#suggestions

1 messages · Page 76 of 1

near glacier
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Suggestion: Add Deep Dives keyboard shortcut. Add Deep Dive shortcut to missions screen.

tough nebula
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First Stripe, Deep Core and Company Special skins for the Sentry gun, Flare Gun, Drills and Zipline Gun?

vale shell
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Engineer Suggestion: Replace the Warthog shotgun's turret whip upgrade with something more useful. As it stands, miner adjustments has no real competition as the best tier 5 upgrade, while most if not all of the upgrades at the other tiers can be combined into useful builds. Replacing turret whip with something like incendiary shells, a damage and/or accuracy increase, or maybe some sort of "charged shot" to give the shotgun increased utility against bulk detonators and dreadnoughts would increase build variety for the Warthog.

junior belfry
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If 2 dwarves salute with a drink in front of each other it should make a "clink" sound

near glacier
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Have it where the Gunner's Zipline can deal some damage on impact

edgy ocean
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Deep dives should have the same weekly reset timer as assignments instead of lagging behind by about 12 hours.

junior belfry
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Turret Arc Overclock should do less friendly fire damage. Super easy for friendlies to not know when your turret is "charged"

hazy scroll
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The perk that lets you carry more resources should allow you to carry 2 large gems at once with the final upgrade. Imagine a dwarf with a gem under each arm.

wooden laurelBOT
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Point of interest Beacons. by esbenroseandersen posted this at October 3, 2019 at 01:09PM : https://trello.com/c/U5yw0xAG

Instead of the bit cumbersome "Waypoint" the Scout Class could be fitted with a handful of Beacon Flares - Coloured flares (red blue purple) to mark points of interest - eg. Nitra and so on. They would have a burn time like the normal flares.

Labels

CLASS

edgy ocean
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Right now I only have about 5 overclocks spread among as many weapons. But I can see that the UI has room for 16-20 for each weapon and keeping track of them all will become more difficult. As it is I have trouble remembering which weapons have overclocks at all because the UI doesn't say, I might go to put one on and find nothing.

So what I would suggest is add something to the UI that displays how many overclocks a weapon has. Something like this maybe:
https://i.imgur.com/IY6b1Rv.png

The icons could display the number of overclocks you have, the number of overclocks that exist (but you haven't found yet), and the currently selected overclock could have an additional border.

wooden laurelBOT
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More nasty creature cocoons by esbenroseandersen posted this at October 3, 2019 at 02:15PM : https://trello.com/c/uhQ2F5du

I think the big red alien cocoons are cool, but also a little boring. Why not make them more creepy by making them more alive and the egg transparent - see those ugly critters swim around in some juicy slimy fluid. Maybe they would become more agressive when you approach them...

Labels

ENVIRONMENT

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Mule Extraction breadcrumb lights - not dropping large rods but smaller light cells by esbenroseandersen posted this at October 3, 2019 at 03:03PM : https://trello.com/c/DAUfnbk0

These smaller light cells, dropped by the mule should then lay on the ground and pulsate in a directional sequence (the direction you should head)- like space hangar lights. EVEN better a long led light strip that is rolled out - pulsating the direction to the exit.

I font ...

Labels

ENVIRONMENT

bronze hinge
near glacier
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matrix cores that contain unique perks would be a cool thing

fierce mica
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New Breath Cutter Overclock: Minelayer
Replaces the standard electic lines with an orb that sticks to targets or the ground.
After a very short delay, the orb releases a devastating spherical "cage" of electricity, growing in size and damaging anything in its path until it dissipates.
This drastic modification in the weapon's behavior reduces its fire rate and ammo, however.

The overclock would essentially replace the crowd control capabilities of the standard Breach Cutter with one that's more capable of doing concentrated damage upon a single point. Fantastic for bosses or otherwise large clusters of enemies.

quiet kite
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Low Oxygen UI needs to be made clearer/more obvious. A tiny blue bar is not very clear.
The low-O2 indicators should also come sooner and more urgently than just your dwarf giving death gasps at 25%.

delicate furnace
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I am writing through a Google translator, so I'm sorry if something is not entirely clear.
I played the Ghost Beetle mode and it seemed a little strange to me. First, does this game need mysticism? Secondly, it’s just not very convenient, since there is no way to influence the Beetle and it just haunts you all the time.
While I was lying, killed by him), and waited for me to be saved, I considered how to make the regime better and, it seems to me, I found a couple of interesting ideas.
1 - The beetle must be the boss, but with a lot of health and slow, and when health reaches a critical point, he must run away to heal.
2 - During the mission, the Beetle can abduct the lonely laggards and take it to some lair and immobilize it (for example, with a web). Based on this, it is logical to make it a giant spider, but that's up to you) The team will have to save a team member from the den.
3 - At the end of the mission, we must find some special weapon (for example, an exoskeleton) or some other way to kill the Beetle, so the players “let off steam”
Thank you if you read it to the end) I hope I could help you with something.
ROCK AND STONE !!!

distant gate
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Please change back red color of Elimination mission. Now it looks almost identical to point extractions.

junior belfry
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Continuing further on Turret Arc: It should give me "better" feedback when your turret is "charged" or at least made consistent. Sometimes I find myself dumping a full mag just to get a charge and other times it works after 2 shots. Its niche enough already, shouldnt also be that inconsistent to turn on

lean haven
sleek stratus
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Make cores a currency and give us a core shop to trade for weapon buffs of our choice. Sucks to have a friend with a luck streak of 5 main class drops while you are getting lvl 2 engi cores

cold spire
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Drinking Dark Morkite and going into a non-morkite mission should have a 5% chance per instance to change client-side effects into something absurd. i.e. sausage link breach cutter lines, Taco Aquarqs, MULE with spinner rims, quintuple bladed throwing axe, pitch shifted mission control. Just general low percentage insanity from Dark Morkite in a non-morkite mission.

livid prairie
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Sand Praetoran, the breath just pushes you back

cold spire
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Mission Control should get more irritated each subsequent time you create friendly fire.

faint wasp
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Small idea:

Discoverable Casks of ale.

They're small buffs, such as x% faster reload speed, x% movement speed buff, x% damage resist, or even a hallucinogen beer that you can sometimes rarely discover on mission. Bring it back, and you can buy a limited number of rounds.

Not sure how it would transfer between players, but... I just thought it'd be neat.

last wasp
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Some sort of range indicator on flamethrower/cryo cannon would be great IMO

hearty heron
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A 'randomizer' mutator that randomly swaps around everyone's equipment, weapons, and mobility tools; Scouts with autocannons and platform guns, Drillers with turrets and ziplines, that kind of stuff

trail birch
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With the current amount of assignments: show WHAT assignment your team is doing on the mission screen / diamond symbols. Maybe on mouseover

fierce stream
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I think after a successful deep dive, the messages about dancing from management shouldn't happen, because after that you kinda earned it.

narrow aspen
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Random mission selector: you select Hazard level and press host private, host public, join or solo and game picks you random mission of those that are currently available.

And would be cool to have mission selector (it will be much more useful when more missions will be available with more regions): sorting out missions by cave length, complexity, positive/negative modifiers, crafting minerals and so on. So basically to be able to pick mission properties you want and see list of mission. For example I want to search for all 3 length missions or all 1 length missions with Croppa

near glacier
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An option for Bosco to deploy a small gunner shield instead of rockets

short forge
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A rare skin body for the old weapons to be back as cosmetic, the ond minigun was pretty cute and cool....

quasi stone
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The mission completed screen beimg combined with the dwarves and stats screen like before. Splitting then was an annoying idea thats a major time waste. Earlier the mission completed or failure would show up as thw dwarves were walking to their victory poses and then stats would show up but now you have to sit through another screen for no particular reason.

drowsy pier
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Make loveable also reduce friendly fire dealt

neon mulch
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Hexagonal stone formations like the Giant's Causeway in Ireland

fierce mica
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Burst fire overclock for the Deepcore GK2 assault rifle.
Increases fire rate dramatically as well as adds a bit of damage, but reduces max ammo slightly and makes the weapon semi-auto.
It reduces the amount of ammo spent, while still firing multiple rounds down range, and hopefully into some poor glyphid bastard's awaiting gullet.

lucid glade
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The grenade launcher's proximity grenade needs a serious buff. So far with using it, the damage buff is nearly nonexistant, not able to kill even a single mactera spawn effectively and even with max range the proximity grenade triggers at almost the edge of the explosion radius, renedering it pointless in most situations.

knotty prism
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Suggestion: Add some sort of debuff if you consume too much red sugar over x period of time. It makes the line about it being addictive more than just a throwaway line.

stark prairie
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it would be cool to have a separate player skill tree as opposed to just class perks.

edgy ocean
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This week's normal deep dive has a point extract mission in a very large cave, I think the devs deliberately made the cave this way to play off the low oxygen mutator. However I'd just like to say "more of this please". Large caves for point extract is a blast!

Having more room feels more comfortable, there is a bigger focus on exploring the map and the logistics of transporting aquarqs over long distances. Larger maps would also allow more room for random generation instead of the small set of static maps that we currently have. Which isn't to say small maps are bad but PE definitely suffers from a lack of variety compared to the other modes.

royal crane
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So had an idea for new enemy, wanted to share.

LAVA LARVA

*Natural home: Magma Core (Possible variant in sandblasted corridors and salt pits)

*Description: New species found in hoxxes. It is lonng and thin like a caterpillar, has a circular mouth full of teeth that it uses to chew up molten rock that it uses for food and attack or defense. Has armored sections of hardened magma to protect itself. Can climb inclines/walls to a certain extent, but not ceilings. Mainly wants to bombard enemies from far away. Will run if approached, but will fight back if cornered.

*Abilities: 1. Shoots an arched projectile of molten rock, will leave a crater. Does not have the ability to do it that often and is inaccurate.
2. If cornered, will shoot a blast of broken molten rock at attacker like a shotgun.

*Weakpoints: Mouth and butt.

I know we have a lot of projectile enemies, but I thought it would be cool to have an inaccurate artillery-like enemy, but slow and inaccurate. Though if you get hit, it will hurt. While I was thinking about this, thought can this evolve into something else. So then I came up with:

FIRE MOTH

*Natural home: Magma core (also possible variants)

*Description: Giant moth that is bigger than a goo bomber, has colorful black, orange and red wings. Uses antenees to detect prey and lava it has ingested or magnesium dust from it's wings to hunt.

*Abilities: 1. Has a lava breath that does damage in a narrow aoe cone in front of it and leaves temporary burning ground.
2. Knocks magnesium dust off it's wings as it flies around in a circle, then ignites it and does an aoe blast for the area it has covered.

Weakpoint: Wings

Not a terribly unique creature, but also thought it might be cool.

cerulean canyon
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Salute in the mission complete screen?

last wasp
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Building up minimules etc. should go quicker for fewer players

proud coyote
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Make repairs of mission objectives (mini-mules, fuel cells, BET-C, cargo crates, etc.) go faster if more players are repairing at the same time. At the moment I only notice that revive and setting up the engineer's sentry/turret benefits from more than one player participating.

viscid pond
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Checked through search, and nothing specifically like this:
Could we just have a more diverse audio slider set up? Like I'd personally like seperate sliders for enemy sounds, dwarf sounds (call outs, etc), terrain (including drop pod), and maybe others. I just feel like there are times I badly need the sound up to hear bulk dets but then my ears get exploded by the sound of the drop pod as we come in at the beginning of the mission...

versed rapids
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Make "Mission complete" screen skippable.

neat zodiac
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so i was thinking... possibly for any future updates we could have 2 new weapons for all the classes? if its not being suggested already, but for the gunner i had an idea of a new heavy main weapon! the concept is basically a crossover from the engineers secondary lazer gun and then for some strange reason we decided to include that tech into a new heavy gun! it fires one super charged shot kind of like the engineers grenade launcher but its entirely electric or plasmic if you would like but anyway, it fires 1 shot every 1.5 sec's, the shot would have the same velocity drop like the grenade launcher but it can go farther, when the shot lands it can do from 10-25 damage based on upgrades and electric arking is entirlely up to the devs or well everything in this message is entirely up to the devs but anyway, the splash damage radious would be at least 2 meters. the length that the shot can travle would be at least up to 50 m before the plasma would die out so then that would add a damage penalty to shooting farther from your target but that can be turned into an up gradable solution. the name of this weapon can be entirely up to you devs but a name i thought of for it was "Stinger" . (i do not have a choice of what the gun would look like but i have a cool image from my imagination) when i think of this weapon being in the game i think of a slowly rotating two cannonbarreled beast!

fast ibex
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Molly Mods - What if you could customize your MULE that you bring?:

Floodlights - Molly carries two huge floodlights on her sides, require manual activaton and deactivation
Pro: - Can fill a huge area with light, useful if you don't have a scout.
Con: - MULE can't move while the lights are active, not even if called.

PDW - Point Defense Weapon for Molly, acts like an unupgraded sentry gun in terms of damage and such.
Pro: - Molly will actively kite away from enemies while shooting at them, taking heat away from you
Con: - Enemies shot by Molly will target her (Boss mobs excepted), Molly will be disable upon too much damage, requiring reassembly

Shield Coils - A sized up version of the Gunner's shield generator, provides a larger and longer lasting protection than the Gunners.
Pro - Enemies that touch the shield will be shocked for light damage. Ranged attacks reflected.
Con - The shield locks you in, as well as enemies out, and will run from your stock of Nitra.

brisk trail
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So I think that cactuses in the dense biozone can trigger dreadnaughts. Perhaps they shouldn't be able to do that.

waxen coral
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command molly to stay put for x amount of time (can be overridden with the call molly button)

raw torrent
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so, I would appreciate it if sand trawlers didn't knock people out of shields. Same with the rolly pollies. What is the point of a shield then if it is not a brief respite.

sly valve
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id really like to see more cosmetic options for the armor. we currently have so much control over our faces, with hair being divided up into 4 different categories (headwear, sideburns, moustache, beard), not to mention hair and skin color. But we are limited to like 5 different sets of full armor. It would be cool if we could customize specific parts of the armor, such as splitting up into body, arms, and legs! And then possibly adding more armor (maybe even specialized specific parts like Glyphid Hunter arms), and then maybe some sort of color selection. I know each class is mainly a different color to make them distinguishable from one another, but there can still be a way to add more individuality. Either set shaders/skins to unlock, or limited choices (such as Scout's main color being able to range from light blue to dark blue)

echo socket
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4 v.s 1 with an Eco-terrorists Elf.

oblique plover
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Rework the stats table, currently some classes feel under appreciated like gunner, due to hig single shot classes like scout and engi taking away most of the glory.
My suggestiong of stats should be like this:
Health gained
Damage done
Damage taken
Kills
Assissts
Minerals deposited
Downs
Revives

You could also opt to make the game show your effective perk usage like showing you, how much you healed because of vampire

wooden laurelBOT
shut rivet
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Regenerative Air modifier:
Crystals of Red Sugar formed in this cave have an unknown additive that makes them slowly dissipate into the air. This makes Red Sugar much rarer than usual, but also greatly improves Dwarves' self-regenerative abilities.

split edge
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SUGGESTION: If you complete the Elite deep dive, you automatically get the matrix core rewards from the regular deep dive. So that veteran teams don't have to complete ~Haz3 difficulty missions.

graceful edge
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Here’s a suggestion that may be cool. Idk if it should be a mode/modifier or put in the game permanently or be associated with a certain hazard type but what if Bosco was destroyable by enemies and there was a timer for mission control to send a replacement or maybe you would get a new one in a resupply or could always just revive him in some way. Limited or not. I didn’t think too much through but thought it would be equally neat/annoying lmao. And the whole letting bosco mine the boolo caps and blooms and such and maybe even collecting and returning minerals when it mines them. Molly auto collecting chunks of minerals nearby on the ground would be cool too.

unreal hare
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add a slider for increasing the ingame chat font size. the text is very small which makes it hard to read what someone is saying when you're busy killing bugs.

exotic robin
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Suggestion for a M1000 Classic Overclock that I think is a cool idea. Pretty much modifies the weapon to be like a Martini-Henry.

  • Reduced to 1 magazine size
  • Slightly Reduced max ammo
  • Faster reload speed (Since you are reloading only one bullet)
  • Moderate Increase in Damage (Maybe 25% Increase, could also increase focus damage too)

Don't know if this would qualify as a Balanced Overclock or a Unstable one but either way i would definitely enjoy using this.

frigid seal
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Can we get overclock for sentrys i just realised how garbage they are

versed jolt
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More videos about the bugs of hoxes

frigid seal
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Can we get a drained under water cave

faint wasp
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Suggestion for a mutator: Abandoned equipment

Can find some random resupply pods that need repair, and then supply 2 reloads.

Maybe some old, abandoned minehead turrets that are hit with the Energy Leeches, and so have no Friend or Foe, but can be repaired after the leeches are cleared. Have these in larger rooms to make things interesting.

keen cypress
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Deepcore 40mm PGL Overclock: RJ250 Compound
Should eliminate or reduce friendly fire damage for the rocket jump.

rain burrow
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I suggest that gold be made to be worth more credits, maybe ten credits for 1 deposit worth of gold. With the recent updates the need for credits has increased significantly. (not that I'm complaining, I like that I now have something to spend my credits on.) But there is currently a great disparity between the rate of credit gain and the rate of credit expense, and increasing the value of gold could fix that. It might seem like 10 credits per gold unit is a lot, but I think that the best way to evaluate the value of gold is to think how much a player should be rewarded for mining a gold vain. Currently 40 gold will net a player 120 credits, barely any money, not even enough to buy a round of red rock blasters! But if the value of gold were increased to 10 credits a piece, then 40 gold would still be a little under the value of a round of red rock blasters, but it would be close.

distant gate
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Storywise it would be better to have a new resource in deep diving. Or this might be even an existing resource which is rare around the surface but abundant deep down. Okay, games not used to be logical but still. You can mine the usual stuff without taking the extra risk of the deep.

narrow aspen
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EDD should give ~2x more exp. Now it always gives 13,5k regardless amount of minerals farmed and creeps killed.
That's how much 3/3 haz4 Morkite mission gives without any modifiers and expensive minerals found.

tough nebula
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We should be able to remove proximity mines that have already gone off, even if it wastes the rest of their charges.

uncut ingot
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Regarding overclocks, please provide more of a preview of what we're going to get when it comes to cosmetics, it feels rather unfair to barely be able to figure out what we're spending resources on...

torn igloo
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An option that allows meshes and alternate skin colors to be used in tandem. It works already really well with supporter gold weapons looking like a mix of the gold color and mechanized mesh as a result of what i think is a bug, but seeing it as a feature would be AWESOME (also, while at it.. can color palettes for the armor be a thing too?)

frosty swift
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Suggestion: change the color of the driller to something other than yellow, during missions if there are people in gold armor, at times it's hard to tell if that's the driller going over to clear compressed dirt or some one entirely different at a glance

keen cove
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Can the statues in the memorial hall be updated, they seem to be older models

plain trout
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suggestion: skins for the pickaxes and the drillers drills. perferably some that are both transparent and orange.

near glacier
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suggestion: let us refill the turrets in extraction mode by throwing nitra into them

void comet
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Suggestion: Let us see the timer the duration and cool down of Iron Will. Can I jump in or again, or should I keep baiting for a little longer? Is it worth trying to go revive myself with that red sugar, or should i try reviving a fellow dwarf who is closer?

rose pollen
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Make it so that when you look down you can see your dwarflegs

unique tendon
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Top hat, monocule and cigar hat please and thank you

edgy ocean
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Suggestion: Change the lovable perk to reduce the damage you take AND deal from/to teammates by 25%. If both you and the other teammate have the lovable perk the damage reduction stacks in both directions.

This makes it less situational because it now has an effect on your own weapons instead of the completetly random damage you take from teammates (if any). It would be useful for players with AoE weapons who don't deliberately damage teammates but know it will happen anyway during the course of a normal game.

frosty swift
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Suggestion: Alternate armor upgrade or perk to the 'expanded' bags option that lets you pick up loot bugs to deposit, as even the dwarves seem to find them cute (What with the comments about not being proud to kill them, or apologizing about killing them but that it wouldn't happen if not for the loot, etc), could work like carrying a heavy item for normal loot bugs, and heavy item through slime for golden loot bugs (with all that gold in them they've gotta be hecka heavy and they are a lil squirmy)

snow belfry
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Suggestions : Doe something about the fact a player beign deconnected by internet fail can't rejoin a party who you have creat whit.

I Lost deep dive Because of this, this game is si cruel. Suck.

edgy ocean
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Suggestion: Add a fear effect to personal drop pods so that you don't get blown up by exploders before you can get out.

frosty swift
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Suggestion: On post match, show a 'stat' of amount of friendly fire damage done/friendly downs inflicted to show people to be more cautious/careful

fierce mica
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Here's my idea on how to improve the Haunted Cave mutator: rename it to Paranoia.
Why? Because it allows for a lot more creative ways to screw with the player.
In the Paranoia modifier, you could:

  • activate Heightened Senses on players who have (or even don't have) it equipped occasionally, despite there being no cave leeches anywhere nearby.
  • randomly play the sound of a Mactera Grabber charging at the player, despite there being nothing like that.
  • spawn ghostly, semi-transparent versions of normal (or large) bugs that don't attack or even acknowledge the player, nor do they even block their movement.
  • occasionally play Mission Control voice lines, where the radio operator is either talking complete gibberish, saying DRG is leaving them to rot in the caves, or just play static.
  • rarely swap a Glyphid Grunt's model with a dwarf's, leading to a sick and distorted version of a dwarf skittering towards you like it was the Exorcist.
formal garden
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What about a little Mission Control's quote, when team fails? Something like "Damn it! We sending an evacution-drones to you, team, just try to hold on!"
It could explain how team get rescued, when they fails. Reduction of reward from mission could be a cost of saving - sending an evacuation drones could be expensive.
(It also could shows that DRG not so bad company - at least, they saves their failed workers every time, when they can)

rustic herald
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Small suggestion, but maybe another upgrade tier for pickaxe? Electrifying it for stunning a single enemy, sharpening for damage, or balancing for speed (mining faster, but less damage).

verbal crescent
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Have a little class specific tutorial for each class and hand out class certifications for each one that is done. Just to make sure that everyone knows their roles.

edgy ocean
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Suggestion: Buff the Target Prioritization mod for the engineer turret to double turret range against targets highlighted by the player. This would give players a compelling reason to use it on par with the other mod that doubles damage.

Improving manual targeting this way offers a more active turret playstyle where the engineer identifies and designates priority targets instead of letting the turrets do their thing. Doubling turret range would help gemini turrets engage things on the ceiling that are normally out of reach like menaces and spitters. The turret MkII would have a range of 50m against designated targets and this could be used to "siege" stationary targets like spitters by placing the turret outside of aggro range and then using turret whip blasts to destroy the target from cover.

edgy ocean
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List of equipment that have poor/missing tooltips in Update 25:

  • Sticky Grenades are missing the direct damage against targets they are stuck to.

  • Pheromone Canister and Cryo/Neurotoxin grenades are missing their duration in seconds.

  • Proximity mines are missing the number of detonations before the mine is consumed.

  • L.U.R.E. grenades deal 20 damage and electrocute enemies in a small radius when destroyed, but the damage / radius / electrocution effects are missing from the tooltip.

  • IFG grenades have some awkward wording, instead of "movement speed while using" it should say "movement speed reduction".

  • The Autocannon damage reduction upgrade does not display how much incoming damage is reduced at maximum firing speed.

  • The Boomstick fire bullets upgrade incorrectly displays fire damage as a 50% conversion, it should say "+%50" because it is in addition to the existing damage instead of converting part of it.

  • Engineer turrets are missing a tooltip that displays the amount of damage done by charged shots from turret whip. (and the blast radius in metres for the whip attack).

  • The PGL proximity trigger upgrade increases grenade damage by up to 100%, but it does not tell you how far the grenade must fly to reach that maximum bonus. This could be listed in metres of travel (away from the shooter).

  • The PGL incendiary grenade upgrade reduces the impact and AoE damage of the grenade by 50%, but this is not reflected in the tooltip stats when the upgrade is selected. In addition to this the upgrade description makes it sound like it only reduces direct damage instead of both types. This should be clarified because none of the other fire damage upgrades do this.

hearty cloud
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Suggestion: normalize the monthly rewards for the unions
Basically, everybody who didn't contribute to the goal at all does not receive a reward, they are immediately disqualified
Say the average player contributes x of the goal (like if the goal is to kill 1000 praetorians, and the average player kills 10).
The average player gets the reward as listed.
People who go above get rewarded for doing more (like say the top 10% contributors get a 50% bonus)
People who do not contribute get a deduction (like the bottom 10% contributors get a 50% deduction)
That way it would encourage people to actively participate in reaching the goal and not just kinda hope they contribute to it/rely on other people to do all the work for them and reap free benefits

fast ibex
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Different screens for victory/failure depending on what mission it was at the time:

Elimination Win: Dwarves posing on the corpse of a Dreadnought.
Elimination Loss: Dwarves running from a dreadnought, praetorians and grunts

Egg hunt victory: Each Dwarf carrying an egg each
Egg hunt loss: Praetorian guarding the eggs as swarmers chase dwarves

Point Extract Win: Dwarves all carrying Aquarq into a vault
Point Extract Loss: Damaged/Destroyed Mine Head

Salvage win: Dwarves all petting mini-MULES
Salvage Loss: Molly carrying all the dwarves back to the pod

Mining Expedition Win: Dwarves enjoying a drink at the bar, equipment nearby
Mining Expedition Loss: Dwarves all sitting in the cave, looking battered

foggy lily
#

Suggestion

Type: Overclock

Intended for: CRSP Flamethrower

OC name: Jet Fuel
OC type: Unstable

Function: Generating thrust when using the flamethrower mid-air. The driller gets pushed in the direction opposite to where he aims his flamethrower.

Description: By changing the nozzle to produce more focused flame, the DRG engineers were able to effectively create a miniature jet engine. The focusing nozzle reduces the effective range, and the sheer thrust makes the weapon unwieldy to use on the move, but don't worry, it can still melt much more than just steel beams!

Specifics:

  • Reduced range (proposed -5).
  • Movement slowdown when used on the ground.
  • When used mid-air, propels the driller, enabling flight for as long as fuel tank lasts.

Notes: Mechanically, the OC would derive from already existing mechanics, and thus should be relatively easy to implement.

  • Scout's rifle has mid-air slowdown, so the game can surely detect the weapon being shot mid-air.
  • Gunner's minigun slows you down when firing, so that's very feasible, too.
  • Not sure about the flames pushing the driller backwards, but I assume some self-applied backward knockback can be easily coded.
last wasp
#

Small chance of giant cubes of red sugar to spawn in honor of this current terrain bug that can happen to it

near glacier
#

Bulk Exploders should not spawn during uplink phase of Mule Recovery

cerulean canyon
#

Make gunner shield emit A LOT of light 🔦

cerulean canyon
#

Discord suggestion: make class specific channels for gameplay and strategy discussion. ie #Scout, #Gunner, #Driller, #Engineer

faint wasp
#

Weapon suggestion: Engineer: MRS572 'hornets nest'.

Effectively, Bosco rockets in the players hands, with two main upgrade 'paths': Salvo or utility.

Salvo path basically increases the ammunition count, with the ability to 'charge' the weapon to launch multiple rockets at the same area.

Utility would be for specialty warheads, such as Bosco's freeze or incendiary, with further upgrades to increase chance and aoe.

A.weapon meant for large rooms with good sightlines, but difficult to use well in smaller chambers.

unique forum
#

it would be nice if we could get:

A,) Late joins for deep dives

B,) Be able to resume the deep dive if we fail or we had to abort from where we left.

Why? Because real life happens. Sometimes we need to go bio and a pit stop, sometimes the cat decides to steal and eat the hand soap, or a toddler begins opening the pantry and chugging the anti-freeze. It would be really nice for gamers to have an exit point to deal with real life without getting punished and lose all progress because the cat is chewing on the plastic, again.

Also the company already sends a dwarf in a personal pod at various crazy amounts of distance, why not in deep dives :3ç

My 2 copper pieces

near glacier
#

make pods with flags (example)🇧🇪 🇨🇳 🇺🇦 🇨🇵 🇺🇲 🇷🇺

tender furnace
#

A suggestion for the server: a channel where people can ask for advice/help for the game (#help-and-advice)

glass helm
#

Loot bugs should move under cave leeches (if there are any) as sort of a symbiotic relationship between them and the leech (protection, lure for food)

quiet kite
#

I'd like to suggest a change to how Salvage missions are generated to better fit their flavor.

thats how lootbugs get the minerals. they down dwarves and then steal the minerals
 
LoyalToday at 12:58 PM
Salvage missions are where loot bugs are born.
actually now that I think of it that'd be an interesting change to salvage, flavor-wise.```
Okay so Salvage missions are what happens when a team tries to go mining stuff and fails to escape alive with their stuff. What if the level gen actually looked like that?

There could be very little Nitra or Gold anywhere on the walls, because it's mostly been mined out already. But there's like a billion lootbugs all over the place, scavenging what the previous team had tried to harvest. You gotta pop *them* open to get what you need.

There's also a greater likelihood of Huuli Hoarders spawning (picked up more minerals to be carted off to parts unknown), and a small chance of finding half-used Resupply pods, or mini-chests filled with minerals or Red Sugar. Or just have the Mini Mules spew out minerals when repaired.
lost spoke
#

Allow bringing your laser pointer or interacting with a object, to toggle your team display when it is set to dynamic in the custom UI options. Much like how it does with your HP and shields with the new patch.

velvet salmon
scenic jetty
#

If skins for Bosco get put in, I would like a barrel skin for Bosco so we can finally take barrels "with [us] during an orbital insertion." Seriously.

wooden laurelBOT
#

Equipment Cosmetics by nickamidei posted this at October 7, 2019 at 07:45PM : https://trello.com/c/l4tsaKMz

Gunner
Alter the color of your shield drop

Have a symbol on the top of the shield.

Give zipline fain lights. Have those lights be customizable.

Engineer
Alter the color scheme of your pads and turrets

Add symbols to the pads

Different skins for the turrets.

Driller
Hav...

#

New Secondary Objectives by nickamidei posted this at October 7, 2019 at 07:50PM : https://trello.com/c/S6jHd2Xc

Kill the roaches.
They are small non-hostile bugs that crawl on the ground very fast and run from the light.

Kill the tunneler.
They create patterns in the earth where they are burrowed. You must dig them out and kill them. Be careful though as they don't like to be disturbe...

#

Bonus Mission by nickamidei posted this at October 7, 2019 at 07:58PM : https://trello.com/c/zo4KMR7d

In my second favorite coop game, Payday 2, you can unlock a secret bonus mission under certain circumstances and with luck. During an armored car robbery you can find documents that lead you to a second mission of extreme difficulty and reward. I always found it to be an amaz...

sour geyser
#

A new mission revolving around a rival company encroaching on DRG territory.

"Management has found out there is some competition in this area, and they want you to take care of it. We will be sending you down there with a Glyphid Pheromone Sprayer equipped M.U.L.E. Your job is to make sure it gets to the center of their operations and get out before they even know what happened."

The mission will have you protecting a mule (that can be repaired if damaged too much) into a rival companies mining operation. You would fight new enemies themed around this corporation/s.
Enemy type:
Automated Drill Unit. Very weak and not meant for fighting.
Defence Drones. More suited to fighting but still weak.
Bulwark Auto Gun System or B.A.G.S. Turrets that are hardy and deadly if not taken care of.

more on this idea pending for me atm

wooden laurelBOT
#

O2 Sources by nickamidei posted this at October 7, 2019 at 08:01PM : https://trello.com/c/xE0tCuIk

I see a lot of people complaining about the new O2 modifier and looking for it to be nerfed or give characters perks to lessen it's effects. I like the O2 feature, I find it an interesting challenge that forces players to rethink some of their most basic tactics.

But, for th...

wooden laurelBOT
#

New Mission: Survey by nickamidei posted this at October 7, 2019 at 08:06PM : https://trello.com/c/LSjNQDso

Miners management needs you to complete a scan of the nearby caves in order to find future dive locations. Maintain the scanner until the scan is complete. Repair amplifiers scattered around the cave to speed up the process.

The mission starts with a large scanner dropping i...

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New Mission: Creep by nickamidei posted this at October 7, 2019 at 08:06PM : https://trello.com/c/pOxd8n6w

Listen up miners a wave of mold is sweeping over this sector. We need you to extract some of it, you don’t need to know why. In order to give our equipment time you’ll need to activate some inhibitors to slow the mold down. Just add some of the hardened spores to activate...

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Hazard XP Modifier by nickamidei posted this at October 7, 2019 at 08:31PM : https://trello.com/c/4336IdQY

There is a real problem with low level dwarfs playing high difficulties without the equipment upgrades necessary to make them competitive. I think that problem would be partly solved by lowering the xp awarded and boosting the difficulty percentage modifier. Half the xp and d...

true nest
#

Suggestion
Floating "Point Extraction" Platform barely accessable from one side, not accessable from
http://prntscr.com/pg4maa
Don't let this happen

Lightshot

Captured with Lightshot

wooden laurelBOT
#

Core Extraction, Survey, Creep, and Queen Deep Dive Integration. by nickamidei posted this at October 7, 2019 at 08:55PM : https://trello.com/c/2deVtrq0

Each new mission type could be integrated into deep dives fairly easy. Core extraction and survey would be handled in the same way point extraction is. Creep would only include the mold and inhibitors, with other mission objectives at the end. Queen would include a chamber wi...

#

New Weekly Mission: Furnace by nickamidei posted this at October 7, 2019 at 10:13PM : https://trello.com/c/ainghALh

Listen up miners. I want you to leave your sentimentality at the door. We’re harvesting loot bugs today. If you want the better gear your always whining about, you’ll have to make it yourselves. Harvest the red loot bugs and deposit the brimstone in the furnace to start p...

rustic herald
#

Doing an Egg Hunt lets you order the Glyphid Omelettes you keep seeing on the newsboards in the ship. Minor buffs to health, melee damage, and walking/running speed for the next mission only.

