minimum level requirements to join game that can be set by host
Class exclusive perk, IE scout marking stuff takes more damage from other players, driller drills breaking armor MUCH faster, etc etc
engineer should have one big turret with a bigger gun
A perk that upgrades the percent of ammo refilled in supply drops. (looked an couldn't find it earlier in history but it is possible I missed it)
I think the acid and web spitters need a bite attack, not as their primary attack but as a backup, I can't count the number of times I've been digging on a wall or something and had one of them just wander over or past me, completely ignoring me because I was within their minimum range, allowing me to kill them without any threat to myself
giving them a bite attack would enable them to still attack a player if they stumbled across a player in close quarters and add a level of threat to them in those circumstances where they came across a player mining on a wall etc
adding like a ranged ennemy but he tries to run away if he took damage/we get too nearby
Dwarves should be able to talk back to the guy at mission control.
I think a warning about joining hazard four games for the first time would be even better and stop most of the problems that people have had with lower levels joining higher hazards without seperating the community.
Idea for M.U.L.E. docking animation: there's a hatch on the side of the drop pod. Mule climbs up the side, enters hatch, hatch closes.
Or a robot arm could decend from the drop pod, grab Molly and pull her into a compartment
It would make drunkenness more immersive if the audio was also warped to some degree.
An antlion like enemy that spawns like the cave leeches, but only in the sandblasted corridoors, would grab players and eat them like the cave leeches except they'd spawn on the ground. When a dwarf goes by it would come out of the crater and grab them. The distance it comes out of the crater would need to be balanced for.
Not become deaf everytime I turn on the game.
Instead or or alongside alt weapons, have alt classes that totally change how a character plays. I kind of want to see how being a Big Daddy Driller would work out
I suggest a unique animation for when people are looking at their terrain scanners! maybe a flip out square screen with a couple of buttons (left arrow on left, right arrow on right, and a plus and minus pair of buttons on the inner side like an old square gameboy)
or for the AR helmet maybe a separate one where he starts fiddling with the controls?
heat up and defrost dwarves with flamethrower in glacial biome
Since a new weapon will be based on the iconic M1 Garand, maybe one based on the Winchester lever-action system? Something with High-Caliber Dreadnought Hunter-grade ammo?
Perk with armor piercing rounds
dampened damage when penetrating but makes fighting the dreadnaught a little easier especially on hazard 4
< Alternate Drill Head >
Enchanted melee damage and more heat efficient at drilling through softer materials, but consumes more fuel when drilling harder terrain types.
Alt. Powerdrill: Extraction Auger -No Heat -Less mining area -Can mine resources in a single tick -All mined substances, valuable or not, go into the Holding Tank (size increases with Deep Pockets perk) -When Holding Tank is full, Auger cannot operate -Right click to start ejection sequence. After sequence finishes, all extracted resources are ejected as chunks behind the Driller. Dirt and other useless material vanishes.
Ditch this idiotic retirement assignment crap. Please.
There could be a fire praetorian for the magma core missions, similar to the frost praetorian in the glacial strata. It could spit fire or magma just like the other one spits frost. To counteract how annoying this would be, you could take out that nasty aspect of magma core where blown up rock is fiery or take out the fiery tremors.
There could be an upgrade that allows you to take pets like a mini Molly or bosco that could provide buffs or even dispense nitra. Also, these effects could scale based on what hazard mission your in.🤔
Give more pre-tremor warning for volcanic tremors so you aren't instantly slowed, dumped down a hole, and damaged constantly at an inopportune time
Everything else in the game has warnings, rhythms or are localized so they can be played around: Blizzards have warnings. Sand/frost vents and volcanic geysers have rhythms and are localized. Fire vents have warnings and are localized. Swarms have warnings and rhythm. Volcanic (and to a lesser degree, glacial) tremors have none of those things.
I think the assault rifle is a better fit for the Engineer, and the scout should have an SMG as an alternative weapon instead, as well as the M1000.
And furthermore, I think the pistols for the Gunner and Driller should be switched
A new secondary objective: Killing a dreadnaught that spawns in an egg like elimination missions. Perhaps might also require finding the egg in the first place.
grenades that the bugs are distracted by and swarm it instead of the player
Adding preview icons to cosmetic items and changing character customizer menu to be several dropdowns with those previews instead of arrows.
Right now it's fine, but if more cosmetics are added in the future, then arrows will be the most sadistic way of letting us navigate the menu
Quick draft of how it can look (White squares are preview pics)
Make Glacial Strata missions already include some hazard bonus because of all the freezing threats and temperature management thing. Not a big bonus, just a 15% for all the trouble the biome implies.
Idk if it’s been suggested before but some kind of server side player account sign in for our player data would be nice. Like for example if you delete your steam cloud data or xbox data you could just sign into the game and it would be there. Also it’d be nice for people that have the game on both steam and xbox so that they don’t have to have two different accounts
It would be sick to have Evac missions where you had to find NPC dwarfs and revive them all so you could escort the survivors to the drop pod
Technician class, gets a modified version of bosco and the drillers pistol. special would be a set of 3-5 tall mining lamps which illuminate a semi wide area and can be picked up and moved.
Smuggled barrels of booze?
Harvesting certain plants in the caves to make new kinds of beer, with new buffs.
Lol 5th class - distiller
the 5th class should just be the Janitor Dwarf with a can of Raid
Rare small rooms and unconnected, need to be spotted with Scanner and dig walls to it:
- Mineral/Gems Veins : Various amount of crafting mineral,
- Loot Bug Heaven: Lot of loot bugs inside,
- Gold Veins: Gold minerals on walls and Compressed Gold,
- Glyphid Nest: Lot of Glyphid walls and enemy, maybe some reward inside too,
- Lonely Leech: One Cave Leech,
- Nitra Deposit: Various amont of Nitra mineral,
- Red Sugar Cluster: Tons of Red Sugar (it's highly addictive!),
- Empty: 🤷
- ...
photo mode for AMD
"This workplace has gone X days without a fatality" sign, where X is your streak of missions in which everyone survived
Raid Mission Idea:
- 16 dwarves split in 4 squads
- Boss is some kind of 'worm god'
- First half of the raid is running through a massive open cave gathering resources like search and extract while giant invincible worm is attacking everyone.
- Second half of the raid is like Salvage, where each squad has to activate tracking beacons so the main Company ship can fire a laser down at the worm and destroy it. Other squads would help in defending the squad that has it's beacon active.
Just a base idea, thought something like this would fit really well with the game though.
Also the raid would only be available to people who've retired their characters (ie if Scout class was retired you can use it, but if you have a driller who hasn't been retired you can't use the driller class).
Body Type selector in customization. Select a different body type which has a new voice and body shape. Could incorporate the requested female dwarf option.
perk reset
Specific biome dreadnoughts & Abilities
Ice Dreadnought:
- Passive freeze AoE
- Launch a snowball wich create a snow area
- "Intantkill" a dwarf if is freezed (An animation wich can be stopped if your teammates shoot him)
Sand Dreadnought :
- Submerge in the sand and appears near a Dwarf
- Blind a Dwarf with sand
- Sends a swarm of insects to a Dwarf wich attack him every some seconds
Toxic Dreadnought :
- A AoE mele attack wich create a toxic cloud with limited duration
- Drop a corrosive material wich slow the Dwarfs
- Long range attack (Similar to the spitball) wich create a toxic area
Biozone Dreadnought :
- Create a group of "Glyphid Spawn" or "Glyphid Warrio" each some seconds
- Launch a "sporeball" wich increase the attack speed and movement speed of the nearby Glyphids
- If is surrounded create a roots wich ensnare the Dwarfs (They can't move or jump) for a few seconds
Magma Dreadnought :
Well,the current Glyphid Dreadnought with a "Passive earthquake when he do the AoE attack
Radioactive Dreadnought :
- Passive AoE Radiation wich deal damage to the dwarf and heal the nearby Glyphids
- AoE attack wich create a "EMP" wich shutdown the electronics (Flares,HUD,Ammo info,turrets,etc...)
- Launch a radiation spike with deal radiation damage for a few seconds
Sry,I didn't speak very well english.
Why if you need to retrive the mule, you get to hear there previous Dwafs didt make it. But you dont see anything of the previous group. There are no signs that there were mining there 😛
Add a minimum range to the gunners Zipline, 5m. Will save people the pain of misclicks.
Also, maybe change the default mission name to "New Employee" or something, can be changed in options but new people wont know that. Will be helpful for both sides
An idea for solo:
Have bosco be able to be changed for other robots with different perks like a mini molly that is a mobile small depository.
There is no need in small depository in solo. 🤔
But what if we would able to hire for mission bosko as 5-th player?
Or minimules (as depository for every dvarf).
Or 1 free supply pod (pre-order it for credits before the mission).
Or dvarf-robot, which can only catch attention from bugs (it has ~300 hp and needs a repair when bugs broke it).
Make voice in-game local and environmental (a la mumble). Make it more like "shouting" in game, not radios. Might encourage teamwork. Also be hilariou when you hear people get ripped up by leeches or blown away, etc. "AAAAAAAAAaaaaaaa......"
Additional suggestion: Add radio filter and minimum volume when a dwarf voiceline is spoken at the edge of the audio radius.
Currently in game, when a dwarf is far away, the volume of their voice to the listener drops off.
I suggest that at a certain distance, an additional directionless sound source is created, which plays the speaking dwarf's voiceline at a fixed volume, with a radio filter, to imitate a dwarf speaking over the comms.
This would make it easier to tell what your allies are doing in the next room, such as leech responses, M.U.L.E requests and inventory responses, scanner pointing and shouts, while also adding to the immersion of the experience. Perhaps some proximity relevant sounds should not be "spoken over the comms", like kill gloats, deposit lines, flare responses, sentry responses, overheat responses etc.
What if we make bosco an optional staple of the team, and his strength scales down depending on how many players there are?
As a coop only player, I never really saw bosco ☹
What about an achievement for which you need to retire a character without ever moving a barrel with him? Seems to be a challenge for me at least 😄
I would suggest a gameplay mechanic.
There is the freeze mechanic where we have to press A+D frequently to unfreeze us.
I would suggest something similar to the "spider web". It's slowing down and takes sight from the player. I would increase the overall duration time of the spider web a littlebit , but also add the mechanic to free you faster from the debuff.
I thought it would be a nice element if you would "shake" the webs off of you. Shaking the mouse left and right decreses the duration of the web and you can free yourself faster.
You would still have the slow down and sight taking debuff but now have the ability to free yourself faster from it. And all you do is pay with your aim accuracy.
Cheers
Edit: Which doesn't mean you have to shake to get it off it would just take a little bit longer to wait for it to disappear
Disgust voice lines for drinking leaf lover's special instead of "Cheers!" and stuff would be pretty good for adding some extra flavor in the game
Suggestion for the retirement System.
A funny way to ritre would be to drink a "reset" beer.
You reach lvl 20 fullfill every quest, and after the last quest the Chef should say (after his current line) smth about a special beer only brewed for the retirement.
The beer then will have the costs of the current retirement costs. Drinking that beer will make you wobbly, completly drunk and maybe even dance till the moment you just pass out and spawn as a fresh lvl 1 dwarf
"Limited supplies" Mutator.
Somebody drank too much and stole all stuff from the medical locker, resulting in a shortage of medical supplies.
Basically, you either cannot revive your teammates on such missions, or the amount is limited and maybe refillable on the resupply pod
Similar to Tobunar's idea: Revives require syringes/defibs or whatever, you start with a limited ammount and they can only be resupplied at a resupply
Suggestion 2 - As we now have weapon choice, can we add an armoury to the drill head so that you can change weapons as the situation dictates in point extraction?
The Statues of the Dawrfs shouldn't disappear after retirement D:
@tepid spindle discussions go in #suggestion-discussion
Let us use text chat in the mission rewards screen
Not sure if this has been suggested before, but make glyphids have a different color scheme/palette depending on which biome you're in, much like how the Glacial Strata has different colors for it's glyphids.
Damage dealt statistics in rewards screen. And maybe have an option to show number of HP left inside health bar while damaging bugs
Trello for suggestions only?
Typo: under statistics, "equipment upRGRrades purchased". Also under statistics: NO SHIELD stat shows up twice with differing values. A more general suggestion from someone who recently started: putting the cursor over the color-coded circles which indicate which classes are already in-game should bring up the related class; it takes a while to figure out what each color refers to!
after screen primary objective icons. scanning bug shows health bar above
Swap around some beer perks:
Glyphid Slammers do increased Glyphid melee damage and the Red Rock Blasters give you reduced explosive damage taken.
Add really hard to get achievements (such as speed runs on a certain difficulty). This would encourage me to play more once i’m maxes out
I already suggested the statues in the momorial hall not to disappear after retirement.
A Simple and maybe encouraging idea would be if the statues display your tier of retirement level.
Means -> Tier 1 Bronze Statues
Tier2 -> Silver Statues
and Tier3 -> golden Statues.
Because atm. reaching lvl 20 isn't too bad and everyone with a little bit of time can show you his full gold memorial hall.
A game mode in which players deploy in different locations, each in a small drop pod with a mini mule that follows the player it dropped with. This could then be used in multiple different ways, a couple of examples being a PVP race to gather the most minerals and escape whilst having to fight the other player(s) and Glyphids (could be done as a free for all or with teams of two). Or you could have it be a PVE mode in which the players have to group up before progressing into a more dangerous sting of caves as a group.
This would add a new way for the player to be able to interact with the Mini Mule, and introduce a new and unique mission type
@flint hamlet that's been suggested before.
I apologize. I didnt see it anywhere here or on the other forums I checked before posting, and nothing popped up when I tried to use the search thing on the top right. I posted about it on Steam just a few minutes ago, if thats what youre referring to. If not, should I delete my post? Edit: I have seen similar ideas, but none so far talking about having the players start in different areas
Option to load flak shells into the autocannon, either as a loadout option or an ability. Flak would essentially create a small aoe explosion that doesn't deal too much damage, but strips the carapace off the glyphids for extra damage with an innate damage bonus against all mactera type bugs.
Since holiday stuff if now in mission, I feel like a host should be able to turn on or off the special lobbies and in-mission stuff, if they so choose.
the Mactera for the next halloween update should be flying pumpkins :P
Make the Escape Pod (including bridge) free of Friendly Fire as to combat trollery
Tweak minigun cooling upgrade to also decrease delay between start of cooling so it would be possible to shoot short bursts until out of ammo
Bring triple xp missions back
This helmet
Don't know if this belongs here, but you guys seriously need to rework your feedback #367228139287478272 . Half of it is implemented already 😄
@drowsy pier the helmet is in game already
I've been getting my booty munched way to much by the overwhelming CQB of salvage missions (particularly the defense part), the zone is my only problem. I've also had defense points on literal 1x1 pillars during exploder infestation missions. I know "UR JUST BAD, GIT GUD" But at least make the zones bigger with less cluttering visuals and swarms could spawn a little farther away (Even just 3-5 meters farther) so the close quarters is a little less nauseating and team damage is a little less common.
@lean haven I dont think so, there's just one, called "Pumpkin king" (smily pumpkin) but you can see the evil pumpkin model on the space rig pumpkins but I can't find it in the vanity shop
In the future when new classes are added, maybe more than 4 dwarves at once?
Since XP changes have been hinted at, It would be nice for a rebalancing of XP rewards at the end of each game as right now salvage/point extract/elimination give far less XP per minute than egghunt and mining expedition. This would help reduce the people grinding and get them to choose intresting missions as whatever they do is close to optimal.
In the salvage ops you guys should add either empty ammo resupply's or half full ones. To add to the flavor of the mission
Add an option to disable camera shake (when supplies and mining head drop)
1 of 4 | Note: formatting not compatible with some mobile devices.
