#suggestions

1 messages · Page 77 of 1

foggy torrent
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How about reworking the general trailer (the version is so old it feels weird to see it now...)

oblique pond
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Please make a mod to decrease the firerate of the NUK 17's 🙂

sacred frigate
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Deep pockets perk to not only increase how much you can store but also adds damage resist the more stuff you have in your pockets

fierce stream
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Overclock or weapon mod for the thunderhead that involves lightning damage.

nova wing
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Another Pick up mechanic suggestion: Why not having a double action system were you first maintain E to grip / stay attached against the stem of the boolo or the side of the fossil (to cancel simply release e) then you have to use your pickaxe button in order to uproot/disclocate the boolo /fossil. That way you still get the feel that you are still here in the mine to unearth things, that you are extracting stuff for the compagny.

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@cunning yacht I mean might as well happy bro they want us to move away from a quick pick anyway

rigid tree
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Adjust the damage multiplier of Micro Fletchettes from x0.5 to x0.58 and increase the amount of ammo it gives you by 30 rounds

Right now the Five Shooter OC built properly does nearly everything a Micro Fletchettes can do but better.

The above changes to Micro Fletchettes result in the following:
Paired with all damage mods, hollow-point, and 6 burst you will be able to hit breakpoints for Glyphid Slasher and Mactera Spawn
The added 30 bullets increases the max number of shots from 55 to 60(For reference, a 1 ammo upgraded Bulldog with Five Shooter has 50 shots)

wet creek
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lower the amount of praetorians in the ebonite event

opaque slate
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Or make them slower/weaker

vernal breach
opaque slate
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but that isn't a suggestion

pulsar verge
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I wasn't sure how I would search this to check if its been posted already. but how about bosco being able to deliver beer in missions? Obviously the buffs wouldn't stack and you could double or triple the cost to balance it a little. also it could be a fun way to incorporate a couple of the joke beers into missions but that might cause some weird exploits.

astral silo
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change the heavy item pickup animation as well (eggs, aquarqs etc.)

grave tapir
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Make it such that all players need to confirm to do a Machine Event. There are four posts on the machines and each one should be assigned to a player. This prevents unwanted activations by players in lobbies where 3/4 aren't prepared/don't want to participate

oblique pond
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Would be nice if some of the less useful armour mods on the classes without the flare gun were replaced with Headlight intensity mods to support comps that run without a scout

ember pendant
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Mission control should have a chance at the beginning of a mission to say that the scanner has pick a lost cargo crate bet-c or machine event in the cave

graceful warren
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I'm surprise that the devs haven't made a mushroom that spewed hallucinatory gas that makes you see fake bugs

onyx thicket
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can the drink making one be called Barsco

abstract dome
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Increase the spawnrate of kurasite during the kurasite machine event. I literally have failed it 4+ times so far directly because of horrible spawning

sour geyser
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Very small addition: Scavenger Bug that drops Beer mats when they are killed. we already have two for money and Upgrade mats. One more for the new Beer mats would fit nicely i thnk.

oblique pond
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I've seen a lot of community input regarding the idea of a new Medic or "Healer" class and have been thinking about ways for two currently existing classes to take up that role without having to spend too much dev time creating a whole new Class

  1. Create an Overclock or Mod for the Gunner shield to give it a small passive HoT while inside the Dome to incentivise grouping up around your gunner and holding a strong defensible position
  2. Make an Overclock or Mod for the Engineer's PGL that slightly decreases the initial impact damage of it's shots while leaving the impact area glowing a slight red, giving Dwarves that enter it a quick burst of health that does not stack again upon entering
plain trout
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suggestion: remove glyphids ability to bounce a downed dwarfs body all over the map preventing their revival.

onyx crow
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Suggestion: When preparing to summon a supply pod, show the current amount of nitra stored. Right now it only shows if you're above or below 80, and you have to use your scanner to view precise mineral quantities.

shut rivet
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Underhill Deluxe should increase the pitch of the voice, while Malt Rockbearer should lower it.

reef stag
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Perk Buffs:

Strong Arm III also increases the distance you can throw grenades
Resupplier V reloads your weapons and refills your grenades to max when resupplying
Strong Back III increases the distance you can throw large objects (like Aquarq, Bitter Gems, etc.)
Zip Line Motor IV reduces the chance you will be knocked off a zip line.

silver zephyr
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please make reviving a higher priority than anything else that uses the interaction button

oblique flint
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New perk ideas:

FOOTWORK (3 levels):
Removes speed penalty for hitting enemies in melee. Killing big enemies in melee combat applies a 10% movement speed bonus for .5perLevel seconds if your current shield is at 0.

FORTITUDE (2 levels):
Restorable health and revive health are 10+15perLevel higher at any given difficulty.

SLEIGHT OF HAND (4 levels):
Weapon swap animation is 20+10perLevel percent faster and reload time is reduced by 4+2perLevel percent for primary and secondary weapons.

SKULLCRUSHER (3 levels):
Store one additional charge attack. Killing big enemies in melee combat restores 1perLevel seconds of current charge attack's cooldown.

dim stirrup
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Rude voiceline when pinging an axe on the ground, mocking the Drillers accuracy

ember roost
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Melee weapons. Replaces pickaxe. Basic idea is to provide some gameplay variation to melee attacks to make melee slightly more viable, at the cost of reducing efficiency in mining and terrain manipulation, meaning that the pickaxe remains the most utility-focused and balanced while these weapons are more specialized for combat. While it's possible these could be entire new weapons with their own upgrade trees, I'm only going to suggest for now that they simply be treated as variations that use the pickaxe upgrade tree. Perhaps even a final "tier" of upgrades which can affect their appearance, if that's even possible, although this would necessitate some kind of upgrade for the pickaxe as well in order to enable switching back (perhaps an armor break mod?)

Warhammer
+Deals slightly increased damage, moderate chance to stun grunts on regular attacks, increased stun chance/duration to larger enemies (praetorians, hoarders, etc) on power attack, 100% chance to stun all hit grunts on power attack, +50% base power attack AoE

-Slower swing speed, all terrain takes +1 hit to break, base power attack recharge time increased by ~20 seconds

Pickhammer

  • deals significantly more weakpoint damage, deals significantly more power attack damage, slightly/moderately faster swing speed, power attack recharge reduced by 10-15 seconds.

-Breaks a significantly smaller area (~30-50%) of terrain and minerals, power attack AoE reduced by 30-50% of base value

lost crane
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Have diversified loot bugs, according to biomes, or aleast a big, glowing loot bug filled with an aquarq in theses missions
And that's minor, but have morre precise name for the praetorians, in glacial strat it's frost praetorian, so in radioactive zone it should be radiation one, in other biomes, acid ones. And also make fire praetorians for the magma core biome 😄

small fossil
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Have a blank core reward for each additional deep dive completed.

That’s it. It could help you feel more rewarded for helping the dwarves that just got their first promotion.

lean kiln
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What do dwarves like? Values and loot of course. But what do they love most? VERY RARE values and loot!(I think everybody knows about the importance of the Arkenstone for the dwarves of middle-earth).I propose to add to the game a number of rare gems that can be found during the missions(Also they might drop from huuli hoarder). The rare gems collected in this way can be placed in showcases that can adorn the Hall of Fame.I'm sure most people like to collect rarities, especially real Dwarves !

sterile marlin
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Lord of the Deep armors for veteran.

I suggest a very top of the line armor, very detailed, with engravings for exemple. That would costs 3k of each minerals + 100.000 credits. Only available for high level. Something unique for each class.

Like that but with less warhammer 40k

https://imgur.com/a/wMhPcCR

hollow marten
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I would love a dwarf class that has a Teleporter Kit He can throw.

nova wing
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Another suggestion for a "bunker buster" mob: It's an idea i have gotten while reading the rule sets for the Trygons tyranid (long story short it's a tunnel making beast that also allows other smaller critters to use it's tunnel) and i wondered. Instead of another tunnel digging mob in DRG turning the map into a cheese fest, why not creating a mob that use the exact same behavior than a menace (aka digging/teleporting in different locations) and have one of it's main attack would be to dig/tp as close as possible to the dwarves then make a bigger digging out animation and sound than the menace currently does and spawn a small number of swarmers with him (the animation being big enough to cover the spawning in order to not break the immersion). It will then try to claw and/or flee in order to repeat the process. the advantages of having a mob like that is that the devs can bypass the map ending up being a giant cheese fest with tunnels everywhere while providing a mob that the bunker users have to respect without being bs (since it would have a sound and animation queue telling of it's arrival).

frosty swift
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Armor tier upgrade option for Gunny/Driller: "Pack Mule" allows the dwarf to carry upto two heavy items (one under each arm), while only carrying one they can still use their side arm, and when carrying two they are slowed even more than normal and 'toss' distance is massively reduced. If this upgrade is selected, movement speed base is slightly reduced.

Engy/Scout armor upgrade: "Light Pack" while carrying no heavy objects or minerals, movement speed is increased above normal base movement speed, but speed is decreased to normal as they pick up items, and heavy items slow them more than if this upgrade was not equipped

onyx crow
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Allow a host to transfer party ownership to another player. Breaking up a good team because the host has to leave sucks.

rustic stirrup
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remove headbob on landing or give an option to revert it

frosty swift
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Suggestion: certain modifiers should not happen for certain game modes, like Low Oxygen on Point Extraction, or Haunted Cave on Elimination, or, that if those combo's do pop up they should give a larger difficulty boost modifier as they increase the difficulty of such missions disproportionately to other mission types with the same negative modifier. This could also include reducing neg modifier boost on some mission types where the neg modifier isn't going to increase difficulty (like Parasites on Point Extraction as the mine head turrets basically solve the problem)

grim magnet
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cleaning up on filling missing voice lines

steel prawn
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Add vote kick (only after drop pod has been called, leave the kicking as it is before that) and voting to call the drop pod to avoid people calling the pod by themselves.

winter shell
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Would it be possible to get a message in chat when someone calls Molly, For example Player1 called molly. Because sometimes playing multiplayer i end up calling molly to me when others have called her and are about to deposit.

rigid falcon
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I'm loving the new item pick-up animation. Driller's axe needs to be added for when it's picked up. It's still an empty hand when it's picked up.

frosty swift
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When hitting the 'call buttons' have the 'hold e' portion be an animation of the dwarf winding up his arm a bit before slamming his fist down on the button, maybe even have the button 'squish in' when this is done, as it'd make sense that the button wouldn't be super easy to push in so rocks falling at times wouldn't trigger it unless it were a really big rock

gilded wave
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Cheese moon biome.

Unique secondary objecticve of Cheese Cones, that are mined in slices like Wallace & Gromit.

Favors low grav / low O2 mutators. 🧀

nova wing
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@gilded wave 1st of april exclusive mission or we riot....well that or bosco get's playable for the 1st of april

opaque slate
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Would it be possible to get a message in chat when someone calls Molly
Alternatively, if you have called the MULE and it has NOT reached your marker and someone calls it, a quick personal popup will appear on your screen saying "Namehere has called the MULE"

knotty prism
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New mineral called Lesskite

smoky imp
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Option to make temperature gauge always visible in glacial strata, like it was before

onyx crow
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I'd like to see an engineer or driller weapon that can neutralize hazardous terrain. Slime, heat, radiation, ice, etc. Bulk detonators on lava zones make it very hard to move around.

harsh ingot
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I know weapon specs change all the time and that may be in the pipeline but waht if we could have grenade specs to unlock. Giving more options on how big the aoe or single target damage on a grenade would give us more to unlock but also change up the impact of grenade modding. Adding different debuff or buff options would also be cool.

frosty swift
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Alternate support tools for each class

-Gunner Shield alternate: Ammo Crate, allows him to deploy a crate of ammo, that when players reload near it, it depletes a set amount depending on the weapon being reloaded, and does not consume reserve ammo from that weapon (essentially free reloads until the crate depletes), recharge does not start until crate is depleted, but crate can be picked up if no reloads have happened near it

-Driller C4 replacement: Bore driller, placeable drill unit, that digs in a strait line until it runs out of power or takes too much damager, after placing you adjust it up or down using laser pointer by 'targeting above or below where the drill points, then turn it on by meleeing it

-Engy Turret replacement: Electrostatic field generator, deflects ranged enemy attacks, reducing their accuracy, and stuns mactera that get to close by interfering with their wings, engy only has so much battery power to supply it, otherwise functions similarly to a turret in the deploy/recall process

-Scout Flare Gun replacement: Torchbot, a heavily salvaged bosco unit, no arms or turrets, but a constant light source (about 75% the range of the bosco light upgrade) that's direct with right clicking with the laser pointer, including assigning it to follow a dwarf, can be recalled to follow scout by holding right click with laser pointer for 2 seconds. Light bulb burns out every so often requiring replacement by left clicking it with the 4th option out while it's close enough, scout only has so many bulbs and they are replenishable with ammo supplies

(edited formatting to make it easier to see the different class options)

lone spoke
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Suggestion:Make use of this moon in-game(whatever it may be,new biom?) with unseen species of Glyphid sperate from the main land of Hoxxes

torn lichen
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Glymphids? ⬆️ or ancient Glyphids? ⬇️

nova wing
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Even better this is were the error cubes originate from and we get the pleasure of pillaging ruins within caves and beat the crap out of it's guardians

waxen mesa
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Suggestion: Being able to press ESC to abort the message you're currently writing (after pressing Enter)

lone spoke
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Suggestion: Jukebox now plays web links with audio file formats set by the host.

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Suggestion: recycle bin for beer mugs.

rose edge
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only for the leaf lover's special though

lone spoke
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Suggestion: Recycle bin for dwarves that die on the job.

dusty lodge
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Suggestion: For the thin plasma confinement of the EPC => Make the charged projectile decelerated until a lower speed limit to make it more viable for medium-long range shoot

frosty swift
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SUGGESTION: Make molly path AROUND dwarves, not through them, it's really frustrating being pushed off a cliff and into a cavern because a scout or engy at the bottom of the cavern called the mule and molly decided to walk through you

knotty prism
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An antlion type enemy, kind of like a reverse cave leech

frosty swift
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Zipline suggestion: When carrying a heavy object, instead of clipping to the zipline as the dwarf you attach the heavy object to the line to zipline on it's own, making moving of heavy objects much more convenient with good zipline placements, and allowing a dwarf to continue gathering even after getting one heavy object (would help a ton on point extraction and salvage, leaving a dwarf's hands free to deal with threats if needed) could even work as an alternate upgrade in the same tier as the reduced fall damage upgrade

frosty swift
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Dreadnaught Suggestion: Neurotoxin damages hp, not armor when it's inflicted upon them but wears off in half the time as for normal glyphids due to their sturdy nature

astral silo
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more stuff to call down, maybe like a menu of sorts you can pull up and choose to order a resupply or a big turret or another mule or something

frosty swift
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Suggestion: when lethal enemies is in effect, replace glyphid grunt models with the old glyphid veteran models

drowsy pier
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Put the "switch to character" button back where it was

wet crane
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I wouldn't mind if the assignment completed animation was speeded up a bit

nova wing
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@drowsy pier or just above the class name it's still visible down there

devout plank
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WE WANT SPECIAL GAME MODE FOR 8 PERSONS
WHO IS WITH ME?

rigid falcon
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Haha that would be interesting. I've thought about that before as well.

onyx crow
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Allow chatboxes to be opened during extraction and result screen. Pretty much just make chat always available forever.

vernal breach
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I think a lot of the Breach Cutter’s issue lies in the fact that groups of enemies are not typically coming at you in straight lines, as they’re crawling across walls and ceilings that you can’t shoot parallel to because you’re bound by gravity. This makes it hard to make maximal use of its penetrative abilities.

To make the weapon more workable in general situations without sacrificing what makes it unique, why not decrease the width of the beam but give it more maximum ammunition? This would make it stronger in oddly shaped caverns without specifically making it better or worse than the Deepcore grenade launcher.

lone spoke
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Suggestion: Expand the Space rig so players have more stuff to do outside of combat like exploring(example: finding rob's message)

cunning torrent
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Maybe no herbs for beers you have already cuz some of us just want to chug blackout stout and not waste all of our beer crafting plants drgbeer and yes idc if it costs like 500 credits i will burn 10k on beers

velvet tinsel
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let the flamethrower of the driller warm you from freezing solid/ quickly unfreeze allies

wooden laurelBOT
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Hidden Treasure Hunt - Discover treasure (only) by following directional cues by jmjmjmjmjm posted this at November 28, 2019 at 04:08AM : https://trello.com/c/ERsqRGfR

Create a valuable hidden treasure/box that is buried and cannot be easily seen visually by players walking by it (e.g. not like Jadis.) Instead players need to go on a treasure hunt in order to find it.

On maps where the treasure is present spawn a variety of directional cue...

Labels

GAME SYSTEM

edgy ocean
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Displaying beer items on a different line from the other rewards is good. But please keep the font the same size instead of making it smaller. The old size was already perfect.

edgy ocean
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When new items are acquired the equipment menu needs more of those little red "!" icons to draw player attention to what is actually new. If you get a new overclock for instance it won't tell you what weapon or class it is for and you have to "hunt" them all down before the equipment terminal will stop displaying the new equipment message.

edgy ocean
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QoL tweak for engineers: When you are building a turret with less than 100% ammo loaded into it, have the engineer automatically start to reload the turret as well if they continue to hold E once construction is finished.

ripe hinge
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Mutator: Elite Glyphids. Bring back the elites from way back and replace the normal glyphids with them for the mission and elite versions of the guard and slasher.
Slasher/Guard Praetorians aswell

edgy ocean
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For the activation pad on machine events there should be some kind of indicator like a hologram that warns people if no one in the party has an empty core. I keep seeing people without cores starting the events on the assuption that someone else in the party has a core, but it turns out no one does.

languid vine
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In a Deep Dive, stages that include Salvage should have an indicator next to- or be part of the objectives list, to make it clear this is Salvage, not just repairing random Mini MULES

opaque slate
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Mutator where every glyphid grunt is either a slasher, guard, or warden

junior drum
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IT'S THAT TIME AGAIN
Weapon ideas that I hope make it into the game

Digger
Main - Chemical/radiation thrower ( Think Symmetra beam gun)
Second - Microwave pistol (Does fire and small explosive chances, like a wave, think the mesmetron from Fallout 3)

Engineer
Main - Crystal gun - (Think the needle rifle from Halo Reach, I think?)
Second - Flak Cannon (Think roadhog gun but with explosives)

Gunner
Main - Belt fed shotgun ( Thing heavy auto shotgun from metro 2033)
Second - Laster pistol (Your standard ray gun, think Fallout 4)

Scout
Main - Gauss battle rifle ( An auto rifle that can use more rounds and do more damage if being held down like the sniper)
Second - Propulsion gun (Think a close range miniature jet engine that can push things back and do a tiny bit of fire damage, but isn't like the range/damage/sticking fire of a flame thrower...More like holding a rocket and burning them on the propulsion)

#

Suggested class ideas weaponry?
Medic
Main - Sonic blast gun (Think that strange Lucio sound gun?)
Second - Nano mite wrist cannon (Firing at a friend can heal for a tiny amount, and the shield for a tiny amount, Or damage monsters over time, like a poison or flame?)
Number 3 - Red Sugar injector (A little rechargeable health needle that can heal a team mate to like half health)
Number 4 - Buff field generator (Make people a little tougher, make them a bit faster...Depends how you've specked it)

Blaster
Main - Miniture cluster rocket cannon (Like a small assult rifle that fires little rockets that end up exploding after a certain distance, like a flak cannon)
Second - Rocket Launcher (Fires a large heavy duty possibly lock on rocket that does a decent amount of damage but can be a bit slow)
Number 3 - Blast digger (Something to be placed onto the wall, think the c4 charge, but blasts a cluster bomb that digs into the wall for a few meters, or towards enemies if thrown and detinated
Number 4 - Shoulder mortar (Can fire a mortar from a small distance that can do a bit of damage to a crowed, but won't detinate if you're stupid enough to fire it in a small area, just kinda hit the wall and round will be a dummy)

sacred frigate
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A game mode idea:

Pest Control
Concentrations of nests in the area have caused a great deal of pain for teams in previous missions. Your job will be to locate these nests and to eliminate the enemy at its source. Find the nests and destroy them by any means necessary, but be prepared to be faced with great resistance as you take them down. You'll be going up against nests of Grunts, Praetorians, and Mactera. Each nest that's taken down will have a subsequent assault wave mainly consisting of whatever species of Hoxxes you eliminate the nests of. Once you've eliminated all threats and the nests neutralized, press the button on the Mule to call back the Drop Pod. Good luck gentlemen.

vital elm
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So, follow me on this one, imagine if mugs did damage on the space rig when you bean your buddy with it. Thats right, drunken dodge-mug. Just another way to faff about while the host is gone... again.

delicate remnant
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give a damage reduction buff as part of the rock mutation events power attack buff.

vital elm
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So, there was a bug where Molly starts to Pace in place while the team is freaking out trying to get to the pod. It's rare now, but a good failsafe is to open the pod at 30sec left. However, I think we should make this bug a feature. Molly may rarely(1/30 chance per mission) break down and need minor repairs, like the mini mule objectives. Could make things a spontaneously more intense.

ripe hinge
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Alternate Equipment for Scout: placeable spotlight that can be manually pointed in any direction

odd sleet
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perhaps make the beer mugs you can buy in game something we can buy in real life. Everyone of my friends including myself would buy atleast one

ripe hinge
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I would definitely buy all of the DRG mugs

odd sleet
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And please if by any miracle this is taken seriously please let them be made of metal i don't want to spend 80+ on merchandise for them to be plastic

ripe hinge
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I Could probably use my metal working skills to make my own.

Also, Supply pod skins would be dope. instead of 4 little shelves that come out or whatever they are it could be 4 doors that spin around

snow remnant
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Add new "voicelines" for Bosco's new skins. A cute (and stupid) little NINJA scream when he attacks while wearing the Cyber Ninja skin for example. Voicelines for Iron Will would be a nice addition too imo, to translate the effort of the dwarf so close to fail his mission. Lines to show the efforts. Something like "Leave no stone unturned !"

vestal ocean
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Add new achievement, named "alcoholic".
To complete the achievement, you need to drink 1000 pins of beer. After completion, the player is given the opportunity to take a glass of beer with him on a mission. If he does not drink beer during the mission, then with the success of the mission, appearing at the base, he still has a mug in his hands. On the mission, the circle should appear if you press the B button. As an additional slot for weapons. Special bag for one serving of beer.

proven summit
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Get a round of free beer instantly after unlock

trail birch
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After getting 6 or more mineral chunks after another while mining, dwarves start whistling or humming.
Hi ho... dstare

trail birch
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============

I suggested different coloured lootbugs (green for umanite and stuff) before, but now with the new update:

Currently a cargo crate is the better huuli hoarder. Not so rare (?) And guaranteed minerals, no accidental set off.
At the moment huulis became only a nice to have. Neat if you get and manage to kill them, otherwise cargos are superior.

How about we make huulis wanted again. Now they also hoard beer materials (plants keep untouched) Greedy buggers!

near glacier
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the problem with huuli hoarders is that they disappear, seemingly at random. They need some kinda visual and audio warning they're going to burrow soon, and that it can be interrupted with damage.

dusty lodge
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Game mod idea: two teams game:

one is stuck deep and most resist, with a crashed pod which give them some ammo.

Thé second one must help the first one by bringing tools to repair the broken pod. They must make their path To the first team.

Just fini how To create the situation, cause the first team leave the orbital station, so they have no reason To .be stucked

trail birch
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New achievements for the new content

Machine expert
Win machine event X
Win Machine event X in under time Y
Win machine event X without losing a single yellow thing / bomb

Beerbrewer
Unlock and buy a buffbeer
Unlock a special beer and experience... advanced dwarven reality

Treasurehoarder
Kill huulis

Treasurehunter
open cargo

Lootbuglooter
Loot a golden lootbug

drowsy pier
signal fractal
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I´d love to see some experiments with the mission generation. Just some interesting stuff, like a map that´s almost purely vertical, or dirt connections that are longer so we have to dig more, or eggs that are buried deep down, or more or less concentrated ore veins... etc err23

harsh hemlock
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Currently you cannot get Jadiz or Enor Pearls from cargo crates, so add jadiz and enor pearl fragments exclusively to cargo crates, so those minerals could also be aquired from them in their respective biomes. (or just make cargos pop out 1 to 2 normal jadiz/pearls).

twin ingot
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The ablilty to trade Matrix cores

dark thorn
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Upgrade stations for MULE's? I'd love to upgrade them to go much faster, maybe have a different skin, able to be mounted with turrets, all that stuff!

red cedar
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After having played with the changes to the Driller and switched to different classes for comparison, I'd like to make a suggestion that the primary guns of other classes be looked at and perhaps balanced around the new flamer. As the gunner in the team, one would think they would be the best at killing, but.....I'd place them at second to last.

The flamer can easily out-damage a leadstorm and thunderhead due to its innate armor bypass and multi-enemy hits. It is also an area damaging attack which means precision is "close enough" with a powerful DoT rather than the "if I shoot even more bullets, I'll eventually kill something."

The leadstorm and thunderhead being so inaccurate at mid-long range means, well, you're a worse driller in crowd-slaying. I've tried numerous builds and even my own, but no matter how I mod the thunderhead or leadstorm, they both kill WAY slower than the flamer and rely more on luck and bullets upon bullets than skill. Even with the accuracy mods, they sacrifice damage and/or ammo for next to no felt gains in kill time.

The Engineer has the turret and can sometimes even out-kill the gunner with it.

The scout seems a good balance between power and accuracy given their mobile nature.

frosty cairn
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Suggestion:
Make the booze/liquor/brew stall not use resources once you unlock the brew but instead have an option to use resources to boost the properties of the brew (Within reason)

sour sparrow
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Can we get the supporter gold style armor for other outfits? I would happily pay all over again if I could get gold mk3 driller armor or mk 5 engi armor. Let us pay a ridiculous amount of in game gold to get it, I don't care, I need it.

late fjord
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Add a flare launcher mod or overclock that lets us stack light duration of flares if you shoot multiple in a single spot.

formal garden
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Bosko "class" skins?
For example: Bosko with gunner could have same color that gunner's current suit.

oblique pond
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Change the values on the spawnrates for Ebonite Glyphids in the ebonite machine event: It isn't fun or interesting to have a room full of incredibly tough praetorians that you can't even damage with conventional weaponry

frozen barn
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The game doesnt need any more balance changes for now or any more changes to cores or any more buffs or perks. It just needs more pure content... More things to do in each mission, multi level missions where the objectives layer and actually make you feel like you are achieving and progressing through a mission (kind of like the salvage mission). It would me great to have a mission that involved DRG attempting to set up some sort of mining base for the first time. So gathering certain materials (maybe just rock and metal, not just special minerals) and then setting that base up while defending waves. After the basic base has been set up you then have to set up the communication equipment and the mules or something. I think it would be a great addition to have a mission where we are creating or establishing something.

dusty lodge
#

Having several gears configurations. The, you can switch between builds easily

marble swift
#

The other day I was thinking about some kind of "stealth mission" based on sound produced. That would take place in sand corridors where we would have to dig "silently" (eg. with moderate use of the driller and explosions) to avoid a dangerous blind monster, a kind of giant worm which can "swim" in the sand or dig very rapidly in the direction of any sound. The goal would be to quickly recover some kind of treasure in a specific place like the egg hunt but without fighting big swarm, just that big blind thing and some glyphid swarmer which can be killed using pickaxes.

icy hamlet
fathom stone
#

I was thinking, now that we have such a fine array of beers, we could use a bit of food to go with it. Maybe it's time for Sandwich Time to become a real thing?

steel prawn
#

On xmash since most probably there'll be presents. Instead of swarmers, sometimes lootbugs and rarely an error cube. Add bulk detonator to the mix. K thx.

neon mulch
#

On April 1st the "It's a bug thing" perk should work on Bulk Detonators

onyx haven
#

Suggestion: Having your own space mining vehicle that launches from the space rig that you control in space to go to asteroids/(space missions) then you can get out, mine the asteroids and then you deposit in/on your mini space rig. You can customize your mini space rig with different looks and gear on it to protect you from the space bugs and of course you will badass weapons on the mini rig also.

wooden flume
#

Suggestion: Driller should be able to use drill to mine materials.

alpine patrol
#

Turret Mods Tweaks:
Move the stun mod from tier 3 to tier 4 and slightly buff it
Place a mod in tier 3 that increases ammo capacity

olive ridge
#

a Perk that gives you some health when you deposit nitra/minerals into the mule

edgy ocean
#

The Driller's HE grenade needs some tweaking. It is somewhat difficult to use because it has a long fuse and the grenade bounces a lot. Here's what I would suggest:

  • Give the grenade more weight/friction. It could be my imagination but it seems to bounce more than other grenades.
  • Change the fuse to a delayed impact fuse instead of a pure time fuse. The grenade arms itself after 1 second, but it will only explode when it hits something. This stops you from hurting yourself at short range but lets you place the explosion with precision because it will detonate exactly where the throwing indicator says it will instead of bouncing. Since it doesn't have a maximum duration you can also throw it further than other grenades which gives it a bit more utility, kind of like a handheld PGL.
  • Increase the number carried to 6 instead of 4 to match the gunner's sticky grenades.
near glacier
#

Put an easter egg below the bedrock/compressed granite layers at the bottom, something like a shitload of materials

quick galleon
#

I want to sit at the table by the jukebox and ARM WRESTLE OTHER DWARVES!

oblique pond
#

Suggestion: Create some means of using your characters actual portrait as your class portrait in the loading screen and in missions

olive ridge
#

^^^ neutral NPCs in the abyss bar just hanging out and doing dwarf stuff

wooden flume
#

Suggestion: Add ping indicatior on the top right/left/bottom instead of having to esc

edgy ocean
#

As more long-term counterpart to my previous suggestion I think you should make HE grenades a generic throwable that can be used by all classes and give the driller something more unique to replace it. This could be a number of things but the most useful for the current driller would be a secondary mining tool that can complement or replace the C4, or a traversal tool that helps drillers cross open gaps.

Couple ideas:

  • Graviton Grenade: This grenade creates a cloud of graviton filled nanoparticles that stick to friend and foe alike. Dwarves passing through the cloud benefit from lower gravity while in it, and for a few seconds after leaving which can allow for fast sprints and soaring jumps. Enemies experience the opposite effect and are crushed by amplified g-forces. Enemies on walls and flyers will be pulled down and take fall damage while large enemies are pinned to the ground and crushed as their own weight is used against them.

  • Concussion Grenade: Small, but packing a large punch these cube shaped grenades emit sonic waves that fracture solid rock in a large radius around them. This is followed after a few seconds by a powerful expanding shockwave that pulverizes the fractured ground and can send enemies and dwarves flying. Similar to C4 in terms of digging, doesn't deal direct damage but can ragdoll aliens and hurl them into walls or off cliffs. Can also be used to "rocket jump" in a pinch.

green pivot
#

I think it'd be hilarious if DRG has a drinking game bet system where the loser has to do the next mission naked but for a loincloth (plus gear) that may or may not show his hairy ass from time to time

crude kernel
#

Spitballer Infection danger modifier!

minor parrot
#

I like the fact that you can join clans now (cave crawlers for life) but i would really like to see this idea get expanded on a bit, specifically clan rewards. The ability to level up and gain notoriety in a clan is very cool to me also clan specific armor and skins would be a very cool touch. Better yet what about player created clans and emblems? I'm not sure why but the idea of various dwarf chapters with different strengths and weaknesses is incredibly interesting kinda like something from Warhammer 40k. We also need a pet loot bug for the ship, just saying.

ivory depot
#

Suggestion:

New Mutators:

Damp gunpowder - supply drops restore only 25% instead of 50%

Pitch black darkness - caves are significantly darker with only source of light being scout's flare gun, flares, molly or mining rig

snow remnant
#

I think that Face Melter should turn the flame of the Flame thrower blue, complete combustion is beautiful ! I know it's not really the goal of OCs to add cosmetic elements though.

trail birch
#

Reading the current discussion on #drg-chat , maybe:

Put unlocking Hazard 4 behind an assignment, similar to Hazard 5. Details to be discussed (length, playerelevel to qualify etc)

formal garden
#

Can we switch between level up sounds?...
I liked an old one.

solemn summit
#

hazard 5 should be locked behind promotion, i see greenbeards who joins h5 looking for free carries.

dark brook
#

Prob been up before, but a sledgehammer maybe? Swings slower but breaks more. Could be used to repair faster if team is sledging together. More powerful attack at the cost of recovery.