Dorfs need a hearty meal to prepare for ultra-tough missions, after all.

near glacier
#

Suggestion for a final sentry upgrade. Where you can man the turrent as some kind of machine gun placement from WW2. Perhaps this could could replace the target designation making it more interactive and more of a pay off, seeing as i havent really come across anyone who uses it.

icy crater
#

after completing the deep dives there should be a reminder that the player already completed the dives , sometimes i repead the dives because i forgot that i already done those

worldly juniper
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Suggestion/report: removing the ability to attach platforms and ziplines to the escape pods and mineheads leads to instances where you physically cannot reach them. Adding that back in would be appreciated, because it's not an uncommon occurance to be locked out of mission start or end.

near glacier
hazy scroll
#

When set on fire you should have the option to Stop, Drop and Roll to extinguish the flames quicker.

Like how if you are frozen you need to press left and right to break free, only its optional to drop and roll to put the fire out.

Safety first.

near glacier
#

armored goatee should match armor you think?

brazen mortar
#

A Drink in the bar to increase your movespeed for next quest. probs not something big but like 10/15% (Although if we really wanna have some fun 20% would make things crazy) could allow for some fun clips/perk builds of Really fast dwarves.

that and the concept of Changing your Gameplan based on the current drink from Nitra ready long missions turning into Try and speedrun before things get out of hand seems kind of fun.

Plus people like to go fast.

near glacier
#

Irish Coffee^

sleek stratus
#

Introduce a penalty for those who kill teammates, make them lose credits and such (i'm pointing at you engis spamming)

graceful nymph
#

We can buy different kinds of armor, but we cant skin the armor. I think skin set overclocks would be cool if they included an armor skin too, which would work with all armors to add a bit of diversity/customization to the armor sets themselves.

last wasp
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The exit drop pod's mineral chutes should have small ramps up to them like the entrance does, so if it falls somewhere where there's nothing to stand on to reach the chute, you don't just..lose out on anything you carry without much you can do

lucid fox
#

Have a period of time (2 weeks?) where some parameters in cave generation shift every day. I don't know what they are exactly, but something like monday (Max cave room size)=X, monday (Max cave room size)=X+3 or whatever. Do it with multiple parameters, call it a 2 week expedition on Hoxxes and find out what the maximum enjoyable generation parameters would be 🙂

hearty heron
#

How hard would it be to add 'shard' versions of the 'big' crafting minerals (Jaditz, Enor Pearl)? They wouldn't need to generate 'naturally,' only as part of the loot pool for cargo crates and Huuli Hoarders so you don't get shafted on certain materials if you find one of those rare loot sources in a biome that has those minerals

marsh vault
#

A simple indicator if Molly is on its way and to who would be nice, so that people stop yanking the mule from each other. Maybe as an addition a mule is idle notification would be good?

tiny orbit
#

Reward for everyone who owns the game before release, Bets gun models, remember when everything looked super basic and blocky? Remember when the minigun had a heat percentage counter instead of a gauge? Wanted to reload a rifle just slap the mag and give it a pump. I remember all that and sometimes when I look at all these coop new weapon models I feel like taking the old girls for a spin one more time.

trail birch
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With the current amount of assignments, instead of investing time to overhaul the whole screen, just tweak the yellow border around assignments to make them gone / thinner? At the moment the yellow border makes up over 1/3 of the assignment height on screen.
Probably? Quick to do?

next root
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shield gating on full shield
I think it would be nice if your personal shield could cancel 1 instance of damage when it breaks from full to zero in a single hit, with the exception of falldamage i guess (mb bulkd too?). And by that i mean to not allow the overflow damage go as hp dmg when shield goes poof. This way we can avoid being 1shot, avoid punishing players too hard for not hearing that single ninja exploder when you mine, avoid nuking teammates with 800dmg c4 and it will make macteras more bearable on haz5 for they are very hard to kite, they hit for more than your shield tanks and they melt your face.
Also it would make people decide between shield armor upgrades, do they get more effhp faster or do they fill up their shield to full for that effect quicker, atm its almost a nobrainer to take a faster recharge at 6s.
Also swarmers are going to be even more annoying by cancelling this effect all the time

tepid quarry
#

Bring back the loud and clear Defender turret shooting sound, and un-nerf the targeting AI for turrets.

wet crane
#

Increase the requirement for Hollomite, it's too easy to complete atm

narrow aspen
#

New boss Glyphid Dreadnought Brood Nexus
Golden Brood Nexus that spawns golden arachnids size of Glyphid Grunts with behavior of Glyphid Swarmer: fast, jump at players, armored in front. Nexus can be killed only by destroying its eyes, eyes protected by self-healing armor like Dreadnought. Nexus is sleeping until player comes close or attacks it.
Currently bosses don't have any special rewards, and they should (except of mission bosses), like in any other game. Add rich veins of crafting materials and/or higher chance to get rare minerals near this boss Nexus.

near glacier
#

Please add bismor voice lines

fierce mica
#

New area for the space rig/reworks to an existing/upcoming area: Photo Studio.
It's a location where dwarves can pose for a picture with their preferred loadout and cosmetics, and assign that taken photo as their class icon in their HUD.
Better yet, there would be a greenscreen (or/along with some other backgrounds), so people can just take pictures and easily modify them for memes and other community content.
If it was somehow possible to take a transparent screenshot, that would likely work best with that.

sudden geode
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Make Flamethrower and Napalm Grenades be able to burn Organic Biomass on egghunt missions. And other useless flora in rest of the biomes.

#

Some Deep Dives QOL ideas:

  1. Replace default droppod with special one, looking like Deep Dive icon (Deep_Dive)
  2. Make droppod stay after landing (because we will use it to go deeper after we complete objectives for current stage).
  3. Optional. Arm droppod with 1-2 turret with limided (on mission) ammo, similar to Point Extraction mission.
  4. Optional. Install minibar (drgbeer) inside Deep Dive droppod, so we can have beer buffs not only for first stage.
tender furnace
#

Make the name indicators that the laser pointer generates more transparent and smaller, i can't see where that spitballer's weakspot is

edgy ocean
#

Engineer turrets with the stun upgrade have the chance to stun listed (20%) but not the duration of the stun which is usually listed in seconds.

vernal cedar
wooden laurelBOT
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Tier 5 Turret Upgrade by nickamidei posted this at October 8, 2019 at 10:00PM : https://trello.com/c/b3sOQaNk

So the new upgrades for the equipment are great! The only one I have a major issue with is the Tier 5 turret upgrade for the engineer. The obviously stronger upgrade is the 200% increase to damage with a smaller firing angle. The other upgrade requires the use of tagging enem...

Labels

MODIFICATION

verbal crescent
#

Meatier sounds for weapons. Like a big basso brrrttt from the minigun, booming roars of shotguns and the sprays of the big driller weapons having more of a frizz or more energy.

sacred frigate
#

In the Employee Wardrobe terminal, it would be nice to be able to click on different slots to open up a mini-menu for each accessory type so that it's easier and more convenient to choose different ones that you own

near glacier
#

Can we have Repellant Platforms emit like little yellow fumes or something to make it more obvious?

edgy ocean
#

Small quality of life improvement. Sometimes I put the last leg back onto a minimule and see a teammate walk up to the mule with the fourth leg and try to put it on. When they press E they drop the leg because it's not needed but when they press E again to start repairing they pick the leg up again. This results in a sort of "wiggle dance" as they repeatedly put down and pick up the leg until they finally back off and throw the leg far enough away that they can start repairing.

So my suggestion would be to have the fourth leg "attach" to the mule and disappear so that you can start repairing immediately and it doesn't get in the way.

sullen jetty
#

Biome Specific mutations! (Could be a new tier of their own?)
Crystal Caverns: Crystalized Glyphids, some enemies have crystals growing on them! Chaining lightning from themselves and nearby electro-crystals.
Dense Biozone: Overgrown, a significantly larger amount of plant-based biohazards (ejector cactuses. spitballers, spike plants.. new ones?)
Fungus Bogs: Corrosive atmosphere, unlike shield disruption, the atmosphere here STINGS! You take very slight DoT to your health, but not shields.
Glacial Strata: Blizzard: Blizzards are significantly more common, and cold damage is doubled by enemies and hazards (and drillers).
Magma Core: Volcano: Hot Rock makes up a significantly larger portion of the terrain, and doubles the spawns of lava geysers and fire-vents.
Radioactive Exclusion Zone: Breach, some areas of the cave are exposed to the surface! That light is useful, but don't stand in it, it's extremely radioactive.
Salt Pits: Shellback Breeding Grounds: No glyphids dare tread here.. significant sightings of Q'ronar Shellbacks and Younglings seen in this area.
Sandblasted Corridors: Barren, significantly less nitra and red sugar found in this zone, hence the name.

wooden laurelBOT
formal garden
#

Can you make Bosco enter the drop pod, at least like Molly, or may be landing one of seats?...
I upset a little bit every time when he stay here underground, alone.

junior belfry
#

Small suggestion, Change the name of the Lead Storm OC for the Lead Storm minigun. Its very confusing when trying to talk about it

paper coyote
#

A number of highly desired changes:

  1. There's something janky going on with the pickup hitbox for minerals. If they spawn close to a player, they can't be picked up unless moved away from then into again. This has been present for a long time.
  2. The loot bugs are getting really annoying. Their contents splatter across the terrain and it gets at times difficult to snatch up the minerals. Would prefer the "splat" velocity be decreased significantly or removed altogether.
  3. Overheat mechanics are frustrating and not fun to deal with (primarily minigun and drills). The overheat rate should be reduced significantly, or allow for modding less overheat plus faster cooldown.
patent eagle
#

Suggestion to give players an incentive to help people finish Deep Dives after you completed them once already:
After you completed a week's (E)DD, each consecutive completion rewards you with one "mentorr point" or whatever you want to call it that gets tracked in your statistics and should probably be displayed in the Deep Dive terminal somewhere. Depending on the amount of mentor points you accumulated you get the ability to purchase a certain cosmetic from the shop. Let's call it the "Mentor's Beret". There are several tiers to this cosmetic that get unlocked after reaching a certain amount of points and that you have to buy consecutively - they also change in appearance sligthly. So the "New Mentor's Beret" requires 10 points to unlock, looks like a normal beret but features a single bronze star, whereas the "Elite Mentor's Beret" requires 100 points, the purchase of the previous tiers and features 2 golden stars for example.
Nothing fancy really, but maybe this will motivate some people to help randoms with their DDs.

trail birch
#

Suggestion for droppod terrain/ pit below it:
Would it be possible to modify the droppod so that the 'drillpart' sticks out only 1 row of those 'fingers' and the rest clips into the terrain?
Like the drillhead on point extraction, you can't 'crawl' under there. But you can get stuck under the droppod (which quite a few players in my games do, including stupid me :D )

verbal zephyr
#

A Halloween idea, way too late for this year, but maybe next time:
The fate of the miners who lost their mini mules! Very rarely there'll be a dwarf standing around, lights out, facing a wall. The ingame communication and scanners of miners in a rather wide radius gets jammed, while only that strange dwarf calls out in a modulated, gurgling voice. When getting too close, the armor/body is revealed to be filled with the same bugs BET-C is, in its attack behaviour a Exploder filled with parasites. It drops a few minerals and a corrupted scanner tool that needs to be shot separately to reestablish communication.

narrow aspen
#

Mind-controlling boss golden Glyphid Warden
Better version of Glyphid Warden, that bug that buffs other creeps with purple telekinetic wires. Better version has no limit on creeps, has much bigger range and can buff flying creeps and other bosses. Additionally it can mind-control dwarf if you get close enough it. Seduced dwarf will shoot his main weapon time to time (not non-stop) at his former teammates. To free dwarf need to deal damage to the boss.

obsidian zephyr
#

New mission modifier; spitter infestation. Increased spawns of acid and webspitters, and menace.

near glacier
#

Just call it Employee of the Week

radiant void
#

Reorganize your roles list in the Discord, so regulars and boosted miners get their special role color before their class colors

clear crescent
open quest
#

You know, since they keep showing up in the cosmetic screen for some reason, can we please have the ability to apply beards to our grenades?

honest lance
#

Suggestion: Fix the leftmost window in the hall of heroes so there isn't a gap between the windows causing the room to depressurize.

frosty swift
#

Suggestion for Lethal Bugs (don't see it when I searched): Replace the grunt models with the old Glyphid Veteran models in lethal bug missions to give a constant visual reminder that these buggos gonna mess ya up somethin' good

modest viper
#

a option to always display ammo bars with the current version being dynamic

tight geode
#

A minigun OC that essentially turns it into the smart gun from the Alien franchise but cleverly call it something else.

  • auto lock onto targets within range and field of vision
  • fire rate
  • ammunition
  • damage
  • mobility
edgy ocean
#

Can we get an option to discard cosmetics we don't want to wear anymore? My scout currently has 29 hats and most of them were bought back when I first started playing in order to get easy perk points from the cosmetics milestone. These days it just makes it harder to scroll through the list to the hat I want to wear.

If you discard a cosmetic it no longer appears in the wardrobe but if you want to get it back you can just buy it again from the shop for 0 credits since you already own it.

velvet salmon
#

An indicator to show if a swarm is occurring or not, sometimes a wave of bugs will show up and my team will be confused if it's a swarm or just a new batch of enemies

soft lion
#

I would love to be able to salvage all the extra legs for a small bonus in Salvage Operations. If the mules are so important and valuable, why can't their legs be too? molly

sacred frigate
#

I'd also love a "Random Mission" button that selects a random mission for you in the Mission Terminal for those (like me) who are undecisive but also want to start their own lobby or is hosting one

late snow
#

A new mission type: Cave In. There are fault plates all around Hoxxes that are made up of bedrock and almost impossible to mine. Sonar can't go past these plates, so the team is sent with a large drill that anchors itself to the floor and needs to be defended while it breaks through the plate. Underneath the plate, miners have to distribute sonar beacons before returning to the drill and starting the next plate.

unreal grotto
#

Grim Specter totally needs a gold variation to color-match supporter uniforms.

hearty heron
#

If Promotion costs are going to start scaling with Promotion level, there should be more rewards for Promoting to justify the cost; nothing game-changing, though. I'm envisioning a small boost to your 'pay grade' (credits/minerals rewarded) after each mission depending on either your blue level or your total Promotions. This way, new players get a tangible and worthwhile reason to play and promote all the characters due to the individually-scaling promotion costs, while veterans (who probably already have everything they want anyway) get to collect mounds of riches and rewards to tackle future end-game content with

hazy scroll
#

Allow us to holster our gun in order to sprint faster. In those panic situations where you just need to get to the pod or an ally

fierce mica
#

Similar to what Payday 2 does, promotions should give the players a piece of a unique currency, which they can then exchange for a super-fancy and flashy new cosmetic or color.
The system should still afford just enough promotion currency to buy everything once you reach the maximum promotion rank.

trail birch
#

Abyss Bar:
Either have Lloyd either pour out 4 beers all the time,
or if somebody joins who didn't get a beer, because there was an order before and everyone consumed their beer, Lloyd should pour one up after a new player joins.

marble willow
#

glacial skin variant of the bulk and dreadnaught? not saying the abilities have to change, just the skins so they don't stick out like a sore thumb as much
.

#

karls cursed soul as a halloween boss

south plover
#

Would be cool if there was a % chance to wake up a Dreadnought from it's cocoon pre-maturely, by getting too close maybe? Would be cool to have one wake up as everyone is setting up guns & getting ready for the fight. Catch us off guard a bit

wild osprey
#

On the haunted map have all the mobs orange hue's with red/orange glowing eyes and also have a pumpkin lootbug! So basicly Pumkin themed bugs!

clever grotto
#

In the Accessory Shop, have the "New Items Available" notification on the items themselves in the sub-menus. I can never tell what new items I've unlocked ever.

wild osprey
#

Beard idea, Fake Beard is a stuffed beard with a zipper down the front, short, simple and comfortable.

narrow aspen
#

Boss Silicate Harvester
Neutral to dwarfs invulnerable Armored Silicate Harvester. Infected with parasite like BET-C. Parasite located on the top of harvester and has breakable armor like Dreadnought. After breaking this armor with ranged weapon, the only way to damage parasite itself is to attack it with melee — have to get on Harvester for it. Harvester steals gold and nitro (or even ammo) of nearby dwarfs. When parasite is killed, grateful Harvester will slowly follow saviors and drop random chunks of resources mined from the ground time to time.

iron apex
#

Commands for MULE, like: follow, go there, stay here, maybe even collect stuff on the ground. Because now it's just slow and blocking.

night osprey
#

Add the ability to change the class icon of the character to your current dwarf's view

lean pivot
#

Add an ability to challenge another dwarf to a drinking competition, it would cost a good chunk of credits and would have its own mini game to see how much booze you can stomach, you would be drinking a choice of the non buff beers (excluding leaf lovers) for difficulty.

real tapir
#

Modular Grenades:

instead of separating the grenades into 3 distinct grenades, allow the creation of modular grenades, which allows it explosive type, trigger and characteristics, so that there's more flexibility with the grenades.

the classes would have access to a couple shared mods, such as grenade timers and basic small explosive, then each being given their own mods, with the grenade types that are currently provided being available as well.

This would allow the removal of frustrating effects that are part of the grenades such as a gas grenade bouncing away from where it was intended to go and falling into a random hole.

velvet salmon
keen cove
#

Maybe the Hipster oc could just lower focus damage and raise normal damage instead

tepid crescent
#

I don't think there's an exploder-specific voiceline for pinging it with the laser pointer. Or at least if there is, it doesn't play all the time? With the bulk detonator there's lines like (I'm paraphrasing from memory here) "get back! its unstable!" For teams that aren't using voice chat, it would be VERY useful to have an always-played suite of voicelines for the regular exploders: "get away, its an exploder!" "watch out, exploders incoming!" etc. etc. instead of the generic combat-oriented laser pointer voicelines. Please correct me if I'm wrong with this, but I've been playing a lot of exploder infestations lately and I feel like its the same lines being said whether I highlight a grunt or an exploder.

frozen cipher
versed rapids
#

Bring back radio chatter during mission launch. Love it during SpaceX streams. Adds atmosphere here too.

neon mulch
#

Lowering the damage of Mactera Spawns and Acidspitters

forest laurel
#

Different foam colors for the drinks
Red for skull crushers and maybe it is served in a skull, green for leaf lovers, and black for like oily oaf?

The tank on the drillers flamethrower animations doesn't seem to change color according to the skin, so a fix for that ig
Fire glypids in the magma area?

Maybe some "retro" skins, which are some of the old weapon models, but maybe with more of a 90s/neon color palette on them, like maybe a black and neon green

glass helm
#

Lower the projectile speed of Mactera Spawns and Acidspitters

abstract dome
#

The drills on the drop pod in the Salvage Operation should have better/larger collision, It's literally frustrating every time I accidentally fall into the little pit, and I have to dig my way out. Especially if there is a swarm.

faint wasp
#

April Fool's day Victory animation: A barrel just falls from the ceiling, as though it were the 'superhero landing' animation.

heavy pewter
#

A potentially hard thing to do but imagine a Bulk Detonator size glyphid with leech clusters growing on its back. And it would just bring forth dwarves close for a powerful attack.

Another suggestion is maybe adding in concept art skins for the dwarves or just concept art accessories.

earnest walrus
#

Suggestions for Deep Dives:

  1. Make a cooldown for continue button after each mission ~1 minute or mission should continue on 3/4 votes at least.
  2. Chat between mission to debrief
wraith orbit
#

Barrels that were kicked into the drop pod seats before the mission started should appear on the victory screen, similar to Naouras suggestion

ripe smelt
#

Make a little beep sound when someone sends a chat message and fill the scanner mark notification bubbles with a more solid class-colorcoded background color

austere scaffold
#

A backpack skin for Engineers engineer

grizzled lichen
#

simple suggestion: make succesfull melee kills lower the cooldown on the power attack by say, a second? this allows heroic melee fights vs the bugs actually end up succesfull in skilled hands sometimes

undone viper
#

While playing this week's Elite Deep Dive, we triggered the Dreadnaught and then immediately got hit by a wave and two bulk detonators. That many things shouldn't be able to happen at once. It's pretty impossible to do anything.

paper coyote
#

Not a fan of that new Mission Completed/Failed screen. It pads out the time to click to the next mission. It was much more fitting when this was superimposed over the dwarves returning to the space rig.

tender furnace
#

The ability to choose what victory animation you do (from a terminal)

tawny island
#

Possibly overclockes too, have them make a weapon function like their older versions. Additions like these would be a nice nod to how far we've come or some other cheesy thing.

fringe bone
#

I've noticed with the recent patches you have been able to see the ammo of the other dwarves when you have the interact prompt on the screen, and it doesn't matter what kind of interact it is it shows it. I just was thinking that whenever we hold Tab to bring up the map it should probably also show us that as well. Might make a bit more sense then every single interact prompt shows us ammo count.

pure burrow
#

Yo has the idea of making a dive centered around repairing or making a Bosco been suggested? I hate how I only play this game in multiplayer which relegates that cute lil guy to just sitting limp on his terminal forever.

crude swan
#

I would like a system to rerolle matrixcores, that you don't need. I have a few, where I know, I will never forge them. It would be great if I could, for example, get rid of 3 unused matrix cores and get a random new one instead. :)

wicked moss
#

Seperate weapon skins and models to paint any model the skin you want.

Would be nice to paint a Alien limb covered weapon with a fancy gold or bloody red skin.

austere spruce
#

Some of the overclocks still need some tweaking. Engineer's Turret arc and Turret Discharge are both very cool but the downsides are far too hefty. Turret discharge halves the weapons already poor damage making the overclock unusable due to the fact engi lacks a proper side arm! Turret arc is not as bad but -120 rounds is a lot for a gimmick! Would make more sense to reduce the weapons mag size instead by 5 rounds or so.

frosty swift
#

Suggestion: If there is an open slot in the squad of dwarves, let Bosco fill it, controlled by host to make up for the 'gap' in potential mobility/access capabilities

misty anchor
#

Suggestion: this is going to sound weird, dumb, and maybe even a little meme'y but me and some friends just love the whole barrel mechanics in the launch bay, and i heard this was once a thing so i was just wanting to ask/suggest it

Barrel aesthetics/skins/armors/helmets. I wont lie, i'd absolutly love to be that guy that wears a decked out barrel armor-helmet set with the color of my dwarf class... i want to be a barrel-dwarf xD

gilded wave
#

Overclock for Stubby that allows you to build and reload turrets by shooting them.

carmine ice
#

💡 Suggestion/Feature request. Give weapon skins micro bonuses. Simple example, 3-5% bonuses for each unique skin. First stripe = bonus health, Gliphid Hunter = bonus damage to gliphid (need Mactera skin then 🙂 ) Mechanized Skin= rate of fire bonus, Rusty Trusty = Recoil bonus, Ghostly Pale = Slow or stun "Ghost" BulkDetonator, Mint = reload speed bonus. Things of that nature, ideas ect.

hollow bough
#

Suggestion to prevent uncontrollable dwarf rage: Stop allowing player to join games past 75% completion. I'm suggesting this for 2 reasons: 1. people abuse the current system and wait until missions have elapsed enough time that they think it's almost done and join for rewards. 2. Players will join a game and hit the button on the mule to send in the drop pod while you are finishing a mine/fighting a wave and get you killed and die themselves or you wont make it to the drop pod in time because you fought and survived.

lost spoke
#

Suggestion: Allow the engineers shotgun to have a overclock, that requires no more reloading, but the R key manually pumps the shotgun, reducing the rate of fire, buffing the damage, allowing the shotgun to be similar to a doom esc weapon. As Snowball and spear have shown us, we can use the R key for alternative methods and modes! I dunno how viable or effective this would be,but the concept sounds like fun for me. While I know we have had a suggestion for the pump action before, I wanted to include a idea on how to implement it in a functional sense that if done properly could feel very satisfying.

dense rapids
#

Suggestion to make a UI indicator for whenever someone is incapacitated (cave leech grabbed, trawler grabbed) alongside other indicators like whenever someone is in the iron will perk state. As it stands right now, without direct communication on voice, or having a good sense of awareness for your teammates, the voice lines often flies over peoples head until it's too late.

near glacier
#

New Weapons for the Dwarves!
TL;DR Version:
Scout:
P -
The DBR (Designated Burst Rifle) Mk.II
The M-LMG (Mini - Light Machine Gun)
S -
ZVK9 "Slugger" Auto Pistol
SSP Hunting Shotgun

Engineer:
P -
"Raging Bull" Pump Action 110
"Stingray" D140 Carbine
S -
"Molten Stone" Rocket Launcher
GLK Explosive Revolver

Gunner
P -
Experimental Plasma Cannon
"Saw Teeth" Heavy Machine Gun
S -
"Puma" Heavy Handgun
Model III Industrial Nail Gun

Driller
P -
Prototype Sludge Thrower
Industrial Grade Mining Laser
S -
"Zappy" Arc Pistol
P-200 Pest Sprayer

frosty swift
#

Make enemies/molly's entire model hit box have collision so we don't get praets crawling through holes the size of my pinky toe, or molly blorphing through a hole the size of a quarter

edgy ocean
#

Small tweak to trawlers. When trawlers take enough damage they are supposed to flip over and expose their weakspot. But I noticed that trawlers who are stunned are prevented from flipping over. The trawler will instead shake back and forth rapidly as if the flipping animation is repeatedly being canceled. This is most noticeable with the minigun but can also happen with any other weapons capable of stunning.

My suggestion would be to give trawlers stun immunity once they hit their damage threshold so that they properly roll onto their backs when wounded instead of glitching out.

sudden geode
#

Red face, bulging eyes and bloated cheeks when low on oxygen.

autumn brook
#

Give bulk detonator loud screech or roar sound whenever he appears

ripe smelt
#

Distort the music pitch whenever you are about to run out of oxygen

waxen mesa
#

Make the loot bug spit out ONE big gem instead of coming all over the place 😛

haughty marsh
#

Jury-Rigged Boomstick has always been garbage (at least as far as I have been playing). It needs a serious buff or at least a lot more ammo. It saddens me that I can have a whole pack of Glyphids in front if me and only one or two die and a few get damaged somewhat. Very underwhelming.

soft lion
#

I would love to be able to unbind scroll wheel from changing weapons ingame. It's not something I want to use or even accidentally use, but currently the only way to get rid of it is manually on our end and not ingame. Hybrid buttons too would be nice to change like Shout/Laserpointer so that the Shout hotkey isn't tied to the Laserpointer at all.

bronze raven
#

Option to disable/minimize particles that are created by disconnected terrain (EX: Placing a platform in the drop pod/mine head, mining out a crystal)

frosty swift
#

Ability to turn of enemy 'name plate' from marking, or have it turn off when we have a gun out and pointed toward that enemy, as sometimes those name plates obscure weak points (namely on wardens) at times, making them harder to hit, just because some one called out a high priority target (can also make eyes on spitballers/nexus harder to spot at longer ranges too)

cerulean canyon
native ruin
#

Beer concept suggestion Name:"Red Sugar Radler" or "Red Sugar Shandy" Slogan:"It's highly addictive!" Effect: increased movement speed buff. Beer visual detail the beer mug rim is frosted with Red Sugar.

balmy stream
#

For a deep dive modifer for Point extract. Imagine having a minehead already there but filled with parasites. You would have to fight the minehead before you got around to actually collecting the aquarq.

balmy stream
#

also those turrets have limited ammo so if you actually wanted to have those turrets work for you you have to kill them fast.

undone frigate
#

#@!%$ iron will skill fix it, I gain hlth and still die after iron will runs out WTF

frosty swift
#

Suggestion: if there is a nameless horror, count it as being a bulk detonator for suppressing bulk detonator spawns

grizzled lichen
#

Gears of war style active reloads? Oddly enough I think it would fit with the game

viscid fulcrum
#

A fix for Molly to not always follow players during large fights, such as swarms, dreadnaughts and bulks. Often it gets in the way of player movement and shots. There is zero reason for it to be constantly moving about uselessly. Especially if I tell it to sit somewhere in a corner, then a few seconds later when I'm not next to it it thinks it's a great idea to move all over the place with no goal in mind other than get me or my allies killed.

hearty heron
#

Instructional Posters dotted around the space rig or loading screens or something, with gameplay advice couched in very "PSA" styled language. Like reminding Scouts to use their flare gun: "You can't see them, but THEY can see YOU! Light the way for Deep Rock Galactic!" Or keeping an eye out for Cave Leeches: "The caves have danger in all directions! KEEP YOUR EYES UP!" Or encouraging everyone to make liberal use of their movement tools: "Your greatest enemy is the ground beneath you! Carve new paths and build new bridges for safety and productivity!" Just some neat flavor stuff with a practical use that fits with the theme of the game

formal garden
#

Make a "fall" animation a little bit brutal instead laying - dwarf falls on his knees, then - on ground.
Also, after he falls, he could tries to get up by his own efforts, but fails every time(it's also just an animation).
If glyphids bites a fallen dwarf, he cover his head wih his hands and shrinks.

proud coyote
#

New enemy: Pheromones Exploder
Basically an exploder that explodes just like a Dreadnaught pheromones shot/egg and makes all enemies target just the affected player(s)

still ridge
#

In my opinion the idea of adding deep dives and elite deep dives has been a great concept. I looked forward to the update with a big smile. I know many players that only want to play Hazard 5 due to the back that anything below is simply not challenging enough. The truth is that this game does a great job at entertaining casual and semi-competitive players. This means that even players who take this game somewhat serious (in a competitive way) are also generally happy from what I see.

Now here comes the other side of what I think deep dives are missing. Or perhaps H5 is missing something, it could go both ways: for those players like me, that like extreme challenges vs extreme rewards/risk, there are not yet sufficient possibilities. Hazard 5 in 80% is not that much of a challenge, also keeping in mind that my teammates aren't kiting professionally and neither are they very co-op oriented most of the times. As a result, a fully premade team of extremely competitive players will have an easy task completing H5 mission. In addition, I must say that the elite dives are not at all challenging. Now I have written a lot of information, but what am I getting to, you might think? Well, please consider the following;

The longer the game exists, the more people there will be that know how to deal with high hazard levels. Furthermore, more and more dwarves are joining the game, seeing as it is still in development. I have a considerable amount of hours on this game and I have really been enjoying it. However, I truly believe that the community needs more options for when it comes to high level competitiveness.

tender furnace
#

The ability to control Bosco on the spacerig with its FOV. The dwarf controlling Bosco would have an animation where they are holding a controller and using it. Is the scout's grapple really better than flying?

unique forum
#

allow us to interrupt menaces from digging or hiding if we stun them or make them fall to the ground when stunned

weak perch
#

Maybe let gun paintjobs apply to the dwarf's armor?

final solstice
#

I'd quite like something to do with the overclocks I keep getting that I'm not ever going to use? Maybe I dunno exchange it (permanently perhaps if they're set allotments?) for half the cost you'd need to craft it or something? I'm never ever going to use the M-1000 mod that makes the focus fire do less damage, I'd like to get something for the effort of doing those missions it took to get that reward.

reef swallow
#

Most players don't see an incentive to help other players with deep dives after they finished it themselves. The risk-reward and time commitment just isn't very worth it. So as the week goes on less and less players will be doing deep dives, leaving anyone who didn't jumped at them immediatly after they become available with little option other than completing it solo.
So how about if, after completely finishing a deep dive, helping other players complete their own deep dives would give the assistant some goodies?
e.g. I finish stage 3 of a deep dive. If I join a team of two other players who haven't finished their deep dives yet if we successfully finish stage 3 I would receive two "rewards" for helping two players.
That way it's worth for those who already finished their deep dives to check if someone needs help with their deep dives, without encouraging players to spam the same deep dive all day to grind for xp and credits.

signal fractal
#

Discord server suggestion: give us continents as flairs just like scout, driller... EU, US, etc., so we can see who we can actually play with. Not much use to join a game from another continent in #lfg-steam . Also make it a rule that ppl post what they actually are gonna play in #lfg-steam, all those invites are totally pointless atm cause you don´t even know what haz they wanna play

proud coyote
#

Add something like a 5% chance that an exploder can be a "dud" and simply just pops without actually exploding. I think this could lead to some funny/lucky moments 🙂

edgy ocean
#

I've been testing out the Hyper Propellant mod for the PGL and I feel like it needs a buff, or some tweaking to the drawbacks. The reduced radius already nerfs the area damage to almost nothing, so in practice you will typically only damage one single enemy per grenade and that also requires you to achieve a direct hit. The reduced ammo also provides very little endurance in combat. Compared to a regular unmodded PGL this is practically useless on hazard 4-5 because you're trading the ability to wipe out whole groups of enemies for the ability to kill at most 5 individual enemies, probably less.

So my suggestion would be to change the drawbacks to further emphasize the direct damage aspect of this overclock. Instead of reducing ammunition by 40% (that just makes the weapon terrible) reduce AoE damage by 50% and leave the ammo the same as the base PGL. This turns the PGL into a direct fire "antitank" RPG sort of weapon and having 8-13 shots to work with makes it a more practical secondary weapon compared to 5-8.

cerulean canyon
#

Have Molly follow the player carrying the most ores and things?

abstract dome
#

Shockers not being able to attack you from inside the pod? Only because they often attack you from inside the walls of the drop pod, and It can be hard or frustrating to kill them while you're getting hit.

true cedar
#

At the end of each match could we have a damage done counter. The amount of people doing next to nothing is becoming overwhelming. I have to do my elite deep dives solo.

#

Also maybe something to remind new players that they have equipment the amount of games where no flares no ziplines no pads and no drilling being used is astonishing.

bright pendant
#

I am a humble man with but one humble request:

I want to be able to pick up, carry, and throw loot bugs

true cedar
#

Faster flare recharge in solo mode.

rustic herald
#

Tables with unconscious dwarves at the Abyss Bar

hot onyx
#

Minigun jumper overclock
Lets have a gunner space program
Or a brt jumper overclock

still ridge
#

Drinking games at the bar

proven peak
#

Suggestion:

push experimental updates on mondays only!