+----------------------------------------------------+
| < Achievement Suggestions > |
+----------------------------------------------------+
| All that glitters | Survive Crystalline Caverns |
+---------------------+------------------------------+
| Hoxxes Hope | Survive Dense Biozone |
+---------------------+------------------------------+
| Decomposed | Survive Fungus Bogs |
+---------------------+------------------------------+
| On the rocks | Survive Glacial Strata |
+---------------------+------------------------------+
| Well done | Survive Magma Core |
+---------------------+------------------------------+
| Irradiance | Survive Rad. Exclusion Zone |
+---------------------+------------------------------+
| Subterranean a’salt | Survive Salt Pits |
+---------------------+------------------------------+
| True grit | Survive Sandblasted Corridor |
+---------------------+------------------------------+
2 of 4
+----------------------------------------------------------------------+
| < Achievement Suggestions > |
+----------------------------------------------------------------------+
| Miner disturbance | Kill your first Glyphid |
+--------------------------------+-------------------------------------+
| Behold a white horse | Kill 1,000 hostiles as Gunner |
+--------------------------------+-------------------------------------+
| Followed hail and fire mingled | Dig through 1,000 m with Driller |
+--------------------------------+-------------------------------------+
| A fiery red one | Reload turrets with 10,000 rounds |
+--------------------------------+-------------------------------------+
| A yoke in his hand | Grapple 10,000 m with Scout |
+--------------------------------+-------------------------------------+
| Bring the rain | Shoot 40,000 rounds of ammunition |
+--------------------------------+-------------------------------------+
| Dig out, or die out | Dig 100 m during extraction |
+--------------------------------+-------------------------------------+
| Front toward enemy | Kill 10 hostiles with one explosive |
+--------------------------------+-------------------------------------+
3 of 4
+----------------------------------------------------------------+
| < Achievement Suggestions > |
+----------------------------------------------------------------+
| Industrialized death | Kill 10 hostiles in one burst |
+----------------------------+-----------------------------------+
| Aliens from beyond | Complete a co-op missions |
+----------------------------+-----------------------------------+
| Birds on a wire | Use a zipline |
+----------------------------+-----------------------------------+
| Crushing defeat | Kill a hostile using rock falls |
+----------------------------+-----------------------------------+
| The only way to be sure... | Destroy 100 Glyphid Eggs |
+----------------------------+-----------------------------------+
| Pick your fights | Kill a hostile with melee attacks |
+----------------------------+-----------------------------------+
| Fire in the hole | Kill 5 emerging Swarmers |
+----------------------------+-----------------------------------+
| Direct deposit | Single deposit 80 ore |
+----------------------------+-----------------------------------+
4 of 4
+----------------------------------------------------------------+
| < Achievement Suggestions > |
+----------------------------------------------------------------+
| The sugar must flow | Heal with Red Sugar |
+---------------------------+------------------------------------+
| Once more unto the breach | Survive final retirement mission |
+---------------------------+------------------------------------+
| Pensioner | Retire a class |
+---------------------------+------------------------------------+
| Harpooned | Get a kill with the Flare Gun |
+---------------------------+------------------------------------+
| Rotary rhinoplasty | Get a kill with the Power Drills |
+---------------------------+------------------------------------+
| Peashooter | Get a kill with the Heavy Revolver |
+---------------------------+------------------------------------+
| Terrible two | Have both turrets deployed |
+---------------------------+------------------------------------+
https://www.youtube.com/watch?v=YKp26z4ccCs&feature=youtu.be
Class icons are used to distinguish different classes who wear same cosmetics
Vampire buff had been suggested before but I would suggest a buff in light of the difference in enemy size, e.g. Glyphyd Warrior 5 hp but a Praethorian 10-15 (ish) hp, Glyphyd Spitter 7-10 (ish) hp
Less Mactera Grabbers (on Salvage) when you are with 2 or even 3 people. It's BS when they come in pairs, grab you and you fail the whole mission just because of them getting you away from the objective
Host migration has been suggested multiple times
Haven't found anything like it: multiple waypoints and perhaps a way visible to you only that connects the dots. Would make it useful to make a line down into the cave that you can use to get back out again easily. Having only one waypoint is quite useless I found
Suggestion: Throwing eggs/large items at the MULE autodelivers it if you hit it
@jade egret suggestion addendum: fix throwing for non-hosts first
anyone can pick a mission (host has to enter drop pod to start still) and/or why do different people have different missions from me sometimes
Lootbugs spit about 1/3 of thier resources straight down. If you don't dig under them first, thoes resources tend to get lost to the ether. Maybe something could be changed on that?
Edit:
After playing some more since the patch today, lootbugs are shooting even more into the ground. Multiple times ther was only a chunk or two shot out above ground.
random idea-what if we could customize our quarters area. i think it would be nice to have a touch of personality to the rooms.
another idea- for some cave systems i think something that might be worth adding is a cave rupture. kind of like an earthquake but when in small caves the cave can start falling apart and chunks of the cave can flatten players which need to be picked up by teammates.
@fiery yew both have been suggested. Please use the search function as per the PSA in pinned messages
5th character: Hunter/Trapper
character with stealth tactics, trap and long range "hunting"
armed with a sniper rifle as a primary, and a crossbow(not sure) as a secondary
his gadget are: Electric field trap, wich it damage, and slow down aliens
HE mines, explode when something walk on it, or someone...
grenade: sticky bomb: explode at impact and release a sticky substance (like the same thing on fugus bogs or the substance release by the mactera bomber)
New Tier 3 Perk for the Drillers Armor upgrade. Correct me if im wrong but 50% less fire dmg is useless compared to others buffs.
You cant burn yourself and the only map which requires it is the magma map.
I find it odd you can get 5 hp out of a Suicider with Vampire while it hasn't even exploded...
Another thing on Suiciders, isn't it odd that you can dismember even the largest of enemies but not Suiciders? As if they are immune to satchel charges and still take time to swell and explode. I'd say make it able for us to dismember and thereby disarm them when inflicting enough damage at once (e.g. satchel or maybe even a grenade)
add beards to the default gunner and driller, can't stand seeing new players with beardless dwarves, this is an extremely important fix
Bosco improvements
- Could hold equipment from classes to give a more rounded tool set and help solo players get around easier. Right now I think that solo players / duo players are kinda put at a disadvantage timewise (critical for point extract). This means slower XP and more time spent holding right click to mine a path (not really engaging).
- Bosco's mining could be directed so that he doesn't leave gems in the wall or ceiling. Personally he always seems to leave the gems up there, which kinda defeats the purpose of having him mine it. But this could just be me. 🤷
- He could apply a small knockback onto minerals he mines to make sure none get left on a ledge which commonly happens right now.
- Bosco could collect some secondaries maybe?
Not the most important thing, and sure the focus should be on mutliplayer. But I do feel singleplayer is very slow relatively speaking and consequently less engaging due to the equipment disparity.
@polar tide this channel is not for discussions. If you wish to discuss ideas, use #suggestion-discussion
Maybe you should create lobby-only-servers for 50 players where they can just sit at the bar, dance conga, headbutt each other and do other stuff before actually playing the game. After a group of players has teamed up in this place (and had loads of fun), it can go to the ship station, pick a vessel and basically start a game as per usual. This party of 2/3/4 players will then disconnect from the lobby-server and enter the host's one.
If this sort of interaction amongst many players works in other games, why not add it to drg?
Make the egg locations/sacks/pockets raise your temperature in Glacial Strata since they naturally produce heat for the egg (at least I assume they do)
more eye colors
A "Cave stability" info wich show if the cave is Inestable (A lot of Earthquakes and the explosives provoke more Earthquakes) , or Stable (Less earthquakes or none)
Basic tips in the loadscreen to help beginners get better at the game, and use team synergy better.
Purchasable armor patterns. If customizable colors isn't doable (it probably would make it harder to tell what dwarf is what at first glance), then alternate color patterns on the armors would add more customization while hopefully not making it too difficult to spot who is what. For instance, the gunner's options should probably always be some form of camo. I love the gunner's newer armors, but I do slightly question the tactical value of painting your armor in deep forest camouflage when your job involves being in a cave all day lol.
Character idea: he can synthesize or create barrels during a mission to be used as jump pads. For a weapon he gets a powerful bolt action rifle mostly for the opportunity of trick shots from bouncing on barrels
Reposting a Tweet I made: My friend's and I came up with an idea for an SOS event while on the space rig, where the mission controller announces a current under-strength team is in need of assistance, (the team can hit a button on Molly or something) so their mission is highlighted and on priority to join. Also, flashing lights + sirens. This idea comes from when me and my friends are doing say a Hazard 4 with exploder infestation or something, and we're getting wiped out, or a dreadnought and a swarm are present at the same time. Any scenario where we need backup. Often we can go entire games without someone joining, and say if you're lacking a Gunner on a mission where you need cables it can get pretty hard. Also there's always that one game where you're hit by a nasty swarm and you're on 79 Nitra, no ammo and you can't find any.
i just read the roadmap and had an idea for update 21(exploration and lore). how about players being able to create their own journals and filling them with personal knowledge, so if you like to test stuff you can document it on your own RATHER THAN having a fixed journal(like a Pokedex with infos about them buggers) with unlockables like in every other game
DANGER IN THE DARKNESS
===
Some users have been wondering about the addition of new hostile mobs. Most creature suggestions revolve around new species, or new attack methods. However, this will focus on content that might be easier to implement; with a focus on creature behavior rather than reinvention.
---
< Glyphid Sentinel >
* Warrior sized (medium)
* 100 health
* Deals 10 damage per hit
* Are heavily armored, with 3x armor of Warrior counterparts, and are impermeable to explosive blasts (effectively ‘shield’ other units from explosives)
* Mandibles (mouths) are muscular and heavily shielded by exoskeleton; mouth only vulnerable when vocalizing, otherwise invulnerable like Dreadnought
* Spawn in squads of 6 - 8 and target Dwarves that are weakened, or alone
* Should help to keep squads together on higher difficulties
< Glyphid Brood Keeper >
* Acid Spitter sized (medium-large)
* 240 health
* Deals 15 damage per hit
* Spawn only during Egg Hunt and Elimination missions
* Defend Alien Egg sites and Dreadnought cocoons
* Employ long range leap attacks, quickly closing to striking distance, or pouncing unsuspecting Dwarves from cave ceilings
* Aggressively pursue Dwarves handling Alien Eggs, pouncing to force the Egg carrier to unhand the item
* Will snatch loose eggs, run off with them, redeposit/hide the egg, and guard it
* Defend Dreadnought nest sites, and discourage min/maxing of waking Dreadnoughts
+1 for better visuals regarding the zones, it is very confusing and doesn't mix well with monsters
DANGER IN THE DARKNESS (con’t)
===
Additional hostile variations for consideration.
---
< Mactera Carrier >
* Mactera Bomber sized
* 500 health
* Has no direct method of damaging
* Much like bomber counterparts, serves to harass Dwarves
* Glyphid Spawns cling to the Carrier and drop off on ‘bombing runs’ (like Glyphid paratroopers)
* Allows swarm units to gain mobility free of terrain, and quickly cut off escape routes
* ‘Trashier’ units offer little additional difficulty because they are cut down en masse with great ease by players; the Carrier would give them a chance
< Mactera Spotter >
* Mactera Spawn sized
* 100 heath
* Has no direct method of damaging
* Idly patrolls areas of the map (especially those rich in resources, objectives, large caverns, etc)
* Upon detecting a Dwarf, the Spotter calls an alarm which summons a swarm
* After alarming, the Spotter retreats to the rear ‘echelon’ and continues to shriek intermittently to continue calling reinforcement
* Players must kill the spotter to stop the influx of hostiles and end the swarm
* Can be used to lure teams away from objectives, and prevent ‘fire power’ bum-rushing objective locations (in some cases ignoring swarms entirely)
* Will help enrich combat: as of now players are simply harassed by swarms, with hostile influx having very little to do with missions progression outside of ammo count
Structure:
A new biome like ant caves combined with bee hives where be nice
something which has very small and long corridors connected to each other (like blood veins) and only sometimes medium caves ( for dreadnought fights or point zone extraction )
Material:
1.] Bismor, 2.] Croppa (even if "1.] Jadiz 2.] Croppa" would fit better....)
Design:
It should remember to bee hives (yellow orange) and ant nets (brown/wood like with white slime/webs/eggs)
Haze: Dark orange/black
Walls: yellow/orange (hive like)
Tunnels/floor/ceiling: black/brown (wood like)
or via versa....
Objects:
- White Eggs,
- Spiderwebs,
- Slime white/grey (similar to green stuff in fungus bogs) is changing the movement of plays like on ice instead of behave like glue (still some sec. after exit the slime),
Crumbs
Grass like plants
Honey Comb like stuff (for the medium caves)
Small Sand/Rocks
Spikes (white/grey)
Wood stubs
.
Because of Structure:
@surreal dirge go make a fan community
When the devs implement alternate weapons, have a dwarf's current loadout visible on their model holstered or collapsed into a compact form and stowed
Have a giant version of mactera-esque enemies as a boss that flies in the air (Mactera Dragon perhaps?)
since update 19 is about guns you should finally let driller and gunner pick up planted satchel charges (this has been suggested a ton by now)
its not beer, but i think that a shield buffing holiday beverage called dreadnog would be cool.
A watched drill never bores (1/2)
===
This suggestion covers wave defense mission type. Understandably, missions of such kind have been suggested many times before, but the vast majority of proposed wave survival/defense ideas lacked detail about how a such missions would play out in-game. A quick search reveals they’re pretty much all generic suggestions; lacking distinction, or unique factors that would set them apart from other mission modes. So here it is:
---
# Mission: Deep Recovery
< Setup >
* Mission type bears similarities to Point Extraction, but with noticeable differences
* Cave generation characterized by a bundle of interlinked, spacious caves; team is deployed at, or near the center
* Team is assisted by a squad of Mini-M.U.L.E.s
* Dwarves are tasked with locating large deposits/nodules of a mineral called ‘Durantium’ (placeholder name)
> Due to extreme natural durability, Durantium is impossible to collect manually, and is distinctive enough to show up on scanner readouts
* A drill platform is used to mine Durantium
> The platform is smaller than a mining rig, but larger than a resupply drop - hence the team is given Mini-M.U.L.E.s to assist in mineral collection
> Drill platforms do not come equipped with their own turret defenses, but do have supplemental lighting
< Operations >
* Upon locating a Durantium node, a team member marks it and Mission Control dispatches a drill platform to begin collecting the ore
* The act of calling in the drill platform allows time for team members to explore and/or collect some Nitra for the battles ahead
* Defense of the drill platform is necessary to allow mining to continue
* Hostiles will attempt to damage the drill platform
* Damages are to be repaired; thus, enabling collection of Durantium
> Repairs are done in the same way Mini-M.U.L.E.s are repaired
> Inoperable drill platforms not repaired and reactivated in 90 seconds results in mission failure
A watched drill never bores (2/2)
===
< Bonus >
* This mission type has no secondary objective; instead, mission rewards include bonus credits based on total Durantium extracted
* Each mission has the regular two biome-specific Crafting Materials, but also contains randomized Anomalous Deposits, along with extra chances to discover Bonus Resources (i.e. Bittergem, Gold, and Compressed Gold)
* Hazard level determines the number of Durantium nodes that must be mined (Hazard 4 having four separate locations)
> Only one drill platform may be deployed and operated at any time
* Mission length/complexity determine the total Durantium that each drill will potentially recover
Weapon idea for Gunner, make a Shielded Chaingun/minigun (Like a portable version of what is below)
Stat Ideas:
When Firing receive [% damage reduction] from the front
Slower firing Rate
(Perhaps) More accurate to start out
(Perhaps) Less total ammo
Twitch-Prime items? May attract prime users and streamers to DRG since new items get announced in twitch. Maybe do it later when game is more 'ready' for all. (Im not prime user btw)
can we give the driller's drill arms the same crosshair as the gunner's zipline and the scout's grapple? and give the scout's grapple a normal crosshair? scouts don't really care about their grapple angle but when you're drilling a tunnel angles kind of matter.
please do not add items or other features you can only obtain by paying for an service (e.g. twitch prime, discord nitro, buying other games...)....
@near glacier the devs have already stated they won't be doing water physics, and the idea has been suggested many many times before. Please be sure to use the search function as per the PSA in the pinned messages of this channel.
How about a cross bow with explosive arrows and a grenade/beacon that marks enemies through the walls
new armor idea
Exploders should probably make noises when they're creeping up on you or have their damage nerfed if they can jump on it and in like swarms of several as a rock boy is trying to dig in peace.
each class has their own colored flare, so you know who's been where
So.. we all love the glypid slammer.... right? We all love making our drunks look super cool when they shoot aliens and mine gold.. right? What if we have a hat that is a glypid slammer on its head (the dwarfs head is inside of the cup)
I asked some people that i played some games with and they said it was a great idea
Saint Nick (Santa) armor and hat for Christmas. we've already got the fat and beards
I just thought of something, I just like to spit ball ideas here and there but since Deep Rock Galactic (the company itself) is interested in Glyphid Eggs, there could eventually be a class that works with the Glyphids themselves. Like a Beast Master. Give em commands to guard , patrol, etc. idk something to that caliber
Ranger class or wrangler class
@near glacier Hello there Lead Artist. Any chance on getting our hands on some juicy DRG propaganda posters, or some concept art?
The press kit is quite barebones at the moment, and I really wanna hang a DRG poster somewhere
Change Iron Will so that the recharge is not time dependent, but requires players to mine Red Sugar for recharging the after-death survive.
@smoky trout @urban verge wrong channel for discussions
Give Iron Will it's own hp pool
- After reaching 0 hp, you enter Iron Will, wich gives you, let's say, 100 hps (number may change due to balance or whatever).
- You will still die after 9 seconds (or whatever perk level you're on).
- If you lose, for example, 20 of these 100 hps while you're in Iron Will, the next time you die you'll only have 80. If you reach 0, the perk cannot be used again, and you start dying like anybody else.
While in Iron Will, you cannot heal yourself (or maybe you can. that's up to whoever balances the game I guess).
The problem right now is that stuff like reviving an ally in the middle of a swarm, or throwing a c4 on yourself while surrounded by pretorians, is not a real problem if you have Iron Will.
