#suggestions
1 messages · Page 75 of 1
The Q'ronar Rockeater by ianrwells posted this at July 4, 2019 at 02:08AM : https://trello.com/c/ViuHDeFx
Based on a meme post by @Maruko
NEW ELITE ENEMY
A large Q'ronar shellback with a black, spiked shell. The soft underbelly is moderately bioluminescent and lined with tooth like projections, As it rolls, it widens any existing tunnel to its own width, creating a sound similar...
ENEMY
We need a better map and more map iconography. Health, big enemy spawns (brooders and nests). =/
Female Dwarves, with the options to have beards too
For cosmetics for hats n stuff - an EVA helmet! just a dome-like helmet that covers most the head but reveals the face a little! or at least just some kind of Eva helm. Something like that 😛
edit: I would also have it be similar to the beret and beenie in terms of color variation for things maybe like the helmet or visor tint
A suggestion as a fun little side thing to do on the BRIG. A little game of kicking the barrel/soccer barrel. Me and some friends essentially just kicked a barrel back and forth defending the drill hole from the other two.
Class Concept: Siege. Takes the need for awareness of the engineer and ramps it up.
A beard so big, you can't see your armor
I will pretty much would like to see an Airlock in the Space Rig, it would be some nice detail and another fun way to waste managements money by launching all the barrels to the vaccume of space and it would also make sence for ships working with DRG to supply the Space Rig with new supplies every time the Dwarves kick the barrels to who knows where cause most of them dont have self control to resist the urge to kick the barrel. With the Air Lock would also might bring in some new fun achievements relating to the use of the Air Lock, like launching every barrel to the vaccume of space in one launch of corse management wont be pleased with it, forgeting your space suit... and your magnetic boots and have to be recoverd from space to be delivered to the Med Bay for Imediate treatment (A dwarf never dies). This seems to be a nice little detail to the Space Rig it self, its just another funny thing to piss off mission control with our shinanagins.
mactera hive map. The pod lands out side of a massive hive swarming with mactera. The dwarves have to go in navigate the hive, fight mactera the whole way and kill the queen.
When buying drinks, you have the ability to buy a round for the boys up in command. Wouldn't really have any effect except for maybe command saying thank you and you feel good inside :)
Occasional event where a lootbug goes berserk instead of dying, becoming a tough miniboss fight. Like the rabbits from Shadow Warrior.
The ability to buy Sandwiches at the Abyss Bar, since it is mentioned by the Dwarves on multiple occasions. Would be nice to share some Oily Oafs and some Sammies with the boys after a long day of bug crushing.
Hats for Molly.
How about a headcrab-like Naedocyte that controls a fellow dwarf firing at allies and using their munitions. It'll suction onto their head and you'll have to shoot it off your fellow dwarf and try not to kill him too (I mean, you can if you want). Maybe have it be a special so it doesn't come up to often like the grabber and it'll have a decent amount of health so you can't just shrug it off.
Qronar Rockeater by ianrwells posted this at July 5, 2019 at 04:31AM : https://trello.com/c/D7ndr3GO
Based on a meme post by @Maruko
NEW ELITE ENEMY
A large Q'ronar shellback with a black, spiked shell. The soft underbelly is moderately bioluminescent and lined with tooth like projections, As it rolls, it widens any existing tunnel to its own width, creating a sound similar...
i believe the the game would be more accessable to new comers if it explained what all the numbers meant. Just like how when you hover over your currency in a menu it says "this is your currency and allows you to buy things in the store" just have a tooltip like this show up when you hover over the other gatherable minerals e.g. "this is <insert name>, this is used when upgrading your weapons". Also make it clear what the blue number is on the top right corner of the screen is, you shouldnt have to ask people what all this stuff means, it should be made clear to the player. Just very small stuff like this would make the game way more accesable to new players.
And maybe add a weapons range in the hub so players can test their new upgrades
Thanks
Maybe we can use Nitra to buy other stuff instead of just supplies, perhaps like a personalised mini mule for everyone that follows you, or a Battle Mule like Bet-C may help with the deep dives update 🤔
A mineral deposit container inside of the drop pod. sometimes is impossible to actually reach the deposit container (especially without an engineer), being able to deposit inside (ideally reachable without being in the end trigger) whould help with this issue
I might speak what's already been suggested over a hundred times, but how about a minimum no-spawn zone for the Bulk Detonators?
Our entire squad got wiped doing a Salvage mission when it LITERALLY spawned right on top of us, those things are stupid with their current spawn system.
could the "Team deposatory" show up when you press Tab?
You did not think to add the ability to watch the statistics of your partner in his cabin at the base? Trifle but nice.
All guns should make a bullet hole instead of a decal.
being able to buy a Bet-c with nitra. like, lots of nitra.
@fresh gorge check pinned messages, we have it in almost every channel
is there no way to adjust the way the drop pod doors open? So sick of always having those ramps go in walls and whatnot. Sometimes it's nearly impossible to get into the drop pod when it's facing a wall AND enemies all over it.
As an idea to provide a bit of purpose to the "Easter Egg" material that is currently within the game, outside of a very nice experience boost when you collect it, perhaps it could function as a crafting resource. Once you actually find it and add it to your collection of materials, it would unlock a single level of upgrades for your equipment that require at least one of these special materials to produce it. This could either be a stronger level of upgrades in general, or could be a host of very anomalous properties. Lets use the Breach Cutter for example. This level of upgrades could be the same as the previous but would allow for a second choice of a special upgrade. Alternatively, it could do something really weird to the Breach Cutter, like allowing its line to be super thick forwards rather than side to side or allowing for the wave to bounce around once or twice before being destroyed.
Sorry if this was suggested before but this my first week playing and I have an important suggestion which may help those like myself that have trouble seeing in dark areas naturally. Simply put, I would love an upgrade that makes the shoulder lamps a bit brighter. They barely put out any light for me and just wish they were upgradable. Thanks ^^
Please give us the option to wear the beer mugs as hats once we finish our drinks. Just throwing the mugs at each other seems wasteful.
crouch?
Don’t change anything. I’ve played long enough to know why they balance is right. You use flares to see. Use weapons to kill at short range. Move around a lot and never corner yourself unless your an engineer or scout. Unless you need resupply don’t waste credits even if you have loads of Nitra. The only suggesting I’ve discussed with long term players like myself is giving levels a color option to buy so as to change the colour of armour. Despite this we also think the gunner should have higher armour rating like the driller. Reason is because they are support for all incoming attacks in a group. If played properly, only the gunner and driller are needed for waves. The engineer and scout can continue to work together to collect mats as long as the team is coordinated. As a single class player the engineer is the strongest class to play at full spec. It matters little how many star promotions players gain. I think it matters more when you require all people to play their class in a team and be efficient in use of gear. Noobs take note, learn to play each class properly. The game is excellent just the way it is without sticking stuff in that will ruin its dynamics.
A Mecha unit that can be called it, once per mission. Mecha unit design would probably be simple like the one that looked like the Ripley used in Aliens. So the Dwarf can easiely be seen piloting it.
The Good -
Great Supportive Firepower
Holding a Chokehold
The Bad-
Slow to turn and move
Its Big and will have trouble in tight places
Ammo while plenty cannot be resupplied once depleted
Cost 150-200 Nitra
Almost Useless in Tight Narrow Tunnels
Cant Jump (unless called in by scout "see bonus addon")
Bonus Addon
Depending on which class called it in will be fitted with different loadout
1 Arm could have a minigun and the other a melee claw for soldier or engineer with 1 arm a flamer and the other a digger.
Has a small rocket launcher on top of it that shoots any flying units in range (10 rockets only limited)
Run by a reactor that will leave a huge explosion when destroyed/ Or you can choose to activate its self destruct button when ammo runs out and bait a big bug towards it for fun times.
No fall damage?
So why use a mecha? More then anything its a unique way of getting in that extra firepower for really tough waves or hunting bosses. But there are also not easy to use, if surrounded it will quickly be destroyed due to slow turning speed.
You wouldnt want them when making a speed run somewhere. They also use up abit of Nitra so you must choose between everyone getting ammo or getting the Mecha.
They would also need to be supported so that they dont get easiely flanked by fast agile bugs.
I think the trailer in steam should be updated, really old version of the game
Customisable reticules pls
I LOVE customizations and It would be awesome if we could customize our cabins, pickaxes and much more. It would be awesome as well if we could see each others cabins modifications and their own stats by kiuji posted this at July 6, 2019 at 09:15PM : https://trello.com/c/LwOQXh2c
60143066_2188757694769598_3679637398905421824_n.jpg by kiuji posted this at July 6, 2019 at 09:24PM : https://trello.com/c/L63G3dJy
60143066_2188757694769598_3679637398905421824_n.jpg by kiuji posted this at July 6, 2019 at 09:24PM : https://trello.com/c/U9UkHJXD
Customizations by kiuji posted this at July 6, 2019 at 09:26PM : https://trello.com/c/3hvrBbDR
Getting a proper recording of how many of what enemy we killed in our statistics screen. Either per mission as a team or enemys you yourself actually last hit, doesnt really matter, but it whould be nice to see things lie how many detonators have we killed etc as it currently only shows "enemies killed" in a single rubric that looks like it should be expanded
Something else: Beign able to see actual numbers on some of the weapon/tool upgrades. maybe locked behind a toggle under options that is set to off by default if you dont want to overwhelm new players, but i find it incredibly annoying having to go to the wiki each time because information is obscured behind a "increased [something]+" without being able to tell how much this goes up by. an example are some of the scout upgrades for which you're never told how much movement speed you actually gain. or neurotoxyn granade damage/s. or various other things.
(Story) Wave defense think about it, your team of up to 20 Dawes are on a transport on the way to DRG space station think of it like new recruits or some transfers from different stations when all of a sudden you ship goes down maybe the engines have failed or it could be an asteroid field but the ship crashes into hoxx.
(Game mode) A team of up to 20 players haveing picked their classes like gunner, driller, scout and engineer have their normal in game equipment but most of their gear is gone since they were off the job, and all they have is their pickaxe and some pistols they found(driller pistol which could just be called peace shooters), in order to get the rest of their gear the ship has an on board workshop where they can make their wepons and grenades but first they need to go out for resources nitra is ammo also health and for them to get there wepons they need morkit. As the waves go on they get harder and harder and as you mine all the resources around the ship you need to go deeper and deeper down.There are also special and rare minerals that go to base defences and eventually you can build BET-C. (End game) if the players manage to make it past wave 20 they will be contacted by DRG saying that they sent a drop pod to pick them up but frist they need to make a location device the same one you get on Savage Operation. Once completed the drop pod will arrive but here's the twist it can only take 4 of you so if you have a team of 20 you need to choose who goes first and hold out for each pod (so when one pod goes with the 4 people in it there's a 1 minute timer between each pod) as each 4 people leave they will be put into a spectators cameras so they can watch their buddy's fight till they all get out.
Feels like autocannon needs a buff. Perhaps damage buff and stock spinup time buff. It feels inferior with very long spinup time, with spinup upgrade is inaccurate, has both inferior DPS and 2\3 of minigun's damage per full ammo supply in best case scenario
Controller key configuration for all controllers
Please add 'sound' to new message in chat. It does not stay visible and is very tiny, missed it many times when fighting.
Squad markers instead of pressings X and your character saying here or hello it brings up a message menu with things like DEFEND HERE, GROUP UP HERE, DROP SUPPLIES POD HERE or OVER HERE NEWBIE. Just an idea for teams that don't use voice chat and to help teach new miners.
I'd love to see a belt fed LMG for the Gunner, and maybe a bow/crossbow for the scout.
And also, it bugs the HELL out of me to see the Engineer using his SMG one handed even though it has a foregrip on it. I think it would be cool if you start using it two handed after you buy the stability upgrade. Or just make it like that off the bat.
Spitball idea for a Horde Mode/Tower Defense:
All dwarves are confined to a drilling station similar to the platform you stand on during a point extraction. The drilling station would either be underground or on the surface. A drill digs deep in to the planet to extract resources from within.
With a new mode, comes new weapons in the form of static defense specific to this mode. All weapons feed directly from the drilling station which has massive ammo reserves, giving each weapon unlimited ammo at the cost of the weapons being confined to the station.
For the Scout, a mounted .50 BMG scoped sniper perched on the top firing high penetration tungsten rounds.
The Driller and Engineer will both have their defenses on a rail system that circumvents the station on one axis.
The driller has access to a heavy flamethrower with longer reach that his own.
For the engineer, a belt fed grenade launcher.
The gunner would use his own minigun, but, a belt would extend from the station and connect to his gun. He is allowed free roam on the station, but, the ammo belt chains him to it, OR an on rails 7 barrel minigun. Having more barrels in rotation allows the gun to stay cool longer than his handheld minigun.
The station has all of this on top of the stock mounted auto turrets of the platform in PE missions.
The longer you last against the waves of increasingly numerous bugs, the more rewards you get. The rewards range from Gold, to rare ores like jadis/croppa/etc, to bittergem. If you're running low on health, the station would have a bartender that can sell you a new beer made with red sugar.
accesory for all weapon for aiming
this is not the channel for discussions, please take it to #suggestion-discussion
Armour Skins that match the weapon skins that unlock you upgrade your suit
Bittergem armor by mattwurst1 posted this at July 8, 2019 at 06:43PM : https://trello.com/c/QpxI7eSi
We all know that the richest of dwarves can decorate themselves in gold. But what's even more rare than gold (and perhaps also alot less heavy)? Bittergem!
Can DRG pull a rust like skin economy ? by servooo posted this at July 8, 2019 at 09:54PM : https://trello.com/c/XqU5MyRV
What about 8 dwarf mega caves
Or multi-biome caves.
DRG is a great game, but I recently thought of something cool that Mission Control could say when you aren't getting mining Morkite fast enough: "Team, it's called More-kite not less-kite"
Im new to this game but I had a few suggestions that would be really nice to have.
- having players usernames above their heads so I can tell which one of my friends is saying "come to me" because one smelly space dwarf wearing half a car looks much like another in the darkness of a asteroid cave.
- give the flashlight a little more range. Maybe its a game design decision thats been carried over between lots of games but I cant remember the last game I played where a flashlight actually had some amount of usable range.
- If you are planning on having remapable key bindings in the final build have the option to reverse the gear scrolling. The games im used to playing with this kind of horde fighting style are left 4 dead and the vermintide games. in both of those the weapons/items are in a virtically stacked column on the right side of the screen and scrolling down takes you from your primary weapon to the next item and so on. In this game it feels reversed where scrolling down from the first weapon instead of going from weapon slot 1 to weapon slot 2 it goes to weapon slot 4.
lastly and most importantly make molly stop pushing me off cliffs!
Make a lore-message-chat?
An Epic VR mode
Four suggestions. The last two of which I expect to happen naturally (grenade mods), or would be cool to see (weapon swapping)
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Secondary End game Screen with detailed stats. Breaking down bug kills by type. Damage dealt (as raw number), Red Sugar Consumed, Resupplies Called. Resupplies Used, distance traveled etc.
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A View last mission results console or in the esc menu, so you can refer to your last mission at any time up until you start a new mission.
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Once you have Two/three star'd a dwarf and/or unlocked all upgrades for a weapon, you unlock the ability to bring that weapon with any other dwarf so long as that dwarf meets that requirement for the weapon they are replacing. (IE a fully spec'd engineer could swap their primary for the Thunderhead if the Gunner is likewise fully spec'd). Other restrictions could be placed on this. Just an idea to further increase the customization of load out you bring.
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Mods for grenades (Acting like primary/secondary weapons for swapping between) that alter how they behave. Examples could be the IFG could act as a time stop field instead of a slow field, or eliminate the slow field for a mass electrification field that persists a few seconds after they leave it similar to the potato masher fire grenade of the gunner. This would further increase customization of load outs you bring to a mission.
being able to "ROCK AND STONE" in victory screen
@native otter if you want to discuss an idea, please use #suggestion-discussion
id just love to look down and see my feet 😃
Depending on how it is viewed, a relatively small suggestion would be the provision of some rarer items and cosmetics for playing through the areas of the game and the missions they provide. The best example I had for this, are pets! When a player goes through any Egg mission they have a chance to find a colored eggs. If that player deposites the egg, then they will randomly receive a new accessory slot and a random "pet item" that comes with it. These pets would not appear during play, but would instead be passive creatures that would spawn into their Lobby whenever they join. This would allow players to keep a cute little Lootbug of their own that they wouldn't have to brutally slaughter for its delicious resources. Alternatively, they could also have a buzzy little Mactera Spawn hovering above. These pets could be groomed and pet before heading out to one of the missions, and perhaps you could even buy a snack for them at the Abyss Bar and feed it to them. An idea I had if they were implimented, is for them to hold the opportunity to grow. Remembering how much they've been fed and how much time is spent in the Lobby while they've been equipped, they will grow into a "pygmy adulthood" that is smaller than the usual of their species, but would have some special traits. The Lootbug from before could have even smaller babies following it around as it roams and if a Glyphid Spawn was added as one of these pets, it could grow into a Glyphid Grunt that just chills out by the jukebox.
loading screen tip typo, "when it is" something like that.. the one about following the green markers
The ability to retrieve Impact Axes not only from walls, but also from enemies, dead or even possibly while they're alive.
a quick chat. like, "help me"; "out of ammo", etc
Would like to see new rare elite enemy that use poison, affecting player controls – one random effect of reverse controls, mouse shake, finger sticking to trigger, etc. So its hard but can be countered with proper actions. And visual effects too – color filters, double vision, flashes and opacity, etc.
This kind of enemy best fits Fungus Bogs biome, because such climate provides a lot of poisonous creatures.
Overall this will add more chaos and frustration to missions, which is fun.
@flat quartz this channel isn't for commentary. If you wish to discuss an idea, use #suggestion-discussion
Let me capture glyphids and battle/race them against others. Like the Chao system in that sonic game
crouching
Allow the team to spend money in order to upgrade the mule par one mission. I.E Turning it into a (discount) BET-C one mission, or upgrading its speed another.
Doing this would cost gold, of course... So for example much like buying drinks, you could just temporarily "Overcharge" the mule to move faster, give the team a full heal (once) or just upgrade it with an inferior turret. After the mission, it would go away. Would be neat for higher difficulty levels.
(In case this needs a TLDR: Let mule get 1 upgrade, for one mission, using gold.)
host migration would be nice, so you don't lose everything when the host leaves
also would be nice, if it didn't send you back to the infirmary every time you view a party composition at the mission terminal
not sure if this has been suggested before --
I think it'd be really cool to see a (perhaps optional) feature in which you may run into another mining unit while on a mission. you could engage them in combat and get resources for taking them out, or maybe just make a quick escape. feel like this would probably require the map to be designed a little differently given that there would be two crews potentially entering it, so maybe this is impossible, but just wanted to throw it out there.
That was probably suggested before, but what about deployable stationary tripod for gunner, which takes few seconds to deploy, and primary weapon can be put on it and put away at any time (takes 1-2 sec) and while on tripod primary shoots with no recoil and with max accuracy available with its build?
small suggestion but, a quick replay button would be nice when you fail a mission. If that's possible
it'd be neat to have a large ass boss in a wide circle cave room with a giant hole in the middle. a few levels to go up if desired. each "phase" can make the boss go down in the hole and buy time to stock up on ammo or revive dwarves before next phase. or a boss fight that makes every role have a job to do at some point
-Just like headgear, golden version for every armor with Supporter Upgrade.
It'd be nice to have a change in bodygear without losing the golden touch :)
Give us Karl. The fifth dwarf. As paid DLC!
I want ironsights. I don't even care if it doesn't change the accuracy/speed/gameplay in any way. I just like the weapon design, and I want them closer to my face.
It would be nice to brew beer on morkite missions
Selectable new voices you can equip like cosmetics, and automatically updated icons. I really don't like how beardless dorfs look, and playing as a Driller/Gunner makes me puke a little as I see their beardless icons. I bought a beard, damnit.
Suggestion: add some telegraphing for when a flying bug or ceiling tentacle is about to grab you, as a way of giving players a split-second opportunity to evade them
I think a new boss is needed, mactera boss would be interesting
maybe after doing all the deep dives theres a final boss, like how the starting assignment has an elim mission at the end, and the deep dive assignment will have a new boss at the end
engineers hammer builds all things faster
modding support. let me have mia khalifa as a playable character
Grenade Icons match the equipped grenades in your inventory when on a mission. Then you know what you have equipped if you forget.
stop spawning bulk detonator's on top of drop pod during evac. it's super cuck
Add a fourth spatial dimension to make cave exploration more challenging
hypercaves
Add proper onboard entertainment to the droppod, poor driller is always so bored
Suggestion. Alternative final mod for the Engi Shotgun that changes it to a pump firing shotgun. which slows down the fire rate heavily but increases the damage output.
im sure this has been suggested before, but proper filters / sortings for the serverlist
Add more alcohol types like shots/old fashioned/chugging bottles. Maybe even a flask you can fill up, and drink during a mission for a one-time short buff. Also various foods. We're constantly giving up sandwich storage, but I haven't ever seen a sandwich
Steam achivement balancing by dmi1407 posted this at July 12, 2019 at 06:34PM : https://trello.com/c/tN8JSLWF
Remove this whole "Uniform cap" and "Gilded Mk2 armor" crap, and just give players a clothes skin slot. So you can equip a skin on any armor/helmet combination.
https://steamcommunity.com/app/548430/discussions/3/1643168364653286067/
We need more special drink types! So here are my suggestions!
It would be good to add beer brewing as a system with its own lvl progress and possibility to do custom types of beer with different buffs (by using minerals probably?)
I know this has been said before, but we really need a voting system or something for the escape. I'm really tired of playing with people that press the button w/o asking when there is still cave to explore or stuff to take. Talking to them serves no purpose most of the times, cause they don't usually pay attention to the chat.
Make it so when you're freezing cold, your minigun/drills overheat much slower.
Jewellery. Need a giant chunk of bittergem swingin' from my neck like a true Lord of the Deep.
I think that we should also be able to upgrade the M.U.L.E in some small ways, possibly making it perform like the BET-C
or maybe the ability to ride the mule to the drop pod for solo players
Can we get a fix for the MK3 Gunner Heavy Suit? It looks awesome, but most of the face is obscured and any large moustaches/beards clip through it.
Mini mules to be something that you have in the multiplayer missions maybe?
Having an escort mission or a bet-c extraction
Glyphed jumper
I recently got into the game and just found out there is an option to remove the hud through a keybind. It would be awesome if there were more HUD-less friendly attributes to the game. For example, examining the map is impossible in HUD-less mode. Maybe a PDA that the character can take out to show the map as well as recently picked up items, items stored by the mule, and mission objectives. The game looks completely fantastic in HUD-less mode, and it looks amazing. Great work!
it takes SO LONG to platinum the game rn. remove the gold promotion achivements
If you're going to remodel the station, how about letting it go with a bang? Have a special timed misison, where you fight bugs in the station, because management fucked up egg storage.
I think it would be neat to make up a song for DRG, that the dwarfs could be singing. Like how we get a random phrase when we press 'V', either on a different button, or sometimes it triggers a verse of a song and if another player contributes on time they'll sing the next verse. Could be a company kinda work song or just a dwarven themed one. (Kinda like EDF has something like that)
New mutations: No Flares
Minimal/No HUD
One suggestion I would like to make is to add Twitch interactivity as well, we currently have it for Mixer but Twitch is more popular, and as a content creator myself I would love to use that feature!
A graphics option to see your body in first person
Let Bosco collect apoca and boolo
Mutator: Swarm
Effect: 250% spawns per wave, 150% wave incident rate speed, -50% spawn health points
Armour: More beard-friendly armours.
Effect: Let existing and/or new armours either contour around the beards to defend them or have the beards flow free on top of them.
Wardrobe options: More sideburns, moustaches, beards and eyebrows.
2 Classes that would fill in niches this game still has without taking anything away from existing ones:
1.) Medic. Srzly where's the doc? This is the most obvious support option.
2.) Melee focused Tank.
We have the gunner for serious damage, but none of the classes are specialized for TAKING damage yet, someone heavily armored with a kickass electro-sword and a shield would be amazing to play.
Also driller needs an easy way to mark entrances and exits of tunnels so they're easier to find, maybe sticky flare upgrade?
Add plants that can be harvested for Making your own Bar Brew. The idea is not to have plants that grow out of the ground. Instead they are collected from boss kills only. These plants make special brew for running and jumping. They are not designed for strength. It’s purely a dexterity boost so the class is not changed in its main characteristics. The other option is to make more plants and extend the mission requirements of collection to include some more obscure species. Whether these drop from bosses or are real plants, there must be some risk involved in collection of this material. The reward could give a bonus % of final mission or if you want to be really creative feeding it to Molly increases the cart speed as so many of us would like permanently but it should be earned not given.
Increase strength of headlights. Alternatively, add upgrade options to headlights.
Add equipment alternatives that have niche combat uses and diminished team utility. Such as power pickaxe and a shield instead of mining drills.
Buff heavy autocannon, shooting this gun feels like trying to ride glyphid but dmg in second much smaller than on minigun without upgrades
Edit: also ammo amount is such a joke...
if you buy beer solo, the line should be something like "drinking alone again..."
@timber mauve could you please explain your post in deeper detail?
@placid totem this is for #suggestion-discussion , not here
also why does he not pour more when new dude join the lobby
Specific poses that can be equipped and which are then used at the end screen
Did I hear anyone say third person mode?
I want beard-friendly armours for digger/gunner. Let the beards flow freely. Have them be armoured or not, if you please, but don't make every dwarf with these careers a beardling.
A dynamic addition to the end screen that shows piles of how much and what kind of loot you got in the background
Been away from this game for a little while , but still no option to turn off/ tone down Screen Shakes / Weapon bob / Head bobbing? i know these things are there to make things look pretty, but my friends are having problems from it and getting motion sickness in less than 20 minutes, even though they can play other fast paced games completely fine for hours. Headbob in Options menu is far from enough for them. Please add options for it, or at least, make it so you can tone it down via editing cfg files.
What if you could use mini mules like in a solo or if the team want to everyone gets there own that's follows them only and you could change the color of the mini mules to tell who's who's
An option to change your loadout for joined matches (the screen that lets you pick your class before loading into the game)
Remove the ability for hosts to kick while already inside a game. Unfair and very easily abused
I think it would be cool to have a story. Or be able to get access to lore from new missions on the assignment board. I think a new target to eliminate other than the glyphid dreadnoughts would be cool too
It would be good to add beer brewing as a system with its own lvl progress and possibility to do custom types of beer with different buffs (by using rare minerals and some new (or old) collectible plants probably?)
Instead of adding other classes (since that would be a balancing nightmare), what about sub classes? Like, a possible subclass for the Scout could be Field Medic, where they get a placeable medkit with a few uses for injured party members. Or a subclass for the Gunner that adds an ammunition kit.
Considering how hard it is to get a good team with a good dynamic can we please consider fixing the bug that prevents you from promoting a dwarf in a multiplayer session so you dont have a break in continuity
Magnetite deposits look like turds
Stilts would be an excellent cosmetic, or even a utility
a "not" checkbox for the mission type whould be nice. Or actually, just a list with checkboxes so i can choose what missiontypes to include in the quickjoin feature. singleing it down to just 1 missiontype isnt the greatest solution here.
also the abilit to filter missionlist properly please.
idk if this was suggested before, but basically in the server list, clicking on time would show the longest time on missions, and clicking it again would show the shortest, for hazard- the highest hazard at the top currently playing, and clicking again to show the lowest- etc
Similar to the Barrel Toss at the Bar, can we add “vents” below the drop pod on two opposing sides so we can play Barrel Ball?
Have a crane to pick up the mule
add a way to transfer host
@sly nebula if you want to brainstorm an idea, please use #suggestion-discussion . this channel is for completed ideas only
Oh, sorry
Mini-mules in salvage missions should also be able to take stuff and deliver it to the main M.U.L.E
more advertizement for the game 😃
@violet juniper if you have questions about what is planned for the game, please use #drg-chat . Discord also offers a search function in the top right of the screen you can use to see if what you are asking has been asked / suggested before.
Readd the old mule sound please
add rewards to promotion. ive promoted all characters once and i dont have anything else to do on the game that will make me addicted again
I’m not sure if this was said here before,but we need better tutorials...
I think it would be reasonable to have one for each class that shows what is their role in the team and how they can interact with other classes(like engineer placing platforms for scouts to mine things and gunner placing ziplines to get everyone somewhere you can’t get without one or using shields to protect everyone from a swarm),since it’s fairly common to see scouts going around without using the flare gun,gunners not using shields and drillers just completely forgetting their drills
Some small text in class select is...a bit useless
let us bring barrels with us on missions!
@bold gulch this channel is for suggestions only, please refrain from discussion in here.
A weapon inspection animation
In the magma core a lot of earthquakes should spawn after the mule is recalled. This would make the magma core a more challenging location than it already is and will force you to think before you press that recall button.
What if they had a random event, much like seeing Bettys. Only this one would be the drop pod breaking down and you would have to hold out inside as the glyphid swarm gets one last shot at killing you.
Being random, the drop pod would call in and land just fine. The timer and everything the same until everyone gets inside , then you'd hear some malfunction and the two blast doors would open back up along with mission control telling you that something wrong has happened and they're working out the problem. You'd have a timer dependant on diffuclty, but one minute or so sounds fair as a start.
The reason I said two of the doors would open is because you'd atleast have that chainlink gate still closed and blocking the glyphids from entering the pod and saving you some precious seconds until the gate gets destroyed and the glyphids are allowed entry.
Lastly once the timer runs out, the pod would close the blast doors and take off like normal and give you the win screen directly after much like missions currently do. I thought the idea sounded interesting, keeping players on their toes and not to celebrate/ shoot eachother too early. And I can imagine this random event could make or break a mission, especially on higher difficults, however with salvage missions and betty's we know that DRG's machines are not perfect and this could add to that hazardous work environment the dwarves complain about.
New mission type. Medi-Evac
Similar to how the mini mule mission works in that you find downed dwarves heal them up and stick them in a medical mule.
Could be a retrieval mission for dwarves that failed a mission (how do we end up back in the med bay? someone had to retrieve us.)
The downed dwarves would be inside a medical mule which needs to be protected and can take damage, but if it takes too much damage it becomes disabled and needs ro be repaired (similar to Bet-C once the pods are shot off).
Would be a nifty way to do in world rationalization of how a mission of failed dwarves end up back in the space rig.
Considering supply pods and Aquark platforms are left behind all the time, I want to start spotting them in other missions. Maybe even infested with Glyphids.
Adding a shanty system like what @crystal fossil said but you would all press and hold v together to play a shanty and its different everytime, like driller would do some sick vocals with his deep daddy voice
Make the GK2 better please. It's sad that it's unironically worse than the pistols that other classes have, and the SMGs that the Scout actually does have access to.
An event like a comet/asteroid is passing by. X days to mine while it passes by, could add elements of urgency, new materials or higher yield, new theme/critters, dangers like low gravity at random, quakes, etc.
(I thought bthis as a use for errors cubes) we can use them to add say a gold Rush to a misson at the risk of a say exploder infestation or some thing like that or add a gold Rush and a mineral mania with two negatives
As it is the age of loot boxes and RNG "Surprise mechanics" DRG should jump on the chance to take the piss on the idea, I introduce to you, THE ALE BOX! Random box of ale that players can purchase from the Abyss Bar and surprise their party with a random drink.
More drinks at the bar
Scanning mission type:
Drop pod drops off dwarves, MULE, and a seismic scanner that's a large carryable object. Players must work together to carry the scanner to 2/3/4 marked locations (since the one carrying it at the moment is practically defenseless). At each marked location, players must deploy the scanner and activate it (via build/repair mechanic), whereupon it becomes a defensible objective and attracts enemies due to its vibrations until its progress bar fills up.
Once all the locations have been scanned, the drop pod can be called in on the MULE. Due to high-resolution mapping of the tunnels by the scanner, the drop pod arrives nearby (i.e. in the same room/tunnel or immediately adjacent to the MULE). The scanner must then be carried to the drop pod and packed away (again, using the build/repair mechanic) before the pod doors open.
This mission is similar to the Salvage missions but differs from other mission types by introducing an escort objective. Since one dwarf is busy carrying a heavy object most of the time (between scan sites) or performing a repair (at the end) this encourages players to strategize in order to keep enemies off the vulnerable teammate.
