#suggestions

1 messages · Page 78 of 1

cunning yacht
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Add a second or so grace period to the timer decay on defense objectives. Instead of the timer switching from green to red immediately and starting to decay, have it first switch to yellow/orange and either stay still or decay much slower, something like 25-50% of normal. Could make it a two-stage grace period if you're feeling fancy, first yellow at 0-25% speed for half a second, then orange at 50% speed for another 0.5-1 second, then the normal red at 100% decay speed (or maybe a bit faster to compensate for the slowed start).

The main benefit this has would be reducing the impact of vacating the area for a moment while a bulk/exploder swarm detonates or the driller ignites a bunch of praetorian gas. Second, and possibly for free depending on how the voiceline triggers are currently implemented, this grace period would also prevent stepping outside the zone for 0.01 seconds triggering MC to yell at you. I'd love a delay to MC screaming about staying inside the zone regardless of whether or not the stopped/slow decay grace period gets implemented.

lofty apex
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howbout make the parasites more intresting and deadly cuz they dont really do much

neat bluff
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It'd be nice to have a limit on how many events can happen at a time while in a mission. Just had the unfortunate scenario of starting a machine event, then 20 seconds in a swarm started, then 10s later a dreadnought spawned, then it started raining as soon as that announcement was done. Turned a smooth run into a near wipe in less than half a minute, with nothing available to the players to mitigate anything.

winter belfry
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An achievement for downing someone, getting downed by someone, and (somehow) dying by Bosco.

winter belfry
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Something Silly I think would be cool. A room of 'Barrel Graveyard'. Just a counter and a screen showing a slowly-progressively-getting-bigger barrel pile. Said barrel pile is all of those poor barrels that got jettisoned into space from the Drop Pod forcefield.

nocturne jungle
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As problematic as this is I doubt it hasn't be suggested before but it'd be nice if the escape pods landed similarly to drop pods for late joiners where it doesn't actually dig out the land under where it lands its very annoying trying to enter the pod while being swarmed only to accidentally misstep and have a massive tumble down inbetween a huge slope and a drill teeth

hot shard
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A slight buff to gold loot bugs.
Along with the regular gold drop there is a 10% chance a compressed gold will appear from it.

flat jay
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decreasing the size of the corporate marine helmet would be nice since it's absolutely massive which makes it look silly, but more importantly makes it clip through a ton of armor (the gunner mk3 heavy is probably the worst offender)

#

a tier 4 (3 if it were to replace hardened rounds) upgrade for the engineer turret that adds an atgm ||(anti tank guided missile)|| on top of it that could periodically consume 3-5 ammo then fire a missile at the current enemy for high armor breaking (+400% if tier 4, +200% if tier 3) and moderate damage (20% more damage than the ammo consumed if tier 4, 10% if tier 3)

kindred kettle
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Moving the Flare Gun's "Auto Reload" modification down a tier, putting it next to the fire rate and magazine modifications. Automatic reloading is convenient, but there's hardly any reason to equip it when you could instead be taking the total ammo or burn duration modifications.

crisp obsidian
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purchasing an upgrade for every slot of the weapon should unlock a random overclock for it, so players always have a way to have at least one overclock for each weapon.

winter belfry
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Something for a class that basically is a heartbeat scanner.

winter belfry
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A mission that is always accessible to anyone and everyone from the getgo. It being a horrible, god awful mission that is always 3/3 on length and complexity, and always is a 'Collect Morkite' or 'Collect [Item]' for up to the 1,000 amounts. The catch?
It has every horrible modifyer all on at once
Maybe it'd have a crazy XP reward, or you get a special thing in the Rig. Or just something that says 'I DID THIS. And you, didn't. Coward'

edgy ocean
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For weapons that have an auto-reload when not equipped like the flare gun and boomstick, can we get a UI indicator that shows how long the reload will take? It would be just like the gunner's shield charge indicator, or the power attack cooldown indicator.

gilded cypress
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More explicit feedback for friendly fire - hitsounds, crosshair colour, text notification ect.

loud bluff
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Pleeaase let me hold R to spin my pistol indefinitely

wind magnet
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Add a natural spawn into haz 4+ missions that has the same 'footprint' as an egg but contains a cornucopia of gems and gold inside (a geode of sorts), but the catch is that it can only be cracked open by a drillers drill. (Or maybe bosco with a perk for solo)

tardy canopy
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I would like to see a buffed Warden variant that always tries to break line of sight with the miners, while staying near enough to buff other glyphids. Maybe acid spitters and web spitters.

tardy canopy
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Also, my team and I were joking about how appropriate it would be if setting off a long chain of explosive plants summoned a bulk detonator, like it was a mating call. Perhaps a variant bulk detonator that drops gold or something, as a reward for deliberately summoning it.

vast vector
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The way the dillers freeze cannon works is idiotic for firing those ice shards

#

have it be hold reload (r), and hold down left mouse button to charge freeze shot strength then release left mouse button.

fresh kettle
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A friend of mine joked about adding elevator music when dwarves are on ziplines, and I would love to see that. Bonus points if ice cream truck music could also be a thing.

winter belfry
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They should put a joke tip saying "Hulli Hoarders are rare! But just be sure you can kill it safely!"

flat jay
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as a suggestion for an alternative for the engineers turret would be a turret (or perhaps a pylon, the model itself doesn't matter too much, I personally have a "turret" with a beam/tesla emitter where the gun barrel would go in mind) that fires a beam to a dwarf in range that expends its ammunition (fuel?) to rapidly recharge said dwarves shield if its damaged, potential upgrades i can think of off the top of my head

tier 4

when shield is already full it can overcharge your shield to a degree (20% of max shield?) without expending ammo (or slowly because if it continues to drain you'll run into the issue of it draining its ammo in a situation where there isn't even enemies about making it a complete waste)
in a similar but opposite vein to the last upgrade when your shield is full it can divert its power from the dwarves (full) shields to its weapon increasing damage 10-15%(?) "turret"/pylon ammo will be consumed when firing the overcharged weapon this effect will cease if the dwarves shield drops beneath full then it'll switch back to its standard shield recharging function
effected dwarves will arc damaging electricity to nearby bugs (expends additional ammo to do so?)

tier 1

Gemini system
an enhanced version that increases the range and rate of recharge i.e. a mkII basically
(not the most creative tier 1 upgrades I know, but it definitely works well)

other tiers

stuff that increases ammo, or maybe decreases the amount used, increasing the range etc.

#

edit: I would like to clarify that this would not replace the engineers turret, but could be chosen as an alternative like how each class has multiple weapons to choose from, I feel this would help support build variety and could open up the engineer being a support in a defensive role as opposed to being offensive (not my personal preference, but I know many out there that enjoy having the option to play that way) and perhaps this could open up the door to other classes getting more gadgets to play with as well

quiet kite
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Add a Dreadnought variant with much weaker armor, but whenever you cracked the armor it bursts with a harmful effect specific to the biome.
e.g. Magma Core has it shoot out a few weak but explosive Bulk pustules, Glacial risks freezing any player near it, Biozone shoots out a ton of spikes behind it like an Ejector cactus, etc.

nocturne jungle
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So I think Machine Events need a sorta tweek. As they are, as far as I can tell, the best way to farm them is to just hunt short haz1 missions. This sorta kills it in a way because Overclocks are suppose to the a sorta gamechanger in a way for your weapon. I think a good way to counter the haz1 farming could be to have scaling rewards, higher level hazard ratings could give more selections of overclocks so like a Haz1 might only get 1 option while a Haz3 would get all three but a haz 5 might see 6 options to choose from.

Additionally I think ME's should payout something in addition to the overclock cores so they're worth completing for everyone and not just those with a few blank cores. Couple inventories of Nitra, some gold, crafting materials, etc. As it is currently I don't feel to enticed to run a sprinkler event at the best of times least of all when I lack a core, and the same goes for the other events which unless you have a core only serve to waste time and ammo

hybrid remnant
crisp obsidian
nova gorge
#

Alternate toasts for the leaf lovers special: "Leaves and Grubs!" "To our health, i guuuuuesssss"

iron river
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So this is the channel if we have any ideas right ?

#

I’d love it if there was a way to visit the exterior of the space station. Being able to venture in space could even introduce new missions types.

Im thinking mining minerals from asteroid clusters or exploring a destroyed and overrun space station or vessel where the team would need to harvest spaceship parts to repair and maintain the mining rig. The idea of the space stations being vulnerable to attacks could even be exploited with another mission or mini game where you defend the station from hostile aliens with the help of turrets or maybe repairing the station using welders of some kind.

All of these missions could be accessed through a separate console ( maybe located outside the ship? ) after reaching a certain player level as they would be more difficult and would require good cooperation between players.

In my opinion being able to go outside the mining rig and spacewalking across asteroids or destroyed ships or even running on the surface of the station using magnetic boots would contribute greatly to the whole “galactic” feeling of the game. I realise this would mean a copious amount of efforts and tremendous work from the Ghost Ship crew and I know that it could only happen wayyy after the game is completely developed.

Overall I believe this space idea is worth exploring by the development team ( btw you guys rock) and I look forward to maybe one day seeing it introduced in the game.

lost crane
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(Haven't see it, but probably missed it) Could you, in some way, tribute the pheromoned glyphids kills to the scout ? It's not much, but it's rewarding to see how powerful theses nades are, and kind o' sad to be the last in kills because phero doesn't count

winter jay
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A "Rump Rocket Red" fun beer. 🍺
Makes your dwarf fly in the direction of the camera via 15 continuous gaseous propulsion.
It'd be great fun to combine with the underminer bug/easter egg that gets you out into spaaace. Given the popularity of Flintlocke, "mobility" beers seem like some of the most fun.

crisp obsidian
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New overclock beard: Bullet Braids

A beard with rows of bullets braided into the locks

nocturne jungle
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Anychance we can get a slight redesign of the minigun so the Heat Gauge is also on the ammo readout instead of radial gauge that is nearly off screen? I play on 1280x720 and I've already got my gunner promoted before I even realized there was a heat gauge because of how missable it is.

paper coyote
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I've actually gotten tired of the one dude voicing all 4 Dwarves, and they don't even sound Scandinavian (dwarves have their origins in Norse mythology after all). Any way we could get 4 guys together from Denmark, Norway, Sweden and... I dunno, Iceland? To record new and unique lines for the dwarves, help them sound much more distinct and expand upon their personalities

edgy ocean
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I noticed that Volatile Guts enemies sometimes snap back into a neutral "T-pose" for a split second before exploding. (not really a t-pose but their normal idle position when not moving). It's especially noticeable if they are in an animation at the moment of death, such as roaring or stomping. The animation will cut short and they will snap back to "idle" in the very next frame, and only then explode in a shower of yellow guts. It's more noticeable on the bigger enemies.