With my suggested changes, you CAN revive someone while he's in the middle of a swarm, or throw a C4 at yourself, but you'll waste all your Iron Will hps, meaning that you won't be able to use it anymore.
This way, you'll still have the "balanced" advantages of Iron Will, and make the unbalanced advantages have a real cost.
Literally be able to do ANYTHING against a cave leach after being grabbed would be good. Especially when you also have iron will. Hell I can't even pull a pin on a grenade or demo pack and take the damn thing with me!
Add a simple menu to sentries in which you can select what a sentry should focus their fire on first (enemy priority list), e.g.: Exploders > Swarmers > Warriors > Praethorians > Teammates
a smoke trail for the engineer's launched grenades so you can see their arc
Maybe a pvp/arena mode where employees can settle disputes without damaging company property
More Karl references :v
Suggestion: Make scout's grenades affect armor-less dreadnought
I mean, his grenades are already horribly bad, at least make them work when the Dreadnought loses his armour.
...or give him some actual nades so he can do something when there are more than 3 enemies.
EDIT: Or even better, give us the option to chose our grenades from the loadout terminal.
rare "bug ore" drop chance after kill, different "ores" from different bugs. Color theme from respective bugs.
3rd person view maybe, could be cool to see his dwarf killing bugs with the vanity we bought
Saw inbound upgrades for Bosco on the roadmap, has anyone entertained the idea of upgrades for the mule, in a similar fashion to how the beer works (mounted gun, higher move speed etc.)
More kick reasons or better yet, being able to manually type out a kick reason, so you'll know what actually got you kicked rather than having odd reasons such as "This was meant to be a private game" or "I have my reasons". These alone are too vague and don't tell you much
strong arms perk should affect grenades too, doesnt make sense if it only works for flares
Make the secondary quotas in the Elimination mode based on the amount of a particular enemy destroyed instead of the normal quotas. (EX: Kill 500 Glyphid Swarmers- 352/500. Kill 200 Glyphid Warriors - 137/200 [made up numbers, but you get the point]).
New weapon: Scout sub slot (4 - Replaces Flare gun)
"Rhino" Coldlight Pistol
Model: Chiappa Rhino
Max ammo: 100
Clip size: 9
Damage: 15
Recoil: None
Weapon type: Semi-automatic Pistol, Hitscan
Developed specifically to work on Glyphid and Mactera biology, each chemically-laced round fired from this high-tech pistol at a living hostile target combines with their makeup, causing the creature to glow for a short period. (30 seconds) Multiple hits to a single target will increase the intensity of the glow.
New mission type: Quarterly Review
Mission Control comes down during another mission type and acts as an escort mission as well as a normal mission
Hola
I recon it was be awesome to have a animated portrait on the top left of the screen showing off their current mask or helmet that they are wearing, to show off their vanity items.
And there are different icons or animations to show if they are being attacked (CaveLeeches or Grabbed) and being down (Static fuzz with a lot of distortion)
- if it is hard to tell who's class is what, just color the rim of the portrait to the according class (Red= Eng) etc
- I've always found it hard to tell if my teammates are being grappled by Cave Leeches, especially when they have no mic. By the time i found out, they've lost a bit of health Edit so having animated portraits displaying their status would be extremely helpful
Being able to join a mission when you're in a lobby (space rig) already so you don't have to leave first
Being able to see player level and class level when in a game so we can have an idea of what kind of players we have and their possible disadvantages (e.g. little or no upgrades to weapons)
A perk with which you're less hindered by slowing terrain and circumstances (e.g. goo, earthquakes, sandstorms, blizzards)
Can we arm wrestle in the bar? Could use the same "A+D" mechanic as trying to unfreeze ourselves
Not for the game, but rather the server: An FAQ channel for people to be referred to so that way common questions are much more easily answered (and less frequently asked)
a beard type that has bits of glyphid guts hanging out for the next Halloween
No idea if this would actually be possible, but maybe a new variety of Glyphid that are like giant moth's, and are attracted to your lights.
Iron will is my favorite perk but I've been relying on it too much and feel it out shines the rest of perks, I have a few simple balancing ideas for it and pretty sure one of them was already mentioned
- increase the cooldown to 2~3 minutes, 45 seconds is too short since the player can easily outrun the enemies for 45 seconds (arguably can do the same for longer)
- when you're in 'iron will mode' the amount it lasts should depend on how much damage you've received, the more damage you receive the sooner it'll end (adding a countdown or a bar indicating iron will's timer is recommended)
- instead of reducing the movement speed don't allow the player to revive others during its effects, with no movement impairments the player will be more able to hunt down sugar or resupply pods (or just use vampire) instead of cheesing it by reviving teammates
I'm new to the game, bought it yesterday, but I've played at least one match at each biome and one thing I was expecting and didn't actually happen was a few biome specific aliens for each biome. Apart from the frost variant of the huge acid guy in the frost biome I didn't see any other different alien. Having something like 2 or 3 new aliens that are exclusive and thematic to each biome would make the game even more refreshing and replayable when you're doing a lot of missions one after the other nonstop
Suggestion for #suggestion-discussion: would it hurt to lower the slowmode timer? Isn't the purpose of the channel to discuss suggestions at length?
New beer: Looters Lager - 15% extra non-mission ore mined (bismor, pearls, croppa, etc.)
I would like to see an option to create a "clan" or a "company" together with your friends/people you meet ingame. having the possibility to play with more than 4 players at once for a greater goal? I'm not talking about the 4 dwarves in the mission but about the possibility to unlock stuff for your company's base etc.
If i join a game that is already running. It would be nice that i can buy in the loading screen a beer buff
Or let beer buff stay if you drink it in spacerig and then join someone's game
Could you look into adding more personality and voice-lines to the different dwarves?
I suggest an option to disable chromatic aberration !!
Armor dyes,
Maybe mining on the asteroids around Hoxxes?
Let cave leeches eat lootbugs and spit the minerals beneath them. To effectively work as a lure for greedy dwarfs to get into leeche range
More areas on the space rig for screenshots? Like expansive windows and biome simulators.
Still waiting on more than 4 player raid style games, workers unions were only permitted for the miners in their contract to deep rock if they serve another purpose as well, weekly raid events to wipe out colonies for fairly large pay-outs, the map of the colony is slowly worked through for an extra, Huge payout depending on how much you helped. BASICALLY BIGGER BOSS BATTLES. Along with this, the Worm creature that ive mentioned before could come wit the final wave
R O C K A N D S T O N E
Kind of like what @sleek shoal was saying except buy beer in the drop pod or from the mule?
Lootbug grinder upgrade for Bosco. Have Lootbugs scream like goats just before they get sucked into the blades, ore and goop ejected out the other end.
Training mode which is a holo-deck on the space rig
Mission: Emergency Supplies. Deliver 4(or more) beer kegs to the outpost, they can be carried by dwarfs or attached to Mule but if its get hit its drops the barrels and stops.
Increase the area you can stand in around the defense objectives in Salvage Operations by 20%. Right now Exploder waves in haz 3/4 make the mission an absolute pain to complete because of a sheer lack of maneuverability against the walking minefield. Don't even get me started about doing it in Magma Core.
Rare find: Ancient Brew. A barrel of Godly nectar what can be found on missions and gives +10% damage, movement speed and shield till the end of the round.
Idea: Procedurally generated destructible space stations/Rigs/colonies maps orbiting Hoxxes . I’d imagine Ghostship would make a system similar to what they used with caves constructing modules and connecting them together in various ways while adding environmental hazards and “life” to these cold metal structures.
these maps will house Glyphids and other species of life adapted to space/ a foreign ecosystem(the station,rig or colony itself) left behind and have valuable resources to be harvested not found on Hoxxes.
on the subject of the deposit perk i ask it be looked at again, the defense bonus for it is mostly impractical as most of molly's time is spent way at the back of the group, being dragged over to one individual or just plain being alone.
please if we may consider change defence to mobility as the speed will be in effect at all times.
disturbing alien eggs "nests" should trigger swarms and be protected by tons of warriors. Egg collection feels a bit too much like a regular mining mission. Harder diffficulties could have dreadnaughts called in to defend the eggs.
Could also make molly vulnerable and repairable. bugs would try to free their eggs, and if it takes too much damage, 4 legs could pop out like in a repair mission, and we would have to reassemble and repair to be able to store the eggs back in.
a deployable building for engineer that conjures a zone, similar to a salvage zone (except maybe the size), in which any afflictions such as slowth, toxic gas, freezing or bad vision due terrain or weather, become neutralized as long as players are in the zone. ammo could be in the form of costs to keep the device running in general or the moment players are actively using it
You should be allowed to toggle off and on certain upgrades (such as pickaxe, flare, weapon, armor upgrades). This could be used if you want a challenge once you are max level or playing with low level friends.
Note: 1 of the 👍 and 1 of the 👎 is just me putting those emotes (not actual votes) to make it easier to vote
What if there was a perk that allowed gunner to attach heavy objects (mainly aquarq) to his ziplines?
hm
I've been forgetting to suggest this idea for engineer weapon for a while
behold
Weapon for engineer that replaces grenade launcher
"Blazer" Mine Layer
2 mines per clip, and maximum ammo is 10
50.5 damage, apply short burn to enemies caught in blast
Recoil: none
The weapon lays down small flaming mines instead of shooting grenades, but you can only have 4 mines sitting out on the ground at a time unless you shoot a new one out after you hit the max, in which case the oldest mine will fizzle out.
"For engineers who like controlling the crowds, the Blazer Mine Layer outputs mines that'll sit there till any alien walks over it, which the mine then proceeds to light ablaze and if the alien's weak enough, scatter it over a large area."
The dialogue line "Saved by a machine, how humiliating" which takes place when bosco helps the player back up, should be removed from the Engineer... i mean... doesn't it seem out of place?
unless it is upcoming and I missed it, the shooting range seems like a most opportune addition with all these new weapons mods coming out, so you can test what works best for you
Server/Client IDs
So that you know where you dont wanna join again...
I have a different suggestion that would fix that issue, in the menu where you can mute players in the game, give the option to "avoid player" and make it so the server browser does not show up any games where that person is the host for the player. This would be a personal list, which you would have a menu where you can clear individuals off the list if you just want to avoid someone for a while, or accidentally avoid the wrong player.
monster zero ultra energy drink please
Suggest Physical disc version of the game
I accidently made slip and clicked on the tutorial button while trying to access my setting menu. I think it would be nice to offer an "are you sure?" or some type of protection against slips that can often happen or perhaps move the tutorial button to a different location. Just a simple suggestion!
Sort of an alternate idea of the building for engineer I mentioned: a neutralizing grenade. This grenade would explode into a vapour that dissolves goo, neutralizes toxic gas and freeze clouds, and (maybe) cools lava rock, either permanently or as long as the effect lasts
Revert the Loot Bug Gold/Nitra amount change but decrease their spawn rate to maintain roughly the same effect. Loot Bugs feel really bad now
I think loot bugs are far too common, they should feel like a special find rather than just another thing to come accross every mission. Greatly reduce spawns but grant more items from them. Perhaps make them give you some of the zones special resources when they explode as well.
A better suggestion to those: make it so a special loot bug spwans very rarely, but it only drops zone specific crafting materials, its also way bigger and results in a massive horde if damaged or killed, it also drops quite a bit of the resources
Grenade launcher mod that increases terrain destruction
-preferably enough to reliably explode lava geysers in one grenade launcher hit.
I don't believe it's been mentioned in here( I did search in advance), But the ability for the freeze gun to cool down heated rock on magma core, or the ability to heat up frozen areas using the flamethrower. Essentially being able to use effect weapons to manipulate the environment based on which biome we're in.
simply put, an In-Game timer would be nice, just to see where you stand on completing a mission. It would also allow for people to abort missions, if they find that the map layout is not what they need for a good speedrun playthrough. Thanks!
if you want an in-game timer to be extra unobtrusive, just put a little clock on the targeting kajigger.
An option to have the quick switch only work between the primary and secondary weapons.
I'm surprised this hasn't been mentioned, but Supply Drops should be highlighted on the map and should dissapear when they are used up
@haughty coral they should be marked as empty, because they are good waypoint markers :P
It would be useful if the Engineers rockcrete platforms could temporarily plug up environemtal hazards like magma vents, blizzards, or but nests.
make it so that the scout's grappling gun always displays the distance. it would be nice if the "recharging" was just a bar instead or at least visible along the distance
NAF's ideas he said in passing I'm gonna post for him:
- Display when iron will is ready
- Droppod ramp should destroy terrain
An arcade machine in the bar that plays a drg version of spelunky where you play as mission control
lol a 2d version of DRG but it's actually just the lost vikings
that'd be fun\
Maybe 25$ to play, like a really expensive quarter
mule upgrades
*turbo boost
*Ore vaccum (sucks up ore chunks near it, and dwarves deposit at a speed of x1.5 when depositing into it)
*floodlight
*button that spams dwarfurious with memes he doesn't like
For those who have high ping, often the lag compensation teleports you forwards, and this can be very very frustrating. This is due to you looking like you have stopped on your screen, before teleporting forwards, and then consequntly over a cliff.
Before retirement the added cost of all upgrades is as follows:
Umanite = 1270
Magnite = 1130
Enor Pearl = 1490
Jadiz = 1690
Croppa = 1695
Bismor = 1270
I think there should be some tweaks done to balance out the cost so each mineral is spent at the same amount. This reduces the chance of being in the situation I'm in where I have all I need apart from Croppa which means I just have to play the Fungus Bogs all the time to get what I need. Note: Yes I am aware mineral trading exists. But I would prefer it to be more of a useful addition than a neccessity.
The Driller's sidearm is rather weak, and could use a damage increase, however small that increase is.
the best way I could describe it is like the dinky little pistol they give you at the start of every chapter of Left 4 Dead 2, which will inevitably be replaced with a heavier pistol, or akimbo pistols.
A slight damage increase would reduce the low power of the pistol, and give the driller a better option for ranged combat, and a better backup plan when his flamethrower inevitably drains all its fuel.
TL;DR
gib driller a (bigger) glock
I'd be nice adding a gun for the driller, to collapse terrain and shut down holes for mobs to spawn etc
a Dreadnaught rework would seem in order. I got downed and it targeted me, allowing the rest of the team to easily melee its butt. it didnt give a shit, it just kept attacking me who was downed
Driller should be able to break the ice with his drills when people are frozen, how does the pickaxe work and not the drills 😦
can you guys make it so we can Bhop? 😬
A way to look at another allies inventory, maybe if you ping them or something?
- This would allow for us to not call pod if we know ally needs to deposit
- Allows players to communcate about getting resources
More types of side objectives, rather than just collecting stuff
I would also be down with bringing back eggs as side objective but rather than an egg just some mineral in the wall
Dear DRG, For xmas i would like dwarf beard baubles. Thank you
🎄
Add fortnite dances 👌
As exploders exploder, have the glow scale with as the countdown to explosion goes on.
This would help gamers who are deaf / hearing problems, listening to music know when an exploder is behind them
Suggestion: Just read the news and got to the part about resets. Here's an idea, how about a resource bank? Transfer all or some of your rare gems to it in the event of a progress wipe. A dwarf has to have a treasure horde. (Also makes getting gear back easier.)
As for a progress wipe, surely the game knows how much xp you have gained. If they think the game levels you up too fast you can always apply the xp of 1-20 to the new characters to see how far it takes you. Also if everyone has retired a character at least once, it would be a niceer reset to retire them back to level 1 but with the benefits of 1 retirement when testing out how the progression system will go and a longer road to 20 or the new highest level. Think of it as a benefit of doing your part to help the game get to where its going
I came up with some more in-depth titles for leveling:
Proposed Titles
---
< No Retirement >
[1-5](Tourist)
[6-10](Part Timer)
[11-15](Rock Breaker)
[16-20](Greenbeard)
[21-25](Tenderboot)
[26-27](Rookie)
< 1 to 4 Retirement >
[28-32](Authorized Worker)
[33-37](Employee of the Month)
[38-42](Heavy Hauler)
[43-47](Senior Spelunker)
[48-52](Trained Professional)
[53-54](Veteran)
< 5 to 8 Retirement >
[55-59](Longbeard)
[60-64](Fault Delver)
[65-69](Elite Dropteam Member)
[70-74](Deep Treader)
[75-79](High Risk Operator)
[80-81](Legendary Employee)
< 8+ Retirement >
[82-90](Ultimate Asset)
[91-100](Subterranean Terror)
[101-125](Planet Cracker)
[126-150](Fearless)
[150+](Mythical Miner)
bring back barrel armor
The grappling hook should work more like a sling shot in low grav, if you let go before getting to the end.
The flare gun should catch aliens on fire if you shoot them.
^Flare-gun upgrade that pins a target in place and burns them
more weapon upgrades maybe fire bullet , ap bullet or quick fire and such
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@idle blade I suggested it before not too long ago, but due lack of input, is it an option to get rid of Slowmode for #suggestion-discussion or at least be able to have a shorter timer? The purpose of the channel is to discuss suggestions at length and it's obstructing when we have to either write huge blocks of text at once or having to keep editing our messages, as well as not being able to directly reply to someone
Suggestion: Vanity Items for Molly/Dropship would be an awesome addition. I need a 4 legged walking beer stein to deposit minerals.