What I'd really love for the Driller: An artificial horizon, something to tell me my elevation angle while drilling, perhaps something like the Gunner gets for the GUI on the Zipline launcher, but for the drills
I'll be drilling, check the map to adjust course, and then realize I've lost my orientation, I have no idea how far up or down I'm drilling in that tunnel, and it's tricky to figure out again
from: @hybrid chasm
Red sugar collector bag/box. by slafk posted this at July 16, 2019 at 12:22PM : https://trello.com/c/Ji1SZiG3
It would be nice to be able grab some kind of box or bag for collecting red sugar (in grenade slot for example) instead of eating it until your healthbar is full and you drop everything else on a ground.
This would be really helpful especially on hazard 5 where after 5-10 mi...
Less Disparity Between Subata 120 and EPC by julianwyatt1 posted this at July 16, 2019 at 12:22PM : https://trello.com/c/dttO7TR2
In most cases, it feels like a better option to take the EPC. I think the EPC either needs a little toning down and/or the Subata 120 needs a little toning up. I think all weapon choices should be sidegrades and/or taken for various purposes rather than one being objectively ...
Boss Glyphid that abducts Molly by julianwyatt1 posted this at July 16, 2019 at 01:00PM : https://trello.com/c/PEjBqbFM
Dwarves rely heavily on Molly. Having a large enemy that steals Molly away would really highlight and play with people's dependence on her. It would essentially become a side mission to kill the damn thing so you can progress.
Whether or not rendering a level literally unabl...
1
I would like to see a blacklist system implemented, as an anti-grief tool.
oooh oh, make pickaxe mining a LOT faster, but only for a short stint, like a dedicated "mining stamina" bar, then it goes back to slow mining when the bar is drained (as long as it takes to get through most or all of the soft dirt patches, maybe the first ~10 hits).. "but this intrudes on driller's niche" you say, well maybe it shouldn't be driller's niche, maybe driller should also be a lot faster, maybe driller needs a rework? that's a whole other thing though
@hybrid chasm this channel is not for discussions. Please use #suggestion-discussion
Could the firing range offer a "holographic simulation" of bugs attacking you where you fight wave after wave of bugs? Have the bugs appear grid-like and electronic. This could also be the basis of weapon promotions rather than missions. It would make sense for example: destroy 20 bugs with X weapon to gain weapon license.
I think it would be cool if some kind of heavy melee weapons were to be added. These could ideally come in the form of large axes, machetes, or even swords. They could function in the same way as the current pickaxe, with normal hits and a more powerful hit with a cooldown. These weapons could also function as a utility tool as well. Like having the machete clear plant life more easily, or having dual-wieldable knives that give you the ability to climb walls for a limited range.
How about a cosmetic hat which is like some storage bucket with minerals pouring out of it when you're moving.
@rocky trout @long sand this is not the channel for discussing ideas. Please use #suggestion-discussion
How about making all sub-weapons interchangeable between all classes. Also, Engineer's main weapons, too, since his are kinda meh, and are basically subweapons anyway. It would make classes more customizeable, while keeping their primary and support weapons that define them. Also, a third weapon slot for melee weapons. I want my two-handed axe, damnit.
Could it be possible to make the fossils shine or glimmer as I've found that they are really-really pain in the rear to find unlike the shrooms or flowers.
Oh, add an animation where dwarves go sit in the chairs as the pod takes off. It's awkward when the mission ends because of the last dwarf entering the exit zone, and he just stands there as it takes off.
Redesign device defense aura in Salvage Operation. by pokerman123 posted this at July 17, 2019 at 03:29PM : https://trello.com/c/KsZdpTFz
For now drilling a tunnel under the objective device still can make the mission become too easy.
I suggest to change the aura of defense from sphere to a cylinder.
The new cylinder is smaller and it parallel the objective device, if a driller trying to drill a tunnel below ...
Redesign device defense aura in Salvage Operation. (2nd idea) by pokerman123 posted this at July 17, 2019 at 04:03PM : https://trello.com/c/I7dnD2US
To finally add something to the ceiling hole, every time the game updates I go up to see but its always just "nothing here yet but I'm very proud of you-rob"
I want Dwarf Fortress reference items. Give me Dwarf Smiley emblems on the helmets.
I'd like to suggest a new enemy-type. It's a charging-type Glyphid that can block a lot of damage from the front. Medium sized, roughly on-par with the warden and about as equally fast (faster then a pretorian) to get around at a decent speed and whould probably have a similar spawnrate to warden/menace as a specialised glyphid unit.
His front armor blocks all bullet type damage (not penetration stuff like flamethrower and explosive damage) and he is capable of charging a player from a medium distance.
His weakspot in the back however is almost completly exposed by default and has a really big critical hit multiplier. Imagine the pretorians armor having grown upwards instead of backwards. (maybe his mouth bends a bit downwards aswell when he gets ready to charge to prevent stuns)
The "Crown" part of his armor could eventually be destroyable but due to its layering whould take quite a bit of work to destroy.
The obvious strongest use for him whould be as some sort of guardian to charge into a bunker or come out of a chokepoint like glyphid grunt guards but more impactfull. Right now that's the biggest alien weakness, simply making a bunker or waiting for a swarm between 2 rooms and a unit like this whould help out a lot i'd imagine.
I drew some concept art to get an idea but im not the best graphic artist
Can we get a mobile defense mission Go to x planet and build an autominer to get though deep stone to mine large nodes while its mining you need to defend it from enemies this would have a unlimited time after 2 mining areas mission would complete ( furthering the idea) {but you could continue going but mobs would get increasingly difficulty} the auto miner would give you x amount of nitra per min so ammo could be attained.
you could also have a race mission were you race another group of miners
How about off-the-books missions? Like, MC wants to set up a comfy retirement, and he asks you to go on unlicenced missions, using old written-off equipment and going in badly scanned sectors. The tradeoff is that you get a lot more minerals, since DeepRock doesn't take the corporate cut, and you just split the gains with MC. These missions have pods that are much slower, no mules, barely any warnings from the MC, and much more Glyphids. Maybe also limited ammo pods per mission, to avoid detection by the company.
Or maybe some competitors are doing unlicensed digging, and DeepRock sends you in all quiet like to set up bug pheromones around their base and to sabotage their escape pods
the upgrade that makes engineer's shotgun full auto, definitely should show the increase in fire rate in the stats so that it can be meaningfully weighed against the other options.. as it is, it's left out.. to me, full auto alone is mostly just a convenience, I want to see the numeric change in fire rate
also, for the stubby SMG, the terms "electrocute", "electric damage", "in an electric field", the exact meaning is rather ambiguous.. from this alone, what is electric damage? how does it differ from regular damage? does the proportion of electric damage directly affect electrocute chance / what significance does electric damage have? what is electrocute, is it a stun? how long does electrocute last? what is "target in an electric field"? can't tell from the descriptions
Let Bosco get accessories - a lot of lonely scout mains want to see at least one another beard on mission
Each mission could have some statistics of how each player worked towards the mission objective, example: Egg Hunt with Apoca Bloom as a secondary objective, on mission completion screen below each player could show how many resources he got, Engineer: 1 Egg and 3 Apoca Blooms, Scout: 3 Eggs and 10 Apoca Blooms, and so on...
Some sort of gas grenade that melts off glyphod armor because then you could work as a team with explosives to destroy glyphods
more events a bit more frequent mabye
Customisable reticules
Has anyone mentioned this already? I'd like to see the ammo drop pods break apart when they are all used up, kind of like the "new miner" pods do. They can be visual clutter that serves no purpose once they're consumed.
An option to reduce the noise of the login screen so I don't deafen myself
skins for bosco
Bobble heads/small figures that are earned through achievements and are placed in your room and around the station
How about a new warning. No recharging flares, so that they can only be refilled from ammo pods. After you throw all four you'll be left with only your headlamp for light.
Horde mode. Kill a massive amount of terrestrial life forms to collect data on their behaviors. You have to kill XXX amount of enemies then you get to go home. Alternatively it could be a mode with a timer and leaderboard, so miners could compete for who can last the longest in Caves
Change conductive bullets to "Bullets pick up a charge and deal bonus damage when passing through an electric field " instead of "deal bonus damage to targets inside an electric field". This change basically means that the buff is triggered when the bullet passes through a IFG field instead of requring that the target be inside the field.
M.U.L.E cosmetics
Mess hall
Zoo full of all the different creatures down on hoxxes IV
Different ammo pods you can chose from. Let's say a new pod with 2 or even 4 smaller ammo boxes on each side, instead of one. They are quicker to grab, but give less ammo, so it's a droppod you want if you're in a hurry. It should take more time to fully restock than the regular ammo pod. Also, a droppod that just slowly restores health/ammo in a small radius around yourself. It's more of an ammo pod for use mid-swarm.
oi, can we get left handed view models?
i'm tired of being oppressed by the handists of society.
Pls rework ores so that there'd be no these annoying 0.1 bits left. It's distracting
Add a new glyphid that does not attack, but simply follows the player. They come in huge amounts, and just tail players, blocking paths and shots, as an distracting swarm. Maybe give them an annoying sound, too.
Allow Engineer to refill ammo on Extraction Point Pod Sentries, please.
Oh, also bonus experience for killing Bulk Glyphid Detonators as well as non Elimination Glyphid Dreadnaughts that appear in missions. I feel like we should have some merit for killing some of the most dangerous enemies in the game.
I would like to see a map where a old space station, drop pod or ship in habits a small part of the map for example it would be cool to be in a cave system and then find a freighter or some kind of ship that you can explore and find loot in it could be overgrown and crawling with enemies.
I would also like to see Bosco to have an upgrade where using a mod slot he can either store minerals and deposit them, head straight to the M.U.L.E. with larger minerals, or be able to point multiple objectives for Bosco at once.
unless im slightly artarted can we get a server emote of that big sexy headset wearing man
Can we get an option for.. rank-limits for joining? I'd rather not run haz 4/5 missions with people who hardly know how to use the shield generator or flare gun, much less even how to revive their teammates. Maybe 'prestige only' or 'all upgrade/perks maxed' for higher ranks. Should certainly be useful with the upcoming deep dive update.
can we get a 6th class with ninja options
Dedicated melee weapons, a Dwarf should have an Axe!
Okay, I’m sure that some of these ideas already were here, but still. Endgame Content Ideas:
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With 3 gold stars open unique passive skills for each class. For example, a scout has a higher or double jump as well as accelerating the run; a driller - an increase in transferred resources without perks, accelerating the digging and extraction of resources; the gunner - increase of damage and accuracy of the weapon without modifications of weapon, at the engineer - a new version of the turret. Well, something like that.
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To open at this stage perk "experience sharing." If the character takes it, he can use some support tool of another class, but, possibly, with reduced functionality. This is an option.
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Extensive customization of Space Rig, at least a bar. Part of the custom objects can be opened at a certain level of the profile, part - with the promotion of the character (bronze, silver, gold). As an option - a small bonus from this objects, +10 health, + 5% experience, etc.
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New bosses after achieving maximum gold improvement. For example, killing an evolving dreadnought, etc. Unique rewards from them - modifications, customization, etc.
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Not necessarily endgame, but still. It would be great if the environment of a private room changed depending on the class. I start as an engineer — I woke up in a room where, in addition to a capsule for sleeping, there was a small table with a disassembled turret, and there were blueprints on the walls; for the gunner - the opened cabinet where we can see boxes with machine-gun belts, and on the table there are details of the weapon, for the driller - the drills hang on the wall, the ore is lying on the table and all of that. Perhaps, as the character level rises, new details would appear in the room, as was done in the memorial hall. Something like that were in Warhammer: End Times – Vermintide.
If you agree with some option - put it’s number through emoji. Rock and stone brothers!
Sorry for bad english, I'm not good enough in this :C
Good afternoon. Dear developers, thank you for an interesting and original game.
But don't forget this is this game for fan, not cyber sport, and excessive nerf of all weapons brings less fun to this game =).
My suggestions if you are interested :
- make the scout really useful to the team. He is the only class that depends on others. (forcing players to cooperate is not helpful. remember batelfield 5)
(Make it so that the player could see the benefit of teamwork. For example the award if "the shooter" pulled the rope and on the rope someone just 1 pass. Or "engineer" when his platform, someone 1 time came, he award).
Give "scout", for example, a resource scanner. What would the "scout" was really useful.
We always play without a "scout" and do not feel uncomfortable. because the scout is useless to the crew. He weak, and his ability to can replace other classes.
- Instead of nerfs come up with a variety of enemies that will interact with each other, or more difficult modes, it is always easy to something to ban or cut.
Often saw, that people crying on subject, that "driller" in defense point makes bunker. And offer to do so if the area was not a sphere, but was only on the surface.
First, what will happen if the explosion accidentally destroy the soil under the point…
Then how am I going to defend if defense zone just the top???
And the engineer isn't in team or he has no ammunition.
In the second, we kind of democracy is it not ?
Unless someone wants the driller to make a bunker under a protected point. So let's not go in this bunker.... Or playing with someone like that.
Why should people who want to make a bunker forbid it ??? It's free play.
Or to hang on a rope and shoot at bugs it is normal, and the bunker it is not normal....
I think the beauty of your game is that you can customize the landscape to your needs. If someone does not have enough imagination, or if someone is too easy to play, what right has he to forbid to play to others? It's not PVP where everything has to be fair. This is PWE entertainment where people blow up cockroaches.
If you don't like that players are buried so easily, why forbid?
Can be done so that would players, from shelter kicked out beetles. Like "big bomber."
- Fix the bug with the driller drills.
His Boers easily break the stones. But they can not drill organic matter on the walls....
Stone drilling time 1 second.
The drilling time of the organic matter of 4-6 seconds.
The question is why ?????
Frequent bug, if the back side of the wall where drilling "Driller" Sitting bug. That wall is not drilled, but a beetle is drilled.
Reduce the hit boxes at the drill when drilling walls. What he hadn't drilled the bugs instead of the wall.
4) Add beer with different effects.
Which gives for example:
Weapon damage.
High jump.
Scamper.
High precision.
Etc.
That would be the player he chose, but not boring random =).
5) add new weapons. Very boring to play with the same weapon.
6) Add new maps and modes.
7) New enemies.
Thank you for your attention. I hope you will continue to develop your game as well.
Sorry, English is not my first language.
how about playing fill? you know, "I can play all classes, just let me play"
Concerning Mules: Personal Mule Rental
Allow the option to "rent" a personal M.I.N.I. Mule for a game for some cost, like 1000-1250 credits. In public lobbies, especially game modes like Elimination or Egg Hunt, teams split up to 1) Complete secondary objectives, 2) Bum-rush the Primary objectives, or 3) God-Knows-What. Allowing a personal mule rental grants a quality of life improvement, while still being subject to the game economy and the overall difficulty/ strategy curve of the game.
The team mule would still be a permanent fixture, of course. Perhaps the personal mini mule has a fixed capacity, maybe 4-5 times the capacity of a miner. If you went hard on the mining, you would have to deposit your mini mule to the Team mule. Having to fight over the team mule over dozens, or hundreds, of meters is a pain in the ass, especially in public lobbies where communication isn't always at par.
Ideas around BET-C:
I love that BET-C is a thing, and I love that obtaining her gives players an easier edge. But I feel like she can be more than that.
Idea 1: Allow BET-C Rentals upon saving other BET-C's in missions. After you repair a BET-C, it can return to the Drop Pod with the M.U.L.E. and be escorted back to HQ. They also allow you to use that BET-C again on a succeeding mission from the start, however only once per BET-C saved. Use these chances sparingly.
Idea 2: Rescuing BET-C's can give a set percentage bonus for Experience gains. Say like, an extra 10% bonus experience for successfully retrieving a BET-C, which means said BET-C has made it to the drop pod during extraction along with all other miners.
Idea 3: Taking BET-C's to missions also cause Parasites to spawn. The same Parasites that took over the BET-C want it back. Therefore, it is vital to keep an eye on it at all times. Should a Parasite manage to latch onto it, it'll freak out and start beeping like crazy. After 15 seconds, the parasite gains control of the BET-C and freeing it will require a repair. These Parasites only appear in one of each at random intervals, but never in the middle of a swarm.
Similar to how a parasite has infected BET-C there could be parasites that infected the “fallen dwarves” on salvage operations. Except killing the parasite doesn’t save the Dwarf. The Dwarf is already deceased since the parasite latched onto him.
I haven't played the game enough to know if this is an issue, but I have done a few playthroughs and what bothers me is that I can dig a tunnel and easily survive the swarm waves that way (as enemies only come from a single direction). I have not encountered (so far) enemies that are able to dig, and it feels like cheating to use that strategy, so if there actually aren't digging enemies in the game (like earthworms), I'd enjoy seeing them 😃
There should be an achievement for having a drink while the anti grav is on 😆
Increase pickaxe speed, either through modifications or raising the default speed.
The quick mining honestly should have been the default mining speed.
Anti gravity aint so anti grav anymore now lemme explain; some area's of the map no longer support oxygen, due to [REDACTED] which drains health, not shields and can not down you
More molly?; This is for a(n) morkite mission, each molly is designated for certain minerals (or boolo cap, apoca bloom, fossil, and hollowmite) one molly is purely for the base mission for morkite and side objective and the other one is for the other designated minerals, like gold, nitra, bittergem, error cube, etc etc.. but you can call the different molly by holding your button to call the mule but you have an option to select which one you call
MOLLY DOWN; During any mission with molly inside of it glyphids can tear her limbs off and any mission can turn into a multi mission (but this is only during swarms) to get her limbs back (limit 2?) Molly also makes a ear piecing sound when she is under attack from a glyphid and you have (x) time to stop a limb from being torn off, and her light turn a flashing red if you didn't hear her
Decompressed Planet Modifier; Certain area's of the map tear your shield off (and drain x health?) but the decompressed area glows a tainted red
Upgradeable molly; Upgrades for her to stay updated to your location more, a better light, increased move speed, passive ifg but no weak spot extra damage, an ore scanner on her, pulses every 2 mins?( just a thought)
Molly colors
No more floating molly
Molly is now the radio of Mission Control, if your not near Molly, you don't know when the swarm is upon you, nor does the swarm music play until there right on you (aka entering combat from swarm)
Upgradeable light on your suit
These idea's were from me and @near glacier
Taking a literal barrel with you that carries a random drink inside of it (excluding glyphid slammer)
Rocket launcher turret (but the upgrade for it is quite expensive)
A secondary consumable, similar to how throwing a grenade works, instead it's a lantern you place down, similar to the scouts flaregun but lanterns can be used to pinpoint POI and they require fuel to keep burning (similar to engineer turret ammo)
Red surgar pouch that is a skill the more it is upgraded the more you can store up to 75% your health bar (excluding red rock blaster health bonus)
Idea's I forgot to throw inside my previous post
idea's from me and @near glacier
Take "Leave no dwarf behind" Litteral; Now lemme explain, this is where team co-op is taken to the highest of all extents, when the drop pod is called, and someone is down, you can't leave and if there not on the pod and the time is up, everyone fails, if someone is down and no one can get to them is a matter of 120 seconds aka 2 minutes, they actually die, and leave the game, and no one can join off that empty space of that missing dwarf, were doing this for Karl right? LEAVE NO DWARF BEHIND
Engineer exclusive? Or team wide use? A jetpack pod drop at random that you can use for atleast 10 seconds whole, put requires 4 whole resupply's to fill it
Molly back up ammo; when you run out of Nitra and you have no ammo left Molly can restore 25% of all reserves but not your health (teamwide) 20 minute recharge time
Defense mission; Similar to the end of a salvage mission, caves restore (x) minerals you can mine after each wave of protecting [REDACTED] because of the amounts of bugs travel over the terrain over the land but every 20 ish waves a dreadnaught appears, every 5 waves (excluding the dreadnaught wave) 2 whole pack of praetorians appear
ESCAPE ; Your team wakes up in an unknown area you have about 30-20 minutes to get to the escape pod but you can pick up chunks of left over minerals from the team that was there, this is a mission for some people who want really freaking challenging times and RNG based gold that can appear (if they have 10+ mins they have to set something up that takes about 4 mins) (but you see the default 4 classes lying there as if they all died as a team at the end)
idea from me and @last quartz
Remove the large black light on all of the models, also have armor specific perks. Like better movement speed, or something based on the armor look
i was thinking about another class, or some kind of gadget, which can track specific minerals and increase the % of supply drop refill. also i thought, why are there not more minerals in the walls? the new calss could help supporting tunnels with beams, as they could crumble if not supported properly. Combining that with the mineral tracker, it could make more use of the driller, as right now he just digs partys out or digs a pathway somewhere. getting into the walls would actually more like mining.
The game should have a setting to mute sounds when I need to roll up the game.
Should be able to suggest missions to party leader or some kind of vote system.
BEARD ARMOUR! BEARDS OVER ARMOUR!
something vaguely similar to this when you press ctrl or whatever your binding is to bring out your laser pointer, it'd show your teams undeposited materials. (my example is bad pls don't roast me :c)
I like that idea @honest dawn
@azure frost I think that adding crumbling tunnels would require reworking the entire game terrain generation and slow things way down from the speed the game is at now. I am refering to the collapsing tunnels idea.
I was sad to find that there is no silly achievement for jumping atop the mine head and riding it to the skybox as it returns to space on the point extraction missions 😦
Having the ability to toggle off/mute vulgar sound clips would allow me to play this awesome game with my young son.
Son - "I wish I had a game like that..."
Me - "Me too bud."
Thanks for reading and awesome game! 👍
The ability to save a seed and re-generate a mission from that seed (without rewards) just to share cool caves
@soft briar @azure frost @opal forum this channel is not for the discussion of ideas. Please refrain from doing that in here. We have #suggestion-discussion for that.
Hello fellow beards!
I think one of the main things that requires some tuning is the actual Multiplayer Game Control. Group leaders need to have some control over their teams to increase immersion and story telling and avoid arguments and disappointment.
1)First of all give party leads ability to lock the Drop Pod call button. That will solve the problem where ppl join late - and insta call for drop pods. Which is like 80% of the reasoning behind arguments in teams.
2)Add more rules like for late joiners - for example - level cap - promotion cap etc.
3)More info about the players joining to the party lead - like load out / perks for the incoming dwarves / etc
4)Add more information about the "type" of the run you are planning to the rooster of games - some ppl are just farming certain minerals - others like to RP their classes and will take 2 hours to finish something - so adding types for missions would help ppl to know what to expect when joining - and for leads to find the right ppl for their missions.
5)Ban list for ppl who you dont want to play with to prevent them from joining your team.
1)Single Player mode:
It would be nice if we could have more Bosco type robots - I would prefer to have a team of robots for SP over ppl who are rushing or are just anti - social ( and yes there are plenty of those) . The MORE customization options for my robot team - the BETTER - is what I say. I would love to have some decent team of robots for all the roles in the game and MORE!xD (wink wink) - Scout / Engi / Drill dozer / gunner . Custom visuals for robots - colors / arms / wheels / guns / perks (yes perks for BOTS) and what ever is possible - we are dwarves in SPACE after all - make space great, scary, robotic again!
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PERKS - Also perks for being alone and being in MP team could be different. Benefiting the SP side of the game would do so much good!
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MINERAL rework is needed too - As some ppl already said this like : @near glacier those 0.1 bits are confusing and uncomfortable.
Also it would be nice to give different classes options for mining too - for example
Driller -Ability to mine hard and dense types of minerals -And like a good perk to mine minerals would be faster
Engineer could mine some cool irradiated minerals for example with specific gear etc etc.
- Yes - effects on mining minerals would be nice . Various rare stuff - for classes to have more fun and more interesting customization options :)
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Gear - This is gonna be controversial one.. I would prefer stronger difference of use on gear - for example different loadouts for different missions - Like now you get yourself a cookie cutter build and you don't change much for different regions like Lava mission and for the ICE missions - I would suggest to make load outs different - like Sets for Ice / Lava / Radiation / different Modifier mission / Pure kill missions in jungle and so on and on- possibilities are endless here.
It would add complexity and reward players who read and invest time and have experience . Because preparing for the actual different terrains that they will be exploring in and it would add feeling of challenge and ATMOSHERE - it would add to already nice visuals - it would greatly add to immersion as well. -
Drop pods - Having different drop pods - For single player ( less ammo - less nitra cost for example) - For ammo / Health / BEER DROP POD - is essential !! / Drop pod for Robot assistance like Bet-C / Or like if you are out of ammo and have no nitra- you could spend your credits ( expensive ofc or like lending it )
- Light! - like flares - as someone motioned could also be limited . Adding a hand held flares - Customizable armor Lights - Its supposed to be dark down there -- specialy if scout class is not doing their job - or you have no scout - or scout bot ( as mentioned in 1)
Also different class flares could have diff effects - like gunner flares would light up mobs from afar - Miner could get a slight see trough the dirt / Scouts flares would show minerals from afar and so on
Replace the desktop icon with the icon of this discord server? I think this one is simple and elegant and looks better and than the face of the scout
Create a mission control role, or a swarm control
also, warhmmaer vermintide 2 has a twitch mode, allowing the people watching to vote for what should come next, enemie wise
@Devs I want my pickaxe digging upgrade back! I really liked being able to dig slightly faster than other classes!
If people teamkill too often, convert their player model from a dwarf to a troll model and make them have to play like that for a week.
Leaf lovers teamkill, true dwarfs standby their brethren and watch where they are shooting.
Make is so when you're standing on top of a lootbug, and pop it, it all automatically collects, rather than phasing through you and scattering all over the room.
Also, please, collaborate with Mantic Games, they have an entire miniature line of Space Dwarves called "Forge Fathers". I want to see DRG minis, Forge Fathers armor in DRG, or both.
I just had an Idea for a new mission type: The Team hops into the capsule. Their task: another mining crew is getting swarmed, emergency! So the mission starts and you have an 8 player round. 4 dwarves will spawn outside the heavy infected area, aiming to reach the other team asap, grabbing what they can along the way, fighting their way through. the second team spawns, surrounded by enemies, coming in stronger and stronger waves, having to survive against stronger getting waves, till the other team finally makes it to them, with new supplies and more helping hands to fight off the finale, before finally leaving.
Make it so the dwarves won't fucking let go of carried items the moment they enter a falling state. It's annoying as shit to do a short hop that doesn't even trigger damage, and have your enor pearl slip out of your hands, and fall all the fucking way down.
Searched for this didn't find it so here we go
Instead of making all new classes just make each of the classes have archtypes that would either build on seperate skills or give em new skills that would make sense with the class and archtype
Scout: something like a medic due to his high mobility
Engi: maybe more deployables?
Gunner: no idea
Driller: again no idea
There's probably already a plan for error cubes but
What if they contained data that could slowly unlock DRG lore?
Looting Missions. DRG did say they were the last to stay on the planet, meaning there were others who tried before. The mission is to explore their overrun base and loot their mineral storage/spare pods/mapping info/ammo cache/booze stock. Maybe a new enemy, like an infected insane elf, or something.
Mission modifier:
Supply Shortage
Resupply Pods grant less ammo and you start out with less too. Maybe like, 50% less from the pods and 10% less initial.
I had an idea.
In the vein of diablo's cow level, you'd access this during a 'glitch' with the drop pod calibrations, and it would drop you into this biome, instead of one of the others. You'd have to fiddle with valves on the space rig, maybe even do something in that tunnel that was sealed off some patches ago on the top of the base, that used to have the "you're not supposed to be here text". A cheese level. Where everything is textured like a cheese, and the map layout would be like that type of cheese with the many holes in it, tunnels interlocking each other everywhere.
full loadout save-options. i often switch between completly different setups (mostly for elimination or solo speedrun stuff)
it whould be really nice to set perks/equiptment/upgrades with a single click.
these loadouts could also be used right before the loading screen, since right now, after you join a mission and you may or may not be forced to play a certain class, you cant change your loadout anymore.
Dwarves pick on each other when they ping each other
The flamethrower should generate light / more light while it's being fired. It's strange firing it in a closed dark area and it still being as dark.
Okay gonna put this here:
Bugs like jellyfish and swarmers should be zapped by gunners shield.
Bad idea was here lol just ignore and focus on the other suggestion XD
This is some concept art of a Mineral Mimic bug, i think it has been requested previously but i made some Art to showcase how it could be done, this is my take on it~
The design was based off of a Cetipede with a bit of Cobra in it, also tried to make it part of the Shellback family.
I feel like Cave Leeches are not enough to punish those lone wolfs in squads, so here is another threat to said loners~
i played some no-hud games for a challenge and i think it'd be cool to have that as an actual lobby setting that everyone whould have to play on if host has it enabled. obviously clearly outlined in the matchbrowser.
some things about no-hud whould need to be adjusted tho in my opinion: mission controll and dwarf voicelines are currently muted. no need to have them on screen (besides maybe a subtitles option for our deaf brothers) but just being able to hear them whould be cool.
Molly still shows a hud element after delivering the mission objective with the rocket over its button.
A 'ready to leave' indicator, by which I mean a small screen next to the mission objective which appears after the primary objective has been completed, on this screen you can see which dwarves are ready to leave and which aren't, a dwarf can toggle if he/she is ready by pressing a keybound button, once this button is pressed his/her icon in the small screen will light up indicating that he/she is ready to leave. This screen would either be simply an advice or a restriction to when the drop pod can or should be called.
Make power attacks redirect grenades
A host setting that divides resupplies to every person and restricts others from taking more depending on the team size
2 people - 2 supplies per resupply
3 people - 1 supply per resupply, the 4th supply is unlocked
4 people - 1 supply per resupply
maybe have the scanner/marker be used to toggle/unlock and lock your resupply for others to access
Achievements that you do on hazard 5 for example, should unlock the hazard 3 and 4 equvivalents too
Rare chance that mission suffixes can be prefixes and vice versa, just for goofs!
PROBLEM: russian branch discord
PROBLEM DESCRIPTION: it's dead. Literally. The initial owner is somewhere really far away, as he is not responsible to pings and pms. There are no admins/mods around - no one to ban trolls, noone to translate bugreports, noone to update welcome channel that has not been changed since the times of closed beta (this last should have gone caps and "!!!!")
POSSIBLE SOLUTION: In case the ru-branch discord owner, Grozovsky (unable to ping, not present here), remains irresponsive, the solution is making a new one. Its owner should be one of the devteam, CM or a trusted admin, so "the masters of the world" remain in direct control in case things need changing once or twice more.
UPD :: should i also get this to Trello? Ping at #suggestion-discussion if should, please
add damage indicators to spiky plants/poison puffs/other environmental stuff. It's kinda bad looking when you pour fire on them, they do not react for like a second, and then just disappear
Idea for accessory, red bandanna tied around forehead Rambo style, shoutout to Vazques from Aliens
I had an idea for improving the Driller: Making him a Tank.
Higher health pool and/or shield by default, and give him an ability that functions like a taunt
after much discussion i suggest gen chat. just a basic cross lobby chat preferably with some anti spam on it. with an option to tur on or off. similar to to the chat in heroes of the storm lobbies (and assumedly other MOBA lobbies)
Opacity options for HUD.
Laser pointer should show your health, so you can play hudless easier.
Glyphids, especially Praetorians which are visible at range, don't seem to move or do anything at all until a player is present, besides swaying occasionally. I'd like to see them have a secondary AI for when they aren't attacking that would make them just mill around occasionally, wandering like you'd expect of an animal. :3
It would make them more realistic and natural.
Change suggestion for Gunner's Auto Cannon - Remove ROF Ramp up (reduce the max rate of fire to make it not too powerful ,while keeping it reasonable) ,increase damage and AOE radius as well as better acc with some base armor break (So raise base damage with the indirect added in,to around 30-50 based on ROF and the base AOE to 1.5)
Can't find an already existing suggestion for this, and it feels a bit weird to add as one, but I was just launching a new mission, and saw the moon in the loading screen, and my instinctual thought was that I would love a new biome for the moon if y'all are planning to add another one down the line, it seems like a very open location for creativity. Idk, just my thoughts.
p.s. Additionally, mining from asteroid to asteroid on the debris fields around the planet would be pretty cool too, though there could certainly be challenges with falling into nothing, idk, but there could be timed light/dark with the debris orbiting the planet, and i think an open environment would be an interesting new dynamic too, plus new mission types and enemies could stem from that as well, though i could certainly see Point Extraction working well on asteroids, with people hopping around in the day, returning with crystals, then taking shelter in the middle for the swarm attacks in the night.
p.p.s. Yes, these are very ambitious suggestions, probably not "worthwhile implementations", but idk, putting my thoughts out there for what I think would be new & exciting ideas, even if they're unrealistic.
tldr/summary: I think some more open environments, perhaps with a cyclical light/wave system, would be fun.