So maybe you could add more of a transition so it doesn't break the immersion? Such as having them ragdoll for a second first, then explode.

jolly perch
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Changing the market prices on minerals randomly
Current prices: 150 to buy, 50 to sell
Proposed prices: 95-160 to buy, 40-105 to sell (each mineral has its own value randomized each cycle, but the buy and sell price of a single mineral should never overlap, whilst overlapping with other mineral values is fine)

How values are calculated:
A new cycle begins, new missions available.
Croppa buy value is a random number between 95 and 160
A random value between 40 and the lower between 105 and croppa's buy value subtracted by 10
Magnite buy value is a random number between 95 and 160
A random value between 40 and the lower between 105 and magnite's buy value subtracted by 10
Magnite's value does not affect croppa's value, and so on.

last wasp
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Lootbugs should burrow away once you deplete their HP, and instead if you get to, and pet them, they leave you more loot than if shot before they burrow

edgy ocean
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If you're playing solo and use the laser designator on a naedocyte egg, Bosco will go over and light it up as if you clicked on terrain. He should attack the egg instead.

slim monolith
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A repairable beer machine that you feed ore and it gives you 4 cups of a random buff beer? (Maybe it costs a lot of your nitra?) After it has been activated mission control demands you self destruct it and it be forgotten. (R and D made a mistake making an ore to beer machine and DRG hides they're existence?) I feel like it would add more fun to the game. Also maybe barrels get replaced with beer kegs if you take out enough or complete a mission? Maybe it has to do with levels? Or maybe you can buy an expensive beer keg that you can use to refill your cups with a specific beer. It feels important for partying! I need a way to invest more into my on-board parties. Speaking of which a party room where the dwarves are all wearing jump suits so you can't tell which class they are?(Or maybe colors for said jumpsuits that show class?) Maybe a hallway loads you into the room that can have up to 12 dwarves in it and a cooler boombox that you can choose songs to play on? Then I can play the DRG song on it and party with my kegs! Tell me what you think!

jolly perch
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Gyphid bulk detonating warden dreadnaught brood nexus
It's like a glyphid brood nexus, but it spawns glyphid bulk detonating warden dreadnaughts
(Glyphid bulk detonator) death explosion + (glyphid warden) summoning, buffing, healing glyphid exploders + 3 temporary weak spots (GBD's tumours) + 1 glyphid dreadnaught bum (the only spot that takes damage once tumours are gone. Has a regenerating shield.)

kindred kettle
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Some sort of UI indicator (such as a progress bar) to show how close the Dreadnought's armor is to regenerating.

violet quail
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How about a praetorian with a mini brood nexus on its back that constantly spawns swarmers until it dies?

ripe smelt
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Change mods for the M1000 to be strong when at a certain distance so it shouldn't have to compete with silly handguns

shut rivet
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Make power attack damage (and/or possibly terrain carve radius) scale up with your fall velocity. Imagine jumping down on a praetorian from a great height and applying huge damage to it in one swing! Though it'd mostly be for fun and epic moments.

spice timber
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I told a friend of mine I am playing with, that with the new update there was an achievement for petting 200 lootbugs... We played for awhile and was a little upset when I told her I made it up...

Please add a bug petting achievement so I will be forgiven..

frosty swift
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Minor heal when petting a loot bug (like 1-5 hp) because the purring they let out soothes the dwarves' pain by comforting them much like how cat purring IRL can actually help soothe some conditions

wraith pawn
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would like to suggest the following: when a team/player comes up a machines event and they mark/highlight part of it (key entrance, tritilyte deposit, sprinkler etc) with the laser to have it highlight all the related parts to the machine in order to find it faster in case it gets buried under ground or placed in an awkward spot.

winter belfry
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There should be an Extended Mark option, so someone can mark something and have it marked longer (like wanting to mark the Horror, or mark a Mini Mule)

ember pendant
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A very rare large lootbug boss that when it makes noise it deals little dmg but high knockback and drops a lot of minerals and of course you can ride and pet it

frosty swift
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In regards to Huuli Hoarders, Menaces, Sharks: if they are stunned while digging into the ground, they should be stopped, instead of being able to continue digging into the ground to essentially teleport away, allowing better counterplay options (especially since the huuli when alerted can sometimes INSTANTLY dig away before you can even do 5% of its hp in damage)

low peak
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When you "fail" to charge the fuel cells in a mission it shouldn't fail the mission. it should just go back to 0 so you have to start over, or make you re-build the machine. Failling you doesn't make sense

sonic pollen
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what about a stealth bug that works opposite to a mactera grabber, its a silent attacker that goes after isolated dwarves specifically, avoiding the larger dwarf groups.
If a dwarf breaks off from the group the stalker follows them and if the dwarf doesnt rejoin the group within its "patience" it will strike.
While it may avoid groups that doesnt mean it can see through walls, it mainly tries to evade light when theres >1 dwarf in an area that it is aware of. This thing would be the most complex, rarest and most dangerous of the glyphids rivaling Bulk Detonators purely because you are unlikely to notice it until it strikes
to expand on this idea, its silent so it doesnt let off loud screeches or anything, it sticks close to the ground, avoiding ceilings and walls prefering to stick to cramped tunnels since Scouts shoot alot of flares in large caverns.
its "Strike" would consist of a grab that prevents the dwarf from calling for help, it downs the dwarf instantly AS LONG AS! the attack was a stealth attack, additionally it completely prevents help callouts so the team has to notice you are gone for help to even come
bonus thing is that it would make a much better bug to use in haunted caverns
as for how it would look, my idea was some sort of smashed together fusion of a Praying mantis and a crab
cause imagine this thing jumping you in the middle of dark tunnel with none of your team to save you there

edit 1: just to clarify, by opposite to mactera grabber i mean that its not a suicidal charger, even if it spawns it might never strike through the whole mission.
(oh and if the devs dont mind the challenge of it maybe add a method to make them smarter overtime to the point where they are almost impossible to catch and are just a silent killer that haunts the nightmares of dwarves)

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oh and as a side suggestion, add a Shellbug Dreadnought, cause i saw this little fella recently and he looks perfect for the job

velvet horizon
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All i want to do is pet silt striders
that is my suggestion

supple prairie
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It's pretty easy to meme, but Breach Cutter is a terribly inefficient weapon right now. I still use it because why not, but sadly like the Burst Fire Gun, it really doesn't do enough because the upgrade tree doesn't synergize with the gun enough to make it truly stand out from other weapons.

"It just does damage and has no AoE" seems to be the problem with both BC and Burst Fire.

Moving onto the way to fix this issue for BC, I really do want the upgrades in the last row to be completely revamped. Explosive Goodbye is extremely hard to use with duration mods and causes self-damage with Return to Sender OC. There Can Only Be One can't be used with anything that gimps fire rate, and the weapon does not have enough ammo to be expending shots by damaging targets and ending the blast early (you'd have to be abnormally good with the weapon). Furthermore, getting a slight vertical boost from the third upgrade helps but cuts any potential you had left for damage against normal swarms of mobs.

Breach Cutter will have Explosive Goodbye automatically on the weapon, with explosion damage listed. There should be 2 new upgrades to replace the options as mentioned previously: Explosive Touch and Magnetic Chaser.

Explosive Touch causes the laser to explode upon contact with an enemy immediately instead of at the end of the duration, but allows the laser to keep going. Damage upgrades will affect the explosion rather than the line, and Return to Sender causes the explosion to be duplicated on the same mob.

Magnetic Chaser changes the firing mechanism to chase after monsters, and uses line duration directly but removes the explosion. Duration buffed to match what the build is capable of. This way, duration = damage instead of forcing damage upgrades to overlap with what you'd want to use.

Horizontal size, NO. Explosion radius, YES. Lastly, some other OCs. Roll Control should use a flat, constantly active spin. Yaw Man needs to limit you to 1 magazine, not fire rate.

waxen jacinth
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Could we maybe get a TEAM damage stat so i can show my engineer just how many time he has hit me with the grenade launcher PGL

kind spear
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I think a rehaul of the current interplanetary miner's union system is needed. The IMU is really just something players join to get a few extra credits and players rarely focus on completing their missions and the objectives are often unbalanced. In it's current state the IMU doesn't have much of a purpose and much better alternatives could be used.

I believe the miners union should be a system where players can create there own union and invite their friends to join. These unions can be customized by the player to have different logos, names and descriptions. There should be a player limit anywhere from 15-50 to stop certain unions from having too much of an advantage.

For the reward-system that was in the current IMU, this could be replaced by a singular objective that every single union competes in to have complete fairness. These would be much lower numbers (eg: collect 300 boolo caps) but it would make players feel more involved in the community system.

This system could also allow for a union chat where players can talk and invite people to deep dives or missions. It is also possible union members could donate crafting recourses to give another advantage to joining them.

This system has been done multiple times in the past in a vast variety of similar games and I believe it would serve an essential role in a game like this and would make a great addition.

Rock and Stone! rocknstone

hot shard
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We always see lootbugs roaming the caves but never see their nest (If they even have one) So what if a mutator was something like "LootBug nest" or what ever the devs want to call it that had a area in the map that had a nest with loot bugs, Loot bug larva and some gaurds that are a whole new species (or you could just use glyphid guards)

jolly perch
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1: Shooting short guns in the dark should cause a bright muzzle flash that slightly impares vision
2: Less use of the word "clip." There's belts, drums, magazines, canisters, etc., but none of the guns have clips
3: Lead Storm base fire rate doubled, base damage halved. (because every second round fired doesn't do damage, and telling me I have 2400 rounds when I actually have 1200 rounds is cheeky and mean. #NoMoreFakeAmmo)
4: Glypid Exploders should drop 1-3 nitra when lethally shot in the mouth (no explosion)
5: Engineer should deal crits when attacking Xynarch Charge Suckers
6: Mine head should destroy volanoes and uranium all around it when landing
7: BRT7 should burst 2 rounds rather than 3, and if both rounds hit the same target, the second one should should deal massive armour breaking and slightly higher damage (but critical bonus stays the same). (Based real gun design as seen in the AN-94 and Kriss Vector, which use high-cyclic-rate 2-round-burst fire to hit the exact same spot twice to bust armour with a small bullet, rather than a single shot from a large bullet)

glacial cairn
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Make it so cosmetics can overlap, so I can have my favorite hairdo with my favorite accessory item (goggles and other items that would show hair)

winter belfry
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Instead of it being 'Host picks when you leave' or 'Vote Leave' when you finish a mission, have it instead be depending on just how your mission collectables currently reside in. If you've gotten at least 50 gold, called in a supply drop...or gotten 2 of the biome-minerals, or a Bittergem (yadda yadda you might get my point), you can just push the button and leave.
But if you got barely anything, Mission Control will say something along the lines of "Seriously? You want me to call in the drop pod even knowing you've barely gotten anything to bring home? You do know you don't have to leave right away. . .You could get the minerals you need to make your new gun."
If you push it again right away/without getting some things, they could say "If you say so. I don't think your team will be too happy knowing you wanted to leave so early. Dropping Drop Pod."

velvet salmon
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Overhaul no hud mode, add a wristwatch type counter for how many grenades flares and health/shield you have, add an animation where you pull up a pda to look at the map, add laser sights on weapons to replace the crosshairs, etc. Its incredibly immersive as is, and I'd love to see it be viable

atomic sable
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New weapon cosmetic overclock set in the form of Black Ice skins, inspired from R6S?

marsh radish
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scout needs a rebalancing
right now when you think about scout and his roles, 3 comes to mind: mining high ores/lightning - important target elimination - medic when all other dwarves are down
the problem is with the last 2, because when you actually try to eliminate important target to help your team so they dont have to deal with those, well, you arent doing a better job than anyone else really. m1k is what you'd expect to do this job perfectly, but the overall dps you can inflict with it makes you more effective at killing grunts rather than a warden. im not saying he's entirely bad in combat, he just doesnt have an actual role, the one you'd think he has, he isnt doing a particularly good job at it, it can even be more difficult sometimes (try shooting a wardens' weakpoint with a few grunts nearby and him looking the other way)

on the other hand a scout that knows what he's doing will act as a safety net for the rest of the team if everything goes wrong, being able to dodge an entire swarm with ease and rez the 3 downed dwarves without much troubles, if any (especially if you use pheros)

and thats where the problem is in my opinion, he can cancel bad teamplay by himself as long as he has some space to grapple around in (not needed with pheros). he shouldnt shine when things go wrong, he should be as effective as the other dwarves during fights in his own way

what needs to be changed:
-1 give him an actual role he can fill during fights, what exactly is up to what you think could work
-2 nerf is insane survivability without taking away his efficiency in mining ores

how it is changed is up to the community and devs, but my opinion is this:
admitting we want to give scout a better target elimination role, the pheros shouldnt draw the whole swarm while keeping the point of the nade: bugs fighting each other (maybe small radius, but affected bugs takes more damage from other bugs)
the grapple could have a longer cd but 2 charges, allowing "get in get out" plays

foggy torrent
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How about adding the low O2 stats in the KPI terminal, as well as the milestones for it?

edgy ocean
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I never noticed this before but the 3d model for the GK2 is missing it's trigger.

plush dawn
tulip wharf
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TIL that when you press Tab in the Space Rig, you get the mission map where you can choose your next mission, etc. Would it be possible to close the map with Tab as well? (Right now, only Esc closes the map to my knowledge.)

rose pollen
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I'd like to see a map generation element that makes basically the vertical equivalent of those long rooms with a landbridge connecting one end of the room to the other. A huge column running down a deep pit, with lots of branches spiraling the way down to the bottom

near glacier
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I just want much more map generation pieces. Like, I start to recognize them at this point. "Oh, it's the plus-shaped room with bridges to all sides." "Oh, this is the square room with trenches through it".
It's especially bad with aquark extraction missions, half of them are the same map with mineral placement shuffled around.

runic sage
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I know this isn't quite the right channel for this, but I can't figure out where else to post this. "Update 27" on the Steam page doesn't have the green check mark that indicates it has been released already. Should be ticked, just like the updates before. https://store.steampowered.com/app/548430/Deep_Rock_Galactic/

Deep Rock Galactic is a 1-4 player co-op FPS featuring badass space Dwarves, 100% destructible environments, procedurally-generated caves, and endless hordes of alien monsters.1-4 PLAYER CO-OPWork together as a team to dig, explore, and fight your way through a massive cave s...