Something like that?

flint sparrow
#

Please add a new tier 5 mod for the EPC that focuses on normal shots. The bouncy shots are pretty underwhelming and the rebounds often hit teammates. Maybe something like consecutive hits applying an effect like additional damage, fire or something else entirely.

frosty swift
#

Mission Mode idea: Truffle Run. In this mission Molly is replaced with Boaris, a literal boar, whom the team must protect as they move him through the caves sniffing for rare Hoxian Truffles. May occasionally dig up eggs that spawn waves. Boaris has hp, and takes damage, so the team must protect him while also trying to dig for materials and find them truffles. When the main objective is completed, the pod will be immediately called by Mission Control, at which point the players need to escort Boaris to extraction. He cannot crawl up walls or the like, like Molly can, however he can make use of ziplines and small jumping platforms. Boaris can eat a number of objects/items to heal, or temporarily buff him depending on the item consumed,

Things that could be dug up:
-Truffles (the objective)
-Eggs (spawns a wave of enemies, can be 'deposited' for bonus credits)
-Hunks of Minerals (not 'compressed' items, but could include smaller jadiz chunks and 'unripe' enor pearls. He will not eat minerals unless it is Red Sugar. Could look like bigger bits of 'bag full' mining drops)
-Beer Plants (he'll try to eat these slightly faster than other dig ups, don't let him eat too many!)

#

Edible items/effects
-Truffle: Heals him quite a bit, but is also the objective and while he can dig up more at times, letting him eat these makes the mission take longer
-Egg: Heals a small amount, makes Boaris aggressive for a short while making him lash out at and charge enemies that get too close to him, if he kills a glyphid in this state, he will eat it, increasing the duration slightly and healing him slightly
-Red Sugar: Heals Boaris a small amount and makes him move notably faster, both walking/digging, and decreases the amount of time it takes him to start chowin' down after digging up something he can eat
-Beer Mats: Do not heal Boaris, but increasingly slow him down for a while (increases nommage delay after a dig up), after a certain point he'll stop 'following along' with the dwarves and randomly amble about in a drunken stupor, if he continues to eat them, he'll eventually pass out and need to be guarded through a wave for him to regain consciousness

near glacier
#

Low 02 Mission suggestion: A sort of ring like the black box events that show off the 02 radius. <:3

frosty swift
#

Suggestion that piggy backs somewhat off 128's, an adjustable slider in the graphics options to adjust the opacity of the 'in range sphere for BlackBox/Upling/FuelRod objectives, as currently some players (including myself) have trouble seeing through the sphere at times

main ember
#

So hear me out, I try and keep my dwarves customised with the default appearance except for the armor. There's still that part of me inside however that wants to dab on other players with my status through my appearance.
So the suggestion is slightly upgraded/gilded versions of the default appearance item for each class. Something like a golden AR Headset for the scout, or maybe just the eyepiece being transparent, etc

smoky imp
#

Pod model rework: add room with doors for molly and bet-c above crew room, place for bosco inside crew room (so you can cheer him up by screaming ROCK AND STONE at the tops of your lungs) and do something about it's ramp clipping through drill parts

frosty swift
#

OC ideas for Warthog

-Slug rounds. Unstable. Removes spread on shots, increased damage and punch through, decreased fire rate and increased recoil

-Bean Bag rounds. Unstable. Massive stun and Armor Breaking, no spread on shots, massively decreases damage and disables auto fire, no punch through possible

-White Phosphorus pellets. Unstable. Sets targets on fire, breaks armor well by burning it away, massively decreased range and the large cone of flame makes it hard to rapid fire

dim flint
#

cigar stub vanity for the gunner

frosty swift
#

Grenade reskin cosmetic
-Lure Reskin that is just a big, juicy cheeseburger
-Prox Mine reskin that's a bouncing betty
-Plasma Burster reskin that makes it look like a bottle of Flintlocke Ale
-Sticky Bomb reskin that's a greasy sock
-Incindiary reskin that's a molotov
-Cluster grenade reskin that's a jar of pickled exploder bits
-IFG reskin that's a mini disco light, forces the glyphids to do the jake the dog dance as they move through it
-Pheremone reskin that looks like a bottle of Aunt Karen's perfume
-Freeze Nade that's a big slushy/freezy beer bottle
-Axe reskin that's a giant book
-HE grenade reskin that's a pineapple (seriously the he grenade is the most gineric grenade all it does is boom goodish, nothing special about it)
-Neurotox grenade that looks like a durian

drowsy frost
#

my suggestions,

-perhaps add the machine events on the mission loadout,
-add some sort of loadout selector for weapons, nades, perks, ect
-lootbug plushie

quick coyote
#

Please rework the unlock system for new gear. It's a total pain to play with casual friends who may have been away from the game for several months since we all have different missions we want to do, be it to unlock guns or the cores, meaning people are always getting left out with no progress towards what they want. It's demotivating them and making them not want to play because they feel they aren't getting anywhere no matter how much gold or resources we get.

frosty swift
#

Suggestion bouncing off the above request: allow one weekly and one progression/unlock quest to be active at a time, ie, repeatable weekly quests have a different 'slot' than one time only quests (like weapon license/breach the core/ haz 5 unlock/promotions)

smoky imp
#

Beer materials should spawn in deep dives

fresh kettle
#

I just had a Point Extraction where a Tritilyte deposit had spawned on a floor right above the Minehead. When activated, it spawned the Bomb Dispenser right next to the minehead, but there was no way for me as a Scout to carry them back up there, since I'd used the Grapple to get to it. A Swarm also happened to start right after I'd begun the Machine Event. But even without that Swarm, I had no time to dig a tunnel to where the Deposit was, so I had to abandon it.

In order to prevent this from happening, I'd suggest giving an indication of where the Dispenser will drop when we use the key to pop the lasers out, but before they've been activated to start the timer. Just an outline like the ones the Drop Pod and Minehead make before arriving, or something similar to the Supply Pod beacon. That way you can prepare a route for carrying bombs, even when going solo as a Scout.

old radish
#

Update 26 Suggestions:
-What: Specific (drink) crafting plants/materials more abundant in certain areas. Ex: Malt Stars on Glacier Strata (Abundant, Scarce); Advertised on mission terminal map, just like the minerals are.
Note: Not location specific on a whole, but more abundant or scarce in certain areas.
Why: I have put in roughly 20hrs in since update 26 and noticed the RNG for plant materials are currently a hard hit or miss. Currently out of those 20 hours of farming for plants I've been able to amass an unbalanced amount of: 145 Starch Nuts, 19 Malt Stars, 13 Yeast Cones, and 43 Barley Bulbs. I haven't noticed any amount collection difference between Hazard Levels even after patch.

#

-What: Drink recipes need some alteration. As said above, since its quite difficult to get the materials needed for specific drinks, I have noticed in speaking with players they have been amassing certain ingredients more than others because the "rarer" plant ingredients like stars and cones, are required in most drinks. The recipes could use some alteration or become less expensive.
Why: In-between missions, its not as common to be able to hang around and goof off with your team or celebrate after a mission. Rarely have I seen others buy drinks anymore for the team or others just don't care. You see many walk up and attempt to buy a drink but walk away since they cannot afford them. It's taken the fun out of lobby parties and celebrations since its become more "resource management" to the players now. The general consensus I've found others say is also that the Oily Oaf, and Glyphid Slammer have lost their glamour, now that there are drinks that make things fun and entertaining. It's become somthing mundane that some just leave the drinks there as they dont provide any purpose.

-What:

  1. Bar Menu alteration with the addition of a "Mystery Brew" (from all the spill run off, of course.) That costs credits and not materials. Does a random Effect. Corporate Issue.
  2. Charge credits for the daily special rather than a material. Makes buying the drinks more casual and fun rather than resource management, and early players can join in on the fun.
  3. The addition of a random "Todays Special" Craft(able) beer that costs credits instead of Materials. So that everyone can get involved and celebrate.
    Why: As stated above, the amount of Celebrations, and lobby fun has gone down as of late, as its become more of a grind and resource management. Losing its enjoyment
formal garden
#

An unique skin/overclock for gun in a future shooting range as small reward for maximum accuracy. Something like "Sniper special".

dark thorn
#

Customizing rooms would be nice, even just being able to upgrade them with some better furnishings would be a cool way to show progression!

distant bay
#

Can Molly's AI be tweaked a bit so, that, on haunted cave missions, they try to avoid the Unknown Horror? It's damn maddening calling her and see them go through the Ghost 9/10 times. Even if I do run from the horror to loop back and deposit, Molly is generally up again to follow me... through the ghost.

round briar
#

Speaking of AI tweaks, can bosco NOT fly way above me when i just want to grab the aquarq hes carrying? I jump and try to grab and he just keeps flying up like hes trying to tease me, its annoying, either that or a way to make him move closer to you would help

brittle summit
#

Special enemy kill count on end screen, i.e Bulk detonators, cave leech, preatorian, sand trawler etc.

spring crag
#

(Posting this here because it decided after two Reddit postings that it didn't want to appear on the subreddit.)

More Zipline-like Ziplines

The ziplines provided by DRG need a bit more "zip" in my opinion. Perhaps holding the sprint key/button while on a zipline would disable the player's zipline traversing motor and make them slide along the line. The steeper the angle of the zipline, the faster (of course you'd need to accelerate first). Re-enabling the motor could serve as a brake, as going too fast at the end of the line could be dangerous (perhaps damage you if you hit a wall or the floor too hard). Additionally, if two ends of ziplines are close enough while you're sliding, you'll auto-connect to the next track while preserving momentum. This could allow players to essentially form zipline roller coasters to make traversing large, downhill areas quicker.

(A simple zipline hook/motor model would be nice too.)

keen cove
#

A button to cancel your pings with the laserpointer

edgy ocean
#

The ammo gauge needs to be more granular. I can expend all of my primary ammo, half of my secondary ammo and all of my grenades, but the indicator still says 2/4 bars which fails to adequately convey my supply situation.

I would suggest making it more detailed, have two rows of four bars. The top row measures primary ammo, the bottow row secondary ammo. For each 25% of your ammo you expend another bar will disappear, zero bars indicates you have none at all. Non-scout classes could have a third bar measuring ammo for their traversal tool. How many grenades you have could also be displayed such as 2/4, or 1/6 depending on what kind you have.

Also as people have mentioned many times there should be a toggle to make ammo bars visible at all times.

elfin compass
#

Is there any way on start up coffee stain publishing and ghost ship games could be quieter? otherwise love you guys' game!

unique talon
#

Can we get the intro to be ear shattering levels of loud?

oblique flint
#

This entire perk system, which I got encouraged by the devs to write. The text is just too long to fit into Discord message, so I posted it on Reddit.

https://www.reddit.com/r/DeepRockGalactic/comments/e3tmmj/new_perk_system/

Neither provide proper means to edit and color-code the entirety of text into digestible form, so if this gets devs attention, I can provide properly formatted text file if required.

gilded cypress
#

An energy weapon which doesn't consume ammo in the traditional sense - It's capable of overheating, and if it does a "magazine"/heat sink is consumed - putting a cap on its damage output but making it very sustainable if used correctly but very inefficient if the user is liabe to hold down fire in panic.
Mods could be tradeoffs between damage output, per-shot damage, heat generation, heat capacity, heat reduction, spare heat-sinks etc.

As to what the weapon would actually be, I think it'd be most appropriate for another primary for the Gunner - Some kind of gatling laser for example, but that sounds too close to the minigun in appearance and function.

Heat generation per shot could be slightly random to make it more challenging to use effectively - or this could be another mod for increased damage output or elemental damage.
It could have an "optimum range" within which its damage output, elemental effect(s), armour-breaking and/or armour penetration (Armour penetration sounds like the most unique) is maximised - diminishing somewhat if the target is too close or far - making the gunner using it more dependent on the driller and scout to deal with targets at closer/farther ranges.
Its beam/projectile would change colour/intensity when hitting targets inside this "sweet spot"

snow remnant
#

The drills of the driller should be able to tear through "organic" obstacles that litetrs some biomes with ease. I'm thinking about the poison fungus spores and every mushrooms from Fungus bogs, the chromepuffs and yellow tubel from Magma core and the terrible tumorous growths from the radioactive zone : those are so slow to destroy and take up a lot of energy and fuel.

near glacier
#

Suggestion for Deaf Miners: Maybe implement an Spectral Audio Visualizer in the HUD settings that show a stereo split left and right channel on the respective left and right sides of the HUD that can more accurately represent 3D space as a visual cue. I think some MMOs use this kind of method!

alpine patrol
#

Make the text blurbs that display under cosmetics in the accessory shop/forge pop up in a window when hovering (with my mouse) over a cosmetic in the employee wardrobe

formal garden
#

Overtime fee. For example, for the main task, you need to get 250 morkite, and overtime - 450 or 500. Overtimes give + 1000-1500 extra credits. This will prompt you to explore the caves further after completing the quest.
Some small event could be timed to this. For example, pressure on the corporation from the Interplanetary Miners Union.

formal garden
#

Moonshine machine in some small maintenance room. Upgrades opens an unique drinks and brews, which give some good buffs.

zenith seal
#

A story mode that gives more information about the world of drg. Maybe have certain cutscenes implemented too and an npc that is like a distant relative to Karl. Idk, just throwing it out there

dark brook
#

Keg runs!

A delivery of beers to thirsty dwarfs, deep down, close to the core have been lost. Make sure that it reaches its destination!

May also make a good "loot" for a small power up if your team would find a room with kegs in other missions!

silent basalt
#

Hey all.
Gonna be fun if one day we can have a raid mode with like 10 to 20 dwarf.
A endraid boss and some goal like activated and defend some point.

Moreover i think about water mission.

near glacier
#

Hi all
Just a little cosmetic suggestion, a choice in the color of the suit can be neat i think, and maybe contrast.
Oh and a gold bosco and pickaxe skin for supporter ?

thank you for your amazing game
Rock and Stone !

steel prawn
#

Make cosmetics OC not give you a cosmetic for the class but instead a blueprint for the Accesory Shop. By crafting it, you are now able to buy that cosmetic for any and all of the 4 dwarves.

unreal grotto
#

Overcoming the Blackout Lager
I'm suggesting there be a hidden alcohol tolerance mechanic that steadily goes up the more you get your dwarf plastered drunk, possibly even rewarding going to missions drunk. Eventually with said mechanic, the dwarf would be able to 'survive' a single dose of the Blackout. There could even be a hidden achievement for it!

snow remnant
#

It would be great to work a little bit on the visual aspect of Stubby's Electric Arc modification. When it procs it's barely noticeable and when you notice it it's odd looking to say the least. Maybe it should look like Turret Arc OC.

ocean dome
#

Suggestion for the game that might be better suited to be a completely new game: Playing as "That Guy in Mission Control"
Though, not a first person survival shooter experience, it becomes a squad management minigame.

left echo
#

Molly can have new skins and upgrades

latent cape
#

So, I enjoy the assignments (and deep dived) part of the game, it makes me do missions I probably wouldn't do otherwise, like a low oxygen point extraction or a haunted elimination. Also, it gives me a single mission to focus on, which means I don't have to look around at what seems best. So, a suggestion: have one mission always highlighted as a "Company Priority" or summat, and give it say +10% bonus. Also, longer missions. "ok boys, time to go grab 10 aquark, 300 morkite, 6 eggs, kill two dreads, and if possible grab us some bolos, apocas, and holomite!" Kind of thing that we are down in the deep for an hour or two at a pop.

cinder venture
#

I would like to be able to deposit loot into the mini-mules on extraction style missions. The drop-pod at the end collects them the same way molly is.

ember pendant
#

Give Bosco a upgrade that give him a small inventory to hold stuff like bolo caps and apoc blooms that you can take from

misty bridge
#

Change the targeting priorities of the Engi's Turret(s) and Bosco so that they ignore Ebonite enemies, given that those enemies are immune to normal firearms.

mossy junco
#

Blacking out after drinking a Blackout Stout should respawn you somewhere random, rather than in the medbay, as it's a little boring of a drink right now.

west orbit
#

Controller: Swap the flare button with the grenade button (from button pad to index trigger button).
The usage of flare is more frequent compared to the grenade.
Instead of manually setting each controller button as a keybind, making 2-4 button layouts can be more easier to make.

drowsy pier
#

Emote wheel that lets you use the new victory poses in-game, a cosmetic that only shows up for 3 sec after a mission win is ZZZ, they feel like wasted animations that would be funny to see inside a mission

hot onyx
#

Face melter should have the ammo penalty removed, as the movement speed penalty is already a big enough drawback.
If it really is a concern, increase the move speed penalty

plucky ore
#

the engineer's turret seems to be pretty useless while you are escaping the caves. I wish I could place the turret on top of molly and then have the turret move with molly. This could be programmed in a way so it simply updates molly to be a turret molly instead of dealing with all of those physics problems of molly going upside down and such. And then you'll still be able to recall the sentries if you need to

prisma sluice
#

deep rock in pc need control customize to make player can control tools and weapons easier

spring crag
#

A centralized "Employee Terminal" would be nice. One large computer setup with different screens to swap to (think Skyrim perk trees but horizontal and, you know, easy to navigate). Instead of having to exit and move to the next terminal you can zoom out of the current screen and select another. Having everything from cosmetics to equipment in one place would be convenient.

rose pollen
#

A beer that gives you a double jump would be fun as hell

west wolf
#

Any chance of bringing back that old experimental red skin for Gunners minigun we saw but never got?

slim mural
#

Allow chat box and typing during drop pod landing and take off sequences.

main pewter
#

Add a "trade-in" terminal at the bar that exchanges beer ingredients at a rate of 3 or 4 for every 1 other ingredient (IE: 3 Starch Nuts for 1 Star). Could be balanced to not accept credits only other ingredients.

oblique pond
#

Give us the ability to set a minimum required level to join our lobby 🙂

final vessel
#

Add a mission type where you escort a MULE or other type of robot that is made to disperse the same kind of gas that the gas grenade the driller gets. Basically like an escort to 'fumigate' different parts of the map to help clear out areas to be mined a little safer down the line. I'd say it makes sense, since the toxin is obviously at least common enough to be given out as somewhat standard issue to drillers, and could probably be used to fumigate areas of particularly nasty amounts of the bugs. Every time you begin to fumigate there'd be a larger-than-average swarm, since when you kick a bugs nest, they usually come out looking for blood.

ember pendant
#

When mission control say we've pick up something big on the scanner it showed either be a bulk or dread

river gyro
#

Add more skins to Bosco, like: Bartender (the one that serve beer), Doctor (the one you see when you failed a mission), Old Guy (paint mostly gone, rust stains, some body panels missing, some wires sticking out and a grey beard glued on), Bulky (heavy armoured), Engineers pet (red/brown coloured, looks a bit like the Engineer turret)

modern terrace
#

can i haz a squeeky pickaxe/hammer please...that is all thank you!

urban gale
#

During the inevitable update of the space rig, it would be really cool to finally have the shooting range upstairs be functional so we can test our builds and overclocks without going back and fourth into a mission. Furthermore having some decorative work benches (similar to the forge) instead of terminals for all our equipment would make the space rig a even better base of operations for our dwarves.

kind pine
#

Mixer interactivity for windows 10 version.
I really liked the interactivity feature when i would stream on xbox because i found it fun to have viewers (mainly my friends) mess with my game. So i was disappointed when i found out it wasn't on the windows 10 version.

proven summit
#

sentry's flashlight follows where its targeting

near glacier
#

Screw the generic terminals. When you re-make the space rig, I want each terminal to look different. A mineral-trading terminal should look like something out of a stock exchange, an equipment store should be a real store with a bosco salesman, etc.

velvet salmon
#

Business bosco skin with a tux and bowtie paint job when

twilit saddle
#

Can we get alternate skins for the pickaxe? Maybe more of the Dwarven Blacksmith trope? I just enjoy the idea of having a smithing hammer to whack bugs with.

dusty lodge
#

A little suggestion about sprint: may you let us keep running after a charged pickaxe hit ? Cause currently, our dwarves start walking just after the hit

atomic leaf
#

golden bosco skin for supporter upgrade

warm brook
#

Deep Rock Galactic player save accounts to allow for cross platform saves between Steam and Win/Xbox platform. I bought Windows version a long time ago and would gladly buy Steam version so I could stay more up to date on version if it meant I could migrate my save over. I deeply regret getting the Windows version as it seems to be less stable and has a much smaller player base.

safe shell
#

I think the 2 different pickaxe drinks should just be combined into one, i've always felt the pickaxe damage increase was and still is the weakest drink, but maybe if it was combined with the faster pickaxe charge then it could be a more likeable drink so they both arent mediocre or atleast one of them. Oh, and that reminds me that dark morkite is also a really mediocre drink as well, i like the added ones but some of these older ones are pretty bad

neat zodiac
#

I personaly belive plenty of us miners miss the cosmetic armor skins that you could buy and equip to your suit that were in the game somewhere before update 5-10 until they were removed, if you could re'introduce them back into the game that would be nice.

grim magnet
#

^ more like a toggle for it

dusty lodge
#

Stoping friendly fire from explosive when you are inside the drop pod..

brittle orbit
#
  • Play missions/maps of players that have failed the mission. Recover an object or something of their bodies / mule. This includes all map changes the previous team did (digging through dirt, mining resources, explosions). Maybe make this a Hazard 5 only quest
  • When you join a game through quick play or server browser and you already have played with some of the players you just joined, have a unique voice line remembering each other
dusty lodge
#

What about individual supply pod for 20 nitras in solo missions ?

near glacier
#

bring back barrel armor

frigid seal
#

The ability to call in a turret pod instead of resupply with extra nitra

frosty swift
#

RJ overclock feedback: it's nice in premise, you just don't have enough ammo to use it much, so perhaps have it also increase ammo?

molten moon
#

Falling rock hazard during magma core earthquakes

still pike
#

My dwarf has celiac's... so I need some gluten free beer options. Cider preferred 😁

versed pumice
#

I wish to suggest a beacon or marker for the large platform on point extraction missions, it's pretty easy to get lost during those missions especially during solo mode

shut patio
#

Red Sugar Dust Bomb - A throwable grenade that bursts into a cloud of red sugar dust that heals your teammates for a short period, perfect for a group heal when defending uplink or fuel stations.

finite dune
#

In the memorial hall, what if for the bronze promotion tier the statues were bronze, silver was silver, and gold was gold? that way it gives a little bit more incentive to go into the memorial hall. Besides I think it'd be neat to have a bunch of flavors of statue.

vernal sigil
#

we could really use a jacuzzi on the ship. somewhere to chill with my fellow diggas

oblique pond
#

Perhaps give us the ability to set say 5 or so different phrases from the current pool for our Dwarf to shout when we press V?

grim magnet
#

Similar to the Tritilyte Deposit, have a large crystal like formation spawn (but not needing nanite barrels to break} of the minerals in game i.e Croppa, Magnite etc.

Having these as a very rare spawn so if anyone got lucky they’d be in luck with a high concentration of that mineral

nova wing
#

Since this hasn't been posted in any details might as well. What do you guys think about adding class related shoulder sleeves insignias for any current and future armor sets (similar to what tf2 characters have) ? Now i know some of you will ask what's the point of having those ! Basically the idea behind this suggestion is that there will be more armor set the further this game evolve be it complete unmodifiable sets or just like other people have suggested (knock on wood in hopes it becomes a reality) separate armor pieces with maybe even recolorations. But one of the biggest problem the devs are facing right now is that they have to keep the "silhouette" of each class in order to keep them recognizable making the creation of any future armor extremly difficult. This is why i suggest the addition of shoulder sleeves insignias for any current and future armor sets since it will provide a small but important way of recognizing the classes and hopefully allow for a larger artistic freedom for the devs and (down the line) for the players.

near glacier
#

Almost end of the year and still no viking helmet

frosty swift
#

Killing Machine Mod suggestion: Change it to instead of increasing reload speed right after a kill (requires hitting reload as soon as you shoot to actually work) change it speed up reload speed for each kill you got during that magazine. This would benefit both hip firing (if your good at landing shots) due to number of shots if you still kill things reliably, and focus shot builds as focus shots tend to one shot most enemies either way

formal garden
#

Beer-pong minigame for Abyss Bar.
May be with bets. Or loser pays all drinks. Or both of this.

warm brook
#

Gadget overclocks
some quick examples

GUNNER
zipline: no angle restrictions
zipline: on cooldown/no ammo count/1 placeable at a time
shield generator: health regen
shield generator: leaving dome gives 5 seconds of 2x movement speed

SCOUT
flare gun: infinite light duration but only 1 flare placeable at a time
flare gun: shooting enemy with flare burns and causes 2x damage received debuff
grapple: grapple macteras/spitters and lesser enemies to pull them into melee vacinity

DRILLER
drill: overheat is now "overdrive";drill 3x faster but drain fuel 2x faster
drill: fuel regens at a rate of .5/s when not drilling for a consecutive 8 seconds
drill: drilling enemies provides 10 gold per lesser enemy killed(not including swarmer/naedocyte)

ENGINEER
turret: 1 turret only: follows the engineer around like a mini mule and shoots enemies
turret: 2 turret only: you may place turrets farther away as they build themselves

opaque slate
#

Instead of 1-hit compacted dirt, just make the mining radius bigger for it so you can walk through easier

gentle swan
#

Make armors have unique perks that you can unlock buy buying the armor. For instance, buying the newest gunner armor can give you a overall resistance to basic attack damage

frosty swift
#

Customer Engineered Bulldog option to remove the battery make it look like a more 'cut down' revolver to reduce it's weight

near glacier
#

for those "explode on reload" overclocks, can we have some kinda visual representation of how many bombs are already attached to what enemies?

brisk idol
#

Frying pan sound when you kick someone
NFL fox theme song when you call molly

long burrow
#

additional uniforms to spiff ourselves up with

tribal flint
#

Wave survival mode until the drop pod opens/ arrives

molten moon
#

Pressing x with Bosco should make him go into illumination mode if he’s already nearby

fierce stream
#

When you finally add dialog to the blackout stout, I want a 'Give me the strongest thing ya got' line more than anything.

near glacier
#

Is it possible to make the terrain use less ressources? As soon as those shock crystal are around it's almost impossible to play properly

dire wolf
#

Seamless music. Up beat music for when you're just chilling and mining and then it drops out to the synth vibe stuff for the fights

snow remnant
#

There is no way to know that proximity mines explode multiple times. New players might think it's bad and they would miss something amazing !

hollow spindle
#

Could it be possible to have shortkey or something to lock/unlock characters movement when looking the minimap? It would be really handy while drilling/making tunnels.

trail birch
#

Well partly reused 'Suggestion'
DRG teased one piece of music a few months back.
Now we have endgame, deep dives and machine events. The only new tracks is cargo crate melody and machine event track...

Moar music please? Salvage music guys harddrive lurking

latent cape
#

A suggestion for elite deep dives, or maybe an even harder 5-5-Insane deep dive. Dwarves left behind are out, they do NOT join the next stage magically. Give us something high stakes, GSG! (Maybe more stage deep dives too)

iron tapir
#

Please for the love of beards, Remove the friendly fire from BET-C

warm brook
#

suggestion: In mission item shop
"When exiting drop pod an "item shop pod" drops closeby"(30% chance)
You can spend your personal pool of gold(from pool before mission start) to buy 1 mission long upgrades/items
some quick examples(prices not final)

100 gold: half flare regen time
200 gold: triple intensity of headlight
400 gold: pickaxe now breaks everything in 1 hit
500 gold: all minerals/nitra/gold/etc. now glow for easier visibility
1000 gold: no fall damage whatsoever

gilded cypress
#

Remove the friendly fire from BET-C

BET-C is currently a liability.
It would be most useful for engaging targets relatively distant from the Dwarves.
As an alternative to outright disabling friendly-fire, checks to prevent BET-C from engaging targets within 25m of dwarves - If there are no targets outside that range, it only uses its machineguns instead of AOE attacks.

plucky gate
#

Make it so the "Silverfox" Hair colour changes the the hair (not the facial hair, the top hair) to white, so we can cosplay Karl Marx

deft lance
#

I love the new phrases the team says, but they do not say "For Carl" enough or as often. It's the best rally. More praising Carl, please!

gilded cypress
#

Plasma Bug:
Similar in appearance and size to Praetorians, but with a larger armoured mouth and "sleeker" armour that makes its weakpoint practically smaller, but offers more angles from which it can be hit when facing players.

Turns around and exposes its weakpoint to fire a slow, heavily arced and somewhat inaccurate projectile from long range (Up to 75m) that detonates on impact with a ~5-10m radius, at 4RPM (Once every 20s).

Would show up infrequently alongside Praetorians, ~1/20 chance or rarer.

Radioactive variant with faster rate-of-fire, but projectile has a smaller radius and radioactive "explosion"

gilded cypress
#

Hive Blitz:
New combat-focused mission type. A nest of Glyphid hives have been discovered in a deep cavern on Hoxxes. The company needs you to clear out this infestation to make way for a forward base.

Dwarves are dropped in to a series of larger caverns containing 3-7 Glyphid Hives. The hives are constantly (or in waves) spawning grunts, slashers, guardians and web-spitters. They are defended by several outlying spitballers, brood nexuses, patrolling praetorians and acid spitters. They are surrounded by environmental hazards such as Glyphid eggs or toxic gas pods. One of the hives is defended by a Dreadnought.

Hives are killed by first destroying a series of tendons. These are set in to its armoured shell, meaning they can only be engaged from specific angles (Similar to brood nexus weakpoints). Upon destroying them all, the armour will be shed exposing its "root". Alternatively, players can dig beneath the hive to access the root directly, but it takes explosive charges (Like the giant rock machine event) to damage from here.
The root's health regenerates after a delay, meaning players have to apply constant pressure.

Upon killing a hive, DRG will drop a bunker in its place. This will contain a resupply pod, an explosive charge dispenser, a red sugar dispenser and a single BET-C type turret on top.

The bunkers must be defended - Glyphids spawned by the closest hives after the capture of the first will constantly attack bunkers. If the bunker is destroyed, the closest hive will spawn an "infestor" type glyphid to re-establish the hive in its place. The fresh hive will take ~3 minutes to grow its armour and a further 2 for its defences.

Players can use Nitra to call in their own defences - (Minehead-type) Turrets (20), minefields (10), and BET-Cs (60 - Will patrol closest bunkers and not accompany players).