Rock and stone, companions.
- Probably not the first to think of random missions objectives, but "Exploratory Missions" that havent been mapped so they have unknown objectives /modifiers.
- Having a chance for missions where the drill doesnt turn off when expected and the drop pod takes you deeper than expected. This augments the mission in some way(being that it took you deeper), or can take you to a rare sub-tectonic biome.
Upgrades to make the flashlight beam wider/brighter, the current light is terrible and basically useless. by natew19 posted this at July 26, 2019 at 03:06AM : https://trello.com/c/YYTOxFkh
Essentially just 2 tiers of upgrades that will either make the beam wider or the beam longer and more bright. Give veterans something to spend their stockpile of credits and resources on, and give new players something else to work toward, while still making the flashlight w...
A small bearded dragon looking animal with wings that lives in a terrarium right by the bar that you can give beer to or give special treats to. Maybe you feed it minerals? And it’s name is Tobias and mission control likes Tobias a lot and asks you to feed him sometimes. When fed he does cool animations. I love the idea of dwarves having and respecting a small pet.
Make Dreadnoughts in elimination capable of targeting Bosco if you're in solo, theyre such a mess to deal with otherwise.
Make 'No Dwarf Left Behind' a song you can play on the jukebox but make it so that you can play it anytime you want so it can be ol' reliable.
Make Scout's grapple gun able to grab objects to him from afar.
Searched and found similar but not the same request, just was wondering if we could have a true toggle option on sprint, think caps lock but for sprinting instead of caps, where when you press it, you will automatically run if you are capable no matter what until you press it again, even if you stop and start.
Found similar posts but advancing a more specific idea around Clans/guilds.
-A clan base that is built planet-side that is periodically attacked by swarms with a boss.
-Difficulty varies with clan numbers and clan level.
-A few minutes can be provided at the beginning to set up defences, possibly with traps, extra turrets, barricades/doors etc. This fight will be more intense but with greater rewards available.
The key here, is that the attacks must be defended on a weekly basis. One night during the week, your clan must form a squad (or multiple squads contributing to overall defence) and activate the defence of the base. For example a clan with 24 players must form at least 3 squads (preferably full) and fend off against a swarm with limited resources.
Should all squads be successful in your clan, additional rewards could be up for grabs like titles and skins for macro achievements, and as your level increases more resources can be spent on rewards, or fed back in to supplies for the next stage/difficulty of the fight. Like everything it would take balancing.
For Assualt rifle Super mod,
Increased Damage and accuracy,
Slightly reduced recoil,
5 less in a mag
Semi Auto only
A mission where DRG discovers a motherload of resources, that's about to be flooded with magma. You get a huge room full of gold/minerals to the brim, but a 5 minute timer. And you only get your minerals/gold if you extract a set amount of morkite/aquarks. Oh, and it's also choke full of shellbacks, so you can't even rest, since you start getting knocked around.
update game to include tips on what mutators do like golden bugs when u put mouse or circle over it, it will either show you a video or what it does or a text saying what it does
Improve the visibility of gunner's shield, the effect is just too much and I cannot see what to shoot from inside the shield
Same thing for the salvage zone, it's dumb how much those lines obscure.
Isnt it about time to update the game trailer on Xbox and Steam? Got my brother to start and was suprised at how much better the game looks compared to the old trailer. May help with marketing some to make the intro more shiny as the game has become more shiny.
When ever it comes to enable/disable - Make it clear to the user it's the option he/she wants to sign to, for e.g:
Enable voice chat [ ] / [X]
Discord server suggestion:
Since discord's nitro boosting allows for us to have more emojis,why don't we bring back the emojis of every gun that we have in the game
we have 150 emoji slots ( level 2 boost)
4 weapons x 4 = 16
1 mobility tool x 4 = 4
1 utility x 4 = 4
16 + 4 + 4 = 24
we currently have 56 emojis
there is plenty of space
Remove promotion assignments.
Respawning cave leeches in cave leech infestation maps, with a warning from MC saying "Odd, the radar light up like a christmas tree, is there something on top of you?"
Add a push to talk or self mute button for game chat on the Xbox version of the game. I play on PC but not Steam due to having more friends who play it on Xbox. I'm unable to mute myself in game when talking even if I join a party on the PC Xbox app. I assume that since this is the same version as Xbox that this would fix the issue.
Make haz 4 unavalable for new players srsly it ruins EVERYBODYS fun, and dont tell me "oh but they can make it" since that is like a 0.1% case.
I cant teach them since it is haz 4 and there is no time, they barely even know hw to use weapons which is bad, they dont have any perks, putting them into a even worse spot.
If you overpower and overwhelm players like that you can be sure that there are some of them leaving the game and delete it cause of it
A biome that's filled with halluciogenic gas. Meaning you get an excuse to mine in a completely insane setting, like Candy Land, Upside-Down land, Giant Land, Noir Land, etc. Bonus points if you somehow manage to make it so it constantly shifts, and each player sees different things.
Chat Message Sound Effect - Add a sound effect when someone types a message to chat by pastah posted this at July 30, 2019 at 05:28PM : https://trello.com/c/32nZoWVw
https://www.youtube.com/watch?v=SMV_jgLMLiI
Add a sound effect when someone types a message to chat.
It's too unnoticeable to see when someone types something in chat when you're busy doing something in-game. Adding the sound effect makes it so people will always read what ...
Pinging Sound Effect - Add a beep sound effect for pinging/laserpoint by pastah posted this at July 30, 2019 at 05:55PM : https://trello.com/c/dI3NMsZe
People still don't notice pings from using the laserpointer even when spammed, there should be a global beep sound effect for all players when someone pings.
Make drilling easier - Make it easier to see where driller is drilling, more in description by pastah posted this at July 30, 2019 at 06:05PM : https://trello.com/c/VLs5UaKl
It's too easy to drill yourself off a cliff or into a pitfall due to lack of visibility, usually flares isn't enough for drilling, especially when drilling upwards like for getting minerals, etc.
Also, it is a pain to drill into minerals since pinged materials don't stay up l...
Quick enable/disable of hud & flashlight - Add extra control for toggling flashlight instantly, add an option to instantly toggle both instead of waiting by pastah posted this at July 30, 2019 at 06:18PM : https://trello.com/c/MPnI5WQi
Add extra control for toggling flashlight instantly, add an option to instantly toggle both instead of waiting
An achievement for time spent bouncing on other dwarves. 
What if we could buy Military Grade Silicate Harvesters with turrets and armor that you can drive around for like double the price of a supply drop
- Kind of subclasses idea which tied to new armor suits which give alternative option for deployable equipment: gunner can bring ammo bag for team, scout or engineer – medic bag full of red sugar, engineer or driller – throwables case.
- Secondary "utility" gun with very low damage and sort of infinite ammo – it it uses energy of slowly recharged battery. Its power is enough for popping lootbug or couple glyphids, and barely/not enough for killing single warrior.
add an alternative choice for a pickaxe, that one-shots minerals like gold and dystrum, but has a harder time with crystals like nitra and morkite
An enemy that blocks tunnels with goo/mucus/organic waste to trap dwarves (amazing this wasn't suggested before!)
make it so that you only do the salute animation if you hold down the button, and are able to do just the voice with a press. Sometimes I want to salute/respond to a salute, without stopping firing, or letting go of something good.
Grunts can build bridges to reach floating pieces of terrain by mattwurst1 posted this at July 31, 2019 at 09:15PM : https://trello.com/c/KLb8wc5m
Engineers (and overly dedicated drillers) can currently create unreachable floating islands to cheese their way through a swarm. Not nice. If the grunts could make bridges like ants can, these cheesy floating castles would become alot less safe.
Let grunts drop off the ceiling by mattwurst1 posted this at July 31, 2019 at 09:17PM : https://trello.com/c/RmfthXZQ
Engineers (and overly dedicated drillers) can currently create unreachable floating islands to cheese their way through a swarm. Not nice. If the grunts could drop down from the ceiling to get there, these cheesy floating castles would become alot less safe.
Make it so mugs have stackable properties so i can waste 1 million gold with all my friends at 4mill total to fill launch bay with beer mugs.
Let grunts dig through platforms by mattwurst1 posted this at August 1, 2019 at 12:44PM : https://trello.com/c/rgpNlOpi
Engineers can use their platforms to completely seal off an area and be perfectly safe from anything smaller than a dreadnought. Considering that platforms are relatively soft, grunts should be able to chip away at them to reach the buried dwarves.
Map Hazard: Sensor Disruption
This new hazard mod would eliminate some player HUD elements for the duration of the mining operation. The terrain scanner would be non-functional, and the dwarves' augmented reality systems (placed laser marks, mineral highlights, npc tracing) would also be inoperable (no more highlighting the 'moving turd' you just found!). This would present a particular challenge for the players to become more intimately aware of the cave layout as they progress through it, especially when it's time to call a drop pod back; this challenge would be most noticeable in Point Extraction and Elimination modes, where there is no mule to guide players back to the drop zone.
With the players' distress signal display also down, it may behoove players to stick together in fear of truly getting left behind if injured on the job.
Questions and comments are appreciated.
A battle Pickaxe that oneshots grunts and breaks armor but sucks at mining. Also power attack is a cone AOE with 60s CD.
Elements highlighted by a player (ctrl + M1) appear on all players' maps (temporarily of definitely / until mined)
The Vampirism perk when paired with Iron Will can negatively (in my eyes) affect eachother, as while Iron Will is active, you can save yourself from going down by getting health through Vampirism. This often leads to the player (me) still getting down, because got damaged by enemies/friendly fire.
Proposal: Give 1.5 second of invulnerability if you have managed to save yourself from going down through the Iron Will, or block healing at all if Iron Will is active.
In the glacial strata add big persevered body’s of huge creatures that you could mine to and have different sound and properties than the normal ice
possibly in the next update, add a new sense of realism: (EXAMPLE) you just finished a mission and your loading back into the space rig, you and your team (instead of spawning inside of your rooms) come into the space rig inside of the drop pod that got you down there except for the ones who didn't make it
Can you give us back the ability to wear a handlebar moustache and the corporate marine helmet at the same time? This is important.
Can we please get a blue hair color so scouts can have glorious flowing beards that match their uniform?
I think we need more different beards.
Make it so if you're downed on the pod it won't leave until you're revived, or that you count as having made it out alive. Right now if you're in iron will the place to go is the ramp to the pod, even if you still have time to make it inside because even if someone tries to revive you the rest of your team will arrive and then you're out the bonus.
Please disable the spawn of Glyphid Menaces for solo players. I get the idea behind the design, it's a high damage high threat enemy that you need to burst down before it vanishes again. But when you're soloing it's just utterly ***ing frustrating to fight because it flits around like an edgy anime protagonist and constantly teleports behind you or up onto the ceiling before raining down high damage, rapid fire, screen shaking attacks with perfect accuracy. And since you're solo you have to put up with this asshole for 5+ hit and run cycles since you have no hope of killing it in one shot. EDIT: Bosco rockets barely scratch the paint on hazard 4 menaces, believe me I've tried.
Give goggles/field repairs their own slot. I want to wear them together with the cool hairstyles/hats
a temple of doom scenario where you have to mine ahead of an approaching giant glyphid worm. Like a triggered tunnel event.
Achievement that is given when all the team is drunk at the start of a h5 mission
Make pickaxe only runs on Haz 5 Elimination an achievement
so grenades ye u hear me one for every dwarf
GUNNER: tesla grenade
(call it your own way ,, high voltage grenade ,zap grenade ,lightning nade what ever) - electrocute enemies or chain reaction zap.
MINER: black hole device grenade
pulls in life form and minerals in small area then explode leaving nothing (cuz its black hole.
SCOUT:ultrasonic grenade - grenade what will have timer with 2,5sec when explode it will push every thing into air even mined minerals even player (#griefing) second option -poison grenade detonate in contact with enemy or timer 3 sec poisoned enemy will slowly get drained hitpoints to 1hp for easy kill
ENGINNER: radiation grenade explode with 2,5 sec delay then make radiation circle for 10 seconds
My opinion i like special thing in games
crazy gadgets but i didnt never saw that amount of grenade in my entire life to this day, so in my opinion adding more grenades for like 15 lv will be good
you dont want be that type of studio what will add molotov and he nade its like playing ,,CSGO ,, and throwing every day same grenades what propably do something to enemy team is like making sandwich every day with same ingredients so pleas make us happy and ,make, decision
sorry for english but nobody is perfect exept its night and im half dead sleeping and im so tired.😴
Bulk Detonators should do a roar and or must have line of sight to the players before doing a slam attack. Sometimes they will slam you through a thin wall or from under the edge of a cliff where you can't see them and have no idea what's going on. You just drop dead.
@primal zodiac this channel isn't for discussions. Please use #suggestion-discussion
Not sure if this has been suggested, but when you blow the head off an exploder you should be able to shoot its body to make it blow up
Glyphid beastskins or hats, savage plains dwarf style

hats for Glyphids
Make breeders not fly up to the top of the bore hole of the broken droppod in salvage operations
Currently Dreadnaughts are pointless to go hunting for. Can you have them drop 50-150 resources on death? At least make the bullets/time worth it.
Scout can carry extra supply to toss to other players driller can warm up players gunners mk5 armor can blind monsters and engineer can deploy a short lived drone using its tablets.
New set of primaries #360
Gunner: Missile Launcher that does massive impact damage on direct hit and a low to decent explosion around.
Mods for Missile Launcher: allows it to double the secondary's ammo for sustainability. Missile shifts trajectory towards a marked enemy. And cluster explosion.
Scout: Crossbow with high damage but no crosshair.
Mods for the Crossbow: Exploded on impact or Pierce infinite amount of targets. Change single fire to a 4 bolt mag or boost weakpoint dmg.
Engineer: Electric net launcher, a low range spike, that stuns (tethers) enemy in place and electrocutes them for small duration (Does not tether Bulk or Dread damage still applies).
Mods for the Electric Net Launcher: Spread stun to enemies near impact, Longer stun time. Tethered enemy takes extra damage. Pull fliers down to ground level on hit. Stop rolling Q'ronar instantly.
Driller: Gravity Compressor. Creates a growing sphere at short distance ahead of driller that damages and has a high chance stun enemies inside. Pulls physical objects to the center (eggs, mineral, grenades, dreadnoughts projectiles).
Mods for Gravity Compressor: High armor damage to all enemies in it. Explosion within the field do extra damage. At full sphere size take less explosive dmg. Enemies within sphere are also slowed after exiting the sphere for a short time..
Considering how the entire game is this low-poly aethstetic, even on Low it looks aight. Except for webs and that one banner over the bar. Those look like muddied messes. Wish I could improve their texture resolution, without touching anything else. Wouldn't hit the performance that much, and would make stuff look much nicer.
On the perk selection screen you could highlight or recolour perks that are currently equipped on a dwarf. This lets you see at a glance which perks are being used and what to upgrade next.
We got biome specific enemies, what about missions? It'd be interesting for each biome to have a mission specific to it, such as perhaps uranium extraction in the rad biome, to lifeform capture in the biozone. Could make for an interesting way to add variety.
When Bosco is carrying an item, pinging a location on the ground should make him move to that location and then drop the item. If you give him any other command (mine, attack etc) he will immediately drop the item where he is. This would allow you to plan ahead and get Bosco to drop the item in a place you know the mule will visit later. Or have Bosco take carry an Aquarq back to the drill head while you do other things.
Since gunner has problems that i listed in the discussion section, i will post my suggestions here:
(10 >>20 = from 10 to 20, if something is not listed, it means it didn´t get changed)
Damage : 10 >>> 13
Rate of fire: 30 >>>25
Spin up time: 0.7>>>0.5
Time until overheat: 8 seconds>>>10 seconds
Upgrades:
tier 1
Improved Motor
Fire rate increase: +4>>>+5
Tier 4
Lighter Barrel Assembly
Spin up time: -4 seconds>>>-2 seconds
Autocannon:
Damage: 14>>>25
Area damage: 8>>>15
Damage radius: 1.2>>>1.5
Tier 1
Increased Caliber Rounds
Damage: 3>>>4
Quickfire Ejector
reload time: -1 second>>>-2 seconds
Expanded Ammo Bags
Max ammo: +220>>>+330
Tier 3
Loaded Rounds
Aoe damage: 2>>>5
High Velocity Rounds
Damage: 4>>>5
Tier5
Resistance At Full Rate Of Fire
Damage reduction: 20% >>> 25%
for comparison i linked the two guns wiki page:
https://deeprockgalactic.gamepedia.com/"Lead_Storm"_Powered_Minigun
https://deeprockgalactic.gamepedia.com/"Thunderhead"_Heavy_Autocannon
Changing plascrete foam appearance based on upgrades by mattwurst1 posted this at August 6, 2019 at 07:50PM : https://trello.com/c/vECavDbE
Change the grappling gun so the scout can use his pickaxe while grabbing a wall (with a limitation). The idea is to reduce the dependancy of scouts to engineers which is problematic (you don't always have an engineer in the team and even if you do, it's a pain when you go lone wolf and find a little 20ish nitra to mine but still have to call your engineer like a 6 yo who needs help to get an item to high for him).
However, add a significant limitation to it. Either a time limit before falling (just enough to make a little hole for instance), or lower attack speed or whatever. Enough so the synergy with engineers remains a clearly better option when available.
It's pretty much the smallest change I can think about that would help mitigate this lame ass dependancy (synergy is cool++, dependancy to a specific class is bad)
Some QoL changes:
Chat sounds when someone sends a message in the chat.(Can be toggled in options)
Notification or sounds for when someone joins your lobby in the rig. (this is something I personally like to have as I prefer playing with people rather than solo.) Maybe mission control can say something like he does when a player joins you during a mission.
An option to change the size of the chat text.
An option to disable sounds when alt-tabbed, but also an option to have the game notify that someone has joined your lobby.
Petition to send Bosco flying when he's hit by a Power Attack
Team Rocket is blasting off again!
Can turning off your light make you invisible to some bugs? Such as the big exploder or Dreadnoughts? Its neat to be able to toggle the light on and off but seems useless right now.
this channel isn't for discussions
Add an option to play all chat messages as morse code
Feature Request: Change the behavior (or add a new bind) for Q that switches back to your last weapon instead of just the last item. The key distinction here is that pressing Q will then always bring up a weapon, and if you have a weapon equipped pressing Q will always switch to your other weapon. This consistency is better than the current setup which just brings up your previous item. This can be anything from 1-4 and is essentially random if you don't remember what you last equipped.
Changing Q in this fashion also allows you to use Q to access both weapons and you no longer need to move your fingers up to the 1-2 keys. In addition to this DRG (so far) does not allow players to re-bind the mouse wheel from weapon switching to something else. In Vermintide 2 (a game with similar controls) I use Q to switch between my two primary weapons and less frequently I use mousewheel up/down to access items 3 and 4 when the need arises. I have used this control scheme for almost 1000 hours and I feel that it is markedly superior to DRG's current setup because I never need to let go of WASD to access any of my items, hence my suggestion.
Suggestion: In addition to warning you about cave leeches the Heightened Senses perk could also warn you when you are being targeted by a mactera grabber or trawler, the other two disablers currently in the game.
OVERCLOCK: A 15% chance to freeze nearby enemies when an enemy is killed by sticky flames.
Custom Reload Animation: When Engineer tries to reload an already-full platform gun, he dips his finger into the plascrete foam mix and tastes it, only to go 'egh.'
Because I keep getting kicked in OPEN lobbies without warnings: Add an honor system or something like that, so I can tell who is going to kick me 10 seconds before the mission finishes and who not. Good (team-)players are reputable, trolls and griefers will have issues finding players.
New Beer: Miners Malt. Increases pick power by 1. Gold takes 1 hit instead of 2 to break, Hard rock takes 2 instead of 3, etc.
Merge suggestions and suggestion-discussion, and add a rule that says you should start a suggestion message with !suggestion or something along those lines.
Hip Flask: Players can press R on the bartender instead of E to get him to serve any drink on tap in a hip flask instead of a mug. You can then drink from the flask at any time in the spacerig or during a mission by pressing 5. This is a perk for gaining a silver promotion as management now trusts you with drinking on the job.
Drinking a flask will restore a small amount of health based on how potent the drink is. Or in the case of a leaf lover it will make you sober. If your flask contains a buff drink it will replace your current buff (if any) allowing you to store buff drinks for future missions in case you don't like the daily special on offer.
Ideas for new drinks. To access these you must complete an assignment while drunk to prove to management that you can handle your liquor. To account for the large number of drinks the bartender would offer two (or possibly three) daily specials instead of one. Buffs overwrite each other if you drink something else. As I mentioned in the previous suggestion you could also store your favourite drink in a flask and drink it later if it isn't available.
Liquid Luck: "Expertly handcrafted in small batches by reclusive monks, this venerable brew is considered a divine blessing by miners and beer connoisseurs alike. Served in a real wooden mug with a pinch of salt, as is tradition."
Similar to Clementine's idea but a little less OP. This drink allows you to mine gold (instead of everything) in one strike instead of two. Potency: Regular
Pepto-Bismor: "Medicine for the body if not the soul this brew is pink as a bittergem and it's fortifying properties are well known. Popular on taco tuesdays as one swig will let you eat the spiciest of foods with gusto."
Increases a dwarf's damage reduction from all sources based on how drunk he is and reduces the amount of stumbling a drunk dwarf does. Maximum of 4 stacks of 5% DR. This is equivalent to 4 oily oafs or two glyphid slammers. (any more than this and dwarves will pass out in the spacerig). Potency: Light.
Jadizinth: "It's... green? Best described as an acquired taste this sour and possibly psychedelic mix of hard cider and herbal spirits can make miners see in the dark. Though that may just be their imagination."
Drinking this will cause collectibles and dystrum to sparkle slightly, even in total darkness. This also causes eggs and other items buried in walls to glow brighter. Potency: Regular
Part 2
Prospector's Private Reserve: "This shockingly sapphire blue whisky is rumoured to contain aquarq and a rare sip will fill any miner with confidence (but not his wallet!). Aged for 20 years and served on the rocks with Hoxxian glacial ice and a pinch of lime."
This very expensive drink multiplies all of the crafting materials you deposit by 1.2x, also works on bittergems. Potency: Strong
The Shy Guardsman: "A simple recipe crafted in rememberance of old wars and old wounds. While the taste may cause your scars to itch, like an old friend it will help you bear any burden."
Cheap. Increases mineral carrying capacity by 5 and object carry speed by 10%. Potency: Regular
Northern Lightning: "One of the very few elven drinks to gain dwarven respect, this maple infused ice wine is as smooth as it is potent, capable of knocking a mammoth on it's ass. Served in an airtight drop-proof crystal flask at the behest of management (who considers it to be a fire hazard)."
Reduces the cooldown of pick power attacks by 5 seconds. Potency: Very Strong (equivalent to about 3 oily oafs or 1.5 slammers)
Kraka'Duim: "Crafted out of a dozen alien fruits and named after the largest volcano ever discovered by dwarfkind this purple monstrosity of a drink is the pinnacle of the distiller's art. And like it's namesake it has no trouble blasting you into orbit! WARNING: Not even a Leaf Lover can save you from this hangover!"
This drink will instantly set your level of drunkness to the highest it can go without tipping over the edge and making you pass out. It also provides a "buff" that makes you immune to the sobering effects of leaf lover. If you're a mad lad who actually goes on a mission in this state you will occaisionally breathe fire and scare enemies away. Potency: MAXIMUM
christmas event where we get glyphid santas
Give the dwarves Christmas outfits for the dwarves all slightly different looking and colored Christmas mk.0 armor sets
New drink ideas part 3
Breakfast of Champions: "Fresh out of the R&D labs and described as a work of genius... or vile heresy against all dwarfkind (depending on who you ask). This potent combination of synthetic proteins, caffeine and spacerig moonshine not only looks but tastes like liquid bacon. The name says it all really".
You will revive 20% faster the first two times you are incapacitated during a mission. Potency: Varies by batch from Light to Strong.
Killer-Mead: "The dwarven art of brewing with honey hasn't changed much in millennia, but the same can't be said for the size of the bees. Hailing from a planet almost as dangerous as Hoxxes this mead is made from titan bee honey, royal jelly and a hint of venom to get your heart racing".
Boosts your vertical and horizontal jump distance by 20% and reduces fall damage by 10%. These effects are amplified by low gravity, beware! Potency: Regular
Captain Jorgen's Space Rum: "While it is most often encountered in a fruity cocktail on R&R, when consumed straight space rum is spicy and invigourating. Sadly management has so far vetoed all attempts to stock coconuts in the spacerig bar, citing budget and productivity concerns".
Increases your walk and carry speeds by 10% and your run speed by 8%. Potency: Regular
Slayer Schnapps: “While the version on tap is not quite as potent as its military grade cousin, Slayer Schnapps provides a welcome boost to perception and reflexes for infantry and miners alike. Traditionally served in a spent shell casing, but with the advent of modern caseless weaponry shells of the right size are hard to find. Most of those served today are mere replicas (to the eternal indignation of the greybeards).
Increases weapon reload and ammo gathering speeds by 10%. Potency: Strong
Part 4:
Atom Smasher: “A peacock feather in the cap of the eggheads over in R&D who somehow created this miracle. High proof, highly engineered vodka mixed with classified chemicals rumoured to be everything from truth serum to glyphid blood. Yet it somehow improves memory retention of previous events despite all common sense to the contrary. The triumph of science over inebriation.”
Boosts XP gain by 10%. Potency: Strong
Cloudspine Quicksilver: “A medicinal brew used to lubricate the joints and ease muscle pain before or after physical labour. Despite its unnerving resemblance to liquid mercury it is nonetheless edible and surprisingly delicious.”
Increases grenade and flare throwing force by 50%. Potency: Regular
The Lead Balloon: “This beer tastes so incredibly bad that its creator named it after another seemingly impossible feat. Despite being entirely undrinkable it has an almost magical ability to protect dwarves from environmental hazards. Considered by many to be the not-so secret to DRG’s success in the galactic periphery.”
Cheap. Reduces damage taken from heat/radiation/shock/poison by 25%. Also makes you 25% harder to freeze. Potency: Light
Mordboot: “An old, bold mushroom wine, as thick and crimson as fresh blood. The origins of this drink date back to an ancient fortress that, through various hands and means, ascended to glory before falling into apocalyptic ruin leaving but one survivor to tread the ashes. Through him this recipe survived as a warning and a promise of vengeance (or so the legend goes). By sacred tradition it may only be served in the horn or tusk of a great and terrible beast, something which Hoxxes has no shortage of.”
A rare drink. Your last full reload worth of shots from any weapon will deal triple damage. For weapons that can’t be reloaded going below 5% of your total ammunition for that weapon also counts. If both weapons run out of ammo, your pick will deal triple damage as you make your final stand. Potency: Very Strong
8 Player Super Deep Dives
A new biome that's just a little chunk of Hoxxes floating in space. The challenge is that the moment someone drills outside, the air starts escaping, so you have to keep looking at the map at all times. Oh, and since you drilled in, there's already a hole and a timer. Asking for supplies only makes more holes. And there are glyphid eggs everywhere.
Ideas for new Abyss Bar drinks
• [Naedo Cider] [Light] Infused with the tissue of soggy, long-dead Naedocyte shockers, left to ferment with the microorganisms of Hoxxes IV, This horrid concoction gives quite a shock.
Gives Small chance to regenerate shields instantly upon taking damage
• [Liquid gold] [Regular] Despite the flashy name, Liquid gold does not contain any gold. Management does not recommend the consumption of gold. Don't eat gold.
+15% Gold Mined
• [Shadow Flare] [Regular] Whoever said beer shouldnt glow, shouldn't Melt Steel, and shouldn't turn your eyes purple... was .....probably right, now that I think about it.
Gives Mild Night Vision
Suggestion: There should be an option to lock the 3d terrain map to the same orientation as the player. When you first bring the map up it displays terrain in the direction you are facing, however as soon as you rotate the map it turns while the player does not. This creates a disconnect between what the player sees on the map and where they are facing.
By locking the map and the player to the same perspective you eliminate this problem because you can rotate the map to face a certain direction and the player will remain facing that exact direction once you remove the map. This helps you dig accurate tunnels as well as locate eggs and dreadnoughts. Another side benefit of this is that you can turn to examine your surroundings while using the map instead of being locked in place with no peripheral awareness.
It's possible that not every player would appreciate this feature so I recommend making it an option instead of changing the map, that way anyone who prefers the old behaviour can untick a box in the options menu.
the infector a glyphid like the cave leech but gives the unlucky player the reverse Midas touch where everything they mine spawns glyphids.
Suggestion: Add a visibility toggle for the gorget (neck protector) on Gunner and Driller armours. This would eliminate most of the beard/helmet clipping issues and give players more customization options. A similar toggle could be added for shoulder pads and other suit parts like knee pads to give players more variety.
The problem of drop pods landing in odd inaccessable locations is well documented but I'd like to suggest some new features that would both solve the current issues and possibly improve future iterations of the drop pod.
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Anything carried by the players at the end of the mission counts as being deposited. This includes any large objects like Enor Pearls and the like if you happen to chuck one into the pod at the last minute.
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Tweak the drop pod "pathing" so that it positions the door as close to the surrounding ground level as possible. Ideally the drill portion of the pod should be completetly buried underground which leaves the deposit boxes at knee height. Pods should also try not to land next to cliffs.
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Add two more deposit boxes on the inside of the drop pod, these could be positioned on the inside of the door opening underneath the screens that display mission details. To give time for players to deposit the drop pod will delay departure for 5 seconds once all players are aboard (10 seconds in solo games). If necessary players can depart immediately by sitting in any of the 4 seats and hitting a panic button on the armrest consoles.
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Add a retracting ring-shaped shelf around the circumference of the drop pod. This shelf is level with the top of the deposit boxes (who form part of the floor) and incorporates 4 ladders set in an X pattern. This allows dwarves to access the deposit boxes and the pod door in virtually any oritentation as long as they can reach the general vicinity of the pod..
This would solve those odd cases where the door of the pod points over the edge of a cliff, or the pod isn't low enough to make the deposit boxes accessible. A recent example:
There's basically no point in having secret achievements anymore, since if someone is obscessed with getting them, he can just google it.
Mactera Rammer, or maybe a Mactera Blocker
There are not many Mactera variants, and there are no flying armored enemies. A mactera with semi-heavy armor, between a Praet and a Grunt Guard's, would give more impetus for armor break upgrades and create a new breed of armored enemy :3
How about a hybrid between a menace and mactera.. some sorta flying thing that would fire bursts of projectiles at you. Maybe a Mactera Havoc?
Glyphid Glider: A variant of the glyphid slasher with longer legs and a pair of grasshopper-like wings on it's back. It is capable of leaping gaps and gliding for short distances when dropping. Gliders move faster than other glyphids and have no armour which makes them comparatively squishy. Gliders also lose the ability to leap and glide if you shoot either of their wings off, if you do this while the glider is midair it will spin out of control and hurt itself in the crash.
some sort of sound trigger when drills run out of fuel and you try using them, this dumbass didnt realise for a few minutes
Coud we have a Map upgrade "See buried Ressources" ?
Some suggestions:
- Bulk detonators will now have a longer spawn animation that is indicated by a giant orange glow so players now when it's incoming.
- Acid spitters should have a delay of at least 5s (might need to be more) upon making line of sight before being able to fire.
- Slashers / Shockers should have a distinctive sound
Suggestion: Change flares to be more like grenades in that if you hold down the throw flare key it will display an arc on the screen showing the flight path of the flare and where it will land.
Turning the flashlight on and off would need to be bound to a separate key, but this would also make it more responsive since you don't have to wait for the delay.
make promotional mission chains random instead of the same 4 quests in the same order for the same classes. for example right now driller always gets mining / egg / egg / pointextract 
gib driller a glok
Hourly Pay
I think this video should be featured/shown on the Steam Store Page. https://www.youtube.com/watch?v=_JPKk3e7r9k
Props to @fallow trout and his team, this video is so good.
Song: Dark Country 5 - Coming with the hellfire
Suggestion: When you finish a solo mission Bosco should follow you into the pod, or hover outside the door and salute you as you leave. It always bothered me a little that you leave him behind. (though I suppose he could just follow the pod back up the shaft since he can fly).