No idea if this has been suggested but how about a setting or tick box for making the server list a bit more detailed, like showing what classes are in a match and ping/latancy rates.
Suggestion: 2 teams of 4 get dropped an equal distance from egg(s). Once they have made their way to the egg, they would battle it out, depositing the egg into molly and escorting her back to the drop pod.
The teams would see the egg in the mini map from the start.
Bugs would still be preasent, just less of them.
Maybe as an addition to the gamemod add a crouch feature that enables you to fit through small cracks and have better acuracy
If Molly takes a certain amount of damage she'd drop the egg.
After some time "sudden death" would happen. During this time, no supply drop s could be called and if you died you couldn't be resurrected.
Sorry if I had bad formatting I'm on mobile.
Because of the problem with the Levels explained in article "The Challenges of Balancing an Early Access Game".
Here is a suggestion to solve it in a better way as of resetting everyones saves.
Get the time a player has invested into the game already (steam api).
Calculate the maximal possible ammount of xp a player can achive in 30min. (or use statistics related to the biomes the player has completed....)....
Then use something like (played time) * (max possible xp) to calculate a level (number) and set the level from the related player to that number if his level is higher. do this for every player. do this everytime if something related to xp has been changed in drg.
The Ranks should not be touched or use a similar calculation related to xp.
This will solve the problem with to high levels (e.g. >1000 or >35000...) obtained with bugusing but will keep players save who really invested a big amount of time.
In the lobby, they should add a hide and seek minigame, and if you're by yourself, you could try and find bosco
Re: beer buffs glyphid slammers are fun and all, but it'd be cool if they gave you say +30% xp for completing a mission while under the influence. would make for some hilarious times 😉
@wraith vector alitso make the lobby a bit bigger and make it that u can move object and place it so u can make a barrel fort and hide in
neon fibers hanging from mushrooms
What about an icon for each class instead of a face ?
@haughty coral if you wish to discuss things, use #suggestion-discussion , discussions in this channel will be deleted
Suggestion: "Cave-ins". Time-limited gamemode which consists of players mining as much as possible within a certain time frame. For everything you mine, the timer will go down quicker as the cave system becomes more and more unstable. When the timer reaches zero, everyone dies of a massive cave collapse.
Guess this has been suggested multiple times: Game needs an option to choose which monitor it should use (I have 2). For now, I solved it by putting the game in Window mode, choose a lower resolution, drag the Window to the other Monitor, put it in Fullscreen and native Resolution again.
Seriously - bring back the ability to see teammate levels during a mission - I get WAY too many idiot level 1 scouts joining haz 4 games, and I can't instantly kick them because I can't tell what level they are.
That, and not being able to kick noobs when the mission objectives are complete - very lame.
The solution to the problems I mentioned is to give the server host a few parameters they can set to bar certain players from joining their games, such as a requirement of two prestige levels, being level X at a minimum, having rank Y at a minimum, having all gear upgrades unlocked, etc.
Just had a level 2 engie and a level 6 scout try and join my hazard 4 lobby WHILE typing this - seriously we need this fix NOW.
For when endless mode comes around (eventually) -- have some dynamic mission objectives. As your progress deeper into the cave system and end up really far down, changing some mission objectives as you go from large cave to large cave would be cool. __But, of course, you would need to make this a "Random" mission objectives parameter before starting the mission, as not all players want every mission objective to change on the fly, some people only want to do morkite, while others maybe want to do eggs. That sorta thing.
Some small vanity suggestions:
Alternative reload animations you can buy for creds. I love the scout's swagger when he reloads, kinda reminds me of the reload animations for TF2's scout how he flips the pistol upside down and then back again. It'd be cool to be able to buy a variety of animations for each class's weapons to keep some visual freshness, as well as have a cosmetic purchase that is actually visible outside of whenever you dance at the jukebox or get downed
I think it'd be cool if there were chairs or stools in the bar where dwarves would sit if you stand in them similar to the drop pod chairs
Shirtless dwarves
Commend feature to tell who is a nice player. Something like CSGO commendation system.
Here’s a suggestion that I would like to see in the game. Since the new customization update is right around the corner, could the devs give the engie a shotgun customization that changes his ammo types? (Shotgun slug, 000 buckshot, dragon fire rounds...)
I want to see underground structures, that are embedded into voxels, like in minecraft. Imagine - abandoned research facilities, pirate hideouts etc, with unique features, like armored walls you cant break, traps, enemies.
I would like to see maybe a home building system. Like your own little shack to customize to your liking. Most likely just add it to the little station place
Perhaps a derelict ship mission. You go in to an abandoned space station (Maybe randomly generated aswell) and have some classic corridor shooting, some what like an Aliens where you're in tight hallways and you gotta shoot hoards of bugs, could make for an interesting change of pace.
End of mission bonus XP multiplier based on blood-alcohol level.
This has probably already been brought up before, but I think it would be cool if mineral trading between players was a function.
Minerals mined & deposited during "extraction" phase count for double
Here is an Idea
to make it a bit easier to read each other suggestions
make them on the steam forum and link to them.
then I can remove the slowmode?
what do you think about that suggestion? react with a thumbs up for "I like it" react with a thumbs down for "Buhhh you suck Mads"
Eww no
Sounds good, maybe that way we have some more in depth discussions and not just "add the surface of Hoxxes to the game"
We can hardly get people to use the suggestions discussions channel, I don't expect most people to use the dumpster fire that is the steam forums
Customization of the space station would be cool, being able to change the skybox and planets outside of your space station or different color space kind of like how different galaxies look in no mans sky with their vast colors etc
If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel. @lean haven ah okay
@wispy marten Mads gets a pass cause he's a dev you cheeky boi. I know, but because he started it is also why I didn't give cenrus any guff about it either
i mean i already post my ideas to the steam discussions and link it here, but not everyone playing drg plays through steam so i don't expect that to be the official standard. i wouldn't mind there being some kind of forum-type place that we could all post to, searching through discord is kind of a pain.
😢
Probably has already been mentioned before but being able to change interior armor colors, not the plating really but like your suit etc. Possible enemies that teleport you to different locations full of unique materials like how treasure goblins in diablo work almost.
Can we get 2 weapons for driller? Primary will be a squirt gun that shoots oil, the second will be a flare gun that lights wherever it lands on fire
Let me ask this instead: which location does the DRG crew prefer to read suggestions at?
Having Region Roles for Discord Server for #lfg-steam (CA, US, EU, etc)
@twin bobcat Right here in #suggestions is fine, but feel free to use Steam or Reddit as well - perhaps a bit easier to find there.
Would it be easier to read suggestions if we put them into a document? Sometimes I see good suggestions get buried as soon as they are posted here
If you're writing very long and intricate suggestions, one of the more permanent places like the Steam forum or Reddit is likely better. We do have eyes on the Discord too, however - even if we don't answer directly a lot of the time. 😃
Like a Google Document or Google Spreadsheet would be nice.
Please make facing the direction you look while using the terrain scanner a toggleable option. It used to be so intuitive to look around and get your bearings, and now it takes a lot more time to point yourself in the right direction, often taking multiple looks at the scanner when geometry is complex. It seemed like such a loss of QoL when it was 'fixed'.
Mining 👏🏻 Minerals 👏🏻 With 👏🏻 Drillers 👏🏻 DRILLS
Why not listing how much money where spent in the abyss bar for a month or 2 that would be fun 😉
Would it be possible to add an Anchor mechanic to the Scout';s grapple gun? You hold a key, and suddenly the scout has full use of both hands but can't move from the spot they're at until they unanchor themselves again.
Might've been mentioned before but gun design and being able to change the looks of your weapons, model changes when the guns are upgraded would be nice and possibly if new minerals / gems are added in stuff like materials that could be used to make cosmetics that look similar to the minerals etc.
Basically 'BEDAZZLING' your gun but less gaudy and nasty.
Multiple grenade types for the engineers grenade launcher would be sweet, kinda like how the scout has its own special grenade.
Possibly new gilded armor types for the supporter upgrade for the more updated sets of armor like MK3 would be cool!
I'd really like to also see possibly more vibrantly colored areas and possible random biomes / caves in certain zones.
Perhaps there could be a special zone added that has randomized biome variants accessible via certain prerequisites, could be really anything like a certain time or after collecting a certain amount of a set of items.
(This one probably has already been mentioned but will tie in slightly with my previous suggestion) Being able to customize your room in the space station.
Once theres more weapons also it could be nice to have a fully accessible weapon range in the space station (Obviously you'd have to make there be some sort of model setup making a vacuum chamber or something else beforehand so that there's simulated gravity in the space station [already is p much tho], would be good for testing gunshots for certain things as well as especially projectile/mesh-firing weapons.
Idea: A biome that is naturally well lit in large caverns, but the light itself pulses, and when it cycles high the light actually degrades shields and causes damage.
Can we get a barrel emoji?
Barrel with painted on beard should be the 5th Dwarf added.
And his name is Jimmy
Kinda feels like the Glyphids should gaurd their eggs more
More important Mission Control messages overwriting less important ones, e.g. Incoming swarm should override messages like Secondary objective completed. Currently they very slowly follow each other and you'll be behind on information
Another very minor suggestion on Mission Control messages is that they could use a fade-out or similar transition for aesthetic. Right now they just disappear in a single frame and it looks a bit... eh...
i like the idea of being surprised by them sometimes, on haz 5 they should disable musical warning and stuff i think. And occasionally the mission control guy should be like, crap i missed that one, sorry guys i was on the toilet lol
Having mission control being either sloshed or hungover🤢 🍺 would be funny for a holiday update
it actually probably wouldn't be too much work to just have mission control interrupt himself with a "bridge" like "hold on" eg instead of "excellent work team, secondary objective completed, make it home to collect your reward. watch out, we've got a swarm incoming and it's a big one!" you could have "excellent work team, secondary... hold on! we've got a swarm incoming and it's a big one!"
I would greatly appreciate the ability to raise and lower individual players mic volume
some poeple just dont understand how loud they are no matter how many times you tell them
In egg harvesting mission or kid napping children from another planet, the eggs should have a Defence mechanism where the egg randomly hatches and screams for a mini horde and than runs away.This makes the mission difficult because you have to scramble all over the place to find eggs. Also it’s now unrushible because you would have to find eggs that don’t hatch. I think this would give it a challenge and a good one because usually we would dig tunnels directly to the eggs and come back to base and get back without fighting a horde.
Implant commands in experimental version to call swarms or other things like resuply
@round mountain IE. Experamental dev tools.👆🏽
As much as the descriptions on upgrades like pressure wave are cool, i think you should have separate and shorter descriptions on the confirmation pop-up
Some visual changes to upgraded weapons (Such as bigger magazine) would be nice
For the record, please don't allow us to freeze other players with the cryogun. This will open up more "fun" for trolls
Implement some sort of damage reduction for drillers drill to make it effective to use the drill as a weapon
I know this is a weird one. And some Non Star Wars fans won't understand. But for those who love Star Wars. What about a bomb that sounds like the one Jango Fett used to attempt to kill Obi Wan Kenobi. With that sick sound. BAAAAAAAARRRRRAAAAROAW
Gunner autocannon and potentially all classes suggestion: If I hit shift while shooting, I'd much rather keep shooting than start to run and stop shooting. Disable sprint while firing, or at least make it a toggleable option.
Driller sidearm Subata 120: gear modification 4: high velocity rounds is vastly superior to hollow-point bullets. HVR equates up to 13 damage plus 30% on meaty parts equally up to 16.9 damage per shot on meaty parts. HPB equates up to 10 damage plus 70% on meaty parts equaling 17 damage on meaty parts. Due to the fact the bonus between them on meaty parts is negligible and the 3 extra damage on HVR is constant it makes HPB a vastly inferior choice.
Suggestion: increase the bonus or replace it with something else
The new feature in experimental with the map clipping as you zoom in needs tweaking. I understand its useful for stopping geometry from getting in the way when zoomed in, but it also makes it more difficult to see far, especially when planning a route back to the pod.
- It clips too aggressively, relative to how much you're zoomed in
- The speed at which it clips/unclips is too slow
- Maybe have a button/toggle/something which instantly reveals the entire map on press?
@austere spruce #experimental-bug-discussion
Hello i have a dream where Elves where introduced into the game as a rival company (ISR interplanetary sofistication robotics) where you have to stop them from awaken a Glyphid nest. It was like a timmed event that appears everynow and when and if they get to the nest and awaken them, every mission during the next 2 hours or so will have the "awaken nests" modificator that halves the time between swarms. ISR is a company that previusly tryed to tame hoxxes 4 but failed and wants to see drg in bankrupt, they only use robots as they are too sofisticated to do manual labor, and risk themselves into hoxxes. (the events could be global have a limmited duration, if before the event finishes players globaly have not finished succesfully a x number of missions then ISR has reached to awaken enought nest to aktivate the modifier, if not ISR gets without founds for this project and has to give up for now).
I know this maybe is a lot of work but I think will be pretty cool to have to fight other enemies that are not glyphids.
I dont really know how the devs could do this but id be cool if when you're falling you could put your pickaxe onto a wall and just hang there
@brittle summit that's not a suggestion for the game. Take it elsewhere like #269191611496398851 or #non-drg-chat
So with the latest No Man's Sky Update they're adding creatures that are disguised as minerals that run away when you try to mine them.... I think our DRG boys can make an adaptation of it for this game. 
@still python it's been suggested
Weapon presets 
we need to paint our armors
AMAZING IDEA:
Beer is a very fun part in lobby but why not in the cave!?
Add a cool box that you can drag or on mule so you can drink your bought beer in the caves. A option to choose when buying from bar : in the coolbox : or : drink now :
ok ok no, Today's Special should be 2x the effect of the beer not making it the only thing there to buy, these are here to spice things up and add "flavor" to each mission we go on, the costs can be modified to balence but removal of control is just not sitting well.
Holding the raise-pickaxe button will keep the pickaxe up. Sort of the same thing as in CS:GO with their weapons but with another propose.
znex: Or use gold to call in a beer-pod
Host-set option where all players must pick a class not currently in use.
A unique grenade type for the Gunner similar to the Scout's with his Field Inhibitor, since he is losing indirect-fire capabilities with the removal of C4 charges from his kit and his effectiveness against highly armored targets.
Could have a shorter range than normal, a longer fuse/detonation timer and a damage similar to that of the Grenade Launcher (higher than a thrown grenade, lower than C4), maybe even one less grenade than usual to balance it out (just say they are more cumbersome lol).
I also think a bundle of stick grenades would look cool if such idea is implemented.
I mean, come on, even his suit has a explosion resistance upgrade and he believes a true gun should weight at least 100 pounds, it's hard to believe he wouldn't take a bunch of grenades and wire them together under DRG's nose only so he could blow some stuff up!
For experimental - a special test level - big cube shaped brightly lit cave, tools to spawn mobs, freeze their ai. Good for testing.
remove ramp up on gunner's autocannon. It makes sense for a minigun, whose barrel spins up to a top speed, but for a machine gun it doesn't because machine guns don't cycle any faster or slower than normal based on time spent firing.
For one of boscos upgrades, give it the ability to transform into a dwarf sized platform at a marked location, making it temporarily immobile, and unable to shoot while doing so. This would help scouts and gunners in solo a lot with mining high up minerals and secondary objectives, and could also help drillers and engineers in certain situations.
I'd really like to see a bit more support for HUDless play. I like turning off the HUD because the game itself is beautiful but if extraction arrives it doesn't actually show up on my HUD should I turn it back up. Maybe put setting for HUDless mode in the settings, a few boxes like "HUDless damage effects" (ie the red flash when you get hurt) "HUDless no camera shake" "HUDless map" (Lets you bring up the tab map even with UI off) and "HUDless Pings". I would personally only use the damage effects and the map as I find they would make the game a little more playable without the HUD but the more options the better
Or just make a map mutate be 'no hud', officially support it as a map mutator
Beverage names should have their font made smaller. They should hold at least 30 characters to be displayed on the LCD panel in the Abyss bar (which would be enough).
Idea for a mutator: Encroaching Darkness. Basically everything gives off half as much light to make the darkness seem thicker
Janitorial Bot
---
It would be cool if there was a janitor Bosco-bot that meanders around the Space Rig fixing and cleaning things. There might be some interactions with it:
* Seen performing Drop Pod maintenance, fixing terminals, cleaning residue, adjusting pipes/power conduits, etc.
* Saluting it while it works away, and it gives off a whistle/chirp.
* Retrieves any discarded beer mugs it finds, and perhaps seems a little peeved when dwarves throw them.
* Option to hand them to the janitor, with a random chance of it retrieving a free refill.
* Occasionally joins in on barrel kicking, or does a little jig on the dance floor if it’s nearby when the jukebox is activated.
A fitting name for the janitor bot could be: Filibert, Olsen, or Ida.