This way you dont ever make the game unplayable for an entire weeked, during a sale, ever again.

queen flame
#

Just so things make more sense, make effects the linger in the air dissipate quicker during high wind eg. sandstorms and blizzards

bright totem
#

platforming could use manteling 🙂

copper horizon
#

On the deep dives, there should be a bigger penalty for getting left behind. For example, respawning without any ammo and minimal health.

west maple
#

I always find myself lowering down the notebook's volume at splash screen and raising it again after it starts.

carmine ice
#

💡 Why does the Depth counter count backwards when diving deeper in a DD??

oblique plover
#

can we pls get the possibility to put our own songs into the juke box

swift birch
#

Suggestion: list of completed deep dives and times.

idle delta
#

What if shield generators gave oxygen in low oxygen missions?

near glacier
#

I don't think this has been suggested: move terrain collision client-side. Would help a lot for playing with friends in far-flung places!

rigid tree
#

For the breach cutter i propose replacing either "Explosive Goodbye" or "There can only be one" with a mod that increases damage the longer the projectile has been active
This will incentive using the gun at longer ranges, indirectly buff the projectile lifetime mod, and replace one of the rather underwhelming T5 modifications

vagrant fiber
#

Put overclock costs on the forge history, having there be a blank space below the names in the history panel looks a tad weird

trim lily
#

An option to have the MULE not move unless you place a marker would be nice

brisk trail
#

Anyone else feel like there's a few too many fire jets in the magma zone? There doesn't seem to be a safe place to stand

wraith zenith
#

I think the M1000 could use a matrix core that adds in a modeled scope on the gun that has a almost super focus/zoom and possibly an increase in damage the longer you are zoomed in, but the negatives are the inability to reload the clip until emptied like the M1 Garand, terrible hip fire accuracy, and tunnel vison when scoped (Like looking though a telescope pretty much) This would make the M1000 pretty much an actual sniper rifle but focusing on the fact that it needs to be used like one. Besides, who hip fires a sniper rifle?

jovial flame
#

Ok so I have promoted all my dwarves at least once and was losing interest, but I found I really enjoy playing with new players, teaching them stuff and getting a few laughs along the way. And it gave me an idea. Why isn’t there a “Trainer” mode for high lvl promoted characters? I’d give up my XP to help my team level up faster. Say it made it so you didn’t get XP but it gives a 10-20% hazard bonus to the mission.

proven peak
#

How about each character having native buffs to certain items we dont normally have the ability to upgrade.

The scout could have an upgraded laser scanner with the ability to ping multiple locations for longer periods to help him mark ores and other high importance things for the team.

The driller could have an upgraded terrain scanner that shows way more information then the normal one, things like ore locations in a short radius, allowing him to steer his self made tunnels better.

The engineer could have a larger revive container, carrying a large thermos instead of a canteen, allowing him to revive team mates faster.

And the gunner could have a much more powerful flashlight to help him illuminate targets easier.

median solstice
#

Make doors open faster so you can run through it without bumping into it

ripe smelt
#

Prevent the same biome being selected twice in a row for deep dives

bright totem
#

I've just got the game for my friends and I and have about 15 hours in so far, so I apologise if I am talking about things that are in the game but I just didn't experience yet. Overall, I've never been this engaged in a game that was multiplayer (Prey would be my singleplayer king).

  1. Some comments: I did not enjoy the combat-heavy missions much. The exploration is top-notch, but the combat alone doesn't carry it for me. I think it's partially because of a lack of enemy reaction to being hit and enemies on the combat missions being "spongy". Spongy enemies are fine in exploration missions, but on the combative ones they should require a bit more cunning and strategy I think, because the environments are wide open and there isn't so much visual or platforming interest for players.

  2. introduce a malevolent actor/competitor as a challenger competing for an objective in higher-level play?

  3. Increase tension/scary atmosphere with a special enemy that feels more like a dangerous hunter that comes out of the walls, stalks and scares you alien isolation style. you can hurt it and it goes away but it will come back.

  4. don't go to 3rd person view for the ground-worm tunneling and carrying you with it to help keep immersion. It's one of the few times I noted being forced to 3rd person (I would like default "downed" camera to be a first-person as well, personally, but still allow clicking to see the other video feeds)

  5. Also, in general I kinda feel bad about coming in and killing things and pillaging 😦 I know that's what dwarves do, but maybe we could do something nice once in a while like plant some moss 😸 :

wet crane
#

Can we have a dynamic option for the Compass UI element so that it only shows when using the laser pointer?

outer moat
#

you guys are probably already on this, but are there gonna be extra bosses? bulk detanators and deadnoughts have been fantastic to take on! but a few more just for variety would be great! however again if you guys are already working on that then disregard this comment :)

robust nacelle
#

A chance for a "Cave in" where you fall into a new map with bonuses to loot, but added difficulty.

near glacier
#

Grenadier armor OC (if those become a thing): 2x the max grenades carried, .5x your max ammo for primary and secondary weapons

autumn brook
#

buff target prioritization (for engies turret) by making turrets deal more dm / stun / electrocute market target

proven peak
#

Simple suggestion:

Allow us to bring back unused nitra and be paid gold for it.

This would entice people to play smart, to not be wasteful with drops and ammo, and to try and save and conserve the nitra as much as possible.

If being paid gold for it would be too OP, it could be used as a new crafting material instead, which would fulfill the same concept here of trying to conserve it.

ionic schooner
#

Rivet gun

fast ibex
#

Idea:
BET-C Credits.

For every BET-C you defeat and Salvage, you are granted 1/2 a credit. Every whole credit grants you the ability to bring a BET-C on the mission with you. However, bringing BET-C will carry the risk of her getting corrupted by the Charge Suckers in the field, so you have to keep an eye on her.

ruby wave
#

One thing that I've thought of for a while because you have the option to turn off your head lamp. Why not simply make a boss that is tougher, not unbeatable, when it's in the light. Could give em a glowing spot or two in order to make them easy enough to see. Also because of it being holloween and there being a hair of spookyness with the game already, why not give risk levels where your limited to either one flair or no flairs having to rely on scouts or team work to navigate.

formal garden
#

May be place some Charge Suckers near Electric Crystals in Crystal Caverns? They could form colony (or just be larger then usual), which gonna be some kind of mini-boss or unique mob.
They will attack dwarfs with their tentacles, or shock themwith absorbed charge. If Bocko or Molly will walk near by Charge Sucker's colony, one of them will take control on drone or M.U.L.E. After killing a parasite, you need to repair your broken machines.

sour geyser
#

Mutation idea: Broken equipment

"Something is effecting your Flare packs, and someone smashed your headlamps. Managements really not going to be happy."

Effect: half as many flairs and Headlamps will go out randomly throughout the mission

haughty ermine
#

Make berserker apply to drills

lime heart
#

Update the weapons in the memorial halls, it breaks my heart to see scout holding a pump-action shotgun.

near glacier
#

Make flares look like little jack o' lanterns for Spooky Day

quiet kite
#

During Point Extraction missions, replace the "Where's Molly" lines bound to [C] with new voice lines that say something to the effect of "gotta haul this back to the Mine Head," and highlight the Mine Head's location.

midnight vapor
#

Populate the chat field with “player killed ____,” specifically stationary targets... Spitballers, spawners, and dreadnought eggs.

maiden harbor
#

Can yall like... nerf the ghosts or something?

agile ledge
#

I have a pretty simple one, not everyone wants beards exposed, some want secure helmets to keep their beards safe. Not everyone wants their beards all messed up by the Mk3 Gunner Suit-Heavy face guard either. Change the Mk3 Gunner Suit-Heavy face shield into a beard style. So gunners that want to show off their beards can, and people that want helmets can have those too! (gotta protect the beard brother! Rock and Stone!)

plain trout
#

hard cap of detonator spawns. when you get 5 on a haz 3 salvage its clearly a bit inbalanced

balmy stream
#

game too ez add mactera detonator

unreal grotto
#

In order to make balancing out the Breach Cutter a bit easier, I'd like to suggest that the weapon be given a 'Minimum Damage' mechanic. Where the first tic of contact with an enemy does a large chunk of damage (maybe somehwere between 75 and 100?) and then further tics of contact does chip damage as normal. (Of course to balance this, chip damage needs to be reduced considerably).

This makes the weapon more consistent and useful at any angle and speed as long as the player is hitting the target. Every shot becomes more consistent, and makes the weapon easier to balance to be competitive with the PGL.

austere spruce
#

It would be nice to have a little more information shown on certain things, In particular with engineers turret related upgrades, it would be good to display the damage stats for the overcharged shot so when it comes to building a loadout we have access to more info. Still trying to work out what the base damage of the turret whip is

narrow aspen
#

Huuli Hoarder boss — crafting minerals clown creep boss
After killing Huuli Hoarder his larva appears and trying to get to Molly fast. If it wasn't killed before getting to Molly, it infects mule and start running away from dwarfs dropping minerals while attacked (like with original Huuli), minerals are depleted from dwarfs storage. He runs faster than uninfected mule and stops sometimes trying to dig and escape, but can't dig and continue running. After killing infection dwarfs find bonus minerals inside Molly.

crisp obsidian
#

Loot bugs gain the ability to leech onto your back and steal your ore if you get too close with stuff in your pockets

trail birch
#

Seasonal Biomes.
Completly new ones or altered ones, doesn't matter.

Fall with ... uhm. trees without leaves? I think? Or just halloweenpumpkins..
Winter Glacial Strata with sugarcanes and stuff. (you had presents and baubles I think added last year? which was cool)
Spring with giant apocablooms and stuff in Bio-Biomes.
Summer ... you get the idea.

near glacier
#

Your character should say something when you're the last dwarf standing like, "Guys? Guys!?"
Just to be sure you know you're the last one.

hot shard
#

Ability to watch a replay of DD's and EDD's just to see the amount of tryharding you and/or your teammates did.

ruby wave
#

So I've seen people mainly complaining with the dark morkite drink. I don't think I saw anything about plans to change it's effect or for people to stop whining about it. Considering that it's already the most expensive drink why not make it a 5% increase to minerals. Yes a bit worthless for deep dives but those are random anyways and can be 3 maps of worthless if no mining comes up. (Also question, am I the only one that prefers single missions to deep dives?)
Can we maybe earn our way to "clean" overclocks? Still have weak ones that aren't too risky, normal ones that give and take, and ones with tons of downsides with a good boon. But instead of the weapons staying like that a level system for the non clean boons? Slowly upgrade the negatives away on an over clock. (Or at the very very least tell us what the stat trade is vs saying little minor major. That feels rather user hostile.)
Also, can we get a correction to the info on the NUK17. something in the more info saying it combos with the scout's IFG. "Gives 30% more damage to enemies that are suffering a movement penalty" (unless the wiki is wrong.)
Finally just a cosmetic idea, but mission control lines coming in gargled every time you unearth or deposit an error cube. Perfect chance to leave a hidden message or two in the game.
I was going to ask about drinking boons as well (like getting an achievement, or a hazard type map, or just a danger boon but I see that's been asked a lot.)
driller Dig though that wall of text drillers. driller

sour valve
#

yknow, it would be cool if the red Iron Will icon, like, drained to empty as it runs out. so you can visually see how long you have until your iron will ends and you go down. kind of like how the symbols for fire and freeze fill and drain as you're exposed to hot and cold stuff

sharp spire
#

One Idea I would like to see with the perks is expanded grenade slots. Have it far down by like Vampire and after. And it simply just gives you an extra grenade and if their was a 2nd, upgrade it gives you 2 grenades. Interplanetary_Miners_Union

radiant solstice
#

Suggestion: Bigger cosmetic rewards for high levels. Because recently I see low level looking really bad ass because they had a lucky find. This feels unfair, for higher level drawfs. (Could be bought with credits because at a certain point they became useless)

carmine ice
#

💡 Spiky and HE grenades should not have an initial fear factor, only after they explode should it trigger the AOE fear effect, When those 2 grenades have AOE fear factor upon tossing, it reduces their ability to be used effectively against groups or intended targets, big time.

crisp obsidian
#

If a Fat Boy grenade from a overclocked engineer grenade launcher hits the weak spot of a Radioactive Glyphid Praetorian, it should make a giant nuclear explosion

weary compass
#

Match all the driller's flamethrower canister colours so that it's less jarring reloading a red can for it to turn orange.

wet crane
#

I think the minimal UI needs these 3 changes:
-Dynamic Compass that only shows when using the laser pointer or viewing the map
-Show the Character Icons when someone is using their microphone
-Add ammo indicators to both the deployable shield and satchel charges

misty berry
#

PLEASE: you still havent reworked the Skills and perks as you once promised you would do. Those skills are still only a placeholder you cant really have your own build because there are only 5 useful perlks out of 40 and everyone picks the same. This is the only thing that keeps me from sinking more hours into this game and the fact that you didnt deliver on your promise no matter how small it was.

crisp obsidian
#

Mactera Grabbers should try to steal large items like pearls, gold chunks, jadiz, etc etc etc

inland sparrow
#

It's always exciting to see Sandsharks scramble the team with their unmatched speed and precision. What if there was a glyphid that shared some of these characteristics? It's armored, agile, and didn't work to kill dwarves, but instead bite them with a venom that leaves them in a condition most closely comparable to complete drunkenness. Just an idea for a new, rare enemy type to keep the team on their toes

shadow nimbus
#

A mission type including Mini-M.U.L.E.'s for players to use (therefore making salvage operations a bit more relatable).
Possible design for these missions:
-could be like point defense (Black Box style while the mules are performing some action)
-escort missions/payload style mission (same as above but the defense zone would be mobile)
-special gem/material recovery to assign to each mules
-a mission where you place mules to trigger a boss encounter or why not a chasing monster that can't be killed (like a Haunted Trawler or something else that slows down progress while on the move to the drop pod) while you're trying to return/fix the drop pod

solid forge
#

On salvage missions add some broken terrain so it looks like the last team actually did some mining before getting killed.

frosty shuttle
#

Change the way vampire works. Instead of getting a fixed amount of health you get more or less depending on the enemy you kill. Small enemies could either give 1 or no health.

balmy dragon
#

Similar to the battery packs, some object could rarely spawn on the map and interacting with it could start some kind of event, like a drill that starts fracking for gold or some other material, but has a high amount of arachnid attraction as a challenge. Kind of like BET-C but more deliberately activated.

narrow aspen
#

Option to toggle "Always run when possible"

solemn summit
#

let me 1 up panishev, toggle pickaxe button (could be bindable to another button, or actives on double right click or both) and toggle forward (W) button, which would deactive when user inputs WASD

fast ibex
#

What if the "Mineral Trade" functioned like an actual market?

As in, prices for buying and selling fluctuate depending on certain factors (idk what they'd be)

formal garden
#

An unique skin of drop pod for Deep Dives - different color, some extra metal sheets on a walls e.t.c.

edgy ocean
#

The "Homebrew Explosive upgrade for the PGL could use some clarification. It says that it randomizes the damage between 80-140%, but it doesn't say if it also randomizes impact damage as well as AoE damage.

crude kernel
#

A "Greenhorn" helmet, like a viking helmet but with green horns, specially available to either low level accounts or low level characters, that disappears when you level up

covert siren
#

An icon / edge of screen effect to tell the player if they're currently running or not.

sleek stratus
#

Will we ever get to fight an adult dreadnought?

alpine patrol
#

Suggestion for bosco carrying a gem:
Laser pointing molly or the minehead will make him carry it over to their location and drop it there

drowsy dome
#

An ability to change dances by pressing mouse2 when listening to jukebox (mouse1 already in use for drinking)

maiden harbor
#

Also regular Deep Dive is too hard now. It's like I was playing DD Elite when I was just doing a regular one.

soft lion
#

Allow Bosco to be grabbed by the Cave Leech and have to be saved by the player. Bosco must know how it feels to await rescue! rocknstone bosco

ornate robin
#

let the parasite modifier resurrect dead bugs

edgy ocean
#

Simple quality of life upgrade: When you ping a wall or floor that is nearby a buried object like an enor pear or jadiz, have that ping display a message as if you pinged that object directly. This way other players will immediately read your ping as "ENOR PEARL HERE" and not just "Player 1 pinged the ground" with no context.

proud coyote
#

Make the haunted horror be temporarily stunned by bright light (eg. throw a flare at it), and/or move a bit slower in lighted areas. It is a ghost after all 🙂

quiet kite
#

Magma Core Macteras now occasionally include Magma Macteras about 10-20% of the time.
-The little ones will spit fireballs that are slower but ignite your dwarf on contact for additional damage.
-The goo bombers spit firebombs that crater the area on impact with about half the radius of a Dreadnought fireball crater. They will also fall to the ground and explode violently if killed with Goo Sacs intact.
-Magma Grabbers will attempt to grab you as normal. However, instead of carrying you off, they will immobilize your dwarf for a few seconds before exploding, unless first shot off by another dwarf.

fast ibex
#

Mutator idea:
Territorial Bugs -

The map is split in half (not physically) with a Dreadnought on one side, Bulk Detonator on the other.

The different bosses have claimed "Territory" which they will chase the player in if they are spotted in that area.

Should you somehow manage to get the Dread and Bulk to meet, a territory war will begin, during which ALL Glyphids in that area will ignore you and fight the other side

half wagon
#

New Creep Idea: Glyphide Eater

#

A "Frog" like Creep that often hide near Swamer-Holes. It catch and consumise Swamers, after 3-5 Swamers it Grow and hide now like a Beartrap on Ground. Now it hunts normal Gyphids. After eating some it grows again. Now is it eating Glyphids, Mactaras and Dwarfs. The Damage is going up.

velvet salmon
#

Platform gun overclock that makes the platforms shoot out at a higher velocity so you dont have to account for distance, maybe the drawbacks could be a magazine size reduction and reload time increase, or maybe modify it so it works like Scout's M1000 where you have to charge and let go of M1 to launch at a higher speed

fluid coyote
#

Glyphid Stalker:

A black bug slightly smaller than a grunt, with a small body and 4 long, thin legs. They scurry around quickly and constantly make loud chittering noises. They spawn in groups of 15-35 They are passive in the dark, but when the area is lit up, they will pause for a moment, wait a second, then scream collectively and charge.

The main point of these bugs is to sometimes make whether or not to light up an area a decision. It would also be a really creepy experience working in the dark, and you know those things are all around you.

rustic herald
#

A drinking contest minigame that you can bet credits and minerals on, where the normal passing-out limit is removed and instead dwarves must be able to do some sort of puzzle or skill-based task while getting increasingly drunk, with extra/reduced points based on the drink.

sleek matrix
#

Give Molly an onboard AI voice that talks mad smack at the dwarves. Like when they call for her she can give them serious sass. I think it would help to build up the relationship between the dwarves and the Minecart. Personally I see her being extremely sassy, but perhaps not. I think it would just be cool to have more call and responses between characters and Molly is mute.

rustic herald
#

How about a completely meaningless "Social Skills" skill tree that has various abilities like "higher alcohol tolerance", "Geology Degree", and "Increased Racism towards Elves"

It has little to no actual effect i the game besides giggle factor, or Room/Bunk personalization.

narrow aspen
#

Deep Dives and Elite Deep Dives leaderboards
Sorted by fastest completion. Probably will have to make different leaderboards for different amount of dwarfs in party (4, 3, 2 or solo).
Optional: give first places special badge near portrait for the next week

tepid crescent
#

Is the direction the zipline sends you towards (when you first grab it) randomized? If so, I have a suggestion. Always have the zipline's initial direction it sends you in be to the end of the zipline you are farthest away from. More often than not, that is where you will want to go. It also adds predictability: if you know you are hopping onto the zipline closer to the end you want to go towards, you know you can quickly tap to change to that direction.

oblique plover
#

Deep dive suggestion: Put a program in place, so that it isn´t possible, that the same biome can ever be chosen twice.
Example: DD and EDD cant be both salt pits.
Example 2: If Last week was Salt pits and Glacial strata, the next weeks deep dive will not have those 2 biomes.
This should ensure that we wont have the current problem where we have a Sandblasted corridors biome for the third week in row and it will bring more variety.

crisp obsidian
#

Engineer Suggestion: A series of Overclocks for the platform gun that change the shape/orientation of the launched platforms. Examples:
Vertical Expansion: Makes it shoot a vertical disk instead of a horizontal one, much harder to stand on but good for making walls or sealing tunnels, reduces ammo.
Dome: A flat disk with a domed top, giving you a bit extra height over the normal platform, but slightly less ammo.
Extra Large: Double size platforms but 1/3 ammo storage.

vapid lily
#

let non promoted player play deep dives if they are playing with a promoted player

near glacier
#

Been suggested before, but: I'd love some cross-character dialogue. The little intro lines from the drop pod are nice, and I can easily see some silly stuff being said between dwarves. Scout would be sassy as heck, Engi would be the logical critic; E.G. "You know, bombs and bullets ain't always the solution..." to gunner. Maybe have some clever comeback.

Oh, and for Karl's sake,
Make the Skeleton Crew helmet match uniforms.

frosty swift
#

Suggestion: ability to 'paint' beards in a 'spray booth' style where we could custom paint the entire thing how we wanted, not just choose an over all color/pallet, and instead purchased colors would be selectable in the beard painter

elfin kite
#

CAN YOU DEVELOPE A MAP THATS A CIVILIZATION DOMINATED BY GYLPHIDS

ripe hinge
#

Single species mutator: the game picks one random enemy and that is the only enemy you encounter the whole mission. can be mactera grabbers or bulk detonators. pray to god it isnt dreadnoughts

crisp zenith
#

Is it just me or does this game need some added difficulity? I really loved the deep elite dives because the added a challenge but it could be cool if we had something that was even tougher to beat. Something you would perhaps need weeks of strategizing / trial and error to even come close to beating.

crisp obsidian
#

The unknown horrors inside Haunted Caves should fade away and reappear after a certain time. Perhaps after it kills someone it will be satisfied and fade away for a minute or so before reappearing in a new location.

narrow aspen
#

Daily Assignments
Random mission with 2 negative mutators + 2x EXP mutator (or mineral mania or gold rush). Same mission for everyone, players can pick difficulty. Can complete only once a day.
For now game has little to no progression for veteran dwarfs. Deep Dives are fine, but it's only once a week. Just add one more incentive to return to DRG every day.

lean haven
fierce mica
#

Suggestion: rename the Mini Fixer achievement to Percussive Maintenance, or add another achievement that fits the name.
Alternatively, add a perk with that name.

Really, I don't care what you'll do with the name, as long as it's somewhere.

solemn summit
#

make it so stubby's electrocution has entropy, more chance to shock for each shot that doesnt electroduce

late snow
#

Make an equipment option to leave flares at home. (Including Scouts gun) drgbeer 😈 😈

cunning stump
#

Have it so if you Forge while drunk whichever Item you try to craft instead is Re rolled at a 10% cost of the original recipe

edgy ocean
#

This game mechanic probably hasn't been tweaked in a while but you should increase the "minimum thickness" of terrain that glyphids can spawn from. It look and feels ridiculous when you see 20 glyphids claw their way out of an icicle the size of your leg.

This would also solve the issue of glyphids "digging" their way out of the mine head and it's metal mesh platforms. Or more rarely engineer platforms.

zinc smelt
#

Additional splash-screens on mission failure or mission completion

Examples:
Mission complete- Cut to (surviving) dwarf team clanking mugs of beer at the bar.
Mission Failure- Cut to dwarves being tended to in the infirmary.

misty bridge
#

For Magma Core, the lava that results from minor explosions, i.e. Autocannon, grenades, exploders, should fizzle out/cool off after a certain amount of time

wild storm
#

Flying enemy:
Kalimak Photovore
This creature resembles some strangely adorable cross between a moth and a bat and loves objects that give off light. Photovores nest near naturally-luminescent crystal deposits and have to constantly harvest more to keep their nests lit. They will snatch flares, both thrown and shot from a flare gun, to deposit near their nest, and will not otherwise interfere unless things get dark again.

Photovores are skittish but not overtly hostile. They will not steal flares the players are looking at, and attempt to stay out of line-of-sight of as many dwarves as possible. If you place a large number of fresh flares in their nest, they may even fight alongside you for a short time as thanks. If you damage them too much in a short amount of time, they will turn on you and stop trusting you. A Photovore colony will immediately descend on you if you deal a threshold of damage to the nest or kill one of their hatchlings.

timid grove
#

The Lethal Enemies Mutator should be removed, even if only temporarily, as right now all it accomplishes is making enemies tougher by stat increases rather than anything actually interesting. (Also I am a bit salty about the Elite Deep Dive because of it, so take this with a grain of salt.)

oblique plover
#

fix hitboxes, update made the glyhids get supernatural stretch arms

edgy ocean
#

One annoying thing I've run into when playing Driller is exploding geysers. If you drill up from underneath you might hit a geyser and instantly die with no warning. This is common on Point Extract when the mine head is on an elevated plateau.

So my suggestion would be to extend the geyser down into the ground and either create visible cracks and or recolour the ground beneath it (like swarmer nests). This would give you some idea that you are digging towards danger.

trail birch
#

Remove clipping of those, or make them NOT drop onto the drillhead. They block your own way and are annoying as heck 😦

proven peak
#

Throw back suggestion.

Upon finishing a mission. It should say "mission complete" only if you achieve just the primary objective, it should say "mission accomplished" upon completing all objectives.

Old school star fox 64 players will understand lol

shut rivet
#

Please let us open and properly use the chat in all terminals, including the equipment one.

narrow aspen
#

Let us scroll through chat history

chrome path
#

I want to petition to rename Subata (driller's first secondary weapon) into "Bug Massager".

formal garden
#

It would be cool if corpses of burned glyphids dispel literally to ash after death, and not just disappeared.
Just new animation, nothing else.

tulip dust
#

Similar to a previously made suggestion, but I'll put it here regardless:
Have an option to make the grappling hook controlled via toggle, so click once to shoot, and a second time to let go. This would have no change on what the scout can do, but would just be more reliable for those with higher latency of shaky fingers.

abstract dome
#

The option to switch between using the supporter glyphid slammer, and the regular glyphid slammer for supporters would be nice. I actually prefer the regular.

stark flame
#

do so betc's mines doesnt have the ability to damage the dreadnought egg, have had a couple of times where we werent ready n were low on ammo n betc would throw a mine on the egg because of a bug crawling on it

livid echo
#

Not sure if anyone has suggested this before; but, could we eventually see cosmetics for the support weapons as well? I really like the thought of the trophy hunter skin on the turrents.

charred quarry
soft lion
#

Make the shout hotkey ('X') call Bosco over to the player without dropping his payload, and then allow the player to HOLD 'X' to make Bosco drop his payload. This would make Aquar and Egg missions a lot less frustrating when Bosco just refuses to bring objects over to the player and instead taunts you with it, holding it just out of reach.

This would require the removal of the combo hotkey shout/scanner (I'm not sure anyone actually uses the scanner from this key).

quiet kite
#

I got a pretty positive response on the subreddit so I'll chuck it here too:
Allow the Breach Cutter to carve terrain. This would not be (very) useful as a long-range mining tool since you would just be getting a thin straight line of terrain destruction, wherever the plasma touched. However, with the new floating-terrain code, this would allow you to use the Breach Cutter to cut through crystals/pillars/etc to cut them down speedily.

After all, it is a modified mining tool.

eager mortar
#

Maybe a Sumo Chon-Mage for hairstyle?

Also better turret target acquisition?

proven peak
#

There should be a beer that increases the recharge rate of flares

crisp zenith
#

When you are in a private game, deep dives will automatically launch on public unless you set it to private every time. It could be nice if it remembered your last choice.

placid ridge
#

Mule events during extraction. Maybe Molly breaks down and needs to be hammered to walk again, or gets stuck on something in the environment, or trapped in front of a wave of enemies. Makes extraction more complex than just drilling or sprinting to the pod and defending against a pseudo wave.

velvet needle
#

A new, more biological-sounding audio cue for when an alien egg is extracted. It feels a little weird for it to share the same sound with extracted minerals such as Jadiz, Aquarq, Compressed Gold, and Bittergem.

still pike
#

Option as host to have shuffled classes on launch for each mission. Otherwise, maybe a vote/pick position and if duplicate votes assigned it randomizes what you get. Often I like to play a variety of positions and having as an option would end those "do you mind if I switch" discussions that waste time 🙂

wicked ridge
#

Add skip option, or quick restart to death screen so we don’t have to repeat everything (wait 10, or reselect mission)

wicked moss
#

Suggestion: New area; The oil pumps.

An area filled with machinery and pipes which you can (accidently) break for them to drop slippery oil or any alien-substance we can pump from that damned planet, and it drips in the similair fashion like the goo bombers. Might be a slightly more arid type of biome, perhaps a dry sea sort of biome.

[[WARNING OIL HIGHLY FLAMMABLE AND SLIPPERY: WE DO NOT ADVICE YOU SLIPPING INTO A FIERY DEATH BREAKING YOUR BONES INTO A PULP WHILST MELTING YOUR SKIN OFF]]

Archeological excavation site:

Bones. Fossils. Falling ribs penetrating dwards. Large skulls that can close their jaws on you if you don't watch where that beard is flapping about. Spiky skeletal structures that slow you and hurt perhaps.
Both a boreal and a sandy version with different kinds of fossils and skeletons.

[[WARNING; BONES MOVING ON THEM OWN ARE NOT A POSSIBILITY, HAUNTED BONES DO NOT EXIST, STOP COMPLAINING]]

Dead dwarfs land:

A destination so vile and filled with horrors, a greenbeard would wish he went out quick by a heart attack.
A dark grim biome, made out of scrap metal,ash and bones.
Dwarfen skeletons everywhere, in cocoons, half buried, half eaten and just limbs and beards everywhere. The glyphids wear the dwarfs beards as throphies, a truly horryifing sight. Many dwarf pods from countless of failed missions, broken mules and roscos (good look on that extraction mission, ya elf)

[[WARNING; ONE MORE MENTION ABOUT MY COSY JOB AND YOUR BEARD WILL END ON A PRAETORIANS SLIMY JAW]]

#

Biome suggestions part 2:

Abandoned exile/surivivor dwarf settlement:

Dwarfs been here, Karl knows how long, driven out by unimaginable sized hordes.
Shrines, bearded totems, huts made out of rock, glyphid bones and old Deep Rock Machinery, all abscent of dwarf life but not of their spirit and culture, goodies in their huts if you dare destroying them (you monster) totems and shrines have mineral offerings to higher beings, highly intoxicating glyphid alcohol in large quantities.
The entire cave looks to be digged and hollowed out in hard rock.

[[WARNING; ANY EXILE DWARFS FOUND ARE TO BE HUNT AND CAUGHT ON SIGHT, THEIR CONTRACTS AREN'T CONCLUDED, THOSE CHEAPSKATES]]

stuck agate
#

My first suggestion, first off: I LOVE this game so much, my friends/clan plays it all the time. Huge fan.
My suggestion is small, but I'd love to see a tricorner hat available for cosmetics.

narrow aspen
#

Sniper Turret mod or Overclock for Engineer
Prioritizing Weak Spot of the toughest enemy in range, higher DMG, much lower Attack Speed, higher Attack Range.
Optional: narrow focus scan angle / can't target close enemies

muted smelt
#

What's going to eventually add to enough frustration to kill my desire to play this game, is the abundance of things that remove player agency. the rollers. the sand shark. the grabbers. the leeches. often with no warning, or chance to react. very little counter play to be had when things like their sounds don't always play. when they start chaining together, and there's literally nothing to do but wait until the game lets you play again, it's very frustrating. i'm not sure what a good solution be, maybe adding a "wiggle to escape" like the frozen state, but personally i'd like to see their entire removal from the game. i just feel it's poor design to remove player agency as a form of difficulty.

thorny pond
#

promotions past the first promotion should give you an overclock guaranteed for that specific promoted class

wicked ridge
#

A new mode OR enemy whos blood or turns blood is/into "ACID" a new substance that can melt any surface! Imagine lots of enemies bleeding or dying and creating holes everywhere

unkempt thicket
#

optional overheat bar next to the crosshair for gunners minigun so you dont have to keep looking down at your gun to check if its about to overheat

edgy ocean
#

You need to give the Plasma Burster a minimum range/timer like all of the other grenades. Currently it's impact activated but it has a disturbing tendency to explode in your hand the moment you throw it, seemingly at random. Other players also appear to have a much bigger hitbox than they should because attempting to throw one through, over or just relatively nearby a teammate will also cause an immediate detonation.

All you have to do is make them like flame grenades, flame grenades will only activate on impact just like the plasma burster, but with a slight delay fuse that stops them from exploding immediately. This would let you reliably throw past nearby teammates. You could also throw a burster at the ground and run to clear the blast radius before it activates and destroys anything behind you, this is a common trick with the cluster and similar grenades but doesn't work with the (current) burster.

soft lion
#

Change to Turret Whip
Rather than being an odd "Shoot the turret and it gets a power shot" that it currently is, instead make it a mod where the turret favours shooting the same target you shoot with your shotgun. This could include a small damage buff to the turret's damage on the same target you've shot. It still fits the mod name but makes it more intuitive and give you better control than the current "Target Prioritization" mod on the turret itself that would then be replaced with something else.

edgy ocean
#

Not sure if this is possible or not but maybe you could add more than one ice texture so that if an enemy has glowing weakpoints they are still distinctly visible when frozen instead of being the same flat ice colour as everything else.