Balance Suggestion: I feel that the scout's shotgun is heavily overshadowed by the smgs. The shotgun used to have a great one-two punch against praetorians and the like in previous version of the game, but these days the smgs leave them in the dust for burst damage and general DPS, especially with hollowpoints and IFG bonuses. The smgs also win for ammo sustain and effective range, 24+2 shots is nowhere near enough to keep up with the hordes on haz 4 and 5. About the only unique thing the shotgun has going for it now is that you can burn webs with the fire upgrade.
So here are some buffs I would recommend for the shotgun:
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Increase the reserve ammo from 24 to 36. This brings the unmodified shotgun closer to parity with the smgs and brings back some of that boss killing potential it lost to power creep. Having more base ammo count also makes high capacity + double buck builds more viable.
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Increase the ammo gain from the first tier upgrade from 6 to 12. This gives you a maximum of 60+2 shots with both +12 upgrades. Your shots will be weaker but having a larger ammo reserve of 60 rounds allows you to use it for general killing the same way the engineer does instead of having to reserve them for "worthy" targets. You also get 30 per resupply which is a lot better than just 12.
This change would also make the shotgun much more viable to run as a secondary to the M1k. You could spec double ammo + blast wave + fear and use your shotgun to clean up groups of naedocytes and swarmers that your M1k can't handle.|
- Add a shotgun choke upgrade to the second upgrade tier that makes it more accurate (for a sawn off shotgun). This gives players three different builds from that one upgrade tier: double trigger for high point blank DPS, quick reloads for faster refire rate, and better accuracy for engaging things at short-medium range with slower but more measured shots.
One of the big weaknesses with the current shotgun is that it loses almost all effectiveness if the target isn't point blank, that's an obvious issue in haz 4-5 even with the scout's kiting ability. Against group targets most of the pellets will miss if they don't fill your entire crosshair. And against larger targets like praetorians the damage is mediocre unless you can land every pellet onto their weakspot. The choke upgade would solve this problem because it extends your effective range from 2 feet to more like 6 feet, or 8 feet if you use high capacity shells with more pellets in them.
Example builds under the proposed system:
Big game hunting: Double Buck + Double Trigger + High Cap + Tungsten + Phosphorus. 36 shots with the highest burst damage potential possible for praetorian and dreadnought killing.
Crowd clearing: Expanded Ammo x2 + Quickfire + Blowthrough + Fear. 60 shots, blasts big holes through hordes with a large ammo reserve to last an entire wave.
Hybrid swarm sweeper: Expanded Ammo + Choke + High Cap + Blast Wave + Auto Reload. Quickly switch to your shotgun to get nearby swarmers and enemies out of your face, or blast a vulnerable target in their weakpoint. The autoload ensure that your weapon is always ready for those moments and you save time from not having to do it yourself.
I understand the gameplay reason for Cave Leech to let you down gently after dying, but it looks stupid. Like, this bloodthirsty ceiling penis suddenly gains a conscience right before dying, and lets you down carefuly. I want a new animation, where the dwarf grabs it by the guts, and rappels down as it's thrashing in agony in it's last moments.
Pups instead of sentries as an alt weapon for engi
Replicated dogs that are taught from the day of birth that best treats are always hidden near big bugs - the bigger the tastier. Sprint towards nearest praetor or larger sized creature and try to get into its mouth or hide underneath it if mouth is inaccessible. Carry a detpack that detonates 10s after its electronic bits detect proper size buggo in 3m radius and deals extremely high damage if swallowed. Carried amount: 4, not replenished with resupplies, slow engi down a bit when equipped.
I suggest that news channels can be followed like this: https://support.discordapp.com/hc/en-us/articles/360028384531-Server-Following-FAQ
Suggestion: As with grenades pressing and holding the throw key for Driller detpacks and Gunner shield generators should display a visible arc so you can put them exactly where you want to. This is especially important for detpacks because one of those in the wrong place will blow you to bits.
Suggestion: Option to turn off the bloom effect. 😎 🌞
Make thrown large objects like Aquarq squish swarmers if thrown just right. Should be less viable than pickaxe but still fun 💕
Suggestion: When the driller has the flamethrower equipped the pilot lights at the tip of the flamethrower should burn webs as he walks into them. Kind of like Artyom's lighter in the Metro games.
Also webs should be made much less resistant to the flamethrower. Currently it takes a burst of flame no smaller than 3 fuel. 1-2 fuel worth of flame simply passes right through the web, which doesn't make much sense. A single puff of flame should be all it takes.
Golden. Hair color.
Suggestion for developers: For elimination missions, perhaps allow targets to periodically ping on map. Friend and I are trying to hunt down a Dreadnought that's gone walk-about. Can't find the darn thing anywhere on the map and its health bar just sits there on the screen.... really aggravating.
Engineer
Primary: Burst rifle, a mid-way point between the SMG and shotgun, the burst rifle provides the power of a shotgun, with the precision of an assault rifle.
Secondary: Sonic Cannon, fires a concussive burst that deals decent heavy damage in a wide cone in front of yourself, 'ragdolling' medium and smaller enemies away from yourself. Essentially a heavy shotgun, mainly for CC, as it doesn't do as much dmg as the 'nade or line gun.
Scout:
Primary: Carbine rifle, fires very quickly and accurately, providing sustained mid-range damage, low damage per shot, but large clip and RoF.
Secondary: Mesmer Pistol, fires a shot that detonates to temporarily have enemies in the radius join the dwarf team! Very minimal ammo, and small AoE (essentially more useful for enemies such as wardens for their buff, or goobombers, menaces etc.) Larger enemies such as dreadnoughts or detonators (maybe pretorians?) immune.
Driller
Primary: Tesla cannon, fires an accurate close/mid-range line of electricity, slowing enemies and dealing small DoT as it hits. Upgrades can increase electrical damage, jump distance, and jump amounts, or even weakening enemies somewhat like an IFG (thought not as much.
Secondary: Hand Cannon. Single-shot reload weapon that fires incendiary explosive shots, functions similar to the revolver, albeit projectile based. Can be upgraded for large AoE, faster reload, more fire damage, impact damage, etc.
Gunner
Primary: HMG a machine gun that functions similar to the minigun, albeit without the self-slowdown. However, it both overheats and must be reloaded, overheating at a lesser rate due to its lesser RoF, albeit through a single barrel. As such, it's a better weapon for kiting enemies, at the cost of some damage. However, it can get the hollowpoint rounds upgrade.
Secondary: Dual Pistols: Fires at a medium rate, with solid accuracy, for the gunslinger at heart! Can be fired semi-auto, or charged for a more accurate and damaging shot.
Random Encounters: Infested Bosco and Broken Bosco. This idea has been mentioned before in passing but here is a more detailed explanation of how it would actually work.
Infested Bosco is a unit players may encounter during any mission. Normally Bosco is immune to parasite attack, but damaged units and older versions with inferior firmware can sometimes be vulnerable. When infested Bosco will lay dormant but awaken and attack the players if they get too close. Hostile Bosco will attack players with his smgs and occaisionally fire a rocket. However since the parasite is firmly latched onto his face he can't actually see, and the fire will be somewhat innacurate as the parasite struggles to control his aim. When firing a rocket Bosco will first shine a laser and a danger circle will appear on the ground to give players a chance to move away. In order to defeat Bosco the players must shoot the parasite off his face, at which point he will sink to the ground where he can be repaired.
The other encounter is a broken Bosco. Like a mini-salvage mission Bosco is missing his arms and players need to re-attach them before they can repair Bosco to full functionality. Unlike a regular salvage mission Bosco's arms may scatter over a much wider area (including up on the walls) and it can take some effort to find both of them.
Once repaired Bosco will tag along with the players like a mascot. Players cannot give Bosco any orders but he will hover around the party and do his best to defend them from enemies using his smgs. His damage is somewhat "cosmetic" because his guns don't scale to higher player counts, but he is much better at fending off swarms of light enemies than Betsy is.
At the end of a successful mission players will recieve a 500 credit salvage bonus for recovering company property (before modifiers).
Feature Request: On a related note, salvaged Betsy (or Bosco) units should show up as a highlighted object when the players bring up the laser pointer. Knowing where Betsy is can be useful because if you get into trouble you could figure out where Betsy is and retreat to that location so that she can protect you.
Suggestion: add an option in the audio settings menu that will allow us to pick a different output channel count (7.1 vs stereo) from that of the system default. This will allow third party virtual surround sound software for headphone users to work correctly (such as Dolby Atmos).
Suggestion: Throwing animation in first person for grenades and flares that cannot be activated while you are reloading and vice verse
Suggestion: when scout tries to reload his dual SMGs while theyre full, he twirls them around and accidentally shoots the gun into his boot
A mission where u have to go get a specific chemical compound to make drop pod fuel
Can we have a process where failures also demote taking off credit. This will stop people being idiots in game play and maybe get them think about using the equipment of their class properly. It might be asking too much but demotion should be a negative score against all parties. And anyone leaving a mission early should get that demotion as well. I’m sick of people jumping on and then leaving in the midst of a battle because they don’t want to die, oh boo hoo, it a game not real life.
Bug infection mission. Require the player or team to use a test weapon to detect infected bugs and scan them with device. These bugs are super vicious but the phemorone grenade can be used to sedate limited number. In solo mode 5 bugs require a scan that takes say 20 real seconds per bug. X2 for every extra player meaning 4 players are required to scan 20 bugs. The occurrence could be an event time like Octoberfest, maybe make it Halloween. Result requires bug scans in a single mission. Not carried over, reward X2 xp bonus if completed successfully. I suggest if not Halloween, mission should be a weekly event like the credit bonus.
Carrying this forward further players are required to collect infectious material from bugs. This is highly toxic and dangerous. Another special mission that equips Hydrogen Canister temporarily and equipping any weapon using RB+LB at close range collects a small amount of toxin. The mission requires a a canister to be filled to its marker. If more than x1 player the marker increases when more people join the mission.
Robots interact and beep-boop between each other, "sentient sentries" with cuter sounds if target prioritization is equipped
A frozen peaks/sunglasses headgear option
Because miners, dive-ins and dwarfs
Either way, I'd highly suggest just imagining dwarf Guy Fieri
welp, now im hungry. cya tomorrow guys 👋
Additional Bosco Upgrades; Unlocked at a much later rank.
Objective A.I. Enhancement: Allows Bosco to mine and haul material minerals and objective based holdables to the M.U.L.E., Extraction Pod, or Mining Pod automatically, without requiring the player to grab them from Bosco. In other types of missions such as Salvage, Bosco mines up any Mini M.U.L.E. legs and drops them off next to the wrecked Mini for the player to repair it. In Elimination, Bosco will automatically prioritize the weakpoint on Dreadnoughts.
Multi-Marker Pinpoint: Allows the player to point up to three markers for Bosco for different tasks, such as mining several veins of minerals or taking care of enemies to mining out an alien egg. Succeeding markers are tackled after the first one has been completed.
Bosco Bin: Allows Bosco to intake all minerals that are loaded into an inventory and float next to the player once it has finished a job so the player can grab them. This lowers Bosco's air speed slightly, and it only has a storage of 20 Minerals per slot.
Petition to make the scout occasionally say "groovy" upon reloading the boomstick
Every promotion upgrade beyond 3 gold stars may reward with +1 health / +1 shield (on your armor rig)
being drunk gives more XP
I want a Tarn Adams cameo. No, I demand it.
Weapon suggestion~~~ bad ass dwarven musket for when the bugs need a good ole fashioned beating 《not my artwork》
Make it so when you're holding a mug of beer, and press X, the dwarf shouts something like "GET YOUR DAMN DRINK"
Also, I want an in-game reason why there are spare minimule legs lying around. Maybe add a wrecked minimule there.
I want a dedicated insult button with over 10 000 various insults
Suggestion: Add another upgrade to the final tier for engineer turrets that allows turrets to reposition to a new location within 10m (20m?) without having to be rebuilt.
To reposition a turret the engineer simply needs to press 4 and designate a new location, the placement indicator will show the distance from the turret's current location. If the new location is too far away the turret will repack as normal before moving, if you have two turrets the game will alternate starting with the furthest one. Hovering turrets move slower than their packaged state and can't fire while moving so this feature may not always be desirable. If you want the turret to pack itself for greater speed you can always recall it by pressing R.
This gives the player three interesting options for the last upgrade. A higher damage turret with a narrow arc for defending chokepoints. A player-directed turret for point defence that synergizes with shotgun powershots. And a mobile turret that can leapfrog between positions.
Give the Drilly Boy a pair of pile bunkers as drill replacements https://i.ytimg.com/vi/dwPDWeAQgRY/hqdefault.jpg
Geared toward melee combat over mobility, drive explosively-propelled spike punches into any big nasty in your way!
They can be used the way drills could be, but they'd essentially work like a pickaxe that swings twice as fast rather than just deleting terrain
there should be a 10% chance that confetti and fanfare plays any time someone orders a leaflover's special in a full game
I want so that when you're alone, and buy a beer, the game provides you a bosco to toast together with
add super saiyan hair except it's a beard
Suggestion: It's for a new Class, the Medic class, here are the weapons and grenades and stuff which me and my best friend have put together
Medic
Primary: Standart -> Crossbow(Shoots a bolt, what does alot of damage and penetrates enemies, but
very slowly, after every shot the string needs to be pulled up again[animation]
[also the reason why the really low fire rate])
Damage: 100
Max Ammo: 18
Clip Size: 3
Rate of Fire: 0.25
Reload Time: 2.5
Weakpoint Damage Bonus: 33%
Max Penetrations: 2
Assignment -> Arc Gun(Shoots an Electric Beam Into an Enemy
, What Then Bounces Off 3 Times Before Dissapearing,Gun Reloads
by it being cranked up[that's why the low reload])
Impact Damage: 33
Bounce Off Damage: 20
Clip Size: 5
Max Ammo: 75
Rate of Fire: 0.5
Reload Time: 1.5
Projectile Bounce Off: 3
+ No Weakpoint Damage, But Ignores Armor
Secondary: Standart -> UMP(It's an SMG for the Medic)
Damage: 10
Max Ammo: 500
Clip Size: 50
Rate of Fire: 20.0
Reload Time: 2.0
Assignment -> Lacerator(It's a Laser Gun, Which Fires a Continuous Laser Beam)
Damage: 6
Max Ammo: 1000
Clip Size: 100
Rate of Fire: 25.0(Charge up Time is 2 seconds)
Reload Time: 5.0
+ Dismemberment
Item: Syringe Gun(It's a Syringe gun, what shoot's healing syringes onto dwarfs and
heals them)
Amount Healed per Syringe: 20 HP
Max Ammo: 20
Clip Size: 4
Rate of Fire: 1.0
Reload Time: 3.0
Movement: Ice Picks(With These the Medic can climb up or descend walls with a strenght bar
of how long can a dwarf hold out climbing before losing all his strenght
and falling probably to his death;CAN Mine While Using the Ice Picks, but strenght
depletes alot faster)
Flares: Same as Scout's/Gunner's
Grenades: 1st Grenade: Stun Grenade(Self Explanatory, stuns enemies in a effect of radius)
Carried Amount: 6
Effect Radius: 4
Stun Chance: 100%
Stun Duration: 2
2nd Grenade: Healing Grenade(Self Explanatory, this grenade heals in a certain radius
,but the closer you are to the middle of the effect radius
the more you are healed)
Carried Amount: 4
Max Effect Radius: 7.5 [Outer Circle; Middle Circle is only an Effect Radius of 2.5; Then the Circle
In Between is Between 2.6 and 5.0 Effect Radius]
Healing Effect: 15 HP/s [In the Middle Circle; 11.25 HP/s in the Circle in Between Middle and Outer;
7.5 Hp/s in the Outer Circle]
Duration: 4
3rd Grenade: Scare Grenade(Scares Enemies in a Effect of Radius for a certain time period)
I used the search and I didn't find this:
WHen a player joins a singleplayer hub, make BOSCO merge or dock in the MULE to be less traumatic and exploidy
When you shoot a bug with the grappling gun, you should both get reeled in towards each other
Ability to pick up downed dwarves like you pick up heavy ores (Aquarq/Bittergem/Jadiz/Gold Chunk) to bring the buddies to safety before reviving them
Glow snails!
A passive creature that resembles a snail, with a series of lights on it's body putting out a weak natural light source constantly, like glow flowers in the dense biozone. The lights would be a series of dots along their body, like deep-sea fish. So, if shot at or near, or even approached, they retract into a tough shell and snuff out the light for a bit. This is functionally the opposite of other light sources, and might be something for dwarves to be careful around to preserve the light, plus it'd be a new, easy to code (with behavior like a lootbug) passive critter!
Hide/add random dead bodies of actual players. a couple/few at most per map (doesn't have to be people in current game)
However if you find your own body in a game or a team-mate you get a bonus/achievement.
Big points if you find KARL! (Could be like Kenny on South Park...died many ways...each legend of Karl is told differently!
)
a discord bot that posts missions containing mutators to a new channel possibly named "#mutated-missions" with perhaps a self assignable role so you can be notified when one pops up that you want. it'd be a big system to add, possibly adding a new role for each mutator, but idk, seems like it'd be cool to be notified when a mission you're eager to play, such as double xp or mineral mania comes about.
Hello developers! I'm a fan of the game and dream of new cool guns. Looks like my idea of a future weapons pack. I apologize for my level of English, I am from Russia.
Ideas 3rd TIR guns for DRG:
Shooter:
-Weapon 1: Heavy automatic shotgun, has a clip of 50-100 rounds, effective at short to medium distance.
--weapon modifications 1: the number of fractions, range, penetration, as well as damage, recharge rate and ammo size.
-Weapon 2: multi-grenade launcher, has 6 to 10 grenades in the clip, the charges are able to less damage and range in comparison with the grenade engineer, but a greater rate of fire and the amount of ammunition.
--weapon modifications 2: blast radius, stun or increased fright in explosions, as well as damage, reload speed and ammo size.
Miner:
-Weapon 1: the Weapon emits an electric arc at short to medium range, the arc hits the first enemy and deals 100% damage, then jumps to the nearest enemy and deals 80% damage, then 3 enemies and 60% damage, then 4 enemies and 40% damage, then 5 enemies and 20% damage.
--weapon modifications 1: increase the number of targets, arc jump distance, deceleration power, as well as damage, reload speed and ammo size.
-Weapon 2: the Weapon fires a compact black hole, when colliding with a solid surface, a small crater is formed, all enemies are drawn into the center and take damage for some time.
--weapon modifications 2: increase the radius of the circle, increase the time of the circle, as well as damage, recharge rate and ammo size.
Engineer:
-Weapon 1: Weapon like railgun, like an automatic rifle from a shop in 20-40 rounds, has long-distance shooting, the shot looks like direct the plasma beam pierces through mobs and have a small-average damage with each penetration damage is reduced.
--weapon modifications 1: less damage when breaking through enemies, adding the ability to ricochet off hard surfaces with enough residual charge damage, as well as damage, recharge rate and ammo size.
-Weapon 2: a Weapon similar glyphid Q’ronar=) Big gun shot with a mechanical wheel, which is similar to the beetle rolls along a straight path, dealing damage to all enemies and pushes them apart.
--modification weapon 2: distance rental more, push harder, the ability to add the mill the kick as well as damage, reload speed and size of ammunition.
Scout:
-Weapon 1: Weapon supposedly automatic rifles, but shooting a dart of poison upon impact, it deals small damage and applies on mobs poisoning causing temporary damage.
--modification of weapons 1: the duration of the poison, the strength of the poison, the modifiers change the action of the poison (slow, damage reduction, armor reduction), as well as damage, reload speed and size of ammunition.
-Weapon 2: Multicharged hand crossbow, shoots at a great distance, has the ability to aim, has less damage than a sniper rifle but a greater rate of fire.
--weapon modifications 2: the ability to shoot multiple bolts at a time, armor-piercing bolts, as well as damage, reload speed and ammo size.
Suggestion:
- BET-C can be controlled by the host to point and shoot
- BET-C and Bosco should get to the drop pod all the time
- BET-C should light the place or have beacon to do so
- The mini molles should follow a player each one
Ability to use Mini-M.U.L.E. for depositing (though at half speed or with limited capacity until they unload to the main M.U.L.E.)
New mutation, infested bugs. Medium and larger enemies will explode into swarmers on death! Swarmer swarms are more common to boot.
Increase the Spawn Chance of special enemies such as Bulks and Bet-C in higher hazard missions.
Map maker, where players can create mini games or challenges and upload them to a workshop. Players wouldn’t earn anything, more being a simulation. Every month a selection of them are picked from the workshop and allowed to earn actual xp/mats from.
New biome: egg hatchery. There are eggs everywhere, on the walls, ceiling, floor, etc. Disturbing them makes 2-3 swarmers pop out. The problem? Molly doesn't care, and walks as normal.
Add the option to alterate your loadout when you join missions, so you can change your weapons if need be
Add an option where the player can choose if he wants to keep his message from the previously closed chatbox (due to bug interruption, need of reposiotioning or simply not being satisfied with the message)
Add a voice line when you kill a glyphid with the pickaxe in the head: "I find a gold vein... IN YOUR HEAD HA HA HA!"
Driller primary weapon: Bubble Blaster
(suped up, two-handed version of this to stay cohesive with Driller's other primaries) https://images-na.ssl-images-amazon.com/images/I/41GbQlURSNL.jpg
Fires a stream of volatile bubbles out to the typical distance of a Driller primary, which hang in the air for a time. Touching them does damage - as does the splash after they POP a couple seconds later
A head skin that close when a wave starts
Add power fists. I want to punch the bugs.
How about a Beastmaster dwarf that commands a couple of pet Glyphids or a pet Mactera
Primary weapon: Animal companion - command your animal friends to attack foes. Choose between a pair of "attack dog" Glyphids or a single badass Mactera
Secondary weapon: Compound crossbow
Mobility tool: Grappling hook - anchor one to a high spot, and climb the rope that dangles down from it, like a vertical version of Gunner's zipline
Utility tool: Camouflage thing - activate it to gain temporary stealth from incoming baddies. Broken by taking damage, or by attacking
Deep Dive Suggestions:
- When you are completeing a deep dive that you've already done, you'll get extra rewards (like XP) as long as someone in your party hasn't done the dive.
- When completing the harder deep dive you get the rewards automatically for the lower deep dive. Players shouldn't have to do the same thing but easier.
Pebble in the boot emojii!
It could be used to express frustration. 👢
Suggestion: Give personal drop pods a minimum distance from the minehead so that they can't land directly on it. When pods land on the minehead platforms or ramps they create an annoying speed bump that makes it harder to move around, especially on the ramps. The discarded pod doors also add further clutter on the platform.
On a related note the mine head will display a "holographic" drop pod that marks the location where it will spawn. This should be replaced/upgraded with a visible danger radius and the drop pod should always spawn far away from it. In a recent game the drop pod landed right next to the minehead and it killed me the moment I walked off the ramp. I could see the minehead dropping in and I figured I was standing far enough away, but the instant kill radius is actually something like 30-40 feet. This should be reduced as the physical model of the minehead is much smaller than this.
Please make patch-notes channel an announcement channel, so I can follow it to my private server.
New enemy idea, resurrection plant (fungal biome only?) A rare breed of mushroom, these spores animate the corpses of any dead creatures that fall within their area, often sending them half-alive off to explode! (Perhaps a lore explanation of exploders!) Incinerated/vaporized/shattered corpses cannot be revived.
New Biome: Fossil Beds. This is a very deep and ancient biome located in an unsually stable region of Hoxxes. The relative lack of geological movement has allowed the ground to settle into layers and preserve fossils that would otherwise be lost in the tectonic "churn".
The primary colours of this biome are yellow, orange and grey. Yellow colours the surface of the ground while the rock underneath is "striped" with dozens of different layers showing millions of years of geological deposits. Since the ground is composed of many materials of different hardness dwarves have a 25% chance of digging regular ground in one strike instead of two.
Levels in the Fossil Beds tend to be wider than they are tall with little verticality. Instead of connecting caverns together with winding tunnels like a string of beads, Fossil Bed caverns are stacked vertically with several flat layers that overlap in different locations."Compacted earth" often appears as patches of floor or ceiling that you dig through to reach the next level but are not the sole locations where layers connect to each other.
Caverns are flat overall and crinkled like a tortilla chip with irregular terrain, low ceilings and occasional "holes and bubbles” where the ceiling touches the floor or vertical shafts connect the levels. Stalactites and stalagmites are very common and most of them combine together to form pillars which gives dwarves something to stand on when they need to access the ceiling. Larger open spaces tend to be filled with the skeletons of extinct megafauna, in some cases said fossils will encompass the entire space with titanic skulls and ribcages holding the ceiling up.
Other misc design notes:
-
Fossil Bed levels contain abundant Jadiz and scarce Croppa.
-
Low areas in a cavern may be filled with tar that seeped out of the ground and later cooled into a solid, this tar acts like the opposite of dark ice on the glacier map. Stepping onto the tar will slow you down and reduce your jump height but the faster you move the less you stick to it, tar will also slow enemies. You can go around tar pits or use engineer platforms and ziplines to build a bridge over them. Tar pits can contain valuable objects like bittergems and compressed gold the same way walls can, you can dig through it with picks and drills as normal.
-
Smaller patches of liquid tar can also be found, these are much harder to move through like mactera goo and mark the location of dangerous gas pockets. If disturbed the gas will bubble up through the tar and form a cloud like the toxins from a dead praetorian. Both the liquid and the gas are highly flammable.
-
Explosions and gunfire can dislodge stalactites from the ceiling, unlike the icicles from glacier maps these stalactites fall in clusters that cover a wider area, but for less damage. Can be used offensively.
-
Flame weapons like grenades and the crisper will melt the surface of solidified tar and make it sticky for a while, can be used defensively.
-
Q’ronars are especially dangerous in this environment due to the flat caverns, you can't simply avoid them by standing on higher ground because ledges are rare and the floor typically slopes up to meet the ceiling. On the other hand spitballers and other enemies with a ranged attack are less dangerous because of the abundance of hard cover in the form of stalagmites.
Glyphid Praetorian - Magma Core version. His spit emitters and mechanics can be replaced with volcano one, with decreased damage according to his brothers average.
what about some different variants of the cave leech? like ones that have multiple arms, or maybe one that has like a spike that it quickly stabs a dwarf and hauls them back up. I also think a mutation called "Temporary Insanity" where players hallucinate (see bugs that aren't there) every once in a while might be interesting, or maybe a bug that can spray players with something that makes them hallucinate.
I want a single molly floating in space outside the rig, or one that walks around on the outside of the rig and occasionally paths past the window.
id like more 'pure' lootbugs
in the colour of their mineral
picky lootbugs only eating nitra - red.
umanite - green
I'd like to see BET-C's icon when in squad on my HUD
Alright this is my best idea yet:
bringbackqmining
An overclocks for the autocannon / minigun that makes it so you slide whenever firing.
Armor breaking upgrades affect the dreadnoughts regenerating 'armor' health.
Gnomes as NPC's
Suggestion: Make being drunk provide a slight buff to damage resistance, with dwarves feeling the pain less as their double vision and wobbliness increases.
One For The Road: Achievement for bringing a beer with you in the droppod.
Alternative turret upgrade: Turret gains 360 tracking and increased turn speed, but only fires on enemy weakspots. This substantially raises ammo economy, but absolutely tanks the amount of time it spends being active, not firing if no enemies happen to have their critboxes exposed to it.
Platform gun upgrade: holding fire to increase a charge, building a larger platform upon release depending on how long the charge is held
Slight cryo cannon buff: have enemies being Frozen slow their movement and attack rates proportionally, to help make up for the fact you're doing essentially no damage to them until the very end.
An upgrade for the Scouts Grappling hook that makes it so it will stun and slightly damage enemies you hook into. Normal recharge for normal use. but a slowed down recharge if you connected to an enemy.
A new biome: An old temple or just ruins of some kind. Would have some really sweet alien vibes
I wonder if it could be a good idea to have a Team resupply order cooldown (just 1 minute for example), to avoid the double resupply order by mistake, what do you guys think ? if someone try to order a new one very soon, the boss could say "the next resupply isn't ready yet"
"Survival bonus" change.
Currently the survival bonus only affects credits and is more or less a joke with a lot of people jumping out of the pod at the end of the mission (including me) and reducing credits because it simply doesnt matter.
Most higher level players agree that having more people survive and reach the pod should be something desireable instead of leaving people behind being something that doesnt really matter when it comes to the end of mission reward.
My suggestion is shaving of exp from the main+sub quest reward depending on how many people out of the full team made it - and while at it, the credits survival bonus should probably be changed to be fairer for solo-players too. you dont need to entice people to play multiplayer any more then you already do.
To use some made up numbers: say a mission gives 2000 exp and the sub gives 1000. Now, if 50% (arbitrary example number) of the total mission exp (which whould be 1500) whould be able to be reduced by the amount of players that didnt made it back, a team of 4 with 3 people being left behind whould lose 75% of 50%. In other words, they whould lose 1125 exp for leaving 3 people behind.
This could simply be a higher percentage depending on the hazard as higher danger level makes it harder to being the dwarfs back and needs to be "paid" somehow. Also having a harsh punishment at lower haz whouldnt be that great for new players.
Quick Join upgrade: Allow for picking specific classes to play for no-doubles lobbies, and allow picking a range of difficulties rather then just one in particular.
So apparently, gunner stats are a lie and dont actually do what they say .. ._. i made suggestion here for y´all since apparently his minigun has 15 rounds per second and 1200 ammo and not the 30 rounds per second and 2400 ammo
On top of that i made some changes to the autocannon since it is inferior to 90% of the aspects against the gatling so here you go:
(10 >>20 = from 10 to 20, if something is not listed, it means it didn´t get changed)
Damage : 10 >>> 13
Ammo: 1200>>>1500
Time until overheat: 8 seconds>>>10 seconds
Upgrades:
tier 1
Improved Motor
Fire rate increase: +4>>>+5
Tier 4
Lighter Barrel Assembly
Spin up time: -4 seconds>>>-3 seconds
Autocannon:
Damage: 14>>>15
Area damage: 8>>>15
Damage radius: 1.2>>>1.5
Tier 1
Increased Caliber Rounds
Damage: 3>>>5
Quickfire Ejector
reload time: -1 second>>>-2 seconds
Expanded Ammo Bags
Max ammo: +220>>>+330
Tier 3
Loaded Rounds
Aoe damage: 2>>>5
High Velocity Rounds
Damage: 4>>>5
Tier5
Resistance At Full Rate Of Fire
Damage reduction: new: if fully charged up, you will land yourself 50% damage reduction and 25% to your team
for comparison i linked the two guns wiki page:
https://deeprockgalactic.gamepedia.com/"Lead_Storm"_Powered_Minigun
https://deeprockgalactic.gamepedia.com/"Thunderhead"_Heavy_Autocannon
Deep Rock Galactic Wiki
%22Lead_Storm%22_Powered_Minigun
Deep Rock Galactic Wiki
%22Thunderhead%22_Heavy_Autocannon
Okay so since i cant get it to Trello rn i'll post it here
Will move to the board when i have the chanse
PROBLEM: class descriptions in character selection terminal did not change at all since u19, so now they barely fit actual role layout. Yes, most players don't even look on them, but they can confuse a greenbeard.
||Also, some of the footage on that screen is pretty outdated (to be exact these are the parts demonstrating drills, sentries, zipline and grappling hook)||
SUGGESTION: change descriptions so they give a newcomer more information on what their life will look like with certain class. My variant is below, used gdocs so i can edit this later despite the size. Tried to make these most informative, including short descriptions of all starting weapons and equipment.
https://docs.google.com/document/d/1lyXYv81lecmxNGTjxSO5QrY5Fe_euYP1FfKVog4QmMs/edit?usp=sharing
Ability to see the room/server-name ingame and during the loadingscreen. its not rare for people to put Information in there. Especially usefull if you've joined via quickjoin.
Ideally, a discription field so you dont have to choose between showing hostname and servername
Hello folks, what about anothers perk slot for silver and gold rank? 🙂
since sandwiches are a reoccurring thing in the game, why not grant each class the ability to forgo their grenade in place of a sandwich that serves as a healing/self buff item? if you really wanted to get in-depth the contents of the sandwich grant could different effects.
Hi, first really like this game and the community, great work.
One thing I found is missing is the ability to look at your game history.
I would like to request a screen or something is added where you can look at your past games.
This would essentially just show the information provided on the game end screen when you finish a mission, win/lose, the names of the players and the scores each player got, i.e. how much each player mined and the revives/deaths.