"Inspiration" taken from the game Infested Planet

tardy flicker
#

Love the game. Super polished. Two things I'd like to see right out the box:-

  1. A selection of (pixel scalable) icons for the game icon on the desktop. The current one is non scalable and fuzzy at hi resolution.
  2. The ability to hang from the zipline AND pick a flower! At the moment the active 'Hit E to Grab Zipline' zone negates the ability to hang from the line and select E to grab a flower.
golden patrol
#

A hat inspired another badass dwarf Gotrek Gurnisson!

ripe iris
#

Positive mission modifier
Time is beer
Basically a mineral mania for beergredients

graceful warren
#

so me and my friends have been playing and having alot of fun. One thing we were talking about that would be cool... class specific perks. Basically you have a set of general perks that all classes pull from but some specific ones which are you unique to scout, or drill, and whatnot. 🤷 Just an idea we were kicking about.

sleek stratus
#

Give blank cores for those who finish an event and are out of them, just as an incentive so they get something in return, this would benefit those who want to get the reward but get queued with people who already spent them and wanna just skip it for it's lack of a reward.

river gyro
#

Nerf the damage of those Rock Glyphids, on H4 and 5 they only need 3 hits to kill you (or pop Iron Will) + you need to kill 10 per player and most go down after killing 2 or 3. Adding Berzeker + Vampire to all your classes just in case of a Rock Glyphid Machine Event, is a bit too much.

gilded cypress
#

Increase lifetime of Kursite by about 50% - terrain often ensures that some will be unrecoverable within that time, more than enough to cause failure

lusty maple
#

Two suggestions for making all in-game purchases (Overclocks, cosmetics, upgrades, beers, etc.) more user-friendly:

1) Allow users to "track" one or more planned purchases, and display the Minerals that a user has and how many are needed on the HUD
Why? Well, attempting to manage Minerals in the Trade console for the correct amount for a purchase results in users running back-and-forth to and from the Trade console. This is quite tedious and often results in many of us actually writing things down on paper or something. Tracked Minerals could be displayed on the HUD within missions as well as in the hub.

2) Allow users to make "deposits" of certain Minerals and Credits towards purchases instead of requiring ownership of all Minerals and Credits at the time of purchase
This will make purchases easier to track, and make goals more "do-able", in a way.

sleek stratus
#

Add a Digging variant of the grunt/swarmer. Bunker Tunnels are op and make swarms trivial.

crude kernel
#

Crystal-breaking voicelines shouldn't trigger on the first pickaxe swing

crude kernel
#

Add a voiceline to clicking "fire" multiple times with an empty weapon

ripe iris
#

Add a voiceline when your the last dwarf not downed

Make scout say something scared but emboldening
Make engineer say "Guess its up to me now"
I dont play enough driller to know what he'd say
Make gunner say something annoyed

slim mural
#

Scout suggestion:
When the grappling hook is recharging it should still display the distance to objects.

misty bridge
#

During Magma Core earthquakes, have grounded enemies be affected in someway like being slowed down, rather than strolling on through like business as usual while dwarves stumble around like Abyss Bar patrons after one too many experiments

wet creek
#

gold hair color, need i say more?

quick galleon
#

Forging 5 cores should reward you with a blank core instead of alternating weapon/cosmetic cores, or have all 3 types on rotation

misty bridge
#

Make Shellbacks be more affected by the Frozen status. Currently, despite being totally "frozen," they don't really react. If having them be completely frozen like most mobs won't work, maybe have them slowdown when reaching max freeze?

vernal breach
#

Perhaps add boss enemies into some elimination missions, or make them have a chance of appearing at random in other missions but don’t make then straight-up dps races. Give them some interesting mechanics, like a glyphid that requires you to destroy crystals around it (by putting them in an extractor) to damage it, or a boss that you have to deal X damage to/shoot X times to stun so you could toss a bomb provided by DRG at it. You can do a lot of interesting concepts without just turning it into shooting and only shooting the big baddy/lots of tiny bugs.

oblique pond
#

Make the Mine Head in PE missions a no spawn zone for enemies 🙂 I've had Bulk Detonator's spawn inside of it and one shot me while I've been fighting off a Swarm 🙂

signal fractal
#

More Deep Dives per week please. I enjoy this aspect of the game most and two simply isn´t enough. Seems like a purely artificial restriction, too, since they are random. Regarding the rewards balance, it honestly wouldn´t be difficult to come up with a solution since so many possibilities are thinkable but I won´t go into it since I don´t want people to disagree solely on that aspect.

simple phoenix
#

Feature to hold up a tablet/paper with custom writing/note on it showing it to your team. Kind of similar to this. Maybe even customizable tablet - different shapes, frames, text colors etc.

frosty swift
#

so....looking at that new prototype bunker clearer....if that's getting worked on, is the fact that enemies can hit us around corners/through walls/through the drilling rig and also phase through the ground/pull dwarves through pinholes going to be fixed as that's one of the main reasons I've started bunkering, is to avoid what feels like 'cheap' or 'unavoidable' damage and such as that would likely help alot with bunkering also, without punishing players for trying to find a way to deal with those cheap hits (also, maybe set a thing for enemy spawning that requires it to be a certain distance away from a dwarf, not just away from the host)

ripe iris
#

Core salvaging

Let me throw credits and minerals at my shitty oc for blank cores

near glacier
#

Can we get sandwiches

edgy ocean
#

When deep dives run out of weapon overclocks to give you (because you already have all of them) the game should reward you a blank core, or reroll it as a cosmetic core instead of what it currently does which is give you a mineral cache. This keeps your overall progression at the same speed and gives you an incentive to do machine events more often.

There are roughly four times as many cosmetics as there are weapon overclocks, if you have been getting every possible drop since dives were added you should have about 50 weapon overclocks. You get 3 per week if you accomplish everything, so we are roughly 3-4 months away from running out of weapon drops, less than that if you are using your blank cores exclusively for weapons.

steel prawn
#

A bug that throws gas / spits a pool of acid that stays for a while and cannot be blown up by fire. This would hurt the abuse of bunkering while behaving as area denial on normal gameplay like how Praetorian corpses behave (when there's no fire).

wide depot
#

Gunner's revolver has mod "hollow point". But it's model does not change and it's bullets always look as hollow-pointed.

sacred frigate
#

Make Head Honcho the Uniform color / Make a Uniform-colored version of the Head Honcho? (For neat customization purposes)

simple phoenix
#

Idea for a competetive play

There are a few different ranks like in a lot of other games, bronze to diamond if you will

Every day/third day or so there is a new random generated dungeon of some sort. You can complete this mission maybe 3 times and the average time on mission, minerals, kills, deaths etc is saved. You then gain or lose rank points depending on your average.

Or, you can play this mission time and time again as many times as you like. You get rank points for beating the mission, minerals, kills etc. Every time you rank up, it gets more difficult. Maybe longer mission, higher complexity, higher haz (even higher than haz 5 maybe), more mutators such as haunted cave or parasites. Or it could be a timer to complete the mission that is decreasing. If you perform very poorly or fail, you lose points.

If you dont play in a set amount of time, rank starts to decay.

There could then be ranked cosmetic rewards, a leaderboard etc. I think this would attract a lot of the more tryhards and competetive players to strive for something.

empty sphinx
#

I don't know if it's been recommended before, but maybe an event with a percentage chance depending on how deep you go wherein after you extract, your drop pod malfunctions and crashes back to the surface of the planet, and you have to hold out for a number of minutes as the DRG corp try and get another pod to you to fully extract. While you're waiting, they drop you resupply pods and you're faced with waves and waves of increasingly difficult enemy compositions and maybe some new flying enemies or something under the grim skies of Hoxxes IV.

I would love to see some colossal enemies too. I know we have the dreadnought but what about a Glyphid Queen, or a hive morphology on extermination missions? Just some more interesting and awe inspiringly large enemies that would really shake up a party on any expedition. I have a few suggestions but I don't actually know what is within reason to suggest.

Thanks for your time.

hollow solstice
#

Allow downed players to view map
>Can help the player to better orient self and have better spacial awareness of surrounding area once up
>Provides the player an additional yet optional method of interactivity while down, mitigating player downtime

heavy sentinel
#

Ability to use W/S (or add re-bindable keys) to zoom in and out on the terrain scanner, as an alternative to scroll wheel.

trail birch
#

With the new stuff to find and do during missions.

Add a tooltip in mission when you fail to use a machine event / crate
'you need a promoted dwarf to activate this machine event'
'find 2 batteries to activate the cargo crate'

Along with tooltips on the loading screen.

simple phoenix
scarlet bolt
#

Add a hop on top of the Mine Head on PE missions; if you throw a big chunk in there, the hop collects the chunk (miner basketball)

trim helm
#

A suggestion for perhaps another type of explosive, to make some amount of variety that isn't quite there for the sticky grenade and the HE grenade (just for example).

All the explosives in game work basically the same way as far as I can tell, they just do damage in a radius, maybe replacing some of that damage with heat, maybe having different amounts of fear or stagger or whatever. But, they're all pure explosions, and other than leaving something behind like the Fat Boy's fallout, or the incendiary grenade's fire, they all handle basically the exact same.

Apologies if this has already been suggested, I tried to search it but couldn't find much. Could there be some merit in adding a Shrapnel focused explosion type? A frag grenade for the Gunner, maybe a mod or an overclock for the grenade launcher and maybe even the thunderhead?

The way I'd see it working would be using the same mechanic that we have with the magic bullets. About half (I think) of those overclock bullets will just find a target within range and shoot at it. Shrapnel explosives could spawn a certain amount of magic bullets that just go out and find a viable (glyphid) target, perhaps with a limited number of spawned bullets for a given arc so it isn't producing unreasonably focused blasts.

Shrapnel explosives would have worse values for explosion damage/radius, but would have a bit better single-target damage with those little homing projectiles that could also fly further than the strict radius of the grenade. This would making them handle pretty differently to other explosives in-game, and do great AoE damage up to a point, until there are too many enemies around the grenade and the shrapnel pieces are all used up. At that point they would fall off in performance compared to pure AoE. It might be a neat new niche in between pure AoE and pure single-target DPS.

velvet salmon
#

Make engineer's mines activate on glyphid swarmers, making cocoons easy to deal with

tribal cloak
#

how about a way to put ur own musik in the game?

frosty swift
#

Flamethrower suggestion: fire lights up the area around it not just glows in pitch darkness

ripe iris
#

Probably unpopular opinion but can the driller and gunner hold their sidearms with two hands instead of one :(

gilded cypress
#

Iron Will has limited charges, refilled with ammo

#

Ziplines drop (like supply/fuel/uplink pods) if terrain beneath is destroyed - broken if it then exceeds maximum angle

trail birch
#

Ice tunnels for glacial strata, which you can slide down (existing ice in tunnelform)
Fun times.

sour heart
#

Scale the union chapter rewards to active player counts.

This would mean the number of x tasks/minerals/kills needed would fluctuate until the chapter lock in timer is reached, when it is the set in stone for that period.

Ex:
If mighty miners has 30% of the total players in all unions they should be right at that baseline.
If Cave Crawlers has 60% of the total players in their union their goal should be increased to match (approx doubled).
If dirt diggers then has the remaining 10% of the player baser their goal should be cut to 1/3rd of thr base.

Exact numbers would fluctuate but that is the basic premise of this scaling goals suggestion

opaque slate
#

Restrict button access to only host, but allow the host to give access to others on the pause menu

tame horizon
#

Me and my friend got screwed over out of a Pot o' Gold buff at the VERY BEGINNING of a mission, all because two ceiling leeches or whatever they're called, those stupid vines that grab you from the cieling were in the SAME ROOM. Not a speck of money or EXP was made.

Additional Edit: Worst part about it was that it was just Hazard Level 2.

Needless to say: We're bitter about it.

I'll split my suggestions into separate ones. First is to make it so those stupid things eventually let you go so they don't kill you instantly.

tame horizon
#

Two: Keep it so that two or more won't show up in the same room, at least on Hazards 1 / 2.

#

Or Three, as @gilded cypress suggests: Making it so they don't appear on Hazard 3 or lower. Apologies if these were repeats of a suggestion someone else probably made.

chilly stump
#

Leaf Lover's Special should have a straw in it that it's drank out of in order to really play up the shame.

fierce stream
#

Elf Ear shaped straw, specifcally

plain olive
#

Hows abouts adjusting the music audio levels? Seems like when it's high enough to hear the ambient music really well, the Swarm and Escape musics get very earrapey (as in they're about twice as loud as the ambient tracks ingame).

stark flame
#

Leaf lover should be like old times tea, with some warm water n tea leafs in it, just to add more shame on those drunk dwarfs

oblique flint
#

On previous topic of cave leeches, I have a suggestion regarding them.
Give them increased travel speed and add charge timer if their target is too close on vertical spectrum.
This way, players can avoid being instantly grabbed upon entering a corridor with 3m high ceiling if a leech happens to spawn there, and leeches can avoid being a nonfactor threat if they spawn so high up that a dwarf can just walk through its grab area safely.

wintry spire
#

Would be cool if the Yearly Performance Bonus Assignment would be abandonable

trail birch
#

MAKE MACTERA GLOWING WEAK SPOTS HAVE A CHANCE TO BE A SET GROUP OF DIFFERENT LIGHTS LIKE CHRISTMAS LIGHTS
Suggestion from @elfin bobcat

simple phoenix
#

My girlfriend says you should be able to pat or compliment the robot. She means bosco.

fresh kettle
#

Make the Enor Pearls look like the christmas balls in the space rig!

safe canyon
#

I thought about having a holiday themed track selection for the jukebox

urban gale
#

Using the xmass decoration mechanics make resource deposits that need to be kicked around until they break and release their sweet loot.

near glacier
#

IMU is now on its way to being forgotten.
The system is plain, the goals are boring and require you to rely on the RNG gods solely.

Feature is community oriented, so why not give it a community oriented revive?

Idea: GSG holds a contest. We submit ideas on the rework of union goals and the Union itself. GSG picks up the best variants. Everybody wins.

#

We, the people of Deep Rock Galactic, formally request the addition of a maggot server emote. Maggots are the most underrated bug on Hoxxes, they are essential to the ecosystem. They look like poop, they smell like poop. And what is being done? We're stepping all over them. Maggots deserve our respect, arguably more than loot bugs. The least we can do for them is acknowledge their existence in the form of a server emote.

Thank you, - The Union.

trail birch
#

Option to grab barrels on the space station like we do with minerals like Jadiz.
We want to build barrel forts!

hot onyx
#

Bulk det that spawns lava maggots on death
(Actual suggestion i think it would make for a cool ginmick on biomes like fungus)

frosty swift
#

Bulk det spawn sound, like the dreads have, as sometimes they can spawn nearly atop you and boom before you know it's there

stark flame
#

mesh skin idea: all weapons that are wrapped in christmas lights

near glacier
#

Be able to disarm the prox mine after detonations but not receive the mine back, sometimes they really are just more of a hindrance than a help with a bad throw

trail birch
#

With the new incredible amount of cosmetics to choose from:
Please make a overview when clicking on a slot on the wardrobe.
HEAD would open say a complete list or 4x4 grid to scroll through. (Just like picking perks works at the moment).
This way you can just click at what you want with way less scrolling, instead of going through every one of 47 hats one by one...

plush violet
#

Animation for when the engineer reloads sentries

ripe iris
#

Let error cubes be a currency to overload Overclocks and turn them into blank matrix cores

lucid oxide
#

Random event where you encounter diggers from a rival mining corporation of Orcs.
They love caves, are mean and strong, and utterly ignore safety regulations.
It would be difficult to implement, but it would be a unique way of handling an elite enemy squad spawn, and perhaps add to the validity that the minerals we mine are worth the risk.
(And take another step towards opening the story dialogue without actually saying anything definitive)

clear crescent
#

Bulk Detonators blow up terrain to dig. I would suggest that before they spawn there would be a modest amount of rumbling, followed by the embers appearing where they are going to spawn, then a few puffs of fire emerging from the ground, and finally a fire explosion as they emerge. I feel as though this would compliment the “character” of the enemy and provide players with sufficient warning to know a Bulk is near, gain some distance, and replace the few seconds of it just chilling in place.

fair fjord
#

I think it would be a good to have class specific achievements. That way it would encourage people to try more classes, and learn how to effectively use their weapons (sorry if this has been posted before, I did a search but couldn't find anything like it)

tired spire
#

If enough parasites gather together they should gather into a ball similar to a Q’ronar youngling.

trail birch
#

Please tone down Mission Control a little bit, he's spammy now with the amount of stuff lying about in the space station.

thorny tartan
#

Dear DRG can we have a violet dye colour for hair/beard please?

old radish
#

Maybe its the RNG of the caves we've been getting as of late, but they've been getting more and more...wide. Can there be an increase to the amount of flair ammo the scout has or an increase to the light area/duration?

Additional side note: Personally I believe the light area is balanced well in a general sense. But in the larger caves, they do struggle unless you shoot more than one in close proximity. Which eats away the ammo quickly. I'm finding my team-mates and myself wasting a restock just to fill up my flares even though the Primary and Secondary ammo is doing fine.

devout plank
#

i want to have a possibility to kick monster in cave as i can kick barrels in lobby. You know, no dmg just funny push

rugged field
#

The Breach Cutter...

Of all the guns in the game that could need adjustments, I feel the Breach Cutter needs it the most, as it feels like it is severely underperforming (especially if you compare it to the usefulness of the PGL). It has extremely short longevity, and suffers from a plethora of QoL issues. So, here are some ideas:

Baseline adjustments:

  • Mag: Up to 4 (from 2)
  • Ammo: Up to 20 (from 12)
  • Reload: Down to 2.5sec (from 3)
  • Quick deploy: Baseline (i.e no delay)
  • Double line: Baseline (for better accuracy)

Mods:

  • Tier 1 ammo: +8 (from 6), so the damagechoice isn't superior in longevity
  • Tier 2 magsize: Changed to -0,5 sec reload (could need a new name for the mod, obviously)
  • Tier 3 projectile duration: Moved to tier 4 (as that's a "QoL" section), replacing Quick Deploy, since it was made baseline
  • Tier 5 TCBOO: Merged with current Explosive Goodbye
  • Tier 5 Explosive Goodbye: Now instead makes a small explosion from enemies killed by it
  • Tier 5 (New Mod) Direct Current: Deals a bit more damage if both of its lines hit the same target - replaces Double Line, since it was made baseline

OCs:

  • Yaw Man: Spins MUCH faster, almost looking like a disc (so it doesn't "miss" on the sides so often)
  • High Voltage Crossover: -3 damage penalty replaced with x0,8 projectile lifetime
  • Return to Sender: -4 max ammo penalty removed. Upon "returning", the lifetime of the projectile is reset. The return-effect is also ALWAYS there: Tapfire for a max range "back and forth". Hold for a manually adjusted distance (in case you want a shorter and quicker "back and forth"). Still holding the trigger when the projectile has reached its max distance will trigger the projectile recall as well, making it an easy max-range "back and forth" shot too.
formal garden
#

Think about Christmas Event, please. It's almost same thing that Halloween, except assignment.
I suggest do a few thing for a next year:

  1. Remove presents on the missions and replace it with some kind of "holiday's cargo crates" - Managment order it for crew (Miner’s Union pressure to them), but something happens with the cargo ships, they crushed on planet, and we must retrieve our presents. “Taking back presents” could be a Interplanetary Miner’s Union’s Event – we need to collect some count of presents for every level of reward to unlock unique rewards, like cosmetics and skins for weapons. Last reward could be unique skin for armor – like a Santa’s suit, with red, white and golden details. It will be often – everyone do their best to retrieve a presents, and everyone takes rewards.
    Or just make presents on a missions more "celebraty" - let it drop chunks of gold and nitra, crafting resources (1-2) occasionally, christmas candies that heal you for 3-5 HP. (Seriously, killing a lootbugs from Christmas gifts and it's not very consistent with the Christmas spirit) Replace Swarmers from gifts for chunks of coal - useless material. You know, "for a bad kids".
  2. Place a Christmas-tree in Abyss bar. It could spawn small gifts every 24 hours until event will ends. The gifts contain some little rewards – 5 units of crafting materials, 1-2 units of beer ingredients etc. Nice little thing, I supose.
  3. Add some cheap Christmas drinks to bar – for example, eggnog.
near fable
#

Flare rounds overclock

hollow solstice
#

barrel skins for guns, 'nuff said

chilly stump
#

During the Christmas event, Loot Bugs should be reskinned to be wriggling Christmas stockings.

past socket
#

For the Christmas event, have the snow behind Lloyd be alcoholic so you get passively more drunk while your standing in it

gilded cypress
#

When using Gemini turret system, LMB (re)deploys Turret #1, RMB Turret #2

latent cape
#

Please increase the music volume on the spacerig, it is almost below hearing.

edgy ocean
#

Can we get the gold pickaxe symbol as an emoji? The one that appears beside your name if you own the supporter edition.

You could also add the crown symbol you get if you are the host.

chilly stump
#

If two Dwarves are on a zipline, facing eachother and moving directions opposite from one another, they should high five as they pass.

ionic summit
#

Can we get some xp from Cargo Crates , something like 500 bonus xp

ember pendant
#

Looked this up couldn't find anything have the ability to get blank cores from cargo crates

covert siren
#

When you finish the Christmas assignment, Mission control should say "Assignment complete, Merry Christmas miner"

lost crane
#

It's quite hard to put a gift into the fire ring, so it has to do something ! 😄

icy remnant
#

Hair colour : Blue... Or... "Aquarq" 🎩

round sail
#

Would a Lowered crosshair option be nice? placing it lower on the screen would increase your peripheral vision on the ceiling

paper coyote
#

Priority adjustment: NERF the Bulk Detonator. Too hard to kill, too much damage.

lost crane
#

When you're alone in the space rig, take a beer, and salute Loyd, he should salute you back

formal garden
#

What about a pay in the end of a month, that Mission Control talking about?
It could be small salary, that slowly grows with promotions.
At least, it could stay not so high amount, as a joke. Mission Control could talk: "That includes a spends for your equipment, functioning of Abyss bar, medical insurance, (other rude reasons of cutting, include some funny sutff) and, of course, deductes for vandalizing and destruction company's property, which I always told you about."

sacred frigate
#

Be able to see how much XP you need to level up in the UI when you're not in a mission, just as a quality-of-life thing

distant bay
#

I want voice lines for bringing attention to yourself while in Ironwill, so I can go "I'M DYING BUT I DON'T LOOK LIKE IT!", and so my team won't run off, then have to run back to me when I fall over.

ripe iris
#

It could literally just be them screaming

opaque ruin
#

next christmas season there should be a christmas tree put up near the big space window

warm brook
low peak
#

What if the "gag" beers could give you a minor affect that you could have in addition to the specialty beers? for instance, one of them could make the player * slightly * glow -- much less than say a flair but enough to brighten up a like 1-2m radius

atomic sable
#

Right now, after a machine event is completed, the energy wave that kills all glyphids also pops dreadnought egg and starts the fight (if the egg is close to the machine event). Can that be removed?

lofty lantern
#

Honestly, I have a simple Request. Add a couple of new channels some where for us to post music. I say a few because we could have 2. One for music that would be Perfect for deep rock galactic. and one for just any music to be posted for everyone to listen to (This is the person who Inspired the DRG-Memes channel BTW 🙂 )

cunning latch
#

"Greed Is Good" perk. Heals you when mining gold.

formal garden
#

May be when Iron Will is active, we could randomly hear brutal voice in a head which will talk something like: "DWARVES NEVER DIES!", "GET UP AND FIGHT!", "DEATH ISN'T YOUR OPTION!" etc.
Not everytime, of course.
It will be epic and atmospheric.
May be it could Karl's motivation, that dwarf heared for a long time ago, who knows?...

haughty marsh
#

We need a mutator that removes the use of the map; maybe it's all fuzzy and unusable when you try to. Would be very interesting to have to navigate without one, especially in length and/or complexity 3 maps.

formal garden
#

How about an animation of exit from personal drop pod (which drops a late-join dwarfs)?
Something like that, but you pulling levers harsh and kick out a drop pod's wall.

fresh kettle
#

There's a spelling error in the description for the 'Composite Drums' Overclock for the Thunderhead. It says 'cary', instead of 'carry'.

sonic niche
#

little thought came to mind, sometimes i forget if i have blank cores when i find a machine even, so ithink mpossibly getting an blank core if you dont alreayd have one would be a good addition.

simple phoenix
#

A new biome with "rivers of goo" that you can fall into and the stream can mess u up down rocks and terrain if you're unlucky

snow pike
#

Possibility to drop special christmas assignment as I now cannot complete the ones for beginners :D

ashen flare
#

A possibility to bind your pickaxe power attack to a separate key

slim mural
#

I would really, really, really like to not fall through the floor on death.

frosty swift
#

So, I've notices pretty often the 'deposit bins' on the sides of the drop pod are almost always unreachable or will cause you to fall into the 'drill' area below the pod if you try and use them, so what I'd like to suggest is removing the rear bin (and making that be where molly docks into the pod) and adding what look like small conveyors that deploy out similar to the ramp/mine head ramps, that allow depositing along the entire length as they ferry the goods into the pod

gloomy trellis
#

I understand the need to balance the m1000 to give hip firing a more viable use case. Now that focus shots spend 2 bullets, I don't see the use of spending the extra time to use a focus shot when I can output all the damage needed with 2 hip shots. I personally preferred using the focus shot because I'm more of a sniper type than a carbine type. Asking to bring back focus shots spending only 1 bullet would bring imbalance back to hip shots vs focus shots. So why not a sniper focus class of weapon. maybe a M14 variant called the m14000?

near glacier
#

all i can suggest is lots more guns because more guns means more ways to kill and more ways to kill means more fun rocknstone

solemn summit
#

you know what role would actually be useful? region role for #lfg-steam

fervent ferry
#

weekly reward mission similar in style to going lethal mission requiring haz 4 or higher for rewards would also make sense for going lethal to be requirement to unlock it

ripe iris
pine hatch
#

i want a half dreadnaught half detonator enemy

#

front half dreadnaught, second half bulk detonator]

fathom dust
#

It would be nice to be able to complete assignment missions out of order so that you could better sync with your teammates, even missions that are the same/similar from different assignments could sync up.

tough orchid
#

Some kind of upgrade/overclock for the pick axe that makes Power Attacks mine a large amount of-- if not all-- of the ore in a vein when struck

fierce stream
#

I want dialog for when you kill a powerful enemy with a resupply, stuff like "Oi, guess them management types can do something right after all."

last wasp
#

Bosco's default digging and light are both awful and near useless without the mods; I think they should be in his base stats and add some other mod choices. Perhaps letting his light be on at ALL times, and allowing him to carry regular minerals to you/have his own inventory?Also allowing him to grab fossils/boolo/apoca blooms would be great

wind sparrow
#

Earthquakes/breaks in the Magma Core and Glacial Strata should not be allowed to happen during Machine Events. I just lost one because of two of them happening while we were doing it, and I am PISSED. Also, while I'm on the topic, it always seems that machine events happen almost every damn mission when me (and my friend who is also experiencing this) don't have a blank core, but as soon as we get one, they NEVER SHOW UP

kindred kettle
#

Dormant Cave Leeches: Cave leeches with a low profile that makes them difficult to spot but will not target players during missions. They will "wake up" and transform into regular cave leeches when the drop pod arrives, forcing players to stay close together or at least be on their toes during the extraction sequence if they had not been spotted and taken out beforehand.

hot onyx
#

"Uniform" versions of the Yuletide and Antler hats. Would help the hats mesh better with more varied loadouts

low rivet
#

The game in it's current state is great but sadly lack luster in between the early stages and the endgame. The beginning experience is fantastic, get to explore all the locations, mission types, classes, everything. The end game content is great right now, clearly because of the new update. But it has left the middle section a bit bland except for the two weapon unlocks. Maybe this is currently being worked on or maybe it's already noticed but just incase I felt like mentioning it as a player in this current middle stage that feels a bit grindy and repetitive. My actual suggestion being a bit broad but I simply suggest for "middle game" content, unlocks, progression, anything to make the middle stages more engaging.

near glacier
#

make cases flying off your firing minigun and the sparks of drill showoff animation separate particle effects not weapon model parts - rn these shake and turn with your camera moving which looks weird for both you and, especially, for anybody looking at you

also the speed of falling cases is quite slow and they disappear midair, this should also be fixed

viral raptor
#

Idea: For the craftable drinks the effect should stay/turn on and off randomly for the duration of the drunkness effect thus makeing them somewhat worth it as it stands most effects last barely 15 seconds and this would extend the fun and can maybe have more fun on missions.

fast sentinel
#

Make the minehead drillbit properly solid again so aquarqs and other heavy objects can't clip into it and be annoying to retrieve.

gentle urchin
#

Dances/sounds while in a dive?

formal garden
#

Suggestion for animation:
When Cave Leach that grabbed dwarf dies, it's not just lowers him down. "Her" main tentacle relaxes, and dwarf go down on it like on rope.
May be he could tear it of after landing.
More logical, and more brutal.

near glacier
#

Screaming in a dwarven rage when Iron Will activates

Lloyd cosmetics/skins just for the hell of it

A lion skin for the flamethrower because it roars when you reload it

Functionally identical, cosmetically different mining mission minerals to make missions feel more unique. In the same way that fossils and booloo caps work exactly the same.

MAGGOT EMOTE(S)

plucky gate
#

It would be cool if you could mark the Drop Pod Button that appears on the Mule/Minehead, not only the Structure as a whole. So you can signal your teammates that you want to leave (without using the chat).

near glacier
#

When players are unreachable (bunkering, behind dirt, or otherwise) glyphids can burrow through the ground without destroying it, which they've been shown to be able to do when spawning. This will solve complete bunkering with engineer platforms blocking the entrance, but allows bunkering with a viable entrance. This would also solve the screams of the damned that you hear when bugs are trapped in the next room. Of course, this can be tweaked and tested as needed.

near glacier
#

Breach Cutter OC: Tunnel Maker

  • Unstable OC
  • Line is now a ring
  • Ring is 25% larger than default line
  • Ammo is now only 4 total shots
  • Clip size reduced to 1
  • Ring can go through any terrain
  • Ring carves out any terrain it passes over, its ring shape collapsing anything left from inside of the circular cut.
  • Ring collapses into its center when it closes, cutting off the end of the tunnel and opening it.
  • Ring life extended by 50%

The purpose of this OC is to improve the engineers mobility in exchange for taking away reliable damage. Although the engineer can largely get anywhere with his platform gun, it can take a while and may be dangerous. The ring would carve a smooth, sloped tunnel that would not require any jumping to traverse. It is a mobility option for quick escapes and/or speedrunning. This would not be a detriment to the driller because the engineer has so little uses of the breach cutter before needing a resupply, and because the ring travels on a set straight path. It cannot turn to make something such as a spiral staircase which the driller can do. It's also less suitable for shorter traversal such as getting up a ledge.