I say this because spam-freezing certain enemies sometimes does more harm than good. If you can't clearly see what you are shooting at you have a tendency to miss weakpoints and/or hit armour instead, which negates the benefit of the frozen damage multiplier.

rotund mirage
#

Flamethrower OC: No need to reload, firing for too long causes a heat-splosion, damaging both you and everything around you.

woven barn
#

Change the way enemy spawning works in point extraction, reduce the total amount of grunts/swarmers and replace them with elite enemies (Menace, praetorians, etc). Something like for every 20 grunts replace 10 with 1 elite enemy. Im getting an average of 1300 enemies in hazard 4 with 2 players, it's so much im getting frame drops when they start spawning just from their spawn effect (Only happens in point extraction).

near glacier
#

Suggest you can talk back to the Manager. Like when he's getting onto you about staying in the Triangulation Zone you can politely tell him about the master exploder detonating up your arse.

frank spade
#

Make a red mutator that has each announced wave have a much higher chance of being a dreadnought wave

oblique plover
#

you guys SRSLY need to introduce some natural achievements:

Skilled Veteran:
Acquire all perks

Overqualified Elder:
Acquire all perk points

This is my gun:
Acquire all weapons

There are many like it:
Acquire all overclocks

But this one is mine:
Acquire all weapons skins

I´m doing my part:
Acquire and finish your first IMU assignment

To hell with the first law:
Acquire all Bosco upgrades

Ps. all the cosmetics achievements excludes the gold skins for OBVIOUS reasons

#

oh also:
Add a lootbug event for your next big anniversary

soft lion
#

Tie the strength of gravity to the depth of the mission. So deep missions have higher gravity and fall damage is more dangerous, while areas close to the surface are the Low Gravity modifier we have now. Potentially modify the fall damage perk to benefit use during deep dives and deep missions in general (That is currently 15% fall damage reduction could instead be anti gravity boots that lower your gravity by that amount instead. This could also just be a new perk entirely).

soft lion
#

More colours than just Red Sugar! A green one that makes dwarves drunk as they heal more off of it and other colours that could be biome specific (or not). Makes possible up or downside to healing from non-standard colours of sugar (Risk/Reward)

sudden geode
#

Autocannon "Neurotoxin Payload" OC. Right now this OC is in very poor state and is nothing more than downgrade to AC. Rework it to accumulate multiple stacks of toxins, instead of refreshing existing one may help with situation and make it viable OC option.

patent eagle
#

Achievement suggestion: "Clever, aren't ya?" - ||Find the hidden developer messager on the space rig||

gilded mist
#

Overhaul the Ice storm overclock to apply a spreading freeze similar to how flames spread amongst enemies.

lethal warren
#

Wardrobe add - eyebrows - clean shave

narrow aspen
#

My opinion on fixing LURE as 100 hrs DRG Engineer, 500 hrs TF2 Engineer and 6 years in engineering college:
— Add 2 more Lures to total amount, from 4 to 6. Currently you need to throw at least 2 to lure majority of enemies around;
— Electrocute all enemies in all games currently played attacking it after duration or hp are over;
— Remove HP limit, make it just last for 20 sec;
— Make it activating on impact;
— Make hologram running in circles luring enemies in small area;
Add more dance moves
Not asking to add all of it, just one at least.

bold otter
#

"Come on and slam lads!" as a salute line when holding a Glyphid Slammer lurking

quiet kite
#

Modify Lethal Enemies so that, instead of magnifying damage dealt, it improves the effectiveness of special attacks.

Praetorian barf gets a wider cone of fire or a shorter recovery period,
Web/acidspitter debuffs last longer if they land.
Mactera Grabbers need to take additional damage before they call off their attack/drop a grabbed dwarf.
Wardens buff additional stats besides defense and health regen.

Stuff like that. Specifics are not set in stone and I just threw those out as examples. Basically any kind of ability that isn't just attacking in melee gets enhanced in some fashion, so that it's more threatening or more difficult to evade, without directly dealing more damage.

sage wedge
#

Potential Mutator: Dusty Caves

"Making those weapons "Nice and Oily" isn't such a good idea when it catches so much dirt."

Player responses:
"You gotta be kidding me!"
"Aghhh, NOT NOW!"
"What!? I just cleaned this!"
"Huh, I guess beer isn't good lube afterall."
"I'm jammed! Cover me!"
"Should have just brought a BOSCO..."
"Crap! MISFIRE!"
"Oh come on!"
"I'm NOT going down like KARL!"
"Better equipment? MY DWARFEN ARSE!"

--Chance for weaponry of all classes to potentially Malfunction/Jam after firing. Can be fixed by reloading.
(Engineer)
--Sentry Turrets must be rebuilt in order to clear Jam.
--Grenade Launcher fires off rounds that don't detonate, only dealing impact damage.
--Insect Repellant has a chance to ATTRACT enemies rather than repel for a short time, visibly gives off pheromones.
(Gunner)
--Minigun has a chance to spontaneously Overheat.
--Ziplines have a chance to break while a Miner is riding them.
--Shield Generators will short out early and have a longer cooldown.
(Scout)
--Grappling Hook will instead not fire and recharge again.
--GK2 and Zhukov automatic weapons have a chance to runaway and empty their magazines.
--M100 Eject's it's clip early, forcing a reload.
(Driller)
--Flamethrower ejects it's fuel canister regardless of fuel state, causing a pool of flames where the Driller stands.
--Satchel Charges have a chance to not detonate, results in distinct noise and different coloured light of inert charge.
--Drills have a chance to leak fuel when used, vastly increased fuel consumption for first 50%.

wooden laurelBOT
alpine patrol
#

[Burn and Electrocution DOTs stack]
Right now, builds like electric SMG and burn FT are underwhelming because their direct damage builds are more reliable at killing bugs. This isn't an issue with the weapons but with how DOTs apply their damage. Using stubby as an example, you sacrifice direct damage to have a higher chance of triggering electrocution but once you achieve electrocution on a bug, electrocution damage is far too low to kill it in time, though oftentimes not even killing them.

If DOTs could stack, there are a few things that would happen:

  1. This incentivizes stacking % chance mods to trigger more stacks faster with the goal to achieving multiple stacks and kill things faster, making % debuff builds more viable alongside their other builds.
  2. This has potential synergy with certain mods, including;
    a) Sticky flames slows - the longer bugs are slowed and stuck in flames, the more burns they take and eventually build enough stacks of burn to die.
    b) Electric arc - the chance to trigger this effect increases as you build electrocution stacks on bugs, making beefy targets a favorite target to build stacks and spread electric discharges around it.
  3. This allows multiple dwarves with the ability to burn or electrocute to contribute without being redundant.
  4. There could be more focus on giving bugs resistances to those DOTs, making them even more distinct from each other and giving players the choice of deciding how they want to build their loadouts in response to those threats.

With the stack mechanic going forward, this could potentially open up even more ways to add new overclocks, mods, and weapons that make use of the stacking mechanic. Players would then be given more options with how they want to slaughter bugs and variety is fun. Rock and stone!

fallow river
#

While a commendation system has been suggested, I would like to elaborate on it.
At the end of each match, you can give someone a commendation (can only do it once). Collect 10 commendations and you'll be able to claim a 500 credit bonus from the community terminal.

ionic summit
#

I do not know if this idea has been mentioned before.:
What about something like Ellite Hazard 5, always with more than one negative Mutator, without any anomalies.
Idea is to bring and to show amazing teamplay and tactics when team face versus exploder infestation and mactera plague or something even worse.
Ellite Hazard 5 can be in different section.

fluid coyote
#

Add that little throwing strength bar to the Satchel Charge, I want to yeet that c4.
lurking axe YEEEEEEEEEET detpack lootpods

steel prawn
#

In the warning Regenerative Bugs make it so Menaces don't heal when they are hidden underground.

stark prairie
#

What about having a player level skill tree?

quasi knot
#

Not major but if possible give classes their unique buffs back/add new ones. Such as driller's that was lost during the pickaxe update, they had a pickaxe that needed 1 less swing to break terrain than the other classes etc. Engis could perhaps repair stuff a tad faster + refill PE turrets, not sure about gunner. As far as I'm aware right now it is the only the Scout/Gunner that has a unique buff over the other classes, with their "High-Intensity" thrown flare.

ember pendant
#

When viewing the server list if it showed how many stars the players had

shut rivet
#

Would be nice to have the Veteran Depositor perk's special ability that grants damage reduction near Molly to work near the minehead. Makes sense right?
But in case you're already aiming for that leaflove emoji, how about that: the ability will be tied to the rocket itself (after all, that's where we deposit stuff), so that when it flies away, the damage reduction stops working for a little more challenge at the mission's end.

versed rapids
#

Make flare gun projectiles stick to enemies and eventually burn them just like these cultists in Blood.

last wasp
#

I'd like to be able to see my own ammo % or specific ammo values on the HUD. An option to enable that maybe?

stable hatch
#

I'd like to be able to place engineer platforms off the side of the point extraction platform again, made moving off the weirdly placed ones much easier

tough nebula
#

There's already a two tone beard color, what about rainbow, plaid, polkadot,etc. beard colors?

wispy siren
#

Could we get a detonator that explodes with ice? I love the idea of individualized areas and would love to see something unique with the scariest enemy in the game

•ice detonator: similar to haunted, except killable. This snow white abomination damages and freezes you. Finally when you put enough bullets in it, it explodes frozen, covering the ground in thick snow and everyone around is frozen for twice as long as usual, hope you brought a coat for your beard

midnight sinew
#

Make a playable character that is a small bulk tamed due to managments experiments and that was upgraded with dwarf tech to be helpfull down there (Imagine a small bulk with a rope tied around its body riding a zipline with you)

edgy ocean
#

Suggestion: When picking a character in the lobby or when joining a mission, display all 4 of the player's characters posing in a line. This would be similar to the post battle screen but each dwarf would display the weapons you have equipped on them instead of being empty handed. The order of the dwarves and what poses they pick would be randomized.

Would be a nice way to see the cosmetics and other stuff you have unlocked on each of your classes.

foggy stag
#

I tried looking through the suggestion posts for a while, but most of the things involving cores were designs for new ones. This is more about a different way of acquiring them. Apologies if it's been suggested.

I'm coming to DRG from a long history with the Vermintide series, and there's a lot of overlap in gameplay between the two. There was a particular feature in their first title, which they ditched in the second, and is sorely missed, but maybe you guys could try something similar.

You already have weekly challenges, and I don't know if there are any plans to change how those work in the near future already. In Vermintide 1, there was a contract board. It rotated daily, and offered a random three weapons or hats, which would take a few days to a week of progress to earn, and daily missions which provided that progress. The higher quality the items or cosmetic, the more days it took.

Those details are somewhat unimportant. I'm bringing it up because it featured specific rewards, shown to the player to choose from, which rotates frequently. If I liked one character, and a cosmetic or weapon for them came up on the board, I could pick to work towards it.

The one thing that's mildly disappointed me about the new Deep Dives and Cores is that the rewards are randomized, and I can't focus on a specific weapon or character. Even if it was three choices every week, and you could only pick one, I'd rather a chance specifically for a Engineer overclock vs whatever the game currently picks randomly for me. Maybe even just selecting which character you want the Breach the Core assignment to apply to would be good enough.

wraith grail
#

Suggestions:

  1. An overclock for the DBS which removes any pellets it would fire in exchange for increased concussive force range, damage, and a conversion of all damage to fire damage - like proper dragonbreath shells.

  2. An overclock for the Bulldog which decreases damage but adds pellets like a shotgun (+2 to be realistic, more to be overkill), with the benefit of doing more damage overall but less damage per projectile. Perhaps with a bonus of stun if all three pellets hit the same target.

near glacier
#

This suggestion is extremely simple. Revert the Supercooling Chamber nerf for the M1000

narrow aspen
#

Extremely rare cosmetics for veteran dwarfs
For now there are 3 ways to show that you have no life are veteran dwarf: player level, class rank and 500 games won achievement for Steam. High player level, golden class rank and achievement take lot of time to complete, about 300-400 hours.
Suggestion is to add very expensive cosmetics that would take same amount of time to get. For example beard that costs (random number) 500k gold + 1k of each crafting mineral + 5 Alien Cubes + 50 perks points.
As first cosmetics for this I would suggest Rainbow Color 🏳️‍🌈 for beard, but it was already suggested few posts ago.

main ember
#

ore veins should drop more when they're destroyed through indirect mining. Ex: if i drill around a gold vein to disconnect it from the wall then i should get more gold than if i just mined it with right click

plucky ore
#

I think that the more weakpoints on the bulk detonator you destroy, the less of the massive bombs should fly out upon death. I think that would be neat.

narrow aspen
#

I know it's popular opinion and will be upvoted by Discord intellectuals in no time, but jokes aside: I want devs to know that there are people who will appreciate cosmetics sold for real money as long as it doesn't affect balance and progression. Original armor, unique hats or even brand new character model. I am ready to support my beloved devs with $2-$10 once in a while and show other dwarfs in game that my mom supports my hobbies with credit card.

lean haven
limber wyvern
#

Drinking should have a skill-based component. Mabye something as simple as clicking rapidly to finish it faster or something.

cunning torrent
#

More ammo for scouts double barrel? Since his Smgs has 625 ammo and the shotgun only 26....

solar sand
#

Maybe it's just my impression, but when you move forward you seem to have a little tilt forward which often leads to you seemingly being in range to get supplies or start reviving, but when you press the button and stop moving you immediately fall out of range and you spend time noticing it and having to move forward a bit and then start again. This is a bit annoying and sometimes your "iron will" becomes not enough because of this. Is it possible to lock you on to reloading or healing once you have pressed the button being in range (unless you drastically move out of range)?

valid shuttle
#

Instead of rewarding 'Random Crafting Minerals' for Weekly Priority Assignment, instead reward a Mineral Crafting Core, allowing dwarves to gain Forge Mastery progress

austere spruce
#

Some suggestions on balance of some engineer overclocks.

-Hyper propellant needs a much higher damage bonus and less of an ammo decrease

  • Compact rounds on pgl loses out against both of the clean OCs, making the bonus +6 would counteract this

-the breach cutter OCS are all pretty bad but that maybe just because the weapon itself sucks

  • Well oiled machine is pretty pointless just because of how similar it is to refire booster, some other benefit would suit it better, either a small ammo increase or a small damage increase
wraith grail
#

Suggestion:
Mutator
When a player goes down, the minerals they were carrying get ejected from their inventory like a Loot Bug.

Definitely in the category of "annoying" and not "really difficult", so would probably have a relatively low XP bonus.

The title "Feeling Blue" could be both a more obvious Loot Bug reference as well as a more esoteric Sonic the Hedgehog reference. But, it's also not obvious what the mutator is at a glance. Something like "Holey Pockets" would be more obvious, but less fun.

native kestrel
#

pumpkin spice beer, just for the meme

small fossil
#

Petition to add seasonal beer, react with beard to sign it.

dusty knot
#

Why not make a spécial drop with a BTC inside it, of cours it would cost a lot of nitrat and maybe only in lethal mode or deep dive if its to powerful ?

trail birch
#

The Space Station looks AWESOME.
But: Make it a bit darker for those events, so the new lights stand out more? 🙂

late venture
#

Devs should change barrel model in barrel minigame to pumpkin during
halloween event!

lucid glade
#

The last tier of upgrades for the M1000 Classic should have something for normal firing instead of focused shots. As it stands, there doesn't seem to be much of a point to having a normal shot build, since you lose in ammo efficiency and your last tier of upgrades only affects focused shots.

#

There should be a way to see what drink effects you and your team has during a mission.

acoustic jacinth
#

There are descriptions to cosmetic items you buy in "Accessory shop" terminal. Sometimes they are even fun or interesting. But I noticed one sad thing: you lose them upon buying. Because "Employee wardrobe" terminal have no descriptions to cosmetic items. Is the idea of adding them worth mentioning?

And maybe "Employee wardrobe" terminal should be reworked completely, as it is hard and annoying to switch > 40 hats to find one particular.

Also I love the thing you did with floating earth. I just hope it can be pushed further to logical concluson: tech stuff like cargo crates or fuel cells should act similar to supply pods and drop on the floor. Still annoying to see them floating in the air (after Bulk or C4)

smoky imp
#

"Devs should change barrel model in barrel minigame to pumpkin during
halloween event!" - maybe red barrel only?

radiant void
#

For Haunted missions, remove the ghost detonator and instead give...

  • Darkness damages the team if they spend enough time in unlit areas, similar to low O2 missions.
  • Scout's flare gun fires out normal-sized flares, instead of ones that cover entire swathes of cavern.
  • Molly and resupply pods have increased light radius.
  • Burnt-out flares, ziplines, platforms, driller holes, and partially mined veins will occasionally be found throughout the cave.
  • Client-side pings will occasionally happen from party members that don't exist. Things like cave leeches, mactera grabbers, downed dwarves, etc.
  • Firing into the darkness will occasionally proc a client-side friendly fire callout.
  • You'll occasionally get shot with minor friendly fire damage.
  • NPC "ghost" dwarves will occasionally appear offscreen and exist until you look at them, and then disappear once they're offscreen again. These ghosts will have different behaviors, from sitting there doing nothing except staring at you, to grappling offscreen (Scout), being in a downed state, firing off into the darkness at nothing, or getting carried away by a grabber/leech.
  • Even outside of salvage missions, a drop pod can be found somewhere in the cave.
  • The terrain scanner is all glitchy, making navigation more difficult and requiring more fiddling with the scanner to see where exactly the team's going.
trail birch
crisp obsidian
#

Pumpkin Weapon Mesh Skin for halloween deep dives

fierce stream
#

Dwarf Banter for specifically when Molly is upside down headed to the escape pod.

agile crescent
#

Suggestion: when a modifier for a weapon modifies a weapon’s stat by a percentage, instead show us the actual value and then the new value, and have these values be standard across the board for all weapons so that we can compare the stats against various weapons. For instance, I don’t want to know that my base spread decreased by 30%, I want to know that it went from 10 to 7. And this is similar to the spread on a different weapon that is 7 without modifiers. Or if I know a certain weapon had a spread of 25, and I didn’t like how loose it was, I will know that when I unlock a new overclock that makes my weapon’s spread 25, that it will be equally as loose.

wraith grail
#

Sugg:
Spooky teal pumpkins for Radioactive Exclusion Zone

near glacier
#

New perk: Red Sugar Flask. 2 sips of red sugar. It heals 50 hp per sip. Refills on resupply

runic agate
#

Heres a suggestion. Don’t have a dreadnought AND a swarm come at me at the same time. Aquaraq missions get harder the longer you stay there cool I get that. Then it sends a dreadnought. I’m by myself so thats hard enough. Then a swarm. Then oh wait for it... ANOTHER SWARM. Seriously, I’m on hazard 3 not hazard god damn 17.

wooden laurelBOT
#

Promotion Reward by namideus posted this at October 26, 2019 at 06:33AM : https://trello.com/c/zdkjxKZ7

Since there are so many overclocks why not award some to players when they promote a class. Alternatively you can reward them when they advance to bronze, silver, and gold. A third option is they could be rewarded cosmetic cores for normal promotions and overclocks for transi...

Labels

GAME SYSTEM

sour heart
#

Bug:
40mm PGL (Capstone perk: Proximety Trigger)

The +100% over flying distance has not worked for multiple major update patches as of this point.

Suggestion: Removethat part from the text, or fix the damage bonus not being applied, or add a static damage buff to the mod.

versed totem
#

How about larger multiplayer teams, upwards of 6 to 8 and larger maps, with multiple dual objectives, aka, 2 teams going to two different locations for black boxes at the same time. But larger teams seem like fun.

lime ruin
#

Aight, fucking love this game and been thinking about these suggestions for a while. Gonna take a little while to post all these out over time.

The Moon is a Geode
The moon is a massive geode, filled with incredibly rare and valuable minerals, even moreso then Hoxxes itself. Just one problem, it's crust is absurdly resiliant and is somehow self regenerating. To get through it, players would have to spend a particular resource...
The Error Cube.
The cubes, as it turns out, is terraforming technology for a silicate species of hostile aliens out of living minerals. The moon of hoxxes, being much smaller then the planet has already been completely consumed. Spending the cubes to improve a single-use drop pod with a 'cube tipped drill' allows the players to go on a timed, very difficult combat-centric mission where they raid the geode-moon for some truly impressive treasures. The Silicoids (the mineral aliens) are resiliant, powerful, and while less in number, are much more intelligent then the bugs. Players would have to fight their way through them, grab what they can, and get out before the hole seals up behind them as the crust regenerates.

#

Macteran Roe
As it turns out, when macteran eggs drie up they don't rot, they calcify and become absolutely beautiful pearls. A rarely appearing timed mission/a mission you must spend resources to go on to would be to escort a specialized mule back to the drop pod for extraction, protecting it from swarms of mactera. Think 'combat-centric payload mission', being too far from the mule and it stops dead in its tracks, easy prey for the acid-spitting 'Macteran Siegers' who burrow into the earth and become living mortars with acid strong enough to damage the usually unharmable mules. If the players succeed in escorting the mule, they are rewarded with a share of the dried eggs/pearls which they can spend on rare cosmetics, or other fun stuff.

frosty shuttle
#

Once the interplanetary miners union concept has been worked on a bit more, I'd like to see live up-to-date counters somewhere of the objectives each chapter has. We've got the bars, but I'd like to see numbers. And being able to see the numbers after all the objectives have been done.

alpine patrol
#

Make the cave leech perk also warn you when a grabber is targeting you.

frosty shuttle
#

Some tweaks to the trawlers Id like to see.

  1. Make it so they can only move through soft terrain, like sand and compacted dirt, not slag or rock
  2. Decrease the amount of damage they have to take before they start wriggling around, currently if you dont have a weapon that hits hard or fires quickly its a pain to stun them.
  3. Its kinda hard to tell when they're going to grab you, you can see that they open up their mouth or something before nabbing you. But due to the sand, and the high speeds they're going at you got little room to do anything about it.
  4. Alter their grabbing mechanic so they need to stay at the surface for a bit before they can grab you. Ive noticed they disappear under the sand, disappear completely, and suddenly come up behind you and grab you instantly.
  5. They shouldnt be able to pass through shields. For something that moves so quickly, and a shield that should stop any enemy from coming in, this is a massive hinderance.
wraith grail
#

Warthog could use a penetration mod of some sort.

Suggestion:
Warthog AP Slug overclock ("Slug Gun", "Slugger"):
Reduced projectile count (1)
Blowthrough
Significantly increased damage (on account of the single projectile)
More accurate
Lower rate of fire
Perhaps more recoil, if the slower RoF isn't balance enough

lime ruin
#

shifty merchants
Hiding away in a cargo hold there would be a goblin, kobold, or space alien who offers random cosmetics, rare upgrades, living quarter decorations, and other such things at bloated prices, or things exclusive to just him, all on a timer where he switches what he has available. Don't tell management. Additionally there could be a resturaunt attached to the bar. Meals would work differently then alcohol, being much stronger, but timed. Take too long in a mission and the buff would fade. There would be meals that would just take credits, bacon and eggs, roasted moles, granite smoothies, y'know, dwarfy foods. But the chef wants to test himself. Bring him rare ingredients from hoxxes (being rare flora and fauna you can capture for some extra effort, or things like extra booloo caps or apoca blooms) and he can make you some truly special meals.

lime ruin
#

defense missions
Dwarven labs deep underground need help. A wave-based defense mission to protect the labs from hordes of bugs, alternating from fighting them off, to looting the caves before returning to the lines to defend again. Eventually the team will be faced with the opportunity to assault what's attracting and breeding the bugs in the area, a horrible 'siege nexus', the players would be entrustef with a mighty explosive to attach to the nexus, and would need to fight their way too it, attach it, and run before it explodes. Longer missions would feature multiple siege nexuses. (Nexi?)

#

a villian
Why is hoxxes so horrible and wierd?
'Just a weird planet' everyone assumed. Nope. It's magic.
Dwarves don't trust magic, and it's outlawed in their empires, rightly so because it's absurdly dangerous. But hoxxes is home to a secretive alien cabal of druids, using the magics of life itself to create the perfect organisms. An entire planet turned into a testing grounds for bigger and meaner bugs. The druids don't hate the dwarves for invading though, it gives them something interesting to test their monsters on...
And something to eventually conquer.

alpine patrol
#

When multiple dwarves are marking an enemy with the laser pointer, the names of the classes are consolidated into smaller class symbols to reduce text bloat that hides the enemy's appearance.

lucid glade
#

Being drunk should have different dancing animations, and the whole slow strafing around shouldn't interrupt the animations/happen at all when drunk and dancing.

near glacier
#

deepcore 40mm PGL:
mod or OC that changes it to 40mm shot shells for the true veitnam experience

trim sorrel
#

You should be able to slowly build an alcohol tolerance level by drinking more and more over time, but it should be a very slow progression and have a cap so that players can’t just make themselves immune

mighty mauve
#

Small chance of a bulk detonator hiding in the pumpkins, maybe same % of err23 being in one? Assuming those are in again. Assuming I wasn't just imagining them last year!

native kestrel
#

What if, robot dance?

opaque slate
#

A perk that makes you take less damage from the plant-like threats, such as spitballers, urchins, exploding plants, and cave leeches

proud coyote
#

Fix the Minecraft/cube terrain bug in general, but let it reappear if there is an error cube in the mission.

exotic robin
#

I suggest reverting the promotion cost system back to its original predecessor where it didn't cost more every time you promoted a class. You don't give anything that useful after the first promotion, why pay more for it?

unreal torrent
#

A reconnection option for deep dives so you can actually rejoin the game you were in if your internet decides to give up or the game ends up crashing.

proven peak
#

Things like flares, eggs, batteries, etc.. should be pushed around by the wind blast tunnel environmental hazards in the same way as the player.

proven peak
#

The warden should have a basic biting attack like a grunt so it's not completely helpless without a squad.

stray vale
#

Can we have a prompt for the "Launch Tutorial" terminal? Everytime you accidentally click it you're immediatly launched to the mission.

undone vault
livid echo
#

Could we possibly see introduction of bug based weapons? Such something like a spitballer rifle, or a web cannon. The spitballer rifle would melt the targets armor, while the web cannon could be used to slow down enemies(Maybe even the dreadnaught?)
Edit:
Better yet, maybe have them as special weapons that can be purchased using Nitra.

blissful spindle
#

Please have music bots in the pod channels so we can blast Diggy Diggy Hole and other Dwarven songs while mining without having to hold down PTT

opaque slate
#

Dropping beer without drinking it (carefully so it doesn't spill)

crude kernel
#

Halloween cosmetic - fake leech hat, like a fake arrow hat

lyric haven
#

I think something needs to be done about players freezing other players. I understand there is a danger element to it but I just had a guy freeze me at the end of a mission which got me killed as we were entering the pod. We didnt get credit cause I was dead but didnt get a chance to revive.

solemn summit
#

mactera bomber should die when you pop both of its sacks, or at least get neutered, they can only use a really weak spit attack that deals 1 damage. better if they die tho, because they turn into tanks if you pop the both sacks. also they shouldnt make a mess on death if both sacks are popped.

grizzled lichen
#

Please allow gunners to also use the assault rifle. it is no longer terrible and actually fun to play with nowadays. (and since he's the gun guy allowing him more choice in guns makes sense)

patent summit
#

New mutators idea:
Drunk fog
It can make your drunk in this cave, so be careful
Perk forgot
This cave has some strange... mental... waves..., which... made you forget about some experience?? (all perks don't work)

fierce yarrow
#

A """"mage"""" type boss to be a foil to the dreadnought, as in some monster that kites you, uses long range attacks, and can die if it gets too close.

arctic acorn
#

Giant boss battle (nexus)
don’t know how hard it is to make but what if we change the last lvl of a (elite) deep dive in some giant boss battle where you would have to kill a giant nexus.
It would be a stationary bug with spitball infectors/cave leeches emerging from the nexus to shoot/grab the dwarfs those infectors/leeches have weak points in them to do damage to the nexus.(if not for the weak points there is no way to do damage to the nexus)
When ¼ of his hp is gone ground units(think grunts and glyphid’s) will appear from the nexus to kill the dwarfs at ½ of his hp a platoon of Q’ronar/nayaka will appear from the nexus, when they manage to take ¾ hp from the nexus flying units will spawn to rain hell upon the dwarfs. Then at 0 hp the nexus will explode dealing damage to everybody nearby (dwarf and bug) and out of his ashes spawns a dreadnought(maybe wait a bit to fake their safety) if the dreadnought dies they win( maybe let the dreadnought explode into minerals). After that the escape pot comes down And the dwarfs can go back to there beer.

Important notes:
Not a small room this need a big room to play in make some pillars for movement(zipline) or some other way to escape a lot of bugs
All units (ground/flying) don’t stop spawning until the nexus explode.
Ground and flying units will spawn nonstop(maybe short delay and groups of bugs but that can look like they come nonstop) but the platoons of Q’ronar/nayaka will come in waves to give the dwarf a chance.
Amount makes difficulty so you can let more bugs spawn at an elite dive
It wont have to be at the end of an elite dive but it seems the best place for an boss battle
That about it 😄

green pivot
#

Surface battle event, the pod breaks upon extraction and you are stranded on the surface of the planet waiting for a new one, then you gotta defend the area while carrying the cargo over to the new pod while enjoying the amazing vista of space in your emergency space suits.

keen mason
#

Suggestion for UI/Marked Targets
Sometimes when you fight particular enemies with a weakspot, it is very counterproductive when you have the whole team putting the laserpointer on target and marking it. Basically all the text elements that come from marking an enemy, conceal the enemy somewhat and makes it sometimes impossible to really aim for the weakspots (particularly Bulk-Exploders, as they tend to get marked the most).
So my suggestion is to make an option in UI, so that team markers on enemys could show: (a)everything or (b)only outline. If possible, let the settings for resources/objects/... stay the same. Along with that, i would also suggest to change opacity of the sphere when marking targets (tiny bit more transparent). And while at it would be pretty awesome if the marking sphere had a color depending on which class made the marking, like the small personal flares.
Thank you for considering, rock and stone!!1

fierce yarrow
#

A chance for dreadnoughts to appear to randomly in hoardes like they used to

lean haven
quiet kite
#

More analytics for your player stats readable in your bunk. Stats are fun!

Biggest one being number of missions cleared with the Haunted/O2/Lethal mutators since that wasn't included with the mutators themselves. And matching perk milestones of course.

Besides that I'd also like to see stuff like:
Total damage dealt/healed/taken. Total downs. Total revives. Total minerals collected of each type. Total missions cleared with each weapon type. Total weapon skins/OCs collected. Total number of each enemy killed. Best ratio of points/barrels kicked in the hoop minigame. Barrels kicked into the drop pod/launch chute. Gravity recalibrations commenced. Beers drank. Leaf Lovers disgracefully quaffed.

All separated by class of course.

frosty swift
#

Laser Pointer option suggestion for UI clarity: Ability to cycle between things for tags as 'all, only (mineable ore/enemy/terrain), exclude (mineable ore/enemy/terrain) so you can turn off those big, blob tags, which on some enemies can obscure their weakpoints if your going for precision damage

wise marten
alpine patrol
#

Overclock/weapon tweaks:

Return to sender (breach cutter overclock) have less of a damage penalty, or trade it for something else

A slight bloom reduction on Stubby

Have the projectile on Yaw Man (breach cutter overclock) spin faster

Hyper Propellant (PGL overclock) have less of an ammo penalty or traded for something else

Gemini Turrets mod -1 build time

drowsy vapor
#

A new mission type or mode: Mass Extermination

Dwarves are sent down into a large cavern with a rig similar to the one for "Point Extraction" with the goal to hold their ground for as long as possible.
As time goes on the amount of enemies as well as types would show up:
(An example of how the different tiers would look like)
Tier 1-3 Swarmers, Grunts and Guards
Tier 3-5 Slashers, Acid/Web Spitters and Exploders
Tier 5-10 Wardens, Slashers, Exploders, Menaces, Praetorians (Bulk Detonator and Dreadnought as a boss perhaps)
A single Supply Pod would be granted after each Tier completed, as well as nitra found in the cave.

The team would be awarded with gold for each wave survived, as well as minerals for fulfilling quotas (Kill 3 Dreadnoughts, 25 Praetorians, etc.)
-Mission length could account for the number of waves needed to extract from the mission
-Cave Complexity could account for the space given to the dwarves to fend for themselves.
-New enemy type could be added as a boss (an aggressive version of the Huuli Hoarder perhaps) , granting the team nitra and resources.

I think with changes to this idea, accounting for changes in future updates would provide a fun mode for the players to test themselves and compete with other groups of dwarves on a leaderboard.

wraith grail
#

Weapon suggestion:
Driller - Neurotoxin Chem-thrower (Toxin Spewer, Gas Sprayer?)

Since Driller's weapons are all some sort of "projection" weapon, and he already has access to a neurotoxin grenade, a weapon of similar design might make sense.

The flamethrower has a relatively strong DoT effect, the cryo cannon does CC - so why not a middle ground that does a bit of both?

It would have roughly the same range as the flamethrower/cryocannon, and spray the orange gas produced by the neurotoxin grenades. The gas would linger for a few moments before dissipating (a mod could increase the amount of time it lingers for) and enemies caught within the lingering gas cloud would be slowed and subjected to the Neurotoxin debuff.

Gas clouds would be created either at point of beam contact with a surface/enemy, or at maximum beam range, lingering for a couple seconds before dissipating, similar to flamethrower 'sticky flames' but not requiring a surface to stick to. Aliens should not avoid the clouds like they do the flames.

More 'saturation' in an area should quicken the onset of the slow and DoT effects, incentivizing players to do more than simply tap-fire at enemies to save ammo.

Pros:

Heavy CC
Strong DoT
No friendly fire (toxin only affects aliens)
Reasonable ammo economy

Cons:

Gas is visually obstructive
Little to no direct damage (made up for by strong DoT)

Such a weapon would emphasize team play and put a Driller using it into a strong support role.

Potential mods include:

Generics (increase ammo, mag size, reload speed, etc)
Increased range
Longer cloud lingering
Stronger DoT
Stronger/quicker-acting slow effect
Less obstructive (i.e. more transparent) gas
Stun effect (if alien stays in a cloud too long)
Potential Unstable OC - Viral Agent:
Fear effect + spreading "toxin" debuff (turning the 'neurotoxin' into a viral agent that spreads between nearby aliens, downsides would be lower ammo capacity, perhaps shorter range or weaker DoT)

unreal grotto
#

Novelty Game-mode Suggestion: Dodge Axe, dwarf dodgeball, but with throwing axes.

trim helm
#

Suggestion: An optional UI feature like the compass tick marks at the top of your screen that shows in 360 degrees your North/South/East/West facing, but vertically at the side of your screen, showing how level your camera is. I'm not the best Driller and I always have a really hard time making level flooring, if I could see that I was at 0-degrees it would be really helpful! And optional of course if you don't like it.

tardy rampart
#

Make DDs easier, I played it 1 Time successfully but it wasn't fun... and then you have to play hard missions to get better equipment, but the hard missions are too hard without that equipment...

then you have an armor but wothout any effect... more Life, more Shield, nothing... Just a better Skin, wow

thorn smelt
formal garden
#

May be with increasing of profile level we will open some new trophies in a Memorial Hall?
This trophies could contain a lore details.
Or we could get it for achievements.
Or find it during the Deep Dives.
Anyway, main idea - some trophies for Memorial Hall.

steel prawn
#

Huuli Hoarders should also drop chunks of minerals that need to be carried (like Jadiz) because it's kinda sad that in certain biomes it only gives half the minerals you would get from another biome.

soft lion
#

Turret Emplacement the dwarves can call down at a high cost of Nitra. Identical to the ones used in Point Extraction with limited ammo. They aren't incredibly powerful and would allow use of the sometimes excessive amounts of Nitra on missions. If it were double the cost of Ammo drops you'd be sacrificing a full set of ammo for 4 players for 1 turret.

velvet salmon
#

Turret overclock that requires all of your teammates (bosco on solo missions) to build it like an uplink in exchange for a massive turret

frosty swift
#

Suggestion: change the point extraction symbol to a drill symbol for denotations of the mine head so in assignment icons and such it's more clear to the mission as currently PE and Exterminate have very similar symbols

last wasp
#

Rework the 4 different accuracy stats into two main ones. "Accuracy" for base aim and maximum bloom and "Handling/stability" for recoil and reticle bloom recovery speed.This way both modding and actual balancing will be easier to identify and label, for both players and design. In addition, merging the somewhat redundant stats allow for more mod options

spice grail
#

A new branch of upgrades for the armor rig: boots.