The main reason I want this is so that I can find the names of ppl I enjoy playing with so if I see them playing in future I can join their game.
However, this would also be great for sharing screenshots of great game scores or win streaks etc. to brag on discord.
e.g. last game I got 22 revives, felt like a hero, but I missed getting a screen shot and now that game has disappeared forever.
Also, this might be going to far but being able to access replays of your most recent games would also be awesome, so you can rewatch/share great experiences that you didn't have the forethought to start recording before it happened.
Make an achievement for throwing/depositing all the spare mini mule legs in the drop pod on salvage missions
Collect red sugar to call in a beer pod with Red Rock Blaster to heal 75% of health
A mini-mule that u pay 4 or somethin, painted red and follows u around and u can deposit red suger at a 25% rate in it which u can take out at any time also anyone can use it 2 prevent red sugar hoarding
Ammosystem rework for Gunners zipline gun from a charged based system to a distance based system.
In other words: Gunners whould start with 150 meters of rope (which equals 3x 50 meter zipline right now) and use up as much rope as the zipline he fired covers. Max distance and other mods / properties could stay the same with the exception of +1 charge being changed to 50 meter extra rope.
This change whould allow Gunners to use their mobility tool more leasurely instead of having to worry about covering a huge distance on every zip which i imagine whould be a great improvement to the overall feel of the class.
Make a special upgrade that allows you to bounce ropes off of walls with a targetting line, like grenades, so you can make ziplines around corners.
I propose a few ideas related to BET-C. First, you could call it by holding down C. It would immediately prioritize arriving at the designated point and start running (not just walking) there. It won't stop for anything (unless the arrival point is moved) and it will shoot enemies on its way, but only with its machinegun, which will also have a precision penalty. Once it arrives, it will start walking around and attacking bugs until they run out, and BET-C will start walking around like it usually does.
Secondly, BET-C needs a health bar. It is an obvious and serious threat to bugs, yet they just ignore it like there's no BET-C in the first place.
It can receive the same priority as players do, so everyone will get the same threat from bugs. Once BET-C's health runs out, the same thing happens as when it is being defeated by players - it falls down harmless, starts emitting its malfunction sound and waiting for someone to get it back up. Once someone does so, it will immediately pop back up fully functional, but not at full health.
The only way to restore BET-C's health would be to let it do so itself. If BET-C's health is not full and there is no hostiles in sight for x seconds, then BET-C sits down and starts slowly repairing itself. It will only stand back up if it fully restores its health, if it gets attacked or a large group of enemies approaches all at once.
Finally, if BET-C has been "freed" by players, it will have to extract too. Once the drop pod arrives, BET-C will start walking (not running) to it similarly to how the mule does. During extraction, it cannot be called by players and won't stop to repair. The drop pod gate will stay closed until both BET-C and Molly will dock, however if BET-C gets knocked down, the gate will open and players now can either extract now, or risk and repair BET-C. If it successfully docks and at least one player makes it to the pod, then the team will receive a sizable reward for retrieving company equipment.
I hade an idea recently, it's not that much of a big gameplay features, but it would be kinda cool to implement a glyphid motion tracker to the terrain scanner just like in Aliens
https://youtu.be/1bqSgvEZNtY
Lower the health of god damn acid spitters!!!!
I copied this one from Hunt: showdowns discord but here goes: Here in this very channel implement a bot which automatically up- and downvotes the comment and then lock other emojis. Its easier to vote for the first one and looks a lot cleaner. And also the thinking emoji in the middle. Also easier for people and maybe for drg staff to see what people think.
What about a game mode that forces you to hunt and kill a certain amount of a creature? This creature could be solely added on it's own or you could take a creature like the grunts and have you kill stand wave after wave of them, or find and hunt them. The quote for mission control could be
"Theres tons of potential to mine in this area, the issue is that theres too many grunts down there, eliminate them.
Or something along the lines of that, I just know that everyone is sort of wanting a new game mode, or something new in general. We love the game, but more variety never hurts
Another game mode option could be everyone starts off in a different individual pod, and they all have to locate and protect the M.U.L.E somewhere in a big room, starting by yourself would create this anxiety and stress that most other game modes dont give us. We then have to protect the mule for about 5 minutes and then locate the pod bringing back Molly.
Bittergem Shutter Shades
a gamemode where you're looking for very specific gems. The entire cavern is fulled with fist-sized gems of all sorts of colors/shapes/stuff inside them. So you're tasked with like "Find 3 blue star-shaped gems with clear insides and 5 red-green spherical gems with bubbles of air inside them". The trick is to find them among all the other gems, while bugs are on your ass. The other gems are useless.
and you can only see what's inside by taking it in your hand, and pressing R, while looking through it at a light source, while the dwarf brings it up to his face
Bug juices splattered on your armour after killing several bugs in close proximity to you, visible on your gun, armour, and on your view model 
Tommy Knockers and The Massacre Effigy. Concept for a new special enemy encounter and corresponding Boss. Lore and mechanics are outlined in the text in the pictures. 
Right now, the barrel kicker minigame is heavily working against the player, and extremely frustrating to grind for.
- Only lose your multiplier when you miss a barrel. This also helps against the situation of hitting the outer edge of the goal, and having the barrel count AFTER the multiplier resets.
- An alternative way to spawn barrels; As of now, you have to wait for the barrels to hold completely still, otherwise your kick doesn't have enough strength to reach the goal. Waiting it out results in you dropping your multiplier.
- Instead of randomly going faster and slower, make the speed depend on your multiplier - high risk, high (point-)reward.
Add a mission control Emoji for the discord
EDIT: OR a Steam Emoji
Iron Will icon with timer on teammates would be amazing, maybe even a hud element for when your IW comes back
Im not sure if the Devs already had this idea in mind, but I think I may have inspired them with update 25. Let me explain. I'm not trying to get glory, just trying to get confirmation if this idea was already in their heads, because I suggested on the DRG Club for xbox that they should have a gamemode where There is an area on the map where you do multiple missions and walk further in the cave for progressing to the next mission.
https://www.reddit.com/r/DeepRockGalactic/comments/cx3r8m/why_is_this_build_up_no_longer_in_the_game_its_so/?utm_source=share&utm_medium=ios_app They should definitely bring this stuff back it was very immense being in the pod that long. Maybe add it for deep dive missions maybe. <@&296918282403840000>
How about a replacement to pick instead of the flare gun - some kind of a lidar or a sonar?
Upon pressing 4, some device installed on Scout's suit will start emitting sound waves, which will reflect from the walls and come back, allowing the device to make a temporary topographic mapping of the cave. This whole thing is hard to explain, but if someone played Subnautica and used the sonar mod, they'll understand what I mean.
The best part is that the whole team could see the device's effect, no matter how far away Scout is.
You could also toggle the thing by pressing 4, so that it won't distract you and your teammates while fighting.
Female dwarves, but the twist is the only difference is a female voice actor. With the thick armor you couldn't tell much of a difference anyway and it would be a shame to not be able to equip beards on them.
I guess a different face could make sense too.
I'd like to suggest that once a Morkite quota is filled, the dwarves have X minutes to call for a drop pod, or stay and mine a second quota's worth of Morkite for even more rewards, but with the glyphids waves getting stronger and more numerous.
We're always bummed to leave a ton of extra Morkite behind, so this might give you a risk VS reward decision to make.
Add an armor modifier that reduces the slow received by damage
More incentives to mine more of Everything, so these fake dwarves who wont do anything without proper rewards, will start to play like proper DWARVES damnit
Maybe try to spice up the last (or every) mission for the promotion assessments: The already introduced double main objective from deep dives, or double warnings (like exploder infestation and mactera plague).
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diamond pickaxe recolor for the basic pickaxe (maybe by spending croppa? it's relatively the same color aside from the purple spikes)
could even call it a croppa pickaxe :>
Egg "signs" (the little blobs) should also darken when egg is removed
ok, hear me out, there should be cosmetics for your mule. here is an example with the robotic friend ROBERT:
R obotic
O mnipotent
B ro
E ating
R ocks
T hatarevaluable
how about being able to see what mutators are on each map from the main section of the map instead of having to click each one individually to find a mutator you want to do?
also while i'm at it and have been on the snow map for a while, it be made so bosco can mine the 3-hit rock on the frost map? kinda sucks when it's in the way of the path and you need another ~2 minutes to get through
Idk if it was suggested or not but maybe a way to sort through the mission list? Like, sorting missions who have short or long time since they started, amount of dwarves in the team, etc.
A functionality suggestion for the Engineer's platforms:
Since they can't stick to the side of the drop pod, don't let them shoot (it currently uses ammo even when they don't stick).
Ideally, please give them a blue outline (like the sentry turrets have) that shows where they'll land and that goes red if you're trying to shoot somewhere it won't go (drop pod!)
Thanks for considering my suggestion.
RIP Karl
Cheers,
Definitely-not-sad-person-who-failed-a-mission-trying-to-stick-boolo-caps-in-the-deposit-box-on-the-drop-pod-but-couldn't-reach-so-used-her-last-platform-but-it-didn't-work-so-she-kept-jumping-futilely-not-realising-the-countdown-had-six-seconds-left-and-missed-her-ride
Suggestion for the Engineer "Warthog" Auto 210
T5 Upgrade: Heavy Shotgun
No longer magazine fed but rather loaded shell per shell, it becomes more powerfull (+pellets and/or Damage) at the cost of firerate putting emphasis on the pump action part to serve as a parallel option for the Miner Adjustments
Shirtless dwarfs, I'm willing to take increased damage. I was thinking stylized likewise to Armstrong cutscenes in Full Metal Alchemist
How about sets of cosmetics based on classic action movie teams?
https://www.mensjournal.com/wp-content/uploads/2017/06/predator-main-223.jpg?w=1152
https://www.joblo.com/assets/images/oldsite/face_off_img/ad4cf75b-8a9d-ff65..jpg
When a driller uses his drills to dig any part of the map, colour that terrain yellow instead of green when looking at the 3d terrain scanner. This lets the rest of the team see at a glance any ramps or tunnels the driller has dug that they can use as shortcuts.
Give the gunner a Bandana Plus Tanktop for a rambo boi
New feature: class abilities by thalber posted this at September 1, 2019 at 11:26AM : https://trello.com/c/iX5ciatL
[EDIT IN PROCESS]
Here is the set of possible high-end upgrades for different classes (may be armour rig overclocks). These could give more immersion and make gameplay deeper: with these things on, every class gets even more effective in things it was created for, but each ha...
CLASS, MODIFICATION
Since we are already collecting eggs, the cooperation could maybe also ask for bug parts, so they can use them for their scientific research (they don't actually want the parts, they just don't want the dwarfs to drink beer and dance all day long).
On a related note to my previous suggestion with driller tunnels marked on the 3d map, the terrain scanner could also display ziplines and engineer platforms as 3d objects on the map.
As with the driller idea this would provide several benefits in regards to navigation and teamwork. Players could read the map and plot routes that factor in any traversal tools the rest of the team have created. It would also give players a better picture of what has already been explored and avoid wasting time.
swing on cave vines like tarzan
Have Salvage Mission objectives display a faint version of the objective zone before it becomes active, letting players know the area they're to be defending and enabling them to better prepare it before starting.
How about an overclock for warthog that allows you to refill turret ammo by shooting at it?
how about a AC overclock that makes a mini nuke when the empty ammo clip hits the ground pog
A flamethrower overclocker that sends you to pyroland
It would be fun to have achievement, for throwing and catching mug over 10 meters away for 10 times or more, like throw and catch egg without loosing it
fix the pipe in the space rig so it no longer crackles because as an idiot I spent 30 minutes trying to fix my headset before realizing the sound was ingame
Kicking one of the regular barrels lying around into the barrel hoop seems achievement worthy, or at least a comment from mission control
@grizzled lichen if you want to discuss an idea, please use #suggestion-discussion
Can you add a beer that make people see other thing?
Like a beer that makes you see pretorians as unicorns or something like that (Aka pyro-vision from TF2)
Deep Dive Modular Cosmetics -- for your dwarves armor.
bUGS IN THE FROST BIOME SHOULD BE LIKE WOOLY BUGS OR HAVE FUR AND Sabre TEETH(Moderators are oppressive')
Mutator. Alcohol in the air. Missions with this mutator intoxicate dwarves with biological gasses in the air. You get drunk
A face hunger like mob that make your dwarf running with his 2 hands in front of him
running like this x)
A HUD element for whatever you're pointing your laser pointer at, because it's hard or impossible to read the built in readout on lower render settings.
How about a perk that allows you to have more than one mark at a time?
Pickaxe power swing needs better AoE radius by default IMO, even with the upgrade it really feels like it misses things it shouldn't
I suggest to just be a cool generation that a MUG/RedSugar MIMIC is added which is a creature that sinks in the ground leaving a mug/RedSugar full of beer for dwarves to drink, but then the creature arises from it's trap like a boulder a jumps forward smashing dwarves in it's path. Once killed the mug drops and restores health once consumed.
I’ve seen it suggested in the subreddit, so IDK if it’s been rewritten here, but an announcer class could be interesting!
It would act like a 5th dwarf (instead of replacing an existing one) and would basically be a weaponless bosco, only equipped with a high-intensity floodlight and a cave deep-scanner.
The main role of the announcer would be roaming the caves and periodically scanning its insides to see where the riches and dangers are. Ore deposits would be marked by jittering spikes on the minimap while monsters would appear as red dots. It keeps enough secrecy as to not know what is where, but enough information to help the dwarves. The drone could of course mark deposits it finds in the same way as the dwarves do.
The floodlight the drone carries would illuminate whatever direction they would look towards. However, the high-intensity light is demanding in battery power and can only be active for a somewhat short moment. The battery does regenerate by itself over time, but a quick visit to bosco could fill it back up quickly. Its intensity would be the equivalent of a directional scout flare.
However, the announcer’s drone wouldn’t be invincible. Anything capable of hitting it will attempt doing so, and with its low health, it will easily be deactivated and in need of a repair.
Then, to expand on the idea, the console used to upgrade bosco could also include the announcer drone, allowing various upgrades to its abilities.
Hosts could of course accept or refuse players joining as an announcer if they wish so.
Tl;Dr a playable, weaponless Bosco would be interesting, IMO
combat chemist
-a supportive 5th class that still packs a punch! a versatile generalist who buffs friends, debuffs enemies and then blasts them to bits.
unique tool:
chemical pump
two chemical nozzles connected to a shared fuel tank.
fire off a stream of chemicals in the target direction. if you hit a dwarf, they get a buff that lingers for a few seconds afterwards (linger scales with the amount of chemicals they've been doused in). fire at the ground for several seconds to create a puddle of chemicals that buffs everyone!
buffs:
the left one fires berserker brew that makes those tough dwarfs even thougher!
the right one fires speed stim, get those legs moving! be careful though, speed stim costs three times the fuel.
movement tool:
liquifying bombs
throw a grenade that blows up after a delay, turning any mineable material (but not ores) into a viscous gel in a large area.
this gel is very bouncy, jump on it to trampoline yourself up high!
the gel also dissolves when mined, allowing you to use them to get through walls in a pinch.
enemies hit by the bombs have their armour turn into gel, making them take extra damage for a while.
weapons:
pump-action chemical thrower
fire combustive chemical concoctions at your enemies. a slow firing medium-high range projectile weapon that deals damage in an area. upgrades change the composition of the chemicals for various effects, including debuffing acid, area denial via ground fire, or just more damage!
poison needlegun
fire poison needles at your enemies. large magazine/ammo capacity, fast firing full-auto weapon that deals little initial damage but applies a stacking poison on enemies hit. upgrades can change it into a wide variety of things, from turning it into a poison revolver or a dwarf boosting support weapon!
bosco, dirt piles and a leash
if you send bosco to mine a tunnel blocking pile of dirt, he often thinks that the quickest way to move close enough to the last pieces of dirt before the tunnel is opened is by going allll the way to the other side of the dirt pile, and then digging. and i mean all the way. and since bosco moves around much faster while mining, he can easily get to the other side of the room before you can cancel this, even if you were only paying attention to him mining the dirt and pressing the button the nanosecond he decided that the shortest distance between a and b is by going to d and then c, and then to b.
why is this a problem? if you send him to open a pile of dirt in a cave, this will cause him to do a detour that will sometimes take 10-20 seconds more than it should. i've died to stuff like cave leeches because of this. granted, getting cave leeched is a sign of you going too far too fast, and bosco has difficulty with killing cave leeches in general, but it still feels unfair when it happens.
solution? when bosco isn't doing anything (ie. mining or lighting), if he's more than x units away for say 1.5 seconds, just teleport him next to you. l4d does a similar thing with the survivor ai prevent them from fucking you over with their mistakes.
Terrain scanner Equipment upgrades:
Tier 1 Upgrades
-HUD Display: Have a small mini map in corner of screen. This would be really nice so drillers don’t have to stop and look.
-Higher Resolution: Shows more environmental hazards such as vents surface hazards enemy static structures like nests and maybe spitters
Tier 2 Upgrades
-Metal detector upgrade: Highlights metallic mineral deposits within 15m of yourself in the scanner
-Seismic upgrade: See where bugs are roughly as ripples within 15m in the scanner. Floating/fly/static enemies won’t show up. How bright the ripple appears indicates size.
Glow in the dark platform upgrade, the RoF/clip-size ones seem pointless, it'd be better to have more utility upgrades to fit the purpose of the weapon.
Alternatively, unstable plascrete, if it collides with an enemy, it'll 'freeze' them within it. (Think GLOO gun from Prey)
give the miner the option for a dynamite charge to blow up huge areas but specific whats behind the charge location instead around it
Can we have player ignore function added? In Warhammer there is Great Book of Grudges, where Dwarves put records of all the terrible wrongs and treacherous deeds ever perpetrated against the Dwarf race. It can be implemented as object on a Space Rig where we can write down names of especially toxic players to forbid their connections to lobby, with note field for description of their misdeeds.
*** MEDIC DWARF CLASS ***
PRIMARY WEAPONS:
(A) Needle-Gun - Fires tiny syringes that inject enemies with bacteria. Causes shakes before spontaneously exploding after enough bacteria is injected.
(B) Fungus Shotgun - Fires prickle-shot that sticks to enemies. Slows down enemies and causes color to slowly gray before finally disintegrating.
HEAVY WEAPONS:
(A) Stem-Rifle - Limited Ammunition. If teammate is down; can revive teammates from a distance, or increase their health to full if not downed.
(B) "Rosco" Crawler - Tiny version of Bosco that quickly crawls to downed teammates from any distance. revives teammate to half-health with the same Bosco revive animation.
THROWABLES:
(A) Surgical Glue Balloon - Filled with small orbs that expand when reacting to air. Splatters small sticky puddles to slow down enemies.
(B) Blindness Bomb - Temporarily blinds affected enemies, causing an adrenaline boost that quickly scatters them in the opposite direction.
(C) Morphine Grenade - Small cluster bomb that temporarily makes teammates immune to damage while also causing an adrenaline boost of speed.
SUPPORT TOOLS:
(A) Basic Pickaxe.
(B) Bioluminescence Flare - light blue glowing flare that lasts longer than normal.
(C) Evac-Pod - The opposite of a Miner's Personal Drop-Pod. Can construct Evac-Pod that launches one lucky miner from anywhere on the map; digging its way to an opening within 50m of the Drop-Pod.
(D) Protective Bubble - Forms a protective bubble around the miner, allowing him to traverse lava, prickles, and other hazards safely. Also causes low-gravity; safely allowing miners to descend at a safe speed. low-gravity jumping is allowed. Cannot use weapons, pickaxes, or flares while in the bubble. Bubble takes damage and is sceptible to popping.
Medic Icon 😋
Pickaxe power hit should always do AoE, even if it whiffs IMO
Loadout slots and the ability to change them when joining a mission/game
A mission type where you start in the caves, as a dwarf who got left behind, and now must make it to the emergency backup LZ with only half of your ammo, and no resupplies. And to taunt you, there's always a chamber with loadsa loot at the other end from the LZ, and if you're greedy, you will walk back and forth several times.
New Idea(I hope!): So hear me out, what if while down in the mine you decide you would like to change your loadout(guns\perks ect): You could pay lets say 200 Nitra and a drop largr than the ammo drop would come down and allow each member of the team some ammo and the choice to change loadouts(DISLIKE IF YOURE A BAD drg pLAYER)
Class: Technician
Primaries:
[Beam Laser Rifle] - Hold the trigger down to do moderate damage over time to enemies in a line with a limited ability to penetrate multiple targets. Don't roast your friends!
[Las Gun] - Beams not your style? 3-round burst laser rifle.
Secondaries:
[Electrified Net Gun] - slows enemy movement and deals damage over time. Can be fired at the ground for limited AOE 2-3m slow for 5s.
[Nanobot Rocket] - Rocket deployed canister attaches itself to a bug and releases extremely harmful nanobots to do damage over time, does +50% damage if attached to a weak spot.
Support Tool: Nanobot Boombox - Increases move speed OR damage output of team by 20% for 10 seconds in an area around the Tech. Toggle between either setting with middle mouse button. Inspire the squad with your tech-savvy tunes and slightly invasive pre-programmed nanobots, what could go wrong?!
Utility: LED Bug Zapper- A constructible Bug Zapper that zaps bugs in a small 1-2m radius, great for tight spots. Can be recalled like a turret but unfolds to nearly twice the height of a dwarf, about the height of a supply pod, can be used to climb up onto so you can reach those minerals just out of reach or to get over pesky terrain in a pinch. Also provides a decent amount of light for those last minute engagements. Battery power is limited.
Grenades:
[Bouncing Betty] - Deployable mine, once triggered pops up and does AOE dmg.
[Flash Mine] - Enemies within the affected area become disoriented for 5 seconds. Blinds allies if they are within the blast radius.
[Pulse Grenade] - A grenade that pulses every 1 seconds for 10 seconds for a total of 10 pulses. Does low damage per pulse, meant to weaken enemies as they pass through the affected area.
I'm 95% sure that was suggested before, but we need a more XP balance towards bigger/smaller enemies, like:
- Dreadnaught = 1000XP
- Bulk Detonator = 500XP
- Rollercoasters Mama = 100XP
- Praetorian = 50XP
- Slasher = 3XP
- Grunt = 2XP
- Anything lesser = 1XP
Elimination primary XP is kinda not good enough comparing to mining missions, so can keep it the same. Also about enemies not mentioned - just scale similar this roster blah blah.
Cheers, mates.
For the update coming out this month can we use the ERR://23¤Y%/ cubes to buy overclocks or cosmetics
Change Turret Whip to have the Turret shoot out a Utility rocket; such as Bosco's ice rockets. This gives the Engineer's turret better utility, without turning it into a damage machine.
Have engie be able to choose a neutered bosco instead of turret. This bosco can only move within a certain area of the engie, but can't dig or revive. The result is a low damage always active turret.
@spice grail if you wish to discuss/develop ideas please use #suggestion-discussion
Option to disable screen shake
-The hq is fun. However players should be able to order beer far earlier. At least the non-alcoholic variant.
-The falling damage reducing perk should give more % over lvl 1. At least 2% per additional perks and should reach 20% at the end.
-The loot bug exploding perk should work easier. Currently I need to wait a lot or the distance is too short. During that time I could kill them with my pick as well. Instant explosion or +1m distance would be better.
-Promotion shouldn't reset the level of your character but should add more levels. Reseting levels is just strange. No problem if your character reaches even level 100. Maybe it's just me but if I don't get anything from higher levels I don't care about leveling speed.
-The point excraction level (collecting aquark) is harder than the rest, there are more enemies.
-There should be ingame info about all game elements. Low gravity is easy to understand but Rich atmosphere is not.
-Double xp should come always with a hindrance like no shield and not alone.
-Female dwarves. Referring to the miners as guys not boys. Beards are no problem, female dwarves have beards as you probably know it well.
-More obvious sign for cave leech detecting perk. I never detected the warning sign it must be too subtle.
-Minimal bonus being a veteran from the second promotion. For example 5% damage and/or damage resistance bonus. Or +5 HP. No big things but still something.
-A perk with which the miner could control the move of rock carvers when being on their back. And/or the flying mushrooms. (Maybe pressing E to attach to their brain and arrow keys would affect them instead of the dwarf.) It doesn't have much sense but would be fun.
-New mission type: looting the remnants of an alien race. Automatic armor which still works despite the alien is dead inside (model shows the dead alien through broken helmet). Robotic enemies. The main loot would be an ERR dice from their ship. There might be a new, modular weapon where perks influence its behavior far more than in the case of regular weapons. Damage, range, ammo bag, everything. Upgrade would need ERR dices and money. By hammering destroyed robots (pressing E) the miners could get ore from them and less ore in the caves, especially in the vicinity of the alien ship. You may even make a new assignment quest for investigating traces of aliens and finally locating and looting them.
-There might be even a small alien base as well not just their ship with a failed mining crew.
unsure if already suggested, at least couldn't find it, but:
When on gunner's zipline, holding E will make you halt in position. Currently, you can spam E to semi-halt anyway, so might as well go all out on it
Reduce the chances of bulks spawning several times in the span of a few minutes. Also make sure they roar first when spawning to give players a chance to get away if it spawns on top of them.
Imagine this, future expansion to DRG awhile after release, go to one of Hoxxes IV's moons and fight an xenomorph-like infestation, a more advanced and speedy breed of glyphids that have less armour but more swarmlike movements for some high-risk action. Find some extremely rare minerals there for crafting expensive items 👀
Infested DRG Marine (Skeleton?)
A high-threat enemy that may appear (seeded into the map) in groups of 2-3. They're armed with basic versions of player weapons (shotgun, assault rifle, mingun, SMG) , with degraded accuracy and damage.
They can only be damaged by killing 3 infestor creatures burrowed into their armour - the armour can be damaged as with bugs, but is significantly tougher. Killing each one would impair their accuracy (arms/shoulders), mobility (legs/hips) or reaction time (head)
Discussions go in #suggestion-discussion
A chainsword. It has a limited supply of fuel and could overheat to prevent wild flailing at everything that moves. Now, it could have two alternative modes. A frontal thrust (LMB ?) that chews into a single enemy for maximum damage, being your standart pickaxe-minigun hybrid. And horizontal slashes (RMB ?), which deal reduced damage in an AoE cone to control groups of smaller enemies. The chainsword has a brief spin up period, but no movement penalty while active. The main challenge of this weapon is (supposedly) avoid getting surrounded, which is likely to happen to any stationary dwarf at close range. One should stay one step ahead of a glyphid swarm, while remaining close enough to deal damage. The chainsword also has a decent potential for various modifications. Bonus precision dmg on thrusts, faster horizontal swings, fear, buffs-on-kill, enemy bleeding, dmg res while attacking, bonus dmg against big bugs, ect, ect. So, that's mostly it. What do you think?
Add a new voice line for management telling idle players off that haven't been moving for around 60 seconds or so. It would just be funny to hear him rage 
add a pvp arena where its like 1v1, and terrain built for all 4 characters mobility items
nerf acidspitters for the love of god. Their range and damage are ridiculous. Also they fire immediately upon spawning if they are within reach, you cannot prevent that damage. On haz 5 they instantly destroy your shield, and you take acid damage on top of that.
High level hybrid Salvage/Extraction missions.
"These missions are no walk in the park. They represent a commitment of resources like no other. Find the extraction rig, repair it and finish the job. DRG trusts no one else, so don't screw it up." - Mission Control
Reserved for teams of promoted dwarfs hybrid mission become avaliable. Salvage Extraction combines the 2 existing game modes.
Explore the caverns to find the derelict extraction platform to Salvage. Repair it, establish com-link then fuel up. Once done begin the Extraction. Mine Aquarc, send it home, wait for the pod to arrive.
Alternitavly there may be a dreadnaught nest around the platform. Kill them then continue the mission. Hybrid Extraction missions.
Bittergem infused armor which can be cosmetic-side only or give some .... interesting buffs https://cdn.discordapp.com/attachments/560386382170947594/620031300291657759/Power_Level_growing_1.jpg
Re: PvP - A zombie-master style gamemode.
One player controls the enemy - can drop alien units and such anywhere out of players' LOS (but within a max distance maybe).
Dropping units could cost credits. The max amount of credits the "hivemind" has fluctuates depending on the players' progress and when any swarm events are happening. The hivemind player could get a stack of cards at a time determining which aliens they can spawn.
A rudimentary set of orders, even just "hold position", "hold position until in LOS" and "move here" would be enough to allow this player to set up nasty ambushes or otherwise surprise the dwarves.
Swarm events could triggered at will by the hivemind player, they get a bar that fills over time and/or as they get damage in, something along those lines.
To make it a bit more challenging for that player, and to help mitigate the impact of griefing, the hivemind has a window within which they have to play their cards before the existing "director"/triggers do it for them.
Morkite drink gets changed to Mineral margarita. It affects both nitra and morkite within the level and gives you more per hit like the current morkite drink already does. I think this would be better because the two other drinks are universally beneficial for any mission whilst the morkite drink sticks out like a sore thumb because it can only be used in one mission type. Drinks at the bar shouldn't be something that benefits one mission type but rather something that can give you a boost in any mission when you need it for the cost of credits.
A fix to a not-really-a-bug-just-an-annoyance: spamming [Call MULE (def C)] makes the MULE recalculate its pathway, or at least restart following it, which may reduce performance and does make the MULE very slow getting to its destination.
A simple fix would be to see if the transform of the MULE marker has changed, before recalculating/restarting the pathing*, and allowing the mule to only be called when player isn't moving*.
EDIT (in italics): added a tweak to the fix, making it more effective
Forgot two more things. 1: Incendiary grenades light up Glyphid Praetorian gas. 2: You don't lose your speed after you jump at full speed right before there's an earthquake. (I jumped while sprinting right before an earthquake started, lost speed midair and fell into a hole it made (maybe that's a bug))
Drinks wear off after the first mission of a deep dive. You can order drinks off of a screen in the drop pod or resupply it. Drinks cost nitra and come down from a keg from the ceiling.
Hot bullets should ignite gas (any kind)
Add a pair of icons to the bottom right of the UI. The purpose of these icons is to tell you the current status of your weapons at a glance. If a weapon is fully loaded it will appear green, if it is partially loaded it will appear yellow, and red when empty. If a particular weapon has an ammo pool and can't be reloaded (minigun, plasma gun etc) then the icon will indicate how much ammo is left in the pool, green for >25%, yellow for <25% and red when empty.
If you have an upgrade that reloads your weapon automatically when not equipped, the icon will blink yellow before turning green when the loading is complete.
"Bring your A-Game" achievement does not count if you manage to go without a resupply for the whole mission on higher difficulties than hazard 3. I feel like it should either count the same way on higher difficulties, or have additional achievements of the same kind for higher difficulties.
Leach eats you? Pull a pin on your grenade and go down with it, do the hero thing. <this should be possible
How about displaying grenade AoE as a sphere at the end of the throw curve?
Gas mask cosmetics and other forms of mask cosmetics that could go in the beard slot. Possible other technological accessories to go on sideburns slot as well like wires, etc.
A perk for snow/goo/hot rock that gives you more speed on them and/or helps you to not slide on smooth ice
I know that they are a staple for the characters, but i would like it if there were various shades of the 4 Class colors you could unlock via the cosmetic shop or the new Deep Dives (wink wink). They would work in the same function as beard dyes but just with the core armor color, NOT the metal bits, bobs, and other items the eggheads put on there. That way you can express a little more in addition to our weapons, uniforms, mighty moustaches, and other fantastic facial hair.
Here are reference colors to get an idea.
Plasma Laser aka Proton Pack aka Wave Buster For Gunner! by snargifer posted this at September 10, 2019 at 01:54PM : https://trello.com/c/Te4xyCUa
Class-Unique animations for Mule EVAC button pressing.
New gunner weapon: Korpan UT7 "Jackhammer" Flak Cannon
Most of you will recognize this weapon from Unreal Tournament. I think it would make a great gunner weapon in DRG, but my version isn't quite the same. Here is what I have in mind:
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Flak cannons are electromagnetic launchers that fire metal canisters. Canisters are made from several layers of metal under intense tension/compression, like tempered glass. When fired the weapon both propels the canister out the barrel and rips it apart into a cloud of white hot shrapnel that rends and burns enemies. Flak does not spread out as much as buckshot giving this weapon a greater effective range compared to a regular shotgun, but flak is also highly random and does not cover the cone of fire evenly.