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crisp obsidian
#

Variation of salvage mode where you have to repair a mine head instead of a drop pod. Instead of mini-mules you are finding and rebuilding its turrets

edgy ocean
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The grappling hook has "Risk of accidental death: HIGH" as one of the lines on it's stat card. I think it would be funny if that line changes based on the upgrades you choose such as winch overcharge (survival not guaranteed!) and bypassed integrity check (voids the warranty!).

jolly perch
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Class: Scout
Weapon: jury-rigged boomstick
Matrix core: clean overclock
Name: birdshot load
Description: Pellet size has been reduced to fit more pellets per shell without compromising any of the gun's systems.
Effect: Each pellet deals 1hp of damage. Each shell contains 1 pellet per (hp per ((damage per shot) before modification)). {96 pellets when unmodified}

molten python
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A small buffer (half a second or so) between when you throw a C4 and when you can blow it up would be great. This would prevent anyone who accadentaly double clicks the C4 from blowing it up in their face instantly downing them.

trim slate
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Howdy to all!

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Guys, is there any chance of adding a Colour Blind mode to the game, for poor schmucks like me? Nvidia one doesnt support DRG unfortunately. And I gotta say, seeing some of the enemies, or resources is nigh impossible (especially with some of the flare colours). Thank you for listening

velvet salmon
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The ability to change the pitch of your dwarf's voice. I just wanna roleplay as Frozone scout with the slit helmet and cryo grenades

tulip lantern
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What if instead of adding a new dwarf they added a new playable person, but they're a glyphid. And a close up fighter type person? They could still mine and everything but it could be with their claws instead of a pick, and they could be able to run around on the walls but he would only have one equipment, or weaker equipment comparing to the rest

maybe some AOE poison attack for a second weapon and fighting claws for the first?

crystal bear
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So, last night when I was playing with some friends we starting talking about types of overclocks you could get for class abilities, one was something along the lines of the gunner shield lasting twice as long but has twice the cooldown time or something like that. We came up with a lot more but I can only remember this one.

distant bay
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This is probably a dumbish idea, but how about caps that resemble the ones the Mario bros wear?

edit: fair enough.

onyx crow
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Flying/Mobile spitballer as a boss.

wanton isle
#

I really like Bosco so I think it would be nice if he could fly around the space rig while you hang out there and you could salute him like when you're in game

obsidian cave
#

Have the dwarves refer to Nitra as “gun candy”.

serene jay
#

Reduce the time it takes to fix the uplink antenna in salvage missions for single-player. It's not fun to hold E and watch a progress bar fill up for what feels like 20 seconds with nothing happening around you

velvet salmon
#

Alternative suggestion to above: allow bosco to repair things if you mark them

near glacier
#

Salvage missions should use old caves that other teams failed in, with the minerals re-seeded.

trail birch
#

Suggested by @near glacier

I want the bulks to do a small scale expulsions when one of there weakpoints get taken down

near glacier
#

A Dune-like mission where a giant (like, GAINT) worm-like creature moves across the surface of Hoxxes and dwarves have to use riding vehicles with tow hooks to take it down (while getting attacked by smaller worms/flying creatures), and then enter the creature (while battling what is in it) to get to the specific crystals that are inside it.

near glacier
#

Mission end action where the dwarf is juggling three of their grenades of choice

crisp obsidian
#

Suggestion: New PGL overclock that makes the fired grenades stick to walls and not detonate, pressing the fire button again will cause it to detonate

obsidian cave
#

New Unstable Overclock for the Scout's assault rifle "Mark 41 Explosive-Tipped Rounds" - Rounds penetrate and then explode inside of Glyphids causing massive burst damage and damaging surrounding bugs. Massive damage boost with a delayed (0.5 seconds) explosive charge, but the downsides are a significantly reduced fire rate and ammo count as well as slowing you down when you fire. The explosive burst damage would be similar to the damage/effect during an "Explosive Bugs" mission.

lavish agate
#

Do what hunt did, but have a mine off instead with 12 plays and 3 teams of 4

near glacier
#

i suggest allowing all-drillers on risk 4 missions, since that seems to not be allowed edit: doesnt seem to be related to risk level not sure what i am seeing at this point

tawny bluff
#

can i ask when you ask bosco to dig a loose dirt tunnel he actually does it instead of giving up halfway, im being chased on H5 and asked bosco 5 times to dig some loose dirt so i could escape the swarm chasing me, and he failed every single time to make a passage i could actually move through

tawny bluff
#

let's replace the cluster grenade with something else so i can stop being killed by my gunner teammates

snow remnant
#

After reporting the bug on the trapacactus, I noticed that there is no death animation for those. They just vanish. I think it would be better if they had one; like the cactus ejector. Just a splash would be good, and a sound.

primal sapphire
#

Add a system of upgrading OC levels, which can either increase the bonus incrementally on said OC / decrease penalties / maybe new or enhanced effects if we want to get fancy. Upgrading OC level should require a new end game resource, which can be obtained in small quantities from completing a full elite deep dive or haz 5 machine events, with more reasonable amount coming from a new mode. The new mode should address the difficulty problem for the elite gamers, something like a randomized infinite elite deep dive that gets harder and harder with no ceiling (will make for interesting twitch/youtube content and true challenge for coordinated elite teams), which contains machine events that exclusively gives out increasing quantities of the new OC upgrading resource based on depth. The upgrades should be spread out over many levels, say 10 max level of upgrade on a given OC requiring increasing number of endgame resource, if a given OC has any special new or enhanced effect it should be given at max level, make it a real grind to max out 1 OC and maybe throw in a big time barred resource requirement like 10x empty matrix core on the final upgrade, in which case there can be a large area of experimentation on builds for a long time ideally with hidden gems and underrated surprises sprinkled thru out (OC that are total trash now can be given something interesting/great when maxed or as it's being upgraded). Also give out special number display next to portrait showing the deepest level reached as a vanity piece. Can consider as a special event or ladder season system to have a seeded infinite deep dive that is same for everyone, with the sole purpose of competing on a leader board by class on how deep a team can go.

scarlet totem
#

Idea for the second anniversary; Special Mutator; Party Poppers.

Special version of "Volatile Guts" where they explode into multicolored goop and confetti on death as opposed to the usual glyphid goop.
It's merely visual, but it's a fun mutator anyway, and it'd fit the anniversary

lament torrent
#

Suggestion to make bugs be able to be rag dolled even if they still are alive, eg by explosions or high force weapons etc.
Would make for some fantastic sights ( and breathing room during swarms)

unique forum
#

Suggestion: Scars and skin blemishes

What about getting an extra slot for cosmetics that are scars, tattoos, birthmarks, beauty moles spotes, both! all of them at once!! :3 I'm amazed nobody suggested scars before!! And I used the search even! ❤️

tepid spindle
#

The reload button animation for drillers mini-fridge blaster should be him pulling out an ice cold beer bottle from a secret compartment

hidden quarry
#

Forge upgrading its look with every 5 forge lvls or so. From table, matrix core inserter and a hammer, to very rough looking forge to master like forge with lots of tools around and all.

carmine ice
#

Well after leveling all 4 dwarves to Gold triple stars, There are some much needed weapons adjustments made. Particularly the Gunner's Heavy Autocannon, and most of the overclocks are just.. bad. There really isn't any reason to choose it over the Minigun. The only perk of it is that it can't overheat, but it doesn't have the accuracy or DPS to compete with other main weapons. The other is the Breach Cannon for the Engineer, it just doesn't have the OOMPH! vs enemies anymore, you can take down a single pretorian or Spitballer, at the cost of 1/4 of your ammo, but for general purpose, the GL outshines it in every way.

proven summit
#

Adding more characteristic for 4 classes by giving more quotes. We understand 'dwarf culture' by quotes like leaf lover and how they reacts, etc. TF2 shows medic as a madman doing experiment on his patients in the name of healing, demoman as a drunk Scotland cyclone, etc. I don't like comparing games cuz I believe different dev team has different styles and lines, but giving more quotes or even contents reflects different dwarves' personal sounds cool.

Giving breeder a special death animation if its final blow is caused by weakpoint damage since we know breeder's weakpoint isnt exposed all the time.(better feedback)

giving multiple plants a destruction animation like spitball&etc in dense biozone(better feedback)

Tumbleweed in sandblasted corridors, you can kick it by walking through them and can be blown by windtunnel and sandstorm(if its technically possible), other plants like cactus is still an option but make a different shape or even ability to glow in darkness

make it able carry 6 HE grenade(it deserves)

give breach cutter more love, it deserves(My pickaxe is better than this toy for some reason) probably ability to crack terrain since it's one of the reason I like EPC TCF and new floating island feature makes terrain editing a more interesting action(especially in elimination, machine events and salvage mission)

#

make acid spitter able to glow like web spitter(somebody already mentioned audio)

IMU gold tier rewards offer matrix core contains weapon skins(just dreaming since I hardly see any high levels lacks credits and crafting minerals)

brt might needs some love since its overshadowed by bulldog(personal opinion, can have further discussion)

cyro cannon probably should have a spin down time like minigun or shouldn't have a spin up time at all(or other buff due to the cool resistance of multiple enemy were buffed)

Making a blue edge to show how far engi's sentry can reach

Improve gunner shield's explosion, acid resistance to offer it a more 'solid' feedback since it doesn't last long and things like exploder, pratoerian's acid and bulk's explosive globs can penetrate gunner's shield. less basic resistance to punish those who stand in the edge of the bubble but shield recharge is still active. offering a temporary shield strength in shield disruption mutation (kind of personal but probably makes a point)

give your opinion in discussion channel

trim summit
#

Easy said, but very high effort to do:
Make Movement completely responsive client-side.

Game is unplayable as soon as the host is more than half a mile away from you. Climbing feels glitchy. You teleport around. You get thrown around. It's just not fun

unkempt coral
#

Foreword:

Hello fellow Dwarfs!
I heard i can make some Suggestions here. - So here I am.
I Like the game and the Community and i want to make the game a little bit cooler.
A hobby of mine is to think about Skills, test synergies out and be happy as a biscuit, if my thoughts was right.

Suggestion:

Changes for the "Platform Gun"

Reasons for Suggestions:

For 99% of all engineers it exist only one configuration.- for me as well.
The T1 perks "Rate of Fire" and "Magazin Size" are nut relevant, if you can have more Ammo.
The T3 the special "Repellent Additive" is not effective enough because it doesn't work properly. - Here is Ammo still better too.
(I builded a semicircle around me and let a choke (platform sized) for bugs and they run still over the platforms)

#

Changes for the "Platform Gun"

---> T1: - These skills should secure the ammunition.

Skill 1: Recycle
Note: The platforms can be mined for resources. The mass of 2 Platforms give you 1 Ammo.

Skill 2: Expanded Ammo Bags
Note: Same as before.

Skill 3: High Velocity Ejector
Note: Double or triple the projectile speed. So it'll exist no drop off on long distances.

---> T2:

Skill 1: Plastcrete MKII
Note: Same as before

---> T3:

Skill 1: True Level (Rick and Morty reference)
Note: The developers managed to smooth the platform so perfectly that everyone stands comfortably on it. + 33% accuracy (perhaps more % because 6 ammo are still good)
*Personal Note: Standing on it should trigger voicelines (For Companions)

Skill 2: Expanded Ammo Bags
Note: Same as before.

Skill 3: Repellent Additive
Note: Same as before. - But a little more consistent. (but not to 100%!)