  1. Hiking boots: severly negated or removed goo/snow/weather movement penalties, increased friction on ice. (Reduced/no damage from hot rocks?)

  2. Stomping boots: transfers fall damage to an enemy you land on if it is medium or larger. If an enemy is killed, the remaining fall damage is dealt to you. Glyphid swarmers are killed regardless of fall damage, but they also negate none of it. Sprinting through glyphid swarmers causes them to be stunned and/or die, depending on how close they are to being directly in front of you.

  3. Sneakers: increased movement speed and jump height.

ember pendant
#

A upgrade to the armor rig to drop any minerals you're holding in to the bags that drop you leave a game

narrow aspen
#

Imagine you are immortal and there is an immortal snail that follows you relentlessly with snail speed, when it touches you — you die
Suggestion is to change haunted mutator:

  1. Either replace ghost Detonator with tiny Swarmer, that will follow you with same low speed, but has behavior of alive Swarmer. Does lower damage, but more unexpected and silent;
  2. Or replace Detonator with random creep: swarmer, glyphid, praetorian or sand worm Detonator. In this case would need balance speed and damage.
rigid falcon
#

Call me greedy, but I think it would be cool to expand the engineer's turret limit to 3.

radiant void
#

Weapon suggestions
Fix the way ammunition is listed for Zhukovs and Minigun. There's a lot of confusion when explaining to people that both consume two ammo per bullet and your ammo capacity and fire rate are half of what's listed on either weapon (especially when this causes oddities like having 25 combined ammo capacity between two identical guns regarding the Zhukovs).
BC could stand to have a thicker beam at base to be more consistent, especially with uneven terrain.
Stubby, in my opinion, could use +1 damage, +30 ammo, its spread with Floating Barrel being its base spread, and Floating Barrel granting -recoil instead.
BRT needs... something. I don't know specifically what. Both Gunner primaries melt hordes with ease. It has no area to really be of benefit to Minigun setups, Bulldog will (and should) always be better at raw single-target damage, which is especially useful to Autocannon setups. Some utility would be cool with it, the Gunner's EPC, but I don't know what or how.

tough nebula
#

Achievement for getting a barrel into the barrel hoop... from underneath. Only possible by kicking a normal barrel into the area under the hoop then activating gravity calibration

tawdry reef
#

Achievement for putting all pumpkins in the launch bay? called pumpkind soup?

wraith grail
#

What if the Breach the Core assignment was the Weekly Core Hunt? Or rather, some adjusted version of it that is more randomly assigned and potentially rewards less than the original Breach the Core, but still more than what we get now.

It'd fix the issue some players percieve of not getting enough cores/overclocks quickly enough without just giving them away.

drowsy pier
#

An achievement for carrying a barrel from tje start of an elite deep dive to the end, if they didnt disappear on the drop pod

narrow aspen
#

In low O2 missions Molly should drop oxygen tank with every 20-30 green beacon when recalled to the pod after missions completion. Currently it's impossible to get to the pod without dying on long mining missions.

raven parcel
#

So I heard someone mention an idea for a turf war, but they mentioned it be between two or more Glyphid Dreadnaughts. While I can see the possibility of two Glyphids getting territorial, I think there's more room to improve on the type's of enemies there are. We have the Naedocyte Breeder and Shocker, as well as some passive Naedocyte Float Lift's, and the Shellbacks are only 2, but I feel like there could be a few more different families of monsters and enemies on the map.
So, the territory fight, where you have an objective either in the territories, or you have an objective, and a mutator on the level causes this territory fight (I think the mutator would be excellent, because then you can fit specific categories of enemies to certain maps) would make the map sort of Elimination shaped, where you start in the middle, and branch out. The further you go, the more enemies of that type, and there can be a big baddie for each group's territory that can either be killed, or kited into one of the other territories, making a turf war happen. I think the turf war is a great idea, but I feel like it could also be an opportunity to add even more stronger/unique enemies of the other monster families.

oblique sage
#

Official custom animated DRG logo for the new steam library?

dusk scroll
#

Being able to kick active glowsticks like the barrels in the lobby could be fun and helpful

hushed vault
#

Give Ghost Detonator Cluster the ability to play out the death explosion while not actually dying.

opaque slate
#

When a flare runs out, you can walk over it and your flares will recharge by 25% (as a perk)

misty bridge
#

Give players the ability to switch loadouts while quick-joining a game/joining an active game they haven't already joined.

misty bridge
#

Allow players to see what kind of loadout their fellow dwarves have while in the lobby.

bleak veldt
#

Fix the horrid balance of 2-3 man squads

crude kernel
#

Allow players to list a preference "voice" or "no voice" (or "no preference") on their room in the server list/within the server itself

latent cape
#

When a dorf gets left behind, sometimes he'll say something like "I've lived like a dwarf, and I'll die like one." Except you don't get to. Getting left behind (or failing salvage mission's uplink or fuel) should disable supply pods and spawn an unending swarm till all active dwarfs are down.

velvet salmon
#

Dwarves that go down in the escape pod should be counted as survivors. Additionally have a physical button or lever for drawers to interact with in the escape pod so it doesn't automatically go up when all dwarves outside of it are downed

rustic herald
#

Every once in a while, you'll find Mission Control nursing several mugs of booze at the Abyssal Bar. The chance can be raised up to 20% post-mission if there have been enough friendly-fire incidents.

dusty cypress
heavy vault
#

ability to keep spamming rock and stone on the mission status screen

rough linden
#

a few more personalization options like eye colour, height, weight and bulk settings for your favourite dwarf, for a custom tailored dwarven experience

main ember
#

Glyphid Hunter Armor

fresh kettle
#

Could it perhaps be implemented that we can use excess minerals to enhance weapon traits, like fire rate and such? Would need something of a hard cap, but it would give us that extra oomph we like.

heavy vault
#

I'd really like to see the new weapon skin you've unlocked from the cargo crate on your mission highlighted more clearly in the equipment terminal

cunning stump
#

Expanding on the Union Badges idea there should be a chat badges for non supporters that are the Union Badges

vivid turtle
#

Sorry if this has been brought up already!

Custom unlockable Mug skins! Whats better then downing an Oily Oaf with your mates? Downing that drink in STYLE

dusty cypress
#

Cargo crates - after mesh weapon skins are collected have them start dropping char cosmetics. Alternatively have small %chance to spew out error cubes and bitter gems if you've collected all skins.

edgy ocean
#

I'm told that DRG now rejects server join attempts if your ping is too high to play on the selected server. But the game doesn't give you an indication that this is the problem, it will simply reject you instantly when you try to join a lobby. This seems a lot like a game bug if you don't know what's going on.

So maybe add a more verbose message to failed join attempts and/or display a visible ping for every server.

last palm
#

They should add the "wake-up juice" from Back to the Future III... it would be functional in removing being drunk if you need to go on a mission right away...

vale shadow
#

Cosmetic : stalin staces....

make this glorious man moustace in game....

river gyro
#

New weapons idea

#

For the Scout as main a railgun (shooting through enemies and electrifying them) and as sidearm a pulsegun (shoots out a blast that push back enemies and stuns them, low damage).
For the Engy as main a impaler (gun that shoots iron bars that slows down enemies) and as sidearm APD-A215 "nica" (think of bosco, but only the gun and spotlight part).
For the Driller as main a arc generator (same thing like the other 2 main guns, but electric) and as sidearm a lasersaw (a chainsaw but lasery, count as melee).
For the Gunner as main a shotgun minigun (high damage, low range) and as sidearm the coldshot (handgun that shoots ice bullets)

sour copper
#

Suggestion :
Overclock for the Grappling Hook
¤ -25% range
¤ +100% reload time
¤ Allow you to pull your mates/heavy chunks (aquarks) back to you.

formal garden
#

How about armor overclocks?
(OR - a second variant that you can get)

Engineer:

Extra shield charge - allows you to instantly restore the charge of the shield. Long cool down time (I mean recovery).
OR
Tesla-discharge - allows you to release a shock wave (powerful, and not like the destruction of the shield), which will stun enemies nearby for a while.

Gunner:

The Tower Shield system - slightly increases the protection of allies nearby, like a full-upgraded Veteran Depositor perk when you are standing nearby M.U.L.E.
OR
Shield Overcharge - increases the margin of safety of the shield by 0.5 times (150% of the charge), but reduces the speed of its recovery.

Scout:

Modified boots (something similar was offered a little earlier) - increase the speed of running and the height of the jump. Significantly reduce fall damage.
OR
Reactive boots - allow you to instantly move to the end of the hook or zip line. Average cool down time.

Driller:

Cargo exoskeleton system - allows you to carry twice as many resources, as well as make a short jerk with a heavy load (such an aquarq). The jerk has an average cool down time.
OR
Drilling exoskeleton system - allows you to make a breakthrough with drills in the current direction. It consumes 5 units of fuel, but it drills immediately at 10 meters. The jerk towards the enemies causes them serious damage (destroys a swarmers, a few grunts), and also stuns large targets for a couple of seconds (something like Big Daddy’s jerk from Bioshock). It has a long cool down time.

Most importantly, they are very rare. If you wish, you can bind them to the promotions, and after the promotion, give a special assignment to open them. May be you will suggest some better overclocks. Anyway, the main idea is rare overclocking modules for armor.

oblique jasper
#

PGL OC: +3 Mag Size, +100% Ammo, +4 Rate of Fire, -50% Splash Radius

alpine patrol
#

Proposed Stubby mods changes:

-Move the tier 1 ammo mod to tier 2
-Move the tier 2 fire rate mod to tier 1
-Switch places with tier 2 magazine size mod and tier 4 electric damage mod
-Buff the magazine size mod to be competitive with T4 mods

  1. The ammo mod in T1 sharing a tier with a damage mod or an electrocution chance mod ensures that it is very rarely taken as both mods are essential in either electric or damage builds. This is also partly because the other ammo mod is in T3 which is only competing with 1 damage mod leading to it being more likely to be picked.

  2. With T2 mods, someone could decide between accuracy, ammo, and electric damage leading to being less of a chokepoint in build diversity as accuracy is universally taken over mag size and fire rate

Proposed further Stubby changes:

-Conductive bullets in T5 to apply to the electric damage bonus listed on stubby's card
-A baseline decrease in bloom rate so full auto is feasible at midrange

modest gale
#

suggestion : new boss / hunt name : MAMA BULK take the average bulk and spice it up, making a mama bulk. meaning give it more health, and maybe a range attack, making them almost as rear as finding a dread and as difficult as one she can also call in some of her children ( exploders ) . the hunt would be like the dread hunts but having more then just that, the texture of the egg can be like red, orange alien egg like the skin of a bulk or exploder, making the egg almost as big as the mama bulk, you should have an assignment for these missions so the new dwarfs don't die right then and there.

open radish
#

Maybe a zone that is inside a massive insect hive? Kind of like mud dauber nests on a massive or gigantic ant/termite nests. You could have worker drones that attempts to slowly build nests that spawn enemies that attack you.

On a potentially separate note, a more artillery style insect that spawns in huge caves, and keeps extreme range and does huge terrain damage. Potentially have it burrow into the ground so it's not as easy to snipe. It would make it so you can't just entrench yourself at the edge of a cavern and try to pick everything off from relative safety. Keep you on the move, dodging projectiles to close the distance and take it out up close.

To balance it, you could also baited into attacking other enemies, stand in front of other large, slow insects or those stationary spitter nests, and jump out of the way as its fires so it hits them instead.

austere spruce
#

Engineer’s. LMG turret needs some serious work on it’s upgrade balance. Lmg mk2 defender is just better than any other build. There is currently 0 reason to use Gemini as they run out of ammo way to fast. Increasing the total ammo for Gemini and reducing their build time by 0.5 seconds would probably make them worth it

raw shell
#

Having searched this channel and not having found this suggestion before, I'm resubmitting:

If a player attempts to join a Deep Dive and gets bounced out because it started, the game should not teleport the player all the back to the starting spawn/sleeping bay. This necessitates walking all the way across the Space Rig to try to join another Deep Dive.

crude kernel
#

Please add directinput support

near glacier
#

I don't like lootbugs, I don't want my dwarves lamenting their death. Gimme an option to be team "pop em" rather than team "I feel bad"

timid grove
#

Sorry if this has been suggested before - I think putting the unions into a little more play in-game would be kind of nice, something to give players who've reached the top as it were something else to do once the Deep Dives and Core Hunts are done. Something like Semi-Weekly Union Missions that have a slightly higher base difficulty, perhaps with special modifiers since the mission is run by the union rather than the DGR organization that can count to the monthly goal whilst also giving some higher rewards than regular missions.

stark flame
#

region option in the server list to pick which region you want to search for, for an example if you're looking for croppa then you'd select fungus bogs to see if there are any open servers on that specific region or biome, dont know what you peeps would call it

undone venture
#

P: So, i have a Problem with the gunner.
I turn the weapon details off to have less on the screen, and so I can utilise the guns unique ammo counter. but when it comes to the shield, I have trouble remembering how many I have on my person, as there is no indicator.
S: My Suggestion is that the shield has its own ammo counter in the form of a hologram that appears on the front of the shield, emanating from where the blue gem is, displaying a number of how many shields you have in inventory.

onyx crown
#

💡 Show different icon for granades in the in-game hud, in case you forgot which granade you brought 😉

low peak
#

Suggestion: make an icon that shows if a group does or doesn't take Twins in the match finder

radiant void
#

Replace red sugar with sandwich crystals. They have to come from somewhere. (Cheers to the ongoing discussion in #drg-chat for this.)

undone glade
#

Can we maybe get Mixer integration for Windows store pc version? Would love my stream to interact with me but don't really want to play on the xbox.

opaque slate
#

If there is a downed dwarf outside the pod, and everyone else is in the exit zone, it'll count down 5-10 seconds while saying "LEAVE NO DWARF BEHIND" just incase someone is right outside the pod and can easily be revived

delicate remnant
#

a way to see the last missions stats in the space rig

heavy vault
#

Random discovery item during missions: Beer Fridge. Get lucky and power up your health or pickaxe mid-mission...or just get drunk and pass out drgbeer

bronze oyster
#

I did hear or took notice of a posible increase of alcahol, so i was thinking of doing a drink suggestion drgbeer drgbeer drgbeer drgbeer


Potency: OMG WHY!!!

Don't drink this unless you can handle the potency of have three slammers down your gut without the immediat effect of putting you down even have just one cup, if you do drink it i hope its not on an inspection day and if you survive, you basically earned Karl's aproval.

Effect: Offers a 10% bonus exp upon completion while intoxicated plus another 10% per dwarf who are also intoxicated by this drink, but cant natually sobber up and the effect is null after drinking a leaf lover (Why would you drink that)```
outer depot
#

gunner shouts 2000 rounds of depleted uranium however i have the thunderhead autocannon equipped which doesnt fire that much ammo. obviously this is not at all gamebreaking but i figured it matters a bit

lucid fox
#

Let grab 2 beers at once, so i can offer some to fellow dwarves who are hanging out at terminals rocknstone 🙂

alpine patrol
#

Special Enemy: Shy Bug

A monstrous bug that prefers darkness. Docile when approached, becomes enraged when a thrown flare is placed near them by pursuing the dwarf that threw the flare. Very hard to kill. Avoid at all costs.

opaque slate
#

Marking another dwarf with the laser pointer will make you shout "HEY GOGGLES" or something depending on their class to get their attention

eternal skiff
#

A special sound when you jump on another dwarf's head and a combo counter to go with it. I do this to dwarves AFK at terminals and my high score's 12.

#

Just a nitpick, but larger buttons on xbox or some sort of snap-to.

ashen furnace
#

Option to play with fully diegetic UI and HUD. Reactive HUD that only shows up when it matters would also be great.

plain tree
#

With the networking stats, also show the level of packet loss with the host

narrow aspen
#

It's not a secret that DRG was partly inspired by TF2.
For those who don't know: TF2 was less successful copy of Overwatch, currently abandoned as small developer company didn't have resources to support it anylonger.
So it's time to implement best mechanic from Team Fortress 2 to DRG, mechanic that made that game popular.
Suggestion is to add new cosmetic slot to character customization — unusual effects. Unlike in TF2 let unusual effects be picked regardless of hat you currently wearing, just a separate slot. Beer cups or lootbugs circling around, generic steam or stars...

And while we are at it: add more long-term goals to work towards. Add much more expensive new cosmetics.

ocean plinth
#

Hey, this is a very weird and stupid suggestion. But I'd love it if Breathers made gross/weird breathing noises.

narrow aspen
#

Pressing Esc while typing in chat should close chat instead of opening menu

austere spruce
#

hyper propellant idea: This OC has had a lot of suggestions on it being buffed but none suggest how it should be buffed. Here is an idea to really make it unique.

Allow the round to have superblowthrough like qualities so the shot can pass through multiple targets like an armour piercing shell, then also allow the shell to pass through rock making a small hole as it does. A blast like AOE around the projectile killing smaller enemies as it flies would also be cool. Just make the nade feel like a proper AP tank shell

robust nacelle
#

Have missions show if they are heavily leaned towards spawning swarmers or not. Really makes the difference between weapon choices.

dark heart
#

During Salvage missions have Mission Control say "mini refrigerator online" or something along those lines. When the drop pod is coming online.

The little things matter too. rocknstone

valid shuttle
#

There should be something you can do with your perk points after you have all the perks. I'm sitting on 33 perk points with nothing to buy. Would be great if there was somekind of mastery that went up like +1% for each perk point spent

proven summit
#

I have an idea that mission reports should be recorded. They can be shown in the performance indicator. The report include reward, success&fail, revive&down, kill&mine, and most important player's ID(to add friends,etc.)

dusty cypress
#

update laser pointer graphics so it outlines mineral veins and objects making them easier to see and provide platforms for, no floating text and holo-sphere needed.

lean haven
crude kernel
#

Randomizer button on Employee Wardrobe menu!

wispy marten
#

Unnecessarily complicated mission type idea: Time Mining
As a cave is about to collapse there's a chance for extremely valuable minerals to emerge, that's where you come in. We've provided you with time traveling apparatuses, since the caves will collapse within eight to ten minutes of your arrival (the drop pod greatly weakening the already collapsing cave), these devices will automatically activate after the countdown reaches zero, although be wary for it will only work once. Also the drop pod will be staying up until the last 10 seconds and as is DRG tradition, the drop pod will only depart once the objective is complete.
This is how a mission should ideally play out: dwarves land > mine the first few caves > the cave is about to collapse > time reverts, original dwarves stay in the same area while everything behind them resets > continue with the mission > complete the objective > make it back to the drop pod

Isn't time traveling technology very expensive?
Yes, but management's original plan was to send dwarves in without anything. You can thank the union for the devices, of course that comes with an increase to the objective to make up for the apparatuses themselves

Okay, but what about the MULE?
The team's MULE has been fitted with a different variation of the device, don't worry your MULE calls wont interfere with the past's MULE

Are the bugs really stupid enough to stay in a collapsing cave?
They can dig, remember? Cave collapses are almost routine for these buggers

Will anything happen if we look into our past selves?
Nothing more than potential existential crisis. Your past selves live within another timeline, they will be unable to see or interact with you, but thanks to the ever-questionable anomalies of Hoxxes their terrain modification will matter

Isn't this just an overcomplicated morkite mission with a time limit?
Yes. Hey, I warned you at the 'title' area

Wouldn't this be a nightmare to implement?
Very likely!

knotty prism
#

I'd suggest reducing the follower/subscriber count requirements for content creators to 50 so that it aligns with the Twitch affiliate requirement for followers.

near glacier
#

Mission modifier - lost elf. There's an unkillable elf with a special elf power shield that wanders the caves, and tags along with all dwarves he finds. He is completely oblivious to his surroundings, ignored by bugs, and treats all kicks/shots/traps as mere jokes. He's constantly getting in front of you as you're trying to mine, reads you lectures on preserving the wildlife as he soaks up your bullets during a swarm, and he attracts bulks/dreadnoughts. And to make it worse, the escape pod won't leave with an elf on board, so you have to find a way to ditch him on your way out.
He also tries to grab all the boolo caps/flowers/fossils before you, and if he does, you have to QTE grab it out of his arms. And he never shuts up.

devout sky
#

maybe a new brew? call golden ale? like dark morkite it gives you more gold. and maybe you can only buy this drink if you have the supporter edition of the game it would go good with the gold theme of it

timid grove
#

An idea for a new beer - Glowlit Gin. It'd be a beer made from the Glowlit plants found in the Dense Biozone, and it's special effect would give dwarves a higher "light" radius around them, like a slightly smaller flare was centered around their character.

near glacier
#

Please add an option to disable the mouse scrolling. I want to throw torches without changing weapons every time x)

still chasm
#

3 new upgrades for the gunners zipline gun (the idea here is that these are on the same row so you can only take one so as to retain balance but make the zipline gun more versatile)

Dual Anchor: pretty much, using the zipline gun you mark two points and it launches the zipline out to span across those locations (increases the length of the zipline cable by 10 as well)

Hydra cable: allows you to fire the zipline gun FROM the zipline and it would connect to the existing line allowing you to go to the other spot by pressing left or right (depending on the direction you are coming from)

Recover: allows you to pick up the ziplines and return them to your ammo pool (much like how the driller can diffuse his charges and pick them back up)

I don't know how good these ideas are or if anyone would really like them I just think that something like these would be rather nice to put in if possible.

velvet bone
#

I have a problem with not knowing what mission to choose, so when will a random mission button come out?

opaque slate
#

When a class reaches silver rank, they get a class-specific perk that they can buy:

gunner Gunner - Faster speed when carrying heavy objects, can throw them further

scout Scout - Mines slightly faster, higher speed OR less fall damage

engineer Engineer - Repairs BET-C, uplink, fuel cells, etc a lot faster.

driller Driller - Mines stuff in 1 hit that usually requires 2.

crude kernel
#

change neurotoxin grenade to explode on impact like incendiary, or give it a shorter timer, or just tie some rocks to it so it bounces less. It's troublesome finding a corner to throw it at sometimes
edit: its not the waiting that I mind, it's that I miss the placement that I want every time

edgy ocean
#

Just in case you didn't notice the stats for drill upgrades are still borked. They were broken in the previous patch but now the broken-ness is slightly different. For instance the stock drill speed is 2, if I add an upgrade that increases the drill speed to 3, it will still be displayed as 2. If I add both drill speed upgrades for a total of 4, it will display as 3. The bonuses to movement speed while drilling are also wrong/missing.

vernal token
#

Gathering perk points after you max out all the perks should give a reward, perhaps an infinite core treadmill?

lilac brook
#

As mentioned in #drg-chat, what if we had a sort of "recovered" weapon mesh skin that suggested through rust, blood, claw marks, or some other indicators that the previous owner, as the name would equally imply was
"Left Behind"?

EDIT: I meant to imply that the skin would be named "Left Behind", looking back I'm not sure that I got that across

velvet scroll
#

Give the driller a pesticide sprayer that has a lingering gas similar to that of the preitorians, only not flammable and lethal to bugs and damages players

sonic dock
#

I think the supporter edition suit for the engineer needs more love, compared to other dwars suit he's kinda boring, not so much going on. For an exempel the gunner have really cool suit with a ton of gold but engineer have pretty much no gold. Make engineer look cooler 🙂

shadow wraith
#

possibly some sort of upgrade variant for the grapple where the cooldown was increased, but it could hold 2 charges?

frosty swift
#

Suggestion for mineral trader: allow option to type in exact amounts of minerals to buy/sell, as the current system is kinda finickey with how it adds things in (by jumping from singles to tens and hundreds at different delays between jumps)

formal garden
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May be change a "perk quotes" to something like "knowleadge quotes"?
Something like "Now I know more!", "There is no limit to perfection", "Improved skills - better mining" etc.
This will slightly affect the immersion in the game. Like, we improve our professional skills, and not play RPGs.

gritty geode
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For Salvage Operation Missions: Remove the finale's "Stay inside the green spheres by the drop pod" mechanic. Me and my friends find it very boring, cramped, and aggravating to be forced to stand still when the game normally encourages us to use our cool mobility equipment. Not fun.

narrow aspen
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If you don't add one of these goggles for Driller, it will be a wasted opportunity

steel tendon
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When we 'rock and stone' to Bosco, he does it back to us. Both the one in missions and the one at the bar.

plucky gate
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Individual weapon meshes

It would be cool to have weapon meshes that dont belong to a set or theme, but are unique to the gun. For example this skin of the Bulldog, just without the Battery underneath. It would really look cool in my opinion.

spiral sentinel
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hi, a new weapon was added to the game and it makes me very happy as a player, but why not add

  1. class tools! (eg)
    To the driller - a mineral scanner at great depths (and not only), and in the game, adding resources deeper than usual would have become even more diverse in terms of collection!
    Chainsaw engineer (why?) What kind of chainsaw is Karl !!! but one that would allow the engineer to get out of the brewed rooms1, to tank the horde 2. that the engineer’s battery had self-charging ..
    Shooter MAYAK causing a capsule with a shotgun with selective supply of ammunition (semi-automatic) with a good distance and damage having a grenade launcher with incendiary charges, triggering:
    1-from touch with a bug
    2-if touch failed timer 5 seconds
    or
    Shield Charger - having its own ammunition, which would recharge the main dwarf shields and strengthen them by 25 percent of the standard value at maximum charge.
    Scout - powerful shoulder light and improved marker
  • it would be great if you added weapons in black boxes that were sent to the hawksess for testing but were lost, the team finds such a box, repairs it and there falls 1 out of 3 types of experimental weapons randomly (weapons that have a limited supply and not configured in the calculation before the mission) -title for example - Father of Glyphids! or King of Glyphids !!! Thank you for your attention and for reading this!
near glacier
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A mission where you everything spawns. Morkite, Aquark, Hollomite, Dystrum, Plants, Shrooms, Fossils, eggs you name it. You have to collect as much as possible. The catch is that enemies just keep on coming, wave after wave, and after like 15-20 minutes they just come non-stop.

opaque slate
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On low oxygen missions, below the HP bar for your teammates, you can see their oxygen level.

opaque slate
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Specific lines for cave leeches when you ping them, such as "Look up!" or "Don't let it grab you!"

potent fox
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More tactically diverse upgrades for the flare gun and platform gun, because there really isn't much use for the firing speed upgrades, there should be upgrades that make it more interesting to choose, example: an upgrade for the flare gun that shortens duration, but makes the light travel further.

opaque slate
cosmic slate
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Add more utility options, specifically (as an engineer main) more turret variety. One idea I had was a healing turret, so that way you can choose between a damage turret or a healing turret. The turret would heal a reasonable amount over time within a certain area. Example of an upgrade might be lowering range of the turret while raising the intensity of the regeneration, or vice versa. Could also have a circular range. You would select and upgrade it in the equipment terminal.

crude kernel
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some sort of visual indicator for sprinting would be nice, I feel like I need it to enable very clean movement in panic situations. When you're running/jumping/shooting/stabbing around a bunch of fast enemies it's a problem to not be sprinting every time you touch the ground or worse to accidentally end the sprint. As I write this I realize it applies to controller as it has toggle sprint and not keyboard with hold sprint.

near glacier
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Add various plants/bugs that actually provide some benefit, but look very much like cave leeches/spitball/other nasty crap.

frosty swift
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Overclock Suggestion: Neurotox Rounds for the auto cannon should have garunteed tox chance, and have a higher damage per tic, as currently the damage is so small to be pointless, and sometimes it takes 7 or 8 hits from them to poison (hell, I'd settle for them making mini tox nade clouds where they hit as that would solve the issue too)

shadow wraith
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Promotion suggestion: for Promotion levels 2 and beyond, maybe give the account some sort of +XP modifier to encourage trying other classes?

crude kernel
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It would be great if deep dive salvage operations showed the broken pod texture instead of the normal pod texture when entering the next stage

sacred frigate
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An "All Accessories" section/slot in the Accessories Shop would be nice as well as a "Sort" button where you can sort items from least to most expensive and vice versa

keen cypress
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Inspired by Minecraft's Ghast:
The spitballer's projectile can be deflected if the player hits them with the pickaxe.

edgy ocean
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Neurotoxin grenades should act like smoke grenades and provide visual cover in addition to the existing effects. Dwarves inside the cloud can't be targeted by ranged attacks unless enemies close to within a few metres. The cloud also blocks line of sight for enemies on the other side, even if you are not inside the cloud.

I feel that this buff is necessary because the loss of vision from toxin grenades tends to hurt the party more than the benefits you gain from damage/debuff effects. Either you are inside the cloud and can't see out, or enemies are hidden inside the smoke cloud and can't be effectively targeted. So it would be fair if the limited vision applied to the bugs too.

spice grail
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Engineer prox-mine rework:

Upon impact shatters into ~9 minelets in a circular area, each of which deals about 110 damage in a tiny (~0.1) AoE. They also briefly stun enemies upon detonation. So, they can either detonate one-by-one under small enemies or in stacks under larger ones.

dim halo
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Could Hoarders have a set timer where they cannot burrow after being attacked?

Today, I attacked one with my flamethrower in solo, it moved away around 10 meters and then immediately disappeared. This was around 5-7 seconds after I attacked it. I didn't even have a chance to keep attacking because it disappeared after a turn at a corner.

They also seem to be dashing through thin walls where other bugs can't go through.

crude kernel
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please let us vamp off grabbers

icy breach
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I wish being able to speed up the timer/kill yourself would be an option when having iron will. Its been too many times where there are two people going down only a couple of seconds within each other and not being able to rez bc iron will wont allow us to go down fast enough, to where the other person can rez before they go down.

velvet salmon
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If we're doing the above, a hud icon to show how long you have left could be helpful. Like if the iron will fist that shows up when it activates is filled with beer and slowly drains as iron will is used could work

rugged field
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Overclock Suggestion: Hipster for M1000 - How about changing it to this: +400% spread recovery speed, +25 ammo, x0 focus shot damage (Meaning, focus shot deals the same damage as quickshot). With that, it would have a bunch less total damage compared to, say, a focus build with the Minimal Clips clean overclock, but gains fighting speed and a new playstyle is enabled. (Note: Its current values are +400% spread recovery speed and -15 damage, which is just useless).

Alternatively, the effects could be: +400% spread recovery speed, +15 ammo, +15 damage, x0 focus shot damage. Then I'd argue it should maybe be considered an Unstable overclock instead?

opaque slate
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When a ranged attack hits Gunner's shield, it makes a ripple and has a sound effect

opaque slate
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In the ice biome, stuff overheats slower.
In the magma biome, stuff overheats faster

golden cargo
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Weapon that inflict heat and cold cancel each other out rather than stacking- IE, you can't freeze or set someone on fire at the same time. This makes logical sense, but this means certain loadouts have disynergy with each other. Perhaps there should be a mechanic where inflicitng cold on a hot target and vice versa deals some degree of bonus damage (the concept being the extremes of tempature violently reacting) to compensate?

patent eagle
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Suggestion: Give users of the Supporter Edition some additional bling in the Space Rig to showoff their status. Doesn't have to be much, but I included a (terrible) photoshop attempt that shows how maybe a golden emblem and a few small decorations in the spacerig of the host (bottom half) as well as on top of the cabin appearing in every lobby (top half) could be implemented.

PS: Something similar could also be applied to chapters of the Interplanetary_Miners_Union

edgy ocean
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Other than getting machine events and the other endgame stuff ready I think you should put a very high priority on making disconnects less of a problem. I was doing the EDD last night and a teammate of mine disconnected on stage 3 right after we had activated the fuel cells. He was unable to rejoin the game automatically, and even after adding us as friends it claimed that we we're not in a mission and wouldn't let him rejoin the EDD. We were unable to wait for him either because the drop pod arrives on a timer as soon as the fuel cells are fully activated.

So I have a couple of suggestions in that regard:

  1. Players who disconnect should attempt to reconnect automatically to the host without any input needed by the player. The game already has a feature like this if the game thinks you quit a game "suddenly" but it has never worked in my experience, so it could use some improvement.
  2. If the player disconnected because the game crashed have it try to rejoin their previous host automatically when they reboot the game.
  3. In case the automatic reconnect doesn't work there should be some sort of "log" feature that lists recent lobbies you have been in and allows you to reconnect to them manually if something goes wrong. This could be made a feature of the mission select screen, or you could add an additional console in the player's room (where they respawn after a disconnect).
  4. If you are hosting and a player disconnects there could be an option to automatically set the game to private for a few minutes to give them a chance to return before the matchmaker attempts to fill that slot.
reef pilot
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Can we have some simple limitation on players and difficulties, please? Some low level, not upgraded players go and tried to play H4, ruining game in a process for all of the team

compact spade
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I think a DRG platformer spinoff game would be fun to play.
Any thoughts?

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I feel like that would slow down the game a lot if you had to kill one. It would deny a large area of the map. If you're in a tunnel you would have to dig around it or wait.

still chasm
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a hazard mutation called Unstable Caves where the ground splits open and collapses can occur similar to the ground splitting in Magma Core and Glacial Strata.

edgy ocean
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The incendiary upgrade for the PGL could use a buff. I have used it extensively and I can say with some authority that it is simply worse than the stock PGL, even against targets that are weak to fire. The addition of the heat effect doesn't make up for the halved explosive damage. Enemies will not ignite unless they are very close to the point of impact and large enemies won't ignite at all without multiple hits. Even if an enemy does ignite the burn damage they take doesn't equal the damage you lose by taking the upgrade in the first place. So the weapon ends up being LESS effective against all targets, a blanket nerf compared to the stock PGL or the armour break upgrade at the same tier.

Here's some ideas on how to fix it:

Option 1: Increase the heat generated by the grenade so that it reliably ignites enemies out to the edge of the explosion radius. (Larger enemies would still require a direct hit) This makes the upgrade more consistent because if it fails to ignite the target it has no extra effect and you are using half-strength grenades for no reason. This would also synergize very well with proximity fuse because grenades would still ignite enemies at the edge of the blast even if they typically explode further away from the target.