DRG has huge potential. I like the art style, combat feels really good, concept is one of the best. But there are some MAJOR deal breakers. The hit screen layer(that blue hexagon thingy) is too big and it shows up even if player takes some very little dmg and is annoying as hell. It should be that damage controlls visibility of the layer. The next con is that TAB 3d map. It is really annoying to look up next location all the time. It should just show you on the screen where objectives are. Next is the hub feels lonely and too big. (hard to manage around for new players..) (Consider making it 20 player hub so the player feels like there is more game population. RN it gave me the feeling that the game doesnt have much population although IK it has about 400 players online)
@sharp jasper if you want to discuss ideas, use #suggestion-discussion
conversations in this channel will be deleted
Better salvage length. Currently medium means 2 mules and long means 3 mules but this difference is near non-existent. One idea would be to multiply the mules to 4, or more, or on the other hand, have more caves to go through and mules to assemble before reaching the cave which holds the pod and uplink
A very minor nice-to-have idea - Mining Lasers. I don't really know how they'd be implemented or in what capacity, but in other sci-fi games with ore/mineral-collection I always loved those things, especially when they can also be used as weapons.
Upgradable Space Rig, use currency to add new items or entities to Sapce Rig, such as, adding to @urban verge 's idea, to buy his Janitorial Bot, add songs to Jukebox, or buy arcade systems with classic mini games
Mutators:
Advanced darkness: at rock bottom even flashlights are useless, rely on natural lighting
Ionic Boost: Thanks to a whole bunch of sciency stuff, artificial light sources are now more powerful
Hegemonic Hives: Glyphids in these colonies are dominated by the more powerful, expect more larger glyphids
Harsh weather: Watch out dwarves, the weather in this region is consistently hazardous; reminds me of home but slightly less dangerous
Anomalous weather: This area is as unpredictable as food poisoning in the bar, expect any kind of weather to hit you on this mission
Give a bonus for bringing back more mule legs (via deposit or holding them in the pod itself)
Basically, add this in as a voiceline in the game.
Make the droppod icon disappear in hudless mode :/
(and any other that still show up)
If we could have a mini health bar on our terrain scanner when looking at a wall maybe? This would let us play hudless and still be able to check our health.
Idea, was playing the other night with some mates and one of them had an idea for a perk that allows you to drink 2 beers and retain both effects. Eg. Dark morkite and red rock. Obv. it would have to be a top tier perk/end game bc it would be op if used on haz 2/3 missions.
Hello game devs, thank you for taking your time to hear out and read my suggestion. As I was playing Deep rock Galactic today, I was trying to think of a idea that hasn't been suggested yet. I'm not sure of this has been suggested. I did a search looking for this in the search bar but didn't find anything. So excuse me if this had been suggested already. But, I was wondering if maybe later on. In the game sometime down the line. If we could get a Beastiary of some short. one that gives some information. on the creatures we encounter and how they work. Might include some lore on what glyphids are, where they came from, how their hierarchical structure works, how they evolve etc. This could be implemented in alot of ways I feel. It could also give the players a better feel for the world the life of dwarves and the dangers they face. It could also explain weak points or weaknessss the creatures have that could help the dwarves exterminate them.
Hey guys
Here is a suggestion. Thanks for reading!
What if there was an opposing NPC "human" mining operation that you could encounter that could provide some extra mission variation:-
- You could have to 'race' them to get to the valuable materials in one mission
- They could have setup defenses and be extracting and you have to assault their position and take their hoard in another mission.
- They could randomly show up on other missions and you have to defend your horde against them.
This could also open up options for party vs party PvP in these game types, when you start at different ends and have to complete an objective that forces you to cross paths.
This could provide various new and interesting enemy types to the game, having "trash" humans with guns, all the way up to an opposing mining team. Also, it would add aesthetic value and more replayability due to the different challanges "intelligent" npcs would provide.
Kind of a small suggestion but here goes:
Along with the new weapons update, a small vanity feature could be to customise your flare colour, obviously separate the scouts flares with the other 3 flares but this would make for a pretty cool aesthetic change
Suggestion,
Being able to lock your bedroom
Vanity pets that show up in your lobby
So the field generator is completely broken. Being able to make your whole team immune to damage makes the game way way too easy. Instead it should slow bugs that enter it briefly still giving protection, this is instead of literally stopping all bugs getting in at all.
When there is more content(guns..), you guys could add system where every weapon and every suit has different abilities. It could provide user with a playstyle he is more comftarble with. There could also be some materials that could br attached to suits for extra effects. (Sort of like LoL runes and dauntless armor system). This would also make players more active on deep rock's social media as they will be posting/searching for effective builds.
as an additional thing to spend nitra on, what about a drill bomb strike. Press 6 and it pulls out your designation but only lets you highlight enemies. You point it at your target area or enemy and within 3-4 seconds an explosively rigged ammo drop falls on that area and detonates violently.
Medic class
give driller the same yellow pickaxe when he taunts
a little status effect on your UI for when you are speed boosted by the scout SMGs/assault rifle or other little things like that would be nice
I'd really like to see an expansion of lore (or at least a release of it). Just a little of everything, why the dwarves are mining here, what the rest of the galaxy is like, the glyphid society, the dwarf society, what the barrels we kick around are actually supposed to do, and of course who style's everyone's beards
A gauntlet style mode where you escort molly through a cave collecting what resources you can, at the end of the cave you enter a more difficult cave or extract with what you have. You keep going until you die (or molly) or extract at the end of a cave. The reason I suggest molly be escorted too is so that players can't just blitz through the end of the level time after time. The ingame explanation for why the bugs are attacking molly could be "she's using a fuel to support a longer mission, unfortunetly it's also one of the glyphids favourite food source."
@molten fossil if you have questions, please take them to either #drg-chat or #suggestion-discussion . Those grenade types and alternate grenades have been suggested many times before as well.
@shy lagoon feel free to post the link.
@near glacier if you want to ask about things, please use other channels. This channel is for posting suggestions only.
I know it's not always feasible for experimental patches, but when updates release for the stable branch and stat values change for equipment and mob health, etc, could we have those numerical values listed if possible because they make upkeep of the wiki infinitely simpler and creates a better patch history footprint that can work to quickly quell misconceptions about values.
Won`t mind seeing own numeric Health/Armor in game aswell
you guys should add customization to peoples homebases
so you can unlock stuff for achievements
and decorate your homebase
On Point Extraction - maybe get 1 of the smaller mules and give it a limited capacity (It will automatically go to the crusher to empty it's depository when full)? If you're all miles away (or there's fewer players) it'd be easier then without long trips back & forth, especially as (idk if anyone else, but me) my game gets some lagspikes on Point Extract >.<
ADDITIONAL: To not make it OP, make the mule (along with a limit of maybe 25 per ore) only be able to carry 1 big item if the mule is empty. I.E you find something like an Enor Pearl (& bigger) and it takes it but is then full (so has to go back and empty)
PSA: There is a search function you can use to see what ideas have been posted before, if you're unsure if what you're about to post has been put up before or not
Search is found through the magnifying glass icon in the top right
**If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel.
All conversations in this channel will be deleted.**
IMO the upgrades should be sorted in columns . Like, damage stuff would all be one column, clips would be one, max ammo, specialty stuff etc.
About support class:
Impact Gun - Shot a high-energy shock wave to the front, kills and repels light enemies, but is ineffective against heavy enemies.
Medicine Emitter - This medicine is very effective for dwarves and can heal them and give more muscle power, but only if it hit their skin - of course, it can also be used to remotely rescue the fallen teammates. But it's a deadly poison for bugs - as long as can hit their weak point, poison will slow down their speed and reduce their attack damage, and continue to cause high poison damage until it dead.
High-efficiency First Aid Pack- it can restore all the health of one teammate, and can also rescue the fallen teammates at a very fast speed.
Disperse Device - It will deployed under the foot, will immediately let the surrounding bugs run away, but only for a short time.
Attracting Device - Throw it out! It will play some sounds which bug are very interested, and with a BOOM!
Smelly Bag - as everyone knows, the bug will not attack dead dwarf. Lying down and pretending to die, open this bag to distribute some smell that the bugs are disgusted to gain enough space for escape.
Bosco - Summon Bosco to join the multiplayer mission! Bosco need battery power now, battery can be charging from supply.
Reptile Exoskeleton Armor - This set of bionic armor allows you to climb on anywhere. But you certainly won't climb faster than bugs.
Need a random event on login to appear not in Private Room, but on floor near Abyss Bar with strong hangover
Addendum to previous idea: have the chances of waking up on the floor increase greatly if you log off while wasted.
Waking up drunk in drop pod with random players when you log in
In game content:
Special components – I recently read a post about a Dwarf Idea with jetpack, which I found very unbalanced and to an extent unrealistic, however I came up with an interesting way to acquire one of these devices. The idea is that in each mission, there is ONLY 1 component of the jet pack [E.G. “1st thruster”, “2nd thruster”, “CPU”, etc…], therefore, only 1 person out of a team may collect it. However, it will be hidden “underground” and can be found with a scanner described in a mission previously. The jetpack will consist of a certain number of parts, equal to a number of bioms in the game, making you explore all the content of the game to get it. When you obtain all the components, you will either have to pay for it to be assembled in a terminal, or a mission with an “Intergalactic Service” can be introduced, where you drop your components in a special shop with a dwarf assistant [Who you do not see as he is very sneaky] and then defend the place while he assembles it. As Jetpack is a very unbalanced thing for this kind of game, I think that it should work on a special kind of fuel which can be gathered in every mission as any other common resource, such as Nitra and Gold, but it has to be processed on the Space rig to be used in further missions. The total fly time of the tank should be no more than 2 minutes per mission, but can be upgraded using rare resources.
Alloys- this game is all about minerals and metals, so why not introduce alloys? They can be crafted in a smelter terminal at the space rig, using the mixture of rare and common materials which can be gathered in the game. The implementation for alloys can be either next tier cosmetic crafts, or customization of your Space rig [I guess this one adds quite a lot to development of new models, so, probably not a good suggestion, but I think that many people would appreciate the ability of customizing their space station. (Yes I Know it is NOT YOURS space station according to the game, so lets call it “in game lobby”))
Greatly boost the range of the It's a Bug Thing Perk, from 2m to 4m to auto-pop the Lootbug are absolutely nothing and always require to almost walk on it to work. 10m to 25m would make the perk more sexy to pick.
We need a on planet surface mission
Engineer shotgun needs some real help right now, it is pretty damn bad compared to his new smg. All the good upgrades for it are on one line. The extra ammo and loaded shells should not be on the same line really as you need both for the weapon to be even remotely good.
Unions/Clans, if you're interested, check my ideas in the #suggestion-discussion channel
This is a sorta the same suggestion I said a while ago. But what about the ablitle to add furniture and decorations to the station? Like a couch you can sit on.
As we all know, each class is getting alternate weapons for both their primary and secondary weapons. Mr. Torgue and I were talking, and came up with alternate support weapons: giving the scout an ore scanner that runs on batteries, 3 total, each with a minute duration that can detect all ore within a certain range (as an alternate for the flare gun). The Driller and Gunner would both get the option of satchel charge or shield generator, and engineer would have one large turret with more damage and ammo capacity, but in a smaller range, takes double the setup time and uses ammo faster (as an alternate for current turrets).
dark morkite should give you a 20% mining boost to all materials and not just morkite since dark morkite is the only boost drink that's only useful on a single mission type while the others can be used anywhere (also it's the most expensive boost while arguably red rock blaster drink gives the biggest boost)
hidden chests with broken parts of the rare gun or armor with special stats
i have an idea for making hazard 4 more difficult, how about making the supply drop cost 10 more nitra for every time you call on one? would make players more concerned about their supplies
Do you guys make merchandise? Because I would fucking love a Cave Leech hat for winter
And i would like a "Die you creep of nature!" coffee mug for my office
I think the Deep rock galactic needs you poster in the memorial hall would make a good actual poster
You need to make a beer that increases ore hold capacity
add a voice command bind for key z that toggles a menu or something to activate voice commands that your team can read and hear(like in tf2)
Not sure if anyone said anything or not but a customizable player rooms/missionbay/pods ect. would be pretty neat
It be cool if there were dynamic rocks in the game. In certain areas rocks could be flying around, and you could jump on one and it'd fly you places
New boss monster idea, some kind of demented cross between A cave leech, a Brood nexus, and a Spitball infector. Call it the Glyphid queen and have it as an elimination mission boss.
👍 👎 👽
A drink that highlights Secondary objectives in a white outline, similar to team hightlighting.
Drunk bonus, so you get extra credits and experience if you complete a mission drunk
Slot machines for space rig 👀
an you turn off the speed boost that the bugs get randomly
and make the exploding bugs spawn less at least on dangerous mode
or make them less annoying by not spawning them at random when you are mining when there is no swarm
can you also make the damage fixed not random cuz i hit bugs at point blank and 40% of the time it does not give me the full dps
and make the game open world and make it have a baby with No Man Sky so i can launch the drill from my mother ship orbiting the planet
also make the mining more like minecraft in which you can also dig to find stuff
and if you have extra Nitra left over from the last mission you can save it for the next mission
and make it so we can build mining outposts by collecting a number of resources on any planet
oh and make a giant room where you can pile up all the extra treasure you don't need cuz you have everything unlocked
(rank indicators symbols icons) new version looks ugly, i suggest to undo it
2 different designs at same time sucks
Sorry in advance for this post being very unorganized, but try to bare with it as I think this could be a very cool idea!
I have an idea for a new type of boss. I’d call it the glyphid hive mind it’d be on the same level of boss as the dreadnaught if not harder. Basically I think it should be an immobile large growth that comes out of the ground like a tree with large slimy tentacles sprouting from its top. The boss would be much taller than a dreadnaught, likely 3 of them stacked on top of each other. The tentacles would drop from its side like the petals of a flower, and in the middle would be a large mouth hole esc area . The boss would attack you by trying to slash you with its tentacles, trying to eat you with the mentioned mouth ,or pick you up with its tentacles and throw you into swarms if glyphids to deal fall damage and lead to your death. Periodically the boss would would raise its tentacles over its mouth to protect itself, and in the process reveal spots on all 4 sides where itd shoot out eggs that when hit the ground would spawn any type of glyphid. To kill the boss you would need to shoot off and kill all of the tentacles revealing where the eggs come out of, when you look down into the holes you’d see bright glowing growths that you’d need to pop. Once you popped all of them the boss would swell up and explode into a bunch of glyphid colored ooze .
The way I picture it in my head is like a tree with its roots at the ground and then it goes up and spreads out. There wouldn’t be branches or anything obviously, just the large tentacles that droop outwards from the body.
This is what the sarlacc pit from star war looks like from below ground, and it most closely resembles what I had pictured in my head. The long protrusions from its body would not be there though.
I think a boss like this would change up the gameplay and combat in the game significantly, and you’d have to think a lot more tactically when fighting one of these. In stead of running around in circles and shooting randomly, you’d have to think harder about how you’d approach one of these.
Possibly even use the environment to your advantage.
What do you guys think of this idea, yes or no? Thoughts, changes and additions? Lmk!
The minigun heat meter needs to be more visible if i want to control it in red zone. And it also would be cool to show heat percentage like the drills.
I put this in the answer to my survey, but I suppose I'll also post it here- Do away with the maximum ammo storage upgrades on the build tree and put that on a completely separate tree. Generally these seem to overshadow other upgrades in its tier, especially the extra big ones at higher tiers.
This way people aren't having to pick between having more maximum ammo to go longer without refilling, have more net/effective damage, and having modifications that actually have an impact on the functionality of the weapon in question.
This would also encourage MUCH better build diversity.
Weapon lore, like giving weapons a company name and background on why they were created.
CHANGE THE FINAL MISSION FOR THE NEW SCOUT PRIMARY TO ANYTHING BUT SALVAGE
Can you make the baby bugs only spawn if you get near the nests, eggs, and holes in the walls rather then them attack with the swarm cuz they are babys and not warriors but add a mother bug that carries some into battle with the swarm. Cuz having the babies spawn with the swarm just seem out of place and they seem to spawn with the swarm just to annoy make it challenging not annoying
oh and the speed boost they get at random lower it cuz ill zipline away but as soon as i turn around they are right on me its to fast cuz ill zipline very far
can you also make the swarms be attracted by noise, flare light, if you get close to the nest, or if you get spotted by guards that portal the map, and gun fire rather then making them find you at random to add a bit of stealth also make it so if you get far enough from the swarm when spotted and you stop shooting and turn off all your lights that they lose track of you but are still around patrolling
oh make the exploiting bugs be the guards not spawn them up your ass at random this would also call the swarm good idea
and this would all work better in a randomly generated open world maps like minecraft. Finding caverns and nests like you find minecraft
but still keep the mission modes for speed and point players and have a open world for players who want to immerse them self in the world and try to survive while mining open endlessly
I though about more quick-time events on the mission, well, don't know how exactly you call it, but I mean the same thing as earquake and sandstorm. But these events should be actually fun AND hard, rather than just limiting your vission or slightly changing the terrain. for now I can think of rocks falling of the ceiling, lava or water pouring out of the cave walls when you accidentally hit the wrong spot, MULE breaking down, gas leaks that make you dizzy, a plant or a small bug that makes 1 of the dwarfs attack their friends with a pickaxe. All this could be accompanied by funny and energetic music. I think this would really add up to atmosphere and make the game more fun, as for now, doign more that 3-4 missions becomes very routine and boring.