---> T4: These skills should mod the platforms - Every platform should have another Skin.(For Companions)

Skill 1: Swelling Building Foam
Note: Platforms are 50% bigger

Skill 2:Flubbertec
Note: Did You watch the Movie back then? We did it also like. +3m-5m jump height - (Internal Cooldown for the Player 3-5 seconds)
*Personal Note: Internal Cooldown prevent consequent Jumping for dodging Enemies the entire time.

Skill 3:Tempered
Note:The Platform can resist Explosions any type, but 2 Dwarfs are to much. It will completly shatter after 1 second.
*Personal Note: Consequent jumping reset the timer + The effect only apply if both Dwarfs are alive.

Afterword:
I have many ideas like that, but before i write a roman i would like to see how my first Suggestion run.

proud pelican
#

I haven't seen anything like this when I searched here, so:

Armour cosmetic cores, I see it could take some time, but it would be nice if you could get special armours from matrix cores with some jewels and stuff, maybe the same as the weapon skins(glyphid hunter, fourth relic etc)
I understand that this could take a lot of time, but it would be cool it there was at least one of these.

frank wedge
#

Suggested extra game modes:

  • Retreival of D.R.G. prototypes.

  • Prototype Droppod with built in turrets (Corrupted by parasites)

  • Prototype Bet-C with Flame Thrower and Rocket Launcher

  • Prototype Bet-C with Bosco drones

  • Find a missing Dwarf(bot) and extract back to Drop Pod

  • Find Karl - Search mines for clues as to what happened to Karl

  • Ruins and Relic exploration and retreival

exotic robin
#

My bad if this idea was already posted, I looked far and wide in the amazing thing called the search bar. Anyways, why not add a button in the abyss bar near the drinks where if the majority of the dwarves press it will throw the beers out. A good reason for this would be to get rid of that pesky leaf lovers disgrace of a beer off the table. pickaxe

vast vector
#

TAB map has huge readability problems on certain cave maps as caves get larger would do a lot of good to allow players to highlight and darken only the things they are interested in so that parts of the map don't obscure what they are trying to see

edgy ocean
#

I discovered a terrible oversight. When you drink a Malt Rockbreaker it makes you grow. But you then become too tall to operate the jukebox! (and the other small consoles)

plush crow
#

Gunner New Weapon: The Torpedo Launcher

Charged shot Heavy weapon, one shot before reload. Damage, Range and Projectile Velocity ramp to a maximum over 3-5 seconds, dealing Heavy Damage and breaking armor and causing knockback. If the damaged foe contacts another surface, it is pinned to the surface for a tine relative to: Size, Hazard Level, Armor Level, Remaining Health, and Status Effects. Deals extra damage to Frozen Foes.

Upgrades include causing frozen foes killed by the Torpedo Harpoon to explode like a spike grenade, faster ramp time, longer pin, and damage vulnerability for Pinned Foes.

Overrides include a passthru for friendlies but significantly reduce damage/armor break/pin length

plush crow
#

Driller New Weapon: Mining Axe

Melee only weapon, Left click throws the axe, left click again returns it. Very slow projectile speed, rapid drop off. Replaces Right Click Attacks with empowered version. Low Swing Speed, High Damage, holding Left Click brings Dwarf to crawl (Minigun spinup). Holding Left Click triggers one of 3 special attacks based on final upgrade. Special attack all have 12 second Cooldown period where they cannot be used.

1 Hew: Special Attack Left click winds up a massive attack, when released Hew splits an immediate target in twain, dealing massive Armor Damage (Able to break Oppressor Armor). Remaining damage bleeds into health bar damage. Raw damage against unarmored targets is enough to kill outright. Dwarf is rooted while winding up attack.

2 Whirlwind: Special Attack Left Click spins into a whirlwind, rooting the Driller as he spins around, dealing regular damage to all targets in pick axe distance. Can last up to five seconds, channeling for longer than 1 second causes the Driller to be disoriented (similar to being webbed mixed with drunk).

3 Rebound: Throw Augment. The Axe bounces off the target it hits, taking a high arc before landing in the ground and can no longer be recalled. Catching the axe increases the Miner's Melee and Throw damage. Colliding with any surface results it in being stuck in the surface and needing to be retrieved. The Axe will bounce if it strikes a further target, acting the same as a caught axe. Failing to catch the axe resets the damage buff, and causes fellow miners to ridicule the Driller. (voice prompt)

swift jackal
#

i would like an option for the terrain scanner to keep the zoom level from the last time i used it. that way i dont have to zoom out every time i wanna look at the map for the way real quick

vast vector
#

Bosco needs a strength increase if you are going to allow solo deep dives on both regular and elite, bosco simply can't keep up with the waves at all he's too weak

distant bay
#

If it isn't a thing already, buff-drinks you drink in the bar should also apply to Bosco in solo missions (like Pots O' Gold)

formal garden
#

Could we see a visual changes of Forge while improving Forge Mastery?
At least, a disappearing of rust and 2-3 new tool on it.

gritty crane
#

Not sure if it's a big deal, but how would you guys feel about having shields show above your teammates health bars?

sharp locust
#

Hi, not sure if I'm blind/missed it, but I can't configure which microphone I use for the game via options menu, and I think that would be a cool feature to have! (I know this might be a bug post, but I'm working on fixing it myself and suggesting streamlining this for future patches :D )

velvet tinsel
#

add a boss chalange mode to the end of the 3 deep dives, that if you beat them you can pick 1 overclock

lean pivot
#

Weapon ideas.

High powered pistol for the Scout (Secondary) Not as powerful as the Gunners magnum, but not as weak as the Drillers pistol.

MMG for the Gunner (Primary). A middle ground between the Thunderhead and the Minigun. Not as powerful as the Thunderhead, but fires relatively fast, but slower than the minigun.

inner wagon
#

cleanly shaven eyebrows

rocky dove
#

A "Confident rounds" scout's overclock on M1000 classic.
Deals more critzone damage based on how much sheild charge scout has at the moment. But lowers the damage lower the base 100% for depleting all shields.

jagged glacier
#

New C4 pack for the driller, the floor shocker, when deployed it will cover an area (up to a certain distance, further with upgrades) with electricity, damaging anything that walks on it, in addition it slows the bugs.

nocturne elbow
#

How about a special type of Nitra that temporarily super charges your weapons when activated, called "Mightra"

high minnow
#

I know barrel biome was already suggested, pinned, even, but I'd like to expand on it: A barrel asteroid.

"Alright, team, since you all keep kicking the barrels around, a large number of them have somehow ended up in the space around the space-rig, and have congealed together to form some kind of meteoroid. To make matters worse, it seems that many of these barrels actually had things inside of them, from precious ores to Glyphids. We are working on finding out who put them in the barrels in the first place, but what matters right now is that they have grown up, and are quite angry about being kicked around all the time"

"You're being sent in to extract what we lost from the ore barrels, while also finding a way to destabilize and eventually destroy the asteroid. We can't have a giant ball of barrels and bugs floating around our space-rig, after all."

Basically, everything would be barrel themed inside the asteroid, with ores spewing out of cracked open barrels, and enemies having their normal shells replaced with barrels, basically having a bunch of arms and a head coming out of them.

The actual objective of the mission would be to destroy the asteroid, which would involve finding the main pillar of barrels near the core, held together by glyphid webs, and destroying it, then running back to the escape can to get the hell out of there.

Perhaps completing this mission on higher skill levels would unlock the now-removed barrel armor for the class you're playing as.

storm burrow
#

I feel like people who dont have an empty core matrix should get something for doing events, an exp bonus? Resources? Maybe the reward differ depending on the event? Just so it dosnt feel like a waste.

And an idea i had for a unblanced overclock for shotguns, mainly the engineres:
⏫ huge damage increse
⏫ huge armor penetration increse
🔼 tighter spread
⏬ total ammo/mag decrese
⏬ your pelet count is set to 1

Aka a slug overclock

main ember
#

Alright, i've come up with a suggestion for what is going to be the most hated gametype for Deep Rock Galactic

Jumpstart
You and your team drop onto Hoxxes IV in order to rehab a Drop Pod. The starter for this drop pod is out of power and Battery packs(recycled asset from the cargo crate events) scattered around the map(similar in layout to one of the more tunnel filled egg maps) need to be loaded into a specially fitted mule. Once this mule is filled and the button on it is pressed it returns to the out of commission drop pod and tries to jump start it. This commences a defense segment similar to the refueling segment in the salvage operation missions

spiral patrol
#

Could pinging a Machine Event (using the laser pointer) also outline the key box? Sometimes the box can be in a really hard to find spot (or frickin under the terrain!)

Either that or clear out terrain around the box

rocky dove
#

the ability to play your current victory emote on a separate button in lobby

tough orchid
#

Search didn't turn up anything but this seemed like it could've been suggested before: An icon for when Bosco is carrying something (like how there's a blue pickaxe over his icon when he's mining)

autumn rock
#

When "Low Oxygen" warning appears, make a thing that oxygen pods will appear on Engineer's sentries, but with lower speed of recovery dwarfs' oxygen sentry

lunar gulch
#

Interruptions: When starting a mission and going further into deep dives there should be a very low chance to hit a extremly hard plattform where the droppod cant drill through, if this happens you need to jump out and position a handfull of explosive charges which randomly dropped from the base to destroy that obstacle, its a big hollow cave with sparse recourses and many waves of bugs where fast acting is the key, if you finish it the actual mission continues and you get a good amount of xp and cash for it.

bronze oyster
#

So I want more drinks in the abyss bar, but mainly to use and bring over to missions for some extra challange which just like the today's special randomly picks out a buff drink while challange drinks increases difficulty on completing a mission and each challange drink gives a flat 10% bonus per dwarf maxing it out at 40% upon completion. I only have a couple drink ideas for challange drinks but i think they might work.

Unlease your inner dwarven rage to the point you even forget to bring your equipment, but who needs that when your pickaxe becomes your true weapon.
Potency: Strong

+Increased pickaxe damage
+Increased pickaxe fire rate
+Significantly decreased power attack cooldown
+No speed penelty when attacking
+Increased health
-No equipment


Drunkwards Wrath:
There are people who say that they can do anything better when drunk, and they are right with this drink being as strong as Blackout Stout but without the effect that it will knock anyone out, infact so strong not even a leaflover cant kill this buzz.
Potency:Legendary

+Increased accuracy
+Chance to dodge melee attacks (just a small invuln)
-unkillable buzz (effect ends on mission completion)```
Its obvious that managemnt does not aprove of this, but if you want an extra kick and challange yourself this is what we need, for ingredents it will take more than barley bulbs to craft these after the license as been crafted and that at least one dwarf needs to be promoted at least once to order up.![drgbeer](https://cdn.discordapp.com/emojis/406462774286352384.webp?size=128 "drgbeer") ![drgbeer](https://cdn.discordapp.com/emojis/406462774286352384.webp?size=128 "drgbeer") ![drgbeer](https://cdn.discordapp.com/emojis/406462774286352384.webp?size=128 "drgbeer")
fiery root
#

Regenerative cave leeches, even with that debuff, it seems there is not enough to be a challenge.

near glacier
#

a Bosco Appreciation Day event where special solo only missions appear to celebrate Bosco,and maybe even 1 new Bosco skin on that day,that or (when/if you add purchaseable cosmetics) make already released skins half price

near glacier
#

i suggest collectible bug bits that can be fermented

solemn pebble
#

Suggestion:
BET-C generates shields when you're fighting it, can it PLEASE generate shields too when you repair it!? Thanks!
Not constant but every now and then would be nice

west moat
#

I searched the chat but didn't get a hit; sorry if this is a repost.

All of the mission-type icons (pickaxe, Mini-MULE, Point Extraction crosshair-y thing, etc.) should be available to choose as a loadout icon.