In addition to this the incendiary upgrade should not reduce direct impact damage, only area damage. This makes it more practical to pair the incendiary and spiky grenade upgrades as the former will no longer nerf the latter.

Option 2: Instead of reducing the grenade's damage and adding heat to replace it, directly convert a portion of explosive damage to fire type damage instead . This would make the grenade more effective against enemies weak to fire damage without being less effective against normal enemies. Grenades would still ignite enemies with enough hits, though typically just the larger ones as small enemies would die in the blast.

cloud swallow
atomic leaf
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if you have extra nitra at the end of a mission, you can spend it in a terminal in the space rig where you can get buffs/additional equipment (free bet-c?) in missions

balmy stream
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More unique forms of debuffs for the player. Different forms of slow mechanic gets pretty annoying so adding more types of debuffs would be pretty welcome.
Here is a list of some that i came up with.
-Poison -Longer lasting than acid but cannot down you.
-Mark Pheremone -Covered in pheremones. You take 20% more damage from enemies.
-Swarm Pheremone -Basically all enemies focus that player.
-Gooed -Weapons firerate is reduced on a meter.When jam meter is full force a reload. Force reload/press R. Maybe make it so that it only effects the weapon that you were holding so you could switch to your secondary in a pinch. Reloading empties the meter no matter what.
-Concussion - Weapon spread at max for a few seconds. Add some ears ringing for extra annoyance.

Adjustments to current.
-Webbed -Increased damage to team while blind.
-LESS SLOW EFFECTS PLZ GSG

soft lion
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Impact Compensator perk adds a bit of spring to your step! The bonus for maxing out the perk slightly increases jump height. Something a bit more exciting than 10->15% fall damage reduction only.

pastel bane
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At the end of deep dives, show how long each stage took you to complete. This would allow people who are trying to speedrun the deep dives to tell where they can improve ("stage 1 was good, but stage 2 could use some work"). It would also be nice, on the deep dive terminal in the ship, for you to be able to see how fast each stage on your personal best completion was.

sharp ridge
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NEW MONSTER: spawns in a small cave that is not visible on the map and is not accessible, there is no connection to the rest of the cave system. Once awoken by various events, it digs towards players and grabs one and quickly takes him away through those tunnels to its lair, where the player is immobilized (tied) and need to be helped by other who have to ventrue through the new tunnels and kill the monster and release the player. The lair is filled with stuff the monster took away, think magpie, resources, some skins/overclocks. It would be rare occurrence as the Hoarder, hard fight but worth it.

rough linden
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A little change that can be of great help :
The ability to ping the Warm Rock Oasis in the glacial strata.

At the moment pinging them only shows "Common rock", like if you were pinging at rocks.
This would be a good quality of life addition.

forest wing
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I looked around on Steam and through this channel and I haven't seen a suggestion similar to this:

Salvage Point Extraction.

Similar to a normal Salvage Operation, but with a key difference. Instead of salvaging Mini-MULEs, the main objective is to salvage a lost Minehead. Point Extractions tend to have extremely heavy enemy spawns, so it makes sense that they would get overrun from time to time.

From the drop pod opening, the dwarves navigate through a small side cave into a larger, main cave, towards the Minehead. The Minehead is damaged, and still contains its mineral container. The head must be repaired (perhaps in a similar way to how Mini-MULEs are repaired, sticking large items stewn in the area onto it and then repairing). Once the Minehead is repaired, maybe the floodlights and turrets come online, or can (optionally) be individually repaired, for some extra firepower. After that, the Minehead is launched back to base, and the rest of the operation goes in one of two different ways.

It either proceeds like a normal Salvage Operation, where the dwarves find their way to an abandoned drop pod, uplink it, fuel it, and then escape in it, or it proceeds like a normal Point Extraction, where once the Minehead is received, the dwarves hold the line at the platform and wait for a new drop pod to arrive.

deep plinth
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Hi I post my suggestions on every other place possible, but someone just told me this is the best place to post. Sorry if you've already seen them, you can delete them. There's a lot. Again, sorry but there's several months worth of ideas. Let me know if it's unnecessary and I'll stop. It seems the trello bot posted a few, so again sorry if I repeat but I didn't check all 50-60 ideas to see if Trello put them here.

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New Biome: Rotting Worm

It seems we’ve discovered what made all of the caves on Hoxxes IV. Our scans have discovered the corpse of a worm thousands of kilometers long. This titanic creature seemed to have come close to the surface to die. Over it’s eons long life span it seems to have collected a lot of valuable minerals inside of it. The best way we can honor this ancient and venerable creature is by digging out those minerals.

The biome consists of a combination of dirt and decomposing flesh. The worm had some truly bizarre anatomy so all the same caves you're used to can generate inside this rotting beast. Players will find new hazards like shallow pools of toxic liquid, geysers of noxious gas, dripping rotting flesh that slows the player on impact, and pustules that will explode when attacked. Occasionally the worm will experience a death spasm or the rotting material settles, we’re not sure what is happening. The result though is that sinkholes can form, so be careful.

The glyphids have become infected by parasites, so now we have zombie bugs. Praetorians spew bile and exploders burst into noxious clouds. Just some minor details.

Time to get messy miner.

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New Mission: Meltdown

Layers of dimondium are getting in the way of mining operations. We need you to operate a heavy duty drill and overload it’s reactor so we can clear the area. You’ll need to drill to the center of the dimondium and detonate.

The level consists of three to five chambers depending on the mission length. Each chamber will be completely separated by a layer of dimondium a few meters thick that cannot be mined through. Players begin the mission with a large drill somewhere in the starting chamber. All resources are deposited at this drill during the mission since there is no molly.

To enter the next chamber the drill must be activated, causing a swarm to start. During this period the drill’s reactor begins getting bright and louder. While the reactor is warming up the players must remain by it to prevent it from overloading prematurely. When no players are near the drill while the reactor is powering up an overload bar will begin filling. Once it fills completely the meltdown sequence will begin. If you are not in the final chamber when that happens you will fail the mission. After the 2 minute warm-up period the drill launches and cuts a path to the next chamber. Once fully powered the engine ignites propelling the the drill forward in a straight line at high speeds. When moving the drill leaves behind it a string of lights so players can find their way out at the end of the mission.

Each chamber is filled with enemies already spawned that pour through the breach once the next chamber is open. The process of activating the drill must then be repeated to advance to the next chamber. The overload bar does not reset and is cumulative.

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In the final chamber the drill’s reactor must be overloaded. To do this, the drill must be activated and the players must remain away from it until the overload bar completely fills. Once filled the reactor meltdown will begin. This process will have the reactor growing brighter and louder as it overloads. If a player wanted to stick around and die, the reactor would be blindingly bright and deafeningly loud for those nearby before it explodes.

Once the reactor starts melting down evac is called into the starting chamber, since that is the only area not surrounded by dimondium. The team must make it to evac before the drill detonates. They must be careful to follow the path the drill made since the driller cannot drill through the dimondium layers. A team who kept their reactor from overloading too much during the rest of the mission will get some extra time to escape as the reactor overloads at the end. Teams who don’t make it onto the drop pod before the meltdown counter reaches zero will see a blinding flash and then the blackness of death.

Level variation is increased by changing the inclination of the drill. 25% chance of 30 degrees, 40% chance of 45 degrees, 25% chance of 60 degrees, 10% chance of 75 degrees. The gentler the inclination, the easier the descent and ascent. 75 degrees would be the rare and extremely difficult challenge.

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New Weekly Mission: Furnace

Listen up miners. I want you to leave your sentimentality at the door. We’re harvesting loot bugs today. If you want the better gear your always whining about, you’ll have to make it yourselves. Harvest the red loot bugs and deposit the brimstone in the furnace to start production. Make sure to keep the fires hot. Call for evac when things get too heavy.

This mission would be a weekly updated mission like deep dives. The miners land and a smelting furnace is dropped in a central location. Glowing red loot bugs spawn on this mission. You need to kill them to collect the “brimstone” and nitra they drop when they die. The brimstone is deposited in the furnace to power it.The glowing red loot bugs will continually spawn to give miners a sustainable supply of brimstone and to a lesser extent nitra.

There are two progress bars on the top of the players hud. The first shows the level of brimstone deposits. The level is constantly decreasing at a slow rate due to it being used as fuel. The larger the stored deposit, the faster it is used as fuel. However, the greater fuel consumption means the second bar on the players hud will increase faster.

The second bar on your hud represents your progress to your next reward and checkpoint. As the furnace works wonderful rewards will be crafted for you. Gold, mineral deposits, cosmetic items, weapon skins, utility skins, overclocks, and of course xp. Every three unlocks the team will hit a checkpoint. All their rewards will be launched back to the space rig. Any rewards gained between checkpoints will be lost if your team goes down. At a certain point you will only be rewarded gold, xp, and minerals. If replaying, you will receive gold, xp, and minerals instead of previously unlocked rewards.

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The forge has two buttons, a red button on one end and a green button on the other. Green is a vote to stay and red is a vote to leave. If you don’t vote in the time limit, then your vote is an automatic stay vote. If you're downed, you don't get a vote. On ties the leave votes win. If you previously voted to leave and then failed you get a small amount of bonus xp for your foresight.
The team can vote at any point.

Has two difficulty levels. Both can be played every week to unlock their rewards.

Every week a ranking board on the space rig will show the top 20 longest runs, so top 5 full teams. It will have player tag, lobby tag, and their time. Runs only qualify if you successfully evacuate everyone.

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New Mission: Detonation

Listen up miners. You’ll be exterminating a nest today, so you’ll need to setup some explosive charges. Not just any explosives, a new brew we’ve been working on down in the lab. Should pack quite a punch. Arm the bomb then get far away from there. Once all the bombs have been detonated you can call in the drop pod with molly.

The level generation would be the same as a mining mission. Players will need to find bombs and arm them. Doing so will trigger a “hold your ground” progress bar, like repairing an uplink, and the swarm will start. Once completed the players will need to leave the blast radius as quickly as possible. A transparent bubble with a diameter of 200m-300m will show the blast radius. A timer counts down the seconds until the bomb detonates. Once it hit zero, an amazing special effect happens and the entire blast radius becomes a massive spherical crater hundreds of meters wide. After the explosion the enemy swarm ends. Players can then search the bottom of the crater for downed allies and minerals or continue on. The mission length determines the number of bombs. Once all bombs are detonated evac can be called via molly.

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Prospecting License

Here at DRG we like to encourage an entrepreneurial spirit in our senior employees. That's why we're now offering prospector licenses. For the initial investment of a few hundred thousand credits and a small deposit of some minerals you too can begin your days as a prospector.

With your prospector license you will be able to plan your own expeditions down to hoxxes 4. Of course you'll need to rent a drop pod so that will cost a very minor fee, you won't even notice. The prices for your destinations will fluctuate depending on where we are in orbit. You can add modifiers to your mission, which will require you to rent extra equipment that varies based on the modifier. You can even take on as many modifiers as you want, but each additional one will cost a premium. Because we care we'll send you into any hazard zone free of charge.

So stop by today and start earning your fortune!*

*DRG reserves the rights to 95% of all materials recovered during a prospector run. Any damage to equipment or personnel is the sole responsibility of the prospector. If the prospector cannot pay any fees his next of kin will incur all debts. If next of kin cannot pay the debts, then they can "donate" their organs to our employee health plan.

The prospector license introduces custom games into DRG, while keeping restrictions on how many can be made by putting a high price tag on them. This gives high leveled players something to spend there obscene amounts of credits on. At first you might want to have prices absurdly high to burn through the accumulated wealth a lot of the long time players have. But later you can lower the prices to the point that the take from a few missions can be spent to launch one custom mission. Their is also the option to spend the take from over a dozen missions to do one mission with five negative modifiers.

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Rare Cosmetic Rework

Instead of unlocking matrix cores with cosmetics in them you gain a new resource which I'm going to call spice. This spice can be trade for rare cosmetics at a back alley stall on the space rig. It could be a shady vending machine or just a slot in the wall were spice goes in and goods come out. Something that gives of the vibe that this area is not fully sanctioned by DRG.

The inventory setup can be done a few different ways. Option one, players use the same interface the standard accessories use, but purchased with spice. Option two, players invest spice in categories for each class (beard, eyebrows, weapon skins, ect.). Every time 200 spice is invested they unlock a random item in that category. Option three, they can spend there spice to unlock a bounty (kill so many ?, collect so much ?, ect.) that once completed will unlock a specific cosmetic item.

I personally think the best option is option one. But it might be fun to also have the bounties from option three available as a way to earn more spice.

This is the last one I'll post for now.

deep plinth
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Endless Rewards

Currently the game has no system in place to keep offering players rewards no matter how long they play. I propose using three systems to give players a never ending reward system.

The first part would deal with excess credits and minerals. Currently high level players get no benefit from their vast fortunes. That's why I proposed the Prospecting License. The prospecting license would allow players to make custom missions with multiple modifiers. The price is high to prevent custom games becoming too common, but also to keep employee bank accounts low. The ability to take on extreme challenges though make it worth the cost.

The second part would be for rare cosmetics and use the rework I proposed called Spice. Instead of unlocking random rare cosmetics players are awarded spice, an unauthorized substance players can use to purchase unsanctioned goods. At this terminal players can also spend their spice on contraband drinks that will give players a significant buff for one mission. Even if you have all of the cosmetics you want, you can still use your spice for expensive buffs.

The third part would work with whatever system you are introducing into the game in update 26 to distribute OCs. I really wish I knew all the details, but whatever it is should work with my proposal. When a player has unlocked all of the OCs or doesn't want to unlock anymore, he can spend those resources instead on first building Power Armor and later to charge it. Power Armor gives a player incredible buffs for one mission or until it is destroyed. To lessen its impact on the rest of the game power armor requires a considerable amount of resources to recharge.

Rock & Stone Forever!

Last one for sure this time.

deep plinth
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New Mission: Bloom

Listen up miners. Management has discovered a plant on hoxxes the leaf lovers are very interested in. They want the blooms and they don't need to know how we get them. We need you to go in and pump this plant full of chemicals so we can get the goods.

The level generation would be similar to point extraction. A giant plant, like the womping willow the devs previewed awhile back, is in the center of the chamber. A scaffolding structure is dropped around and above it, like the edges of a box. At the base of the scaffolding legs are hoses, 2-4 depending on mission length.

These hoses are automated and when activated will extend and crawl like a caterpillar. The hose will move on the shortest path along the ground to get to one of the outlying pumping stations, 2-4 depending on mission length. Pump stations can be located on your map and are usually as far away as possible. While the hose is moving it will initiate enemy spawns. Enemies can attack the head of the hose and cause it to breakdown so it must be defended. If the hose breaks down enemy spawns will stop and the dwarfs will need to repair it to get it moving again. Once the hose reaches a pumping station the enemy spawns will stop and the dwarfs will need to attach it to the pump. Multiple hoses can be activated at once, but it will multiply the spawns.

Once all hoses are attached to the pumps the scaffolding can be activated. It will spray a special nutrient on the plant forcing it to bloom. During this two minute process enemies will spawn. Anything that gets sprayed with the nutrients gets a temporary speed buff, dwarfs and bugs. At the end the plant will die and the spawns will end. The bloom will emerge which the team can deposit. Once done they can call for evac. I think it would work best and make the most sense if players had a mule instead of depositing at the scaffolding.

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The hose design would consist of overlapping sections. Each section would be covered by steel to prevent enemy attacks, leaving the front of the hose the only vulnerable part. At the base of each section would be two mule legs, one on each side. The metal section would overlap like scales of plate armor. The caterpillar hose would emerge one section at a time out of a box at the base of the scaffolding.

The plant might work well as your womping willow. It would try to hit enemies and allies who get close. As it absorbs the nutrients it gets faster and grows like it's on steroids until it withers and dies. A non hostile or different type of hostile plant might work better though since it might be difficult to activate the hoses or sprinklers with a plant trying to womp you.

This mission gives players new tactical decisions to make and lots of enemies to fight. Players must decide when to mine and when to move hoses. They can decide if they want to drill shortcuts for the hose or build bridges with platforms. If they do though they risk close quarter combat defending the hose in a narrow tunnel or bridge. If they fail and the hose breaks down the mission is very forgiving. Spawns stop so even if the hose stopped in a weird place, players can figure out how to get to it in some peace.

deep plinth
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Rare Enemy: Infested Bosco Cluster

This new threat presents players with a challenging enemy that will require teamwork and focus to succeed

Sometimes shipments of boscos are lost on hoxxes. A stationary creature seems to be infecting and using them against miners. The creature is similar to a glyphid brood nexus with scattered weakpoints on its sides. The infested boscos cluster rotate around the host creature, creating a defensive wall. The boscos have a malfunctioning animation to them. Some sparks, arcing electricity, and twitching.

Fortunately their targeting system is damaged so they only fire random bursts of machine gun fire, maybe the occasional random missile if that doesn't make them too deadly. At random intervals a bosco will leave the group and do a suicide attack on a nearby dwarf. Their animation becomes a lot more chaotic. They develop an intense glow, more arcing electricity and sparks, and an intensifying overloading sound effect. On impact or when shot they explode causing a lot of area damage.

To destroy this enemy, you have two strategies. The first is to fire from above. The protective barrier leaves an opening on the top. This strategy has the advantage of avoiding most of the bosco attacks. The disadvantages are that there is no weakpoint on top, it can be difficult most of the time to position yourselves above it, if you sacrifice mobility to get your firing angle you are more vulnerable to suicide attacks, and you still have to deal with the boscos scattering when the creature dies.

The second strategy is to thin out the surrounding boscos by shooting them down and avoiding their suicide attacks. As the defense thins you will get shots at the creatures weakpoints.

#

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Once the creature is destroyed the remaining boscos will scatter a bit. They will then follow the routine of moving in a random direction, spinning and shooting, then moving again repeating the process. They will do this until destroyed or coming into contact with something. When coming into contact with something they will explode. This can be a wall, a player, a enemy, or another bosco.

A slightly different configuration would be to have no opening on top. Instead a slightly different bosco with more health and working targeting systems is stationary on top. Just need to alter its skin to look less/more infected than the rest.

To balance this creature you can:
Alter it's size and in doing so alter the number of boscos.
Alter it's health
Alter bosco health when not overloading.
Alter bosco health when overloading(suicide attack).
Alter how often a bosco fires.
Allow bosco to use rockets with random trajectories.
Alter bosco explosion damage.
Alter bosco suicide attack movement speed.

As a reward for defeating bosco you could either give the team a supped up bosco to repair or they could collect and deposit the neural tissue from the parasite. Our dwarfs down in the lab are very interested in how the organic tissue is controlling the mechanical parts and will reward extra experience to any team that brings them home samples.

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Rare Enemy: Siren Cluster

This new rare enemy type will only show itself once the player is in the middle of it’s trap. The siren will spawn with one random player at it’s epicenter. When it spawns it will make a loud jingling noise alerting all players and spawning other enemies.

The creature consists of dozens of clusters of tentacles that sprout out of the ground. These clusters will be close together and densely cover the ground, whether that be floors, walls, or ceilings. In the middle of each cluster of tentacles is a special tentacle that has a glowing lure on the end, like an angler fish. Each individual tentacle can be destroyed and have little health, but if the lure tentacle is destroyed then the rest of the cluster is destroyed as well. These lures can be located by the glow they emit and jingling sound they make.

The tentacles themselves only do minor damage and temporarily slow players by delivering a neurotoxin. The real danger is that periodically the cave will reverberate with the jingling of the lures triggering enemies to spawn. This will periodically continue until all lures are destroyed.

Players will first need to clear a space free of tentacles. They will then need to continue destroying tentacle clusters while fighting of the spawning enemies. Teams may want to split up to destroy the lures faster.

It’s not all bad news though. When the lures are destroyed they drop siren neural tissue. The dwarfs down in the lab are fascinated by the stuff so depositing it in molly will lead to a significant xp bonus.

#

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It seems that when dwarfs first discovered this creature it was misnamed. We now believe that all of the clusters belong to one massive organism. We have no idea how all of these tentacles with no visible connections share nutrients and nerve signals. This mystery has lead to the neural tissues of the specimen to be highly sought after.

These creatures are very rare as they take hundreds of years to reach a size that poses a threat to dwarfs. The creature seems to originally evolved to lure glyphids into caves and digest them with the tentacles surrounding the walls, turning the cave into a giant stomach. However, with the arrival of dwarfs the siren and glyphids have developed a more symbiotic relationship. Once again proving that Hoxxes 4 is always full of surprises.

Some examples of a siren spawn if you didn’t understand. If in narrow tunnels the tentacle will cover a surface distance of 50m in every direction from the epicenter. What this means is tentacle will sprout up and down the tunnel on the floors, walls, and ceiling for a surface distance of 50m. This doesn’t mean is that the tunnel 10m above you sprouts tentacles, unless it can be reached by travelling 50m along the surface of the cave. In a large chamber this doesn’t mean that the wall 20m opposite the epicenter will grow tentacles, unless you can travel along the surface 50m to reach it. This creature is supposed to wow players with the scale of it. I was thinking the tentacles would be about waist tall, but dwarf height or tiny might be interesting as well.

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Siren Adolescent

These enemies would be a miniature version of the siren cluster. The early growth cycle of the siren causes it to secrete a faint purplish ooze, giving players a hint to where they might be hidden. When passed over a carpet of tiny tentacles sprout underneath you hurting and slowing you. At the same time a small group of swarmers spawn around you. If not destroyed the adolescent will spawn two more groups of swarmers and then re-submerge. The player can shoot it to pop it like bubble wrap. If they focus on the points that give off a faint glow they can take out small clusters of it. Once 70% is destroyed the rest dies.

#

Negative Mutators

Spores: The player movement occasionally slows and their aim sways while the player experiences severe coughing due to spores in the air.

Electrical Interference: All light sources occasionally flicker.

Radiation Burst: All enemies and allies occasionally take minor damage from bursts of radiation covering the entire level.

Dampening Field: Reduction in damage.

Plague: Reduced player health.

Busted Molly: Reduced mule movement speed.

Deep Shadows: Decreased light output.

Unseen Terrors: Millions of tiny bugs attack if your feet are not partially lit. Bugs are driven back by light, splash damage, platforms, and shield.

Small Pockets: Less mineral carrying capacity

Leaky Pockets: Minerals slowly drop from the players inventory until gone or deposited. Players can later retrieve their trail of dropped minerals.

Empty Rounds: Some shots have no effect.

Lightly Loaded: Decreased ammo capacity.

Stupid Fingers: Slower reload speed and cooldown

Sugar Tolorance: Red sugar has very little effect.

Nitra Inflation: Supply drops are more expensive

Crushing Gravity: Jump height decreased, fall damage increased.

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Negative Mutator: Phase Shift

I don't know how possible this would be from a programming side, but it would be endlessly fun. At set increments players will begin to notice a distortion on their HUD, static or something, warning them of a phase shift. During a phase shift players will randomly swap positions on the map.

During the warning phase players must be careful to not be flying through the air, throwing a grenade, or anything else that could end badly after a phase shift. Downed players phase shift as well, but are still downed after swapping places. The only way a player will not phase shift is if they are interacting with another player by reviving, being revived, or they're in the shielded drop pod. Anything held by the player will be dropped during a phase shift and not swap places with them.

Like the O2 modifier Phase Shift compels teams to stick together, but not as rigidly. A team experienced with phase shift will learn to sometimes follow the path of the person they swapped with rather then doubling back to where they were. However, no matter how experienced you are with phase shift you will always have "oh shit" moments as you're dropped into a complete cluster fuck.

#

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Positive Mutators

Swift Hands: Faster reload speed and cooldown.

Inverse: Level spawns upside down, a 180 degree shift.

Armory: Ammo drop cost reduced.

Heavy Ordinance: All explosive damage and range increased.

Roulette: All damage random between a set limit like 50%-150%.

Loot Bug Swarm: Lots of loot bugs, slightly less minerals due to loot bugs eating them.

Slow Mo: Everything moves slower.

Freeze Frame: Time occasionally stops for a couple seconds, freezing everything in its place.

Rewind: Time occasionally reverses a couple seconds.

Shredder: Increased armor damage.

Blinding Light: Increased light output

Supercharged Molly: Increased mule movement speed.

Large Packs: Increased mineral carrying capacity.

Overcharge: Players given temporary damage boost after resupplying.

Tilted: Level spawns sideways, a 90 degree shift.

Carnival: The entire level slowly rotates.

Orbital Strike: Resupply pods cause massive AoE Damage when they land.

Assassin: Melee kills temporarily increase movement speed.

New Mutator: Time Slip

I'm unsure how programmable this is, but I think it would be funny and cool. During the mission time fluctuates. Most of the time it is normal, but occasionally everything will slow down or speed up. When time slows so do the dwarfs, enemies, bullets, and explosives. Even the mining and running look cool in slow motion. But at other times everything speeds up turning everything into chaotic madness. The fluctuations would need to be short enough that people wouldn't get bored or frustrated when time slows while they're mining.

surreal condor
#

Another level of perks and more perk types. An extra level of vampire, Impact Compensators, and weekend athlete perhaps. Find out which perks are used the least and tweak them to be more desirable. Such as adding more secondary advantages to perks when you equip the highest level of the perk. Vampire at new max should give 1 health per small kill, 6 per medium and 12 for large. Weekend athlete at new max should increase movement speed by 18-20% and reduce slowdown effects by 20%. Strongarm perk should be applied to grenades and other throwables. Impact Compensators at new max reduce fall damage by 20% and increases jump height by 15%. Strong back at new max lets you move 25% faster while carrying heavy objects and reduces incoming damage while carrying by 30%. All levels of It's a Bug Thing should increase the amount of minerals lootbugs drop.

fierce mica
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Seeing as the shrink/grow beer in the preview in #community-and-server-announcements made a balloon inflation sound after it was drunk, the shrinking portion of the beer should be the sound of a balloon deflating instead, with the inflation sound being reserved for if it causes the dwarf to grow.

edgy ocean
#

When you throw a proximity mine as an engineer you should have the option of disarming it even if it has already exploded once. This would simply destroy the mine instead of returning it to inventory.

You could use this to clean up mines that are in a bad spot or that you threw accidentally.

near glacier
#

make it so when you dig out aquark/jadiz/bittergem, the little glowing bits never fully reach the same brightness as they were when the item was buried. Have them only glow at half-strength when you come close with their respective item. That way, you can quickly tell at a glance which place has a fresh undug item, and which just had an already dug out one nearby.

latent tundra
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Traversal Tools:

Employee transportation device - ETD:
Place a station, that contains mini-mule with a seat for a dwarf. Mark another point with the tool. Mule will travel to a marked location and carry the dwarf with it. Can climb up walls.

Hookstation:
Placed on the ceiling. When marked with laser, it will grab the dwarf, if in range and after that, the player can mark another place, to get dropped there.
Imagine an artifical cave leech, that is actually nice and doesn’t try to eat you.

Deployable Walker:
Place a crate and build it up (like Engineers Turret). After it is finished, the Walker can be piloted by a single dwarf. Another one can grab its back to get carried with it. The Walker can walk on walls and the piloted dwarf can still use other tools while inside, like for example a pickaxe and guns.
The Walker has limited fuel and will stop working when out of fuel.
Optional:
The Walker can act as Armor for the pilot but gets destroyed after blocking to much damage.
The Walker can jump of walls, to land on the ground, without taking damage or cling to other walls he reaches mid jump. Depending on either tipping space or holding space. Uses up a portion of the fuel.

Spiderleg-Backpack:
As the walker above, but limited to the owner.
The dwarf extends legs from his backpack, to cling to walls and can climb up walls and ignores damage from hot rocks and slimy ground.

lean pivot
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A mod that allows the zip line gun to switch to rappel mode, where you can only fire the lines up so you can rappel down long vertical tunnels.

amber surge
#

I have an idea of a mob that work like Gears of war 4 and 5 snatchers.
it would be a frog that try to swalow you and take you far from your allies.
while inside his belly you take damage like a leech that eat you, and if you die inside his belly, he spits you on ground and spits goo on you. goo will have to be removed by hitting in with pickaxe.

opaque slate
#

A sound when someone joins a lobby in the Space Rig

opaque slate
#

When you order a leaf lover, it only gives out one drink like the voicelines say. Saluting with it should make you whisper normal voicelines.
(asking for a friend)

trim helm
#

Come Mother’s Day, there should be a special event involving the best moms around: Naedocyte Breeders! Not a crazy thing where they spawn everywhere, maybe just a nice scarf for them to wear. ❤

molten moon
#

When the pod is ready to be called, pinging the mule should play a “let’s call the drop pod” voice line

edgy ocean
#

Can we get variations of the goggle cosmetic with the goggles pushed up onto our foreheads instead of worn over the eyes?

EDIT: Also goggles worn on top of hats.

solemn summit
#

more eyebrow variants, and a mono-brow option for all eyebrows

fresh kettle
#

An Upgrade Tier for flares that allows you to change the shape of the flares (Round, Cube, Disc). Other shapes could also be possible.

Edit: Due to the current shape of the flares, it's sometimes hard to predict where they'll go once thrown. When digging on a small ledge, flares tend to bounce off unless you dig them an alcove of sorts. I think different shapes may be more useful in different situations.

Cubes wouldn't travel as far, but would be easier to place.
Spheres would roll very far, depending on terrain, but keeping it in one spot would be difficult.
Discs would not travel much, if at all, but you could place them exactly where you want them.

thick wedge
#

Weighting core drops towards the character you're playing or at the very least the character you main, so that this kind of thing doesn't happen (My driller is sad.):

wide scaffold
#

All minerals should be able to be mined in one hit, mining gold and other such things is a chore and it's not significant enough to have to worry about balance

paper mirage
#

I'm not sure if this is a bug or a suggestion, but it has come to my attention that the loot bugs do not gain the benefit from regenerating bugs. This must be fixed, as loot bugs are friends to all

green pivot
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Quick suggestion that has probably been suggested, how about some recolourations of gold (silver, copper, diamond) that have different monetary values, just to spice up the ore mining a tiny bit

fallow river
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Digging should always dig out an area large enough to walk though.
Make dirt a 1 hit.

opaque slate
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Being able to use laser pointer while holding a heavy object

velvet salmon
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Being able to salute while holding a heavy object

covert siren
#

Rain in the crystalline caverns, dense biozone and fungus bogs should make the ground slippery, like a very light version of the ice in the glacial strata

plucky gate
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A new Overclock for the NUK-17 that decreases the clip size to 10 (so 20 in total for both SMGs) but reduces the reload time by 66%.
Would be very cool to use with the upgrade that gives move speed on emptying your clip. I love that upgrade, but its so ammo inefficient.

carmine ice
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FlameThrower overclock, that shoots out napalm without being ignited, good for laying traps, or setting up a big ball of goo that can be ignited for AOE damage. (Would require an ALT firemode)

#

Come to think of it, having an ALT mode would be nice, that could be used on everything from equipment to weapons, either to do special features, or toggle Overclocks on/off.

opaque slate
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When a scout is falling and has his grappling hook out, he'll say something like "Charge faster!" or "please don't miss, please don't miss..."

ornate imp
#

Change for the Engineer's Sentry, replaces it with an ammo Cache that converts Sentry Ammo into ammo that restocks the team's weapons. Sort of like a mini resupply pod

amber anvil
#

Add a voice line volume slider so we can set dwarves to be however loud we want

hexed sage
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I'm sure it has been asked but can we have bosco move a little faster? I try to get him to light the tunnels ahead of me and it would be nice if he could actually move faster than me🥺

near glacier
solemn summit
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i want banter. lots of banter. specific dialogues for different biomes or mission types. swarm dialogue. interactions between different kind of dwarves. maybe dialogues between low and high level dwarves (not promotion levels but just current level.)

opaque slate
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when a person spam-pings a boolo cap, everyone around him says "SHUT UP" very loudly

valid eagle
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BOSCO need a welding tool to help repair things but only up to 99%

north rune
#

Could the end timer on salvage missions be made a little more clear? Just failed a mission because no one knew the pod was done powering up until it left

raw chasm
#

An achievement for completing a mission without shooting a gun

solemn summit
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a slight sheen to cave leechs base when it goes for the succ. i get grabbed while checking the ceiling fully expecting the leech because ceiling was way too high and none of the shots i took landed on the leech (landing a shot would make the hp bar pop up, giving an estimate location for me to follow up). also a succ box adjustment, it sometimes grabs you clipping through ceiling making 2 90 degree turns like this: ‾ı_ when the land youre standing is close to ceiling.

valid shuttle
#

Allow players to join an in-progress Deep Dive, as long as the dwarves are still on stage 1. They haven't gone deep yet, and still in range of single occupancy drop pods!

deft lance
#

Any way you can shoot off a bug's leg/claw and still have it come at you just slower/limping?

remote helm
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A mission type that requires you to rescue captured miners. You have to go and save miners who have been taken into an alien hive. Be they in a cocoon or strung up like the marines/colonists in Aliens, I think something like this would introduce some interesting new gameplay.

near glacier
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Requesting a full-scale region locked china. As an asian player, our gaming experience is literally ruined by those chinese cheaters, even ordinary chinese players refuse to communicate and being rude and disrespectful. I managed to use a software called "peerblock" to block chinese IPs but some of them still use VPN to bypass the restriction. This game also lacks the option to block certain players so they could just join over and over again. Once they join they alter our in-game data that everyone becomes invincible and has infinite ammo. The effect is Irreversible.
I also strongly believe other asians do encounter similar problems caused by chinese players as well.
If region locked china isnt going to implant, at least give us the option to block players, not just kick.
Giving the option to report cheater would be nice too.
The situation is just getting worse, ignore this problem will have huge market impact in asia region.
Please think about us, I understand the majority of you dont live in asia region, but playing DRG here is a serious nightmare.

late snow
#

Waiting for a loading screen featuring the giant corpse of the spider mother the boys keep yelling about.

opaque slate
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A mutator: "Red sugar shortage." Self-explanatory, takes away most or all of the red sugar in a cave for extra XP

low peak
#

How drunk you go into a mission should affect your bonuses like other attributes. This would give you a reason to go into mission drunk, and a reason to drink more beer

fierce stream
#

If a mission goes very well (say both a bitter gem and error cube or finished a deep dive) management could buy you a drink in the form of drinks are already there in the abyss bar.

tough nebula
#

revert the changes to the dignified elder, or release the old one as a new core locked beard

olive oracle
#

Words SHould be slurd wile Drunk

solemn summit
#

alt-fire EPC to manually detonate the projectile. maybe make it base, and enhance it via mods/OCs. an example would be an actual working more it travels more damage it deals mod. or one where it can clip the mobs freely and doesnt damage anything it passes through, only damaging stuff upon detonation. a mini, flying c4.

proud coyote
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Have Bosco appear along with his kill, mineral and revive statistics on the mission complete screen for solo missions

valid eagle
#

have bosco stop blocking my shots

trail birch
#

Mission End / Summary Screen addition:
I don't mean 'moar stats' like asked before, but showing all the new hazards which exists.