Thank you for taking the time to read yet another Cobalt suggestion. Please give feedback in #suggestion-discussion

frosty swift
#

Suggestion about buff beers, leave the icon on us during the mission so we can see that it's being used, and let players drink one before jumping into another in progress mission, potentially allowing for a dwarf to have a different buff than another dwarf which adds a bit more variability to how things happen

naive swan
#

make it clearer, during the mission where you repair the robots, which timer at the end is the countdown to failure and which are the countdowns to objective... sit through all the timers staying alive then it just leaves and I lost the deep dive, after that I don't feel like playing for a while.. I rode the pod on the way out, the announcer congratulated me, but it still said failure and even though the console said I had finished the first mission, when I restarted it sent me BACK TO THE FIRST MISSION... forcing a loss via not being on the pod is really dumb anyway when the final series of objectives are all right on top of the pod.. if I've completed all the objectives, and they're all at the escape pod, that's a win

near glacier
#

Suggestion: disable the Trello bot, as all the reposts it makes are deleted by Tater anyways (no idea on why wasnt it done ages ago)

frosty swift
#

Suggestion: New upgrade tier for platform gun, the 'environment tier' add in exothermic foam (warms up dwarves on it, like thermal vents), Construction Foam (allows sealing of ice/sand vent cracks by causing the foam to spray out like a hose/flamer, can allow for more interesting engy creations, but no more cross map platforms or as easy fall protection) and endothermic foam, cools dwarves and can be used to seal magma/fire vents so they don't spout any more

grim magnet
#

A bug that can cause area Electromagnetic Pulses (EMP) which disables certain equipment i.e personal flashlight, zipline power etc.

surreal condor
#

I can't seem to be able to use the search for some reason so I am sorry if this is been already suggested. After completing a mission with Bosco, have bosco celebrate next to the dwarf. Or maybe add a new victory move that involves the dwarf high-fiving bosco.

vocal thistle
#

A scorpion type enemy found only in Magma core. It utilizes its tail as a flamethrower

glacial ember
#

A simple toggle setting in gameplay options that allows us to press the interaction key once to start and again to stop instead of holding. Huge relief if you have arthritis :b

#

Also, if possible depending on copyright, could the soundtrack DLC get updated with additional tracks from the game like the current christmas tunes in the Space Rig or jukebox tracks?

hallow ibex
#

Hi! I've been playing since pretty early on into the game, I started around the time that the Glacier biome got added, but I've been trying out higher hazard level missions lately, and I've been feeling like the Nitra spawns are too frequent to make harvesting Nitra anything more than just tedious, since at the end of 4 player missions I usually have 230+ nitra without having to use any of it.
I think a good fix for this would be making resupply pods give only 40% refills instead of 50%, or maybe tweak the amount of canisters on a resupply pod, since 200% extra ammo for only 60 Nitra is too much.

grim flax
#

its a super minor thing but id love it added anyway. i like the immersion and added difficulty of playing with your hud off, you just feel like you're in there. drg has amazing features for playing without a hud like ammo counters on guns, voice lines to indicate you are at mineral capacity or being able to follow molly to find the drop pod but while playing with the hud off, opening the map doesnt work. since there is already a 3rd person animation for looking at your pad it would be cool if checking the map was an actual animation of pulling the pad to your face and the map would appear on its screen. i think it would add immersion even while playing with hud and would allow those who like to play hudless to have even more fun. a change like this should not be a priority over adding new features and mission types but it would be nice to have

half rivet
#

With the promise of loadouts in an upcoming update, also update promotions to give you an additional loadout slot for each promotion (presumably capping at some point) to add an extra reason for long time players to promote dwarves. I can already imagine more than 3 loadouts i would run for some classes if i had the option to save them for easy access.

lusty maple
#

Pertaining to Sandblasted Corridors

WIND TUNNELS

  • Wind Tunnels fire way too frequently (my personal opinion) and could do with an increase in the time it takes between stopping and starting again.
  • Wind Tunnels should be able to get clogged by platform cannon platforms.
  • Wind Tunnels could be collapsed, perhaps by two means: 1) shooting an interior thingy that breaks and causes a miniature cave-in, causing blockage; or 2) by using explosives within the tunnel.

Environment Addition

  • Quicksand, when walked over, slows down all enemies and friendlies, including Molly, and can be lethal if a dwarf doesn't move enough.
  • Sand Landslides, (acts much like Glacial Strata's Crevasse Cracks) when walked over or disrupted by explosion, will cause a landslide of loose sand to break away from solid ground and send dwarves or enemies careening towards its landing area. Has a initial delay before moving. Can be escaped via jumping or running the opposite direction of the slide.
novel aurora
#

Could we please be able to set a higher difficulty for the normal deep dive. I'm not implying anything lower than the minimum already, but just the option to go higher could give it some more life rather than a chore each week 👍

rapid isle
#

allow the alt fire (ice spear/snowball) to be rebound to a non reload button. This could also let reloadable weapons have more options on future overclocks and prevent miss fires for people who tap r after there done shooting.

near glacier
#

add S.T.A.L.K.E.R like anomalies to the Radiation Zone.

tough orchid
#

Add a Mission Control voice line when attempting to leave a departing drop pod (during the count down); if somebody starts moving to leave the drop pod during the final second before departure, so when the gate slams shut on them Mission Control says something like "Too late, hope you're prepared!"

distant bay
#

As a driller, I wish decorative objects couldn't jam/stop my drills. I hate trying to drill through a wall, then being stopped because some moon-tumors are on the otherside of the wall I'm trying to break.

formal blaze
#

Soo u show us concepts for pickaxe skins.
What about Legit Climbing axe skin?
And since we'll get perk system upgrades and active "skills" what about cliffhanger ability, so we can slow or even stop our fall by sticking pickaxe in the walls.

ripe iris
#

I just want more single shot rifles

placid ridge
#

If this isn't already in the plans with the new loadout selection updates, it would be amazing if loadouts could be selected from the class selection screen when attempting to join a lobby in progress. If we're looking to create loadouts for different scenarios then having the option to switch past the mission selection screen would be more efficient than first selecting a loadout and having to change when you realise a lucrative mission goes against what you have equipped.

timid rivet
#

Where are the dabbing victory poses?

ocean basalt
#

Adding the machine event / mutation machine OST to the soundtrack pack on steam maybe? I can't find it anywhere but the soundtrack is really cool and I would like to hear it besides all the gunfire that usually happens around it.

final ermine
#

It would be really cool if every enemy in the game had more distinct skins and abilities depending on what biome they spawned in. We already have this in the base game to a certain degree, but it can definitely be improved upon. Imagine seeing red and dark gray glypids that breathe fire in the Magma Core, and tan and olive colored ones that breathe wind in the Sandblasted Corridors.

near glacier
#

I have enemy ideas

Glyphid assassin: looks like a darker grunt slasher, kills player with no buffs in 10 hits

Glyphid ammo taker: slightly bigger swarmer with hands, takes 10 bullets per hit on difficulty 3

vapid fulcrum
#

Pickaxe upgrade that lets you block damage for a split second with power attack, like a parry.

Stuck in a corner and that bulk detonator is about to one-shot blast you? If you time the power attack perfectly you can survive!

analog cradle
#

Quest idea
A quest like an "escort the payload"! that you have to search for the mule that the previous team left on the other side of the map and you have to bring it back to the drop pod in a massive wave of enemy that never end !

jade magnet
#

I know I might be retreading old ground a little bit but I think the skins based on the old old versions of the weapons - and maybe scrapped designs for new guns which might not have gone through as many changes when compared to older weapons - should be obtainable as extremely rare weapon drops from crates, with some added rust effects and maybe some engravings and scratch marks which represent a bygone era of mining on hoaxes IV, like a small warning plaque or the obscured symbol of a previous mining company or retired squad. Maybe even a tag or markings which imply the weapon was taken from a deep rock mining company museum, the skin type name could be "Legacy", "Salvaged", "Artifact", "Junk" or "Prototype"

heavy vault
#

Beer suggestion! G-1000. Dwarf downs his pint, turns to gold and shatters. the only recognisable piece of him is a thumbs up on the ground. Eerily, the gold melts and starts to morph back together into a dwarf

mossy junco
#

A whistling noise added to flying Fat Boy grenades for added terror.

stark flame
#

Since pickaxe skins were told to be added, give us a supporter edition skin for the pickaxe gold pickaxe

mental zinc
#

As opposed to the December update: Module Defense Tower, how about a mission type where players can place Towers that can defend a huge mining vein/node that is to be mined. Each class has two or three tower types they can place and each class has upgrades they can put on other classes towers.

spiral sentinel
#

Good day miners! I ask for DRG rueing, add a control unit for bet-c, which could be called like a supply unit, costing 100 nitres, allowing you to take direct control of all bet-c systems, from movement to choosing a priority target, add the ability to contest large beetles, not allowing them to pass through bet-c, add to it an additional container for transporting large pieces of minerals or other quest items, by marking and additional functions on the marker (control unit)

edgy ocean
#

Dead naedocyte breeders should act like a giant beanbag and break your fall the same way snow and engineer platforms can. This would let kill one with a flying leap power attack and then cushion your fall with it's dead body. Metal.

patent python
#

Mission control should say eggcelent when you comleta an egg hunt

pine zenith
#

As a "mutator" for deep dives, restrict equipment available for every class (meaning every class has a restriction on which weapon can bring, and which weapon mods cen be used. While entering the DD or EDD the setup of the player is forced to the one associated with the DD/EDD).

grave gate
#

Add a sandwich vending machine that functions like the beers with rotating buffs. You can opt for either the beer buff or the sandwich buff but not both in one dive, they overwrite each other.

gilded nacelle
#

More bug "gore" would be nice, like more independent bug parts flying off. Nicely placed C4 and a bug horde = green everything

azure frost
#

add slow motion effects, when you face to face blast a shotgun or a revolver right into their face, maybe add it to the pick axe, when pushing left and right click

near glacier
#

Buff the enemy drilling speed/damage. I absolutely hate having my rock-destroyng drills pathetically wrr for a whole second against a single swarmer. I don't care what you have to make it balanced. Overheating, super fast fuel consumption, a whole new gummed up animation, whatever. Just let me drill through swarms as quickly as I do through rock.

scenic jetty
#

W.r.t. extra gore: Perhaps do what Serious Sam did, and have gore options, to include an equivalent of "Hippyie mode" where dead enemies burst into flowers, and maybe something like the Grunt Birthday Party skull from Halo where kills from headshots cause confetti to be shot, like the presents currently do. Nothing that changes gameplay, just options for visuals in gameplay.
EDIT: I missed Fairplay suggesting Grunt Birthday Party by name. I believe the Hippie Mode hasn't been suggested though.

frosty swift
#

Beer of the day (buff beer) suggestion: They are not available to choose/purchase until after you've locked in a mission, so that some of the more situational beers only show up on missions that would actually benefit from them (Dark Morkite on morkite mining missions, strong back on EH/PE/Salvage since they are guaranteed to have heavy objects, etc) and once it's locked it does not change until after a mission is done to ensure it's not used to cycle for specific beers

formal garden
#

New locations.

Someone already suggest to use the moon of planet as new location. I thinks thats a great idea - new type of enemies, new minerals etc. It also could have a zero gravity for every mission. May be you could place anomalies on it. Or it could have a abandoned base on a surface.

But I also want to suggest a second type of locations - Asteroid Belt. In this location there are many flying parts of terra (asteroids), space trash etc. Dwarfs need to use small portable jetpacks for moving between them and mine resources that it contains. End of the map - some kind of anomaly gravitation field, or "space winds" or something else. New type of enemies, that moving in space between asteroids, and one new boss - Leviathan, some kind of big space whale that eats an asteroids (not actually in the mission, just a lore part) and gets angry when someone breaks into it's territory. Their liquidation also could be a new type of Elimination Mission - the flock of this boys could be serious threat for a Space Rig.

So, it all could be unlockable content for promotions/profile levels, and we will have:

  1. Classic planet surface missions for everyone.
  2. Moon Mission for "mid-levels".
  3. Asteroid Belt for "high-levels".
    (or replace 2 and 3, it depends on difficulty and content)
rugged field
#

For guns like that rely on "gauge-mechanics" (Lead Storm, EPC, Drills, Cryo Cannon): Maybe there could be a non-obstructive heat/pressure indicator close to the crosshair? Considering it's not particularly easy to see mid-combat (with all the movement and gun-shaking etc)

frosty swift
#

Holiday music suggestion: let us toggle it so retail workers (former and current) don't suffer more than they already do/have

twilit saddle
#

All I want for christmas is the ability to swap my pick for a hammer.

frosty swift
#

in organic biomes let driller burn away the hanging plants like he does with cobwebs so we can increase our visibility

void pike
#

An Electromagnetic storm mutation of sorts. Sort of similar to shield disruption but happens occasionally throughout a mission.
So essentially the idea is every so often the storm would roll in and completely cripple your whole operation. I'm thinking it could turn your flashlight off for a bit, glitch out Molly maybe so you’d have to repair her before being able to deposit, turn off your shield, and for special cases like the engineer's turret and the extraction platform turrets could have a reboot sequence or something of the sorts. I think it’d be a pretty cool inconvenience to punish the dwarves over-reliance on their gadgets. Tiss all.

#

The flares and stuff would obviously be unaffected as i’m reasonably sure those are chemical and not electrical...

mild talon
#

so many suggestions so not sure if its been said but

Adding in a way to mark where you have been like when molly heads back to the pod and poops out little light sticks. let us have like 4 sticks to mark corridors and such of where we have been saves us going around and around? 🙂

gilded cypress
#

Crosshair toggle per weapon. I like using most Primaries without the crosshair, but depend on it with many secondaries.
Being able to customise the colour/visibility of different elements of each crooshair would also be nice, eg. making the Minigun's centre ring invisible, with the brackets at 50% alpha

formal garden
#

Dunno, thinks it need to be here.
Just a little lore detail, that Mini-M.U.L.Es were an experimental technology, that get field tests. It was actually working technology, but had low durability - that why they broken. Also, dwarfs don't stick together when use it. That's one of the reason why previous crew has failed.
It could be one of the Mission Control's quotes.

wraith forge
#

Now that they have announced the loadouts feature: can you make a random loadout mode for the loadout section? Imagine doing a deep dive where you don't know what loadout you are going into the instance with. Could create some interesting milestones, and be fun for end game players looking for a challenge (it would be nice if somewhere in the loadscreen they tell you what you rolled though)

near glacier
#

A return of the flood light called down via spending nitra. The flood light would only be callable on solo (not private, specifically solo) missions, and deep dives. This is because in both of these circumstances, there is lots of extra nitra to be spent. It's not uncommon to end a deep dive with over 200 spare nitra. The same applies to solo games since you only need ammo for yourself, and it also helps greatly when you aren't playing as scout. (because let's be honest, boscos tiny flashlight doesn't cut it!)

rare elm
round moat
#

A feature where molly will stay in place until ordered if the call button is held would be nice, keeps moving when I quickly run to grab something and then i have to waste time getting her back over and waiting for her to sit down

lean pivot
#

Balance thing:
Slashers. They have too much health. This isnt just me going "Oh they're too hard" No, i like the idea of slashers being a more glass-cannony kind of thing, thats good, great. But...They seem to have similair amounts of health to the regular grunt. I could just be going insane here, but i think they should have less health than a grunt, maybe just a tad more than a webspitter or something.
Guards. They're cool, but maybe have them do less damage, so that way that every variant has a role, Guards in the front, Slashers behind them, and regular ol' grunts just baseline for swarming.

#

Overclock.
There may be an overclock like this and i'm just dumb, but an armor piercing kind of bullet for the Assault Rifle, i shall flesh it out now

Pros:
Ignores armor
Slight damage bonus (Like 1 tick)

Cons:
No armor breaking. It doesn't damage the armor itself, it just ignores it.
Slightly reduced fire rate, (Again, 1 tick)
Damage reduction after going through armor, (1 or 2 ticks) [Forgot to add]

It does NOT, I repeat, NOT pierce enemies, just armor.

(EDIT)
It would not ignore Dreadnaught armor, although it may ignore the armor on its butt, since it wouldn't break it.

near glacier
#

the ability to pour our leaf lovers, so that you won't have to drink the fucking thing to order proper drink when your teammate ordered some to prank you.

remote escarp
#

A new boss enemy for random spawn and elimination missions. The Mactera Gunship a large armored variant of the mactera spawn similar to how the dreadnaught is a big boy version of the praetorian. I think it would spice up having to fight 3-6 dreadnoughts for every elimination mission.

sour copper
#

My wishlist for santa :

  • Improve Bosco's lighting capabilities, either make him faster to go to a select spot and light it up, or change it to a large searchlight and it follows you side by side, instead of just staying far behind or coming before you to salute you out of nowhere.
  • The ability to hold the beer bottle/hose and refill your friend's empty glasses.
trail birch
#

It's interesting that dreadnoughts, depending on terrain can be a threat to new and experienced players alike, but you don't read complains about them.

While bulks are lame since the recent nerfs to experienced players and easily popped beforehand, but you either love or hate them. There are quite some requests to nerf them even more, even when experienced players don't see them as real threat except for corner cases.

The only difference: you know when there's a dread, either you pop them out of cocoons or you get them announced and with health bar.

Suggestion: make bulk detonators have a roar on spawn, maybe an announcement from mission control (no boss health bar though).
Could be worth a try on experimental?

flint haven
#

When you join a server as one character, that character persists if you pick another character through the equipment loadout screen. This becomes very irritable when you pick one class, switch to another in the equip screen, and then when after a mission you assume you have the same class, you realize at the beginning of a mission that you've reverted back to the class you joined the server as. This doesn't apply to the server owner, just the clients. It'd be nice if the class persisted no matter what screen it was switched through.

The radiation version of Praetorian is weak. Barely a threat. I tend to make jokes about waves of them because I don't have to move; They come close enough to fire their radiation aura, but the aura isn't big enough to reach me from where they fire it. Either the radiation aura needs to be bigger for them to be an actual credible threat, or they need to come closer to the player so that their attack actually hits a hunkering player.

solemn summit
#

how about big minerals i.e. jadiz comically pops out of cargo crate with a sound effect

amber surge
#

maybe reduce a bit basic flairs cooldown and add to bosco scouts flair as an option for missiles plz

snow remnant
#

I'm thinking about another type of "passive" threat for the Radioactive Exclusion zone. A bigger verion of the Tumorous Growth but only on the ground. Those goo filled pockets rupture when a dwarf or an ennemy steps on it, releasing a puddle of sticky goo that immediatly slow down all entities around it for a few seconds.

cunning latch
#

Regarding the animations we're getting for vaulting and yeeting large objects, I think we need an animation for depositing a large object into a mule/minehead

knotty prism
#

Suggestion: If the host leaves mid-match, one of the members of the party should be promoted to host (whoever has lowest ping or something like that). If that isn't possible, have the mission "fail" so that the people participating in the mission don't lose everything. I had a host quit on me during extraction because he went down and no one was going to pick him up.

queen bane
#

Can you clean up the Scout's crotch area? With the polygon style of art (which I like) it does some weird things when he shifts his weight. Maybe you could either clean up the symmetry or give him some kind of cup XD

rapid isle
#

I dont know if it was removed but the voice line "Stone and rock..... oh wait" should be re added but have a 1/750+ chance of being said when saluting i loved that line the only issue was how common it was.

near glacier
#

side conversations between team members directed at mission control with a small chance of occuring after normal mission control dialouge

I.e: “Powering Radiation Shielding...”
“Can’t you just start the damn pod?”
“If you want to be fried by gamma rays from Hoxxes Prime, climb aboard.”
“Oh. Pass.”

gilded nacelle
#

New sentry ideas for Engineer. Smaller version of the bomb launcher that BET-C has or gauss rifle type high power low rate of fire sentry that can take out Grunts single shot

clear knot
#

Mutator Suggestions

M.U.L.E. Interference - Molly loses the ability to automatically follow, and her beacon randomly loses connection, causing her to stop in place until called again. Requires special attention be paid to the location of the M.U.L.E. to ensure miners adhere to proper mineral depositing guidelines.

Blinding Bugs - Due to the particularly stunning blows by the breed of Glyphids found in this cave, melee attacks against the player cause temporary blindness (~0.5 seconds). The effect can be refreshed by successive attacks. Requires miners to especially avoid contact with Glyphids, as a blinded dwarf lacks the awareness required to uphold Deep Rock Galactic’s combat guidelines.

Mitosis - Causes defeated Glyphids to split into two lesser Glyphids. For example, a defeated Praetorian will split into two slashers, which, upon defeat, split into four grunts, which will further split into eight swarmers. Wave spawn volume should be decreased to compensate for the potential number of created hostiles. Does not apply to shellbacks, trawlers, mactera, breeders, and stationary threats. Requires particular vigilance in regard to enemy focus on the part of miners, as defeating larger enemies in quick succession could cause an excess of hostiles, potentially causing failure to adhere to Deep Rock Galactic mission completion guidelines.

formal garden
#

Random (I mean by time) bounties in a Community Console, that Union "knocked out" of the company for workers. I think IMU should be a powerful formation that could influence on corporation, at least, for sometimes.

gentle dune
#

an indication in the corner of the screen that tells if there’s a wave going on, in case some people don’t have audio on or are deaf.

mild talon
#

On the drilling rig missions where you do not get a Molly, I think having the option at mission select where you can enable the main rig station to have a health bar and when swarms happen you and/or your team needs to head back to it to protect it as the enemies will rush to destroy it and anyone near it. Give maybe an income or exp bonus for enabling the option and if the rig is destroyed then it will be a mission failure?

old radish
#

An Utility Ammo drop pod, that costs less Nitra than an Ammo pod. Flares, Platforms, Fuel and Ziplines have a better fill amount than if you currently were to call an Ammo Pod down.
OR
A balance upgrade to the Ammo perk of utility items. Ex: 30 platforms (I feel platforms are balanced well) is a lot compared to the Handful amount of Scout flares even with perk.
OR
A "recharge" perk would fit well in this area. Slow, but never run out.

fallow river
#

Just as a quick suggestion for each gamemode (for like a haz6 or whatever)

Salvage could just have a constant trickle of enemies, on haz5 they come in waves almost giving time to breathe.

Egg hunt eggs will always trigger a swarm, rather than just a miniwave.

Mining expedition should have the time between swarms reduced by 33%.

Point extracts have even faster swarms, or possibly just an infinite swarm with more constant pressure but slightly less enemies per minute than a standard wave.

Elimination have grunts or enemies possibly back up the dreadnought,

knotty prism
#

Suggestion: Make the LURE grenade catch all of the baddies like it used to, but have it be like the cluster grenade. You throw it down, it pops a bunch of mini-lures, and the enemies go to whichever mini-lure is closest to them. That way it doesn’t feel like garbage because it’s not catching enemies, but it reduces the impact of the AoE strengths.

formal garden
#

Cosmetic cybernetic implants and prosthesis?...
Could be open on 50+ profile level. You know, "experienced dwarf".

cunning stump
#

Can The Teammate Ammo Preview have a Second Pass? A Split Between Support Ammo and weapon ammo For one and improvements to the Engineers Ammo Counter as I regularly run out of Shotgun Ammo but because I have Barely over half of my Breach cutter ammo left it only shows me 1 Pip down, And recently I ran out of both Grenades, primary and secondary ammo on the engineer but it showed me with 1 pip left as i Still had some sentry ammo.

gentle swan
#

A new look for the ammo pod, the current one looks to clean

vale shadow
#

Granage Luncher Exsperimental oveclock:

Fermented Rounds
description: changes the projectile cargo with an unstable brew that has a 50/50 chance to eather heal your own team mates or just make the bugs ,drunk OR dazed , this daze has the chance to eather stun the enemy or make em attack eachother, it's effects won't last for long tho.

Regarding you and your team mates...you might also suffer from being drunk....

Bonus : 5% chance to accually do it's real job and explode with glorious fermented foam.

Autor's note: gotta rethink the effects... but the core idea is using weaponised beer.

frosty swift
#

So, it'd be nice if Huli Hoarders specifically, needed LoS not proximity to be 'alerted' by dwarves, I was on the other side of a 2 dwarf thick wall from one and still triggered it without firing a single bullet, and with the fact that they can just disappear in 1 second if not damaged at all when alerted is really, really frustrating

wraith forge
#

Golden, silver and bronze weapon mesh skins that unlock as you promote your dwarves repectively. I have friends who just stay bronze star forever. It would be nice if there was some kind of additional insentive even if its a small one.

cunning torrent
#

Cheaper beers after you unlock them eg 1 barley bulb for beers that currently 2 or more per round of beers

high knot
#

After seeing the new "mineral magnet" type thing in the experimental branch, why not add a new perk that makes the pull range a bit larger?

knotty prism
#

Suggestion: Add an identifier if someone is using Mixer Integration

marsh roost
#

Considering the slight dynamic tweaks you made to the mission map on the experimental server, I'd love if you took it a bit further. I wish there was a quick (0.5-1 s) zoom-in animation on the selected biome with surrounding biomes going grey or fading during that time and biome info fading in. This would obviously mean that quite a few things would need slight reworks, for example shapes of biomes after selecting one would have to stay the same as they are when looking at the whole thing/planet. Currently it's not the case. It would add to the so called "immersion" GSG has been sEEking lately, make you feel like you're actually looking at hoxxes' surface etc. Current quick cut to biome screen doesn't really do that.

edgy ocean
#

Now that armour accounts for beard selection it would be helpful if the game also factors in large helmets as well. Currently the only full-face helmet we have is the corporate marine one, but any other large helmet with similar clipping issues could benefit from the new system.

edgy ocean
#

Next time christmas comes up, maybe make some of the glass ornaments kickable objects when in a mission. This would make them just like the ones in the spacerig.

plucky ore
#

For any of the events (Halloween, x-mas, etc) where there are gifts / pumpkins in the missions, I would love if the larger presents had larger enemies, but also have better rewards. For example;
Small gift (very common):
Bad: Shocker / swarmer (biome dependant).
Good: Loot Bug

Medium Gift (More rare):
Bad: Grunt/Slasher/Guardian/Acid Spitter
Good: Misc Crafting Material (biome dependent)

Large Gift (extremely rare):
Bad: Dreadnaught/Bulk Detonator/Bet-C
Good: Error Cube/Bittergem/Compressed Gold

I think it would make it really interesting to decide whether or not you want to open the gift as of right now it is just open all the gifts because the worst that can happen is maybe 3 swarmers which all spawn so close together they can be all killed in one pickaxe hit. The different sizes would also require more/less damage to open in order to make sure you don't accidentally open any as well as have them clearly marked so you don't accidentally open something you aren't prepared for.

#

Another, unrelated suggestion: I think that if you are falling from a great height, and you land on a loot-bug. It should pop the loot-bug right away. There could also be an animation for the loot-bug being squished as opposed to shaking a bit before being destroyed and spraying it's goodies everywhere. But I think the more ways to kill loot-bugs, the better the game will be.

near glacier
#

Does anybody else only ever use the power swing function for the pickaxe to mine a little bit faster? Why not have an upgrade choice for the pickaxe to have ''increased environmental damage'' which increases the sorta... Mine radius of the swing by a lot.

frank spade
#

Mission Type: Hive Destruction

Basically similar to point extraction, but in reverse. The mission starts with you dropping in alongside the mining rig, but instead the mining rig is equipped with demolition charges you have to carry like a heavy object (or maybe not? just make sure you can only carry one at a time). Your objective is to take out glyphid hive hot spots by planting the demo charges and smack them with your hammer to arm them. After they're armed, they go BOOM in around 10 or so seconds. Repeat for however many you need to do for the mission length (maybe 6/7/8?).

Cave generation could basically be the same as point extraction layout, with the hive objectives being either wall based or a structure like a normal spawner

dusk sinew
#

Is there any way a voice chat control option could be added? Some people are super loud, some are really quiet. Would be awesome if we could raise/lower people individually

ember roost
#

New Positive Mutator; Beer Run

Similar to Mineral Mania or Gold Rush, but specifically for brewing ingredients. Malt Stars, Yeast Cones, and Starch Nuts spawn at 2-3x the normal rate, while Barley Bulbs (because of how much more valuable they are since they're the currency for Daily Specials) appear at at least 3x the normal rate. This would allow newer players some way to increase the rate at which they unlock new beers and allows everyone a chance to build up a small extra supply of Barley Bulbs so that they can reliably get Daily Specials without having to rely entirely on luck to make up their cost.

real spruce
#

Perhaps it sounds a little politically correct, but I wanted to put up the suggestion anyway: I'd say the overclock Fat Boy should be given a different name. For a somewhat cheerful game that's about mining minerals and fighting the aliens, referencing to the two nuclear bombs that fell on Hiroshima and Nagasaki ("Little Boy" and "Fat Man" respectively) and killed more than a hundred thousand people of which mostly civilian lives, the current overclock name doesn't really have a place in the game.

void pivot
#

New machine event,Capture the Fugitive. A prisoner from a local intergalactic space jail has escaped to Hoxxes and it is up to you to capture the prisoner. Being ill-prepared and alone on Hoxxes the prisoner was captured by a strange creature. This creature is keeping the prisoner in a cocoon on its back, this cocoon acts as a weakspot for the creature but be careful not to hit the cocoon to much or you might kill the prisoner, failing the machine event. This creature has no weakspots other than the cocoon and all of its flesh is covered with armor, players must break the armor with a melee attack and attack its flesh through the opening in the armor, although the armor will regenerate over time so players must coordinate attacks on the creature as they fight off other bugs as well. The creature itself moves very slowly, has a decently large amount of health, and deadly close range attacks that really punish players that are near the creature for too long. When no players are near the creature it will use long range attacks like the web spitter's projectile to slow down players, limiting who can go in for a melee attack to make an opening, requiring more team coordination to get the job done. As soon as the creature is killed the machine event is completed and will require no further player interaction, a drop pod will drop near the creatures corpse and automatically retrieve the cocoon from the creatures back.

Also for U27, add a resupply animation

heavy imp
#

Make the game have better optimization for lower end pc played like me. I always enjoyed this game when I don’t loose my fps.

cyan terrace
#

The engineer has a turret upgrade that allows him to build his turrets at a higher speed, i think thematically it would be pretty cool if it also allowed him to fix things like mini mules and cargo crates, ect, at a somewhat higher speed than other dwarves, he is the engineer after all, its a change i think would be fitting :)

vocal oracle
#

the gunner needs to do more damage or atleast have more health. hes so squishy and dull compared to other classes. like engineer has a grenade launcher and a shot gun both doing massive ammounts of damage. the auto cannon and minigun even fully upgraded don't annihilate hordes like other classes can

near glacier
#

it would be awesome if the overclocks made some kind of visible change to their respective weapons, even if its just a small gadget with some lights on the side.. forreal the cosmetics remind me of my progression and so I think something like a minor cosmetic change that doesn't conflict with paint jobs would be very nice

vocal oracle
#

the acid shooter needs to be more visible much like the web shooter. also ranged damage should not instantly take out a shield specifically with the shield upgrade.

haughty marsh
#

Let drinks give extra mutators to the match; doesn't have to GIVE any extra benefit, just makes it harder and interesting for those who want it to be.

Matera drink makes matera spawn when it goes off; fire drink makes you suddenly catch on fire for a moment randomly; wormhole drink makes you randomly poof to another location on the map every now and then; etc.

Again, just for fun/more challenge. Obviously, have the ability to turn this ON/OFF so casuals don't get mad.

#

Keep in mind: the effects of the drinks would randomly come into play during a match or at undisclosed intervals.

More ideas for the drinks: the dancing sparkly drink will make a swarm spawn when it goes off and you STILL have to dance; the explosive one does what it does in the lobby but during a match randomly; etc.

near glacier
#

Mactera grabbers should be able to pick up and throw objects like aquarq and gold chunks to make your life even harder

lost crane
#

We need an achievement for taking down a dreadnaught with the pickaxe !

opaque slate
#

^one for getting the final kill with a pickaxe
one for dealing 80% damage or more with pickaxe

limber wasp
#

Would like an option to disable the dwarves voices

old radish
#

An addition to the perk list for the Radar scanner to find burried gems on map.

near glacier
#

Pressing E whilst looking at your Bosco should make you interact with him. give him high fives, pet him, spin him around playfully, things like that. Of course, only when he's not holding something or engaged in combat. it should only be possible if the state of the surrounding is neutral or peaceful

paper coyote
#

Bulk Detonators still grossly overpowered. Nerf their damage and cave carving radius severely. They're guaranteed TPK on any difficulty

vocal oracle
#

can the thender head auto cannon do more damage. at 17 damage it still does less then the minigun spacifically because of fire rate. ive tried every varriant of the auto cannon and its still vastily underpowered compared to the minigun.

velvet salmon
#

A perk that improves weapon swap speed

distant bay
#

If we have a slider for head bobbing, I also want a slider for impact shakes (Resupply pods landing nearby, drop-ship arriving, drill-head taking off, etc.).

leaden sail
#

Add the drink effects to their in game descriptions. Don’t make me open a wiki page while I’m playing the game.

#

Scout option: see ALL resources (minerals, ingredients, batteries, etc) on map once found. Maybe even show on maps of team mates if the scout marks them in some way.

nova gorge
#

I would love to be able to see how many empty cores I have from within a mission

onyx crow
#

Please make it harder to slip into the crater made by the extraction pod. If I'm going for the deposit hatch I can sometimes get stuck down there. Make the default carve-out shape impassable unless mined.