Right now the only available mission type icon is the Elimination crosshair, and for me personally, assigning loadouts to specific mission types is the biggest reason I have separate loadouts.

west moat
#

Also, while in the Space Rig, it would be nice to see your current loadout's icon in the top-left (under your selected class) so that you can easily tell which one you've got selected.

shell plaza
#

as new player when i explore new class my loadouts change pretty often, so sometimes after spend time in terminal, ppl start mission, we get in, and when mission starts i realise dat with totaly wrong loadout ~~~ mission screwed
i think situations like this can be fixed by moving loadout selection terminal (interface) in to droppod seat handle or smth

i ask about this change also because situations when ppl stay outside pod and still get in to mission - imo ruining atmosphere of game ( u know, what reason make drop pod with locking door animations etc if u can still stay outside )

so from my first mission i wish dat pod does not start before all dwarfs take their places in it
and with this loadout interface in pod - this make sense
u get in ur chair -> open seat handle interface (or its trigger auto when u get in chair) -> u check\chose ur loadout -> hit rdy btn -> seat belts lock in -> when all 4 rdy pod starts

p.s. also as for me was kinda stupid allow left pined ppl on deep dives and have them alive with u in next stage. dont u know? - LEAVE NO DWARF BEHIND! so pls fix it and make deep dives like real dives. FOR KARL!

quick coyote
#

What if Red Sugar gave a little bit of Oxygen (related to how much "health" you'd gain from it) in Low o2 missions? It would help alleviate the frustrations with the modifier and make them a very strategic resource if you decide to split up.

peak vault
#

remove leaf lover's special from game, too elvish

polar latch
#

I think the game could use some inviremental weapons so mabye a ore "boom ore" that can explode if shoot, burned, or hit too fast with a pick and I think if you where to mine it you could use it as a granade that would explode on impact it might be fun or difficult if someone is too trigger happy

vast vector
#

New beer - Moon shield, it adds 30 shields + shields recharge faster

#

Level editor and modding so people can make their own dwarves, beareds, skins, maps and things

blissful spindle
#

We need a fix to the Return To Sender overclock for the breach cutter currently it is not a "Ballanced" overclock as it double debuffs in both damage and ammo I would suggest either dropping the ammo penalty or drastically increasing damage as well to actually justify the low ammo. No matter how you look at it a max reserve ammo of 8 is unplayable even for a heavy weapon this issue has plagued the deepcore as well the simple fact remains that enemies rarely cluster enough to really get the most out of such weapons and with waves there needs to be a global increase in ammo for the engineers heavies

quick galleon
#

Option to set team mate outlines as always visible instead of just when you hold the laser pointer

exotic tulip
#

Bigger ui + remove gray bar from texchat before send ur message, my eyes hurt so much. chat letters too small even on small resolutions... Not everybody prefer to use mic/voicechat in this game, textchat too small

near glacier
#

Fix driller saying "Eat lead" when using flamethrower, perhaps class specific voice lines?

opaque flame
#

Endless mode deep dive where everyone starts with a pistol and can call in resupply pods to buy items/perks/ammo. Starts on Haz 5 difficulty and gives a mutator/anomaly every 2 missions that never goes away, either positive or negative. At the end of each mission you can choose to end the run and keep all resources gathered or go deeper. If you fail you only get 10% of the mission items (similar to failing a regular mission).

wispy siren
#

Let us name the turret(s) or guns

vast vector
#

Add the ability to replace the dwarves in game voice lines with local waves and/or mp3's to over-ride the default voices. It'd be amazing to see what kind of cool voices the community would come up with and hear it in game. Ancient games like Duke nukem 3D had this ability. It would allow players to supress the more annoying dwarves VA with their own take on what it should be.

oblique flint
#

I haven't seen it in previous suggestions for some reason, so here goes.

Driller can already apply heat or cold build-up with his primary weapons to stop allies from freezing or burning, which many advanced players use to their advantage in, say, Glacial Strata, where all the cold buildup is semi-permanent and can happen without players' input whatsoever. It would only make sense if he could apply the same elements on himself by shooting directly under his feet.

wicked lily
#

Maybe a Controversial Suggestion.

I title this: 'Calling In Karl'

If you, solo, or with your teammates all go down you get a chance to pay together a certain amount of credits and resources to call In a Karl drop, as Karl Is dedicated to all the Dwarves that got left behind.
Depending on what would be balanced, this call In will allow 1 or a full team of Dwarves to drop In and help you out, they can't do anything In terms of objectives, not even mine, but they can reach you and revive you. Upon reviving you they will disappear.
This said Karl drop In Dwarves are all players who can see this emergency call on their Mission Selection menu and decide If they want to help.
Does said Dwarf go down as well he will Immediately disappear as well.

I got this Idea partially from HellDivers SOS Call In tool, that shows your beacon on every players map/Mission Selection screen and to drop In as help.

That's all from me for now.

pine hatch
#

Much like elite deep dives, the 3.5, 4.5 and 5.5 difficulties should be implemented in the game this making the game more enjoyable.

opaque flame
#

A wacky ethereal dreamlike mission where instead of being dwarves, everyone is now an elf. Random chance to happen when selecting any mission and transforms the area into a forest

tough orchid
#

On standard mining missions, if you (solo) or all of your team gets on the drop pod as soon as the Mule docks, Mission Control shouldn't say his "leaving with or without you" line as if you weren't already in your seat(s)

latent cape
#

Addition to CRC Force's suggestion:
Players who want to do rescue missions activate a mission to do so, and wait in space rig. When a team needs help, the drop pod sounds an alarm and drops in fifteen seconds. The pod tries to land close to the downed/being overwhelmed dwarves. The drop pod stays for a few minutes, maybe three, allowing for the rescued team to board and leave, if they want to. The leaving dwarfs get rewards for anything done up to that point. Otherwise, you could have up to 8 dwarves working to complete the objective, and then a final pod comes in. If everyone stayed you might have to pack tight! Maybe only enable on Haz 5.

granite marsh
#

My aplogiez if this is a repeat. Instead of a random Pod Drop location after mission complete, why not a get back to the insertion point with the MULE, hit the evac button, spend 3-5 mins defending the zone from zerg attack, get the MULE in, get yourself in and take off. Today the Drop Pod area was so far away that the MULE didn't even make it back because Morkite was the most rare and deepest of elements on this run, I found more gold than Morklite.

wild storm
#

Geodes - spheres of super dense rock that require a few seconds of uninterrupted drilling or a C4 charge to crack open, revealing a solid mass of minerals inside. Geode stone can't be mined by digging the dirt around it, and if you isolate it from the level geometry, it'll just float because [insert handwavey xenogeological stuff here]. Gives the driller something to do with all that fuel and incentivizes bringing him like high-up veins incentivize Scout+Engie.

sand heron
#

can we get a function to sit in the chairs by the jukebox?

opaque flame
#

Competitive 4v4 team based obstacle course involving needing to traverse through difficult terrain, carrying minerals/depositing, and killing a certain amount of enemies in a set timeframe

pine hatch
#

@opaque flame fun

frosty swift
#

Music design in the game is awesome as is, but, may I suggest seeing if Powerwolf would be willing to make some awesome metal for some things like machine events, as they are friggin' awesome, and having music tied to a specific machine event would be pretty slick (as you'd have a unique 'mood' for each event tied to the music and it'd be fuggin' sweet)

near glacier
#

Always active (but re-creates itself with new seed like DD) "mean cave", where every single biome hazard and all other hazards/anomalies are active at once, this includes the good hazards as well. If possible, mash in every mission type as well. Idea from @distant bay .

near glacier
#

Database that stores the seed of the missions with the highest casualty rate among all players (failures and dwarves left behind count as a casualty for each dwarf that doesnt make it back)
This seed is then sometimes available as a hazard duty mission which gives a small bonus to hazard level, allowing players to opt in for more challenging missions as determined by the playerbase’s win rate.

#

Sticky flame should generate light.

nocturne elbow
#

helmet/hat upgrade nodes - pick one:
-night vision (but makes minerals harder to see)
-breathe longer(immune?) in fart gas
-last longer in low oxygen
-minerals a bit easier to see in dark

mighty mauve
#

Large chunks, such as compressed gold or pearl, counting as deposited just like ore in the pockets. We found a compressed gold on the way to the drop pod, but the buckets were unreachable and it didn't count being brought up in my lap 😦

edgy ocean
#

QoL tweak for the grappling hook. If you are holding down the fire key when the hook recharges it should fire immediately instead of forcing you to let go and click again. This feature would help a lot in high ping games that don't register the new click before you hit the ground.

timber lagoon
#

As host, I want to have my selection of drop-pod skins.
Hot rod flames. Racing stripes. Graffiti. Pony pink. Pin-ups of lovely ladies serving up Oktoberfest beers. You get the idea.
||I am fully aware of management's stance on the vandalizing enhancement of company property.||

near glacier
#

I want to not wear pants

nocturne elbow
#

A variant of the Oppressor called an Obliterator. Can shoot bio-bombs in a lazy arc out of its back a medium distance but is slower and less armoured than the Oppressor

obsidian cave
#

Ultra-Late-Game Upgrades for each class, cost an absurd amount of credits and resources:

Gunner: N-Dimensional Ammo Cans that nearly double the amount of ammo for main weapons.
Scout: Everbright Flares that burn practically forever.
Driller: Chromium-Plated Bits that can mine minerals in addition to digging absurdly fast.
Engineer: D-3LL Turret Mk. 2, a dual-barreled turret with much improved stats, specifically firepower and ammo.

nocturne elbow
#

Individual animations for reloading/ejecting one or two shells from the Scout's shotgun.

livid solstice
#

As a left handed mouse-yielder I use the numpad for controlling movement, which means all buttons matter. Can numpad enter be unique from normal enter?

little oxide
#

Option in the menu to disable auto-jump when close to edge. Options could be "on", "off", "only when running"

frosty swift
#

Silly joke suggestion, a Doug Dimmadwarf hat, the top stretches to the point you can't see it regardless how the cave your in, can only be a white hat, and could also make a good way to spot a team mate in a pinch

vapid lily
#

suggestion: dark morkrite is way too situational. i think you should change what it does.

for example, have it increase the amount of every mineral collected, but either decrease it to 10-15% or make the drink more expensive

near glacier
#

A file and an image for quick viewing options and without cluttering the chat itself.

near glacier
#

More meet the videos for the new enemies

edgy ocean
#

Instead of destroying themselves on impact, sticky flares that hit the drop pod should just bounce to the ground so the light isn't wasted.

trail birch
#

New space station terminal game.

Inverse Tetris
Blocks fall down from above and you're a driller and need to remove them before the AI makes columns

snow remnant
#

Caves where Elimination Missions take place could contain the "infestation" of glyphid eggs as the swarmers pupate in the same way the dreads do.

tawny temple
#

Slow-moving spiders with small luminous bodies that have super-long legs. In large dark caves they look like stars moving in the roof. Large sound-sensitive bat-like insects that hang up side down until they are awakened by drills etc ... for creepy feeling and risky moments.

knotty prism
#

Suggestion: some way for green beards to know that they can't start a machine event

calm sable
#

Can we use the engi's platform gun to make makeshift ladders? The staircases take alot of space

bright coyote
#

What if instead of the regular bad ass songs we hear in the heat of battle against the bugs
The dwarves start to sing together some sort of war song of old or something idk
Or a little bit of both, sometimes a war song sung by the dwarves
And sometimes just the regular bad ass songs

spring crater
#

I would like to see an Overclock for the Flamethrower that goes something like this:

Vicious Flames
A phosphorus additive causes Sticky Flames to attach to enemies, increasing direct damage at the cost of area denial.