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Flak deals an extra 20% damage to flying enemies and inflicts fire damage at close range. The amount of fire damage decreases rapidly with distance because the shrapnel cools as it flies through the air.
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Instead of one barrel the flak cannon has three set in a row. When fired the weapon will shoot each barrel in sequence starting from the left in an endless 123123123 cycle. Barrels are reloaded by a ram that pushes a canister forward into the breech, then retracts. This process takes 1 second and is separate for each barrel.
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All loaded barrels can be fired as fast as the player can click, but only one ram can begin a reload every .33 seconds. This means that your maximum sustained rate of fire is 3 rounds a second, or you can burst fire 3 rounds every 1.66 seconds. This built-in limitation prevents the flak cannon from overheating.
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The flak cannon can perform charged attacks by holding down the fire key. This results in more (but smaller) pieces of shrapnel that cover a larger cone compared to normal shots. Each second held after the first will fire an additional barrel and spray shrapnel over a wider area. You can also begin charging while your weapon is reloading.
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Firing the flak cannon or charging an attack does not slow the user down making it far more mobile than the other two heavy weapons. However double and triple-charged attacks have considerable recoil that players must be wary of, this is negated if you are standing still but amplified if you are not touching the ground. Triple-charge recoil can knock you off a zipline but this effect can also be harnessed to double jump or cushion a fall by firing downwards at the right moment.
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At the highest upgrade tier you can choose between three different upgrades:
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Reduces recoil when touching the ground (or a zipline) and cuts the time it takes to charge an attack in half. Triple charged attacks will now charge slightly faster than the rams can load 3 shots (1.5s vs 1.66s) giving you the capability to continuously fire full strength blasts. This also makes double jumps easier.
-
Changes the charged attack to be more (instead of less) accurate than normal shots,
greatly increases fire damage and adds 1 target penetration to each flak shard. -
Charged attacks now fire whole canisters like a grenade launcher and no longer have recoil. Canisters have weak blast effects compared to the PGL and deal most of their damage through the shrapnel (which flies in all directions), but they are fired at a higher velocity. Canisters will proximity detonate against flying targets and impact detonate against everything else. If double or triple charged the gun will launch canisters with a slight delay to form a “string” spacing them about a meter apart so that they won’t detonate all at once if a target is already dead.
Perhaps a "next biome" and "previous biome" button when looking at the current biome's available missions, so you dont have to back out/click in through the menu screen over and over when you are considering where to go.
Can the driller get a different kind of long-range weapon?
Gunner shield should not block ALLY projectiles on the outside...
It would be nice if we had a button for alt-fire "plasma pistol charge attack/m1000 focus" instead of having to hold the left mouse button, it would be easier to aim that way, especially for the m1000 focus attack.
Goo-floor mission mutator for Fungus Bogs
https://media3.giphy.com/media/13QNMoYCzTf7fG/giphy.gif?cid=790b76111a42146108266acd5dc966b3283c3f85800a69d0&rid=giphy.gif Molly upgrade! Mod her to have 5 legs for more mobility, laser to help fend off a bug or 2, and coloring cosmetics make her look pretty... (yea thought it was funny suggestion even if bad/good u pick)
Pick's Power Swing should either not go on CD if it doesnt hit an enemy, or do the AoE always
New Class - HUNTER - Melee axe and crossbow
https://docs.google.com/document/d/1dwdnsbA3Mayy8zWWiPOi8ETk_LxhS-EUvws1HLk527o/edit?usp=sharing
"Be it web or net, wind or goo, you plough right through."
The ability to surf on a Nayaka Trawler by pressing E when it is just about to grab you
@grizzled lichen okay, but it also disconnects you on cave leach kill
Alternate gadget loadouts for each class as a 2nd item to choose from:
Driller- Gets a more melee orientated drill that basically looks like a bunch of scythes together- like a farm combine harvester almost, and is much better at killing enemies in melee range but has a much more narrow area of effect on rock and is slower to drill through rock and isn't so good against armoured enemies like praetorians or armoured grunts. While the starting drills remain the same or become more slightly adept at drilling rock while also being able to drill away armour. Killing soft bodied targets versus utility and armour piercing more or less.
Engineer- Alternative to the sponge platform gun, can build a cylindrical bunker/pillbox that has a machine gun in it where the user inside is immune to damage while the structure is intact- with the only exception being explosive grunts and bulks. Limit of about 3 of these, only one dwarf can fit in these at a time and it must be manned in order to fire the HMG. In addition it also adds a small shield regenerative buff to nearby allies. The bunker has a set amount of HP meaning it can be destroyed (albeit it is very durable) and it is limited to roughly a 240 degree of fire or so, meaning there is a blind spot where the door is. Team buff and defensive position as opposed to utility and construction support that the sponges give. (Will continue it once the slowmode is done)
Gunner- Instead of Zipline, gunner sets up a sonar beacon device that pulses out and reveals enemies within a large radius, giving them a red silhouette that can be seen even in the darkness (or alternatively when the scanner is equipped via CTRL), the pulse lasts for roughly 15-20 seconds or so. Limit of about 3-4 of these. Detection and assistance with aiming versus mobility with the zipline.
Scout- Instead of grapple gun, the scout gets an experimental teleporter. The teleporter can teleport to any location through the use of the tab menu and then clicking on the available spot, being able to phase through walls. Long recharge on this though and must be used with caution. Being able to traverse any obstacle at the cost of more spammy mobility.
Give driller power fists
Shooting friends with flare gun makes them walking living torches
Or ability to pick up and reposition fired flares (they keep burning ofc)
Glyphid Trailblazer - similar size to an Acidspitter, spawns inside the rock and digs a small tunnel directly to your location (emerges at a distance of about 1 and 1/2 dwarves). Creates some kind of spawning node at its spawn location from which will come waves of 2-3 small glyphids (swarmers, grunt variants) every 5 seconds until the Trailblazer is killed.
Just an Idea
The idea is that there could be a new mutator that disables communication between you and mission control. This means that you won't be able to call supply drops, or maybe you have to do something to amplify the signal in order for mission control to see you need a supply drop, then maybe the supply drop won't land in the exact intended spot, but somewhere close by. Also swarms won't be announced, new miners incoming etc. And maybe the same thing has to be done in order call the drop pod home, with amplifying the signal of molly. Idk, just a weird idea I have xD
LAN. That's it, would appreciate it, due to, and possibly others, crashing every time they join someone. 400-1000ping, because of the ping i would understand if LAN was the only other way to join people.
I dont want to tread too much into the scout's sawed off, but I'd absolutely love it if engineer got a semi accurate sporting style shotgun. Since these are typically used for hunting birds, maybe give it a damage bonus or a chance to knock down flying enemies?
https://www.gunsamerica.com/userimages/5212/996003463/wm_9841604.jpg
Achievement Idea: Throw a large mineral (gold chunk, jadiz, enor pearl, aquarq, error cube, etc) into the air, kill an enemy, and catch the mineral before it lands.
Bulk Detonator in Salvage ops is a problem.
And, before you go thinking I'm just whining about it because I'm bad, keep in mind I mostly play on difficultly 4 where these bois will oneshot you so taking them out asap is top priority.
Everywhere else he's okay but he's kind of extremely bad in Salvage Operations.
If you can't gun him down before he gets near, he'll force everybody off of the zone, die, and then seriously jack up the terrain making defending from that point on really obnoxious.
About half the time, we can down him before he reaches the zone if we all focus fire on him, but if he gets close enough, the mission is pretty much doomed if we don't make a comeback.
He doesn't necessarily need to be removed from salvage, but he could certainly do with less hp (in salvage only) so we can gun him down before he makes it to the point.
And, as for the most common responses I keep seeing whenever I suggest this:
- Yes, freezing him before killing him does prevent the explosion but that's not very reliable as that's an option exclusive to driller (and you have to have the range upgrade active or you'll be too close) and scout who might elect to picking the flamethrower or a different grenade.
- You can hear him approach, but that doesn't mean you can always see/shoot him until he gets in the open which might be right next to you.
- If he's aggroed on one dwarf, you can't have that dwarf lure him away from the zone without getting shredded by other baddies and the Detonator might just switch aggro.
TL;DR The most reliable way of dealing with Bulk Detonators is kiting and that's detrimental to Salvage missions.
Beard-friendly gunner armor.
Achievement Idea: Complete a mission without killing any bugs on hazard level 2 or higher.
It would be nice if limited edition unlocks could be made account wide instead of specific to one class.
I know this is my fault for not understanding the game mechanics but when I first started playing I was a full scout main and didn't touch any of the other classes. As a result all of the limited edition hats released before today have only been unlocked on one class. It never occured to me at the time that this wouldn't unlock them for everyone.
Bosco's mining duration/logic should be increased on maps with the Gold Rush mutator as this creates very long gold veins. What currently happens is Bosco will only mine about 75-80% of the deposit and leave the remainder on the wall unless you command him to mine again. Occaisionally you might have to tell him to mine three times if he digs out the middle of a deposit and ignores the gold at both ends.
EDIT: This can also happen with nitra if the deposit is especially long.
Achievement Idea: Race ya! Beat molly to the drop pod 50 times.
barefoot cosmetic
Frozen Bulk Explosion Idea
A lot of people get upset when a bulk is frozen and killed as it does not make the beautiful explosion. Maybe instead of the bulk just shattering, a cool large ice explosion could be added, it won't make a crator like a non frozen bulk and it wouldnt damage you either, but maybe they can add some visual effects such as a icy shockwave with a frozen mushroom cloud. Maybe it could freeze you if you're too close 🤷
Quality of life suggestion: A theatre mode for previous missions or the ability to free cam or even hide your weapon as well.
Tiny, yet numerous collectibles
Things that can be reasonably stored en-masse, yet have no value besides sentimental
Found in well-hidden strongboxes, safes, under rocks, in vegetation, buried in terrain.
Things like trading cards, old photos, newspaper cutouts, ads for in-game products, small jewellery, notes.
Perhaps even bones that end up assembling some sort of a skeleton of a small animal
Perhaps action figure parts, that end up assembling action figure parts
There should be ways to logically view all of these things like books for trading cards, nice boxes for jewellery and so on.
The player should nevertheless be able to display some of these things for all others to see in their room
It would be nice if we had a personal computer for lore related things in the universe, like information on the company and the rig, maybe a diagnostic function for the rig and it's functions, a news channel for things going on in the universe and other things like that.
a easter egg of the yogscast song could be nice
a deep dive mission about karl
new elite enemies that are rouge drg employees that will try to hijack your extraction pod
On end level screen, XP gained should be reflected by lighter bar color, so I can know just how much of a bar those whatever number of XP points I've gained are
Also, hovering my mouse over that XP bar should tell me actual numbers behind it
A checkbox in settings that switches between "hold key to view map" and "press key to toggle viewing map"
Alternatively, separate "View Map" and "Toggle Map" keybindings so you can have Tab for quick glance and M for in-depth viewing
A small light or something similar on the Engineer's grenade launcher that indicates whether it needs reloading or not at a glance.
It could glow green when loaded, or red when empty, or something else
A more stylish approach would be a physical gap in the weapon body that shows whether a grenade is chambered or not
The Charged Radius and Reactive Shockwave upgrades on the Plasma Charger have swapped descriptions. pls fix.
I want to address the fact that we all know about - engineer's sticky mine is underwhelming. So instead I propose a different kind of a grenade - a tesla mine. It is similar to the normal mine in most ways, but instead of exploding near the first swarmer that comes by, it zaps everything that gets too close. It can be programmed to have a certain damage pool that decreases when damaging something, and as it runs out, the mine gets self-destroyed.
This kind of a grenade would be way more viable in defence, and possibly could even compete with the almighty L.U.R.E.
The Tripple Filtered Fuel upgrade for the CRSPR Flamethrower is misspelled. pls fix.
Flares are very linear in their upgrades - there's no thinking involved.
Perhaps some sidegrades could be offered, so instead of "your flare gets plain better" some effect is applied instead.
Here are some possibilities
Flares that highlight loose ores
Flares that highlight enemies
Flares that are weaker, but you throw three of them at a time in a spread
Flares that stick to surfaces
Flares that are very bouncy
Flares that leave an illuminating trail
Flares that ignore gravity
Flares that orbit a creature
Flares that fly several meters up and float after coming to a rest
Flares that are actually flashlights that illuminate in a long cone and a weak sphere
Flares that explode into a wide cloud of light
Flares that explode into a large amount of smaller shrapnel-like flares that stick to surfaces
Flares that stick and roll along the surface preserving their momentum with very little friction until they burn out
Flares that last a long time, but only provide light if there's movement nearby
Flares that don't emit light by themselves, but link up with other flares of the same kind with light-emitting beams if there's a line of sight
Bulk detonator infestations.
Another Engi-related thing that bothers me is the target prioritization mod. I mean, being able to choose a target for the turret - sounds good in theory, right? But in practice I find it rather useless, given it sits with the defender mod.
Let's imagine a situation some of you may have encountered already: there is a praetorian, which is being targeted by our turret, and a bunch of swarmers coming our way. The obvious thing to do is to put a mark on one of the swarmers, because the turret is much better at taking them out instead of wasting ammo on praetorians. But as soon as the turret kills that one swarmer we marked, it switches back to the praetorian.
So instead I propose the advanced AI mod. First of all, the turret will prioritize low-health enemies over higher health enemies. This way it can take down swarmers/shockers/hatchlings first, then switch to some injured grunt, then take down a mactera, and so on.
Secondly, the turret will always try to shoot the weakpoint. It's probably not going to be a 100% shot/hit ratio, especially on long ranges, but it will help to take bugs down.
Third is more of a fix - the turret won't target a dreadnought unless there is no other enemies in sight and its abdomen is exposed.
This sounds like it makes a better choice over the defender, but currently the defender is a better choice over the manual targeting mod, especially on high-hazard salvage missions. But even if you feel like the AI mod still overthrows the defender, you can buff the latter a little, say, give back its 300% damage and increase the range a little?
@pure kettle discussions go in #suggestion-discussion , this isn't the channel for them.
Continuation of Player Level Names. Could not find a thread for this so here’s a collection of mine to help make it interesting beyond Lord of The Deep.
Death Defying Delver (Level 100)
Lode Broke Layabout (Level 150)
Gritty Grinding Grotto Gun (Level 200)
Rock Magnate Romantic (Level 250)
Frothbeard Sandwich King (Level 300)
DJ Dep Dep Deep Diver (Level 350)
Ever Laster Rock Blaster (Level 400)
Kegdregs Commander (Level 450)
Galactic Carl (Level 500)
...Throwing an x-plosive grenade inside Brood Nexus' mouth causes it to die instantly.
can we have an overclock that makes gunner's revolver do this sorts of stuff
because this is awesome
(this image was made by timing a rocket right)
Vampire 4 should have some additional bonus to make it more interesting, just like Sweet Tooth 3 gives a movement speed bonus
drilltrain escort gamemode where you are on a horizontal drill platform and you need to drill 2000m to another cave, but as the drill moves along you are attacked by several waves of bugs for some western train action
Increase the size of leech grabber to be more inline with it's grab radius
Ledge grabs need some sort of an animation when performed so they actually look like ledge grabs instead of glitchy movement
Hoxxes IV was never a good place to go on vacation, much less now since the bugs can come back to hunt you after being put down for good. Meet the "Mactera Carrier", this nasty bug has a bad habbit of spreading "Cordyceps Spores" by vibrating it´s abdomen to reanimate deceased Glyphids , the stuff of nightmares this is and will be if you do not kill it. Be very afraid miners, this might not be the worst thing that this planet has to offer...
Stats / Info:
Purely a support bug ( No Damage )
Rather fragile
Bugs that are brought back with the spores only have half their health.
( I think undead stuff was requested, so here~ )
A device that cleans up and prevents passive AOE effects like poison, acid or radiation in its range
mission mods that add global debuffs for the mission but give more loot if you complete them (for example, no flares, or less ammo)
Gunner's minigun heat indicator somewhere near the crosshair
@shy cargo please use #suggestion-discussion if you want to talk about ideas.
Put an easter egg below the bedrock/compressed granite layers at the bottom, something like a shitload of materials
Maybe rethink (or just remove) the speed bonus glyphids get when you hit them with a gunner sticky grenade. Currently what happens is that you throw the grenade into a swarm of glyphids and the one that gets hit directly panics and zooms off in a random direction at 3-4x normal movement speed. This carries the grenade out of the group and instead of blowing up 10 glyphids you only get one.
I guess you could consider this to be "realistic" or a "feature" of sticky grenades, but it just makes them frustratingly unreliable sometimes when you have the possibility of two entirely different outcomes.
throwable hammers for cracking the shells of armored foes would be nice.
A separate perk system for beer drinking would be DWARVEN, which is based on how may beers you drink, how many beers you buy for friends and how many times you went through missions drunk. (It could be haz 4 or higher only so its difficult.) The perks would let you drink beer faster, drink more than one beer at a time, and order the stronger stuff they don't give green beards, as well as more beers till you pass out. I have suggested this before, this is a bit more revised i think.
Just a little suggestion - what about a useful chairs and benches for a little breaks in Bar or Hall of Fame? Take a sit, drink with your pals, or think about fallen dwarf heroes.
Flares should stick to Sticky Goo
Can we get a visual difference between platforms with the safe landing upgrade and ones without. It's painful to trust a platform to save you and find out they couldn't afford the upgrade or you couldn't see there level as they joined late match
Hello.
I translate through Google.
The first day I play DRG and immediately I would like to offer my ideas, because the game is still in early access.
All of them are connected with realism.
- I believe that you need to make the flashlight MORE BRIGHT.
- Glow stick, on the contrary, should be LESS BRIGHT and illuminate a smaller area. And they must be finite and replenished as well as cartridges. Endless glow sticks are very bad.
- For more immersion in the game, the “Remove sight” and / or “Remove interface” options are not enough in the settings.
- I think there is not enough tool to mark places where I have already been. It can be an ordinary spray can or you can collect white salt and throw it in the form of small stones to mark places where it was already.
- And where are the brightness settings? Need to make it darker :)
All this, and especially lighting, PERSONAL FOR ME, will make more immersion in the game. Personally, I don’t like that the lantern hardly shines, and flyers shine on the whole cave. This is a cave, the atmosphere should be more gloomy, frightening and hostile to the players.
In addition to all this, they found a bug with friends - when falling from any height, you can not break if you fall on your friend.
Push to talk indicator doesn't show?
there should be the option "only host can call escape pod"
If you disable the interface, silhouettes are visible through the walls. They are visible when turned on - this is normal, but you need to remove them when the interface is turned off.
Lightbulb repair plz? (4th from left) Yellow lights too
Passive critter: "Fido"
Brings thrown flares back to the player.
Pro: cute and interactive.
Con: still can't see shit.
Pinging stuff can be easily overlooked, there should something like a notification that stays some times and show the last ping from each teammember, also text chat vanishes to fast many times you have to check the chat if something got written
Perks centered around being drunk, making going into a haz 4 after chugging 2 glyphid slammers and an oily oaf viable. Maybe focus some on alleviating penalties for being drunk and others that actually provide buffs. Examples:
Slow or decrease wobbling around
Decrease the screen blur somewhat
Regain a small portion of hp whenever you periodically hiccup based on how drunk you are
Add a chance to cause enemies to fear if you shout, depending on how drunk you are
Make supply drops cost slightly less/make objectives slightly easier (375 morkite instead of 400, 5 eggs instead of 6) due to you having more "charisma" with the guy at mission control depending on how drunk you are
Team of 4 promoted Dwarves Easter egg
A rare Easter egg unlocked by a team of 4 promoted Dwarves all level 10 or higher and after completing a few mission.
Kicking barrels will cause mission control to say "What have I told you boys about kicking those barrels!? That's it. I'm coming down there and kicking your asses!"
Driller, "You've gone and made him mad now!"
Engineer, "You's the ones what kicked them first!"
Scout, "What are we gonna do!?"
Gunner, "HIDE!"
Missing control then proceedes to kick you around the rig saying things like "How does it feel to be kicked" and "Who do you think cleans up all your mess"
Unique free celebratory drink after getting promotion and some little celebratory decoration in a Bar - confetti and a small banner (may be holographic) with congratulations.
Also, make a reaction for Bartender when dwarf says a toast - may be "he" will salutes for the dwarf or something else.
Also, may be some extra bots on a Space Rig? One cleanbot, that could "cuss" when dwarf make a mess, some maintenance drones, that could weld some tubes, drop pod e.t.c.
Can I get my skeleton crew helmet in gold please? I know it's not the same color as the logo but it just looks weird on my gold armor
they have tea and beer in the game they should have hot cocoa with a little cinimon stick and marshmellows in it.
Crazed dwarf enemies, survivor hermits from corporations other than DRG that have been living underground for who knows how long.
Have them carry any of the drg weapons, or maybe a generic shotgun and pickaxe to suicide charge at a player while low on health.
Crazed dwarves should constantly be mumbling, and if they spot a player, escalate into full blown crazed screaming, possibly alerting any nearby bugs.
To top it all off, consider adding a section in the memorial hall to commemorate them and a computer terminal to view their journals, records that summarize their descent into madness and possibly add some lore
An achievement for going through X amount of missions without killing a single lootbug
Can I have a pet maggot?
So the free trial has ended and I have to say I'm absolutely in love with the game devs had great idea I mean drinking beer in space with your buddies while spamming ROCK AND STONE ! although I'm gonna miss every second without the game (100% I'm gonna buy it when possible) I have some problems and suggestions:
-Limit to flashlights as well as better design of them, when someone turns them off it just disappears, it's a bit dull imho
-More classes
-Achieve for reaching above 0 meters in cave (we were wondering if it's gonna be possible to get off the cave but we only found blackish material)
-More creative weapon modification (rather than just buying upgrades let me design my weapon completely with mods you can trade with other players or smth like that)
-Story mode (Me and the boys would play the shit out of it !)
Because no one loves unreal tournament anymore, I miss some of the weapons and I think the infamous Bio Rifle would be a great fit for DRG. You can set up traps for incoming swarms, shoot short range and maybe melt stuff with it.
as you progress through like the story, your base would change, like in vermintide 2!
It would be really cool if instead of being kicked to a loading screen after the pod launches, you stayed in 1st person and got all the loading screen information on one of those little screens on the drop pod seats.
I would like it if characters could "mark" minerals when they discover them, so that the team can collect them. Could be a function of the laser pointer, maybe a scout exclusive to give his role a little bit more of a scouting aspect. Maybe marked minerals could appear through walls to teammates like other players do with the laser pointer as well.
Note: there is 3 posts for suggestion and because of slowmode I need 15 mins to send them
I would like to see more classes. A little problem right now with allowing duplicates. It will be better if classes have replaceable alternatives with different design and gameplay, so that in total will be 8 classes and restrict by default class duplication (still able for other competitive/test/fun purpose).
I have a suggestion with new class as well: Climber.
He have strong hands and his signature tool (3): Twin Rock Climbing Axe.
When he close to steep slope or wall (90°±30°) click LMB will lock his Axe's into rock. Also when falling it is possible to stuck Axes to prevent further falling. Damage will be same as he hit ground. While lock to the wall holding LMB will use climb mode: WSAD will be used to climb up/down/left/right, if he reach area he can't climb, he will not dismiss ability (not climb to ledge, not step back to floor or go further on extreme angle). He will fall if: the rock which hold him is removed or attacked by enemies (like they can drop from gunner's zipline) or die.
While you not holding LMB you can look around, but angle is limited, so you can't spin full 360°. RMB will dig. But you can't switch to other weapons while on the wall.
If you press Space while looking around you will do jump (so you can climb to ledge) or land to the floor. If you hold LMB and key direction: LMB+W will try safety climb on ledge, if it not possible Dwarf will say about it and what need to dig more. LMB+S will drop you down without making any jump. LMB+A/D will make directional jump left or right.
Possible perks: extreme angle (can climb on more steep ceil), faster movement, less damage if you lock during falling, chance not to fall if attacked by enemies and expect to be dropped, faster swings (x1.5 or x2 when not on wall and hitting enemies with it)
His second tool (4): Climbing Rope.
Rather than what we have horizontal ziplines with gunner this one will be able to lock anchor in rock and climb vertically. There is two mode of installing it: 1) tap LMB for locking anchor in crosshair if rock is close to you or Dwarf will say what need to be closer to target. When placed you will be holding rope itself and have two options here: look at direction you need and click LMB to throw rope in this direction or jumping itself. The starter length will be 10m, while in this mode holding LMB will increase rope length until end limit and you will release or you tap LMB to throw or disrupted by enemies or die. 2) hold LMB to charge throw and throwing it (something like throwing grenade). The rope end in this situation will follow anchor and you will no need to manage it.
If Climber go to anchor and hold LMB, the rope will be wound and you will have same process as in first situation, however if use perk for recollecting Climbing Rope, it will be collected all entirely and will be able to mount again in different place. While on rope W will climb towards anchor, S will climb outwards. You can shoot as on zipline.
Possible perks: recollecting (decrease overall amount of carried ropes), longer rope, stronger throw, more ropes.
His heavy weapon (1): Grenade launcher.
It have ability to slightly homing to enemies if they are not far from launched grenade, so it will help on this ground to hit enemies and also will be able to hit flying enemies. Detonated if hit enemy or after ~5 seconds or manually if hold LMB (shoot) and release (detonate). It would strongly rely on perks build.
Possible perks: sticky grenade - instead of bouncing will stick on rock, still able to homing; remove timer - grenades never shoot over time, so you can set them as traps, can be combined with sticky for more use; lager homing radius; combat grenades - instead it will shoot burst 3 smaller grenades, they will not homing to enemies, but flee faster and further, total ammo would be multiplied by 3, they will detonate after 2 seconds, cannot use with "remove timer"; three perks from one line: 50% of damage will be converted to cold/heat damage or 25% less damage but with decent stun chance
His secondary (2): Twin Bolts Pistols
Shooting with bolts will open enemies for bleeding and destroying armor
Possible perks: longer bleeding, faster fire rate, faster bolt flight - will cause more armor braking, larger magazine, more ammo, bigger bolts - more raw damage
His grenade will be flat forcefield which accelerate any ballistic weapon (fly further) and add damage other rifle, miniguns, e.t.c. and add little enemy stun chance (5% or something), if enemy touch shield, it will stunned. It can receive damage and absorb it, but it will start to shattering and can be destroyed earlier if overdamaged.
Not sure if its been suggested (search hasn't turned up anything) but more dances would be awesome.
Potential Negative Modifier: Afraid of the dark. Being in complete darkness will give the player the same effect as being drunk and the longer you're in the dark, the worse it gets.
Upgraded textures for the gold dlc armor
Alternative Class gadget drones: All these drones are permanent but have limited supply/batteries. When empty they refill at the dwarves backpacks and the dwarves refill the totals woth supply drops.
Engineer: Billy and Milly, a pair of small combat drones similar to bosco, but without the rocket launchers and with semi automatic fire. Base magazine size of 30 rounds and total ammo of 360.
Gunner: Wally, a shield drone that follows the gunner and provides an additional shield with limited hitpoints to him and people nearby. Base shield hitpoints of 200 and total of 600.
Driller: Donky, a delivery drone that automaticly grabs minerals in the drillers pocket and delivers them to Molly. Base pouch size of 10 minerals and total uptime of 4 minutes. Possible upgrade for it to carry big gems or eggs to molly.
Scout: Sparky, a flashlight drone that functions as a mobile flaregun flare. Base battery of 60 seconds and total battery of 600 seconds.
I want a whole crystal on my head that my teammates can break
But they shouldn't cuz that would be mean
Hands off my crystal hat!
Just bought your game after playing it for free this weekend. In the future update I'd love to see an option to disable dwarves audio so I can take my kids ear muffs off for their in-game language! Thanks!
Potential perk idea/armor (scout) upgrade: Green thumb. Larger radius for picking up secondary objective plants. secondary objective plants will appear on the map as gray dots on the map. "No I'm not a leaf-lover, you blindsighted oaf!"
Perk/armor upgrade (driller): Fossil mastery, Larger radius for picking up fossils, fossils are shown on terrain scanner as white dots. "Enjoy this upgrade, courtesy of -(dwarven historian co.)-, with pricetag from D&R."
Quality of life improvement: duration of effects on the player is displayed by how much of the icon remains and it slowly diminishes. As well as a possible tweak to the overall sizes of the perks on the HUD to make them smaller.
Engi OC idea for the PGL: Replace grenade ammo with rocket propelled grenades that fly straight and have a larger blast radius but fly slower and have a longer reload time
A 4:15 am idea: i know we probably don't want to be mixing another genre into this game's gameplay but what if enemies dropped some loot/something we can collect, that can help us unlock some upgrades. It would make a nice change and challenge us to stay in missions as long as we can. The longer we stay the more drops etc. It could be a completely new game mode in which every x amount of time an enemy spawns that drops loot, protected by waves of enemies trying to destroy [insert machine] that collects [insert mineral found inside Hoxxes]. I know we're down there for the minerals and bugs are just something on the side we have to deal with, but we could expand on that. Idk. Just a thought.
The "remove interface" function does not work well. Make it the most realistic, please. NO prompts on the screen.
In the Jerome WITHOUT an interface:
- The silhouettes of the players are not visible, but the silhouettes of the DEAD players are visible through the wall. It needs to be removed.
- After completing the task, a rocket symbol appears showing where to run. This is also an oversimplification.
- In this mode, the sound may work strangely. Sometimes disappear altogether. But the strangest thing is, why did you remove your voice? WITHOUT an interface, the voice of players is not heard (when they press the welcome button). You can not hear the assistant from the base. I believe that the interface should not remove communication with the database, this is not logical. It can report the swarm's progress without messages on the screen, but simply in a voice.
- If the assistant speaks, you should think about what to do with the droppod timer.
a) a timer on the screen is not needed
b) the assistant can voice so much time left as he does with the interface
c) the remaining time can be displayed on the droppod itself or on a tool with a laser pointer. Those. you get it and there is time on it. - Mule. I’m not sure that this is necessary, but surely the mule can show how many and what resources it contains? A weapon shows ammo, a mule could also show resources. Although my friends and I independently calculated how many mushrooms we collected when we played without an interface.
- The ball from the laser pointer also interferes. A laser pointer is normal, but when an incomprehensible ball remains in the air, this is already superfluous.
- The same with balls around the body parts of a mini mule. The mule itself signals - this is normal. The ball around the legs of the mule is superfluous.
P.S. The ability to remove the interface should complicate the game and make it more realistic, I think.
Apologies in advance if this is a repost. Used the search function but didnt seem to find a similar suggestion >
I dont think the game has an 'add friend' function. Like a link next to a player's name, while at the hub, that links to their steam profile so you can send them a friend request
Hello, is it only my experience, or playing solo on 4-5 hazard is very hard, why swarms are bigger, when you play solo than when you play with people? Usually it is supposed that the more people play the harder game becomes, however, solo seems to be at least just the same or not easier in comparison with 4 people party. On hazard 5 in aquark mission it is hard even to get rid of one swarm before the next one appears. So is it really unbalanced or i am just retarded?
Make a Helmet HUD style option, like in Metroid Prime or Republic Commando. Those were the best.
A new vanity item, the Boolo "Cap". A wearable Boolo Cap for your head that emits a soft glow around your character.
Suggestion: Cosmetic - Ammo strap AKA Bandolier
One Diagonal, one horizontal style and the other types if you see fit.
QoL: The text messages stay on screen WAY too shortly, I regularly only notice after a game that somebody wrote smth in the chat. Either make it configurable or at the very least make it stay on screen longer.
A third final-tier upgrade for the Engineer's sentry - Self-assembly.
Personally I find target designation a hindrance, and the defender system is often awkward to use effectively - to the point I often choose not to take either of the final upgrades. I think self-assembly would need a significant drawback to keep the others competitive though - reduced ammo capacity (not total ammo) for the sentry maybe, so you can deploy it without thinking but have to reload more often.
strong back and strong arm flare toss need a rework right away, for all the throwing aspect about them to not have a + to throwing
and running with carryable is a work violation
More accessory customization for the supporter's DLC. Colors, blemishes on gear, and specific parts of the skeleton head.
And why the wind flows do not affect objects? Is mode enabled from the Worms World Party? The flow of wind from the wall does not affect grenades, glow sticks.
To eliminate a bit of the pointless "grind" for solo salvage players Bosco should be able to help fix minimules, uplinks and fuel cells. Players can tell him to repair by pinging the related item when it is in a repairable state.