I would definitely love that, maybe another event could be a flood; the dwarves would have to quickly find high ground before they drown.
Some suggested disaster effects or "Quick time events" I would suggest are:
Flame geyser - the caves are above an unstable watershed filled with lava, occasionally pressure builds up creating scolding hot fissures (spawns more flame geysers on the map plus converts some rock to lava stone or whatever it's called)
EMP Field - these caves have EMPs form naturally with enough power to shut down your shields for extended periods of time (knocks out your shields for a short period of town, only in crystal zone)
Unstable caverns - this area is surprisingly unstable, beware of occasional collapses (tunnels can occasionally collapse blocking paths or parts of the map, for practical purposes could have rubble fall fall from the roof to indicate where the path blocker will spawn, more likely to spawn between players separating them)
For the IFG grenade upgrade that says it weakens affected enemies, can you change the description to say either that it lowers their attack or their defense? As it is it's ambiguous
Could we get some kind of uniform aiming setting? I dont like how currently it's tied to aspect ratio so vert sensitivity is much lower than horizontal despite being locked to the same
THEY ARE CALLED MAGAZINES NOT CLIPS 🤢
(probably already been said) reskin all the enemies to match the theme of the biome
Change the autocannon to be a Heavy Machine Gun or HMG. Autocannons are typicaly at least 20mm not .50caliber/12.7mm
SloMo was a nice touch to this channel. 👍
I have a critique for the platform gun. I love the idea but i think it would be better executed as a can of spray foam... No but seriously, imagine spraying out the same material stuff as the gun, but it expands in a round shape. It would be more versatile and make more sense. Why is the platform always horizontal? Why is it that shape? Thats not a natural shape. With spray foam gun, you could build bridges or make a ledge along a wall.
Also, I would like to recommend a new enemy. A trap door glyphid that preys on miners walking out by themselves. Only to be snatched up an dragged into a hole for feasting! Yummy dwarf-sicles.
Oops. 😦 I suck at this.
some alternatives for the other gear at some point would be nice:
Bridge-Builder for Engineer: Click at a point and it builds a foam bridge to wherever you click, but only horizontally
Maybe a vertical only version of the Gunner Zipline?
ability to aim down sight would be awesome
The mission/assignement system needs to be redone : it's almost impossimble for me and my friends to progress for a new weapons at the same time. I feel almost punish to play in coop, whilee playing solo is much more easy (bosco) and rewarding (you can "chain" mission to get all the new weapons faster than in coop). Rock and Stone !
@compact sphinx if you want to discuss stuff, please use #suggestion-discussion
Make assignment missions not linear, so you could pick a mission you want out from 3-5 and finish them in any order.
Next thing is shield generator on salvage missions: Make bugs on salvage missions extremely angry and immune to shield's fear, put some lore on top of it, tune down shield regen rate and it will be somehow balanced i think
Alt pickaxe is just an axe. More damage per swing but smaller holes dug.
Make beer buffs stronger the more drunk you are. So there`ll be "more risk - more reward" feeling about it.
Perhaps an ale that, upon consumption, makes your 'Salute' (V key) confer a short damage buff to your primary weapon, increasing in power/length based on how many players that have also consumed the drink (up to 4 max) have recently taunted within a set amount of time, lets say 8 seconds.
ex: Dwarf 1 taunts, Dwarf 1 gains +4 dam to his primary weapon for 6 seconds.
Dwarf 1+2 taunt and gain +6 dam to their primary weapons for 8 seconds.
1+2+3= 8+ damage for 10 seconds
1+2+3+4= 10+ damage for 12 seconds.
Values can of course be played with and tested with developers and play testers.
that deafen audio effect from the roaring in egg hunt missions needs to be removed or adjusted. i don't enjoy going through a mission that sounds like im wearing ear plugs.
Adding an "alternate fire" key/control, and perhaps move the default melee bind to the keyboard so alternate fire could be on mouse 2. The alternate fire would control things like focus on the m1000, and mabye allow the breach cutter to rotate to make vertical lines. Another alternate fire could be to wind up miniguns without firing them.
with the m1000, i believe itll be a more viable gun in hazard 3+ if the greater focus upgrade increased it by 50% rather than 40%
A new enemy type called the Glyphid Mantis. An enemy that hides on the ceiling similar to the spitters, but then leaps down behind you to attack. It would have lower health but a higher damage attack.
It would be a glass cannon ambusher.
More species variety. For example the mactera added a nice zest of flavor to the ecosystem instead of just pure glyphids. I'd like to see further expansion of the mactera species and another species added.
I’ve noticed the miniguns critical overheat is pretty underwhelming. Is it bugged or is it just that bad? I think if I need to overheat the main weapon to trigger an AOE the AOE should be strong. I was thinking the radius should be like 5 m and do some moderate damage along with the ignite.
This new weapons update is AMAZING and is what got me back in to deep rock galactic. I believe that the best way to further develop the game is to add more of this: weapons, equipment, customization.
maybe devs should put deep rock on *discord to get more players
How about shameless stealing Half-Life II's enhanced crosshair system for overheating and even ammunition? For those unaware, you had the option to enable little ammo/health bars either side of the crosshair, allowing you to see what was going on without actually looking at (in DRG's case) the corner of the screen
@primal tangle @lone wolf if you wish to discuss things / give feedback, please use either #suggestion-discussion or #drg-chat chats.
@crisp obsidian you can cancel a shot with the m1000 by using whatever button you have bound for your pickaxe. Also, aside from your specific mantis idea, all of your other posts today have been suggested before. Please make sure to use the search function before posting an idea, so we can avoid cluttering up this channel with repetition.
@fallow terrace see the above and below about repeated suggestions
Alternate gear for every class: -Engineer would get ONE hover turret that flies above his shoulder and fires at nearby enemies. You would also be able to send it to a specific location and it would latch to the ceiling or wall and fire shots at nearby enemies. It would be less effective than a normal turret but would also be more versatile and easier to use since you wouldn't have to reload it's ammo unless you sent you sent the hover turret somewhere else. -Driller would get a cannon with a drill bit on the front, that when shot, fires a drill forward making a direct tunnel straight for some distance. This could also be used as a baller weapon. Although it's less versatile than the original drills, it's much faster and honestly a lot more fun. Could be good in a pinch if you need to make a quick staircase and don't have enough time. -Scout would get jet boosters on his feet that could allow him to make double jumps and forward dashes. The flames on his boots could also inflict slight fire damage just for the heck of it. The boots would have little to no recharge to make up for the grapple hook being more useful over all. -Driller would get a buff station that he could put down, affecting a varying radius. It could get a 10% damage buff, a 10% speed buff and most importantly you would be able to revive 30% faster within the radius of the buff station. -With all of these ideas you could add countless cool upgrade ideas to each. Engineer could have his bot turned into a flame thrower bot. Driller could have his launcher explode after it reaches it's drilling point making a bigger tunnel at the end. Scout could hover in the air for a little bit dodging attacks. Gunner could have his buff station also cause overtime damage to any enemies that enter it, or slow them down. Anyway, thanks for reading!
Mission idea; you land a mission as normal but at some point HQ cheerfully informs you that seismic activity has destabilised the area and you need to gtfo. You and the other players have to get up to a stable area before you're buried/burned/gassed/frozen/whatevered, so it's sort-of-kinda a 'race to the end of the level' thing. Perhaps the mule got damaged by the seismic activity so you need to stop and repair it (leg keeps falling off?) and not just leg it to the drop pod area like you can do in mining missions.
idea for loki's mission: if your whole team gets togheter, you can just fucking carry molly on your backs
Idea for the upgrades; have a column of upgrade tiers be a 'theme' for a weapon.
For example, if you pick the far left of every upgrade for the minigun, you have the old minigun upgrades. If you pick the far right you have, say, 'bullet hose'. For the far right of the flamethrower you have 'Area denial' with faster ignition times, both the longer lasting burns, ect.
Add more interesting things to the waiting area
Came on here to say: The tier 5 upgrades for the Driller's subata... +1 dmg (+10%) to Mactera only is kinda underwhelming and worse than lower tier upgrades. Can we get something like "Sets Mactera on Fire upon hitting weakpoint" or something actually better? it also has a typo "damge" instead of "damage" in the english tooltip"
A pool table for the hub area, if anyone hits the anti-grav button the whole game is ruined. whoops, thought it was already suggested, but that was in #drg-chat
I haven't seen it suggested before, but it's for some reason particularly unsettling to my eyes with the latest update- the lens flare specifically coming from the distant sun in the main lobby area is terribly overbearing.
I find it less of a bug and more of a need for more graphical options to enable and disable specific post-processing settings no matter the graphical level.
Idea: Bosco malfunctions, maybe he starts mining at something random, or shooting you a little bit, and you have to wait/whack him to get him back in working order. Maybe he could also be destroyed, and had to be repaired, (Like Mini M.U.L.E.S)
Change Salvage Operation by having the horde spawn when one leg is attached to a mini mule instead of when you approach one. This should stop massive hordes spawning if the mules are closer to each other.
fill this area or make it innaccessible, i cant get out without closing the game and realaunching
Dont get here duh Ask a friend to launch gravity calibration
Would there be something as an "Infested" Dwarf? I would love to see enemies with weapons that would shoot at us. Not to say i don't enjoy stomping bugs. Perhaps either another Hostile Company Either other Dwarves or even those Point Eared Leaf Lovers (And I'm not suggesting PVP I'm talking about NPCs Here)
Maybe there could be an enemy that secretly infects a teammate then 10 seconds later the soldier becomes berserk and kills its team
If you kill it, the dwarf won't die he'll just get control again
Hmmm.. Maybe an Extermination quest where you have to kill a "glyphid heart" that spawns a dreadnaught or two, then a dwarf sets explosives on it and it takes at -least- four of the five minutes to get back, by design...
idk if it was already suggested:
- Rescue mission ==> rescue dwarf in critical mission
- Eradication / Extermination / Survival mission ==> Exterminate glyphid nest, or, more scenarized mission, when you land, bad news, after the DP was gone the radar bip as never seen before, hold ur position and survived till the DP is back
A combat-oriented mission in which you are sent in with a group of three modifed mini-mules and Molly: you must escort through a set of tunnels laden with resources and nitra the players can mine while moving to the objective point, the mini-mules accompany you as they can mine out certain morkite rich areas found in caverns at the end of the tunnel system. The morkite rich areas are too small/dangerous inside the walls even for dwarves to access, so the modified mini-mules move in and begin mining at the players command via a button on Molly. The mass-wall mining causes micro seismic events that activate hordes of Glyphids that attack the players relentlessly until the digging is done, this process could take up to 2 to 3 minutes depending on what playtesting determines is a good/bearable point of time.
At this point the mission is finished on normal and you must do the standard, activate button on Molly, jog back to the drop pod, each hazard level introduces a second, third and fourth cavern, respectively, repeating the same process with chances to mine out nitra and various minerals in the tunnels leading to the next cavern.
in salvage the point progression doesn't scale based on amount of players
Idea: Large group of miners trapped by bugs and cave ins. You have to lead them out to a rescue drop pod... but they keep stopping to mine out minerals you missed on the way in as the bugs advance.
it MAY be a bit early for this yet, but on the website or somewhere it'd be REALLY NICE to have a build calculator for planning and sharing weapon loadouts and customizations.
perhaps also for perks too.
On the scoreboard for the barrel game, include the number of barrels kicked along with the number of points received.
How about, remove the ability to stack waves for fucks sake
new drink buff: miner's vision - allows you to see the location of all crafting materials on the mini-map
@pastel terrace this channel is not for discussions, and that point has already been brought to his attention in #suggestion-discussion , where it belongs.
Make the Thunderhead have decent accuracy again
OK Deep Rock is awesome, but the amount of enemies is off the charts, it kills the fun of exploration when you have to fend off enemies non stop the entire time. Some of us just want to hang out and explore together. Can you make an exploration mode with no enemies, or an "only swams" mode with no enemies in between.
Suggestion: when you join in a game (from console), you can choose your character and the weapon, because if you want change, you can't
with the addition of all these new weapons and options, it may be time to start thinking about giving the screen before the loading screen when you join a game an overhaul. selecting class may already be insufficient and the addition of a more... payday 2 esque loadout screen prior to loading into the game in progress may be a good idea.
though at this time i'm pretty sure most people just have their preferred loadout on each class and aren't really going to change on a lobby to lobby basis but this will probably change as things go forward and more choices are added.
Bring back the 1st promotion frames or the ones (on experimental) that looked slightly better and had roman numbers. Current ones are really big, ugly and dont fit the game.
eggnog for christmas at the abyss bar and santa hats and clothes
Sorta looked through the search, to see if anyone posted this before but, maybe have some type of a refund system for the newly added upgrade system for the guns. But, giving you the mats, and creds at a halfed price. Cause I mean you already paid for the upgrade in the first place, Management isn't gonna give you the full pay back. This would sorta allow more testing with the large amount of upgrades for the weapons. But I dunno, just tossing my two cents out there.
I think the autocannon should have a bit more kick
Just to give it that extra oomphy feeling
Give it a bit more base accuracy to make up for it
I'm digging this awesome game, but I have a few things to ask from the devs. Can we get a key bind to open up the team depository? a separate key bind to grab the grapple line? don't want to grab the line when my downed mate is next to it, finally, the ability to move while the map is displayed? maybe a toggle.
a minimap! that might be a bit too good and detract from the feel of the game tho. idk
This new "Today's Special" mechanic for the buff booze is kinda cool, but I feel like it needs more types so it's not just the same three.
Me and my friends came up with 5 new buff booze types, and I encourage more people to contribute, I can update the original post and credit people for their suggestions to keep it all in one place! The link is here: https://steamcommunity.com/app/548430/discussions/3/1744479063998625695/
I don't suppose climbing cave vines and making them spawn over cliff sides is out of the question?
what about a dung beetle like glyphid that tries to crush players with a bolder. it could also have the bolder start small till it targets a player then it chases the player while the bolder picks up stone/ice/whatever and gets bigger
["Thunderhead" Heavy Autocannon](Alternative Gunner Primary) - Unlock Method (Draft V1)
Proposal for new Licensing Assignment / Unlock Method.
Basic idea: Doing 3 of the goals will unlock the weapon for purchase, every additional goal will give you an "upgraded license" which will allow...
[Options? Discussion of which is better]
---------
* Decrease cost of Upgrades < -20 % per additional goal - Max of 60% discount>
* Give minerals < 50 for each goal, increased by 50 per additional goal>
* Unlock Mod Rows < Unlocks all mods in the row (for free) per additional goal - buying individual mods is still an option (for the current price)>
[Goals - Must play Class & equip weapon (upgrades locked - "trail model") to progress goals / 3 goals required to end assignment(Claim License)]
---------
* Complete 10 Exploder infestation missions < Haz-3 missions count as double >
* Explode 200 Exploders <Any team kills count>
* "Defuse" 50 Exploders <Any team kills count>
* Kill 500 Glyphids with the autocannon <Personal kills only>
* Kill 100 Glyphids via weak points with the autocannon <Personal kills only>
* Kill 20 Mactera with the autocannon <Personal kills only>
[Additional Comments]
------------------
* License tiers - C, B, A, S (Changed as you purchase all of a row or complete the additional goals. Having all mods in row 1&2 -> C to B, 3&4 -> B to A, 5 -> A -> S)
* Ending an assignment will give you that level license, and the goals can no longer be worked toward.
* ^ Only one weapon can be "trail run" for unlocking at a time, this way just unlocking the weapon doesn't prevent any content, but may increase resource cost / grind.
please bring back driller's drill as melee damage: so that it triggers the vampire perk.
Can we decrease the amount of croppa it takes for upgrades? It's the only mineral I'm always out of right there with Jadiz, even with buying from the mineral market I'm always dry on it.
Where the HELL is my Gunner cigar and other variations ? with an ember/smoke effect and all.
can we get some more diferent types of ores in mining expeditions? just mining plain old morkite feels, i dont know, bland? it would just add that little bit extra to the game y'know?
Special game mechanics to make haz 5 iharder.
I want non-hosts to be able to pick missions if I let them. My friend has a bad PC, so I want to be the host, but also he needs to pick the mission if we're unlocking weapons or retiring.
With the latest updated usage of terrain scanner (tab key) became very annoying, especially when you are in an extreme situation. It is caused by the map being drawn so slowly when you zoom out. When you for example dig a tunnel targeting to the nearest cave, it takes a few precious second to fully load, which really frustrates a lot of people. So the suggestion is to just revert it back to be instant.
it's trivial but maybe have separate, less jovial voice lines for depositing minerals during a swarm/dreadnaught?