🔼 Sticky Flames attach to enemies
🔽 Sticky Flames no longer attach to terrain

I feel like this would make room for a more aggressive, direct-damage oriented Flamethrower build to contrast the general purpose or area denial/crowd control ones that we already have.

onyx crow
#

Bat-like enemies that swoop at you, causing knockback like Kronar do.

olive crescent
#

A perk called "bug whisperer" that causes loot bugs to crawl out and slowly converge on you when you're in a room. It'd serve the function of making them much easier to harvest as a bonus in long rooms and defense objectives, while also being funny and adding to the guilt of popping them.

edgy ocean
#

When the volatile guts mutator is active and you kill a naedocyte breeder, the breeder should catch fire as it sinks to the ground and explode on impact. Like a mini-hindenburg disaster.

fierce mica
#

When a dwarf is holding a beer mug, they should either be unable to interact with terminals (less preferable), or the beer mug should disappear when they're in one of said menus. The reason for this is the fact that the mug is still "glued" to the dwarf's hand, which looks really weird during animations where their hand is scratching their head, for instance.

warm basin
#

Minor suggestion: Working windows in the character bays,

near glacier
#

Regular sized dets shouldn't explode twice when burned with flamethrower, they should explode with a bigger radius.

onyx crow
#

Naedocite breeder needs to dissolve faster or change color when killed. It can be hard to tell if its dead or alive.

dim dagger
#

I have been thinking about this for a long time now, what if there was space pirates, that will come from time to time, and try to raid the MULE. They will have some kind of a drill ship thing, and they will have guns lots of different guns. The the drill ship thing will have cannons, and the dwarfs will need to protect the MULE. This is like a whole update of an idea but it will add so much more to the game. rocknstone

supple moon
#

More uses for Nitra

As we are currently using Nitra only for resupplies, it could be interesting to use excess nitra for additional support

  • call yourself a Bosco (Tambu? "Team Assistant Mining Bot Unit") like drone for the team (once in a Mission, no revives, expensive)
  • get for the Team a Heavy Armour Kit that Grants overheal in health,
  • Elemental Ammo or Armour piercing ammo for a Short duration, bolstering the teams damage,
  • A instant revive liqour for everyone (once per Mission, can Decide when to use)
  • call in a 360° Platform Turret (like the ones when going for aquarqs on the Plattform) automated damage output for a cerain area (once per Mission and limited ammo)

To give it a nice Balance, you can pick 2 Support Services along with the ammo reasupply, this way teamplay is encouraged.

"[...] I just think that Management has some nice Things up their sleeves once we can get the clearance for it... "

frank wedge
#

Oily Oaf Brew makes it like you're skating on ice!

near glacier
#

What’s if the clothes our dwarfs gives up buffs like more health take more damages (etc)depending on what’s your wearing
Defuffs like slower ,carry less , take more damage, (etc) depending on what’s you wear

carmine ice
#

During a mission Drop, it would be funny if any Dwarf who isn't the pod, is seen trailing behind the dropship on a grappling hook during the loading screen.

slim mural
#

Add simple filters to the forging station to quickly narrow scope of search: class, class weapon, type of matrix, type of OC (green/yellow/red), etc. Doesn't need to be a ton.

lament torrent
#

Option to duplicate equipped cosmetics to another load out slot

elder swift
#

I don't know if this has already been suggested (I did my best to look up this idea first before making this suggestion), but it'd be nice to have the ability to view what loadout you have (and the stuff in it) while you're on a mission so you can look at what you got to make it easier to remember what you have.
if this has already been suggested, please label this post with the recycle emote to let me know.

flat orbit
#

Elevator Pitch: let us set a minimum level for dwarves that can join our games, but also put in daily/weekly rewards for playing with low-rank dwarves so that they're not left out.
Additional Pitch: weight the "random mineral rewards" slightly towards the more scarce minerals like Jadiz.
One More: a button "mark all as seen" for the cosmetics/weapons terminal

spring crater
#

There are currently 98 Weapon Overclocks. Assuming the player completes the Deep Dive, Elite Deep Dive, Core Hunt, and infuses three Blank Matrix Cores via Machine Events, they can get 6 Overclocks per week. Currently, it would take 16.3 weeks - roughly three months - to unlock every Overclock, and that's only if you perfectly complete every rotation. This will only get worse as more weapons and more Overclocks are added.

I firmly believe that throttling anything that has a direct game impact is bad design, and I believe this because that concept alone very nearly killed Final Fantasy XIV (the infamous "fatigue system": https://finalfantasy.fandom.com/wiki/Fatigue_System). Cosmetics being throttled or randomly dropped or whatever is fine, because they have no game impact. Overclocks do, and it doesn't feel good to know that my buddy is almost twice as efficient because he got lucky (and it feels even worse to know that it's going to take me a week or more to even get the chance to match him).

Please add a repeatable method of obtaining Weapon Overclocks, such as a repeatable Assignment that rewards one after completing a Hazard 5 mission. It's very frustrating that the game's most interesting build components are arbitrarily locked away (and for that matter, arbitrarily granted).

snow remnant
#

Prevent turrets and any source of damage that costs ammunitions or "charges" (like proxy mines) from targeting ebonite glyphids.

lament torrent
#

Suggestion for an option to mark all as read in the weapon load out / cosmetics terminal.

trim coral
#

Extra weapon options for lvl 20 and 25 since 10 and 15 have weapon licenses.

near glacier
#

A Glyphid pit arena in the space rig where players can bet credits/materials on bug fights that occur during missions, not seen by the players. The glyphids available would be based upon prior mission spawn pools, allowing for variation in sets. Who would win, 80 Mactera Spawn or one Bulk Detonator?

near glacier
#

Enemies don't slow down dwarves often enough, glyphid webshooter/metroid/slasher/frostpraet isn't enough, give swarmers a 50% chance to give "Creeped" debuff that slows the dwarf down so they can barely move at all times. Because it's really fun when you're trying to get to Red Sugar on Iron Will and can barely move, this should happen more often.

next vine
#

Suggestion: When you pet a lootbug i will increase the chance of uni loader appearing by % or something else. on the next seed you play. don't exactly know how this would have worked. but i thought it was funny so wanted to mention it.

near glacier
#

when they full launch a collector edition
an idea for a collector edition
Call it’s corporate wellcome package
In a dwarf luck box with a sticker saying if lost return it space rig
a skin pack ( for weapons pick axe and bosco)
one tankard
One loot bug plushie
four art work lithographs
Letter form corporate accepting to the mining work and wish us good luck

muted burrow
#

While pressing shift to sprint, should always sprint! The way that it's today is the most annoying feature of this game, it's very frustrating when you are pressing shift and your dwarf is just walking 😢

lean haven
ebon oak
#

A compass please when you open the map

livid solstice
#

The ability to be invisible on steam and invite a friend to a game (last time i tried nothing happend, seems like it sees you as offline)

oblique plover
#

Suggestion for "its a bug thing"
Make it no longer kill loot bugs when you are close, but make:

  1. poop them all out when pet, which would make it a nice interaction
    or
  2. cause it to collect minerals for you which you can then kill it for

be free to disagree or agree

ebon oak
#

disable or nerf FF for satchel charges. too many games especially in H4/H5 people love tossing it before extraction

wheat marsh
#

Now that Souped Up Zipline Motor is gone. Could you increase the movement speed on zip line?

near glacier
#

A T Pose victory pose

kind girder
#

Beard with mineral chunks in it

devout bone
#

Victory Pose: Holding and petting a loot bug

devout bone
#

Cosmetic Suggestion: Beer Ingredient Headgear - a wreath or hat or somesuch with the beer ingredient blooms on it, maybe a hair with them in it.
Maybe make it a reward for unlocking all of the beers or after so many beers, or maybe just the first main buff beer license.
Call it something silly like "Flower Child" or "Ferment Forager" or I dunno, I'm not coming up with anything but I'm sure a silly zany pun name could be in there somewhere.

quick glacier
#

no, just no. -second wind- in its current state is sub par. a slight bump turns it off and the wind up gets reset to easy. either making it the bog standard FPS sprint bar or make its effects more consistant

onyx ocean
#

In case the warden has creatures connected to him mentally, if we kill him, the creatures die too. This seems quite logical to me since at that moment the warden controls them and replaces their brains in practice. I think it's a good idea, let me know what you think.

outer galleon
#

More speech is always fun

molten python
#

Just a couple of Perk ideas I think would make for fun mobility.
1-Rock climber. You are able to grab ledges from slightly further away and you pull yourself up faster.
2-Free runner. When pulling yourself up a ledge, you boost yourself into the air and take reduced fall damage for a short time.

neon mulch
#

nerf the field medic. Already a must-have perk, and it is further buffed, making it the single best perk in the game (because Iron Will get a nerf)

molten python
#

A hot key for class selection would be nice. Like the one we have for mission select.

tame horizon
#

Maybe you could change the color of the Glowlit Plant so it doesn't look so much like the back of a Glyphid Warden? At this point I wasted too much ammo shooting those things thinking they were wardens, especially when an actual one was around.

Alright, nevermind I guess-

autumn peak
sacred frigate
#

When promoting a character for the first time, please make the additional perk reward show an updated image of the perk section of your character

sturdy seal
#

Chat history is deleted after switching lobbies.

warm basin
#

Simplified controls for ledge grabbing, either that I’m just dumb

lean haven
patent eagle
#

Getting empty cores after you exhausted all weapon OCs is a good idea, but what happens when one has exhausted all cosmetic drops as well? I think then it should default back to the original idea of simply dropping mineral containers. Not that people who exhausted it all need it, but better than an empty OC that has no purpose.

trail birch
#

Topic has been discussed before.
Instead of making hazard 4 an assignment as some suggested before:

Make Hazard 4 latejoin impossible to players below... Playerlevel X

lean haven
steep coyote
#

Searched suggestions but don't see any for this so far;
I know some people must have asked about gender selection at some point, given it was on the roadmap a while ago;
My suggestion: In the class selector there is a toggle. MALE - FEMALE
Nothing changes. Voicelines, visuals, stats. All the same. Gives the gender selection people requested; funny as heck

little oxide
#

Polling about this?
In the server browser, hovering over the current players of a game shows the levels or promotion, so you know before loading if you should expect to carry everyone else in a "haz 5, no shield mission" vs everyone pulling their own weight. Or you will know if the scout is not going to light up the cave/fetch minerals on the ceiling.

vale shadow
#

The GK-3 assault rifle"STAND" patterns made by me in #fan-art

[summary] : i made 3 version of the same rifle based around 3 different game styles and ideas.

1 Standard issued pattern : comes with burst fire of three round and can be converted to fully automatic fire with the right overcloack the pros of this standard form are more demage in comparison to the GK 2, while mataning the same magazine size , the downgrades of this specific for are the lack of AI systems making it's recoil more stronger if converted to fully auto.
It comes with a secondary fire and laser pointer , the secondary fire loads in a single mag that has special rounds types that trigger stun damage but no lethal demege.

2 Granade Luncher Pattern : comes with semi automatic fire ,35 rounds mag., but has a granade luncher module under the main barrel, the user has to swich fire mode manually before using it's secondary trigger , and the granade luncher is only front loaded . the granade luncher could eather carry 3 granedes seperately.. or use the very granades of the user , so if the user has a IFG , Cryo-nade or pheromone the granade shooted from this little beaty wuold use those instead and with a way better range and arch not to mention speed.

3 third and last pattern , The exsperimental plasma charger Gk3 : as the name suggests it's an attempt to convert the technology of the prototype pistol of the driller to a full scale assault rifle, while rataning most of the pistol benefits such as no necessety for reloading needed this gun is highly unstable due of it's prototype nature , subjecting it to overheating and the slowest projectile velocity of them all. However has notable redeeming quality as each plasma bubble can burst and hit more then one target [2 up to 4 ]

unique forum
bitter crown
#

"pull my devil trigger" meme dance as unlockable victory animation.
I refuse to feel the appropriate amount of shame for this meme hell, and you can't make me.

near glacier
#

Have a random chance to find Jesus/Karl image at the bottom of the beer mug

exotic robin
#

Just a cool small suggestion, on salvage missions, once you complete the fuel cell objective, you have to carry the power supply like a heavy object and insert it into the droppod unlike it magically starting up the droppod.

tropic vale
#

Small suggestion: Welders mask cosmetics

gilded mesa
#

Suggestion: interaction between the classes kits.