#

Give the M1000 a bullet-trail for fully charged shots. All the other weapons have highly visible shots, like the Gunner. I want the team to see how much I do for them.

nova gorge
#

I'd pay good money if the drill arms could mine earth when enemies are around. (or environmental stuff like mushrooms or plants)

chilly stump
#

If you kill a dreadnought with a bulk detonator (which appears to oneshot it, from a game me and my friends were just in) it should give you a cheevo called "Minimal Damage."

cinder venture
#

A suggestion from a friend: When wanting to play a little more R E A L I S T I C have HUD elements toggleable in the menus so that when you are playing hudless (hold H) you you can still have things like the objective or just hp/shields

crude kernel
#

Make a noise when someone enters the hall

oblique flint
#

Yeet Cognac

A special beer that allows you to throw heavy carriable objects, flares and grenades with much more force than normal, while being able to damage enemies on impact (100 points of flat damage at +0% weakpoint modifier for heavy objects if thrown at max charge, 15 points of damage at 300% weakpoint modifier for flares and grenades). 1 bulb cost per round.

tawny island
#

As inspiring as the promotion dialogue is, I think adding extra dialogue for promotions past your first (per dwarf) to play would be pretty cool

native root
#

I think it would be really sweet to have upgrades to guns add slight visual affects or changes to reflect your upgrade, similar to the fire bullets upgrade for the MG. Maybe the upgrade for the boomstick shockwave makes it give a visible pulse. Maybe ammo upgrades change the shape or size of the magazine. Maybe the last two PGL upgrades change the sound of the shot depending on which one you pick to reflect the change in shell. Maybe the electric arc upgrade for the Stubby makes the bullet trails blue or leave trails of lightening.

I think these dynamic upgrades and changes would be a really cool way to encourage experimentation and show a visual representation of your progression instead of +12 ammo. I do understand that finding aspects to change for all upgrades and weapons would take a huge amount of effort but I really love the idea.

white pilot
#

It would be nice if we could pick which voice a dwarf has in case we have a preference, maybe even get a few more voices and special voice lines/taunts as a cosmetic type content

distant bay
#

Cave Leaches reach should be cone-shaped in the space below them. It's damn maddening getting yoinked by the thing 50 meters vertically.

old radish
#

Can we get an airlock and space mask so we can go out and play Dwarven Space Soccer? Helmet beer hat included, of course.

clear crescent
near glacier
#

When in a full 4 dwarf lobby that have supporter pack, we can shout “we’re rich” anytime we want.

tender radish
#

Allow us to kick dwarves who are under the effect of Underhill Deluxe (shrinked in size)

near glacier
#

A negative modifier that really screws up with the terrain generator, allowing it to do crazy things like flat long flat walls and weird cliff facings would be interesting to see. it'd make traversing it a lot harder since there wouldn't be a lot of small gorund to stand on. You'd have to carve your path yourself basically.

opaque slate
#

Allow us to kick dwarves who are under the effect of Underhill Deluxe (shrinked in size)
Much stronger kick if you have the big version

valid sable
#

make leaf lover's special be put into a sippycup

onyx crow
#

An event in the ice caves that regrows the ceiling icicles.

unborn compass
#

how about an zone that has an EMP storm that disables flash lights or electronic equipment

errant rune
#

After the Holiday event, can we repurpose the gifts into regular shipping boxes please? I'd hate to see them go after learning that they are the best toys on the station.

azure frost
#

would love if the juke box could be used to determine what kind of music you get in the level, or in waves!

small fossil
#

Imo, the duration of the Gut Wrecker is really short. Like, triple it or something and I'll be happy.

sour copper
#

Imagine, in a space rig far, far away, legendary dwarfs (lots of promotion stars) could unlock... A second overclock slot !

oblique flint
#

"Thunderhead" Autocannon

As we see more and more underperforming weapons changed with every patch, I decided to give a couple of suggestions regarding weapons that still need some attention and love. Starting with Minigun's primary counterpart, the autocannon.
The problem with this weapon as I see it, is that it's too specialized in killing the smallest trash enemies in the game, while the Minigun with more general purpose and amazing single target killing potential, which also outperforms the Autocannon in potential damage area outside of very specific situations with a lot of targets hit with AoE consistantly, doesn't struggle that much at killing swarmers and alike either. As well as autocannon being borderline useless on certain mutators (you probably guessed which). So I came up with a couple of changes designed specifically to pull the weapon up a bit closer to Minigun standards without making it overpowered or losing its identity.

The weapon:

+2 direct damage
+.3 AoE radius
The weapon starts at only 20% spread, going up to 100% at maximum RoF. (Yes, this is Minigun's gimmick even more backwards than it is, which I think is a good thing. Overall this weapon should be more ammo-conserving at higher distances without many changes made to its close combat RoF and accuracy)
Accuracy mod only affects max spread, not starting spread

(Part 1 / 2)

oblique flint
#

"Carpet Bombing" OC:

-.2 AoE radius
Starts at 50% spread instead of 20% at lowest RoF
(This overclock is what currently makes the weapon usable in the first place. It already slightly benefits from suggested general changes, and OC-specific changes are here to counterweight it a bit. It's still a bit better than what it is right now in every way)

"Neurotoxin Payload" OC:

Renamed into "Toxic Waste Core"
+4 direct damage compared to stock weapon
Guaranteed contamination on direct hits
Removes AoE aspect (including damage) of normal shots
Killing contaminated targets with direct hits explodes them in a cloud of chemical waste (.6 radius for small creatures, 2.2 for medium, 3.4 for large), applying contaminating effect for half of its normal duration on all surrounding targets. (Killing non-contaminated targets in one hit does NOT trigger the effect!)
-220 ammo
-50% mag size
(Actually makes this overclock fun without instantly making a "everything is poisoned, lol" weapon that it was on Unstable before getting changed into what it is now)

"Eighty-Eight" NEW OC:

Starts at 100% spread
+1.5 AoE radius
-110 ammo
-20% RoF
Shots explode if an airborne target is within 2.5m(constant) radius or after travelling 20(constant) meters.
x3 AoE damage against airborne targets
Additional x2 AoE damage against Breeders
(Yes, it's ye olde FlaK cannon designed specifically against aerial targets, while being a discount Carpet Bomber in any other case)

I did not include other OCs either because they will be more or less fine with proposed changes to core weapon, or because I just have no idea how to make them remotely useable without a complete rework. So far, these are all the changes I suggest regarding the Autocannon.

(Part 2 / 2)

stiff violet
#

Better Customization:

  • Instead of scrolling through the different options, it would be nice to have a menu
  • After purchase, the flavour text is gone for good. In the case of armour, for example, some really nice flavour text is not accessible anymore.
  • There is an oppertunity for Forge-made customization to have flavour text aswell.
primal sapphire
#

In server list, show stars or account level above players.

lucid glade
#

The ability to see what minerals you have in the mission select terminal, so you don't have to run back and forth to the mineral terminal and mission terminal constantly. Why is this not already a thing?

formal garden
#

More corporate posters please. And other posters. For example, pin-up with dwarf women :D

Also, a announcement on corporate console: "Courses of theraphy against red sugar's addiction now included in employee's medical insurance. Group therapy every friday at 4.20"

proud coyote
#

Have the gunner's shield prevent oxygen consumption on the "low oxygen" mutator

lucid glade
#

The ability to pick up thrown flares to either use them as glowsticks and light up the area around you while you walk. Either you can use your sidearm while holding them or you can't use any weapons but can throw your flare afterwards.

proud coyote
#

Add the achievement "Lights out" for killing a dreadnought with the flare gun

ripe iris
#

At that point just add an ability to Kick flares @lucid glade

glad quartz
#

Disable swarms during machine events so the bugs wont spawn in ludicrous amount

proud coyote
#

Add another granade equipment slot with a max capacity of just one or two granades of a different type, so that you can bring thosr very situational types of granades that seldom get used otherwise. E.g let the scout bring an extra cryo granade along with the standard pheromone granades for those times the Macteras group up close together

#

Put the current seasonal hats on Huuli hoarders during all seasonal events, because they are the Hoxxes equivalent of Santa Claus, the Easter bunny, trick or treater, birthday clown etc. 😃

near glacier
#

When mission control starts talking, there's kind of a pop up animation, like a radio message pop up, but then when done it just disappears. Instead, why not just reverse the animation like a closing message? I feel it would be a smoother transition.

marsh roost
#

Rework bet-c into a proper machine event or give some sort of reward for defeating it. These days, on higher hazard levels in particular, there's little to no point in trying to take her on or repairing it if you manage to kill the parasites. It's AI is ridiculous, sniping you down with no problem. When repaired, she can be as dangerous to the dwarves as it is to the enemies. I'd add a parasite on every side of her but lower their hit points slightly. And replace her laser-like gun with some projectile based armament, so you can actually dodge it. Make her little grenades' arm time longer but increase the radius. There may be better suggestions for her but leaving bet-c in current state I feel is a waste of potential.

spiral patrol
#

So, the drop pod protects you against (e.g. Massively reduces the damage of) all damage.....except explosions. For consistency, it should either protect against explosions or not protect you from anything.

opaque slate
#

Friendly fire in droppod should only inflict half as much damage as it normally does, and not be able to fully kill you

ivory lodge
#

Smashing every bauble (the spherical things) in the lobby should make management turn off the bartender

final crown
#

Make the bar money again once you have unlocked the drinks. It's nearly impossible to buy drinks anymore

near glacier
#

make pots of gold buff spawn additional gold whenever the gold is destroyed by a player with the buff as opposed to just mined with the pickaxe. not being able to satchel gold veins as driller is horrendous and I hate it. terrain removal from the vein would probably be too difficult to do so that can just spawn the gold as normal, but at least make satchel explosions proc additional gold if the owner of the satchel has the buff

trim swan
#

I suggest the new gamemode with constructions consisting of rooms and corridors and main mission is destroy it because aliens founded there their hive.
(sorry for crappy english)

spring moth
#

I think a physical terrain scanner you hold in first person would be cool. You see other people holding one in third person, but it doesn't show up in first.

lavish crater
#

The Breach Cutter sells itself a little bit under value at the moment. Decreasing the projectile speed would greatly help in making it more attractive. Dmg per second is already in place, so a slower projectile can deal more dmg to larger enemies but also works as a drawback when using it for enemies far away. I'm pretty sure this would enhance like this weapon is supposed to work.

untold quarry
#

I'd love to be able to see some stats regarding a few things after a mission, such as how much of a certain resource me and my team managed to obtain/how much was missed, an enemy kill-count, maybe how many flares were thrown, etc. because I know I'm not the best, but I kinda want to see just how bad I am compared to everyone else

cunning latch
#

Since you don't seem averse to pop culture references, once we get pickaxe customization, could we have a reference to the crystal loiser battle axe of the king of the astral dwarves from aberdeen?

foggy stag
#

A warning on-screen for a Bulk-targeted player would go a long way to not failing Salvage defenses when they spawn. Having a mic and communicating goes a long way toward making this suggestion unnecessary, but during bunkers, the first warning a Bulk is approaching is it slamming through the walls to reach the group, and often leaves no opportunity to figure out who is targeted, or keep someone on the objective. "Just don't bunker" is the response I'd expect on the Steam forums, but alongside the hordes during these defenses, a Bulk can cause a timer to fail without a bunker sometimes, if it gets to wander near the objective. I'm not sure where the line falls between game mechanics being too obscure and Bulks being appropriately challenging during these objectives, but it's more the former IMO. There is already a mechanic like this when you're hit by the Dreadnought's crawler-projectile, which puts a pheromone marker on the player's interface.

near glacier
#

Automatically grant players who join the rig/mission any beer buff if the entire rest of the team already has it. This would make it feel less wasteful to order a drink alone before you go on a mission, because any future joins will still get their buff. New joins can also get the buff animation on screen that you normally get after drinking, to let them know that they're buffed.

knotty prism
#

Maybe too late suggestion: Snowmen in Glacial Strata

glad quartz
#

Allow us to view ping before we join the lobby

spice jasper
#

Have a row of interactable barber chairs (+ a barber bot: Bob) near the abyss bar to replace the change appearance terminals. Have a rows of interactable wardrobe/gun racks (possible displays all available weapons for all classes) for swapping weapons & loadout as well.

elder python
#

Point Extraction missions solo play should be rebalanced. As is, the longer you play the mission, the more glyphids spawn in each pack until there comes a moment it becomes impossible to handle their sheer numbers. By the time you killed a wave of randoms there comes a swarm and then it's a loophole of unending enemies. My suggestion would be to just cap the limit of glyphids spawning at random to a lower ammount.

mighty shoal
#

A health bar for bulk detonators, like with the dreadnought.

worthy cipher
#

Suggestion:
Is it possible to save the seed of deep dive and elite deep dive and load them
to do it again later but don't win reward just to challenge ourself.
I think it can be fun and usefull in some way like for people who want to speedrun to improve time
(I know this game is not a competitive game but speedrunning is really fun and I personnaly love to do it in this game)
another thing is, people who have done the old dive have memories of it like, HEY man do you remember that deep dive
on the sandblast corridor with aquarq low oxygene stage 1 and a shitty map with dreadnought no shield stage 2 or the one
in the magma core with lethal ennemies on salvage with a lot of mactera/ acid spitter/menace in the monster pool
The deep dive are really good for making memories of hard mission that everyone remember even if you didn't do it with
them people know what dive you were talking about.

Objectif :
fun with friends
speedrun friendly
maybe do some event for the community like the " deep dive rush in the french server" and make people won goodies every month?

That's why I suggest to make a possibility to load the old deep dive and do it (but no reward to win onli fun)
I don't know if it's possible to do it in the game or even to backup the old seed data sorry if the english is bad

lavish crater
#

^ We have discussed this quite a bit. Some sort of tower mode with extraction every 5 missions would be a cool edition for veterans that want to go as far as they can. Reward should be appropriate to the effort.

stone crater
#

A Bosco skin that makes him into Loyd. Could be uplocked from making all the craft beers?

crude merlin
#

Small chance for blank matrix core to drop on machine events if no core is used?

tame horizon
#

Here's an idea that a lot of you might think is dumb, and it's one I really don't expect to pass. But hey, it was inspired by a movie that heavily inspired another favorite game of mine. So hey, why not give it a shot?

In short, my idea is a mission type or event where some of the Alien Bugs have mutated / evolved in a way to be able to attack the Rig from Hoxxes to stop the Dwarves from invading. Maybe some of the Spitball Infectors grew to ludicrous size and started spouting plasma?

Anyways, however the bugs start attacking the Rig and the DRG crew that reside within: An attack team is sent planetside to destroy it before serious damage is done. Likely, the Dwarves would need to use the bombs used for the Tritilyte Crystal event to destroy the threat at the source. And if it's an event, maybe it can be stopped before it even "wakes up".

Again, stupid idea that likely won't be accepted. But hey, I just thought it was cool. Hopefully this isn't a repeat suggestion-

Edit: Scratch the previous idea I had, @ember roost just came up with a much better version of it in the discussions!

ember roost
#

This is a totally non-critical suggestion that will probably need to wait until after (perhaps even well after) the game is ready for 1.0, but; Armors and Hats/Helmets that match the mesh skins. Can be found the same way as the mesh skins themselves (i.e. crates), or perhaps are added to the pool of Cosmetic Cores.

Glyphid Trophy Hunter - These armors are cobbled together by veteran Deep Rock Galactic miners who really, really, hate bugs. Glyphid leather underbodies, armor fashioned from shards of Praetorian and Shellback shells, and enough Grunt teeth to send a chill down the back of a Dreadnought. An armor for the dedicated bug squisher.

Custom-Engineered - Turn your Dwarves into walking OSHA violations (who cares about OSHA? We're in space!). Wires everywhere, portable generators and battery packs, glowy panels, buttons, what does half of this even do!? Who knows!? You're just the sod wearing it.

Mechanized - If anyone but Dwarves were wearing these, they'd be crushed under the weight of all that extra steel, even with the hydraulic exoskeletal frame helping out. Sure it could use a bit of polish, but this is old school Dwarven engineering at its finest. A classy classic.

Neonband - Makes you look like either a techno artist or some kind of cyberpunk advertisement. The bugs can't attack you if your armor blinds them every time they look at you... Actually, do Glyphids even have eyes? Whatever, these still look cool.

near sinew
#

Booloo cap hat pls

rose pollen
#

Alternate Sentry Gun for the Engineer: Tesla Coil Thing

A free-standing tesla coil, of which the Engineer has several to place around the area. When enemies come too close, the coils activate, zapping trespassers with a constant stream of electrical damage. Has a chance to put trespassers in the Shocked state, adding slowdown and DoT. Either a high, or no upper limit on how many enemies can be zapped by a single coil at a time

Possible upgrades include increasing their effective range, how much juice they can hold before the Engie needs to recharge them, reducing the upper limit on affected targets in exchange for more damaging zaps/higher chance to proc Shock effect, and bonus damage to enemies hit by multiple coils at once

lean pivot
#

More little animations for the guns, when you press reload, have them do more unique things. There a lot of weapons that you just spin and that’s kind of boring compared to things like the breach cutter, mini gun, auto cannon, and flamethrower.
Maybe add in some R animations for more support equipment aswell? Like fiddling with the wire on the C4, or messing with a flare on the flare gun, ETC

brazen juniper
#

While going on a mission drunk can be really fun, can we have a toggable option (enabled by default) that disables the drunkness affect while on a mission? I started a mission drunk and i starting getting motion sickness( i had taken a blackout) and had to cancel the mission

devout acorn
#

Something along the lines of a secondary, optional objective, possibly primary objective, where a giant Jadiz or Enor Pearl is detected somewhere in the cave. Players have to either blow it up like with Tritilyte deposits, or mine off chunks of it at a time, with Jadiz breaking off into chunks of Jadiz, while giant Enor Pearl would be encrusted with pearls of the same size players carry to the MULE. Could possibly be translated to other crafting resource types, though that might require creation of carryable chunks for all the other resources.

brazen juniper
#

When you're in the equipment terminal, pressing a, b or c will switch between loadouts

plucky idol
#

Quick suggestion : We remove the constant and loud sound added in the spacerig with this patch. It's terrible and it will most likely be a huge problem to any person with a more or less sensible ear.

brazen juniper
#

An option to switch between laser pointer sizes if u find the bigger size too big

near glacier
#

an option to make the laser even bigger to melt bugs with it if you are out of ammo (but dont cross the beams... said some ghosthunting non-dwarf from a distant planet)

crude merlin
#

Additional customization for support tools- perhaps in the form of support overclocks? There has been some discussion in the drg-chat about flare usage in massive caverns yet I couldn’t find anything in suggestions. Basically- option to alt-Fire flare gun for a “firework” or “scatter” effect, perhaps even functioning like a real world flare and falling slowly rather than sticking, to improve quality of life in truly massive caves. Engi- bouncy platforms? Gunner- sturdy lines (half speed, twice as much damage before you fall off)? Driller- using the “r” animation to smash drillers together has a chance to cause fear for nearby enemies?

ocean hazel
#

I would love if syndicate rewards were kept somewhere in the base as long as a player has not reclaimed it. As I am concerned I did my humble part in the two first rounds, but I never got the final reward because it ended at two periods when I had no time to connect to the game. It's kind of frustrating.

buoyant juniper
#

Wolud be nice with a quick feature:

The ability to change loadouts with 1,2 and 3.

toxic lake
#

It would be nice to be able to join a group on the server list and be able to select your role (gunner,engineer etc...) with your loudout 1,2 or 3 ...since going to the terminal to select your armor destroying build takes time and the lobby is already full by the time you get back to the server list

brazen juniper
#

Machine event related achievements

brazen juniper
#

A beer that costs a fair amount of credits (1k?) and turns you into gold (like arkenstout the ice effect)

grizzled egret
#

rainbow beard that changes colors in a dynamic way

meager quarry
#

Hi ! First, let me say you that I love this game.
It will be amazing to add a litlle chance to found an oversized and powerfull boss for every region of the world (like a giant sand worm for sandblasted corridors, an ice dragon for Glacial Strata, etc...) that will keep a wonderful treasure . We wouldn't have to fight him, but defeating him would be very difficult (almost impossible) but very lucrative !
This will be awesome !

timid thorn
#

Less swarmers and jellyfish

lean haven
#

@grizzled egret @lofty apex this channel isn't for shitposting.

grizzled egret
#

Ability to spit when in the lobby. By clicking shot button or something. 100% serious

austere spruce
#

engineer needs serious looking at. Balance wise he is all over the place

plucky cloud
#

Giving players the option to choose whether the map on the mission terminal moves or not with your mouse, in my case it kind of makes me dizzy...

oblique flint
#

Since weapon skins are already specific to loadouts, it would only make sense if all other vanity items are made the same way, so every loadout can be given a unique look.

smoky imp
#

Allow player to copy loadout into different slot

exotic robin
#

The Enor Pearl chucks that come out of hoarders and cargo crates should be mini circular pearls instead of the regular rough chucks.

near glacier
#

a little misplaced SUGGESTION: GSG should send patch note source texts directly to translators instead of uploading them to crowdin to prevent randos from randomly MTing such stuff

flint arrow
#

I'd like to have access to select buff-booze rather than it being offered at random: It occurred to me that we start as green beards, so why not the station, too? Maybe the space rig's seen better days, and Lloyd starts out malfunctioning. Introduce a quest line of us pulling replacement parts for him and out of crates to introduce that mechanic, or have them drop randomly as part of broken Boscos in salvage missions. After all, if Deeprock won't invest in better equipment, enterprising Dwarves could probably pull a box of scraps out of a cave, borrow a few barrels from the space rig, and brew it themselves.

haughty relic
#

Leaving the uplink zones voice lines play WAY too often. And if you're moving in and out of the zone it plays even more often. It's incredibly irritating

deep kestrel
#

I had a dream last night where I dropped into a planet other than Hoxxes IV. Mission Control said it was supposed to be a deserted planet that DRG wants to scout out.
Turns out the Covenant was on the planet, so it switched from a scouting mission to a GTFO mission.
I distinctly remember management saying, "If you are captured or killed, Deep Rock Galactic will deny all association with you and purge you from our records."

So, I'm thinking maybe have scouting missions on non-Hoxxes planets where you set up mineral scanners.
But there's a chance a galaxy-scale gobernment or its military is there in secret, and you have to covertly dismantle placed scanners and return to your surface landing craft.
Or maybe disable their communications and wipe out the garrison if it's a nation that DRG doesn't particularly like.

haughty relic
#

BTW those new skins totally cuck people who paid money for supporter edition.. 'Oh, fancy gold skins? Now everyone can just get them and they actually look BETTER than yours! Also your shiny gold armor is only for second tier and will be pretty lame by the time you get to end game' Thanks.

chilly stump
#

There should be a rare machine event that involves kicking barrels into it in order to complete it.

smoky imp
#

Show how many points your team earned for their miner unions on end mission screen

ornate imp
#

Not having Over Clock drops be totally RNG based. Having to spend time playing time gated content for just a chance at getting an overclock you want/like/are interested in makes the game a grind, and is very unpleasant. Why not based what over clocks you get based on what dwarf you're playing for that mission?

rich flume
severe cypress
#

RAIDS

Okay these were suggested before, but hold on a second! D: I have an idea that may work.

It's not an 8-10 man raid or anything like that, it's a community raid!

Broad Execution: Every week a raid boss is put up on rotation with a community-wide health bar. We still go to fight the boss in our typical groups of 1-4, but when we finish the boss it escapes but doesn't die and the damage done to it in that mission will contribute to the community health bar. If we can kill the boss before the week ends we get BEEG rewards! This is very much styled after the Ur-Dragon in Dragon's Dogma.

From here on I'll talk some specifics like mission-to-mission gameplay, difficulty, and ofc rewards

Mission-to-Mission gameplay: It's really quite simple. The mission is just getting to the bottom and fighting the boss. The Raid Boss room should always be the same and the Raid Boss should have a sort of set pattern. When you complete a Raid boss mission you get a payout that's basically a smaller version of the "BEEG COMMUNITY REWARDS"

Difficulty: So what would difficulty affect? a few things. For one it'll make the boss have higher health and the mission will give a higher payout. I also feel like difficulty should ALSO give the boss more attacks/phases.

Rewards: Ahh yes, the big one. What would we get you may ask? RAID CURRENCY! Raid currency specific to that Raid Boss to be precise. You get a small amount on killing it each mission and a ton if the community can kill it before the time is up. This currency can be exchanged for weapon skins, armor skins, and accessories all themed after the raid boss you fought. You need to kill the raid boss at least one time to be eligible for the BEEG reward.

loud locust
#

Adjust time/spawnrate/Kursite number for Mactera Spawn in Kursite Infection event. Sometimes its really hard to complete because of tricky terrain, and you have pretty much no room for mistakes. Needless to say, Glyphid Acid Spitter and Glyphid Praetorian variants are much easier.

lucid glade
#

Would be nice if you could copy your loadout from say, slot A to slot B, so you don't have to start with a completely clear slate.

near glacier
#

Players should be rewarded for directing the Mule. Mule should be more responsive to staying where it is told to stay. When I tell the Mule to go where I want, it shouldn’t decide to wander off because I’m 20 feet away. With this type of system, players who ignore the Mule will be punished, they will end up having to wait longer because they are not directing the Mule as they navigate the mission. Edit- Worded wrong-the reward should be a Mule staying where it is told for longer periods of time/increasing the distance of how far you need to be from the Mule before it decides to wander off.

misty tundra
#

A little suggestion it would be cool if we could take the mugs with us on missions

quasi knot
#

The ability to select loadouts on the late join screen when you are selecting a class is pretty important IMO.

edgy ocean
#

The new Loadout system is neat, but it could use more features. Here is what I would recommend:

  1. Vastly increase the number of loadouts available, three is not enough. Most primary weapons alone have about 3 different upgrade setups that synergize. This is then multiplied by the average number of overclocks (6?) for a total of 18 possible combinations. This does not include your secondary weapon or auxiliary equipment. See the problem?

So at the very least you should double the number of loadouts to 6, or 10, or even more.

  1. Add an option to clone an existing loadout onto a new one, instead of making us reconfigure everything from scratch.

  2. Make the loadout buttons bigger and have the icon fill the entire button, the default "blank" icon displays a letter. If you select a different icon it wwould replace the letter instead of appear under it. This makes the UI easier to read.

Also you could add many more icons for the players to select, basically any picture used for upgrades/perks/overclocks/grenades should be selectable so that we can recognize our loadouts at a glance. The existing set is useful but a bit generic.

  1. Cosmetic loadouts! Basically the same thing but on the employee wardrobe screen instead.

  2. Add an option to make loadouts only affect the primary and secondary weapon. All other equipment items and perks are considered part of loadout "zero" and stay the same. I think this would be much more convenient for most players because people rarely change the configuration of their secondary equipment/pick/armour etc. So this allows you to swap quickly between many different weapon combinations without having to configure your pick/armour/tools as well, which may not be desirable.

cobalt maple
#

Omg, the petting on loot bug is adorable. However, what if the developers could maybe add another extra feature where once you pet the loot bug 3-5 times, it would make the loot bug poop out all its loot and maybe it becomes deflated afterwards?

It would also be good as hidden achievements too. Like example, "Passive bug looting" aka Obtain loot from a loot bug without killing it.

And then another extra achievement like "Pacifist bug looter" aka Obtain 100 loot from loot bugs without killing the adorable creatures.

Hopefully you guys would add this feature!

lean pivot
#

Balance the frequency of the beer ingredients. I have hundreds of starch nuts and I have three yeast cones. The imbalance is infuriating.

willow orchid
#

After petting a lootbug a certain number of times, it should become tame and follow you around for the rest of the mission.

distant bay
#

"Land-slide/border" type mission-modifiers. These would be located on the edges of each area/continent. These levels would generate with a mishmash and combination of the two (or maybe even three or four) environments in question.

kindred kettle
#

"Armor Breaking" weapon stat to affect damage dealt to enemies that are frozen solid

drifting jasper
#

Maybe lower health of opressors a bit, they seem to spawn somewhat commonly and take a ton of ammo to take down on hazard 5, even when shooting at a weak point directly

drifting jasper
#

It also seems to me their death fart is a bit out of place since they don't spit acid anymore, even though they're still praethorians supposedly

fast sentinel
#

Add falloff to the impact force of the bulk nonlethal death shockwave so someone at the edge isn't sent flying to their deaths on a slight incline. Or give players medical insurance.

peak lance
#

It would be neat if the various flexes also adjusted where in the ending lineup you were so you could get a Ginyu Force (though that also would benefit from more cool poses for victory poses)

indigo bluff
#

Suggestion: Maybe an algorithm or some way to more evenly distribute forge items between the classes. My only complaint I have with the game is not getting enough forge items for my main character. The class that I mainly play with (3 promotions and counting) has only ever gotten probably 4 forge items. My second most played class (1 promotion), I've gotten maybe 8 items. But my two least played classes have DOZENS of forge items each.

near glacier
#

Swarmers should have a special death animation for dying from flames - their bodies evaporating under the heat

valid shuttle
#

the beer that makes you big should make your vocal cords big, and thus change your voices to be really deep to match deep rumbling ROCK AND STONE

grizzled egret
#

A grenade similar to seeker grenade in destiny

deep kestrel
#

On @near glacier's thing with guiding the MULE, what if you could hold down the call-MULE button and have a menu pop-up with a few options for the MULE's behavior?
I'm immediately thinking "Get up if dwarves are a short distance away", "Medium distance", and "Large distance" plus a "Stay" option.

atomic wraith
#

Colorblind mode where downed allies and painted enemies are outlined in Gray/white instead of red. Can't ever see that.

formal garden
#

Pest Control Mission

After a failing of Project Omen and increasing of glyphids activity, RnD suggest a new way to control a fauna activity. They send us in most "infected" area, flooded with enemies. Our mission is:

  1. Reach a point where neurotoxin dispence machine must be placed, activate a beacon.
  2. Construct a machine - Mission Control will drop a parts of machine between the waves of enemies. Includes a construction of mounted turrets, that will protect machine in a future.
  3. Load a machine with tanks of neurotoxin (dropped in a some distance from machine).
  4. Evacuate from the area on a drop pod.

Could be repeat for 2-3 times (or one big machine, as you decide).
Some kind of mixing a Salvage Operation and Point Extraction, but a little bit harder, cause enemies will spawn between every dropped part of machine.
It also could be a new type of gas, that stays active for more time than usual, and it could be dangerous for dwarves (like a "Low Oxygen" mutator), so you must evacuate so fast as it possible.

near glacier
short crane
#

would love to colour amour and maybe colour any amour gold not just the mk 2

vernal breach
#

Dreadnoughts (and presumably similarly-nerfed large-glyphids) need to be able to dig the same amount they could dig before. It’s a joke how easily you can cheese them through a small hole or tunnel.

main silo
#

A cosmetic lootbug pet that rides on your shoulder, that you can give a snack using a small pile of nitra in the launch bay dorm

frosty swift
#

When carrying large/heavy objects, have the sand vents only slide dwarves some, not send them flying do to their largely increased weight

smoky imp
#

Change "Kill that lootbug!" phrase to "Pet this lootbug!"

brisk trail
#

Have a hot key to tell Molly to sit down immediately rather than waiting for her to finish going to an exact spot. The old gal is reliable, but she takes her sweet time planting her ass down.

chilly stump
#

In order to properly utilize Lootbug petting technology, there should be a pet Lootbug in the lobby with a little collar on. While you can pet it, its main purpose is to clean up any mugs thrown around by the miners after they finish drinking by eating them, assuming it reaches the mug in time before the miners leave for their mission.

eternal burrow
#

Camera parallax in the mission select screen needs to stop when you bring up the server list. It's infuriatingly distracting to have the background keep moving when it's clearly not in focus.

tired kindle
#

Whenever the next set of weapons come out, I want a Shrapnel Cannon on the gunner (basically a shaped-charge inside a gun; a giant shotgun ala the flak cannon's primary fire from Unreal Tournament).

untold condor
#

option to turn off paralax on mission select. It triggers my motion sickness bad 😭

eternal burrow
#

After playing with loadouts, new suggestion:
Give us the option to swap loadout when hotjoining into an in-progress mission by right clicking on the portrait or something.

frosty swift
#

Gold Rush Crate modifier: when opened the storage crate should also shoot out alot of gold and/or a gold chunk which is fitting with the mission modifier

grizzled egret
#

Would be Nice if we had like a Emergency only Call in (killstreak) That you only get 1 off that you can call in if things get really hairy. Like a big bomb that drills itself to where you marked then blows up in a enormous radius thats bigger than the bulk detonator radius and kills all enemies there and leaves damage over time, but it can't kill you or the team. (to prevent grief), and maybe different types.

quick coyote
#

Add a basketball or otherwise spherical carriable object to the rig, for usage with the new animation

grizzled egret
#

Barbwire/tank traps/barriers for engineer plz dstare engineer

undone venture
#

Dont know if this would go on the trello board or the fanart page, but ill post it here so that its out there.
Seeing as the new Loadout function came out, ive been brewing over in my head on ways to make it more dynamically pleasing.

plucky gate
#

New suggestion for a (potentially more fun) bunker-busting enemy.