Suggestion: Two new minerals: "Kiaxorite" (powering "special attacks" of weapons, perhaps an overclocked scout gun or maybe "guns don't use ammo") and "Diathrylium" (a fictional clear blue quartz from my D&D world used for technology, maybe to power the machines during point extraction or salvage operations)
Idea: On salvage mission you can run into your fellow comrades as parasite infected enemies that attack you with WEAPONS.
Game mode where you have to go down deep into the planet, too deep for the drop pod. You first drop down in the drop pod then you have to build the elevator and take it down to the center of the planet while protecting it from bugs on the walls (has turrets on elevator) when it reaches the bottom you have to collect a very high value material and once you’re done depositing into the elevator you then have to take it back up to the drop pod.
Barbarian melee class?
Game modes are cool, but they should make the endings more exciting. Either by adding some sort of area defense objective the end where you have to protect the pod while it revs up, or they should add some incentive to stay after the objectives are finished. There are so many things in the maps that have no use yet - various animals. plants, rocks etc etc.
I think i just thought of a new enemy type, mainly cause i heard a roar during egg hunt.
Glyphid Queen:
This one is most likely the most dangerous one anyone has ever seen, even more dangerous than the dreadnought as she has a way tougher shell at the abdomen (which its huge) and not only that, she can also hurl eggs that explode into a swarm of glyphid brood (which is launched from her abdomen). She has other forms attacks like the toxic (or freezing) breath attack and a slam attack that can knock your ass down. Don't take her death too lightly, even though she is dead there will be a lot of brood coming out of her corpse, it its just too creepy how many they are (she is a walking brood nexus).
How she spawns:
there should definitely be only one gliphid queen during egg hunt as she is protective of her eggs (and that could explain the roar), and mission control should warn you of her presence. she will spawn like how a dreadnought spawn though it would be a very rare encounter plus she would have several gliphid veteran warriors as her body guards.
@brazen juniper if you'd like to discuss things that have been suggested, take it to #suggestion-discussion please. @bronze oyster
Idea: Instead of a secondary weapon for the scout, since he's supposed to see everything, a device (powered by morkite or nitate) that highlights all enemies as if they were scanned with the laser pointer. Another idea: "???" missions where you don't know what they are until you land in the pod after loading in.
Just a lil suggestion, me and my friends have missed search and extract a fair bit, as well as complex caves. Short matches are nice for time, but we also loved our 40min adventures. Some of which i still fondly remember. The vast exploration and hunt for that last morkite deposit, got us so fixated on the word that we'd often just shout out "MOORKITE" when we met up irl.
A semi-automatic mode for the DeepCore would be nice
A new hazard level - Overkill 
This HL aslo changes the missions in such way:
Mining Expedition - "We'll need a bigger load!" You need to mine some new Gorkite ore as well as morkite. Amount needed is equal to the amount of morkite for the mission. Also, keep an eye out for molly, or you will have to spend precious nitra for another one.
Extermination - "Double the gun - double the fun, they say... What if we try that on our targets?" You'll need to destroy twice as much of the Dreadnought eggs and each one contains two big lads at the price of one. Congratulations, Mrs Queen, you have a double!
Egg hunt - "Parents should care bout their kids!" You have a 20% chance of getting a swarm on retrieving an egg and 10% chance to get a Dreadnought amongst them. Also, eggs don't show up on the radar and you need twice as much.
Point Extraction - "Deep rock needs to...". Extraction point now has durability, but can be (Slowly) manually repaired over the course of action. Main objective is doubled.
All :
- Requires a pre-assembled group What, ya thought we'd let ye go to a suicide run with some random madlads? Nobody's allowed once the party's on!
- All members of the team must retire their dwarf at least once to be eligible. You can't just take such work orders as a greenhorn.
- Missions get a 200-300% bonus. Big work - Big payment.
- Our medical supplies are limited, so try to stay alive, since y'all share them.
- Spawn chance of Dreads increased, so bring the big guns.
- Exclusive merchandise! Ye'll get access to some nifty cosmetics, but ye can't just buy 'em with gold... Instead, there's a new mineral called Mithrite in those caves! All of those cosmetics have mithrite in their costs, so don't expect rich greenbeards walking around in them.
Suggestion: parkour or an obstacle course in the lobby
please make the intros that play while the game launches be affected by the game volume settings. they are very loud and it hurts my ears
Suggestion:
Allow for swearing/cursing to be edited out or toggled off. Someone made this suggestion months ago but was mocked for it, and I don't think it made it to the right place.
There are so many creative insults in this game (e.g. "whale piper", "pointy-eared leaf lover") that the grisly, crude characterization wouldn't suffer at all without "shit" "fecking" "bastard" or others.
I play this game with my parents and think it would be fantastic to play with kids too. A no-swear mode would make it easier for families to play together.
Thanks for listening!
They should add a Giant Worm enemy type. One that digs through terrain and its up to devs if they want it to destroy the environment or just pass through it. Each biome has a different worm Lava, Acid, Frost, Electric, etc. The devs will think of more for it, would be fun and add that scare factor of being undermined.
@near fable it's been suggested multiple times
I see there is a locked "Shooting Range" in space. I don't know what's planned there, but if not already, how about this: Free testing of all guns with all modifications. I find it kinda frustrating buying all those guns and modifications to see it was the wrong decision afterwards.
Allow the Engineer to use nitra to call down a different type of pod from orbit in exchange for the normal supply pod. Options include a larger supply pod, a manned heavy turret, a shield bubble generator, or some other type of drop pod
Add Acheivements!
With Turret Whip now a thing, can sentry placements be more controllable? Right now when placing a sentry, the holograph will be facing 90 degrees right of the direction the Engineer is facing, the sentry will build facing the same direction as the Engineer, but will always idle sweep in a 90 degree arc towards South
Can we have Voting on calling the Drop Pod and Resupply Pods? I started to encounter players who do not communicating and mashing button as soon as 1st objective is done or spamming resupply pods whenever and whereever...
nerf thunderhead's tier 1 ammo talent by 110 (and possibly buff its' base ammo by the same amount?) to bring it in line with the other perks
Suggestion for new mission types:
Drilling station setup - players would be tasked with building/setting up/repairing a drilling station while defending it and themselves from the bugs.
Purge - Players would have to navigate through an infested dwarven complex, full of tunnels. They'd have to mine out the 'creep' to get the station working again. Perhaps they could re-activate facilities such as generators, lights, ammo stations etc.
Alternative to engineer's turrets - Drone Pet (bosco-like). Mobile, but less powerful.
Vehicle suggestion - spider-tank - able to crawl on walls and ceilings.
Weapons suggestion - How about 'energy' weapons that would have unlimited amount of ammo, but suffer other penalties and requirements like need of charging up or overheating?
Occasionally when digging, its possible for a single voxel triangle to be suspended in midair which can block your movement. Is it possible that very tiny midair triangles with no adjacent voxels be destroyed automatically? I'm certain this check is performance feasible if only performed on nearby voxels when the pickaxe is swung at the ground.
What about a change to gunners zip line: instead of having a certain amount of shots that all fire the same length (I think is 35m?) why not have the ammo be a percentage? And depending on how long you make the zip line would determine how much percent it costs, this entire change would allow gunners to use their zip line a lot more creatively I think
My friend and I have an absolute TON of Error Cubes, we've been playing the game a long time now. (And bloody loving it) ❤ - Any chance Error Cubes could be used for exclusive special space weapons, (Like the experimental plasma weapons) or even just very special upgrades for standard guns? ✌ ✨ Rock & Stone, Brothers! - Much love!
Map generation belched up a weird quirk-a dirt wall in the floor which you had to dig down through to get through to the next shaft. There was barely a drop but it obviously made things a bit different. I'd like to see more quirks like this, such as a tunnel. That splits but then rejoins a bit further down, and/or things like starting at what would currently be considered the 'end' and them working your way 'up' to the 'start' room.
More different valuable minerals would be nice-gold is still there but as well/instead there's copper, platinum, titanium /tungsten ore, ect.
I'm gonna start by saying that I absolutely love patch 19 and its hotfixes so far. But I have one minor suggestion. I liked the permanent overheat particles on the plasma gun. It added a lot of character to the weapon and the dwarf weilding it. It was clearly radiating something, but some combination of dwarven constitution and future medicine meant that driller didn't care and I initially thought this was intentional. That is all.
Add a sound effect that plays when a fellow dwarf joins your game so that hosts who are tabbed out can tell when the team is full
also when one leaves then
New class: Spelunker
Item 1- semi-auto rifle
Item 2- cross bow (maybe have an upgrade that lets you recover missed shots)
Item 3- two climbing axes
(Left click) swing your axe at the wall/surface to cling to it.
(Left click+ WASD) to clime in direction
(Left click+right click) allows you to mine while clinging to surface
(Left click+space) attach rope and repel down at a quick pace. Tapping space again while repelling will have you jump off or releasing Left click will release the rope from surface. Upon either jumping off or letting go the rope retracts to your belt similar to the scouts grapple gun.
(Right click) you swing two climbing axes instead of just one, alternating between them at a slightly faster pace.
Item 4-small med kit. If there is no target you just throw it on the ground.
Pick axe- climbing axe.
Grenade- IFG
Armor dmg upgrade- Thermal insulation.
Suggestion for the discord, add an artist role for those passionate enough to create DRG artwork for us
After playing the game mostly non stop for the past couple days, here are some suggestions on my part:
-(optional) persistent teammate outlines -> msot friendly fire on my part comes from not being able to see teammates behind enemies; when going up ziplines and carrying objects, I would like to be able to see my teammates positions, without dropping things.
-(optional) mission timer
-(optional) perk cooldown indicators
-outlines for ui objects, such as status indicators, that can become harder to see, when on a similairly coloured background, eg. acid/ biohazzard against green background.
-chat enabled during drop phase/ results screen -> while waiting for results/ waiting to start, it would be nice to still be able to talk, rather than just silently sitting there doing nothing and waiting for the next phase to say what you want to say.
-(bit of a stretch on this one, but extended subtitle function for hearing impaired people, to indicate such things as footsteps nearby)
- colourblind mode (please)
“Oil” as a harvestable resource. Once you expose the liquid spout you have to park molly on top of it to slowly extract it. While you are pumping out the oil bugs are alerted to the disturbance and mini-swarm around you.
It does not have to be “oil”, just some kind of liquid resource that makes sense in-universe.
Possibly being able to do some sort of damage or a chance of escape from cave leeches. multiple times now ive had a mission end instantly, because there was just the of us, a friend and i, amd both of us we caught by a leech at the same time
I thought that a fun thing would be to have sort of "mini mission" were you fight like, 1 dreadnought or something
Or also maybe a wave battle to see how many waves you can get through
Idk if this was suggested before but, Healer Class?
Better physics with the grappling hook. Letting go should not instantly kill your momentum. I'd like to have some fun momentum moments
An option to test our mics to see if they're broadcasting properly ingame, like how TF2 has in it's voice settings.
Since there are new weapons i wonder if we are going to get New Equipment choices. Like Stuff to Replace lets say the Engineers Sentry Guns, I Can Imagine him able to deploy a Sentry Bot like Bosco that would do less damage then a Sentry but would follow him around (And maybe have Infinite ammo) and the Scout would have a Mining Version of Bosco that would replace his Grappling hook. (Or his Flairs). As for the Gunner and Driller. I am not quite sure to be honest.
Rocket launcher
throwing axes!
So this is gonna be lengthy,
Using the new rifle for the scout made me really wish for an ads or alt fire option in this game, the only problem is, which button would it be? Well I had the idea to make the scanner open a secondary d-pad menu when held down that has mark, calle mule, and 2 other options, maybe supply drop, to free up buttons on controller to allow to a possible alt fire for many weapons, this could add more utility for some weapons and spice up the game a bit more. Hope this isn't outta line in any way just thought it would work well.
TL;DR Reconfigure some present controller bindings and add alt-fire for some if not all weapons
Make sure to search your idea before posting, people. Otherwise I'm gonna have to delete reposts
suggestion(s) for solo-playing:
(more like balance-problem pointing, idk where to post that)
make possible to order half-supply pod for lower price, or make some other thing to get ammo\delay the swarms for solo. it will not inspire people to play solo, it will make more possible to play on hazard 4(and abit easier overall).
Thing is, for example, on mining expedition, you proceed through the caves and gathering Nitra on the way, but when you almost got enough to order a supply pod(about 60), starts 2nd swarm, and you already almost out of ammo. And you still can't order it yet. You have to try very hard to kite enemies, in the meantime successfully collecting more Nitra.
And after you finally order a pod, you need only 2 of 4 ammo packages.
I've found suggestion like this, but i wanted to make it a bit clearer, why there's a need in that thing.
I mean, i've explained the problem, but you, as creators, can find another solution.
Also - rebalance salvage mission for solo, because it's hard to stay in a small area, when all the bugs coming only at you almost from all directions. (what worse - if you leave the area, you'll lose alot of progress, do it's, like, infinite cycle)
An high end artisan style wall mounted Starbucks-esque build-a-shot barista in the bar area that functions as a build your own buff station for assistance with higher hazard missions or players struggling early game that for some reason have some dough to throw around for an assignment mission, providing a buff for one mission as the current tavern does. Buffs would not be as powerful nor potent as traditional Dwarven ale, earning it a very very low spot in the Dwarven world of alcoholic beverages. So when Dwarves order they would show shame and not even address the drinks by name, saving the VA from having to record a bunch of lines for each unique drink the player builds.
Buffs would range from faster melee speeds with your pickaxe (10% faster? could be shot up higher), rally buffs for your salute key upping team damage in a radius to stuff like a possible audio cue when approaching gold caches, creative things like that. The station would have a selection of unique buffs and allow you to mix two unique buffs for 680cr or one unique buff and two percentile or flat stat increase buffs for 700cr (as this is a high end Starbucks-esque automated beer/herb blend barista) allowing you to double your stat-based buffs with an alcoholic creamer shot by flat or percentage based values for an extra 150cr.
Alternative tool ideas!
For the Engineer, magnetic-goo cannon, fires a stream of magnetic gel that allows players to walk up vertical services! (essentially, walk up walls/ceilings and the like). Essentially, same sort of role, different application.
To replace turrets, perhaps drones (Similar to bosco) that follow around and provide fire support with submachine guns, sacrificing range for mobility and close-quarters damage.
For the Gunner, teleporter set, fairly simple, throw point A, then point B, teleport between the two (thrown similar to shield pack.)
To swap out with the shield, maybe a mounted gun? Like a more powerful engineer turret that requires someone to use.
For the Scout, a jetpack! Replaces the grappling hook, gives a brief hover, and allows for a double jump when equipped.
Instead of the flare gun, maybe night vision goggles! Could be an interesting ability, activate night vision for the team. (Maybe a hazard that halves flares/flare CD to make darkness much more common)
For the Driller, a Jackhammer, less area, but can mine minerals like a pickaxe, and deals more damage.
And to replace the detonation pack, maybe a mine pack! Throws out a set of 5 mines, that arm and detonate when enemies (or unwary players) enter their area.
An iidea for april Fools day. When calling in a resupply, have a chance for a barrel attached to the drill of a resource pid to come down instead of actual ammo and health. Then have the announcer apologize and say he will work to restore your nitra count. After 30 seconds, your nitra is refunded and you can call in another resup
Being able to open and use chatinterface while loading.
Add some bioluminescent glow to the veteran warriors to make them stand out more and look cooler. Currently they are just purple warriors, it would be cool for them to have glowing marking or something.
Idea: Electric glypheid enemy type that can bypass the gunners shield generator and harass over shielded dwarves.
Would be awesome if you could attach big crystals to zip lines for an assembly line affect, further building team play. It gets a little annoying to ride with the crystal the whole way and be vulnerable to air attacks. This sounds a little over-powered but you could nerf it by slowing the speed that they travel accross lines or just increase the crystal requirement. Also, if there was an upgrade refund uption that would be great as well. It can cost credits but it allows you to regain your minerals so you can spec properly into the upgrades you prefer which allows you to spend regained minerals on other characters.
Add a spear gun to the gunner that allows him to add a repelling line so we can scale walls and 90 degree surfaces instead of a zip line.
Add the ability to set that sticky gunk that the bombers let off on fire with the flamethrower. Make the poisonous gas that those shrooms let off flammable or make the gas explode on contact with the flame.
Formal request for a spanish conquistador helmet
Like for the new class, if it happens, helicopter backpack
Customisable Bosco Apd or whatever he's called
Mineral Veins in the walls
Separate caves to explore by digging through walls?
I'd like to see some single player upgrades for Bosco and Molly, maybe have them bound to player level instead of character level?