Is there a way to add a quick "add friend" button to the interface when we're playing with strangers?
hello, for the sake of gods and dwarves! can you please add a feature so that the weapon change assigned by default to the mouse wheel can be associated with a key? due to problems the use of 1234 keys are impractical and the option to retrieve the previous weapon in hand does not allow a quick scroll for the change of weapon. and the scroll of my mouse no longer works and I do not have the money to buy another man, this option is sure many games, can you add it on your game that I appreciate more than anything but in the lack of this feature slows down my gaming pleasure. Thank you for your understanding and sorry for English via googler translate
the incendiary grenade should trigger the neurotoxin grenade, it should also cast light from the fire. also, now that praetorians gasses are flammable id like to see some others like the fungus bogs etc get something similar, seeing those little fart flowers go up in flames would be awesome
Overhaul the intro descent so it serves as the loading screen, the guy at mission control's speech about the mission and an opportunity to get your weapons at the ready so you dont awkwardly rush out of the pod while the weapon comes at the ready. Alternatively, have a few seconds for the pod to turn on lights surrounding it so that the crew doesn't have to waste their flares for the first area
Can we get the other armor tiers in gold for supporters? MK5 needs to be gilded.
When you have the zipline speed perk and other players don't you can sometimes get stuck behind someone else moving at a slower speed. This causes you to rapidly bump into them from behind which oscillates the camera wildly.
My suggestion would be to let you overtake and move in front of them by passing on the other side, just like how two players using a zipline in opposite directions will slide past each other.
Add some basic HRTF audio please? This game has a nice amount of atmosphere to it, but it will all be as plain as Minecraft's, as long as you can't even figure out whether sound is above or below, in front of you or behind you (all of which HRTF lets you do).
Showcase of a really great HRTF implementation, for those who don't know what it is:
https://youtu.be/XVRcfRVVpfQ
HRTF on Wikipedia:
https://en.wikipedia.org/wiki/Head-related_transfer_function
Someone actually modded it into DRG through DLLs (not perfect, bit inadequate with character's sounds):
https://youtu.be/HH8vBpOFiiw?t=100
Tricky with an engine like UE, of course.
I have seen a few suggestions for a player controlled mission control so I built it a little more in depth and created this. Feedback is appreciated.
https://docs.google.com/document/d/1UfrcYw_sRbEQyA22qDURQWoU_J-UvFOrjbBUmuJeN60/edit?usp=drivesdk
What if we removed Iron Will, it makes the game far easier honestly
i feel like its a cool mechanic but shouldnt be a perk but a passive of all or some classes, I'd also like to suggest that volatile guts bugs destroy terrain like the other exploding things in the game, really make the mutator "pop" so to speak
please add kitty ears hat
Suggestion: Add ability to switch from "Solo" to "Public" game... I didn't know there was a difference between "Private" and "Solo"
Swapping between turrets as Engineer - the overlay/icons need to be brighter/grey out more to make detecting which one is 'selected' for repositioning easier.
When you order drinks, have it always be four instead of the amount of dwarves. Ordering any amount costs the same, might as well get all four, plus someone might join after ordering.
I'd quite like it if there was a perk or chain of perks to boost grenade capacity. Maybe a late-tier slow grenade regen perk?? Also, some form of limited health regen (0.25%/sec?) would be a handy thing. Thoughts?
a suggestion for the HUD options is to allow making the team mineral deposit appear at all times not just when scanning/depositing though that could be the dynamic option
as well as a option to open a users steam profile from ingame and not have to rely on steams search functionality and your memory later
I don't think any more than one Bulk Detonator should be able to spawn during the objectives in Salvage Operations that require you to be in a specific zone. Kinda unreasonable.
Idea for a new enemy type.
A "Turncoat" worm, something mobile and following a similar design to the creatures that infest BET-C.
It's default mode of attack is to latch onto things and "possess" them. Like a dwarven team-mate. It latches on in a grab that requires a team mate to shoot it off of you. While it has you grabbed, it forces your character to aim and shoot at allies.
If there's no allies, it could grab Bosco instead.
If there's no Bosco either, it could default to latching onto regular bugs and buffing them /making them more aggressive as a result, or simply grabbing the player and making them behave erratically so that Bosco is required to shoot it off.
Can come with hilarious voicelines related to the possession as well.
"I never liked you anyway!"
"The bug's making me do what I've been thinkin' about this whole time!"
Other way of preventing cheating on that is making the game log OC acquirement time and MM server log all DD rolls, and then making matchmaking server request unlock data including these logs
And temporarily blocking users whose logs did not match possible combinations
This doesn't cancel cheating but removes possible frustration by isolating unfair users
I would like a visual display on the turret when you use the turret arc OC and a way to recharge your turret while the arc is active, so you can keep your turret arc active continuously
A way to rotate where ur turret can face just like in tf2
Adding on to @prisma canyon 's ping wheel suggestion and expanding @frozen briar 's mark idea ( which i just saw after i post this ' I'm sorry D: )
Minamitsu05/31/2019
Suggestion ~ Add a ping wheel with class specific callouts. Such as a platform request that will appear in red and blink for the person playing engineer so they know it's there. Or drill, zipline, flare requests for the others.
Even class specific general callouts could be nice. Colored pings that the person playing the class of the corresponding color sees more easily.
Without a mic it can be a bit of a hassle getting teammates to use their class abilities with general pings and typing, and trying to type out requests can get you killed.
Ping many things
I would like to also suggest the ability to ping multiple things in quick succession.
as a scout player you would go on ahead , you would see " ah i found gold here , * pings * " . then you would turn and see ah " we have nitra over there " .
and this goes on for over 5 times. but.... we can only ever Mark/Label one place at one time, the old ping will disappear. this almost make it pointless to scout ahead . and many times my friend would ask me " where was that soil/mineral " that you ping again ? .
** confirmation ping**
also i would like to suggest apex legend 's " confirmation ping " as well. which means let say scout say " gold here " ping , and that gold is at the ceiling scout will use the " request for platform ping , engineer who maybe is still 100 m away , can ping " okay understand " . that ping will stay there only for engineer .
this should help newer player understand their class specific role purely from the class wheel and the action specific ping. . specially for scout and engineer who tend to need to work together.
Tater used to say that there should be lens flare on the pickaxe.
How about an upgrade that causes a bigger and bigger lens flare each time you salute as you buy it repeatedly but becomes exponentially more expensive.
We need a dirt beard
Make Strong Arm perk also increase Impact Axe throwing distance and damage for Driller. And throwing distance to all other grenades.
Deep Rock Galactic VR?
Skins for the cosmetic armor's would be cool
An idea regarding skins:
Since DRG doesn't directly have any 'magic' in it, how about adding skins for grenades that have runes written on them?
Each grenade skin would have a glowing rune with a corresponding meaning or connotation that is related to a grenade's purpose.
E.g.: The scout's CRYO GRENADE skin could be detailed with blue 'ᛁ' runes (from The Elder Futhark runic alphabet), which means 'ice'.
Any of the other dmg grenades could be detailed with 'ᚷ' runes (meaning 'gift').
INCENDIARY GRENADES could have red 'ᛊᛋ' runes (meaning 'day').
I'll end with proposing the idea as a project one could add to the supporter upgrade.
An idea to low end pc gamers (like me)
Please expand the resolution to 840 to 450 or less please. The game gets a bit laggy every time there’s an update.
Timed content is anti-fun. Do your events but keep the content available to everyone afterwards. Free weekend hat, holiday hats, etc. Even make them ore expensive "out of season" but don't punish collectors who aren't available to log on in a specific timeframe.
Also id like to be honest and say that the rain effect in dense biozone looks pretty bad, it visibly is only projected a couple meters in front of you and looks like minecraft rain, it just phases through everything and comes from nowhere logical and feels like an overlay. a good alternative i was thinking of would be dribbles, drips, streams or small waterfalls of water coming from the ceiling from cracks like a real cave would (with some fancy echoey drip drop sounds to pair?) and going under these effects could put droplets and drizzles on your screen, kinda obscure your vision a bit to make them immersive or wanted to be avoided in a pinch where you need to see. (possible alt idea for a "flooded cave" biome in future nudge nudge)
An idea: Reward players for certain accomplishments during the mission. For example, killing frozen bulk detonator (more xp), repairing bet-c (also xp), or not requesting supplies (more credits - management could reward you for not spending too much).
AND list any of these on score screen.
I has idea. Each player has their own personal drone that has a flashlight and it's main purpose would be to transport your carried minerals from you to Molly. Exclusively for multiplayer. You could customize and upgrade it like you could with Bosco.
How about some headgear of headphones for the dwarves to wear? I can put that on whenever I'm listening to music and ignoring in-game audio cues in-game
Buying drinks and losing connection/kicked puts the money back into your account.
I want a mesh skin for the flamethrower that makes the front look like a dragon, and every time you fire it the mouth opens.
Community discord for SEA (Southeast Asia) #fan-communities
Small idea but a geyser of oil or natural gas could be cool, act like a normal air vent at first but if it is ignited it becomes a fiery pillar like on magma core, or straight up explodes, or both. both is good
add did a mission while you / everyone are totally smashed achievement
new mutator: fermented sugar. red sugar makes you drunk
Have mini supply drops been suggested before? Maybe as an armor mod. Or inefficiently priced for the less hits it offers
I dont know if other people want this or have already suggested this but I would personally really like an option to be able to chose between the old weapon placeholder models from before update 19 and the current models. I like the old looks and I'm kinda disappointed that I can't use them anymore.
new flying enemy: Luftballon
bug with a bloated gas filled sac that flies at you to either toot and poison or just explode (flying exploders oh god)
killing one could send it careening around like goo bombers do but releasing gas (phlbtbtbt balloon sounds for sure) that can poison and be ignited by fire sources, and it just blows up on the spot if it dies by flame sources.
maybe a related achievement for killing 99 of them, a la Nena?
also yes, i know many of my suggestions involve lighting objects on fire and blowing shit up
please let me put turrets on silicate harvester backs. They just float in place ;-;
Put chunks like bittergem, compressed gold, jadiz, aquark on the zipline and it carries it over to the opposite side of the zipline. I think this would help the team mobility of the zipline.
I have a friend who likes the gameplay of DRG, but says all of the weapons feel like they are lacking "umph" that many other games provide. I think some ways to fix this could be to just make the weapons sound more powerful.
@final solstice discussions go in #suggestion-discussion
Beer price based on amount of Dwarves, and the ability to split the price between Dwarves instead of 1 Dwarf paying for everything.
Small request: Ultra wide loading/end mission screens. Sucks to see the bars on either side when starting/ending a mission. Thanks for a kick-ass game!
i would like to request the devs tell me if the dwarves of deep rock galactic use fusion or fission energy
Suggestion: Have the Jukebox keep playing music instead of stopping when you open the equipment menu while alone in the lobby.
Don't know if it was suggested but reworking the amount of experience gained by killing hostiles getting 1 EXP for swarmer and 1 EXP for bulk detonator feels wrong and it would make leveling less grindy things like 5 for grunt 10 for pretorian 50 for menace and 100 for bulk or something like that
Sure this has been suggested a hundred times already but can we please make the headers in the mission browser clickable and implement sorting toggles so when you click Hazard Complexity Length or Mission the list is sorted apropriatley
Quick question: Why am I unable to shave off my eyebrows in the game
Have the dwarfs react to the callouts management gives. For example when a swarm is about to come, the dwarfs could say "SWAAARM!!" Or "here we go again". Or when management tells you the mission details, the dwarf could be like "we gotta collect some giant blue thingys"
An alternative model or skin for Driller's drills: Giant jackhammers. Potentially good at armor busting? Eh?
freezing weapons should turn the hot ground in magma core into normal slag
Just for thematic consistency, could the secondary objectives be more... Relevant, I guess? Like, mine X amount of gold or extra Morkite or X amount of leftover Nitra. Or if we are going to keep the current ones, make them useful somehow. Rare vegetation, use it to brew some real crazy drinks, and then you can expand on what kinds of rare veg we can get. Those freaky breathers come to mind. If it's a mineral secondary objective, make it a crafting material, or maybe something like Nitra where it serves an in-mission purpose. Like calling in a mini-BET-C, maybe. The alien fossils could probably stay just cause they're a pain in the arse to find so it doesn't feel so arbitrary, but it'd still be nice if they had some vague kind of use; maybe for cosmetic unlocks.
The bonus is small and what the secondary objective is doesn't make a difference, aside from the aforementioned arse pain, so that, even though I do it because I'm an obsessive perfectionist, I don't feel like it was meaningful, if that makes sense.
A smaller suggestion for the realm of cosmetics, but perhaps for headgear there can be a few more types of hair styles tossed into the mixture for the dwarf who wants a fully bared head of hair? The Gamekeeper and Greaser are fantastic, but the only shorter hair style happens to be the Businesslike and that seems to be mostly bald thanks to the widow's peak that it has. It would be nice to have a few more options. Perhaps shorter hair that's been messied back, or if extreme is the theme then how about a hair style that's placed back to look like horns? Personally, I think the Gunner would be nice with the option to give him a little less forehead.
Existing zip line perk suggestion:
- If equipped by gunner, speed boost affects all players at all times (on ziplines only of course)
- If equipped by other class, affects the equipped player and all players on the same zip line
Reason: I hate going 50% faster and getting stopped because the guy in front of me doesn't have it
An auto-reload upgrade for the platform gun. It seems like if the Flare gun can have it, the platform gun should too.
- Add sliding as a movement mechanic
- Please remove negative comments the dwarfs say on the way down, everyone needs to be HYPE on rock & Stone, not "I think we might die"
A gear modification for the Satchel Charge: No damage, but regenerating ammo.
I personally use the Satchels more often for impatient mining than damaging enemies.
Molly's movement speed needs to be increased at this point. Or give her short-distance thrusters so she can hover across small gaps
give molly a drill that she can use during extraction when there's a path that's blocked, but not heavily so. That way she can drill through instead of taking a 10 minute roundabout.
Can we add the ability to grapple while in the lobby?
Loot Grub - A nastier cousin of the common loot bug this slippery grub has a taste for gems. It slowly nibbles away at things like umanite, magnite, bismor, etc taking it for itself. It will wander the map and scurry into the ground if attacked. They aren't the fastest, but they can be easily confused for their docile counterpart.
@near glacier discussions and commentary go in #suggestion-discussion
The promotion "congratulations" speech should happen only once
C4 adds forces to physics entities. I want to be able to launch supply drops at dreadnaughts and bulkers. Really to play C4 golf with downed team mates
Different colors for mule depending on the mission type. like the normal red for morkite missions and maybe the blue variant for egg collection, feels like a specialized mule for careful transport for the eggs
A surivial type game mode where the more minerals you mine the harder the game gets/more enemies spawn. you haev to decide if going so far down to get loads of minerals is survivable and if you can make it back in time
A removal of or longer timer between swarm raids on the extraction point missions. That or allow us to refuel the auto turrets if we're engineer class. No really the spawn rate is already so high that teams I've tagged in with cannot handle it because it feels like we're always in swarm mode. Also dragonlurk I wouldn't call it a type of game mode but have it as a hazard. Bug's treasure or smelly veins, something that adds to your risk bonus.
Add a Mk4 armor set 😄
On the mission result screen, allow people to leave/disband. Waiting for the countdown of continue, only to have people leave ASAP, or worse they'll do some buying and then leave, is really annoying.
Perk Changes Suggestions:
(Purpose: buffing the final tier of the weaker perks with a secondary effect to make them more attractive to take)
-
Zipline Perk: Other than speed increase, also reduce the chance of getting knocked off from the zipline
(Getting knocked off from zipline sucks period) -
Flare throwing perk: Other than being able to throw the flare further, also increase either the duration of the flares or increase the regen rate of getting a flare back
(Throwing flare further is pretty useless, having more regen or duration would make it worthwhile) -
Loot bug perk: Other than having the loot bug exploding, also make it so that u will automatically vaccuum up all the minerals flying out / increase drops from the bugs / shows location of bugs when close
(Bugs die in a few hits anyway. Having them explode is pretty pointless. Adding one of the 3 above suggestions would make it better) -
Heavy object carrying perk: Other than just having speed increase while carrying, also increase the throwing distance too
(QoL change, sometimes I find myself wanting to throw it further) -
Fall damage perk: Other than decreasing fall damage, also increase the distance u can fall before u actually take any damage
(Fall damage decrease is nice, but increasing the distance before u take any damage will reduce the little chips damage to take while jumping around while fighting/kiting)
I said allready in sugg_discussion, but still.
Add a file of high-resolution posters from Hall of Fame to Supporter Upgrade so supporters could print it.
Or just add files for everyone.
I just want that cool atmospheric posters in my room
Suggestion - what about a "Darkness" debuff mutator or something like that? When dwarfes can't use their flashlights and maybe scout's flair gun (But i think that is too much). I just played some missions without flashlight and oh.. man, that's really a some new experience! And without flashlight you can really afraid darkness, when in normal mode you pretty much always have enough light to see everything. Or maybe just make all ingame light less brighter. Or.. maybe similar "Foggy" mutator, when pretty much all cave is filled with dense fog. Well, in conclusion (And pretty much simply): Less visibility mutator.
New call for help phrase when downed: "My beard is too young to die!"
Add small reference to LotR: when someone kills Dreadnought or Bulk Detonator, one of the dwarfs screams: "That still only counts as one!"
New voiceline for when using Bosco and pointing out bittergems or compressed gold "Bosco! We're rich!" and have him make his happy sound effect.
Suggestion: New Mutator
Pretty simple concept but I think it could be fun, "Weapons Free"(or something along those lines), supply pods cost 40 nitra to spawn instead of 80.
Ammo management is a great mechanic and all... but sometimes you just wanna shoot some aliens, or a lot of aliens, and this mutator can give you the opportunity to do just that.
New mutator idea. Endless swarm, Make it so the first swarm that spawns never stops but not in huge chunks. It'd be like the haz 5 random spawns only they'd never stop till you completed the mission. Also make it so the enemies will only spawn in the area located near the dwarfs. so enemies don't stack in one room and crash your game also make nitra spawn at a 2x rate in these maps.
a new gamemode/random mutator (unknown until you call the drop pod) : the drop pod failed & you have to survive a long time, this mode would not be based on minerals but on staying alive, maybe with the deep dives ?
When leaving for a mission in the pod, dwarves that are not 'strapped in '/seated should experience some gravitational/G-force effects
Little screen on the side of the bar that shows how many drinks you have drank, bought, and the money you have given up
Add stuff like this to show the prestige rank physically on the model
Allow engineer to deploy the dancing lures on the jukebox area
Change LASERPOINTERS to classcolours like flares. Should be quick and easy to implement? 🙂
Can we make deep dive and normal haz 5 harder?
like set elite deep dive to all haz5 stages or beyond that. Buff the normal haz 5 diff too.
Make fossil secondary objectives never be the secondary for point extractions. The whole point of a fossil is that you don't grind it up!
Remove weekly reset off your supposed "endgame" and fire the bright eyes who made it that way in a first place.
New randomly occurring secondary objective: you have a chance to meet a downed dwarf npc during mission. He will be surrounded by enemies. You will have to kill the enemies, revive him, then piggyback him to the drop pod. Your teammates will have to protect you while you carry him back
Supply drop icon changed so that you can see how many resupplies are left when pressing control. Example: currently has 3 lit up bullets, change it to have 4 bullets. When one of the resupplies is taken, the bullet goes dark.
Suggestion;
Can we make it so any recovered BET-C's won't use their grenade/bomb attack if you'll be in the splash radius
(I've never completed a mission with a BET-C, because they bomb me to death in a swarm xD)
Add crafting minerals to deep dives - imo they currently have a poor payout vs time invested
Put credit/mineral symbol back to before the value instead of after - ie £1000 (as it used to be) instead of 1000£ (as it currently is)
Could we consider reducing the spawning of bulk detonators in deep dives? We had 5 on a single salvage operation on the last mission. They feel extremely extremely cheap on salvage as often they can sneak up on walls and instantly kill an entire team in 1 go.
A little clarity of how difficult elite is would be nice.
Why is elimination's icon green now? When picking which mission to host, eliminations are green, why, why make these small stupid changes, like changing the colour of the flares? What was wrong with the old?
Hello, deep dives are awesome and all but the weekly wait is a bit much, can we tone it down to 24 hour or at least 72 hours?
A bit of text that announces when and who called the drop pod
Let two player crews each bring their own Bosco, which would disappear if a 3rd player joins. This is how Monster hunter handles palico companions and makes playing with a partner more interesting and adds value to customizing bosco.
Make the mini mules in salvage operations follow the dwarf who repaired them or another dwarf if he already has one, and function just like their own personal molly. If you repaired 3 mini mules every dwarf would have their own mule following them to call and deposit in. this would add some interesting value to completing this objective
An option to open the Deep Dive terminal menu from the mission select screen would be nice. I always post missions via keybind instead of running all the way to the terminal and the Deep Dive terminal is even further away. A small QoL implementation that would save little bits of time.
I like the Union idea, but I think that when you join a Union you should recieve a badge that is displayed on your armor, or even your portrait, like a patch. Makes your Union feel more impactful and community driven. Also it is super badass to see a group of guys with cool patches or badges on their armor.
Achievement suggestion:
"Lost Shipment" - Open a Cargo Crate during a mission and claim the loot inside.
Move this tiny Molly back to it's original positions (Pre update 25) so you can jump from each light pole without touching the damn ground
Please don't have time-limited hats. I had no idea that the September free weekend hat existed until today, only to find out that I can't get it. Please make them purchaseable with in-game currency after the event, even if they're only seasonal!
Suggestion: when two or more dwarves are close enough with flagons of beer and they press V, they should slam their flagons together. Getting all 4 dwarves of all 4 different classes to make a toast like this should get an achievement.
Ello!
I noticed the new lines our dwarfs are going to say - a wonderful quality of life addition!
But I noticed that the new ones and the old one have different tones? You can clearly hear with what microphone they have been recorded with!
Are you guys going to fix it in the future?
I mean, it's not horrible, I'm just here doing mimimi of the finest 😄
add music to LURE so that every dwarf knows when one is active and when they deactivate. also helps explain why the bugs suddenly deaggro.
Suggestion: Anti Grav Flares for better lights instead of them hiding in corners on the floor
For the compact rounds for the PGL, the upside needs to be a little bit more. The +4 grenades is nice but currently the debuffs outweigh it by just a little. Making the upside more like +6 would help the overclock conpete with the much better pack rat upgrade
Breathers, airtubes,geysers etc. should give 02 in the low 02 mutator
Maybe buff the Subata? The EPC is just hands down a better gun making it obsolete. It has almost the same amount of ammo and almost double the damage so it doesnt really make sense to bring anything but the EPC. I'd love to use the Subata more and have it be an all around better gun, not just one i bring on mactera infestation missions.
@wind pier commentary goes in #suggestion-discussion
Union provided drones: Bosco takes on the colors of your chosen mining union
seen alot of suggestions for Elves to appear, so i'd like to suggest the Natural Enemy of the Dwarves appear.
We have rouge machines already in the form of the rarely appearing corrupted robot.
So i think we should have an unregistered criminal mining company.
Im aware others have suggested this, but i have a little twist to spin on the idea.
Goblins/Kobolds who appear, and try to steal materials FROM the map you are on, if you kill them you get the materials they have tried to pinch from your dig, in this context they would only spawn in groups of 1-2.
Sometimes swarm events can be replaced with a goblin/kobold raid where a force of firearm wielding enemies comes after your loot, they dont directly mine minerals unlike the small groups. Cause why would they waste time with that when they can just steal YOUR loot.
Very rarely a boss could spawn in the form of an Orc Overseer, whos here cause he's heard your killin his lads.
as a bonus thing the chances of golbin raids occuring could scale with how much gold you have found
i will admit my ideas a bit unrefined but rn its just a little suggestion i had that i thought put a unique spin on some older suggestions
I think supporter upgrade users should get some love to the weapon skins, with the new update and all. Just add a little bit maybe, cause I feel like once I get any new looking weapon skin I just won't care about the golden ones anymore...
What if we combined a bulk detonator and a dreadnaut to make a bulk dreadnaut?
Don't..let batteries etc. spawn in frost vents and such please
Late-game upgrade to a weapon where you pay an absolute boatload of cash and minerals to double the amount of upgrades you can slot in to each tier.
Beard previews in the forge so you know what you're buying beforehand just like the accessory shop
Can we please have an option to return the UI map and class icons to their original colours? Having played through hundreds of hours of the old colours the changes seem unnecessary and garish. Especially gunners being white instead of green.
If the intent was to make the UI more colourblind friendly you could just add an option to switch between the colour sets instead of applying it to everyone.
Make Gliphid Dreadnoughts explode like a Bulk Detonator on Volatile Guts mutator
Make certain Overclocks alter the way a weapon looks similar to some of the new Skins
Make the wind vents launch things to and be able to be plugged using a platform or something
Ability to Apply Skins to armors.
I just dislike having my weapons and armor with mismatching looks
The "throwing an object (minimule legs, bittergem etc.)" power meter should instead just show a throwing arc that gains range as you hold down leftclick, to its max
Personal preference maybe but there's a bit too many rock and stone lines now... Sort of feels like leaning into the meme a bit too hard
It makes them too self aware - its like if skyrim did more arrow in the knee jokes
It may be personal preference, but the pre-Update 25 "Mission Status" screen felt a lot smoother and more finished with the status and results popping up as the dwarves marched in.
The new separate screen for it over a blank biome card is slower and feels much more like a placeholder than anything (especially since the dwarf result screen still has the delay for the mission status to normally appear).
I feel that the zones for Uplink/fuel cell etc. need to be made bigger,now that things like bulks, menaces etc. exist, plus the ever-fun cliffside drop
Suggestion for the Dirt Digger monthly objective:
It would fit the description of the guild better if it not only included Bittergems, but also Error Cubes and Compressed Gold
I would like to see individual upgrades for the each of the grenade types, the way we have different upgrade sets for each primary and secondary weapon. That might also open the door for overclocked grenades someday.
Another melee option would be an interesting thing to see, given the UI on the pickaxe screen seems like it would support an additional weapon selection similar to how primary and secondary weapon already do. Perhaps a power jack that charges up while held out, and does more terrain destruction/enemy damage based on the charge? (Thanks for reading if you do see this!
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with the introduction of matrix cores, DRG should have a "Black Market" of some sorts. You could buy every cosmetic/overclock there, but for the right price of course. I'm thinking of 100.000 credits and about 1.000 of each crafting material each purchase for example.
would make a great place for veterans to blow their spare credits in my oppinion.
I strongly believe upgrades have alot of room for improvement. I believe increasing the total amount of upgrades for each piece of gear, and generally cleaning up the upgrade menu could greatly increase replayability and options. This is a very, very broad suggestion, but I'll add as much as I can.
Currently, weapons have 4 upgrade slots, with 3 choices per slot. Expanding the number of weapon upgrades to 6 might not sound like a big deal, but the amount of weapon customization rises 50%. I understand this is not a straightfoward thing, especially from a balance perspective. I made this suggestion more to let the devs know I, and perhaps others, would like more customization options for our arsenal.
the mule could have a hold and follow mode
haunted mode is annoying than fun
Can we revert or adjust the buffs to dreadnaughts? I get that you don't want them to be one-shot, but forcing them to regain their shell every third of their HP is a little much.
A noticeable auditory notification when someone sends a text chat message would be nice. It can be very easy to miss someone saying something. The option to toggle said sound on/off should also be a thing.
With the recent patch a bunch of red mods/mutators got introduced, which broaden the variations of harder encounters during a mission. I think we should balance that a bit with more positive mods (even volatile guts can hurt a dwarf pretty bad) so i have some suggestions:
Explosive Flares = If you shoot your flare, it detonates with moderat Dmg and/or can be used to mine mineral patches
Bosco Scout = Dwarves find the current mission already scouted by Bosco, which means that every mineral patch and / or Objective like Aquaqs or Eggs have a Zipline attached.
This would help teams without an engineer greatly and would also shut up the two groups of suggestors for more flare stuff and wall walking. If you can get the minerals/objectives with these mods out of the wall easily, you dont need fancy pants or leave lover boots!
New Voiceline for a dwarf joining a mission in progress: "The morkite the merrier!"
"Shallow Grotto" is only available in the tutorial, which is a shame. I propose we add it in as another biome, but with a few slight tweaks to make it more unique: Since I assume the shallow grotto is located on the top layers of the planet, it would make sense that all other biomes are below it. Therefore you could potentially find every possible ressource there. In gameplay/mechanical terms this could mean that every mission generates a different abundant and scarce ressource... but that's just my two cents. In any case, Grotto would be much appreciated.
Make certain Overclocks change the weapon firing sound
Was a bit dissapointed when the Jumbo Shells overclock for the Boomstick sounded exactly the same as the normal one
Can we have a menu option to join friends already in the game? I seem to always have to wait for my friends to give me an invite or vice versa.
I feel the rifle for the scout should have a circular reticle as opposed to the +.
Add the throwing mechanics to the Satchel Charge for the Digger.
A salute where the dwarf says: "Come on! Do you leaf-lovers wanna live forever?!"
Wasting time is very bad idea. Find a way to let USER decide, for which character he wants an overclock at least once a week. Dont need any overclocks for classes I dont play. You artificially make players dedicated to a single class weaker compared with players using all classes. My week is over today, got everything only for scout and engineer.
Would be nice for all the beer options to come back to the bar menu (was this way a long time ago). Having Dark Morkite Mining bonus isn't great if you're about to run a Dreadnaught or Point Extraction mission. Just give access to all of them and have one be a special "discounted" one that rotates, or slightly better than normal for a higher price. Either is fine.
Also, add a beer that gives and XP boost. That would be glorious. Beerfest taught us that alcohol can improve memory after all 😄
Can I suggest a fix for the issue that happened for people who played on release, that they didn't get refunded for lost upgrades? If it's possible to know who played between the update and the first patch, perhaps give them a refund for ALL the upgrades that might have been lost but scaled to their player level? Say, level 34 gets the full refund (enough levels to have promoted every dwarf once IIRC) while 17 gets half and so on.
Either that, or just give all the early birds a big 'ol mineral and credit package as a "token of appreciation" 😉
Overclock Idea: Grappling Hook, the Meathook
Effect: Grappling Hook can now hook onto enemies, damaging and stunning the target whilst pulling the Scout towards them and refreshing the pickaxe charge attack. For a brief window after hooking an enemy, killing an enemy with a charge attack can cause enemies to flee in terror.
Drawback: Significantly increases the charge time of the grappling hook.
tl;dr trading the general mobility Scout's well-known for and replacing it with something more combat-oriented/hyper aggressive. Yes, I'm impatient for Doom Eternal, who isn't 
Differentiate skins and mesh skins with a different icon for better clarity (and perhaps a different frame to indicate rarity)
Can we get a universal cancel button on the multiplayer loading screens? There are so many opportunities to get redirected that I keep getting a frozen screen and have to restart the game to find a new server
Add a unique perks for every Interplanetary Miner's Union as final award (or reward for every step). It's like a "experience sharing" - some kind of "thanks" from Union to Miners that support their.
This perks could be unique for every faction.
Just for example:
Dirt Diggers - "Geologist". Sligtly increase your mining speed and increase a percent of mined minerals for 1-2%.
Mighty Miners - "Big Guy". Slightly increase your health (for 5% may be) and your pickaxe attack (2-3 damage)
Cave Crawlers - "Mole". Slightly increase your speed and jump height.
(This is just examples, the main idea is unique perks).
Can we get Peter Griffin as a playable character?
I have an idea for this large instanced area that you load into from the space rig (maybe using one of the doors at the top hangar) where you can basically faff around and see a bunch of other players, maybe even form teams there to take with you into your lobby, with various activities like the mess hall and arcades
Chapter-specific channels for mining unions here on Discord
New enemy: Nightmare
A red version of the Menace that shoots acid spitter shots, but at semiautomatic speed rather than the normal full auto.
got no beer for 2nd cave of deep dive and for the 3d. need a box of beer as a reward for starting new cave!
dwarf can't dig deeper without good brew
i want a bandana so i can make marcus fenix a dwarf
I think Gunner's sticky nades should either let you carry more or just..I unno. Bigger boom?Shrapnel AoE? Probably at least not a fear on impact
An idea that I kind of just kind of come upon randomly.