A glyphid that always spawns directly beneath the player, but announces itself spawning 5 seconds in advance. So you could easily run away when out in the open, but in a Bunker you'd either have to leave or find another way to deal with it.

Also, make Opressors rarer in solo games. Maybe max 1 or 2 at once. They are really annoying.

lusty maple
#

Pertaining to Commands with the Laser Pointer

EXPANDED COMMANDS

  • Command Wheel : Would be a great addition, as it could refine communication with both Bosco and teammates. A wheel that tiers more specific commands under broader commands might be the best option.

EXPANDED INTERACTIONS WITH TEAMMATES

  • Class-Specific Commands : Necessary commands, for requests directed at specific classes, would be: "Need a Platform here!"/"Need Turrets here!" (Engineer), "Need a Zipline here!" (Gunner), "Need a Drill here!" (Driller), and "Need a Light here! (Scout)"
  • Ability to specify Generic Commands : "Follow me!", "Move here!", "Attack this!", "Caution!"

EXPANDED INTERACTIONS WITH BOSCO

  • Place Carried Material Here : Would improve QOL enormously. Need Bosco to help you with a battle, but you don't want him to drop your egg down a giant hole? "Bosco, release the item right here!"
  • Mining Command Queuing : Bosco can be assigned a queue of mining duties. When one duty is completed, he moves onto another duty in the queue. Number of duties within a queue could be limited by complexity of each duty, the difficulty of the mission, or a static quantity. His queue can be interrupted if the player asks Bosco to stop, the player goes down, or the player requests that Bosco attack an enemy.
dark cypress
#

Sometimes it's quite hard to communicate with random players. Feature like >READY CHECK< would be great,for example you want to call exctraction but rest of the group is not responding while i am asking them. Ready check would be great at this point. People don't need to speak,just press F1 for example if you are ready.

final patrol
#

Rebalance/buff most unpopular overclocks. Why it's important? Cuz most of overclocks right is bunch of unplayable stuff for people who want to win, especially at haz 5. Other frustrating thing is that these OC's should be your reward, you have to spend your resources to get them with no option to test it before purchasing. You did DD/EDD, spend resources and find out that your new shining OC is unplayable trash, common scenario for players right now. After bunch of nerfes every single update since 25-th, everything at this aspect becomes even worse. I've never seen snowball OC in matchmaking since experimental build of 25-th update. In my opinion, that's not how it suppose to be.

white pilot
#

I was trying to think of special mission modes with vehicles so you could drive around. Still working on that idea but as I was thinking on it another idea came to mind.

Management is experimenting with MEGA MULES that are like Covenant scarabs which are intended to be self drilling AI super sized mule platforms. It has various cannons and turrets and Dwarves have to defend them. They walk from point to point. They can get stuck so sometimes dwarves have to get off them to loose a stuck foot as well

sage pasture
#

Turn the IFG slow icon into a turtle or other slow animal, because when an enemy is in the IFG and being electrocuted the icons are the same

sleek wyvern
#

Suggestion for buying booze. Let there be an option to share the three materials incase someone is short of something

near glacier
#

a descriptor of all the enviromental effects on each drop would be nice, like wtf does "rich atmosphere" even mean

heavy vault
#

Provide a way to see player’s levels mid-mission. When a new player jumps in, if they don’t have any stars, it would be nice to know how much help they might need.

night silo
#

Beer Idea, The Pan Galactic Gargle Blaster, from Hitchhikers Guide to the Galaxy. Makes your dwarf scream when drank and then all exclaim "Ahhhhh refreshing" or something haha

fast sentinel
#

When someone buys a round of today's special buff beers, an announcement in chat appears so people in the accessories, forge or loadout screen are notified.

minor sable
#

Mowhawk + goggles (unobtrusive hair models and face pieces should have more variants)

marble ingot
#

Maggot interaction
Pressing E will have you pick up a maggot.
Pressing it again will have you drop the maggot.
Left clicking will have you YEET the maggot.
The maggot does no damage and dies/pops on impact with things like the ground, other bugs, drillers face, etc.

neat zodiac
#

what if your dwarves could sing?

near glacier
#

Also being able to get past armour sets would be nice

undone trellis
#

Being able to pet silicate harvesters

trail birch
#

To add to @undone trellis suggestion above to feed silicone harvesters:

Pull out some dirt, hold it up in your hand and implement the voiceline
"There you go - I found some pebbles in my boots!"

grizzled egret
#

A small chance of your player saying OOF when you die.

edgy ocean
#

The new cosmetic loadouts are great, but can you separate the cosmetics from the equipment? That way you could use your A weapon loadout with your A/B/C outfit and swap at will. The current system is a bit awkward because if I make a change to my outfit it doesn't automatically update the other two loadouts and I have to re-do my cosmetics every time I switch..

sharp gale
#

Small QoL thing: When i play Scout and someone marks a Mineral with the laser pointer and i go up there to mine it , i will have this blue marker sphere in my face not being able to see very much. I suggest , turn the marker sphere invisible for a player that gets very close to it.

grizzled egret
#

Viking Themed armor?

silent valve
#

Bugs of the "Rich Atmosphere" anomaly should also sound like they inhaled helium

jolly pond
#

can you make it so bugs cant attack through the platforms of the aquarq machine thing
they literally attack you through the floor

brisk trail
#

While in the abyss bar, let players challenge each other to a drink off. Players have to perform an action to stay conscious while drinking or they black out (similar to MHW arm wrestling). The action gets harder the more you drink. Player who drank the most before both pass out, wins.

frosty swift
#

Change the drillers HE grenade to an impact explosive so it blows up on contract, that'll make it actually useful as currently and grenades that 'bounce' are to unpredictable to be all that useful

dense pumice
#

Suggestion: Make certain skins also change the firing sound of the weapon
I loved the Neon Band for the Bulldog but was a bit underwhelmed when it didn't sound like some heavy plasma revolver one would assume it to be with all the techy bits on it

shut lynx
#

an extremely rare secret room can be only found by the player with the map. that room have not indication on the wall , the player need to check the map regularly . that room countain giant lootbug but that room have a slight chance to spawn in the mission .

wanton ferry
#

Small nit: When claiming perk points at the terminal you have to wait for the animation to finish before exiting the terminal or it won't count. I feel like it shouldn't be that way

old flare
#

HUD scaling is nice, but I'd really like a slider for moving the hud horizontally towards the center. With a 32:9 monitor, it's hard to keep a track of all HUD elements. If not a slider, then at least HUD placement at the standard 16:9 positions.

boreal harness
#

Please make the number of blank matrix cores available visible in a mission.

valid shuttle
#

Buff Jadiz drops, or reduce Jadiz costs -> I have 3000-6000 of each mineral but 0 Jadiz, just normal purchases. I'm starting to have to sell other minerals just to buy more Jadiz.

brisk trail
#

So, I know people have said that enemies shouldn't be able to hit players through the floor of the minehead. Personally, I think this is a good thing because it prevents players from just hanging around one spot the entire time. What DOES bother me is that players can't shoot the enemies in return. I think it would be a nice change to let players shoot through the grated floor as well.

frosty swift
#

Change the Haunted bulky boy to scream like Lemongrab before booming

near glacier
#

+5% Award bonus if you finish a mission drunk drgbeer

unkempt thicket
#

make the dark morkite and pots o gold bonus also apply when you pick up morkite/gold so this way thin containment field and c4 mining arent inviable with the drinks

fierce mica
#

Let @canyoupetthedog on Twitter know about the loot bug petting.

frank dome
#

Anyone ever think about daily assignments? I think it would be cool to get a small bonus every time you completed your daily. It would be a one-step mission like: killing certain enemies, or mining 1000 nitra! (I'm from Brazil... sorry for the bad grammarrocknstone )

tired spire
#

Drinking a Wormhole Special next to the secret message from Rob should take you a double secret room with an even nicer message from Rob

blissful spindle
#

Am I the only one who is a bit disapointed that there is no achievement for soloing a deep dive ?

shut rivet
#

Add some idle animations to Lloyd, like wiping the table or collecting mugs that end up close enough to him.

gentle dune
#

resupply pod remodel? it looks too clean as of now that everything has extra detail

edgy ocean
#

Engineer turrets should not fire on dreadnoughts or opressors unless they are attacking from the rear 90 degree arc. They should also prioritize smaller targets whenever a "boss" enemy is present. Otherwise they tend to burn through their entire ammo reserve to no effect.

Engineers can deliberately dissassemble the turret to avoid wasting ammo, but this is the kind of micromanagement that shouldn't be necessary. The turret should only fire if it has a reasonable chance of dealing damage, or hitting armour that it can eventually break through.

fierce mica
#

Petting a loot bug should drop a tiny bit of nitra/gold, but prevent it from dropping any more upon death. That way people who don't want to kill the precious babs would still benefit from them.

gilded cypress
#

Turret upgrade (OC?) that allows engie to designate a position to deploy it via the laser pointer, alternately a separate control with turret "weapon" selected ie. hold LMB.

Would work best with the final-tier self-assembly upgrade I suggested a while back, but would still have utility without it

wild quarry
#

Neurotoxin needs to proc much faster on the autocannon. It's just so unreliable right now it's a straight downgrade from the original weapon.

turbid gyro
#

add a unique beacon to track where you has been already explore,less annoying for big caves.

tropic vale
#

Add small upgrades to the different grenades, just another option for expanding the customization of load outs and open ideas for more creative upgrades

main ember
#

Big sandbox in the space rig for dwarves to dig around in

gaunt thistle
#

Change the Sticky Grenade's throwing arc to that of the Impact Axe.

devout plank
#

i would like to have something like a BOARD somewhere near abbys bar so i could leave go to a kitchen (in real world) and leave a message that i'll be back in 2 minutes so people that would oin woudn't think i'm total afk

distant bay
#

Hopefully a way to adjust certain visual effects, like being webbed, electrocuted, stuck in slow-goo, or even Heightened Senses' effect. I shouldn't be borderline blinded when this stuff happens, or my screen shouldn't be half-unusable.

tidal lynx
#

I dont want to sound petty, and the devs really did do a good job on these new skins, however, some of the ornaments on the weapons just dont look "gold" enough. maybe its just the lighting in certain areas, but just a thought

steady bloom
#

It'd be really cool if there were skins based on the various minerals found on Hoxxes come to think of it. A jadiz version of the new skins, for instance. Something nice to give to the great, great grandkids

torpid mantle
#

I suggest adding the additional minerals and beer ingredients found in normal missions to Deep Dives as well. When I explore a cave in a Deep Dive it feels empty and sterile compared to a normal mission. I'd also suggest adding in a small chance of cargo crates and machine events to Deep Dives. It feels gamey and immersion breaking for me that the caves you Deep Dive into are so very different from all the other caves on Hoxxes.

#

It would also be really nice if you sometimes actually used mini-mules, instead of only ever rescuing them, or deployed with a functional BET-C. How did all those alien controlled BET-C's get down there. Alternative, less resource intensive fix: add some corporate notes to the new Miner's Manual that explain the critical design flaw that lead to BET-C being abandoned, or the reason mini-mules were not cost effective and have been sold off (or whatever).

last wasp
#

Make Zhukov/minigun etc. stats accurate please

formal garden
#

We need a more rewards for Union's objectives. May be unique cosmetics, or empty cores on some stage.
Сurrent reward could be get at few missions, and reward don't costs a difficulty of objectives.

ornate skiff
#

Issue: mineral chunks that Bosco or you/teammates mine off of the walls are all the same size, but contain different quantities of minerals each, some less than 1, others can be 9+. It would be nice to know which chunks are worth more or are worth going out of your way for.

Suggestion: maybe add some glow effect to mineral chunks that scales with the quantity of minerals that chunk contains (brighter chunks = more minerals)

ancient sierra
#

make the cups interact with other objects. for example i want to crack an ornament by throwing a cup at it

versed plinth
#

Good friend of mine (is a little bit whiny), he thinks its not quitr clear that you can change difficulty settings before starting a mission.

formal garden
#

^ I think that's dat fellow means, that we need a some kind of "Aprove a mission" button. You need to choose a hazard level, press the button, and then people can join your server.
Or that we need to ban a possibility to change hazard level when someone already join to your server.

For example:
You see a Haz4 level mission server that didn't start. You join it, and BOOM! - host changed it to Haz3, and you couldn't even notice it.

velvet bone
#

So when deeprock start selling inspirational posters, memorial hall banners, action scenes, anatomy

near glacier
#

I feel the CC elements of the game are too numerous and overzealous. If there's anything I've learned, CC is an insanely powerful element of just about any game, whether you wield it or your opponents do. Being slowed down so drastically is soul crushingly devastating in many scenarios and, based on how enemies spawn in this game, seems to add some unnecessary extra rng to the gameplay. CC elements should be use sparingly, as they can add a level of unfairness in a PvE (speaking form experience with Killing floor 2 with the immobilizer EDAR). Lethal used to make sense and be rewardingly challenging, but so many enemies that spawn now in great quantity can slow you down. This does not include the fact that other elements of the game also incur slowdown at the same rate. There are also very high levels of spawns of enemies that can shoot you across the map and deal huge amounts of damage to take advantage of this cc effect, that you can't really have any response too (hence the rng factor: if you're cc'd you can't respond to it, and are killed instantly). I'll give an example, when playing on the frost, fire, and sand biomes, fissures and storms slow you down and allow for acid spitters to murder you where you stand in 2-3 shots should you be even having to deal with 7+ enemies at that moment in time. Overall, it's a fun element to have, but I feel consistently adding it and upping spawns of it on haz 5 might cause the overall difficulty increase to the point little to no one will want to touch haz 5 or even 4 (I do, cause it's still a fair enough challenge). It's probably at it's limit right now. Besides me, my other 3 players of my group don't even want to touch haz 5 anymore as a result, and it's all we've played for the past 3 months.

velvet bone
#

New idea, Abyss bar tankards

pastel terrace
#

When Bosco revives you in solo mode, he scares away nearby enemies at the start of the revive animation. On higher difficulties the bugs are pretty much on top of you by the time he finishes, so the effect is pretty useless. Maybe he could scare them away on completion (like the Field Medic perk) instead?

atomic wraith
#

Could the promotion stars be more clearly colored? I just learned that there was more than just Silver 1-3. Apparently there is bronze and gold too, never noticed! The stars themselves should be a bit more shaded their respective metal.

rare mural
#

Is there any way you can add some sort of different sound when player enters or leaves game?

surreal condor
#

Have impact axes to electric damage as their description suggests.

snow remnant
#

I think it's a fairly silly suggestion but ... What about a beer that makes that dwarf glows and as a result see better in the dark ? A tiny bit of radioactive elements would do the trick lol ! I know it is kind of ridiculous to spend bulbs on such a tiny buff but why not ?

unreal hare
#

mactera trophy skins for all weapons

safe copper
#

Being able to nicely place the mugs down for Lloyd

quick dove
#

no eyebrows option, skin only needed

slender atlas
#

It would be nice that when you fix a bet-c that you could see its outline through walls like the mule, supply pods, etc.

glass helm
#

Whenever each weapon goes over a damage threshold, it should have a more impactful sound. For instance, the Bulldog can reach 130 damage (much higher than the base damage) with the elephant round overclock. It'd be nice if super high damage (different for each weapon) like that had a special sound when shooting it.
_ _

#

A possible rebalance of Scout's pheromones and Engineer's LURE:
Right now, the pheromones are better than what the old LURE was, but for some reason weren't nerfed as hard as the LURE (which is now a lot less useful). To make LURE good again, and to make pheros less overpowered, I think they should both do something different:
-LURE has the same mechanics, except it attracts ALL small enemies (swarmers, shockers, etc) from a long range away (same range and number of enemies as the old LURE).
-Pheromones also have the same mechanics, but only attract medium and large enemies (grunts, mactera, praetorians, etc).

dim surge
#

im sure this has been said a million times, but a role for people who bought the supporter upgrade. (in discord)

steel prawn
#

The Stubby has wrong information about its elec damage that makes everyone think it's related to the DoT damage instead of added elemental damage to each shot.

The tooltip is the biggest offender since it's just plain wrong as we can see right here on the pic below.
We need proper information about the Stubby elec damage IN GAME since so many people are confused by it.

gaunt thistle
#

Battle Cool's bloom killing effect has become largely redundant after the big buffs to the Gk2's base accuracy. I suggest replacing it with a "-reload speed after kill" mod (akin to Killing Machine for the M1000) as the Gk2 has no reload speed reduction and maintaining sustained fire is appropriate for a fully automatic rifle.

river gyro
#

Make it so you can pick what loadout you want when you pick a class when joining a game. Add a button that you can press to see what perks you got during a mission. Also add the overclock icon somewhere where the guns ammo is, so we can see what overclock we are using (it get hard to remember if your switch between classes and loadouts a lot).

sleek wyvern
#

I'd love for the next character that you could play as to be Bosco. It would help new player get a feel for the game and players who aren't the best to be able to play with their friend on the harder difficulties

near glacier
#

Can we increase the area for interacting with the machine events once completed, for claiming/selecting your reward matrix? Magma Core and its quakes and cracks make for a frustrating combination of terrain and interactable objeect.

brisk trail
#

Implement icons in the overworld map for mission select indicating which areas have mutations active. Maybe red and yellow dots for bad and good respectively, just to show there are mutations in those areas.

lone bramble
#

Make the zipline "reverse" sign fade out after a second or two
It can block the view a little otherwise.

rose pollen
#

For the Thunderhead's upgrades, swap out T1's increased clip size for either an extra AoE damage upgrade, or an extra AoE size upgrade. That way we can better build it for maximum AoE funsies without having to rely on OCs to make it viable

OCs like the Neurotoxin upgrade will become more viable too since their downsides would be better mitigated

misty bridge
#

Make improvements to how grabby Grabbers and Trawlers are, given that they're able to pluck a dwarf from a gunner's shield

proven mesa
#

i think a new set of weapons would be cool, some sort of mini tankcannon for the gunner, a acidsprayer for driller, some sort of javelin shootin crossbow for the engie, there are some cool new weapons you could come up with. the overclocks are aa really cool addition but some new stuff to shoot with would be even better

edgy ocean
#

You need to rethink the Volatile Guts mutator. Having enemies explode and deal damage to each other sounds neat on paper, but in practice all it does is give enemies an extra way of damaging the player and preventing shield recharge. It's sold as being "beneficial" but makes the game much harder as well as negates the benefits of iron will and the vampire perk. It also makes the Rock Mutation machine event practically impossible to complete because it is melee only. On top of everything else, since it is a positive mutator it can be mixed with a negative mutator like Lethal Enemies.

One of the previous suggestions was to impose a delay on the explosion, like how exploders will hiss for a few seconds before detonating. This is a good idea, but I would go one step further than this and make it so that bugs don't explode if they are killed by melee attacks. This provides enough of a benefit to be considered a positive mutator and solves the problem I mentioned with the machine event.

undone dew
#

Allow players on successful Salvage Operation missions to bring spare Mini-M.U.L.E legs back to the Space Rig via the Drop Pod. Legs will appear in the room of the dwarf who was holding them and disappear from the Space Rig after the host ends the game session. This is a long awaited feature for obvious reasons and would bring a significant morale boost to a majority of discerning players. 🦿

lone bramble
#

Upon finishing a mission with the mule and returning to the rig have mule destroy ground around it when squeezing through pin holes (Failed low O2 mission twice now because of the mule disappearing on me and almost some other missions)

surreal condor
#

Call me a leaflover, but IMO the spawn rate ramp up in haz 5 point extraction seems a little much right now if you're playing solo. What do you guys think?

warm mica
#

the intro music is waaaay too loud, plez change

tidal pebble
#

I would like to see a room where you can look at all the enemies in the game, but you would have to unlock them

foggy torrent
#

When a dwarf stay on the space rig at the start, could he be dropped to Hoxxes in the late joiner pod? Maybe a couple seconds after the main one lands with comments from the dwarves about how he is late, or if his nap was nice...

distant bay
#

Holes made by resupply pods should be marked in Molly's AI as a "don't go through unless it's a last resort," because this shit drives me up the wall. Literally.

near glacier
#

Hi again miners
i have a suggestion of overclock for the Zhukov NUK17, i guess that a little damage up (+1) and a good accuracy up can be neat, and if the buffs are too good, maybe a diminution of fire rate or max munition can balance it.
Bye all,
Rock and stone !

near glacier
#

A special zone and mission type: Elven hippie protestors formed a glyphid benefit concert on the surface of Hoxxes, so you're tasked with placing glyphid-attracting devices under their little drum circle. You don't actually go on to the surface, but you're placed in a very peculiar position, where drilling too high would expose the mission, and drilling too deep would set off glyphids prematurely. You also have to time your drills and shots with the awful beats of their horrible elf music, to mask them.
Their music? Dubstep-country-folk-rap with themes of sobriety and anti-mining sentiments

valid sable
#

Black fog environmental affect for one of the maps that would completely eliminate all light around the player, and make their headlamp malfunction.

A horror ost would be nice.

fringe bone
#

Me and my friends have been loving playing Deep Rock Galactic, and there are a few ideas that we kind a came up with as suggestions to add to the game:

Hooli Hoarder Hunt
A hybrid of the Extraction and Elimination missions. On the Map, there spawn a few special Hooli Hoarders, that carry special minerals that is incredibly useful to management. The Hoarders will wander around and actively run from the Dwarves in order to escape. They can never leave the field, and will quickly run for their lives. Dwarves will need to work together to trap them and take them down. Every time they are killed and drop their loot they can also trigger the hoard.

Petting Loot Bugs will get only a few minerals
Now that we can pet them, it would be kinda cool to be able to only get 1 chunk of loot every time it's pet, so we don't have to kill the cute guys ; - ;

Pet Loot Bug in the new Hub
You mentioned that you were revamping the Hub for the final release, please Pet loot bug in the hub? And during seasonal updates it can get a new costume for the event c:

rose pollen
#

As the game comes closer to 1.0 and more mechanics are introduced, there arises a need to make sure all the new stuff is clearly explained for new players

Take Machine Events, for example. If you don't have a Tritilite Key, you can't interact with the Events at all besides highlighting them. If you don't have any Blank Matrix Cores, you can't interact with the computer console that emerges after a Machine Event is over.

I would suggest showing the prompt to interact, regardless of whether you have the needed materials. If you interact without them, display a message declaring what you're missing. Simple and informative, and you can have a little buzzer noise for players to spam because buzzer mashing is fun.

tawny bluff
#

i feel like its a bit much for dreadnoughts to spawn when you're solo

lone bramble
#

Remove the block from abandoning assignments from all assignments when you choose it

Instead apply the abort block after completing one or more missions from the assignment if block existed before
(Just did a miss click and now i got to play 9 missions aka 3h or more to get to the assignment i wanted originally)

marble garnet
#

Hi, I'm new I just bought the game and stuffed 8 hours in one sitting and would like to offer some feedback regarding difficulty, I find the difference between hazard 3 and hazard 4 with 4 teammates a huge bump in enemy spawns/enemy variety/enemy frequency which I really like coming from vermintide 2's insanity that is cataclysm mode.

Its a big surprise jump between hazard 3 and 4 and was wondering if you could keep the surprise in hazard 4 by tuning hazard 3 with a little closer to 4's difficulty? with 3 teammates in hazard 4 its really really difficult as well but it can be done with practice and failure.

I have weapons feedback as well, would we get more weapons in the future for all classes? I've only played the driller at this time and the pistol/flamethrower combo is fun but would like more variety in the future if its possible to keep the balance as a 'team' game

near glacier
#

stop locking assignment missions in to a single mission, lock them instead to all missions of that type for the assignment. having to grind out your assignments and play crap missions you don't want to when more lucrative ones are available is frustrating

wide merlin
#

I wanna talk about the Deepcore 40mm PGL, the Engineer's default secondary weapon.

This weapon only has 8 max ammo by default, which is ridiculously low. To make the weapon usable at all you need both max ammo mods for a total of ... 13 grenades. It's not like the weapon is op either to warrant such a low ammo count : there is no direct hit damage bonus by default and the base explosion radius is also very very low.

Overall the weapon feels unrewarding to use : you either take ammo mods to use the weapon at all, but your shots are weak, or use radius/damage mods for powerful shots but with an extremely low ammo count.

Ideally the weapon should have an usable amount of ammo by itself, so engineers who take ammo mods can actually spam it (but they get weak shots as mods tradeoff) if they like that playstyle.

Actually, I don't like max ammo mods. Some weapons don't really need them, and balancing via ammo count isn't fun.

gaunt thistle
#

Give the player a couple of seconds of invulnerability when they spawn in to stop those situations where your personal drop pod lands in the middle of a horde and you lose half your health trying to get away.

visual tundra
#

Last stand should last for a complete 9 secondes , when you get health back and lose it again it acts as if you used you last stand and you will die before reaching the end of the 9 secondes , I think it would make more sense to be able to gain and lose health for the entire duration. The way it is right now the vampire perk isnt that useful , more often then not you will get some health back only to lose it right away while on last stand resulting in an early death.

sand niche
#

More Variety to Point extractions: Theres more than just Aquarks to get

->

Biozone: Infected Xenowood
"Looks like we've been contracted by some high paying leaf lovers.
Told us they want some of Hoxxes' finest Xenowood. But here's the deal: I hate elves, you hate elves. So bring them the finest examples of Alien bark beetles alongside their precious wood."

"You should have seen their faces once they got their goods! Sending in the drop pod!"

Radioactive Exclusion zone: Super-Isotope Uranium

"The Guys up at R&D have found some very interesting Energy readings down here lately. They suspect some sort of highly potent nuclear fuel. Go grab some samples and come back quick."

"Sending in the Drop pod. Now get out of this radioactive hellhole!"

...And so on, I think you get the Idea.

snow remnant
#

We need more Employee of the Month humourous lines ! Something like "Killed the Unkown Horror twice." or "Carried more minerals than Molly."

safe canyon
#

Kicking presents into the barrel hoop breaks them open and reveals kickable props and/or toys. Maybe next holiday?

shadow vigil
#

Seeing that the amount of ERR://23¤Y%/ cubes is visible in the accessory shop but not the equipment terminal, I suggest that they be used for some truly epic cosmetics, I'm talkin' particle effects, flashy lights, color changing beards, letting you show other dwarves that you been around the block and ain't afraid to show it.

lucid glade
#

Fractures in magma core and glacial strata should not slow you down when they are happening, I don't think it's very fair, especially when a detonator can just come up to you in that moment and kill you with no way to resist.

tame dagger
#

Here are a few ideas that I've come up with for flare concepts and reasons for why they should be implemented.
(1) Glow Sticks: Recharge faster the more the player moves (walking is normal recharge rate, running is 2x recharge rate). Downside to this flare is that it gives off -50% less light. The reason for this flare is for players that want to do speed runs in a cave. So by having a flare that recharges 2x as fast when running, speed runners don't have to wait forever to get their flares recharged.
(2) Sticky Flares: Sticks to any surface as soon as it's thrown. Downside to this flare is that it's harder to throw. The reason for this flare is simple: isn't just pure FRUSTRATION when you throw a flare to a specific spot and it bounces/rolls off in another direction? Well Sticky Flares are the solution to this problem.
(3) Warding Flares: Scares off medium to small enemies. Downside to this flare is that it burns out quickly. The reason for this flare is to be a support flare for when swarms are upon your group.
I know that Ghost Ship Games states on Steam and Discord that "By posting screenshots, original artwork, concepts, suggestions, ideas, mockups or similar creative works made by yourself that relates to Ghost Ship Games or their games in the Discord server, you grant Ghost Ship Games non-revocable and royalty-free license of unlimited duration to use said material in any way, such as in their games, promotional material, social media accounts, etc." But If my idea is taken into consideration (or if anyone's idea is taken into consideration), could you at least give partial credit or a note stating that such and such player came up with the idea?

sonic pollen
#

a common suggestion im betting - Nerf Bulk Detonators. Seriously they are way too powerful for some of the stuff they can do.
Had one frankly infuriating moment on a Haz 3 you read that right, haz 3 where i was with 3 lower expirience players. First cave - Immediately a bulk shows up and nukes the rank 1 scout, i kill it get him up and go do the objective. we start the uplink, Oppressor shows up and while im focusing on shooting that.
this is according to my scout friend, ANOTHER bulk detonator spawned, Litterally IN THE MIDDLE OF ALL OF US, and proceeded to wipe our entire group out with rapid fire explosions.

that kind of situation isnt fair and ballanced challenge, its utter bull. a bulk detonator should appear half way across the map from you, NOT directly under your bloody feet. Such a thing is comparable to, for example having a tank from L4D spawn directly beside a solo player next to a cliff.
the difference is you could stillreasonably avoid that situation, because that super-enemy is constantly screaming and making the ground shake.

TL;DR
Bulk detonators are OP as hell, nerf them or make it so they arent so silent you are never going to notice if one is behind you during a swarm. those things should be practically announced with a god damn marching band

fringe bone
#

Flare Effectiveness during certain Mutators

I was thinking about it and it would be interesting buffs/nerfs to work with during missions.

-During Low Oxygen missions, the flares have issues creating more light and either burn less brightly or burn out more quickly (probably not both)

-During Rich Atmosphere Missions, Flares burn way more brightly and become much more reliable light sources

Damage to Enemies with thrown Heavy Objects

Being able to squish bugs with Thrown Aquarqs during extraction missions sound kinda fun. I'm not sure how difficult that kind of interaction would be but it could be interesting.

Special Salute while Holding Heavy Objects
The dwarf could say "For the Dwarves!" Or something and triumphantly hold it over their head. Would be fun.

dusty cypress
#

New from the Abyss Bar - Galactic Beer Sampler! Dig deep in your pockets and find those starch nuts so you can buy a round of random beers for your fellow dwarves to sample.

edgy ocean
#

A little while ago I suggested changing how Volatile Guts worked and reviews seem to be mixed. So I'd like to mention Syrrath's suggestion in the same vein. Instead of nerfing how Volatile Guts works, just make it so that Ebonite Glyphids specifically (the ones from the machine event) are no longer affected by volatile guts. This normalizes the difficulty for the event and makes sense in that these particular enemies are made of rock.