Achievements 🤔
Make it so you can press enter on the main greeting screen where it wants you to click continue.
can we make the mission loading screen ALSO serve as a character select screen? currently if i join a lobby right as the dropship launches i kind of get stuck with whatever character i happened to be, but if the load screen also served as character select, people could swap around their classes for any last minute adjustments to team composition.
googles and mow hawk together
If there was a "Story Mode" Added to Deep Rock. It should be on the Adventures of Karl. I have looked into Karl and who he is but all i could find on the Wiki was 3 Speculations with the Third being how he was one of the first to set foot on Hoxxes IV and also the First Dwarf to be left behind when one mission went horribly wrong. So perhaps a "Story Mode" Would be about Karl and his Adventures with his crew up until he either was left behind or he stayed and Sacrificed himself to allow the rest of his team to Escape. Who knows perhaps even the Mission Control guy was one of the Members of Karl's Original team but Retired from going down to Hoxxes IV and now helps other Teams to "Make it home Safely
Can we get an FAQ & experimental-discussion channel?
Just a little suggestion, either a grenade thats projects a hologram where its lands, which draws the enemies attention at a certain point or a shock grenade that stunts the enemies, letting them stay in place for a few seconds. Both of them would be a great option to determine enemy movements if they get too overwhelming,
A way to lock class's so if like a scout is all ready in the group a player joining cant choose that class
Make the game split screen 😄
I feel like some of the larger weapons should affect the environment, currently firing an experimental plasma cannon doesn't leave a scratch on the ground, even while absolutely destroying a cluster of bugs. (this should probably apply more to classes largely focused on digging/changing environments anyway)
Expanded Progress Report and Mission Ranking/Ratings: https://steamcommunity.com/app/548430/discussions/3/1745605598704468912/
I’m sure you get this all the time, but the flamethrower needs to have damage over time and more spread.
I see now that you can unlock lasting damage over time on the gun as you level up, but for lower levels, the experience is that the gun is simply broken.
Basically, the flamethrower does not behave like a flamethrower should behave.
Equipment upgrades:
Flare (unlock at lvl 20)
- Sticky Flares (sticks to surfaces) or Residual Glow (flares when going out keep some of their brightness)
Pick axe (unlock at lvl 16)
- Light Alloy ( increase swing speed) or Hardened Alloy (increased impact/hole size and slight damage increase to match dps of the other option)
At the very least having more interesting higher lvl upgrades for the flare and pick axe would be nice.
Dunno if been said but the server list updates as you’re browsing. Either A) don’t update until you refresh, or B) allow us to leave the team from the character selection screen.
What about making a dope armor set for every class that cost one ERROR Cube, and it could be all Tron looking or something like that. Fricken Tron Dwarves my dude. Would be great to show off
Any plans for Life support requirements? Maybe add the need for oxygen, since it's not likely everywhere on Hoxxes has O2
Engineers self reliable turret
A upgrade that could be purchased for the turret making it self reliable as the engineer wouldnt need to fill it up with ammo but "wirelessly" consume it from engineers pocket at a penalty of 5 damage from the turret and or slower firing speed as well as slight ammo capacity decrease
Can we have weapon skins? And before you get mad at me - I don't mean like CSGO's dumb lootbox system. All the skins could be bought for creds/minerals. Some weapons are just dreary in terms of color, sorry. Especially the Driller's stock weapons, lol.
I want some hot-rod flames for my flamethrower. Or a plaid pattern for my Scout's rifle.
Oh also can we please get a blue hair color? We have like every other color! Blue hair would go SO GOOD with the Frozen skin color!
Chester perk:
Upon calling a M.U.L.E. a small mule (same from scavenge missions) would run to you in wich you could only deposit 50% of mats, when he gets full he returns to normal mule and comes back
Upon calling your small mule second time the waypoint would be removed and the small mule will deposit itself inside of the big mule
Pros:
-Faster
-Unreliable to a big mule
-No fights over who has the mule
Cons:
-Small capacity
-Unable to call the big mule
-Slower deposit
Add more lengthy missions and complexity. 
More of feedback than a suggestion, but the Subata pistol's final upgrades are just... bad, really.
+50% damage to burning enemies sounds cool, but +50% damage on the Subata isn't really adding that much damage in the first place. Plus the specificity of the perk makes it generally unreliable and clunky.
And +10% damage versus Mactera is just. Well. Garbage, to be blunt. If +50% damage from the Subata still doesn't amount to much, +10% isn't doing anything. That's like 1 or 2 more damage per shot. To Mactera only. It's literally a damage upgrading perk but worse. It needs to be AT LEAST 50%, if not even higher. Or just change it entirely. I don't know. That one's a total waste.
I would like to see rare enemy variations. like a rarely seen special enemy that drops wall minerals like a gilded Pretorian that has more defense, health, and damage that drops a wall gold nugget. I dont know where the error cubes are going but maybe a glitched dreadnaught with an extra health phase.
Give gunner a quote "I fear no bugs!"Because the thing in fan art with his as the heavy is very funny
Another thing : bosco needs to replenish from resupply pods,too...So he can revive you more than three times
Kind of a small suggestion, but maybe add a way to skip the starting game logos/make their volume match the ingame volume you have set or both
could it be possible to make it such that it is only him who hosts the game, who can send for the drop pot, as well as finish the game. I learn that eany ignorant new player calls the drop pot. Although there are a lot of resources yet, they only think of getting fast xp and then playing a week's time and then stop. and it must be the host who decides how his game should be.
An option to change the previous weapon to only swap between the primary and secondary weapon. I don't really want to swap to the tools in combat, but I really like the quick swap options.
"A team of space miners sent to stop a moon's collision course with the earth discover a hibernating creature that soon revives and starts slaughtering them."- Within the Rock (1996)
Potential boss encounter for DRG?
just change out earth for Hoxxes
A thought I had waiting to revived during one game, if you waited for so long to be revived what if the bugs scooped you up and took you to there “nest” and you needed to be saved there instead
I know this is a HUGE suggestion, but more boss variants for those hunting missions. Like one of three things could pop out of any egg. A dreadnaught would still be one of them, but what if there were more?
Like, and this is sort of a joke, but a giant maggot that burrows underground to attack. Finally the maggots can have their revenge on us.
Or a Mactera boss. Some giant flying beetle thing with heavy armor that can rain down projectiles.
can we get the elevation display from scout's grapple and gunner's zipline gun on driller's drills?
Perk Idea: Spiked Boots. Deal a slight amount of damage when walking over and/or jumping on enemies.
Breach Cutter is just way too powerful. Whenever I see a bigger enemy, it’s as simple as just clicking on them once and they’re dead. Which would be ok, if it worked only from behind, but you really don’t need to aim with it at all. The other thing that bugs me about the weapon, comes from my way of looking at unlockable weapons. I assume that the goal was to create a secondary that would be better at a certain situation, than the grenade launcher, but leaving the former to be good at the things it already does great. And obvious conclusion for me was that grenade launcher would be an answer for big packs of small enemies, while Breach Cutter would instead be preferred, for bigger enemies (synergizing better with a new SMG, that is great at dealing with multiple enemies). Well, that doesn't work with a Breach Cutter, because it’s just good enough at clearing a swarm as it is at killing bigger targets.
Proposed changes:
Make the weapon shoot out a laser beam instead of a projectile.
(This would make it so the weapon would reward accuracy, leaving the ability to just shoot anywhere around the target for the Grenade Launcher.)
Make it so the beam shot by the weapon would not be as effective when not aimed at a weak spot.
(Reward the player for a good aim, while not making it useless on a miss.)
The laser would not be a hitscan
(Makes aiming at moving targets harder. It also complements the lack of aiming down sights. You can shoot the weapon by the “feel”.)
Make the laser a thickness of a flare.
(Makes it easier to see at a distance, helping the player to notice whether or not they hit the enemy.)
Decreasing a shot speed slightly.
(Makes people feel the need of aiming.)
And when making such drastic changes you also have to adjust the modifications you can apply to it. My ideas would be;
Making the laser linger for a second after being shot dealing a small amount of damage to aliens that walk thru it.
Make it create a small explosion on a successful hit.
More missions than just the caves. We know there are Dwarfs and Elves but are missing some others. I think it would be awesome to have some missions where we have to fight off Orc and Goblin space pirates from ore shipments. Could have a few mission types such as ship rescue and destroying pirate bases and maybe even ambushes sometimes on returning to the drop pod..
More grenade options eventually would be nice. Not just allowing Scout to carry normal grenades or the other classes to carry Scout's grenades, but new ones entirely.
Flame grenades that would... ya know, ignite a group of enemies on fire. Freeze grenades. Shock grenades.
And then more creative stuff. Healing grenades that can instantly heal your teammates if they're in the blast. Light grenades that will completely fill whatever room you're in, no matter how big, with light, for a few seconds. Jump grenades that stick to the surface they land on, and when they go off, deal no damage, but can fling you a long distance.
There needs to be biomes within biomes. Hot springs or something in the Glacial biome, tentacled trees in the bio-zone, maybe harder-to-dig cavern tunnels (with rare loot) in the sandblasted
Maybe give the engineer a bigger toolkit on his turrets, so he Can have a max of 2 turrets up, but, he Can have 3 types to Pick from ( machine gun, Granade launcher and slow mechanic/speed buff turret)
Possibility to dismember the bugs at one point ? Because my Breach Cutter want to cut some things !
the breach cutter is shockingly bad compared to the grenade launcher. needs to be way better like chain lightning or something
I'd love to see a dummy target type of each enemy in the shooting range. That way breakpoints and weakpoint calculations wouldn't have to be reliant on field data.
Engineer foam gun should shoot a constant stream of spray that expands and solidifies upon contact. It would make it's application more diverse. You could create small 3D structures, temporarily block chokepoints, and use it for traversal.
Suggestion for Scout's Grapple:
Allow the Scout to reel themselves backwards when hanging from a cieling, or wall, and remove their ability to grapple straight to the ground to avoid fall damage
It would help its use in a way where you can still come down safely from say, cieling that you would currently die from fall damage if you let go, and also gets rid of the strangeness of: why am i safely accelerating to the ground?
Scrollwheel descent for scout's grapple?
Mark the whole supply drop tunnel route as extremely undesirable for Mule to travel through?
Prevent bugs from unburrowing from specific surfaces. Like the mining platform in point extraction.
Suggestion: More grand entrances for miniboss/boss encounter(things like dreadnoughts and higher tier threats on Hoxxes). Just seeing the dreadnought pop out of the ground like the rest of the swarms isn't as cool as it should be for what it is.
alright here's the basics for an idea i got for a 5th class called the hunter. primary weapon is a sci-fi styled hunting rifle that's perfectly made to kill big game while struggling with small game (ie more hp=more damage to non armored body parts). his secondary weapon is a net gun that can trap smaller creatures like swarmer's. his Utility weapon is a bait launcher which fires bait that distracts grunts (note that you don’t start out with any bait and you can only get bait by picking up creatures trapped in your net). his fourth weapon/utility item is a dung canon that when fired at/near an enemy while cause them to run away from the smell (note dreadnoughts are immune to this effect). Grenades and pickaxe stay the same (might have grenades be replaced by a smoke bombs or some other form of gas bomb)
The main drawbacks to the hunter is the fact that most of his kit doesn’t deal damage and smaller creatures like swarmer's take less damage from his rifle. His main strengths are distractions and killing larger creatures. If there's anything that can be improved upon with this idea please let me know i also have no idea what his armor can be. I was thinking of a brown leather jacket with metal shoulder pads and maybe a monocle on one of his eyes
Make the Friendly fire perk work otherway instead. That you are dealing less friendly fire instead of taking less friendly fire. 😃
Hello, I was chatting with players i met when we asked ourselves about the future of the enemies in the game.
With this message, I wanted to submit an idea of development for the future enemies present in the caves:
-The forgotten dwarves: These are former Deep Rock Galactic workers abandoned in the mines and left for dead. Having managed to survive in the meanders of the planet, they try to avenge themselves on the society that abandoned them by killing the new miners.
- (Halloween Special) Undead Dwarves: While the halloween party is in turmoil, the former workers who died during their work come back from the dead to get their job back by assaulting the new miners.
I hope the idea will come to fruition because it really has more to whom I talked about it.
i'm not sure on the specifics of proximity trigger's damage increase, its' phrasing is 'longer the projectile flies' which implies it's solely time based; if it is solely time based, consider making it 'distance travelled', so that it could work better with high-velocity grenades
additionally, consider adding armor type choices to all classes, perhaps with different values (so heavy still has 50% explosion resistance, but engineer could opt for 33%)
The most recent developers vlog teased at this, but I would love to see more biomes with exclusive enemy types. The developers said something about adding exclusive sandblasted corridor enemies, but it would also be great to have new enemy types in the magma core, radioactive zone, fungus bogs, or any biome really. I’m talking re-skins of some previous enemies, with different resistances or weaknesses. Something like a crystalline glyfid warrior that can electrocute the area, or a rare fire breathing praetorian? Or maybe some new enemies with new models and attacks?
Also the idea of the machine parasite was a fantastic one, and it could be a fantastic addition to the game. The parasites could grow like plants on the walls or ceilings and could “latch on” to your mule if they get too close. They could slow down the mule, and the parasite could reside in the openings of the mule stopping you from depositing anything until you shoot/pickaxe them off. In salvage missions, they could affect the mini mules and possibly turn them into the turret-wielding enemy (or just make them hostile). I think it would add depth to the beginning of salvage operations
Suggestion: Fleshout each dwarf's personality/identity through MORE banter with one another.
Mixer Spawns are currently bugged so people on mixer can't spawn enemies the pricing on spawns is also too steep anyway 5000 energy for a dreadnought? on top of this the balance is outside of the streamers control. I have an idea to solve this (the balance that is, if you cant fix the bugs not spawning god helps us).
Why not have a twitch extension of some sort for DRG to allow viewers in streams to interact with the person they are viewing, with the streamer being in full control of the balance perhaps choosing spawn wave type, buffing enemies by a percentage (stackable) for the rest of the level, nitra drop un-marked landing on the map, players joining passed the limit with one life 1/4th the health limited ammo and increased aggro / projectile speed against them.
I want to interact with people more, I like a hard crazy match, to summarise my very modest but awesome viewer base would love to interact freely with my gameplay. make it easier for them at least fix mixer, they don't mind being on 2 platforms to participate they just want to be a part of the match and I can only fit 3 in, currently most have to watch idle.
Why don’t we try adding an ingame guild system, where dwarves that have particular tastes for some missions can group together to achieve the same goal, this guild system at the end of every 2 months will be ranked among the others for its particular aspects, (dreadnought hunting, mining, salvage,ect)
Can we make it so that Cosmetics you buy are universal for all dwarfs?
How about a new mission mode where you set up scanners for bug swarms... sort of a go here deploy scanner hold out till its complete, 2 to 3 scanner holdouts per mission.
the only suggestion i have is when you make merch (if you do) please make a loot bug backpack or plush or something. My boyfriend is dying for one and i doubt my skills at sowing could produce one.
So the Deep rock Galactic company seems to pride itself on being the most "tenacious space mining company corporation in the galaxy". The devs seem quite keen to develop a juicy lore around the company and the world in general, so I think it would be cool if they introduced other mining corporations that are also competing for access to mine minerals. This could come in the form of spontaneous deployments of mining squads that can attack you or surround and guard areas abundant with minerals. This could open up for some interesting mission types involving stealing or competing for minerals, or infiltration type missions. And eventually, it could lead to an "alliance v hoard" style thing, where players can choose to quit deep rock and join the company of a competitor 😃
Simple Idea I didn't find in the search bar; "Cosmetic Pickaxes" Show off your flair when you salute!! "ROCK AND STONE!" Either buy them to support the wonderful dev team or earn them via achievements, when they implement them! Gem encrusted pickaxes, bloody pickaxes, comedy pickaxes, event themed pickaxes etc. I'm sure the devs have this written down or something similar somewhere for the future anyway 😛
On PC, it would be nice to switch between tabs on terminal UIs using the A+D keys, e.g., switching between Statistics/Milestones/Perks tabs in the Key Performance Indicators screen with WASD.
DRG gameplay loop: Explore. Extract(Exploit). Exterminate but where is Expand? Suggestion idea: Personal mining facilities at each biom on Hoxxes for players to expand and build/expand to their hearts content with mission centered around defending it.
@lone spoke I think that is a cool idea. It could also be a variation of the drop pod repair missions, except that once you repair the facility and make it operational and begin other missions
Suggestion Idea: Party tomatos to throw at the bar at other players,they're hidden somewhere around the bar area so players have to search for them first.
Suggestion Idea: New procedurally generated modules of crashed infested spacerigs from other mining companies within Hoxxes crust to explore for all bioms.
Suggestion Idea: Procedurally generated abandoned infested spacerigs orbiting Hoxxes as new bioms.
Suggestoin Idea: Hoxxes moons as new bioms
Suggestion idea: hot Elf Doc/nurse NPC in the medical bay.
Suggestion idea: Karl's bunker/room within the spacerig
Suggestion Idea: exploration of the spacerig's exterior(space helmet/Propulsion System needed) and surrounding area.
Suggestion Idea: A Deposit shoot inside the drop pod.
Suggestion Idea: Appropriate Dwarf model shadow casting within space rig(I can currently see unreal's default white pill model from the shadow it leaves on the floor)
@lone spoke @wicked pilot @polar tide discuss things in #suggestion-discussion , this channel is for suggestions posting only