We have all these general events in the game that effects the enemies, spawning of certain stuff, and effects on the miners. But what about biome specific events? Sort of like a third possible event that generates in a specific biome that greatly changes up how you play in the biome with unique feats that biome could only provide. Like for say the Glacial area, instead of blizzards coming every so often, they no longer appear but instead is replaced by a constant snow storm that slowly builds up your frozen meter through the entire mission? Of course spring spawning rates might be risen but it means dwarves would need to huddle to these springs or risk going into the cold.
That was just one idea that I thought about and it kind of spiraled to other possible biome specific events. Maybe for the Radioactive zone, all enemies are radioactive and have a small field of radioactivity depending on the size making the bugs even more feared to be up close. Or the Sand corridors where there are possible dust devils that go on specific paths that just fling dwarves that get caught up in them everywhere. Fungus bog, the sticky goo is now also poisonous to go through. Crystalline caverns, all the enemies are electrically charged and see lighting chains occur with several enemies in a swarm. Etc. etc.
The idea kind of occurred when looking at the placements of these extra hazards and with this, maybe a third hazard could be possible with the rotation making the missions even more challenging and even more rewarding.
At the very end of Mining mission during extraction, please extend the time for when the final person enters the escape pod so that they can reach their seat (not by much maybe 2-3 seconds). Its very dangerous to ride in an escape pod without you and your beard being buckled up.
I'm not the biggest fan of the new 'stun stagger' animation particularly on the praetorians. When you start to chain stun them they repeat the same very noticeable stagger. I preferred the more subtle hunch they did before the update.
a indication or indicator for when a cargo crate is present in the mission would be nice
Cluster grenades should bounce straight up on hitting the ground, and then explode, rather than detonate after a set time; to allow for better aim
Can mission control cool it on salvage when we leave the circle? I know we're supposed to stay inside but he nags you every 5 seconds or so if you're trying to revive everyone
Players should be allowed to join Deep Dives games in progress that are still at the first stage and no more than 10 minutes old. Slots can only be filled once, if a player leaves that slot will remain empty as normal for dives. (disconnects can rejoin though)
I know dives are supposed to be done by a sealed group of 4 but the "all or nothing" matchmaking makes it hard to form a full party. Pubs in general seem to be unwilling to wait for any length of time. This is especially true for elite dives during non-peak hours because the playerbase is much smaller. Players have little incentive to repeat a dive so the pool of players gets smaller and smaller until it resets at the end of the week.
If you want a lore friendly explanation you could say that personal drop pods are incapable of drilling deeper than the first layer.
Add an option to disable Flashlight auto-toggle that stops it from automatically turning on when mission starts or in the rig in certain places.
Instead of dropping those large beacons during extraction, I think it would both look nicer and make more sense in-universe if Molly dropped tiny holo-projectors displaying arrows.
Any chance for a QOL upgrade (or a top tier modification) where sentry guns build themselves (still affected by the mod for build time)?
I am not a fan of constantly remaking turrets and the top tier sentry gun upgrades feel kinda lame.
Or at least when we "relocate" a sentry gun (instead of placing an inactive one) make the sentry build itself without needing the engineer to hit it
Make it possible to filter the maps for specific minerals to save me the time to search for jadiz every single day
Not sure if anyone suggested it yet but an option to kick your turret to face the other direction would be fun :3
maybe a good addition to tier 5 turret upgrade with laser pointing behind turret to turn it around
Turret on treads that follows you around.
We should be able to play as Bosco
Now that we have all of these new deep dive color palettes, utility gear should get the ability to have skins
So I'm a bit confused. I just noticed getting promoted has a cost. Not to sound like a disgruntled employee, but if I had to pay my boss to get promoted I think I'd look for a different job. Also considering you have to reach level 25 AND do a series of missions for the promotion I'm not sure I understand the addition of making players pay to prestige.
Trade overclocks? Effectively if you want to trade with that person, you have to refund them the cost, so you essentialy build it but the minerals go to them and you get it. Can only trade crafted ones. And not cosmetics just a suggestion because ive been trying to get scout overclocks and my buddy gets a ton, and i get a ton of driller overclocks, which is what he wants.
a picture mode, when you take a screenshot it doesn't show your hud instead it shows a logo in the bottom right corner!
So to fix the tear in the community over the satchel charges what if we get a second weapon choice like with normal weapons
the first would be a combat variant with upgrades for damage and such much like what we currently have,
but the second would be an excavating explosive that dose less damage but digs a larger area by default and can have multiple placed like before the update,
this would give people both sides if they want it for killing they can only place one but if they use it to get rid of massive areas of land at once,
like widening a cave for an incoming swarm or clearing out a thin wall between two caves, they can.
because as it sits now people already have to choose between a combat build or a utility build for the charges
I have to admit, I don't really like the new thing where you complete a mission (or lose it) and the "Mission Completed"/"Mission Failed" text just hangs in a disembodied area overlooking your map for 5 seconds, and THEN you get back to the score screen where there is no Completed/Failed text. Meanwhile it just adds an extra 5-10 seconds to the ordeal for no reason.
The whole experience is super jarring and I greatly dislike it, so does everyone I've talked to about it so far. Dunno if it's a bug or not, but my "suggestion" here is to put it back the way it was before. Stuff like this is why people make Steam Community Workshop QoL mods for XCOM literally called "Stop Wasting My Time".
Is there a chance the game could require worse PC specs? From the Last update its just frying my GPU (Radeon RX 570) and I keep Getting Kernel-power error cuz of overheating. I know that the game requires almost no disk space, so is there a Possibility to make it easier to run for the PC in sacrifice od some disk space? Love you ❤️
Forcing players to slow down and stagger around during an earthquake in Magmoor Caverns, in my opinion, sucks the fun right out of the game.
Reasons why:
1.) Your movement speed is reduced even if you jump, which does not make sense in context
2.) It prevents the player from escaping the deadly anus fissures that kill you, which means if one - Karl forbid - opens up underneath you, unless you're scout or driller, you're often screwed. In MP this is even worse since someone has to get their ass in there and revive you. This can quickly turn into "Help, I've fallen and I can't get up" Simulator which in itself is just... BS. You can lose a mission to it.
3.) Taking control away from the player in such a way is ALWAYS a hallmark of bad design! Unlike other situations such as Grabbers that take skill to avoid, quakes are legit just RNG and they can potentially end your run! There is no counter the player can make! It adds artificial difficulty! REMOVE IT
Things like Carnivorous Larvae and Glyphid Swarmers should be able to be penetrated by all bullet projectiles, so shooting a swarm of those with a shotgun ends up feeling really good.
Terrain Scanner should scan terrain in a slightly larger radius, but paint it in a different color than green (and still keep terrain I've been close to in green), so I can differentiate easier between "I've been here" vs "I've felt it through walls" vs "this is a tunnel that still can be explored"
And perhaps with a special, different coloring of compacted dirt since that stuff's pretty significant for navigation and exploration
Add Ammo UI from Deep Dives Loading Screen into normal in game UI
Being able to see an indicator of everyone's ammo without having to talk would further add to this game's incredibly good silent cordination theme (not counting mashing the V button for morale) (reposting this from steam)
For solo missions: Instead of having the drop pod to deploy and retrieve the Dwarve, why not have a smaller desposable droppod for the one dwarve.
just for customizability, having the chest, arms, and legs all seperate parts for people to make characters how they want
Bring back the old voice clips, or at least add them back with the new ones.
If a player doesn't load in in 4 min's let the other players spawn in and when the last player loads in they go in a personal drop pod
A drink that makes your voice deeper.
Make the window near in your pod near the bed customize-able for example: A small exhibit with a loot bug wondering around, A showcase of your choice of owned Armor, Primary, Secondary, or be able to show your loadout for all the weapons equipped for your class and others can copy it if they have the owned gear and upgrades by pressing e on it and confirming
Make Glyphid slammer have a 25% chance to scare of them make oily oak give a 10% movement speed boost and 5% reload speed buff (firing speed for guns who dont reload) and leaf lovers have a 15% less friendly fire dmg.
Aggressive Venting Buff: Decrease Overheat cooldown by 50% in order to make Overheating less punishing when using the mod
We need to do something about extraction zone physics the pod needs to be a solid object and stop flying glyphids from clipping through it. Grabbers should not be able to fly through the wall and pick up dwarves inside the green extraction zone In fact dwarves inside the green extraction zone should not be able to be grapped killed or incapacitated once safe
Since overclocks are a thing now, I feel that the final upgrade for Engineer’s shotgun that allows players to shoot their turrets for an overcharged shot should become an overclock instead. Then that upgrade can maybe be replaced with an upgrade that allows players to change up a shotgun mega-blast. This shot can deal extra damage and either break armor or penetrate multiple enemies.
Maybe have a perk that gives the user more hp back when revived? Or make it so that when you revive someone that their gain more hp back
Button for calling BET-C!
Suggestion: When you use the 5-shot overclock on the gunner's revolver it should change the appearance of the cylinder when you reload to actually have 5 bullets in it.
Display shield bars on your teammates' portraits above their health!
A vote-to-proceed timer during deep dive intermissions. Where 2/2, 2/3, 3/4 dwarfs need to click continue for the 10 second time to start the next mission in the dive.
Seeing what ores you have in the mission selection screen.
Management always says the same when they talk about you getting promoted. How about the text gets changed when you reach silver or gold level promotions to reflect your growing status.
A button to change the dance animation
when are they adding parties of elf environmentalists that we have to defeat inside the caves
I've got an idea that might help with some people not having the ability to join a union chapter.
I don't know how possible this is, but as an alternative to having Discord detect you running DRG directly (which doesn't work for me and other Linux players since Discord detects the game as "wine64-preloader" and can't be changed), have union chapters be unlocked by having your Steam account connected to your Discord account, while also being in this Discord. Good idea?
We need more gunner armors that don't clip with big beards. For any of the nice big beards for the gunner you either have to choose 1. clip through your armor like crazy or 2. MK3 basic armor
a way for oxygen to be provided for low 02 missions when molly goes back to the drop pod. If you get separated or she goes through a hole that you can't get into, you're SoL
What about adding some cybersports to the game? Just a few minutes before a new DD is generated, teams connect their lobbies. When the DD is refreshed, they start it (the elite one). Winner is chosen by points, that are determined by the time spent, mined minerals and number of called supply pods. The idea is that we have same caves, unknown for all the contestants
3rd person perspective would be nice
Scout's Overlocked Firing Mechanism is in no way a 'balanced' overlock. The recoil is ridiculous, and even with all the other accuracy mods chosen (battle cool as well) the weapon is ridiculously unstable. I don't have many overlocks yet, but I suspect that there will need to be some tweaks to these. I've got unstable overlocks that seem more balanced than this supposed balanced one.
Engineers overclock return to sender needs a buff, requires more effort to use which is fine, but you basically do the same amount of damage compared to not equipping the overclock in the first place. The reduced ammo and damage make it shitty to use and I feel it needs a buff
New type of mission: Asteroid field
- Low gravity (Or each asteroid have own gravity field)
- Asteroid connected to each other with spider web or something similar (Organic or crystals)
- Only few of asteroids have own air field. When player not in this field - he looses Oxygen (2-5 min. then - looses HP)
- Target - Repair space ship and evacuate.
UI tweak: Please display the "avoid late join" option for missions in mission select screen. I hate it, if I choose a mission to join, load it and can't play with my currently selected character.
minimized weapons? they fill quite the amount on the screen itself. Let that be an option in options?
Give us the ability to phisically kick other dwarfs in the spacerig and make it a toggle-able option
Add a keybind that allows the Dwarves to thank each other. Like if the Engineer gives you a platform, you can give a shout of appreciation.
@viscid fulcrum discussions go in #suggestion-discussion
I will post here my long-ass Deep Dive feedback if you don't mind: https://old.reddit.com/r/DeepRockGalactic/comments/dae1rx/indepth_feedback_about_deep_dives/
Our group would like the option to toggle screen shake (e.g. egg missions, droppod taking off on the point extraction) on and off for those sensitive to it (and I did search but it doesn't seem to be prominent and even if it's recycled it's really important to players sensitive to it and affects their ability to play completely at those times)
Give us the option to give beer to other dwarves and add more options like a barrel handstand to drink.Also maybe release some merch drinks :D I wanna try dark morkite comeon man
Maybe it's just me, but I think we should be able to bind scroll up and down on the mouse wheel. I usually bind jump to bind down thanks to my CS days.
Revert the changes to the breach cutter or make it worthwhile. You can't even kill a single enemy with one projectile with it as of right now.
Suggestion: Controllers for steam... please allow in game remapping!!! Currently can remap for keyboard/mouse... and sorta vua remapping everything you have on keyboard to controller things... but that's a very poor solution.... Only other way is to bring up big picture mode and controller config...but that's a crap shoot unless you can remember exactly which button is what. (Note: my Y is currently steam friends list in the Rig. Not noted in controls.)
Apostrophes are used to denote possession. There is a spelling mistake within this deep delve mission summary. It should read, "Salvage 3 M.U.L.E.s"
I want the minigun to have an overclock that does the machine gun thing from cave story where when you shoot down you fly up from recoil
Need to do something about the enemy spam on the elite deep dive. Even with experianced teams of multi star promoted dwarves players on the second mission are quickly overrun and can be wiped right out of the pod due the fact that there are almoast no gaps between swarms and large waves of exploders it is nearly impossible to achieve the objectives because the sheer number of enemies quickly depletes ammo without giving players any breathing room to mine nitra or attempt mission objectives there need to be some major limits on how often things can spawn that force some downtime between waves to allow some mining and objectives. huge insane waves are part of elite however there must ALWAYS be a decent gap of time between them. I am thinking the solution here would be to make sure the timer to spawn the next wave or group of enemies should not start untill the majority of the previous wave is destroyed I am thinking one of the issues is that it takes too long to clear one wave and by the time your finished the next wave has spawned. preventing spawing of multiple waves at the same time should solve most of these isssues
Updated Roadmap and Q&A 🙂
Charms for pickaxes that hang on the bottom of the handle with the same physics as beards
5th class suggestion: Geologist
Basically similar to Darkest Dungeon's Antiquarian in that he's a deliberately underpowered class that confers a reward multiplier as the incentive to use him. When he mines out any material, he gets more out than any other class does. But he lacks any movement or searching aid tools, so in order to get full reward multiplier, he will need gunner's wires / scouts flares / drillers tunnels / engineer platforms assistance to mine out the tricky stuff. He could just have basic self-defense weapons or other tools that deliberately not as versatile/powerful as the other four classes, with the justification of more minerals / gold as the incentive to play (and the incentive for the rest of the squad to help him do his mining.)
Has the major benefit of having natural synergy with every other class, and doesn't disrupt balance in any way that playing on harder difficulties didn't already do.
red loot bugs that only drop nitra similarly to golden lootbugs
Have dwarves that don't enter the drop pod before the countdown expires enter the level in personal drop pods. For amusement/punishment factor, they could spawn surrounded by mobs
Is there any reason why WE pay for a promotion? I mean, it is called a promotion. I assumed we'd be paid for our hardwork, but instead we have to dump a ton of resources just to progress. When I purchased this game I didn't expect it to have f2p levels of grind for cosmetics.
tl;dr - Promotions should pay us.
More singleplayer related stuff? I get that this game is all about co-op fun, but the game has a seriously great atmosphere, which really shines in solo. At the moment, fighting a dreadnought is a massive pain in solo, for one.
I was thinking Seasonal deep dives, would reward a themed cosmetic based around the holiday, the deep dives themselves would also be themed, for example Halloween deep dive would guarantee haunted mutator ever floor, but would reward a unique cosmetic upon completion. Of course there would still be a hat, people can get by just logging in but it would give people at "end game" something to work towards on for the holiday, elite deep dive would be the same to let people earn a regular cosmetic for the week if there masochistic enough.
I would suggest beards as rewards, something like a pumpkin toggle for the braid with glowing eyes or a completely frozen beard made out of icicle's for Christmas etc, everyone wants beards
Bigger updates should have longer experimental periods. One week worked fine for the monthly updates, but U25 was much bigger/longer and there are still many issues after 4 hotfixes.
I feel like this game should periodically check the down state of the mouse more often. I play digger alot and both the cryolauncher and crisper suffer from this huge issue: Sometimes the game misses the down press on your mouse and you are left waiting for the weapon to charge up. I wish the game would catch these missfires somehow and insure that if you press down on the fire button, eventually the weapon will fire without having to re-trigger (re-click). Sometimes it's using the pickaxe, sometimes it's just from a laggy server connection. But in the case of the cryolauncher, it effectively becomes unplayable. You're effectively constantly listening/watching to see if the chamber is spinning because if you miss it and you're just sitting there not firing while holding down the mouse, with 10 bugs in your face... well you can see how this is a massive balance problem and also not really fun to play. This is happening constantly when I play. none of the other fps games I play have this problem.
TLDR: Check the mouses down state for charge-up weapons unregistered down-presses.
Rework Naedocytes to attach themselves to dwarves like ticks, constantly dealing 1 damage every 3-5 seconds. Will require another player (or Bosco in case of Singleplayer) to pickaxe or shoot them off your body. This will make our favorite jellyfishes into something more challenging and different other than variation of "flying swarmers".
I would like to suggest that this overclock not have such a severe rate of fire loss. The decreased spread is not enough to warrant how slow the gun fires. This overclock pretty means you can fire once a second which is horrible in swarms and large groups...110% would not recommend it be used.
Nerf fatman team damage or have it so whenever team damage is dealt with it, it's dealt to the engie
there should be some flying bug that picks up praetorians and other large bugs to move them closer to the dwarves faster.
Great update. Compass - great, there are many features of the interface, but.
- Now the supercharge reload is visible and cannot be removed.
- The mission mutator is visible, for example, a quick run. The mutator indicator cannot be removed either.
- There is no way to disable the card.
- you need to remove ALL the gaps through the wall. Mule, Bosco, players, monsters, resources, lettering. That's all.
- All the icons on the screen are still visible. "rocket" indicates the path, or legs ................
You can make a test out of this. When choosing a mission, choose the lack of an interface (not completely). In this case, more experience will be given.
If I want to play the complicated mode - I would leave:
- compass
- walkie-talkie (communication with the base)
- a laser pointer, but WITHOUT the ability to mark targets with a squall wall to partners.
- knowledge of the purpose of the mission, in order to understand why we all went down underground.
All this is the most realistic and interesting (for me)
Infinitely repeatable random minor (miner?) assignments. A 3 stage assignment that has 3 randomly selected missions. The reward being a small resource cache containing a moderate amount of resources from the regions contained in the assignment.
Why? After completing the assignments on the board, all that is left to do until the weekly assignments reset, is to endlessly grind resources in random missions without any sense of direction. At least with an assignment going, there is some goal to work towards.
Beard display cases in the host's spacerig, where tapping on the glass makes the displayed beard jiggle.
For mission completion, remove the text scroll saying "mission complete" before the successful dwarves are shown. The two events for mission completion feel bloated.
It would be nice to be able to preview objectives of all stages of a dive before you leave the Spacerig
A few of the minerals feel overrepresented compared to others (why can't I hold all this Magnite) and a few of them have a chance of becoming completely unavailable until the missions cycle. Maybe there could be 'tertiary' minerals for each biome? The idea I had was a single-mineral stash that has a rare chance of spawning in a mission but has much more minerals of its type than what appears in 'normal' quantities in their home biome, like a kind of 'rare treasure' akin to compressed gold
Another suggestion for matrix core cosmetics: it'd be nice to know which cosmetics that you own are from matrix cores, maybe just have them with the purple background, or a little icon next to them in the wardrobe
not sure if this has been mentioned. but it would be kinda cool to trade the matrix cores with people in your party.
Special "Bonus Objective" modifier that has a rare chance of popping up on the map which gives that mission two main objectives similar to the current Deep Dive system. Like, it could turn an Egg Hunt mission into an Egg Hunt / Morkite mission, or a Mining Expedition into Morkite / Black Box. Would provide a decent XP bonus and can be combined with red modifiers, so Exploder Infestations abound
Please allow exceptions for the anchor system for ores, countless times has umanite, magnite and holomite disappeared because someone mined the base of the ore, meaning we don't get the ore at all.
Perhaps as a side project to encourage exploration - Finding optional collectible objects from abandoned DRG machinery from other dwarf teams one can view in a trophy screen - can operate like the codices of Warframe and Battlefield 1, and explain lore or a dumb inside joke related to the item - Can also be used for all types of ores and weapons too, unlocked after mining say 10 bittergems to unlock lore about the Bittergem, or kill 500 praetorians with the Cryo Cannon to unlock lore about the Cryo Cannon, encouraging the use of all firearms and further exploration
Hello,
I would be very happy to receive feedback on Reddit.
Maybe there is one or the other idea that you like.
ROCK AND STONE BROTHER!
Please let the Engineer's sentry see stuff again. It is completely blind now and barely targets anything. Even with the laser targeting it can't even kill a loot bug without just giving up after a few shots.
We should definitely be able to see a preview of matrix core cosmetics before forging them, same as we can with regular ones before buying them.
Some sort of a menu feature to respawn you in the med bay.
Idk how many times I've had an amazing mission just to get a barrel kicked at me and get stuck around the biome refresh time.
Host brings a drone with him:
The Host of a game will get to bring a Leader Automated Attack Drone, similar to Bosco, but instead of being a superpowered murder machine, it is basically a point-defense drone.
It will carry the standard machineguns, but doesn't have a light of it's own or any rockets. It can't be directed to attack distant targets, but will engage them when they enter a certain radius. This helps the leader stand out at a glance, and can also allow him to direct or type to his team as necessary
Currently proximity mine have multiple charges but has no visual indicator how many charges remain, the mine model has 4 sticks poking out, remove 1 stick from the mine every time a charge is used.
Adding to @near glacier 's & my (beat me by half a second, but first is first) idea, make the flare/ pick OC's universal.
-Tailor the amor OC's to be class specific (eg reduced fall dmg for for scout at the cost of some max health or maybe increased shield for the the gunner at the cost of some movement speed)
-scout's grapple gun, give it far longer reach but make it launch much slower, like 3-4 second delay but you can hit 60m
-scout's flare gun, more flares but less duration
-gunner's zipline, faster travel at the cost of distance or vice versa
-gunner's shield dome, plz ditch the sheild dome and bring back his C4 {jks, idk longer duration but you're dmg output while in the sheild is cut by 30%?} (also not jks this made me swap from the gunner to the scout as a main, why strip away a key part of a dps class' dmg and replace it with a support class item, if anything the driller should loose his c4 and get the shield generator)
-engi's platforms, make platforms bigger at the cost of ammo cap
-engi's turrets, turn them into snow blowers, kinda like the cryocannon but without as much dmg and more to just freeze enemies at the cost of dmg
-driller's C4, NO JOKE PLZ FOR THE LOVE OF KARL GIVE THE DRILLER THE SHIELD GENERATOR AND GIVE ME BACK MY C4
-driller's drills, uncontrolable drills. Make them drill fast as lightning but they swerve more than a drunk driver without a steering wheel. Eg. they don't drill straight and can be prone to leave gaps* (the drills make a 1x1 hole and pull the driller through it leaving the rest of the team to have to mine it out manually before proceeding*)
That's it for now, I'll probably be back in a day or two to add some more ideas and check to see if this has been noticed. Plz notice us devs OwO <3
#bring_back_gunnersC4, #gunners_not_a_support, #frick_the_driller
Separate weapon skins into 2 categories: recolors and models, and allow to combine both of them.
For example: player will have 2 windows instead of one, in one of them he chooses color scheme (First stripe, Glyphid Trophy Hunter, Ghostly Pale, etc),
In the other window he can choose model (Default, Mechanized, Glyphid Trophy Hunter, Custom Engineered).
Consider increasing the slight glow on the acid spitter glyphids to make them more distinguishable.
The purple web spitters are easier to spot because of their contrast to the dark background; I suspect their glow is the same, but it is clearer for their color. It's not enough to make them very noticeable like Wardens, but enough to see if one knew the general direction a shot came from. Using the health bars that appear over targeted enemies is a frustrating way to aim at acid spitters, especially with already inaccurate or expensive one-shot weapons (like the GL) to eliminate them. As the only other way to increase visibility is artifically through a gamma increase, which destroys immersion, I feel like this would greatly improve games with them involved.
The HUD needs unique icons that reflect the throwable type you have selected, in case the player forgets which they had selected.
Team tags become transparent when you aim next to them. by timaasdasd posted this at October 2, 2019 at 12:30AM : https://trello.com/c/IESwyFae
It is very annoying when team tags blocking critical spots on enemies for example
GAME SYSTEM, OTHER
https://imgur.com/EzdehW0
Suggestion to move the text boxes above the targets instead of directly on top, makes it hard to actually aim for them - plus it becomes a jumbled mess (most noticable on distant targets)
Suggestion: Make the zipline perk the default speed of ziplines, it's frustrating to watch people dig around places whenever i'm placing one... People seem to just ignore them on account of how slow and risky they are
may want to add alil padding on the left side of the description paragraphs. easier on the eye
There should be a point at which a mission can't be joined. IE don't let people join missions while the rocket is booting up when you have to recover it.
a cool thing they could add to the game is; add Karls grave site on whatever biome he dies in and make it a thing where you could collect his equipment and place it at his grave and he becomes aghost and helps you
make him some generic jack of all trades, can put up lights, has platforms, can place ziplines, and gather resources
pretty much make him bosco but Karl form
only shows up on Haz5 difficulty
Could also make Karl a special mission type that shows up randomly in map cycle.
Assist Karl finishing his last mission before he can "be at rest".
@spare kestrel
Break the small bits of terrain where the platform (from the droppod) hits or rotate the droppod to the most solid ground so I don't end up with me falling to my death because there was a 0.004cm of terrain that blocked the platform from fully deploying to the ground and the solid ground was about 40m down below
The problem with the droppod is that it will despawn after a bit of a time, so I was dropped into a pit of death because the platform retracted
I got a suggestion!
OK so you know those organic hovering things that just float around and NOT kill you or those living lifting plant things? What if there's a chance where they will lead you to a hidden area or out of the way cache of a gold nugget or loot box/battery?
Suggestion: Rebalance Jadiz in terms of how much you get per "drop" and/or how much is used for equipment and upgrades. I play all biomes in roughly equal measure but I've noticed that my Jadiz intake lags substatially behind all other crafting minerals even though I'll make a point of playing glacier maps specifically if I'm running low. For instance if I have 500 jadiz in the bank I'll generally have 2000-2500 of other minerals. Bismor is the second worse in terms of lagging behind, while Pearls are by far the most common with Magnite being second most common.
Ideally adding a new biome that drops Jadiz would fix the problem but as a quicker fix I would recommend just increasing the amount you get per crystal that you dig out of the wall.
Don't think anyone's said this yet, but the "Electrocuting Focus Shots" overclock for the Scout's M1000 isn't really worth using. It only electrocutes on focused shots to weakpoints... I'd much rather anything I hit with a focused shot to the weakpoint be dead than electrocuted. It doesn't do anything vs. grunt-sized Glyphids as they're dead anyway, and vs. Praetorians, Mactera Bombers etc. the loss of focus damage is just not worth it. I think some combination of the following tweaks might help it be a bit more useful:
- Make electrocution occur on all focused shots, not just weakpoint hits.
- Have the electrocution be an AoE effect, like the Voltaic SMG's Tier 5 mod.
- Change the downside to be something other than reduced damage, as this is the whole point of the M1000 in the first place.
I got another. An area mutator or just something that happens during swarm outbreaks where Mactera Grabbers will swoop in and air drop Praetorians, Wardens, and/or Menaces.
Hey, a minor QoL idea - add a little 'ping' or perhaps a visual cue under the crosshair when one reaches full focused shot on the scout carbine. Actually you could add something similar each time the last perk effects on the assult rifle trigger as well.
Suggestion - We should be pretty diverse when it comes to personnal drones. Right now we only got bosco and his customizations. We could add a Mini bet-C drone which acts like bosco but is combat centered and has weak mining capabilities compared to bosco. Whereas when compared to bosco, the mini Bet-C will be a slightly laid back multipurpose drone. the mini bet-C drone would feature the same guns as the original BET-C but mini versions of them. and a slight decrease in power.
A button to see the map at the end of a mission, because I like to share bullshit and gigantic maps but often forget or don't have time to take a screenshot as I'm running for the pod. Might also be good for map related feedback here
Maybe this already exists as an overclock, but I would love to see one for the M1000 that turns all damage into focused damage, dramatically decreases left click accuracy, and increases focus time a noticeable amount. Right now I rarely feel there's a reason to ever do a non-focused shot, and I feel something like this would change that, and also fit well into the boom and zoom type of gameplay the scout allows
Ok so I have know theres been alot of suggestions around this but not in the way I'm thinking. Currently we have a bar, the bar from what I have seen seems to have noticeably underused since the half price event, especially with the increased cost of everything currently. So first Dark Morkite rework, change it to increase mineral carrying capacity by a certain % now it's useful all the time and keeps its mining style bonus, second make sure all 3 beers are on at all times and at a reduced price say around 150, with one at random being on special for 100, third... allow all 3 to be drunk for all there bonuses at once, with the downside being the fact you are extremely drunk. This would add the risk/reward in that you would be given a stack of excellent buffs but also... be almost too drunk to be effective using them. This would make it so we see a mix of even in pugs of extremely drunk dwarfs mining, rather than the consistent sober ones we have now. Leaf lovers would need to purge buffs as well as drunkenness when used.
It would be nice if you could see what union other dwarves were part of when you're in the same server/mission.
New enemy double feature!
Nayaka Ribbon:
- Based on the ribbon worm
- Small enemy, similar to a maggot, which can latch to the end of a zipline or a group of 3 foam pads at max, covering it with white, glowing tendrils (similar to the ones of a ribbon worm) which damage enemies and acts similar to the goo bombers' slime
- The tendrils disappear if the cause is killed (should be latched onto them nearby)
- Primarily aimed to discourage zipline camping
Inspiration: https://www.youtube.com/watch?v=KZCzIPPSxqY
Glyphid Phragmacist (name pending)
- Based on cephalote ants (more specifically their flathead brethren (yes, those exist))
- Slightly larger Glyphid Grunt, but with darker coloration, health somewhere between a Grunt and a Q'ronar Shellback, and an extremely hard, flat armored head
- The Phragmacist is capable of flanking running miners and blocking paths through thin pathways (driller paths, dirt walls) if they are left too narrow, requiring heavy damage to destroy the shell and kill it
- If no narrow walls are present, the Phragmacist is usually at the front of alien assaults, often taking the brunt of the dwarves' firepower, and to act as shield units against dwarves cowering in a wall bunker
Inspiration: https://cdn.discordapp.com/attachments/367060734217158657/627182133584330752/varians27-XL.png
it would be nice to be able to receive jadiz/pearls from cargo crates when opened other wise you just get a ton of croppa currently in biomes with jadiz
Suggestions: Hailing with V should KEEP YOUR PICKAXE RAISED until you release it. I want to run around with it holding it high all the time. 😄
Some emoji suggestions for the server:
-
The
means "to the bone", but because of its red color and because it points down, I think it is often used with a negative meaning. Like
is used as an upvote yet
is used as a downvote, but judging by the titles of the emojis, they should both be good. I think both of these emojis should be changed to look like
except maybe point one of them 45 degrees to the left and the other 45 degrees to the right or something like that. I think that
is sufficient for a "bad" emoji, and it's a shame that
is being used this way -
Why are there two loot bug emojis that look nearly identical?
and 
-
For the
and
emojis I think it's very hard to tell whats going on in these pictures when they are so tiny, and I think they should be removed and replaced with something better at some point. I never see them get much use anyway. -
There is also functionally no difference between
and 
Deep Rock Galactic and Team Fortress 2 Crossover with Valve.
TF2 gets DRGs Turrets (lvl 1 engy turret)
DRG gets lvl 1 engy turret as his. 🙂
Haunted Cave mutator changes:
- Make the horror something unique, not just a reskinned ||Bulk Detonator||
- Give it something special to do, like only targetting one player in a group at a time. Causes that Dwarf to have panicked voice lines or something.
- Give the Horror a "ghostly image" where you'll see a vision of it but it's just a visual thing.
- The horror should repel other enemies, even they are too scared to go near it.
Suggestion: fix the shift-win-right functionality so that it works after the loading screen. It currently succeeds if you press it during the loading screen; but if you press it afterwards, the game window stays put and a blank window moves to the other monitor.
Discord Suggestion : make a Crate hunting voice channel, where people go in private games looking for crates and when one is found, they share their game on the channel and invite people to join and when the game has 4 dwarves they loot the crate.