Syrrath's other suggestion is that VG enemies killed by headshots would not explode since their guts are not damaged, just like existing exploders. This introduces a new element of skill because you can avoid splash damage at close range by aiming carefully to "disarm" the target, but it retains the swarm-clearing chain reactions that VG is famous for.

tidal pebble
#

It would be cool to see a way to look at your post game report, maybe in the med bay with one of the terminals

finite sandal
#

Please change the "Earn a Gold Promotion with every class" achievement to "Earn a Gold Promotion with one class". That achievement is literally locked behind around 1.2k hours of playtime and that's just not cool.

safe wagon
#

Debuff like schizophrenia. You see some bugs, shoot them and they vanish with a smoke effect or something

queen ibex
#

A tier 5 upgrade for Bosco that lets him carry you up small cliffs akin to Tails from Sonic the Hedgehog

turbid stream
#

chaos dwarfs

foggy night
#

There should be either two more, or three fewer bullets added to the Bulldog revolver's maximum ammo count from the 5 Shooter overclock. It's very strange to have 33 rounds held when you reload 5 at a time with an empty gun, leaving a partial reload at the end. Either way, something so that 5 shooter doesn't have any partial reloads if you only reload from empty

hot shard
#

Allow us to use forge even if we don't promote because i got 3 cores i really want to use but can't because I haven't promoted yet.

fierce thistle
#

It's a very minor thing, but why aren't the Accessory Shop and the Wardrobe accessible from eachothers' terminals? They're so intrinsically related that a shortcut to jump to the other menu would make a lot of sense.

sage zinc
distant bay
#

Player healthbars above players would be real nice. (Especially icons for those with low health/going into Iron Will)

sick rivet
#

Maggot petting, the dwarf slowly draws his hand near and changes his mind last second, and jerks his hand back out of disgust (like the breachcutter reload)

wraith shore
#

The gunners shield should harshly change color when it's getting close to going down.

woven falcon
#

unique audio cue for spitters? to let you know your shield is about to get one shot and you're going to lose a third of your health bar?

near glacier
#

A shield upgrade or base stat where when the shield breaks you get a short bit of invincibility

rose pollen
#

New mission type: Recon and Mapmaking

The dwarves are tasked with exploring heretofore uncharted cave systems beneath the surface of Hoxxes IV, and documenting their layout for future expeditions. Accompanying them is a Molly analogue that comes kitted out with an array of cartography equipment: Sonar beacon, boring missiles, and camera-carrying drones. The dwarves escort it to "nexus points" throughout the map, and then wait for it to do its thing.

Its "thing" involves making a shit-ton of noise and flashing lights which are sure to draw the attention of everything with a pulse for kilometers around.

Gameplay's gonna revolve around MULE repair-style point defense, with hordes of enemies coming to attack the players and their equipment, and creative terrain traversal - because of its heavy equipment, the Not-Molly can't climb straight up walls and along ceilings like Molly could, so the players will have to create reasonable paths for it to take.

mossy sonnet
#

I thought it would be interesting for the biomes to each have smaller, sub-biomes within them. Like when you first enter a mission you land in one sub-biome, but as you explore the caverns you find different unique sub-biomes that have special features, looks and enemies and still fit the theme of the biome.

An example would be in the magma core, you have the normal caves filled with firey rocks and fire geysers, but you can come across a large lava lake area where there are walkways and pillars of stone jutting out from a pool of lava (Not deep enough for a dwarf to drown in or something, or else that would make it impossible to revive someone who falls in, probably something knee deep) that rapidly damages you when you touch it, so an engineer has to make bridges of platforms or a gunner can make ziplines across platforms, encouraging use of movement tools. there could also streams of lava falling from the ceiling, and perhaps a special fish or worm enemy that swims through lava and spits molten rocks at dwarves.

olive ridge
#

for some of the machine events, maybe some enemy goblin tech to fight off. Like a goblin raider drone you have to shoot down, or goblin spy uplinks, kinda like blackboxes, that trigger wave attacks as you try to shut them down.
Just for to switch up the art style of stuff you encounter and add a little more to the world of DRG

lean pivot
#

A new section of cosmetics, eyewear.

I really want to be able to have my evil eye and my beret.

also we could walk around with aviators

paper coyote
#

I don't know what you guys did but Extraction missions are close to unwinnable now. Swarms keep spawning perpetually. Nerf the spawn rate across all difficulties.

Also make an indicator for unstable caves. The slowdown is seriously gimping when you're out of ammo and unable to resupply while simultaneously dealing with literally infinite waves.

gilded cypress
#

Ever so slightly reduce bugs' speed when climbing up vertical surfaces - conferring a very slight bonus to holding vantage points, ledges, making burn-pits etc.

onyx junco
#

it would be sick if we could save our daily beer mugs on a shelf or something like a collection

hot shard
#

or just any beer mugs you have bought ^

mossy sonnet
#

Ability to kick maggots by pressing E on them and they get sent flying as a physics object before exploding. Kinda like barrels

near glacier
#

I want a gas baloon passive bug, that will deflate with a pbrbrbtthbphphrhph sound all around the cave if you shoot it. No real reason, but it'd be funny.

cosmic tulip
#

a new mission type where you would have to find and mine dinosaur bones

pliant mason
#

can there be an upgrade for Satchel Charges to deal 50% less friendly fire damage? they're lethal against enemies but it's the same way for your teammates and accidental wipes could happen in swarms if you're not careful. even if you use the Lovable perk, that's wasting a valuable perk slot and not using something more worth it. if that wouldn't fit well, then at least give the Satchel a flashing red light so people can see it, and give it a half second before being primed.

one of my friends uses them way too much and its caused multiple failures so far because they never warned our group about doing it.

wild sleet
#

Lootbug Hoard, either warning or anomaly: No nitra, no gold, but lootbugs everywhere.

quiet cedar
#

Update the coop to let people play 4 player offline or online with one game on desktop or xbox. That way we can have 4 xbox controllers and 4 players "I think we all want this"

narrow lynx
#

I suggest the gunner's zipline being a windlass instead of using charges, as shooting a short zipline uses a charge. So instead of charges you could work with metres/feet, giving you more flexibility.

brisk trail
#

Make it so exploders stop hissing if you pop their heads instead of killing them normally.

solid oasis
#

it woud be fun to see how many drink you have order at the Abyss Bar

tough orchid
#

i know it's kinda silly but give the zipline a min range (like 5 meters or something) so i dont accidentally waste one by shooting the ground 1 meter away while panicking to switch to a weapon to kill the glyphid attacking me

lament torrent
#

can we get invulnerability (maybe 5-6 seconds?) on joining a match on pod drop down? Its been like the 10th time dropped into a swarm of bugs and insta die

knotty knoll
#

Alchohol tolerance level, i want to drink my friends under the table.

near glacier
#

Let a miners true friend (Bosco) have his own victory screen animations. Currently, he's nowhere to be seen. We must credit him for his good work.

austere vigil
#

Replace the Engineer Shotgun's generic flip flourish with one that has the user re-racking the charging slide, because cool factor.

vale cliff
#

A M.U.LE Teleportation pad that costs 100 Nitra, can only be used when escaping to Drop Pod(Obviously), cannot be used when M.U.L.E is within 20m or at the Drop Pod, Monsters can destroy this device, Device has 125 Hp. Teleporting spawns a mini swarm where the M.U.L.E is. This device is one way, you cannot go back.

tough orchid
#

Flare Gun Overclock: Removed Spikes. "In an affront to common sense, removing the steel spikes certainly does allow for much higher carrying capacity, but obviously prevents them from sticking to anything." (+Huge ammo carried boost; -Flares don't stick to surfaces)

red cedar
#

For the Interplanetary Miner's Union: Record the achieved goals for each enemy/mateerial type and base the next Gold Level Reward off that the next time the creature or goal is used for one of the Unions.

Because: ||Been in Cave Crawlers since the beginning and haven't gotten close to Silver in two months. Rather sad that Gold, let alone Silver is so impossible to achieve sometimes.||

rugged field
#

Posted this on reddit, but also posting it here for visibility (and hopefully more discussion):

https://docs.google.com/spreadsheets/d/1rOt85VxHUaDc-bPpAcv3Pr8HC6ES340I9sQnu6Gi_zQ/edit#gid=896541782

It's a doc attempting to rebalance the weapons and tools. Some of the "guidelines" I tried to follow as much as possible was:

  1. Potency-boosting mod choices (like ammo or damage) shouldn't compete with pure QoL or utility (some exceptions remain, when the utility is significant enough).

  2. Grant the "Mastery" system (the one where you get skins for weapons by unlocking mods) for all the tools as well - but in the case of the tools, it provides functional bonuses, rather than cosmetics.

  3. Reduce the "meta" as much as possible, and make modding more about your own preferred style, rather than what's the best (I know this is almost unavoidable, but restricting it as much as possible is good, imo)

vocal oracle
#

the new update making the amored guys even stronger need to spawn less of them. with scout and engie they just burn through your ammo. which you already dont have a lot of. also why do players suffer a movement speed penalty for melee, the enimy already run faster and it make if you run out of ammo, you have no way to survive. melee needs to be a last resort option, but right now if you melee you will be downed.

spring crater
#

I would like an Overclock for the Flamethrower that increases damage and range significantly but removes Sticky Flames.

tidal elm
#

Engineer's turret upgrade Target Prioritization should give the turrets laser pointer onto the enemy when it is targeted. Makes it easier to see that its happening and in large crowds. Also would look cool...

slim mural
#

Reduce the opacity of the sphere boundary effects for objectives to better see enemies.

hot shard
#

A slight buff to targeting prioritization using the laser pointer and pressing a number on the alien would mark it as that priority so you could make it target a breeder first then a pred It would make the prioritization more useful in the fact you don't have to constantly switch it to something else.

rose pollen
#

I know the devs are already working on overhauling the perk system but who cares this is suggestions baybee

Iron Will change: When your HP drops to zero, you're put on a timer until you go unconscious. During that time, you can't heal using resupplies or Red Sugar. However, you can pause the timer - prolonging your consciousness - by damaging bugs. Higher tiers of IW grant a longer timer, and at its highest tier, killing bugs actually adds time to your countdown

carmine kindle
#

Is it possible to add the ability to change the loadout through a ressuply pod? So that the player can choose between replenishment of ammunition and changing the loadout? The interface can be used similar to the one that is now used to receive machine event rewards.

quick coyote
#

Consider adjusting the spawn rate of the Kursite bugs in the Kursite Grinder Event. Sometimes it feels like there's barely enough seconds to finish it because they take so long to spawn, other times it's fine.

neat sequoia
#

^ adding to that, either the room shape needs to change, or the enemies need tweaked AI. If you get a bad room, acid spitters will actively run out of the room, making it next to impossible to complete

native dust
#

a "name has bought a round" banner when you order a beer at the bar.

near glacier
#

If molly skins are ever added a huuli hoarder one would be neat

near glacier
#

Just a small thing:
When I (and my friends) take a seat in the drop pod in the hub, I want to be in that same seat at mission start.

versed plinth
#

Not sure which class but a stapler gun with high damage, good range and low rate of fire, where you can use the climb ability to grab the clamp and jump off from it.

brisk trail
#

Sorry to criticize the games physics, but ingredients and side objectives should also be affected by gravity if they aren't attached to anything. As funny as a floating Boolo cap or fossil is, it just feels weird when everything else is affected by gravity.

frosty swift
#

When meleeing as Driller with drills out, you should just punch them glyphids with your drill instead of changing to your pic, like they are some kind of ridiculous brass knuckles

versed plinth
#

It would be cool if overclocks and weapon bonus would change the appearance of the gun. For example a laser pointer or grip if you choose a precision enhancement

wild crag
#

Retrieving axes, C4, and prox mines should have the same pickup animation that was given to plant items

grizzled egret
#

Customizable Tracer colors? Aka change colors on your bullets n stuff.

cunning dagger
#

There should be a way to transfer progress between the steam and windows store

lament torrent
#

Combat roll maybe? (Could have it on a cd for balance) looks kinda ridiculous spam jumping high on crack and would be useful to kite bugs prok2

velvet light
#

When using "Vampire" and "Iron WIll" it should give temporary invulnerability because it is like a revive, but how it is right now when you use it you are inside of enemies when you kill them but you get instantly killed by other ones and it doesnt pay out that much. Because of that i would love for that combination to be Valuable in Harder Level, and it would help for players to be less defensive and go more in with that reward.

versed plinth
#

New mutator: El Dorado, makes all ore spawns gold and nitra is scarce

wicked lily
#

Suggestion Template to be standard and by rule

I have suggested this on every Dev Discord ever since Foxhole was the first In accepting It.

It's to make suggestions more proper with the use of Dyno and have people actually Invest Time Into It which cuts down the amount of shit-gestions.

Example.

Title:

Description/Details

(Files can be added below, Idea's who are too big to fit on a Discord Text can be posted by a Google Document file link, 1 Title and Description per Idea/Suggestion)

This can be pinned for later uses and Dyno can be set or a other bot for that matter to automatically respond with rocknstone tothebone 🤔 as a way to count the support and opposition for said Idea/Suggestion. Give the Foxhole Discord a look to see how they do It and how they handle their massive Discord In general.

#

Title: Cave-In / Collapse Enemies/Rocks and Plants

Details: I am new to this game and so far like the gameplay, lore and challenge It brings as of today, with the roadmap being quite exciting I am not afraid to say that I may stay here for the long haul.
But I would love to see cave In's on higher difficulty and actually people being more aware of what they doing with all the digging. Like this game reminds me In a way of being a first person (Super) MotherLoad, yes that old flash games you boomers.
And It would definitely switch up the gameplay If you had to be careful with some of your actions, like a certain type of rock exploding If you hit It, lava/magma flowing around, enemies causing a explosion that could cause a cave In with potential damage but also resources or a fauna doing that etc etc.

paper coyote
#

Those brew ingredients need to have their spawn rates readjusted, or frankly done away with altogether. I'm barely ever finding Barley Bulbs and Yeast Cones, and too many Starch Nuts

solid basin
#

It would be nice to add some excitement to the game. For example, add a slot machine in which you can win a coupon for any beer or resources.

urban brook
#

What if Mineral Mania made beer ingredients spawn in plentiful supply as well as the increased minerals? Or there was a similar modifier just for beer ingredients

woven falcon
#

what about being able to charge up flare throws and at max charge they damage bugs. maybe put that ability on the one perk that lets you throw harder

west orbit
#

Tritilyte Crystal: The bomb depenser is too close to the crystal. Players can now throw the bomb into the crystal after walking 3 steps completing the mission under 30 seconds. To increase the difficulty slightly, throwing bombs on the "cracked" open side could give diminishing returns (down to 40 - 10%?). That would encourage players to take the extra step to walk around the crystal for a higher progress, encourage a safe zone around the crystal and players who simply want to just throw the bombs without moving much can continue to do so. A noticeable (high value) diminishing return would make the cracked open model on the crystal much more noticeable as well as encourage perceptive players to act accordingly. I can be PMed if I didn't write things properly (or my idea wasn't clearly defined)

desert bluff
#

Turret Arc Engineer Overclock - Charging your turret makes it fire a lightning stream (just like it's current graphic) at it's next target, locking it in place as it discharges for a short time. This is instead of arcing between both turrets. Gemini still works great here since you get to empower two turrets. This also makes the laser pointer targeting modification more useful since you can direct the target of the bolt beforehand.
Alternatively, give this functionality to the laser pointer where you can designate a target similar to asking BOSCO to rocket something, holding the charge until you choose a target to discharge at (this could even apply to turret whips). To prevent overlapped keybinding, require a long press rather than a single press.

Currently turret Arc will not kill grunts before they pass through, does very high friendly fire damage, requires difficult specific setup for ground pathing as enemies are all terrain, and requires clear shots on both turrets. Compare to EM Discharge - AOE hits wide area, doesn't require gemini, doesn't require building the turret (can panic drop the unbuilt turret and still use the OC), hitting turret excessively is not a major detriment, doesn't trap allies for repeated FF damage like arc, and kills grunts consistently. Downside is lower primary gun stats but the benefit of Turret arc for it's niche use doesn't seem worth it.

rapid anvil
#

When Enginner fires off a fat boy from his PGL, he has a chance to screem "NUKE NUKE" Pingu style.

lusty warren
#

I've seen some mention of base customization but no real suggestions. Maybe screenshot photos in the pod, alien parts as trophies, etc.

formal garden
#

I hope we will see a full model of Space Rig at the moments like this in a future.

bitter crown
#

This seems like something that would have been suggested, but I searched a ways back and didn't see anything, so here goes:
More special swarm types.

Spitters swarm (web and acid, occasional menaces).

  • "Bad news, gentlemen. You've got a pack of spitting glyphids coming towards you. Hope you've brought your rain coats."
  • "The spitters are here! Safety goggles on, and take them out!"

Q'ronar swarm (younglings and occasional shellbacks).

  • "There's a riled-up nest of q'ronar up ahead. Sounds like they know you're here. Brace yourselves!"
  • "The damn rollers have found you! Watch yourselves, they're faster than they look!"

Bulk swarm (spawns one bulk detonator for each player)

  • "Well, I don't envy you down there. We've detected a small group of glyphid bulk detonators burrowing towards you. Afraid you're on your own, lads."
  • "Detonators incoming! Keep your distance, they're deadly!"
fluid lily
#

Pre render the drop pod entering the caves, this will allow for more rendering time and cut down on cpu usage

hoary elk
#

Fixing the res? I'm using 1920 but it looks angular even with AA set to max. Steam even says it's 1280

sinful marsh
#

Noticed from videos on youtube that in the very early builds, you had like up to 30 flares. Now, we have rechargable flares which in my headcanon gets nanocreated or something ( maybe space magic ) but maybe there could be a future mod or overclock even that can give you limited flares but much larger area of lighting?. As long as it dosent kill the job of the Scouts flare gun. The balance is that they dont stick and cant be thrown as far as flare guns flare"spears" as they do now kinda

neat bluff
#

Suggestion: Have friendly fire reset attempts to push the button on the M.U.L.E.

Minor buff to: Trolls.
Minor debuff to: Trolls, teammates who call the drop pod early.

If we're going to stay stuck with anyone being able to call the drop pod, at least let me try to down people before they wreck the stage for me.

versed plinth
#

Host should be able to give each mission a subtitle like „cave leeches“ or „stick together atleast this time“ where everyone can read who want to join or is already in and should stay in there face so they cannot say I didnt told them

edgy ocean
#

Glyphid Guards feel a little too bullet spongey now. Not only do they have high health and strong armour but they also cover up their sole weakpoint. They don't have any specific weakness or strategy to them, you can only grind through their HP the hard way which feels a bit tedious now.

I think you should reduce their HP a bit and make their body armour more destructible. The armour in particular is strangely durable, strong anti-armour attacks like grenades that would leave a praetorian naked only knock off a piece or two when used against guards. If it was more practical to destroy the armour on the forelegs it would open up a gap that we can use to target the weaker face.

hoary elk
#

Being able to add warinings/modifiers to rooms

distant bay
#

We need a setting to adjust things that are generally visually obstructive. I'm really getting god damn sick of having zero idea what's going on because there's mountains of glyphid corpses in the way, particles flying all over, or I'm given so many status effects that my screen resembles a disco-party.

hoary elk
#

Acivement for completing a Hazard 1 Mission

kindred kettle
#

"Dogfighter" Achievement: Kill 3 (medium or larger) flying enemies while riding a Naedocyte Cave Cruiser.

fierce stream
#

When petting golden lootbugs, make a really low chance of it giving you a compressed gold.

exotic harness
#

Buff up gunner and solidify his role within a team. Allow him to replace one of his utilities with a kit that generates resupply packs. Generating 1 pack every 90 seconds and he can either choose to consume them himself or give them to allies.

woven spear
#

make us be able to fog up the glass by standing near and facing it (possibly drawing too? :))))))

edgy ocean
#

When you shoot an enemy in it's glowing weakspot, the weakspot should flash or spray out bright glowing blood to make it easier to see critical hits. Most enemies have weakspots but some of them are very small like the Qronar eyes and mouth and it's hard to tell if you're hitting them instead of the rest of the bug.

crude kernel
#

change leech aggro hitbox to be a cone instead of a cylinder so it doesn't do the sideways grab

shell plaza
#

game need tooltips for mutators
i want low oxygen mutator for every >deep< dive mission

foggy stag
#

Mineral hoarders or leeches as secondary objectives in a level, or a moving/fighting secondary objective generally. Fossils, caps, dystrum; spot it, get it. It would spice things up a little knowing the secondary for a mission included 20 pre-spawned oppressors scattered throughout a level, half a dozen extra bulks or breeders. Static collectables are a haz3 kind of secondary.

hazy scroll
#

Drinking victory pose
Change this pose from being a mug to a hip flask.
I just don't feel comfortable with them pulling a whole mug from their rear. A hip flask would make more sense

fast ibex
#

Thunderhead AutoCannon:
Flak Shells - Tier 5 mod

Flak shells provide an additional splash radius, more area damage and also have proximity fuses, making the weapon great for anti-air pest swatting.

My stats in mind/Pros and cons:

Pros:

  • 2 AoE
  • 3 Area Damage
  • Proximity fuse explodes at 1m from target
  • Proximity fuse takes 1-2 seconds to arm, to prevent the shell from just blowing up in the gunners face if there is a close enemy

Cons
/ Proxy fuses mean that you can't help with long range supporting fire if there are interfering contacts (Trying to shoot past a grunt to kill a Praet or Bulk will explode on the grunt)
/ The proximity fuses can't detect glyphid swarmers (too small)
/ Flak Shell mod gives -10 magazine size, increases reload by 0.3 seconds

tawny bluff
#

so I want to suggest that you don't have to pay to promote, it makes no sense that you have to do so, can you imagine if in real life you had to pay your boss to be promoted?

Can we instead RECEIVE some minerals/credits for being promoted?

foggy stag
#

@tawny bluff On that same thought, promotions with a price would make more sense if there were perks to being bronze, silver, gold, like some minor credit multipliers from missions. DRG would want completed missions, not greenbeards in body bags; they should be happy to pay a little more for veterans. Gameplay-wise, I don't know that I've ever needed more spending-credits while unlocking weapons/upgrades, but I started well before cores/overclocks/cosmetic costs, and had a backlog of credits to blow on them.

lean haven
#

@foggy stag @tawny bluff this isn't the channel for discussions, if you wish to have a conversation about ideas, please use #suggestion-discussion

near glacier
#

I was thinking of an idea of a new mission where you hunt down a special form of a glyphid,like a giant boss.It could even be a raid of sort,having it so that 6 or 8 dwarves can tackle a giant onslaught of a neverending swarm as they try to take out the main boss.if people abuse it by doing 8 gunners,a solution could be a special form of swarmer that could enter the shield,or maybe a creature that can still grab the dwarves from the shields.Also as a couple gags,a spoof event called Molly Appreciation Day,lootbugs that seek revenge called shootbugs(with an even higher pitch voice than scout screaming “ROCK AND STONE”) and Confetti rockets for Bosco

spring crater
#

I would like the ability to exchange cosmetic matrix cores for weapon overclocks.

proud coyote
#

I would like an automatic "Reloading!" voice line for when reloading weapons that take more than one second to reload (flamethrower, thunderhead, etc.) that triggers when there are both other dwarves and enemies nearby

fluid lily
mild dove
#

New Mission Type: Queen hunt
The explanation is very long because this also requires adding in some other things that expand the game so here is a link to the doc I wrote it in:
https://docs.google.com/document/d/15pIoUcrcKx_vPW6lnK22Yj_a-jkSI1K0puPpVTk3JwM

deft cargo
#

Overclock-esque mods for support tools, rather then just minor buffs however, each one either greatly changes how the equipment works, or adds a new functionality. For example, one that gives Engineer 4 mini sentries that deal 30%~ of the normal damage but you have 3-4x the ammo reserves. I have a few more ideas but I don't want to make this excessively long.

proud pelican
#

Allow us to choose diffrent victory poses, so we can play them randomly after the mission. I want to pose in the new ones, but I want to pose in all of them randomly!

unique forum
#

I didn't find it under search, maybe same idea different wording, if this has been suggested here in this channel already, Tater and the other mods, please forgive me:

what about a down state like borderlands/guild wars 2 that you can kill an enemy (grunt and biggers) and get a second wind/revive?? maybe some restrictions or cooldowns to prevent it to be too op

grizzled basin
#

Would be nice if there was a "safe zone" around structures where bugs can't spawn. Just had an awful game of point extraction because swarm waves were spawning directly inside the mining platform.

granite sierra
#

Make the Engineers platforms from his platform gun have bouncing capabilities. So jumping when standing on it launchers you a little into the air making evading/exploring a little easier. Especially for solo engineers where getting around isn't the easiest thing to do (hard difficulties anyway)

OR

The Engineers platform gun can be shot into the air rather than hitting a wall. The platform gets suspended mid air with ropes going from Top to bottom allowing the platform to be placed anywhere in the cave, with a suitable height of course. This will mean you dont have to connect the platforms constantly to make a path, with this you can do jumps instead to reach the target destination which will save loads of ammo for it and time.

orchid hare
#

Less a suggestion, and more a request because I don't know what a 'fun' solution would be, but please reduce the size of the ginormous cave generations in Morkite mining missions, particularly for Salts and Bogs. The amount of empty space is so big in the vertical generations that it takes an unreasonable amount of flares to light, and Morkite spawns in tiny pockets so high up that they don't get discovered unless a flare is next to it.

Extra suggestion on generation of ginormous caves is to guarentee more than two entrances/exits, if possible, so that Dirt walls that spawn extremely high up and difficult to see becomes a rarer issue. Finished a nearly 50 minute mission because a dirt wall spawned so high up in a giant Salt cave that you couldn't see the connecting cave from the closest platform. We found it by chance because I missed a zip and saw the dirt wall on my fall down in the dark.

fluid lily
#

Take out the “light it up BOSCO” voiceline, because its confusing once you unlock rockets

orchid hare
#

Non-essential, but the Milestone image for 'Unlock Special Beers' needs the New and Improved©️ Fancy Mugs™️ (presently uses the old mug model)

graceful warren
#

You know what I would like to see? Bounty Hunt. Basically just bugs that have terrorized DRG employees and must be stopped. Like each bug has name, Ivan the Mega Bomber, Alice the Apex just some example names

cold wren
#

Please move the room over so that it is symmetrical, my OCD is KICKIN. Thank you for the awesome game btw ❤️

tender radish
#

@fierce stream "When petting golden lootbugs, make a really low chance of it giving you a compressed gold."
And becoming a regular lootbug after doing that

knotty prism
#

Suggestion: The ability to set the class composition of your public group. Right now there's no class duplication or a total free for all. I'd like to be able to set it like all of a class for memes, or I want a Driller and a Scout for lighting and drilling, but don't care about the last slot.

glacial cairn
#

Suggestion: Make Karl a random Dwarf from DRG Accounting that the dwarves just are very fond of.

latent cape
#

Update the victory poses that use beer mugs to new mug models.

night compass
#

Tutorial level needs more handholding: make places you dont want the player to go unminable, and use lights in areas you want the player to go(yes I dug down immediately at the start and got lost for 20 minutes)

edgy ocean
#

Now that materials carried in inventory automatically deposit when you exit the level via drop pod you should add support for completing secondary objectives this way. Currently it doesn't count if you exit the level with enough materials for your secondary quota, but haven't deposited them yet. This improvement would solve certain edge cases where the pod lands in a weird spot and depositing is impossible.

lean haven
lean haven
#

Make a minigame interaction where you can choose to walk on top of the zipline like a tight rope instead of riding it and you need to actively adjust your positioning so you don't lose balance and fall off.

past oak
#

Please add a Coprolite to mine
like super rare, but still worthless shyte

and a beard for the turret

amber hamlet
#

Hi, I just joined to post my idea before I forgot so apologies if this has been said before and I missed it!
What if ziplines had a 'Sprint' feature, where holding the sprint key made you descend downwards at a quicker speed. The greater the angle the zipline is at, the higher the max speed of the decent. The line of 'Souped up zip line motors' perks could also add a max speed percentage added on for it.
In terms of storytelling/lore this could be seen as unlocking the motor to make the zipline mechanism free.
Small Edit: If the perk was to effect the max speed, what do you guys think the values should be?

half frigate
#

More of an aesthetic suggestion rather than a gameplay suggestion, but how about an option for cel-shading and outlines for graphics settings? I feel like the game's artstyle could look a lot better with cel-shading and outlines.

near glacier
#

Changing how the electric mechanic works on the stubby smg;

Rather than the current percentage chance based format, have it be a guaranteed electrocute every certain amount of bullets.
For example: the default could be that every 5th shot electrocutes an enemy, with the two current mods that increase electrocution chance decreasing the bullets it takes by 1; with one mod every 4th shot electrocutes an enemy and with two mods every 3rd shot electrocutes an enemy.

This minimizes the RNG factor and makes them more effective without actually changing how they're used very much.
Electrocute has no benefits from being RNG, if you get lucky and electrocute an enemy 3 times in a row it only resets the length of electrocution, while if you get unlucky and don't electrocute an enemy in 20 bullets then you're at a disadvantage.
Keeping the AoE electrocution as a 25% chance should be fine if the basic electrocution for stubby becomes reliable, I think this would help make the gun feel a lot better to use

naive dove
#

@developer
Cyro Cannon has:

Worse Range
Worse Damage
Spin-up Time
Can Overheat
Burns through ammo faster
Totally invalidates the gas grenade
Doesn't burn away webs

It's virtually worthless to use, so please,
Please.
Make it so you can walk on the ice it creates, like Frozone from The Incredibles.
This would:
Melt relatively quickly
Use the class's main weapon ammo thats already limited, making it a risk reward mechanic
Actually be a useful gimmick
Would melt quickly, keeping the gunner, scout and engineer totally viable and helpful on the team
Thank you 🙏

lunar gulch
#

Increase base ammunition from gunners zipline by 1 to encourage newer player to use it more often

glossy yacht
#

What about a mission where you go to a derelict dwarf space station overrun by glyphids and you have to power the station back on and activate the automated defenses.

First you'd have to make it to the reactor where a boss glyphid would be using the reactor as food (to heal), you could repair the shielding to the reactor and stop it from healing or just power through it. After reactivating the reactor you'd need to make your way to the automated defenses.

The automated defenses will be shooting at everything so making your way there won't be that easy. Since dwarves built this space station there are many corridors and elevator shafts you can use to get to and from locations, even the brewery pipe line where you'll get drunk using it to travel.

Once you get to the defenses, destroying haywire boscos and BET-Cs you can finally head home via the drop pod. But wait we've got a monstrosity inhabiting the drop pod constantly spawning more glyphids. Once that's destroyed you can head home with the loot you've collected.

In the space station there will be storage rooms with loot, armories with ammo (that become available after the power is on), a navigation room (where you can get a full map of the space station, making it easier to find the objectives), a repair bay (where you can repair a bosco or a BET-C and have them aid you). These are optional and not necessary to succeed the mission but may increase your rewards.

orchid hare
#

Disable the cooldown on the X “this way” chat command on April 1st (and only April 1st), and only use the lobby dialogue lines of burping, snorting, and coughing

red gazelle
#

Increase Q'ronar Shellback spawn rates. They are weaker and less rolly than they used to be, but still spawn like they are big and dangerous.

alpine patrol
empty talon
#

Add a mission mutation that makes lootbugs aggressive towards players that attack them or get to close

vocal breach
#

After much thought I really fell the Scout's M1000 Classic should go to the Engineer so that he can snipe while his turrets are set up. The scout needs a fast paced weapon since he is always on the fly.

I also feel the Scout should have the shield to make it safer to revive people when down and the Gunner should have flair gun so he can see what he needs to shoot.