Show encountered hazards / specials like

  • Spawned / killed Bulkdetonators
  • spawned / killed ('natural') Dreadnoughts
  • spawned / killed / repaired Bet-C
  • spawned / repaired Cargo Crates
  • called in resupplies
  • spawned / finished Machine Events (in upcoming update)
  • spawned / killed Lootbugs, Golden Lootbugs, Hoolis
drowsy delta
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idea for a new game mode similar to elimination and the salvage missions where a former team failed to kill the dread naughts and they pupated into something bad maybe they could fly or be a glyphid queen and you can boot up the old fighting robots t he other team had

ember pendant
#

Update golden bugs so the bigger the bug the more gold you get

alpine patrol
#

Breach Cutter buffs:
-more ammo
A common request is to increase BC's damage but I feel it won't fix the underlying issue. PGL is always going to be more reliable and consistent at scoring high number of kills per grenade regardless of terrain, whereas BC requires much more ideal terrain all the time to match its killcount. Given that BC only has a little bit more ammo than PGL, it feels punishing to waste a shot if it doesn't kill enough enemies. Therefore, making BC a high damage, low ammo secondary will only keep it in PGL's shadow. On the other hand, buffing the ammo count would make it feel far less economically punishing to fire a shot that kills a handful of bugs as well as allowing more shots total to kill beefy targets like praetorians.
-quick deploy as baseline
Not taking the quick deploy mod sucks. Nobody likes going without quick deploy. The other two mods in the same tier might as well not exist because not running quick deploy heavily gimps this weapon and makes it feel more unreliable than it already is. Making quick deploy baseline opens up more options in a build.
-increased mag capacity
2 base mag size doesn't justify the 3 second reload time over PGL's 2 second reload time. Taking the mag size mod should only feel optional, not heavily recommended if you don't want to reload for long periods between 2 shots. An overclock that reduce the mag size makes it feel even worse, 1 shot and reloading for 3 seconds is horrible.

gaunt thistle
#

A centered heat bar for the Minigun/Cyro/EPC/Drills (a la Vermintide Sienna) so you don’t have to glance at the corner of the screen every other second

oblique plover
#

Fix the stubby unstable overclock to make a line between turrets, idk what happened or if there was a fix to something, but i noticed that it never really works now all of a sudden, out of 10 placements, it works once or twice and that just really fucking sucks

timber lagoon
#

I just want to see how much time has elapsed during a mission. Maybe a little time elapsed clock when bringing up the scanner or something. ⌛

surreal condor
#

Probably not high on the list of priorities, but wouldn't it be cool if we had facial animations for the dwarves? It makes me tingly just thinking about all the expressions that we could have. Pain, anger, joy, drunk, and so on. Imagine the gunner with a wide grin as he's in the middle of mowing down several aliens. Or the driller's mouth opening wide when he's shouting at scout to shut up.

edgy ocean
#

The PGL proximity fuse has a number of things wrong with it that make it less effective than it should be.

  1. The first problem is how the grenade calculates minimum range. It appears to use a timer measured in seconds, how far the grenade flies before the fuse arms changes with it’s velocity. If you boost the projectile speed by 500% (which is possible with overclocks) the grenade turns into a bullet that bounces off enemies and walls like a rubber ball. It's extremely difficult to hit anything with it because the minimum range is somewhere north of 100ft.

  2. The second problem is how the proximity fuse detects enemies using the damage radius of the grenade. The larger the damage radius the more sensitive the fuze becomes. This isn’t necessarily a good thing because area damage scales with distance from the explosion, so the further away from the epicenter it is the less damage the target will take when the grenade explodes.

The distance damage boost would partially make up for this (if it actually worked) but currently the only way to get the maximum damage potential out of a proxy grenade is to shoot a target just outside of minimum range so that the grenade explodes directly on top of them.

  1. The damage increase of “up to 100% the further the grenade flies” appears to be broken, but that’s an easy fix.

For my recommended fixes please refer to the attached picture:
https://i.imgur.com/ZscYV3l.png

raven parcel
#

I don't know why I just thought of this, and I find if funny just because of the reason's behind it happening and it not being "fixed", but maybe a fun little modifier would be playing with the thing we pay attention to the least...

I introduce the idea of the mutator "Mixed Bag".

What does the Mixed bag mutator do you might ask? Well, somewhere along the process of getting down to the mission site, all of the gear kits got mix matched, and now everyone's equipment is a mess. You don't have time to question who's gear you got, because you have a mission to do. Plus, most of the stuff you carry can kill anyways, so as long as its got a trigger on it that can be pulled, no one is too perturbed, so long as it gets the job done, and everyone gets paid.

This Mutator will randomize all dwarves weapons (whether it be just random weapons from the 4 dwarves that are on the mission, or just from the 4 classes as a whole, is up for debate. whichever is easier I guess)
The support gear could also be switched up if that would be a fun concept to implement, but I feel that would destroy the purpose of picking the class to begin with. (Scout has flares and goes fast. Gunner can protect his friends and use ziplines. Etc. etc.) so I think it'd be okay to at least leave the support items untouched, so as to not entirely remove the point of picking a class

near glacier
#

can we have a retro mode? like project dwarka prototype? 😉 (edit: deleted youtube link cause i think somewhere was somethink about that)

knotty spire
#

I'm a big fan of games where there's lots of gear-customization. While there are certainly options already with weapons/perks/overclocks ... Maybe another form of customization can be added for further buildcraft-shenanigans to shake things up a bit down the road. As someone who plays this a lot, I have a ton of excess resources waiting to be used, even after purchasing all cosmetics, and even with the current overclock list, some weapons still feel..."meh", to use.

(Excuse my lack of gun-knowledge) Maybe something like ... "Tempering" your weapons with excess resources. Like, a "Jadiz barrel", or "Magnite-infused gunpowder". They can give small boosts (and/or debuffs) like Overclocks, (but you don't need to wait weekly for them). But you would have to purchase them each time you want to swap them out. For folks who play a lot and don't know what to do with all their resources, this might help give some purpose to that again.

As an example, let's say a weapon has 3 parts you can upgrade. Barrel, Gunpowder, Shell (why not lol). "Tempering" 1 weapon part with a resource can give a minor boost to something (with a minor downside), upgrading 2 parts with the same resource can give a moderate boost (and moderate downside), and upgrading all 3 can give a major boost (and major downside).

The buffs/debuffs would most likely need to be tailored to each weapon, or they'd be too strong/weak for certain weapons, and would need to sync with the Overclocks in some way to ensure something doesn't become too stronk.

The resources already appear to be loosely associated with some trait - Jadiz is present in a lot of damage-related upgrades, Croppa/Enor Pearl appears to be associated with fire-rate or mag-size, etc...(just my observation).

I'm not a balance expert, so I won't discuss that in this idea. I find the game fairly balanced as is, I'm just thinking about expanding customization options :)

soft wave
#

New music anytime soon? Expand the soundtrack! Great soundtracks make for great games. The once we have should stay, but they get repetetive.

brazen cargo
#

I just want more added to the progression in this game. Some sort of power creep. I have 184 hours in the game and the vast majority of it has not improved my characters noticeably at all. It has been fun and grindy for the most part but adding random "upgrades" is really the endgame? Collecting cosmetics is the endgame? Really a bummer to invest so much time into this game to get hosed by a mobile-game-like mechanic for progression. Can we get some sort of "Paragon" system or AA system to give us some more dmg, movement speed, anything?!?

honest lance
#

Make jaditz and enor pearl drop from crates and hoarders to compensate for their relative scarcity (especially jaditz)

lean haven
honest lance
#

After thinking the Fatboy debate over, here's my proposed changes that both make the overclock stronger and don't make it teamkills any harder.
1: Add 1 ammo. Self explanatory.
2: Give radiation an additional effect that doesn't affect dwarves, such as weakening armor. Would provide an interesting niche to the mod that's not just "lol big grenade", and potentially widen the range of enemies that you'd use the launcher for. Alternate playstyles are what overclocks are for, after all.

ripe wagon
#

Weapons that level as you kill or mine more. Either cosmetic levelling or them gradually getting better. Would be an amazing addition and a great incentive for people to play more.

velvet salmon
#

Counter suggestion to above: weapons can optionally degrade as they're used. A shotgun with 100 kills could look brand new, but something like 1000 kills could display a lot of wear and tear. Of course the player can disable this feature if they want

ember pendant
#

Have a option for you to choose or the team to vote on to bring effect of the new joke beers into missions

woeful mesa
#

please either:
A: make the beta server pull info from live more often,
B: make them use the same files,
or
C: stick the beta at a very leveled/outfitted state to start with, only attempting to update if we surpass it

glossy maple
#
  1. Some kind of way to "fall down" while Iron Willed OR a way to revive a friend while they are Iron Willed
  2. Either a short cooldown in between spawning Supply Drops or some kind of other way to avoid having multiple supply crates drop on top of each other (I learned this is a thing the hard way)
viral snow
#

increase HE nade for the driller to 6 now that the sticky grenade for the gunner is increased to 6 (experimental build) and the engineers plasma burster is increased to 6

polar vortex
#

qol thing, my pinkey finger gets tired/very sore from pressing shift/sprint a lot while playing longer sessions. (generally sprint more than walk), I have auto hotkey inverting shift so I press shift to walk which works for several games. problem is when landing from scout grapple, the game forces you into walk mode again and you have to "release" shift to start running again.

could a mode be implemented natively to invert the sprinting action? so sprint by default and hold shift to walk?
i do not find the (native)toggle sprint very helpful as every time you stop you need to press sprint/shift again

spice grail
#

Fireball Overclock for CRSPR/CAS
Replaces napalm stream with a dreadnaught-like fiery projectile, which travels in an arc and explodes on impact, as well as leaving a pool of sticky flames equal to it's AoE.

heavy vault
#

Once more music added to the game, an eventual vinyl release of soundtrack on red sugar translucent colour!

near glacier
#

Change it from just needing 80 nitra to summon a supply pod, to players just being able to call upon an empty supply pod any time, and then needing to feed 80 nitra into it to activate it, with possibility of re-fueling it. It makes more sense in-game, since why the hell would management require some stupid useless mineral to give resupplies to their workers? This way, they provide you the supply generator, but you have to fuel it. Maybe limit the number of supply pods you can summon in a single mission, to prevent players from building walls with empty supply pods.

shadow nimbus
#

Add a "I am ready" interaction shout to avoid the ambiguity of people staring at each others around the mule when the main objective has been achieved (PC player here so I'm unsure of the feasibility for console players since gamepad has less buttons than a whole keyboard, but that would be really nice)

main pewter
#

Disable drunk-vision once a mission starts, or have it last only a few minutes (instead of around an entire mission's length). With the new beers on the way it would help to enjoy your drink and party in the abyss bar without worry of ordering a leaf lovers before a mission starts.

grave gate
#

Alternate suggestion: Make this optional, some people have the drunk vision on for fun in missions

exotic robin
#

Suggestion: This is quite a minor one but I would it would cool if stats were added for the newer negative mutators like lethal enemies and haunted cave in the screen in your room.

wary yoke
#

Hold V for massive Rock and Stone

spice grail
#

Polish gunner MK2 Armor to be a bit more detailed and comparable to other armors in terms of graphics.
It is conceptually good even though the chestplate resembles a latrine at times, but under closer expection its "execution" seems rather poor.
I'm assuming that it's supposed to be power armor, but in reality it is more of an algae-coloured sweater with some metal panels superficially glued to it like Spore fragments. The arms don't organically "exit" the chestplate, but rather clip through it with glitched shadows in armpit areas and other visual awkwardness. Basically, it looks passable while static, but completely falls apart during most animations. Not to mention, again, that the base of this suit is goddamn green wool sweater.
All I'm saying that it needs some updated graphics.

autumn bay
#

A heal ability for Bosco. (Heal, not revive) when equipped, he will have a short range healing beam that activates occasionally and heals a small portion of your health with each burst. Replaces machine guns and does small healing, or can be a side ability with smaller healing

ember pendant
#

Give the cryo Cannon the ability to cool off the hot areas of rock in the magmacore

toxic rose
#

I've been thinking about Biome-based dreads for Elimination missions for more variety:
Magma Core: current dread
Glacial: shoots snowdrift piles, channels a blizzard while only basic grunts spawn
Radioactive: shotguns short-range radioactive crystals that disappear after a while, does a radioactive praetorian attack but bigger.
Fungus Bog: Launches goo bombs, breaths poison.
Dense Biozone: copy's attacks of the hazardous plants
Crystal: spawns electric crystals that arc to it
Sandblasted: Spawns dust devils that launch you in the air, channels a sandstorm and spawns just basic grunts
Salt: Uh, is just a giant Shellback or something

solid forge
#

Discord server suggestion:

Can we have less chat in the DRG memes channel. I can never find memes among the 100's of conversations in there anymore.

fierce mica
#

Rename the Glyphid Suicider trading card to Glyphid Exploder, and either replace the We Own Hoxxes IV trading card or add a new card that features a Bulk Detonator.
Or you could replace the Glyphid Suicider card with it.

neon mulch
#

Cave vines should trigger the "Heightened Senses" perk too

knotty prism
#

Friend of mine suggested a bumper sticker that says "My other car is the Drop Pod"

brazen juniper
#

An extra perk slot once u hit a certain lvl or somethin. eg. the title lord of the deep or player level 150

#

The ability to customize our own skins? like create whatever the hell we want but they are HUGLY overpriced like we talkin in the thousands of minerals and the hundreds of thousands of gold

sage pasture
#

For the next halloween event, turn the tight tunnels in the salt flats (with all the tiny red spikes) into the inside of a sarlac (tiny tentacles) it keeps reminding me of a sarlac every time i go down them

tulip wharf
#

I think being able to sort or filter your forge history by class, weapon vs. cosmetic, etc. instead of chronologically would be nice.

trail birch
#

Small chance of Gigantism Hazard (?) in caves.
Small chance to have an existing hazard / spawn in the cave be huge.
One giant volcano somewhere in magma.
Pair of huge electric crystals.
Mega salt platform or stalagtite in saltpits.
GIANT poisonmushroom or airvent.
HUGE icechasm in glacial.
Enormous radioactive crystals.
And so on.

Takes whats in game already, little adjusted spawn behaviour.
More variety - good.

ionic summit
#

Can we have real H5 difficulty with more enemies, with even more deadly fights because differences between h4 and h5 are not so big.Examples like L4D2 and Vermintide2 : The last difficulties are really for players with good skills.

near glacier
#

Oi tater, just make #featuredsuggestions or something, and port all unique suggestions there, while leaving the rest here, kinda like #fan-art-showcase. Not only you don't have to actually delete anything, you will also no longer need to fight this uphill battle.
Face it, nobody got time or desire for searching through years of suggestions to see if it's a repeat. And when someone new does make a suggestion, it ain't fun to see it deleted afterwards. So what if it was suggested like 5 months ago, new people are here all the time, and they might not have saw it. Just make a second channel for each unique ones, and let #suggestions have its reposts.

solemn summit
#

add albino variant of all or some mobs, purely cosmetic

proud coyote
#

Add a statistic for number of loot bugs killed (if it doesn't exist already)

edgy ocean
#

A Rambo skin for Bosco, with a red bandana and camo vest.

still ridge
#

Make our own skins so that we dont have to use the pre designed skins that we dont really like

fading tendon
#

Something that I personally would appreciate: Adding all the new "beer" resources to the resource display list for each planetary zone, since they're a pretty big part for re-unlocking all the boozes now.

Unrelated to the suggestion, but I also appreciate the added focus on tangible "mid-game" goals between class level 10 and first promotion with this new system. Really! Good luck for the future guys! 💚

patent eagle
#

Add all the beer ressources to the trade terminal.
Also consider having some sort of assigment mission for the beers in the game now to familiarize newer players with the mechanic.

near glacier
#

A new planetary zone: Chalk Hole. The ground is all white chalk, very soft, reduces fall damage automatically. All the glyphids have have no armor on them, but are much more numerous and tougher in general. Also they are all albino-colored.

patent eagle
#

Achievement suggestion: "Beer sommelier"
Unlock every single beer and drink one of each.

gilded cypress
#

A bug type (Same "tier" as Acid-Spitters) that has armour on its weakpoint but few other body-parts, but relatively high health and rapid movement - and a short-range projectile attack - the bug equivalent of a shotgunner

drifting jasper
#

Bombs from crystal machine event dropping at your feet when switching weapons rather than exploding in your face so it makes it possible solo

viscid jewel
#

Suggestion: make your compiler also output a Linux build. A native Linux build would make Linux users incredibly happy. Last two years many gamers have been moving over to various Linux distributions.

nova prawn
#

Add Milestones for completing Machine Events

knotty spire
#

A simple request, it would be nice to make it so the projectiles from any weapon using "Homebrew Powder" (randomized damage from 80%-140%) would either be a different color if acquiring positive/negative damage, or perhaps have a slightly different sound effect when hitting an enemy or firing the weapon when acquiring positive/negative damage. That way it would be a bit more noticable if Homebrew is working in your favor (or not).

While it wouldn't really change gameplay on fast firing weapons like the GK2 on scout, it may indicate the difference on if you may need a second/third grenade from the PGL to kill something. It'd still be a guessing game either way.

near glacier
#

Pls re-make the driller's alternative secondary from being so pew-pewy. Plasma weaponry is supposed to be fast and mean, not these slow purple bubbles. I want to see grunts reduced to smoking giblets with one shot.

finite sandal
#

The beer-brewing mechanic is pretty off right now. The ingredients required spawn very rarely and are easy to miss. But paying more Barley Bulbs, which seem to be the rarest, to drink a beer that has been unlocked, discourages it greatly. I'm fine with it taking a little to actually unlock a type of beer, but then it should be available for credits again.

patent eagle
#

An unlockable Bosco skin that resembles an infected BET-C

neon mulch
#

Bismor and fossil voice lines

terse lodge
#

Remove the long E grab

toxic heron
#

more voicelines for compressed gold. voicelines for bittergem

steel prawn
#

For a long time the secondaries objectives of "grab fossils/apoca/boolos" are nothing but kinda boring to find and pick up on the go. Now that we have beer materials these 3 can easily become more beer materials in itself.
A good change to follow this would be to make more secondary missions be like in Deep Dives, a primary objective made secondary - It's more engaging and what's more, if you wanted to slow down the game with the new atrocious "Hold E", this will in fact slow the game down further plus now with the many beer materials (which they need Hazard multiplier because for some reason they are not affected by it).

tl;dr: Change secondary missions of "grab X" to "do another primary objective" like Deep Dives.

west wolf
#

Give XP when completing a machine event for players that don't have a blank matrix core

sharp steeple
#

I think some sort of liquid is really needed in the game, either a water biome where dwarves are wearing helmets and mining underwater with cool new enemies would be awesome. Or liquid puddles or lakes in the caves with acid in some places like dense biozone. Maybe an aquatic cave leech could pull dwarves into the water. Idk I just feel like deeprock could use some liquids XD

edgy ocean
#

Change the depth of the deep dive levels to be properly DEEP. The lowest I've ever been underground is about -7400m in the magma zone. But a lot of the time I'll do a deep dive and it will say "welcome to the deepest parts of Hoxxes" at a mere depth of 200m or less.

Stages 2 and 3 should also be 500-1000m deeper than the previous stage.

radiant void
#

Pleeeeeeeeeeeeeeeeeeeaseeeeeeeeeeeeeeeeeee reeeeeeeeeeeeeeeeeeemoveeeeeeeeeeeeeeeeeee long eeeeeeeeeeeeeeeeeee. It's as annoying to us as it is for you to reeeeeeeeeeeeeeeeeeead this hot meeeeeeeeeeeeeeeeeeess.

lucid fox
#

While landing, the depth indicator in the drop-pod should make more and more discerning warning noises and visuals the deeper you go during deep dives

manic fern
#

I hope one day we get a simple black eye patch, I like the eyepatch and skullplate but I want something simpler and more "escape from new york" esque

lucid fox
#

A simple mission log, maybe date/time,mission length, rewards earned. Might also be fun information to display on screens in the rig.

zealous prairie
#

I really want some voicelines if you bring the Forge-Hammer along for the mission - Depositing it in the droppod. Like with the Barrels.

wooden laurelBOT
#

Brewer's Plants 1 by namideus posted this at November 22, 2019 at 12:09AM : https://trello.com/c/QhOvAZfM

Currently brewing materials are lacking a way to get a large quantity of them from killing a rare bug like the huuli hoarder. Everyone likes rare enemies, so why not add more. That's why I'm going to propose various rare aggressive plants that players have to defeat to claim ...

Labels

ENEMY, GAME SYSTEM

#

Brewer's Plants 2 by namideus posted this at November 22, 2019 at 01:22AM : https://trello.com/c/GFui1xFG

The Beacon Flower

The beacon flower appears as a large green flower bud about 5-10m in diameter. When a player approaches close enough or attacks it the flower opens revealing a bright red orb. Immediately enemies will start spawning at nearby spawn points and won’t stop s...

Labels

ENEMY, GAME SYSTEM

leaden ice
#

Since people love whinging about the M1K changes I thought I'd post some constructive feedback. IMO the changes were good overall, focus was not actually nerfed much! The issue is that a focus based build now has a distinct lack of efficiency compared to a hipfire one, with each focus shot taking the same amount of ammo for only 25% additional damage, while taking longer and reducing mobility. This can be mitigated somewhat with the "clip trick" where you fire a normal shot at 2 rounds left in your clip, making your last focus shot only cost 1 and squeezing in more damage, but this is clunky and unintuitive.

Overall not many changes need to made. I'd propose A) change the base clip size to 10 and have the ammo pool be divisible by 10, to get 5 focus shots in each clip back. B) If you have one round left in the clip, focusing doesn't do more damage, to avoid the clip trick becoming a "meta" thing. It's an obtuse, unintuitive and unintended mechanic. C) Buff the additional damage from the T3 Killer Focus mod to at least +50%. Each focus shot doing 50% more damage overall compared to 2 quick hipfire shots seems like a good tradeoff for the benefits that playstyle gives you. D) Buff the supercooling OC, it was frankly never good and the tradeoffs are abysmal compared to the benefits.

glacial surge
#

Make it so you don't have to hold E to pick up small objects like Fossils or Boolo Caps

pine hatch
#

my idea: stop catering towards beginners

near glacier
#

i want an option to restrict player levels, like any level below 20 cannot join the mission.
there are some certain missions that require experience but as the host you cant see player levels.
either make player levels visible during a mission or add an option to restrict beginners.

pine hatch
#

@near glacier ikr... remember when hazard 5 was hard? LOL its a meme now

#

@near glacier ^^^^^^ oof noobs will cry

shy karma
#

have a signal disruption that hides the map and you have to wander around for a hour trying to find anything

pine hatch
#

maps are for the weak, time for skill boys!

drifting jasper
#

I think the ingredients for beers need to be balanced a little, currently I have 40 starch nuts and under 10 of everything else, and it doesn't look like any was made to be more rare than another

near glacier
#

can ingredients be traded or exchanged too? like the mineral trade? Just integrate it with mineral trading terminal

idle quartz
#

tab stop being silly ;o

pine hatch
#

@idle quartz but the game would be so much more fun without maps

opaque slate
#

Big bonus for going through a game you started in a lobbly
Minor bonus for joining in the first 5 minutes

abstract dome
#

I think ingredients should be boosted with the difficulty, much like minerals. So if you do a haz 4, and get +100% mission difficulty, if you collected 3 Malts (They are that rare, yes) you should get 6...I really think that the ingredients need to be boosted somehow they are way too hard to get at the moment. I've put in 6 hours for the update without break, and only unlocked 2 beers, and couldn't even get to drink one of the ones I unlocked. This kind of progression is really slow, and I think needs a little bit of boost and balance. Like bulbs are very very rare. I only get 1 every like 2 missions. Just please in some way or another boost the ingredients.

elder python
#

I'm an engineer main and I use the Shotgun as my standard weapon, so it never caught my attention until recently that the SMG has a passive that's luck dependant. As is, the engineer's SMG has a 10% chance of electrocuting a target, which can be upgraded to a 30% chance via mods, but depending on chance is never a good thing in my opinion, game design-wise, unless the game is, of course, a game of gambling. So my suggestion would be to change this aspect of the passive from a % chance to a correlate that's stable, like, every 10th shot electrocutes. Or you could go creative and create some other kind of mechanic that's fun, just not to have the % anymore.

I'm talking about this passive in specific as it was the one that made me think about this, but I think this should extend to anything based on a % chance in the game (disregarding things that should be random, of course). For instance, I can think of the Shotgun's stun chance; it could get this type of QoL change too.

uncut mantle
#

Not sure if suggested before but would be nice to have a option so that only the host can call the drop pod if the host is able to / not dead or afk

misty bridge
#

The frequency of Kursite mobs during the Kursite grinder seems to border between "not enough" and "barely enough." Maybe this can be tweaked?

spare pewter
#

Honestly, I just want some method of knowing how much ammo each weapon,device has without looking at the HUD. I know most guns have it, but the shield generator and C-4 don't. Perhaps, to keep from changing the design, their lights can flicker in a heartbeat fashion? Let's say you have 4 ammo left, the lights will blink 4 times in a row, stop, and maybe a second later, blink 4 times again. Counting the blinks would tell you how much you have left.

split salmon
#

So I've been having a major issue with the game ever since U25 dropped.

Namely, after I finish my Deep Dives and weekly core assignment I never feel the desire to play again until the weekly timer resets.

I believe this is due to two effects: #1. The bitter, bitter combination of utter disappointment and annoyance I feel every time I get an overclock or cosmetic that I could not possibly care less about. And #2, a little something called the overjustification effect. https://en.wikipedia.org/wiki/Overjustification_effect (Go read it.)

In effect, the introduction of Deep Dives and their very exclusive pool of rewards has made the base, non-Deep Dive missions seem unrewarding by comparison. Additionally, since 95% of all of the "rewards" I get from Deep Dives are wholly undesirable, I don't even feel the need to play the normal missions to play around with my new toys.

The only things that I could possibly want from non-Deep Dive missions are crate skins and, potentially, the new machine events. But between the multiple layers of randomness, (gotta find one and then pray it gives you a good skin or decent overclock) hunting for these things also feels less than stimulating. Especially considering that late joining a mission prevents me from looting any potential crates or machine event.

It's gotten to the point where I only really play non-Deep Dive missions when a friend is around, which is pretty rare these days. If I need to do an assignment I just speed run it on lower hazards, because nothing else really feels worth my time and energy

This all seem less than ideal and, judging by how empty my friend list has become for this game, I don't feel like I'm the only one this affects.

The overjustification effect occurs when an expected external incentive such as money or prizes decreases a person's intrinsic motivation to perform a task. Overjustification is an explanation for the phenomenon known as motivational "crowding out." The overall effect of offe...

wooden laurelBOT
#

New Machine Events by namideus posted this at November 22, 2019 at 05:43AM : https://trello.com/c/bXhHOEAQ

Golden Snitch

Players need to kill 10 golden swarmers in the time limit. The golden swarmers move at 1000% movement speed and do not agro players, instead being evasive while staying within range of the machine event. They spawn among waves of enemies with 14 spawning before...

Labels

GAME SYSTEM, MISSION

split salmon
#

(Stupid bot combo breaking me. 😠)

To restate my issues:

#1 Non-Deep Dive missions have become very unfulfilling due to the presence of the additional, guaranteed, rewards that Deep Dives provide. Even the new crates & machine events do little to truly alleviate this issue due to the next point.

#2 The extreme randomness that is rife in the game right now makes getting a reward that is both desireable and interesting to play vanishingly rare.

To some extent the former issue has been a problem for a long time. Well do I recall the days after mutators were first added where I often logged off immediately if there were no Triple XP missions available. But the addition of overclocks & Deep Dives has really exasperated it. The second issue is completely new and needs to be reigned in swiftly.

pale grove
#

suggestion add Bugman's XXXXXXX brew and just references to other dwarf depictions please

frosty swift
#

Suggestion: Machine Events grant an alternate reward for players if they don't have a blank core, perhaps rewarding a blank core blueprint, allowing them to craft a blank core, to charge the next time they get a machine event, this would make it so that the machine even would be rewarding more than 3 times/week

rose pollen
#

Add beer crafting materials to the Mineral Trading system

amber surge
#

Suggestion : make new musics for caves or update the actual ones.

spice grail
#

Dilluted mixture upgrade for the Platform Gun.

By holding the fire button, release a platform goo ball that uses up multiple charges and explodes into a puddle of platform goo that is similiar to a permanent mactera goo.
(Normal taps make normal platforms.)

rose pollen
#

You're not my mom. Deletion will come when it's good and ready

elfin kettle
#

How about an arcade machine in the bar/jukebox area where our Dwarves can kill some time between missions, for a small credit fee, by playing a glyphid themed ripoff of Space Invaders, or a Shellback themed pinball machine

torn flint
#

Option to toggle between armour priority and beard priority on your model. I hate having to use different armour sets just so I can show off my beards. If people want that because it's more "realistic" fine but give players the choice please.

barren depot
#

Joke beers really should last longer and persist into next mission at least for a bit. As it stands they are barely worth the materials even for their novelty and while some of them could be in theory used for cheesing missions via extra mobility (like Seasoned Moonrider), the rest could be used as a nice self-imposed handicap/modifier.

near glacier
#

give us more character perks please 🙂 something like:
-Efficient Management: chance to not consume ammo (5 perk levels with +1% to not consume ammo each level, Perks 5 bonus: 1% chance to get a free magazine while reloading?)
-Dwarf on probation: deal 50% less damage, deal no friendly fire damage and cant get hurt by friendly fire (bonus: special voiceline for reminding other dwarfs not to shoot each other? ), could even be shown by a small beardy babyface besides the character in the hud, like the golden pickaxe

  • change vampirism on the last lvl (kind of like the tier 5 Veteran Depositor Perks) to reward more health if you kill bigger bugs and give some for small critters (like dreadnoughts maybe +50 as reward for last hitting, praetorians +20, swarmer +1 hp)
wooden laurelBOT
#

Furnace+Machine Events Proposal by namideus posted this at November 22, 2019 at 03:45PM : https://trello.com/c/zIfLDNDv

Listen up miners. I want you to leave your sentimentality at the door. We’re harvesting loot bugs today. If you want the better gear your always whining about, you’ll have to make it yourselves. Harvest the red loot bugs and deposit the brimstone in the furnace to start p...

Labels

GAME MODE, GAME SYSTEM, MISSION

oblique pond
#

I'd kill for the ability to have hair and wear a Headpiece at the same time 🙂 I know that some headpieces and hairs would interact weirdly but it hurts my feelings knowing I can't have the Field Repairs headpiece on my Scout and a nice shaggy head of hair too 😦

flat oasis
#

Please, give us more beers ingredients, at least scale it with the difficulty

short forge
#

Tritilyte cristal weapon skins, now that's the stuff!

elder python
#

Have the ability to change dance by pressing X.

frosty swift
#

A spot on the rig where we could 'spend' beer mats to make more, with it taking x missions for each 'growth' so spend one malt star, do 2 missions to get it back, 2 more to double it, and so on, upto the max amount of 'nodes' a material could have (this wouldn't do anything with barley bulbs from what I could tell though as they always are a 'one per' type deal), rationale being: your grimy, gliphid gut covered self would rinse off that stuff and the ship would cycle it into the beer plant bay as fertilizer, could even make it be a thing of 'kill x of y' to advance it each stage

crude kernel
#

Suggestion: Remove the new items available indicator; if I've gotten a new item I already know what I've gotten and I hhhhhhhhhhhhhate having to clear up little notifications all the time. Even if I didnt, you can just add the little ! icon but without the rest of it and that'd work fine.

digital river
#

M1000 - Killing Machine Tier 5 mod: "You can perform a lightning-fast reload right after killing an enemy."

this mod feels just plain awful. just barely noticeable and not what one has in mind at all when reading "lightning-fast". i have seen many comments from people thinking the mod straight up doesn't work, it's that bad. the increase in reload speed is negligible, it's not even one full second on a 2.5 seconds base reload. should be more like 50% reduction. or at the very least get rid of the misleading description and change it to "slightly faster reload"

patent eagle
#

Increase Yeast Cone spawn rate, they are too rare

plucky crow
#

I think plant spawns are fine. But I love the vegetation of Hoxxes IV, so I want a mutator like gold rush that fills the cave with our new beer ingredients BarleyBulb

sonic niche
#

bosoc need some serious tweaks, i just ran a lethal enemies aquarq, all was good until i spotted a machine even,t first time running it, was kursite engine, oh cool i thought, ecept the spitters were also lethal , fair enough, what isnt fair is how bsoco seemed to shot one enemy for like two seconds before target swithcing and just floating around, i think either a rate of fire upgra,de over all damage or a more consitent targeting system. or even customzable guns that would better suit situations. first time me having issues with solo. but ive alwasy noticed bsoco seriously lacking

spare pewter
#

I just realized... we don't have melee weapons... WE'RE DWARVES! I need the biggest hammer in existence please!

rigid needle
#

it seems to me the balance of machine events and available blank cores off in the long run. being able to obtain 2 cores a week and finding machine events every 2nd to 3ed mission makes finishing the events obsolete after a few runs since they dont reward you anymore. there should me a whole lot more ways of receiving blank cores. for example crafting them (like @frosty swift suggested before) or maybe finding them in crates etc. while making machine events rarer. in that case you always have a core when finding an event.

halcyon lily
#

The "Hold-E to pick-up items" is horrible

vernal breach
#

I personally am not a big fan of the new holding down E to pick up plants mechanic, but I do appreciate that they didn’t apply it to heavy/carry-able items like the alien eggs or crystals.

small oasis
opaque slate
#

a mutator that increases hazardous plant spawns

distant bay
#

Can we get a nitra counter near our ammo on the HUD? I really like knowing if I'll need just 2 more, or 50 more without having to go to the mule for a deposit.

wooden laurelBOT
#

Secret Underground Beer Trading Network by liquidhalo posted this at November 22, 2019 at 11:08PM : https://trello.com/c/kf66WbbZ

An underground beer ingredient trading terminal that an engineer has hacked from it's original purpose in order to trade beer ingredients with other dwarves in the party.