Examples: throwing a scout light flare into an active gunner shield generator field makes the whole room light up for shield gen field duration

Engineer platforms shot on a zipline make moving platforms. Like a conveyor belt

fickle cosmos
#

Really simple and petty, but what about adding commas for your credit amount? the costs have them but not your personal amount

kind moat
#

Just an idea for a "defense" type mission
While there is no doubt DRG is an amazing game with a lot of replayability it surely could use a few more mission types, and a mission type that could use some love are defense missions such as Point Extraction and Salvage so i came up with the idea for a defense mission which should be fun and pretty diverse from what we currently have in the game at the moment, it goes like this:

  • Deep Rock Galactic is trying to set up small outposts across Hoxxes to help with the mining operations and by doing so they are building small walled forts on large open caves.
  • Some of these outposts broadcasted an emergency signal before losing comms with the Space Rig
  • The dwarfs are tasked to find the outpost and see what happened to the outpost and so they land on the outskirts of the large cave, similar to how Salvage missions start.
  • Once the fort is found, the primary objective is to fix the outpost generator, the comms uplink, and some of the outpost defense turrets which would be the same as the ones used in the Point Extraction platforms.
  • A special supply pod would be deployed in the outskirts of the outpost containing 4 repair equipment which would be counted as heavy objects and must be carried back to the outpost.
  • These repair equipments are: one for the generator, one for the uplink and two for the turrets.
  • There could be multiple multiple turrets (4-5) spread across the outspot but only 2 turret repair equipment so the dwarfs must decide which area gets support fire from the turrets
  • The repair process for both the objectives and the turrets would be similar to how mini-mules are repaired, you bring the piece, interact with E to place it, and hammer it til its repaired.
#
  • Repairing the generator would activate some flood lights to support the dwarfs with visibility.
  • Once both the generator and the uplink are active the dwarfs must remain in the area of the outpost to ensure all the outpost data is transferred back to the Space Rig for analysis.
  • Once the data transfer is complete a countdown for the Escape Pod arrival will begin, it will then land in the outskirts of the outpost and the dwarfs can evacuate.

Some notes:

  • There would be nitra,gold, and crafting mineral spawns just like in any other map, players should explore a bit and gather the resources needed for the battle to come.
  • These missions would be exclusively on those massive caves we usually get to see on some Salvage and Elimination missions.
  • It could also have room for machine events, cargo crates and bet-c spawn to support the dwarfs.
  • The outpost walls could have some entrances which could have rubble to support on the first waves of the alien assault, eventually the bugs would destroy the obstacles and start going through these entrances.
  • The bugs would also be able to climb the synthetic outpost walls but at a slower speed than they normally climb cave walls.

For reference on how this would look check the scene from Starship Troopers where they defend a small fort against a massive bug assault, actually thats where most of the inspiration for this mission comes from. Anyway, just thought i would throw this idea here, see what u guys think, hope u guys enjoyed, and feel free to comment what you think.

Rock and Stone brothers!

near glacier
#

Add the ability to pet cave vines. They can pet you, I want to pet them back

fiery flint
#

Veteran Depositor should gain an additional range increase of 1m-2m per level.

Having to stay within 5m of molly is quite often difficult when defending in areas that aren't a bunker ||which is just the game regularly||.
Furthermore, molly blocks bullets, projectiles, and character movement, which adds to the difficulty of trying to hold out next to her. This is especially true if someone decides to move her and she walks straight through your line of fire, eating up your bullets, or pushes you around.

You're also more likely to just strafe away from oncoming danger and avoid all damage, rather than stand there and take less damage. Most fighting in hazards 4-5 revolve around strafing, which becomes much harder when you need to stay in a 10m zone. This only works well on upload areas because all 4 players are standing together, which makes it easier to kill bugs before they even reach the zone.

Just increasing the maximum range from 5m to 9m would give players much more maneuverability when using the perk. Molly could then be kept off to the side where she won't get in the way, and gives you more room to strafe around.

rapid anvil
#

Tamed glyphids turn into mounts. Better yet let us tame all glyphids, but add a tame chance that decreases based on the size of the glyphid. My life will be complete if I can ride around on a bulk and stomp everything!

dapper burrow
#

trading cosmetic between player would be nice you can get your cosmetic hat/beard in a fine way

edgy ocean
#

Since you guys are on a roll with the little "immersive" animations, why not add one for picking up and catching heavy objects falling or thrown by other dwarves? There could be slightly different animations depending on what direction the object is moving, and how fast.

unique forum
near glacier
#

Management should tell us when a bulk is coming since they can follow the tracks of swarms and dreadthought.

quiet robin
#

Idea for another enemy variant. There seems to be a trend of elemental variants for some enemies including stuff like a freeze based bomber or a radioactive exploder. So another idea to go along the trends for elemental variants is the Spitballer in the lava biomes could actually spit off a fire ball. Differences here is that while it would burn the dwarves, it could also leave some sticky flames on the ground. Maybe on a smaller scale to the Gunners fire grenades. I ask this just because while some enemies get new elements in biomes, Fire seems to be the one that is not represented aside from the fireball from the dreadnaught and that’s it. This could add a bit more on selling that “this is the fire biome, expect a lot of fire.

digital plover
#

Voice Over revamp, more configuration settings! I use a Arctis 7 headset and so many people tell me all the time that my coms are cutting out more so in the space station then in game.. but regardless. I never have this problem EVER with any other app or game that has VO-IP..........

oak aurora
#

I live in New Orleans and know a beer consultant for the Urban South Brewery. I also may be able to get ahold of some individuals from Abita if you guys want to potentially have the in game beers promoted. No guarantees, but I can toss the idea to them if y'all would like.

dusty pivot
#

make the space rig suitable for hide and seek

dusty lodge
#

May neurotoxic grenade diffuses the toxic cloud on impact rather than after a delay ? It could make it more usable

lunar gulch
#

Background music should adapt on enemy wave composition, bulk spawns should alter the music different than praetorian spawns.

boreal tartan
#

Make reverse on zipline turn around instantly (or at least much faster), you can already turn around instantly by jumping off and regrabbing anyways

edgy ocean
#

New map mutator: Danger Zone. This mutator changes the terrain generation algorithm to be more dense when generating map features. Essentially this mutator ups the map Complexity rating to "Hazard 5" levels. This mutator provides a 30% hazard bonus.

Caverns and tunnels will have more terrain "features" in them, such as large crystals jutting out of the wall, rock boulders and pillars, giant mushrooms etc depending on the biome. This also affects the overall shape of caverns, instead of large open bubbles they may overlap with other caverns or be sectioned off by walls into a honeycomb. This makes open areas of flat ground less common and makes the environment more interesting to explore. This also increases the difficulty because kiting enemies is more difficult and it may take more digging to get from A to B. Drillers would be useful for clearing obstacles and there are more opportunities to place ziplines and platforms.

The second part to this is that biome specific dangers are also more common. The radioactive biome would generate more uranium crystals. The crystal biome would generate more electric crystals. The sand biome would have more geysers and so on. More of these objects would spawn and the map generator is able to place them closer together.

These changes are intended to make the game more challenging in a way that doesn't just inflate numerical stats. To get an idea of what this might look like this is a screenshot from Paridox.
https://media.discordapp.net/attachments/565850434376302613/671955411859013652/unknown.png

trail birch
#

Maybe already suggested, but:

With the upcoming skin mixing of update 28, supporter edition skinset is "worth it" again now that you can mix mesh + colours.

Anyways, we had quite some new armors for each character in the meantime, but the supporter edition still only applies to the second armor set.

Suggestion part one, suggested before: include the new armors with supporter edition goodness.

Suggestion part two: the gunners current gold armor is really, really shiny and blends with drillers if you're in a fight.
Instead of doing the upcoming skins all in gold as before, how about each class gets their class coloured armor with METALLIC shine.
Meaning each existing armor set colour normal, and for owners of the supporter edition to additionaly pick from class specific

  • driller: metallic yellow
  • scout: metallic blue
  • engy: metallic red
  • gunner: metallic greenish
pseudo cedar
#

The ability to unbind the menu hotkeys like L for loadouts would be good, might be a bug but the latest update made controls all messed up for my left-handed layout.

neon mulch
#

tone down the perk point requirements or/and increase the perkpoints gained from milestones

near glacier
#

Beach ball skin for shield link bubble

glacial cairn
#

Lootbugs should have an animation for when they eat minerals off the ground, even if its a movement animation of them clearly moving over a incline

plucky gate
#

Most perks that use a certain distance should have it increased a little imo, like Shield Link or Veteran Depositor. Movement and kiting is essential in Haz 5 Combat, so its hard to activate or use them properly, which makes them much worse than other perks.

loud rune
#

with the rework of perks i think the iron will effect shouldn't dissapear when you regain hp , right know you can use iron will and die within the next second if you regain hp by any mean, and so completely waste your only use of iron will

marble zephyr
#

I'm saying it again too. This update should have brought a reset perks option. If you are worried about abuse, then allow it to have a timer so it can't be done for every mission. Perhaps one reset every 24 hours or whatever you believe to be fair if this is the reason for delay.

torn flint
#

Iron Will and Revive should work for every individual mission in a deep dive, not once per deep dive.

brisk ivy
#

You shouldn't have removed suped up zipline motor if you didn't intend to replace it with something. It wasn't the most important perk in the world, but I had fun with it.

uneven belfry
#

Add the option to assign hotkeys to the activateable perks! c:

median sedge
#

Humbly requesting buffs to each class's unlockable primary weapons. General consensus is that they are all pretty lousy.

sudden geode
#

Can we have slight health regen for Steeve (Beastmaster trait pet)?
And outliner for Laser Pointer (because i just nuked poor guy when he was behind Opressor. Didn`t saw him)

austere spruce
#

Okay so the hawkeye system is pointless because it still does not come even slightly close to beating defender system in any regard. Need looking at asap.

trail birch
#

Option to disable the rest of the tooltips on the crosshair?
I now know how to repair a mule or activate a terminal.
("Press E to activate Terminal")
(Maybe just make the crosshair change colour if you can interact)

glad knot
#

I know we just got the perk and all but... Gylphid druid = uses cybernetically enhanced gylphids with the option to use slasher, guard, or spitter with the ability to revive your glyphid.

willow mortar
#

Press E on Steeve to pat out the fire when Driller or something gets him on fire.

brazen juniper
#

I looked even further and wider and still didn't see this suggestion, can we please have an animation for breaking free of a leach (although while preforming this animation you wouldn't take any damage)

trail birch
#

New discord channel icon. Steve crawls toward the camera, opens his mouth and swallows us, to show DRG.

spring crater
#

Please drastically reduce the timer for Second Wind at maximum rank or make half of its bonus apply passively. I was an avid user of Weekend Athlete and I absolutely hate Second Wind as a replacement.

chrome spear
#

Allow us to freely choose what Perks to equip, Passive or Active, and the activation key can be solved by enabling custom keybinds.

plucky gate
#

The new Berzerker perk seems bad. Imo it should give a passive damage bonus as well. Not much, just something small. Just one powerattack every 4 minutes doesnt seem worth it.

lunar flicker
#

-Change "Dash" double tapping "Forward/W" to double tapping "Use/E".
-Hawkeye should do defender turret upgrade amounts of damage or more to manually selected targets.
-Add Suped Up Zipline Motor speed to base zipline speed.
-Iron Will should have a 10-15 minute cooldown instead of being a 1-time use, so that it's useful during deep dives and longer missions, and doesn't become a completely wasted perk slot once you go down. Most people will probably never use it during missions, thinking they need to save it for a better occasion, or they'll just not bother to equip it now that there are other options that aren't limited use.

balmy lion
#

Add an option to remove perk activation sounds, they're annoying as hell... icon is enough.

main ember
#

Minor Parkour challenge in the new Hub so that i can get to the second floor without using a leaf loving lift

marsh roost
#

Ladies and gentlemen I have a skin suggestion based on the bugged Bulldog with default framework and company special colors. I understand some people like company special but this is too good to be ignored therefore I would love a new skin in the similar vein as shown in the picture. Black/grey and white just looks so good.

willow orchid
#

Add an indicator for the beast master perk that lets us know if steeve is alive/dead, so we know when to tame another bug.

worn valley
#

Allowing the berzerker perk to now also work for the power drills. Now that it is an active perk, the extra damage could allow for a temporary strong boost in melee damage for the driller and allow for a high risk, high reward clutch play when swarmed.

brazen juniper
#
  1. holding space until you land after a jump would create a landing similar to iron man's

  2. animation for pressing gravity recalibration button

keen cove
#

Why cant you do the default paintjob with a different weapon model?

icy cove
#

Can you give us the option of just using the passive of an active perk? Like, for Field Medic, if we drag and drop it onto a passive slot, we'll only get the passive and not the active.

crimson violet
#

Make Steeve (Tamed grunt) immune to sticky flames (damage and slow), just like teammates are.