Just my thoughts. Rock & Stone!

half frigate
#

Here's food for thought: an alternative to gunner's shield that is a barrier. It doesn't protect as much as the default shield does, but it does last a lot longer and two can be placed at the same time. Reason for this? To serve as a way to limit or restrict the already existing entrances that glyphids can use to get into the room/tunnel you or your team are located in. This could make way for interesting tactics, such as blocking driller tunnels so less glyphids will be coming in(they can still drill their way through the terrain walls of the tunnel), or setting up blocades in rooms or naturally-made tunnels. The base duration for these barriers could be somewhere around 10, with two or three mods that add an additional second to that number. There could also be an overclock that increases the number of barriers to four at a time, at the cost of -5 seconds of duration for each shield and a slightly longer cooldown rate. Yay or nay?

edgy ocean
#

I love the little "immersive" animations for things like picking up objects. I think there is an opportunity to add some for interacting with the minehead:

  1. When you pour minerals into the minehead you should be able to see the minerals (in the form of round/triangular chunks) fall into the grinder and be consumed.
  2. When you put a larger object like an aquarq into the minehead there could be an animation where the grinder wheels slowly break it into chunks like a wood chipper.
  3. If multiple large objects are loaded into the minehead they will "queue" up on the ramp and feed into the grinder one at a time. If objects are loaded from both sides the machine will alternate.
  4. In order for this to work the grinder wheels would have to be lowered a bit so that only two wheels are visible and objects can fall into them from above (currently they rotate the wrong way).

This would also involve adding a new animation for placing large objects into the minehead/grinder, the game currently lacks one and it causes a glitch. If you deposit an aquarq and have other minerals in inventory the "pouring" animation will start to play. If you try to pick up another aquarq immediately it will sometimes fly out of your hands, potentially falling off of the minehead entirely.

proud coyote
#

Reverse gravity mutator
("doubles" the number of cave generations)

tribal gull
#

I think what would make the game a whole lot more immersive and more fun (especially in multiplayer where the core of the gameplay is) would be to refurbish the sounds and vocals in the game. I am mostly thinking of the voice lines in the game.
I don't think you'd understand the impact more voices and variations would have on the game until you actually play with them, but this has come to my mind more and more often lately with newer updates and this is because these new updates often lack voice lines to go along with what comes with them. When I say voice lines I mostly mean:
Voice lines that tell / warn other dwarfs of dangers. Often in new updates that brings new enemies and you tag them with your laser pointer your character would just shout "Enemy" or some other general / template 'enemy' voice line. Having new voice lines and making it a part of each update to bring voices along each new entity / enemy would bring up the quality a lot and make surviving just a little more easier because your friends know what's coming.
Another thing that would up the quality would be not as important but still essential lines such as when you tag a Cargo Pod (I can not remember if this had a line or not but I do not think so) or targeting a Mini-Mule, a Power Pack or the Drop Pod. There are a lot of entities that could have voice lines and having more voice lines that correspond with what you are actually targetting would increase the overall 'satisfaction' of successfully playing in a good coordinated team.
Another area with voice lines to add would be just straight up immersive and feedback lines. I particularly love the starting few lines when you enter the cave in the drop pod and some one says one thing and another one replies like for example: _"Wake me up when we arrive.", "Pull yourselves together!". I can just imagine that when you are in the cave and between the waves a similar thing happens. And same goes for Maggots and weird Fauna.
I have ran out of \ /

edgy ocean
#

Missions do not reward much if you deposit more than your quota. This is a deliberate design decision that nudges players to call the drop pod and extract in a reasonable amount of time. The idea I had was to formalize the opposite “hoarder” style of gameplay as a random mutator for existing missions to give a change of pace.

There would be a new mutator called "Overtime" that can appear on Mining and Point Extract missions, essentially management needs to meet quotas and is willing to pay extra for hard work. Overtime is a rare mutator that applies on top of existing mutators. So it is possible to get a mission with Overtime, Low Gravity and Lethal Enemies at the same time. Similar to deep dives only promoted dwarves can do overtime missions.

Changes from regular mining missions:

  • OT mining missions require you to bring back 400 morkite before you can call the pod. Bringing back extra morkite will increase the credit and xp reward for your primary objective, up to 2x for 800 morkite. OT mining maps are larger than normal Length 3 maps and tend to have fewer tunnels but more large caves.
  • Instead of Molly players are accompanied by Megan the Megamule. Megan is bigger and slower than Molly and can’t fit through small gaps which may require her to dig (driller tunnels are fine). On the bright side players can deposit minerals faster and her oxygen radius on low O2 maps is doubled. Megan’s slower speed makes relocating her more of a strategic decision and the drop pod will also give you extra time to reach it at the end of the mission.
  • Despite the increased size of the map no extra nitra is provided compared to a regular Length 3 mission. This requires players to be quick and efficient at clearing a room and advancing to the next one before they run out of ammo.
  • You have a higher chance of encountering crates and huuli hoarders in OT mining missions. If one does spawn there is a much smaller chance of a second one appearing further into the level.

#

Changes from regular point extract missions:

  • Overtime point extract missions are more or less the same, but larger in scale. You are required to bring back at least 10 aquarqs, but instead of the usual extra 3 there will be an additional 10 you can find and collect scattered about the map. This will scale your primary objective reward up to 2x if you manage to get all 20 of them and mission control will play a special dialogue to congradulate you.
  • The extra aquarqs will tend to spawn both further away from the minehead and/or higher up on the walls. The main challenge of this mode is the logistics of moving multiple aquarqs long distances back to the minehead, over difficult terrain and in the face of constant and increasing enemy swarms. Having a balanced team and knowing how to use all of your traversal tools is essential here.
  • The rate at which enemy swarms increase in size remains the same. On a typical PE mission if you haven’t amassed 10 aquarqs within the first 15 minutes you are likely in trouble. So collecting all 20 requires players to move quickly and focus on the aquarqs, which is a good habit to learn for PE missions in general.
  • To help the players out a bit the turrets on the minehead carry extra ammunition and fire slightly faster.
near glacier
#

also maybe a steam achievement for everyone getting on the drop ship with 3 seconds remaining

hot sage
#

Mutator: Dusty Caves. This would Make flares and headlights Less effective, enemies harder to see, and reduce visibility in general, enemies also prefer to stick close to the darkness

oblique flint
#

Easy variant:
Add optional uncensored voiceover setting (which doesn't cover a lot of voice assets at all), so each character sounds like an authentic foul-mouthed grumpy dwarf, and not like a teenager trying to sound edgy without getting into trouble with the adults.

Hard variant:
Add new selectable personalities as "cosmetics", with each personality being a completely new set of voice phrases with their own flavor. Three, for starters.

Current one can be named "Greenhorn", the default one.
Then there's "Longbeard", done in a serious and grumpy "less is more" manner with straight-forward callouts while keeping all the fluff to a minimum, generally doesn't play around or care for that matter.
"Brawler", an abrasive type that consists mostly of ridiculing or trash-talking all the bugs, Molly and even Bosco.
Finally, a "Hellion" personality, more sentimental than the others, switching from cowardly to smug and back in a comical manner, cracking jokes and generally being an exaggerated show-off.

All of this can be done in respective voice tone of each class, to keep it clear who says what, despite changes to speech content itself, which might or might not be the reason why we can't have voice selection in the first place.

queen ibex
#

Four loadouts for the APD-B317 "Bosco" Drone. One for each dwarf.

frosty swift
#

A human playable character with a magnificent beard, who's just called an 'abnormally tall dwarf' but is clearly not a dwarf, rather is an honorary dwarf as he can hold his own with them, cause it'd be funneh (could fit that old 'mech' silhouette from earlier artwork)

frosty swift
#

Carpet Bomber OC change suggestion: Rounds fired with this overclock should airburst similar to prox trigger on PGL as bombs used in carpet bombing are not impact explosives as that wastes half of their explosive potential into the ground

lone bramble
#

Achievement for departing the drop pod without anyone inside of it

brave moat
#

Achievement for getting on drop pod with one second left

velvet salmon
#

Achivement for leaving the drop pod and reviving someone

raven lake
#

Achievement for "deep diving" several hundred meters while downed with a dreadnought clawing at your body drilling to glyphid China

marble garnet
#

I'd like to give general feed back to attract more people into the game, the graphics (DON"T HATE ME I JUST WANT MORE PEOPLE TO 💓 and get into the game from SOUTH EAST ASIA) could use an update, in terms of graphical complexity and more detail especially the enviroment and the smaller enemies that you fight. It would appeal to more people across the spectrum because graphics does sell games as well.

The lighting system is great but it comes at a cost which is the torchlight, it barely helps as it looks like a post processing filter on screen rather than a 'torchlight' with 1000 lumens available to pierce the darkness unlike the 'throwable lights'

#

-Audio -

The guns sound okay, like they're stock audio from samples with little 'explosive' punch on them, which could use more bass if its possible.

Explosions don't sound loud at all in a cavern there's a need for some serious reverb and compressive effects from air moving at high speed from the resulting explosion.

Turrets sound boring like pea shooters, give them actual scary high giant caliber fire (and improve the cooldown on turrets, the delay after every shot is abit long between shots on turrets)

Monsters themselves are all high pitched except for the bigger praetorians and oppressor's, I would like it more if there was actual chittering footsteps or a massive rumble of thumping when the swarm arrives to really sell the massive amount of enemies that show up.

If its possible to add a rumble to the bigger enemies as they move and some minor 'earthquake' as they move around as the physics itself isn't correct, big elephants rumble the ground when they move.

audio really sells the dark horror experience in a giant cavern with slight reverb/echo that requires testing. If its possible to do live audio processing would make the game TRULY shine as that DEEP. ROCK. GALACTIC.

void pivot
#

New enemy, Glyphid Grenadier or Glyphid Mortar. Is about the size of a warden, is in the same style as exploders and bulk detonators, and has a large cannon like organ on its back. It has about the same health as a warden and has sack weakpoints, like a bulk detonator, on its sides. It will try to stay on the ground and keep its distance from players. It will slowly fire exploding balls at the players with a large arc and travel time. When it is charging an attack it will be clearly telegraphed, the projectile can be heard as it travels through the air

near glacier
#

would be cool if weapon modification were also visible on weapon itself
atleast on basic skin

near glacier
#

would be cool if the neon skins would give off a glow in the dark effect

knotty prism
#

Suggestion: Increase the carry count of LURE to make up for the nerfed effectiveness of the grenade. I'm thinking an 8 count.

gilded cypress
#

A button to launch the escape pod, so no Dwarf is left behind (by accident)

fiery root
#

can we get dark iron dwarves or wildhammer dwarves from wow?

#

The dwarves of Ironforge were originally a part of the Ironforge clan. They later were divided into three factions: the Bronzebeard clan who controlled the city, the Wildhammer clan who controlled the foothills of the mountain, and the Dark Iron clan who lived in the shadows of the mountain

thick quail
#

I'm sure it's been said before, but the crafting minerals per biome need to be tweaked. I can't hold all this Enor Pearls

eager mantle
#

game history screen with stats for each game?

velvet light
#

Make the white boxes from machine events visible on the map once the original machine event has been pinged cuz im tired of not being able to do a machine event because i cant find it.

onyx crow
#

A mission clock when viewing the radar would be nice.

formal garden
#

For the love of Karl, please, make leach's "attack radius" like cylinder, not a big conus.

tired flame
#

Possible description of mutators impact on the game when hovering your mouse over it in the Terminal

next vine
#

not sure if this has been suggested but, would it be possible to have a cooldown counter for iron will ? to make it balanced it would only show in lethal difficulti

near glacier
#

A new monster : Like the Opressor and the Detonator , but for the Mactera that would only appear during mactera plague , but still have a small chance of spawning. Like a Mactera Spawn or something.

valid shuttle
#

Please change M1000 back to its previous form. It went from my most favorite gun, to something I never use. The GK2 is now simply better in any situation. The M1000 has been reduced to a gimmick.
GK2 was a generalist weapon. Now with M1000 no longer being as good at sniping, in favor of buffing hipfire - it is more a of a generalist weapon. The GK2 is now better at long range, and at close range - making the M1000 obsolete.

quick frost
#

Can we get indicators of fellow dwarves thrown grenades (similar to what happens with the IFG)? It would be nice to have a marker pointing out where a grenade is so reactions can be made.

lone bramble
#

Make the barrel hoop top speed slower.
The barrel hoop game top speed is too fast to combo effectively
The barrel doesn't have time to hit the ground even before it's too late

ebon merlin
#

remove acid spitters they do way to much damage

kind spear
#

Enemy attacks the throw you into the air are extremely annoying, the attacks can't be stopped and once in the air not much can be done to stop you from falling. This can lead to situations where the player gets pushed into a large cavern and dies without having the ability to do something about it.

cloud thicket
#

Thoughts on a theorycrafting discord text channel to discuss favored/situational class builds and playstyles?

rose umbra
#

New mission idea- Escort Mission? Transport a NPC dwarf to complete a mission or rescue other dwarves. New Class? Also sitting on a lot of perk points with nothing to use em on.

fierce thistle
#

Some way to see what Mutators are available in a given region from the main overview map. Just so I only have to click once to see if there's a Gold Rush mission, rather than 10 times.

dawn grove
#

Bronze and Silver stars look very much alike! Hard to tell if player either one of those.

edgy ocean
#

Change the graphics around promoted dwarves so that the colour outline around their portrait is fully visible instead of the stars covering up the top of it.

oblique flint
#

Bosco commands:

Create an optional APD modification "Command override" that can be chosen instead of rockets.
Commands have the same amount of charges and triple the cooldown as rockets do. Further mods that affect charges and CDR for rockets do the same for commands. Cryo-rockets can add additional freezing effect to Bosco shots during any combat commands are active. Orders/grabs cancel the command.

1) Protect me, Bosco!: Activated by holding call key (default X). Bosco hovers over the player's head, perfectly matching his position and speed, while gaining 150% more range and targeting enemies closest to the player with perfect accuracy. Lasts 15 seconds. This command can not be cancelled.

2) Search and destroy!: Activated by using laser pointer alt-fire (the same way rockets are activated) on an enemy. Depending on enemy selected (swarmer-sized, grunt-sized, big, and stationary) Bosco will search and attack the closest enemy of the same type (completely ignoring other types), gaining 500% speed boost and +1 damage bonus for the duration or until the command is cancelled. Lasts 30 seconds for small enemies, 45 seconds or 20 kills for grunt-sized, 1 minute or 3 kills for big enemies, 20 seconds or 2 kills for stationary. If a timer runs out until the last target is killed, Bosco stays on target until recalled or done with his task.

3) Make a breach!: Activated with pointer alt-fire on a surface. Bosco travels at 500% speed bonus to select locations, channels for 3 seconds, and rapidly breaches a dwarf-wide hole in the wall 8 meters deep, perpendicular to selected surface. No time limit, drone executes the command until finished or recalled.

4) Escort the minerals!: Activated with pointer alt-fire on carriable objects (when they are already dug out!). Bosco grabs the object, delivers it at 100% speed bonus to Molly/Minehead/Drop Pod, and deposits it without any further input. No time limit, drone executes the command until finished or recalled.

rose pollen
#

I'm a little surprised that none of the Thunderhead's OCs or mods put fire damage on your shots. Fear-inducing splash damage + catching targets on fire would make for a pretty fun combo of mods, I think

sturdy smelt
#

it would be cool if there was a added voice line for when you are in the pod extracting that says "Dwarfs! We are leaving!" similar to this from aliens.

glacial cairn
#

Maybe make it so Bosco can pick up secondary objective items? Like Fossils or plants, this would make it easier to finish them solo and without having to be scout to be able to reach high up spawns or places.

Yes this only applies to Solo, it still makes the game just that more accessible

velvet needle
#

New players joining an active mission can be vulnerable to enemy attack when they first land as they're unable to react to their surroundings until the pod bursts open. This can be especially detrimental if a swarm is ongoing on higher difficulty levels. I'm unaware if a mechanic already exists to accommodate for this, but in the happenstance that it does not it would be a nice QoL improvement if new miners could have either a brief window of invulnerability after they land or an AoE fear effect when the pod makes contact with the ground to allow some breathing room.

sage pine
#

Terrible Easter Egg: Let us press E to pet Glyphid Bulk Detonators.

candid grail
#

Could be neat to see the current progress of the Interplanetary Miners Union, in numbers, and not just a steady bar. Example, bronze objective this month for Dirt Diggers was to kill Detonators, 27.749 of them, but having an idea of how many the community actually killed could be... neat. Unnecessary, but neat.

Prolly said thousand times so sorry for a possible repost ❤️

glossy yacht
#

For 170~ nitra you can call back BOSCO as a fifth member (for a limited time), using the hosts loadout. He can be used by anyone. Left click will still be mark, right click will be attack (double click will be rockets) and hold will be mine. He will follow the mule. (Could make it so he can only be used around the mule n a radius)

near glacier
#

Hello fellow miners and direction !

I’m here to propose some addition, I think that we need more armor stuff and maybe a reforge of color selection for everything;
I explained :

For weapons, every colors would be distinct from skins (custom engineered, mechanized, glyphide trophy hunter and else, that would be add separately and would be affect by color choice) and an option can be select for supporters to add just little detail of gold on every weapons skins and colors.

For armors, pretty much the same thing, add some colors variations on every armor, and add also some extra skin that can be put on armor like some glyphide stuff, mechanized, etc… and for supporters a gold aspect for all different armors.

And maybe some basic colors for extra gears (grappling hook, platform gun, etc…)

And I don’t know if we deserve it, but a Gold with diamond pick as a pickax skin (and bosco) for supporters would be awesome

I hope to have been clear, I also hope that you like these ideas of changes and additions, and hope direction see us !

Love you all, fellow miners and dev !

ROCK AN STONE !

fallow pilot
#

Yo, I have a suggestion to make. For some of the Low Oxygen missions The MULE is often climbing walls leaving you to die. So to combat this could we have The Mule drop off an air canister that is one use and will fill all your oxygen at once. Just a suggestion as I've lost a few missions to The Mule abandoning me.

crystal wadi
#

something to show that your teammate is on iron will so I can plan around it and not leave the problem to them.

hoary ermine
#

could we get an option to prevent wall eyes from spawning? I don't mind them as an art choice, but I've nearly had an anxiety attack multiple times because of them

rose pollen
#

Building on the previous Thunderhead suggestion re: fire damage, take it a step further and incorporate an OC that lets splash damage apply sticky flames for a few seconds

Pros: Greater burn damage resulting in enemies igniting faster
Enhancing the inherent AoE of a splash weapon by applying an AoE to the area around the impact zone (would help compensate for Thunderhead's accuracy)

Cons: Less direct damage probably, or slower firing rate with the in-universe justification being that it's to prevent overheats

rapid panther
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Rock and Stone Brothers! I have an idea but sorry if this has already been suggested I searched some key words but nothing came up. a new mission, a bunker mission. four Dwarfs went in, none came out. it's your job to salvage the base and get the goods.

My though was give people about 7-10 min to clear out a busted bunker type fort, driller could use fire to clear dead bugs and drill out chunks of the roof that are now imbedded into the floor. Engineer could mend walls and repair bridges; scout and gunner could work on generators that will needed to be defended to complete the extraction. They also keep the floodlights on. Maybe the light gets dimmer as each generator falls? this would be the engineers time to shine

This is another idea, my pet asteroid. The bar is relocated to a more suitable location. Miners, you have done well this year. Management has granted this station its highest honor. As you can see you are now attached to a small asteroid. In your down time management will allow you to practice your skill. If you happen to… damage this area so badly it no longer can be used. Management will get you a new one… for a fee!

Just a small dense chunk of rock we can carve out as a base. This could even lead to a mini game where dwarves face off in a Nitra ball fight. “dwarven hand cannon that fire a compact red ball that blows up into a million sparks on impact” the arena being hand made as is dwarven custom. all the teams hand cannons could be on a rack as you enter the room. You auto grab it when you enter and hang it up automatically as you leave.

edgy ocean
#

Sometimes when you join a game from the server list it starts to load you into the game, but then dumps you back into the lobby because "you can't join a game that is just starting". You can however join that exact same game just 10 seconds later.

My suggestion would be to implement a slight delay into the joining process so that the game simply waits until the game is in a joinable state before adding the player to it, instead of rejecting the attempt for no real reason.

knotty prism
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Suggestion: Tentacle Beard, sort of like a Cthulhu type thing, I dunno

sand niche
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How does the droppod leave?

I would suggest that it dumps its drill, giving way to an ascend thruster assembly. (Similar to how the Moonlanders dump their lower part before getting back to orbit.)

Molly could also maybe come from a small hatch on the backside of the pod, or could simply be docked there. Same goes with bosco.

lunar gulch
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I want a beer which increases the pickaxe area to make bigger holes.

mighty mauve
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UI indicator for how much longer the turrets will hold a charge from turret arc. And possibly make them have a higher chance to charge n the first place

low peak
#

Can Bet-c show up when you pull out your scanner like Bosco does?

#

also what if bet-c randomly came with you instead of bosco. Low % chance, but that could be pretty cool. She would also not despawn when players joined.

jade magnet
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A variant skin or option to turn the gold of the relic skins into a silver color set on darker metal (sometimes you want something pretty without all the flash)

serene jay
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When you start a new loadout, please make it have all the upgrades from your default loadout selected already. I made a new loadout and started a mission only to realize I didn't even have the pickaxe special attack because NONE of the upgrades were selected. It makes much more sense to just change a couple upgrades from what you already had instead of having to select every upgrade for every weapon over again

severe moon
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A variation for the Engineer Platform gadget, an option to increase the surface area of the platform shot but lowers the fall damage reduction, and vice versa where you can make a smaller platform but it increases the fall damage reduction.

As someone who constantly uses (and fails more often than not) with using the platform as a cushion, this would be heaven

#

Also a variation for the Engineer Turret (probably on the same upgrade path as the last one) where you can throw a smaller turret at a wall or ceiling and it unfolds itself, probably like a weaker Lite version of the normal turret. And it can shoot or even tag enemy monsters just for balance. But the idea of a weaker turret that can be self built onto any surface sounds really helpful sometimes

lost hawk
#

A Linux/Proton channel

tender crater
#

A beer that spawns a bulk detonator for 20 seconds.

edgy ocean
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This is not a high priority but I think it would be awesome if we could get some kind of sync-kill or assassination system for dwarves in the same vein as dawn of war or Halo: Reach. Basically if you kill an enemy with melee and hold down the button instead of clicking, the camera will zoom out to third person and you will perform a "stylish" kill animation before returning to first person a few seconds later. There could be different animations that play depending on what weapon you have equipped, what direction you attack, what enemy type or what class you are and so on.

You could also have "boarding" attacks in the same vein where dwarves latch onto large enemies like breeders or praetorians and plant grenades on them or hit them in a weakspot. You wouldn't be able to do this everytime, maybe if the enemies are stunned and/or past a certain health threshold. Example: If you score the killing blow on a breeder using a power attack while both of you are midair, you will ride the breeder's body down to the ground and use it to cushion your landing.

fickle egret
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Are suggestions on existing Overclocks allowed? I just got the "face melter" unstable OC for my flamethrower, and it really does not feel powerful enough. It decreases max ammo and increases fire rate, so the ammo economy is harmed drastically. The slowdown seems fine, but the damage boost feels too small. It only adds 2 more damage. By comparison, the clean OC "sticky additive" boosts damage by 1 for no penalty. If this overclock is meant to melt faces, I think a damage boost of +3 or +4 would be more appropriate. a base unfiltered fuel flamethrower can already melt grunts pretty fast, this overclock seems like it should melt the face off of a grunt guard or praetorian if it's going to have less ammo and slow you down. A "candle" that burns twice as bright but half as long.

severe moon
#

Upgrade to improve fire rate on platform gun please. It shoots like every 2 seconds which is quite annoying when trying to escape or make a staircase

edgy ocean
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The Kursite Infection machine event should have it's duration increased a little bit, at least 5 seconds, maybe as much as 15-20 seconds.

I know that doesn't sound like much but what keeps happening to my party is that we just barely win or just barely lose the event. Even with a full party of veterans who don't miss a single enemy it tends to come down to the last 1-5 seconds to deposit the final kursite into the grinder. In one case we lost the mission at the last second when our scout was just inches away from depositing but couldn't walk any faster.

Having a slightly increased timer would also stop environmental effects from being an instant fail. In one case we lost the event by about 3-5 seconds because a blizzard rolled in right when the last kursite mactera spawned and we couldn't see it until the blizzard cleared. It only blocked our vision for a short time, but that was enough to make us fail the event even though we had performed perfectly until that moment.

EDIT: The spawn numbers/timings for each kursite enemy could also use some scrutiny. They don't seem to generate a consistent amount of kursite over the duration of the event.

hard dawn
#

Please post some analytics of class usage, weapons-usage and statistics as well as how many bugs of each type have been killed, as well as objectives and biome-type related stats, too, like how many missions failed on what difficulty, that would be really cool to see

wise needle
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Can we have an enemy that's more though than Dreadnought, but has size of/larger than Bulk Detonator.

cedar knot
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I feel like upgraded for molly would be a good idea, for example making her stick closer to you without calling her or making her move a little faster, or other things such as having a mounted turret on top (all ideas for solo)

serene jay
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Please tweak that message so that it says what the requirements are. I just found out today that assignments have a minimum difficulty you need to choose, the game is not very clear on this point. The player might think it's something to do with them needing a minimum rank, or certain weapon mods installed etc.

slim mural
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Related to above pic regarding the mission selection screen; if it's multi-player, have the option to name the game here for when it shows up in the server list for others. More of a convenience thing to make changing the name of the game server specific to the mission selected.

severe moon
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Weapon evolutions. Working the same way as class level ups do. They prestige after a certain amount of kills and types of kills (headshot done to X, X damage done to weakspots) to unlock different meshes and skins of weapons and to unlock newer upgrades and so on

hot shard
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This is a addon to the "Haunted Caves" Warning. Instead of having a Ghost version of the bulk detonator, There would be a 10% chance of having a ghost version of a cave leech instead of the unknown horror. that would teleport to different locations ever X seconds or whenever shot at/downing a dwarf.
It can't be killed like the unknown horror and will drop a dwarf when shot at (Even if the dmg is only 1 dmg) it let go then teleport 3 seconds after. If it downs a dwarve it will drop it then teleport away in 5 seconds. (Teleport time if it does nothing is up to devs)

opal glade
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So I was thinking about what error cubes should do. I think if error cubes opened up a rare (door) or glitch gate that rarely spawned either mid mission or on the space rig would be a good idea. This door or gate would lead to a biome more mechanical like the mechanical events and robotic enemies/terrain, almost like a spaceship biome. It could provide completely different loot or items within it.

slim mural
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Here's a far fetched one that's a rip off of TF2 (at least that's the game I found it in). A "Request a Coach" button. New players can hit it which will queue a participating veteran player to work with them <insert successful method which doesn't require a lot of extra programming and everyone likes here>.

lament dagger
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I'd like to not see Bulk Detonators any more in solo when a "stay in this zone" is active. It is completely unfair and ruins a run entirely, especially after doing all the deep dive objectives except black box then having that thing happen.

slim mural
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An augmentation of the current deep dive system: instead of preset stages for the deep dive, allow for a simple voting system for stages 2 and 3. The group gets a choice of 3 possible stages to progress to. You could leave out some details of the stage to keep it a bit of a mystery as to what they'll specifically encounter. Perhaps let them choose biome type and main objective? In the event of splits or ties, RNG Gods decide. This would give the deep dives some potential added playthrough value?
Edit: Stage 1 is rando between 3 presets? Clarification on choices for stage 2 and 3, they get 3 to choose from but the only information would be biome and main objective. I've been drinking.

thick quail
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(Preface, this isn’t my suggestion but was commented on one of my posts on Reddit)

Low Oxygen is a rather hard modifier, and you can be screwed over quickly if Molly parks herself in a dumb place. And the person suggested that instead of going down when away from Molly for too long, instead it blurs your vision like your drunk, with it getting progressively worse the longer you spend away from Molly. That way the mutator is debilitating instead of annoying. After all it’s low oxygen, not no oxygen

edgy ocean
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The Flow Rate Expantion overclock for the cryo cannon could use an overhaul. It is pretty much worse in every way compared to the stock weapon. The pressure loss penalty only allows you to fire for 4 seconds between reloads and this isn't enough to freeze larger enemies or deal much damage to smaller enemies. You can use upgrades to reduce the pressure loss, but the lower the pressure loss the less you need to recharge, which renders the primary benefit less useful. Essentially this overclock only exists to solve the problem that it creates. If you take those same pressure loss upgrades and apply them to a regular cryo cannon you gain much more "uptime" and damage/freeze output, on top of whatever other overclock you choose to apply.

My rebalance suggestion would be to add new effects that lower the chargeup delay and the repressurization delay to minimal levels to make up for such low chamber volume. This allows the FRE weapon to fire in quick bursts with the pressure immediately bouncing back between shots so that you don't constantly trigger downtime after each shot and hobble your DPS. Reducing the charge and pressure delays also makes it more practical to replace them with different upgrades like freeze power and range, opening up more builds.

Also you misspelled "Expansion"

lean haven
brazen juniper
#

if what @thick quail has suggested makes it in which is that the current low oxygen mutator gets changed to his idea, can we have a mutator called no oxygen as well which is just what we have now.

so all thats happened if this idea gets added, this we get another mutator

austere roost
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Is there any possibility for me to lend you my voice?

brazen juniper
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when the dwarves forge a matrix core, towards the end of the animation they will brush their hands, now during this part can we have some dust coming from their hands to make it look a bit better pls

turbid pawn
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I'd like to suggest a feature like Monster Hunter World’s SOS flares – once in a game, the lobby leader can use a menu option to tell management that they would like backup. In the Server List any lobbies which have requested help will be marked with an icon, and there will be a filter to display all lobbies which have requested backup.
I think this should be fairly low cost and gives 2 nice benefits – new players (or players struggling with a tough mission) can ask for help from more experienced players, ensuring they are able to play co-operatively when they want to.
And veterans who want to play but may not have any specific goals left will have a way to easily jump into games that they can help out with.
There could also be an achievement and milestones for responding to X successful backup calls.

formal garden
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Add a random "Blacklock Lager" effect in a Haunted Caves.

frosty swift
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New gunner primary idea: RL-4HY "Rockit Launcher" Single barrel, held over the shoulder like a typical rocket launcher, has a four round magazine, drop feed style. Explosives have a, slightly smaller, aoe than PGL but massively increased base armor break. Can stagger and stun giant enemies if you hit them in the face (including dreads) but has limited ammo compared to other Gunner primaries. Basically, this is what you take when you want to kill big things in a big way (yeah it's kinda of semi jokish, but would also make sense for DRG to supply some potential counter measure to dreadnaughts and oppressors)

quiet kite
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Boomstick Overclock that GREATLY magnifies the range/effect/damage of Blast Wave at the cost of (ammo/RoF/single target damage/whatever is appropriate)

nocturne jungle
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How about a bar menu in our pod that lets us see what special is on offer without having to waddle over to the bar to see whats for sale so we don't waste the lobby's time just to find out there's no pot o gold on sale.Not saying to buy the beer in our pod, god knows management would never allow that. Just having a sign near the terminals or in your quarters to save you the trip.

Also, why not just allow us to buy any booze at a much higher cost, like 25x malt flower or whatever the resource is called, and have the daily special which is one flavor of beer at the typical discounted price. I mean sure, I know most people are just going to use it to buy Pots O Gold with gold mania but it'd still be nice to have the option to pick up Red Rock Blaster or Tunnel Rat on a particularly hazard mine.

While on the topic of booze it'd be nice if late joiners could have the option to buy a copy of the booze buff the lobby host has. It is very painful having someone come in to a pot o gold run and having them drastically gimp your gains.

foggy stag
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Just had a first time troll host (or very greenbeard) start the fuel objective on a Salvage mission while me and the only other player were engaged in a machine event. I could also see a potential situation where a troll might fix up a Black Box while a Dreadnought is being fought during Deep Dives. Maybe make an option or a default setting that disables priority objectives from being started while there's something else the group should be focusing on. I can't think of a situation where you'd want to do two at once, except to show how big your rocks and stones are.