Let say for example:
I have 40 of Ingredient X but only 3 of Y,
But my friend who is in the space rig ri...

Labels

ENVIRONMENT, SPACE RIG

sleek stratus
#

Can we get a brewing station to pay for the ingredients we are missing just like we do with the mineral trade center?. I'd also be nice to have the areas we explore as we go through marked on the map with a different color for those pesky huge caves where sometimes your squad is missing a single ore vein. As a more ambicious suggestion, i'd be nice if the random generation added in the future a huge chamber where you need to fight an adult version of the dreadnought eggs we are busting all the time.

humble stag
#

Map/ Environment - Spaceship themed

Dive into an infested crashed spaceship. To make it work, it might be better to do a few large rooms that can randomly spawn. Since it's underground possibly a very big abandon mining rig with interior rooms. Terraria has this feature. It could also bee an old outpost.

The walls could still be destructible but just take longer to drill through / have a mix of organic infested material that is easier to drill. Hallways inside the structure would make it easy to move around in without drilling.

It might also be interesting to have maps on the planet surface or just an opening like a skylight.

Also possibly add Gnomes!

atomic leaf
molten moon
#

Indicate on all player portraits if someone has a beer buff, instead of just on the players own

patent eagle
#

Bring back the Glyphid Slammer Supporter Edition label for owners of the Supporter Edition at the Abyss Bar. I want to see that label in all its glory drgbeer

rain yarrow
#

wouldnt mind the DRG start up intro as much if it werent so loud

spiral patrol
#

Hey, just got an idea for a feature later down the line: Space Rig Customization! Imagine being able to change what the drop pod looks like. A custom engineered drop pod! It would be a thing of beauty!

velvet nest
#

Just a quick thought can we have as a customisation option for Christmas to put bauble's in our beards

radiant void
#

If Big E is a pacing thing like some claim it is, give us incentive to mine full veins, to mine excess objective resources, and make attrition a larger threat by bumping up the baseline spawn rate when entering the cave but lowering its ramp-up. Make attrition more of a threat and being overwhelmed less of one. Reward exploration and methodically clearing everything out. Don't force us to be slower by forcing us to pause constantly.

wooden laurelBOT
#

New Machine Events Part 2 by namideus posted this at November 23, 2019 at 04:41AM : https://trello.com/c/ONB7R0g7

Blood Bank

Players must kill three blood bulks detonators within the time limit. Blood bulks when killed spray a large area with blood when exploding. The blood will temporarily distorts a players vision if hit by it. Other enemies spawn along with the blood bulks.

Rabid Bu...

Labels

GAME SYSTEM, MISSION

formal turret
#

make a medic dwarf and make it female dwarf

abstract dome
#

Swarms should not spawn when a machine event is in progress

(Edit) To clarify.... I do believe that enemies should spawn during machine events, however I don’t think ACTUAL swarms (in my dictionary, if mission control calls for a swarm, that’s what an actual swarm is) should be able to spawn. Because then the music changes to the regular swarm music instead of the machine event music. And this can also mean the failure of the whole event, especially if you get overwhelmed by enemy count and can’t carry those canisters to the crystal.

small oasis
#

Female dwarves should have really long beards

near glacier
#

how about removing the hold-to-gather E mechanic, but keep the animation, and immediately make the player to stop and face whatever he had just collected. It'd break up the "running around hoovering up" aspect, without making you rely on a long button press.

narrow rose
#

Related to the bug I just posted, how 'bout an Elimination-only mission mutator that triggers the Dreadnoughts one after the other, immediately, after the first one's been downed? Call it Rapid Maturation or something. Maybe put a timer, represented by some kind of dull/quiet quickening mapwide heartbeat sound, on spawning the first to minimize/rush prep time.

manic frost
#

A few ideas to possibly improve beers

-Gag beers should only cost credits once unlocked
-All beer buffs are no longer exclusive to "Today's special" and each added to the beer list. They'll still cost ingredients
-Today's special will now choose a random beer buff to cost credits instead of ingredients

This way players have the freedom of getting the specific beer buff they want at the cost of hunting for ingredients or use RNG to spend credits instead of ingredients like the old "today's special" used to work. Plus gag beers are for fun, there's no reason to waste precious ingredients when you can just get beer buffs

small fossil
#

I had an idea for a mutator, but that idea above is way better.

Anyway, the idea is this: “Overgrowth,” a more common mutator.
A lot more crops are spawned with this mutator. This would help help with ‘farming’ them so we can get the beers we want.

I suppose it could go with the idea above but it may be too overpowered of a mutator for those who unlocked every beer.

quick galleon
#

“Female” bosco skins could add charm and not take long to make (hot pink + bow, rosie the riveter, wicked witch of the west, etc)

patent summit
#

Can you update ost DLC with this new awesome track?

near glacier
#

Suggestion: Make Blank Matrix Cores purchasable for a ludicrous credit and mineral sink, people are sitting on a very high amount of both with nothing to use it on and it would be nice to be able to keep chasing OCs if you had the time to invest. Time gating is pretty meh imo.

proud coyote
#

Reset/recharge scout grappling hook on mid air "E" pick up

mossy magnet
#

Some dwarfs need an extra incentive to work between assignments. Why not have new assignments always available which reward is just a statistic in a badge similar to the current level-number one? (Number of assignments done). This would give an extra meaning to the missions in-between the currently incentivized assignments.

compact forge
#

Cancel ping key map

Ctrl + LMB -> Ping
Ctrl + RMB -> Cancel ping (remove Blue Sphere from world / unselect enemy)

In solo Im not sure, but you can press X to call Bosco back right now already, but maybe while he is half way through you could cancel the ping and he would come back without starting to mine or lighting the area.

thorn sparrow
#

I really want skin combining to be a thing, these glitch skins look fantastic.

drifting echo
#

eyy i have a suggestion
make it so you can have a "wardrobe" so that we can save outfits. like "i want this beard, these chops, that hair with mk5 armor". save it and later when i wear other stuff i can just do 1 click to have that style again. multiple outfit slots unlockable by doing assignments or paying minerals/fruits idk.
-with love
a passed out miner o7

tender thicket
#

i got a suggestion that might be a neat idea what about have a nest destroy mission but ist like fighting the dreadnoughts but destroying normal nest of either grunts swamers or even those macteras or what ever they were called again and can have a infestation level for each area of the planet and when ever you choose to play the nest destroying mission you drop the infestation levels and when ever you dont it increases slowly adding more aliens more swarms attacking etc (not sure if anyone had mention this before but would be nice going in and purging the alien nest)

#

second thing i thought about was also having a food bar thing where you can go in and buy a sandwhich or a hamburger

digital swift
brazen juniper
#

Would it be possible to have the hold e to pickup toggable?

near glacier
#

What's the glitch exactly?

knotty prism
#

Add brewing materials to the mineral exchange or add a terminal near the bar for a brewing material exchange

velvet salmon
#

Upgrade for engineer's platforms that changes them to a vertical orientation, blocking caverns and maybe with the repellant additive preventing glyphids from digging up from a radius around where it's placed

rapid isle
#

if you don't have any blank cores (or want to save then for whatever reason) you should be able to get a mineral container from mech events.

  1. useful for new players who haven't promoted but are with someone who has.
  2. some value for veterans who play constantly.
    if the issue is that it would make forge mastery go up to fast make it so mineral containers don't count.
    i just realized this and the new players i play with want to do them but there's no incentive
near glacier
#

Suggestion: An Iron Will indicator somewhere near dwarves health bars to allow your team to more easily distinguish when you're screwed and in need of a clutch shield generator/revive

sterile marlin
#

Suggestion: "Master Brewer" achievement - Upgrade all beers licenses at the Abyss Bar"

outer siren
#

i have an idea for a class specific "super ability" that is team support focused...

Support super abilities gained with a meter and have a certain duration they are active for

scout "overclocks" team headlamps brightness and flare brightness as well as movement speed

driller "overclocks" pickaxe damage and pickaxe enviroment breaking capability

gunner "overclocks" weapon damage for the team and grenade potency/damage

engineer "overclocks" team overshield absorption and bestows iron will(or increased health regen) for its duration

just an idea

quick galleon
#

A simple change to the Haunted mutator: make ghost bulks periodically disappear and reappear like ghosts do “in real life” because it would give you a chance to breathe on claustrophobic point extract missions and so you don’t get double-teamed in every dreadnought fight

plucky ore
#

I like the new animation to pick up items, however it's a little jarring to be soaring through the sky then immediatley lose all momentum because I wanted to grab a fossil / apocca bloom that's on the ceiling. I think it would be neat if you just had to press E instead of holding E and you could still move around like normal. That way you can pick it up and keep running, almost like how you might grab a bag off a chair while running out the door. This would make it feel pretty cool compared to you stopping completely for like a second.

velvet tinsel
#

BEER UPDATE RECCOMENDATION: add an order queue screen to the bartender, so multiple people can use him at once to upgrade and order

fierce star
#

Can we get 3D glasses as a hat?

sharp steeple
#

Also, add an achievement or something for if you dig to the surface. Me and my buddies dug to the surface and got out but just got teleported back. It would be a neat feature to add 🙂

bold sentinel
#

Yeah what Riquid said, loadout presets would be really nice.
Someone probably already said this, but maybe on deepdives we can order "beer drops." It will replace any prior buff and will cost resources but can turn dire situations around.

sinful lantern
#

I would love to have new Armour Customisation, like other Colours or something like that. Also an Endless Wave mode like in Warframe would be cool 🙂

rigid needle
#

i'd like to have kind of a mission overview that shows all the available missions. like the server list. So that you dont have to click through all the regions and missions. Additionally the mission icons displaying complexity rather than length isnt really helpful since you chose by length most of the time.

bitter crown
#

For missions with the Volatile Guts mutator, killed enemies should explode after a short delay rather than immediately on death, as exploders do.
This would be less punishing to melee-focused play by allowing players a chance to get out of the explosion. It IS supposed to be a beneficial mutator, after all.

umbral swan
#

double the amount of gold per mission or decrease the mineral buy cost to 2-1 rather than 3-1 so it is less punishing to sell stuff for gold. (or alternately increase the sell price by 50 per mineral)

blissful spindle
#

Sorry guys I gotta call bullshit on the M1000 focus shots using 2 bullets as there is no way to justify this mechanic to the players since it is neither an energy weapon or a burst weapon and this change makes me think that the devs do not understand how projectile based sniper rifles work.... this needs to be rolled back . Next time actually think about how much a player can suspend their disbelif before tossing out a poorly thought out ballance change. Seriously you guys should know better

blissful spindle
#
  • Picking up items now has animation and involves holding the use button.
    NO just NO are you trying to make people stop playing the game. You just alienated all the speed runners and most scout players for no good reason to add ...... pointless animations ?
wet creek
#

probably suggested, too lazy to search:
some way to pet the mule and mini mules

blissful spindle
#

Sell beer brewing materials on mineral trade

twin mortar
wooden laurelBOT
#

New Machine Events Part 3 by namideus posted this at November 24, 2019 at 09:46AM : https://trello.com/c/rDvoeAYA

Full Metal Shepard

Players must make sure at least three of their loot bug herd is left at the end of the time limit. At the beginning of the machine event a herd of loot bugs will spawn. While fighting swarms of enemies players will have to stop mactera grabbers from steali...

Labels

GAME SYSTEM, MISSION

misty berry
#

Pls overwork the skills they are so lame and you said that the current skills only are placeholders in the beginning... Really disappointed

flat oasis
#

Suggestion : Do something for the beers ingredients ! They are way too scarce

snow remnant
#

A suggestion for the machine event : Tritilyte Crystal. Lower (lower it like A LOT) the sound of the laser beams that target the crystal. Plus the sound of those remains even after the event. it is extremely loud and unpleasant.

knotty prism
#

Suggestion: a goat skin for Bosco because he’s GOATed

hazy hound
#

Add an achivement for completing the mission while you are drunk

south ether
#

Holding down E to gather slows gameplay artificially and seems like the opposite of creating immersion in a meaningful way. Machine events hit closer to the intended mark by giving us a reason to pause and the feeling we're working in the mines. Please consider how much fun it is to do the things you're asking us to do, e.g. Press and hold and be delayed = not fun.

Please consider the following:
Method1: Remove the Delay - In previous Monster Hunter games we had press and hold to gather, often having to gather multiple times at the same spot, however this was removed in Monster Hunter World and now you can instantly gather nearly all small items even while running by them (there still is a pickup animation.)
Method2: Minigame vs Delay - In Bioshock you could hack a cameras, safes, etc. to gain access to them. The player had to pause running and exploring in order to complete a minigame. This was a delay, but at least a meaningful one.

drowsy vapor
#

Allow us to have skins for:
Engineer - Platform Gun, Turret
Gunner - Shield, Zip gun
Scout - Zip Gun, Flare Gun
Driller - Drills, Satchels
And Pickaxes
The skins could be unlockable so that when you obtain both of the Main Rifles Skins you would get their variants for the other equipment
For example, If you have the "Primal Blood" skin unlocked on GK2, M1000, Boomstick and zhukov you will automatically obtain the same skin set for the remaining equipment on that class.

nova wing
#

We just got a mission with one of those gigantic caverns that you can find sometimes in the biozone and in the glacier. While they are beautiful i just don't know what to do with them.... They are utterly empty in ressources and since they tend to be linked to other caverns we simply skip them. Why aren't they generated in a way that they are the only area of the mission ? Wouldn't it be better that was so they can be chockfull of ressources ?

wooden laurelBOT
#

Remove Gathering Delay or Make it Meaningful (Hold E) by jmjmjmjmjm posted this at November 24, 2019 at 05:33PM : https://trello.com/c/xMdOJCFE

Holding down E to gather slows gameplay artificially and seems like the opposite of creating immersion in a meaningful way. Machine events hit closer to the intended mark by giving us a reason to pause and the feeling we're working in the mines. It's important to consider how...

Labels

GAME SYSTEM

near glacier
#

People who call the drop pod beside the owner can be kicked

devout sparrow
#

Unsure if this has been discussed yet. But what they need to add is a sound clip or a voice clip if a dwarf falls from a great height and lands on top of another dwarf, stopping the fall damage and bounces off of them. Something along the lines of, "I got you, buddy!" or "Nice catch!"

grim bay
#

Probably has already been suggested but none the less it would be absolutely fantastic if the beers that made you small or big would apply in game. all I can imagine is being a small gunner where every glyphid looks like a praetorian, every pratorian a dreadnaught, and every bulk detonator and dreadnaught as actual titans. This I feel has the potential to make some runs truly spectacular, and give a new perspective on the way you play and experience the game which is something games rarely have the chance to do. It wouldn't even need to give you a buff for the experience to make it worth while. Lastly I really have no concept of developing a game but with the system already in place in the spacerig one would imagine that it wouldn't bee such a pain in the ass to make this dream come to fruition. (P.S If this is already possible through some miracle and I just happened to not pickup on it please let me know)

solemn summit
#

driller's throwing axes gets lodged into ragdolls of dead enemies and cannot be retrieved. looks like an oversight, they should be retrieveable

violet kelp
#

Please make the font larger and more readable.
Big thanks for the gameplay updates, but the UI is also very important.

near glacier
#

Give the driller a magnetic lassoo to retrieve back missed throwing axes from the distance.

ashen nexus
#

Uhhh

languid vine
#

Please make Dreadnought cocoons either be activated with a button press, or have it be player-only, because currently things like a turret, Betsy, Bosco or even the Biozone cactus plants can all activate it

ashen nexus
#

I have never seen a turret activate it

hearty heron
#

Give one of the classes a rocket launcher

I have no reasoning behind this besides "rocket launchers are awesome"

slim mural
#

Mission Filter Suggestion: Add option to filter by "class slot available". Games would be filtered out based upon the filter class chosen.
Example: If I selected Scout in the filter it would show me all games with the Scout class open to join with. You could also alter this to show games that don't have the Scout class already filled.

hollow finch
#

put the brewing ingredients in the mineral trader already

hollow finch
#

i have 220k credits from all those deep dives. buying the ingredients could be a very good moneysink. devs wont see this and i'll die sober and alone in darkness on some hostile planet

surreal lily
#

UI Suggestion: Add an icon displaying equipped overclocks on the equipment terminal. At a quick glance I can tell what weapon mods I have on my weapons but I can’t tell which overclock I have. Maybe put this on the bottom right corner of the gun’s picture?

keen cove
#

I know someone suggested a sitting animation for the drop pod, I want to extend that to the chairs in the Abyss Bar

trim helm
#

Shoot a bulk or a dread with the zipline gun and it acts like a harpoon gun? Root 'em in place for a little bit until it can yank free?

velvet salmon
#

^ likewise hitting a grunt or mactera spitter with a flare gun flare should pin them

trail birch
#

I assume this was suggested before, if not: this is not an Suggestion but an oversight on GSGs part. :D

Clearly first time unlocking a beer should pour you out a sample round of it! drgbeer

quick galleon
#

To make Haunted more haunted:

  • No flashlights, or flashlights flicker then die when ghosts approach
  • Ghost swarmers that are scared of flares
  • Spawn more webs
  • Keep flashlights but make unlit areas pitch black
main ember
#

Yearly revisting of the most failed deep dives of the year as a week long event. Still get rewards even if you completed it the first time around

sullen jetty
#

The ability to 'pick up ziplines' to pack them up for later use. Would make them way more versatile!

bright turtle
#

I think having a market for Beer Materials would be nice

junior drum
#

New weaponry/classes would be cool
Digger
Main - Lightning cannon (Think Winston's gun from overwatch)
Secondary - Stake gun (Think the auto crossbow from Farcry 4)

Engineer
Main - Plasma machinegun (Think experimental plasma charger...Just bigger and more refined)
Secondary - Mini rocket launcher (Think a single hand held miniture rocket launcher...Or like the seeker six from Killing Floor)

Gunner
Main - Photon cannon(Think the plasma gun from doom...Except it's bigger and holds a lot more ammo./Or think a long range heavy duty beam cannon that gets more powerful the longer it's charged?)
Secondary - Revolver shotgun (A revolver that holds shotgun shells)

Scout
Main - Drill gun (Think hemoglobin from Killing Floor 2. Gun that has drills that bore into enemies)
Secondary - Poison crossbow

Class idea's could be like
Medic
Red sugar medic...With their number 4 being a little rechargeable syringe that can heal someone to at least half their health, and can charge faster if you find red sugar while at full health

Blaster
Someone who specializes in explosive weaponry...I mean driller is kinda like that.

IDK, just some of my lame ideas...I do love the game and it's always fantastic to see new things added to it!

leaden ice
#

Rename the Lead Storm overclock to Lead Hurricane

snow remnant
#

Hello ! A little sugegstion about the IFG. A specific sound is emitted while an ennemy enters the field. We can hear this sound even when a lootbug and a larvae (I'm talking about the neutral little worms not the carnivorous larvae from the warning : Parasites) enters the IFG field. Lootbugs and larvae are not ennemies so it feels a little bit weird. Plus it can misguide players into thinking there is another ennemy.

edgy ocean
#

Change the throwing arc for C4 to match all of the other throwable items. Currently it gets thrown in an upward lob instead of forwards which is extremely counterintuitive because it's the only throwable item that works that way.

Having such a weak throw also seems silly given that dwarves can already shotput a several-ton chunk of compressed gold almost 30 feet.

livid echo
#

If you do not have a blank matrix, and finish a machine event; there are no current rewards. I would like to suggest that the player would receive a random mineral cache. Similar to how the cargo crate works. This would not only encourage more of an incentive to do the machine events. Currently I've been in a few games where we skip over them, simply because no one has any matrix. Alternatively, the minerals could just be locked to that player, such as the mineral matrix in deep dives.

patent eagle
#

Suggesting since people talk about hardcore difficulty in the main chat:
"Specialist's Contracts"
Intended as both a ressource sink and a special challenge for hardcore players, this feature is only available at a special terminal with a group that is fully promoted (maybe even silver pomotion as requirement or so). Lore-wise, these are "specialist" missions because they are failed elite deep dives or other missions that went south and management decided it was too dangerous for normal employees (also, the insurance didn't cover the costs for those operations and Karen from accounting gave Mission control trouble over this):
Gameplay-wise, this means that your party will have to shoulder the hefty costs for this mission by yourself ("no insurance" aka ressource sink for veteran players with millions of credits) and that these missions will by default be locked to Haz 5 with several negative mutators. They will be randomized as usual, but maybe there could be an added bonus objective akin to the Black Box in Deep dives that has to be completed on top of it.

thorny root
#

If you throw a flare into one of the spiderwebs in radioactive or whatever, the flare should get stuck in the webs and hang mboi flare

gilded cypress
#

Adjustments to Deep Dives:
I've played more Elite dives than Deep Dives. Currently I find both are too easy.
The biggest reason why? Nitra.

One of the core mechanics in the game is ammo management. The nitra/ammo your team has essentially determines how long you can afford to pursue any given objective, be that searching for and collecting crafting materials, gold, and the primary and secondary mission objectives. It's also a dynamic that affects your decision-making in combat; Do I put out as much damage as possible increasing the ammo I waste, or do I conserve my ammo and take more time engaging each target? That also interacts with the decision as to whether you spec your weapon for greater ammo efficiency against DPS.

Those dynamics go out of the window in both DD/ED. Gone are crafting minerals, buried gems, beer ingredients, cargo crates(?), machine events, collection secondary objectives, and anything else that might distract the team from completing their main objective(s).
This means you're spending less ammo overall, even compared to the time it takes to complete two main objectives.
On top of that, the first stage of even an Elite dive will supply a semi-competent team with enough supply drops to carry them an additional 4 stages, never mind two - so you can expend ammo with impunity.

In summary, difficulty is trivialised by virtue of reduced overall ammo consumption, as a consequence of generally shorter missions. I've also observed experienced players completely ignoring the generous amounts of gold that DD/EDs contain, since the payout is quite high, and promoted players are less likely to be hurting for credits.

1/2

#

2/2

How to resolve this?

The most basic solution I can think of off the top of my head is reducing the incidence of Nitra throughout - spreading it thinner across the three stages - but that sounds boring to me.

The other is re-introducing some or all of the elements that are otherwise not present in Deep Dives - Crafting minerals, buried stones, ingredients, secondary objectives, etc. More stuff that players want to gather means they are likely to spend more time in each stage meaning increased ammo consumption. An adjustment to Nitra incidence would probably still need to be made. Then players would often be faced with the decision as to whether to abandon collection of these non-mission-critical materials, or accept the consequences of time=ammo it'd take to get them all.

Another addition could be hidden/buried matrix cores, infused or otherwise; As they're the biggest reward from Deep Dives, it'd be an extra incentive for players to explore, search and stick around, as opposed to blitzing through the primary objectives as quickly as possible.

Elite Dives could also reintroduce secondary objectives, ie. collecting Apoca Blooms, Boolo Caps etc - with the payout being a blank matrix core, a core infusion or cosmetics.

There are probably much more interesting ways around this, but these would make use of what's already in the game.

quiet kite
#

Activating a Machine Event should slow/suspend/terminate normal Swarms for the duration of the event. Having to deal with both at the same time, especially with the Machine Event on a timer, can make it artificially much more difficult if you have bad timing (or have a teammate with bad timing/situational awareness, in which case you lose through no fault of your own). Also as a result of this, certain mission types are just disproportionately difficult to complete an Event on, with Point Extraction being the worst of it.

gaunt thistle
#

Have the server list remember your range setting (medium, far, worldwide) between missions

zenith scarab
#

romance options with HOT dwarf waifus

pine hatch
#

more terrains

sleek stratus
#

i'd suggest a rework/buff of some of the more underused perks. Combining it's a bug thing with Deep Pockets, reworking strong arm into something like brighter flares, and maybe combing loveable and sweet tooth so we don't feel that akward tention of being forced to use a single purpose perk because an ally engi doesn't quite hold the grasp of not spamming nades at bugs near you. Could also make hightened senses a perk that lets us shoot while being grabbed, to give scouts more freedom to explore and spot stuff for your team.

oblique pond
#

Yeah I'd agree entirely that a lot of the perks need to be reworked, the useless ones are basically unpickable and the good ones are so good you can't ever not take them

rapid isle
#

Change ifg to say something other then "weaken" because that implies that they do less damage or make it more clear that thats what they do.

#

Allow people to join a deep dive if its still near the beginning IE: stage one or 5 min or less so that if someone leaves you don't have to start over.

oblique pond
#

The game could do with a few more Sideburn options, the current ones are clearly currently made to go with full sized beards and don't really support Goatee/Sideburn combo's which is a grand shame for my Scout who doesn't have a ginormous beard for practical reasons gold

atomic leaf
#

2 suggestions
1: gold rush type modifier for beer mats
2: bosco bartender skin

oblique pond
#

Suggestion: Give Engi a secondary fire mode on the Platform gun to allow him to seal up vertical holes like the Sandwind geyser thingies on Sandblasted Corridors 🙂

drifting jasper
#

Disable swarms during machine events

sacred frigate
#

When the new hotfix comes, please also make the Driller pick up his axes the same way

velvet salmon
#

Allow engineers to disable mines that have exploded once or twice but are still active to prevent friendly fire

atomic leaf
#

SLEEPING SARLAC (name in progress)
A mission type in which DRG has found a massive leech-like lifeform.
The cave generation would be similar to point extraction, but instead of the minehead, the worm's gaping mouth is wide open.
Deep Rock is trying to kill it before it wakes, so they want you to throw a shitload of explosive barrels into it's piehole.
If an employee happens to fall into said piehole, it would throw the dwarf up and launch it somewhere else in the cave. (hopefully not stuck on the ceiling.) instantly downed.

junior drum
#

A rating system for team mates. Downvote the beyond autistic ones

past moon
#

Most of the gun animations are pretty damn clean, but the Bulldog is missing two bits to make it look as legit as other weapons. The hammer should cock back and slam forward when the trigger is pulled (assuming it's following a double action style revolver). Also, the cylinder of the revolver should rotate after a shot is fired. I'm a sucker for attention to detail with gunplay. bulldog

oblique flint
#

I'd recommend changing Warthog "Mini Shells" OC around a little bit, specifically - lowering spread by 25% (compensation buff), but entirely removing their ability to stun targets, even with the stun upgrade (some OCs already do that). My reasoning is that, being primarily ammo efficiency OC (or so I assume), mini shells already give good burst potential with expanded magazine and expendable ammo, but natural (and more so upgraded) stun just makes the burst damage skyrocket on a single target, so with the change it's shifted more towards it being and ammo efficiency mod rather than burst damage mod, so it's good at what it's supposed to do instead of being good universally.

rose pollen
#

New Scout secondary weapon: Caltrop Dropper

Fires a barrage of spikey projectiles in an arc trajectory that stick to whatever terrain they hit - enemies hit directly only take damage

Enemies that pass over caltrops take damage, and suffer a temporary slowdown effect that gets more severe the more caltrops they pass through. Caltrops disappear once they've been stepped on

Possible mods include a slowdown effect on direct hits (making them effective against aerial targets), caltrops that persist after being stepped on, lengthier or more severe slowdown effects, and a damage over time effect from walking over caltrops

supple prairie
#

Minelet OCs feel like noobtraps. They're designed for a player to intentionally miss but that obviously doesn't favor the player in swarms, especially for weapons like the burst fire gun which can't carefully preserve ammo to select where to place minelets. These are also single target minelets. The best way to use these OCs it feels like is to wait for a big enough monster to easily kite it (i.e. bulky but seemingly not dreadnoughts unless you're the one getting chased), or shoot at the ground while you run helplessly from big waves. Or the sensible option, which is actually break out a weapon that will have a better impact at killing the mobs in question.

I would like these changed to give a 20% chance to apply the status effect of the respective minelet instead (since these are on rapid fire weapons), or otherwise a massive bullet size + AoE buff so that shots on the ground are affecting multiple targets after a bug is dumb enough to walk on it. Based on whether single target or AoE is the priority.

sacred frigate
#

Animation for inserting the Tritilyte Key where you're physically inserting the key instead of you pressing your hand on it like a button

atomic leaf
#

stattrack weapons

rocky wharf
#

Adding a fully melee class called the Berzerker
Primary: Mega pick(good single target anti armor dmg) or Thunder Hammer(Crowd control and AoE damage)
Secondary: Dual Axes(fast hit rate) or Dual Knives(extra dmg to weakpoints)
Utility: Charge(runs faster than sprint speed in a straight line damaging anything along the way, stopping only when colliding with a large mob or terrain, or when the players chooses to stop. If you hit terrain it destroys some of it)
Utility 2: a trap that once triggered stops enemies from moving but they can still attack
Throwable: throwing pickaxes, kinda like drillers axes but these can be used to mine minerals also
Or sonic grenade, stuns enemies
Or throwable parts, ever wondered what happens to all the mules that get broken and u never see them again? Yea...

knotty prism
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I'd like a sprint indicator for when I'm sprinting, it's hard for me to tell when I'm sprinting with some weapons and I end up toggling sprint on and off and then back on again because I wasn't sure whether I was sprinting or not.

near glacier
#

Revert the 'Switch to character' button position change, it offends my ocular spheres rn, and if you didn't see it before you sorely need an eye test

latent cape
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Once a deep dive is done for the week, there is no incentive to do it again. How about adding some reward to stage 3 that you get every time. Maybe a mineral matrix core, or maybe a beer mat matrix core. (Since there are no beer mats in DD caves)

earnest walrus
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Ability to grab and throw maggots with E

earnest walrus
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Maybe a different results when you finish glyphids with pickaxe power attack. More brutal results

  1. Grunts/Slashers and anything of size getting splashed/splitted in parts instead of just dying.
  2. Praetorians sack violently exploding if you finish it hitting the sack itself.
  3. Velocity applied to Macteras bodies to be violently sent and splashed into nearest terrain they struck

P.S Maybe some phrases related to that kills, like "Haha, would you look at that!"
I think this might bring even more fun to that.

smoky imp
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randomize pod arrivals:

  1. pod will drop as it do now.
  2. pod will drop on exact spot as mission start (with recalculated timer so you can make it)
  3. pod will drop closer to you, but can be damaged by praetorians, that will spawn nearby. So you need to kill enemies and repair pod, if it was attacked, and only then fly away. Without timer or with extended time limit.
  4. pod will drop at your location, but it will take more time and you need to defend yourself before it arrived.
ornate robin
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i want to throw them magma maggots like grenades

turbid stream
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Lootbug growing area in the mining rig like monster hunters material cultivation npc with targetable slow resource generation that happens when you complete a mission
Unlocked after completing 'defeat the lootbug queen' 8 player raid boss 😂

silk crypt
#

give bosco an upgrade which means he dispenses beer for free at any point in the mission

sour heart
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More defined patch notes.

For example in the most recent hotfix this is at the bottom.

"Bulldog Revolver Tweaks

  • Reduced damage bonus of the High Velocity Rounds mod
  • Increased damage bonus of the Increased Caliber Rounds mod
  • Increased ammo bonus of the Tier 2 Expanded Ammo Bags mod
  • Reduced the bonus of the Hollow-Point Bullets mod
  • Increased base damage
  • Increased the base weakpoint damage bonus
  • Floating Barrel mod now also reduces recoil"

Instead of just saying things like "Increased base damage". "Reduced bonus from hallow point rounds."
Change the wording to include previous base damage and the new base damage (and difference between).

This would allow the patch notes to function better as it gives far better info overall, and makes it so that players dont have to guess/remeber what the previous stats were to see just how much of a change there truely was.

sacred frigate
#

Give the option to be able to see digits down to the tenths when looking at team depository or your own bag (for example, Gold: 23.7 or Nitra: 0.3)

dim flint
#

Simple animation on extraction (rare and randomized): right as the pod bay doors are closing Mactera grabber snatches one of your number out of the pod, never to be seen again. No effect on survival bonus. For no other reason than ammunition for hazing and dramatic effect.

torn lichen
#

Pickaxe skins!

quick galleon
#

Strong Arm: throw everything farther (♻️ i know) and throwing gems/legs/batteries on glyphids with full force stuns them

alpine patrol
#

Pickaxes instead of stars for promotion borders.

near glacier
#

give me back my terminal for joining games in the cabin 😦

and maybe change the toggle headlight to another key so you can charge the throw of flares like aquarcs etc

and maybe make the voicelines cancelable with V to enable epic for rock and stone rap battles

frosty swift
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a bot in the discord that tracks the interplanetary rewards progress and can be pinged with a /status in the appropriate channel every so often to check progress of the hunts without starting up the game

outer flame
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Could we get that new pick up animation for satchel charges, impact axes and proximity mines?

near glacier
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can we get an option to pick up downed dwarfs and carry/throw them around to get them to safer positions? 😄

solemn summit
#

drillers drills should have their maximum drill speed possible through upgrades by default. upgrades should include stuff like fear, stun, armor break or some other stuff.

mossy junco
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Considering how much they've been reworked, I think Electrocuting Focus Rounds should be reclassified as a Balanced Overclock, and Hipster should be reclassified as an Unstable Overclock.

azure mural
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I'd like to suggest adding something that indicates WHAT is new on the upgrades terminal. I just wasted over an hour going through EVERY single weapon, upgrade, overclock and skin for each dwarf, and the equipment terminal is still showing NEW ITEMS AVAILABLE.... Why?....

true mirage
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Mission ideas: 1, Seismic scanning. Management wants to perform some deep scans of the planet, team will dropped in and make their way to a set point to call down a seismic scanner, activate it and protect the point while it completes a scan. 2/3/4 scans depending on length.

#
  1. Oversized cargo escort. Some big was found and needs to be brung to a suitable exaction point, stay with in range ot the cargo lifter, fix it/recover parts or such to keep it moving til reach end where it will launch out. [was meant to be one post but derped.]
hasty sage
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the ability to throw chopped of glyphid legs like a heavy item... just for fun