If you're playing as driller, the damage against your own Steeve is way too high.

knotty prism
#

Suggestion: Give Steeve a few "modes" active, passive, defense. I've already seen good boy Steeve get blown away by a Bulk and I was helpless to do anything about it.

fiery flint
#

Give us an option to disable the "attempt to rejoin?" dialog box, or at least suppress it when the lobby ends while in the spacerig. It triggers falsely too often, especially after a mission ends in the spacerig.

sick merlin
#

Make dash omnidirectional and triggered with a double tap of sprint, moving in the direction of the held movement keys, rather than forwards-only. Then it can be used to backpedal quickly or sidestep fireballs

lean haven
#

Have a cheerful voice line play when Steeve spawns in of the dwarf who tamed him yelling "Steeve!". Also make it so if the other dwarves press v to do the rock and stone salute at or immediately after the time of Steeve's taming, they yell out "Steeeeeeve!" in a more drawn out manner reminiscent of a group of drinking friends welcoming a late friend to the party with a welcome cheer.

sick merlin
#

Merge unstoppable with insulation, insulation doesn't provide much value by itself and combining them would perhaps better serve those who can't already avoid level hazards

distant bay
#

In Solo-mode, Bosco should be able to count as a teammate in regards to the Shield Link perk. Otherwise, said perk is pretty much worthless in Solo.

hearty mica
#

suggestion to close the gap in the glass here, the station will run out of oxygen in days if this wont get fixed

sharp ibex
#

lower the price of the skills, otherwise it's ridiculous

sick merlin
#

Change impact compensators' active to a damaging ground stomp with little/no fall damage with a long CD, then have it provide passive falling damage reduction - a lot of the people originally taking impact compensators were frequently & unintentionally taking enough fall damage to justify losing out on a whole perk for it.

As it currently stands, it puts a high skill floor on something that was frequently used by lesser skilled or careless players to lower their frequent fall damage, but is now valueless to have if you could already mitigate fall damage.

hollow bloom
#

The Dash perk is kind of misleading, I (and the people I play with) expected a sort of well... Dash forward? Not a speed increase. I honestly think a true dash would be far more useful for mobility as you could hop out the way of incoming projectiles with some skill. (the 30s cooldown seems a little steep imo but that's debatable, I also think it'd be nice if it was usable in air)

plucky ore
#

For the perk which increases sprint speed after a couple seconds of sprinting, could there be a grace period of maybe 1 second. If you stop sprinting for less than 1 second, and start sprinting again, you still have the sprint buff. This may be useful for the many things that can cause you to stop sprinting

hollow bloom
#

Jump Boots honestly could do with just being a pure double jump perk for the people (myself included) who would be willing to give up an active perk for the small amount of mobility it would give.

crystal wadi
#

its too easy to accidentally activate the berserker perk, should be activated by holding right click.

lean haven
#

@icy cove this channel isn't for discussions, if you wish to give feedback on an idea, please use #suggestion-discussion

shy acorn
#

The audio-queue for the sprint boost after running for a while keeps happening every time you land from a jump, and chance this could be changed?

kind girder
#

let me revive steeve please devs

brazen light
#

maybe 2 team on one map ? 2vs2 players for 3 stages / the first team finish win (modd pvp)

viscid nexus
#

Dear managment;
My fellow dwarves and I managed to tame some of these wild creatures (And we named them Steeve - All of them - So it's easier to remember) and they are being very helpful in missions but some unaware dwarves are attacking them, a Steeve has even been burnt alive !
Please, do something to protect Steeves. And make Steeve statues !

rose pollen
#

Tweak the Dash active perk so you don't have to already be sprinting in order to activate it - just double-tap W from a standstill and WOOSH you're off

gray iron
#

Add an easily accessible Console in-game (And the ability to change what keybind manually through the options > keybindings/controls setting), it'd help a lot with client and playerside troubleshooting.

sour valley
#

"It's a bug thing" - make LootBugs explode when you stare at them for some time (3secs?) without distance limit (or make it like 50m)
alternatively - make them explode the flashy way, for now it's perk for lazy ass beards, who doesn't wanna to use pickaxes at all

oblique plover
#

90% explosion resistance and complete FF resistance for steeve

stuck mauve
#

A small "cooldown" on Second Wind so you can stop running for a little bit but keep the buff when you start running again

fiery flint
#

If people really want Second Wind to be more like Weekend Athlete, a middle of the road solution would be to increase the player's speed 5% every second, to the 4 second 20% cap (or just linearly along those lines to make the build up smoother).
This gives players who are sprinting short distances or kiting glyphids an average 5%-10% boost, while long distance sprints still result in a 20% boost.
It wouldn't replace dash, as that gives an outright large boost with no build up. And it doesn't take away the new max speed of 20%.

icy mist
#

May I start of by saying that I enjoy the direction that the dev team is taking the game regarding a perk overhaul.

As a gamer that enjoys to play both Solo & Multiplayer, I feel that some of the new perks are completely useless in their current state for a "Solo" player (which at least a percentage of your market audience will be).

Shield Link is one of the perks I am referring to, as it does absolutely nothing for a Solo player.

My suggestion is that the Active ability to be the following:

"ACTIVE: You can overcharge your own shield by 300% for 15 seconds. 5minute cooldown"

Being able to enhance your own gameplay in both Solo & Multiplayer with this perk would be a change that I can see most players agreeing with, AND the passive remaining as it currently is, would make it a more competitive choice for all players to consider.

rugged field
#

My feedback on the perks:

GENERAL:
While maybe a bit too strong, I'd love to have 3 passives and 3 actives. There's so many cool active ones, but only 2 slots feels kinda... little.

ACTIVES:

Field Medic - Instead of 1 charge, 15 minute recharge time? It's still long enough to mostly just be used once, but for long and difficult runs, it has the chance to be used more than once. Also, tap fire to insta-revive, "hold-to-confirm" wastes too much time, imo.

Impact Compensators - Maybe merge with Jump Boots: Jump is active, falldamage reduction is old passive?

Heightened Senses - Maybe recharge an escape-charge every 20 minutes?

Iron Will - Passive added; +X max health (like 5 per rank). If not too overpowered, 15 or 20 minute charge instead of 1 charge?

Berzerker - Passive perhaps? Like -5 sec power attack cd? And maybe reduce the active's cooldown to 3 minutes?

Dash - Doubletap sprint to activate. Lasts 5 seconds and is more potent (50% speedboost?)

Beastmaster - Immune to all friendly fire. Commandable like Bosco (laser to move/attack, x to call to you). Moves much faster when not fighting. Taming a new pet while already having one tamed untames the old and replaces it with the new one. However, now the enemy Steeve is attacking can turn its attention to Steeve and attack him back.

#

PASSIVES:

Temperature Insulation - Revamped to Hazmat Suit: Still reduces temperature effects, but also reduces damage taken from electricity, acid, poison and explosions by 25%, so it's less situational.

Second Wind - Accelerates its bonus during the sprint windup (so 5% bonus at 1 sec, 10% at 2 secs etc)

Veteran Depositor - Either buff it with 100% bonus, 10 meter protection aura (and works with Minimule, Minehead and Resupplies?) -OR- Merge with Deep Pockets?

Resupplier - Also removes any overheating and similar mechanics, and reloads + cools all tools too

Strong Arm - Also increases grenade and other throwables (like C4 and Gunner Shield) throwing force by 20%

Unstoppable - Now reduces ALL slowdown effects (Goo, Webs, Electrotuction etc), not just environmental ones. Would make it a lot less situational.

Born Ready - Maybe also help your weapons' overheating and similar mechanics?

It's A Bug Thing - Revamped into Geomagnetism: Pickup any loose minerals from 12 meters further away. Getting within 10 meters range of lootbugs automatically pops them (since they are full of minerals). You can also pick up gems and other heavy objects from 2 meters further away. Maybe the "loose minerals" magnetism could also work with Red Sugar?

floral delta
#

I think that changing the colour of tamed Glyphid Grunts will help not mistake them for Web Spitters. Also, If they made cuter sounds they wouldn't trigger people as much as they do now

graceful nymph
#

Reduce Active Impact Compensators to 50% fall damage reduction at max level and make it a passive perk.

#

Alternate Perk System idea:

Design every perk to have an active AND passive to it, but will only have the passive and/or active depending on if you slot in into one of the 3 "passive" or one of the 2 "active" slots.

For example, iron will in a passive slot would act as the old iron will perk, but if slotted into an active slot, would work as the new iron will perk.

I feel this would essentially offer more diversity within builds and every perk would basically double as 2 perks; on top of offering a pretty unique perk and loadout system.

sour valley
#

hmm, somehow i feel now less perky then before, it seems 5 slots get cut to 3 for passives, and you must get 2 active, that have little impact on playstyle. Overall i can't even repeat any setup i had before, it's just downgrade.
i wanna all 5 slots as before, and i wanna choose myself what they'll be active or passive >.>

viral raptor
#

Please for the love of god and karl, re-add the beer mugs impacting floors and not despawning the moment it leaves your hand.

livid solstice
#

When using the Digger and digging, it is kind of boring just looking at walls. Some kind of echo/view/mode or something, that both help with orientation and makes it more interesting to do?

red gazelle
#

More beer types and also an alternate daily special. It could be the leftover daily special or stale daily special or flat daily special or expired daily special. It would be a bit weaker than the usual buff, but would give a bit of variety. You could also have voice lines about drinking the stale (or whatever it would be called) beer.

white niche
#

When you salute, Steeve must screech.
Example:
"Rock and Stone!" "SCREEEEEE!"
EDIT: made it more clear that Steeve only screeches, does not say “rock and stone”

hearty badger
#

Give us the ability to choose glyphid names before a mission please

frank dome
#

There should be more then just one name for the tamed bugs in my opinion, or a different outline for the class that tamed the bug, so your team-mates can know wich one is yours.

snow pebble
#

Beast Tamer possible idea, an announcment like (Named Dwarf) has joined could be displayed in chat. For example Karl has tamed a grunt. These tamed grunts could also appear next to Karl's health bar for the rest of the crew to see that Karl has a new friend. Perhaps a small portait next to the character to make it stand out or have the portait and health bar for the new intern.

tidal elm
#

Ability to spin the chairs on the space rig?

carmine ice
#

Suggestion Refresh Perks after each level completion of a Deep Dive, Particularly mention to "Iron Will", its still only 10 seconds of survival and you have to reach red sugar or a supply pod slot before you go down. Even landing a powerswing or Melee on an enemy resets IronWill, so if you're swarmed and get your 5hp, you're pretty much insta-downed again anyway, and need revival from a team-mate. I'm down for soft changes to make the game more challenging, and Iron-Will was far overpowered before, meet somewhere in the middle please. I hate going from one extreme to another.

short forge
#

The community is pretty divided on Iron Will. Alot like the old IW, alot like the New Iron Will.
Why not appease both sides?: Add both Iron Wills to the game, and let the players choose if they want to use the old or new one?

marble ingot
#

Iron Will passive :
Increases the amount of health a heavily injured dwarf will regenerate up to.

Say up to 30% give or take at max rank.

shy acorn
#

Could the Bosco bartender do the robot when nobody is at the bar and music is playing?

atomic sable
#

Dragons Breath rounds overclock for the Engie shotgun and scout shotgun?

neon mulch
#

Change the dash activation from double-pressing W to something else

sharp locust
#

A super small tweak [no dwarf jokes >:( ] that I'd like to see is the Loadouts icons contain the icons for mission types, i.e. Elimination, Mineral Gathering, etc.

obsidian cave
#

Steeve needs to make different sounds from the standard Glyphid. I keep hearing him call out and instantly turn around and accidentally deck him with my current weapon out of muscle memory.

steel prawn
#

Make Field Medic active Perk activate faster. You don't get much value out of the active this way and instead players are mainly getting value from its passive side.

fleet quartz
#

Make the icon for "auto reload" and "born ready" have a small blink on the screen when perk activates.

#

Also make the perk "born ready" work on tools like the flare launcher or platform gun

edgy ocean
#

I'd like to suggest a combined improvement for the grapple gun and Second Wind perks:

If you are running or sprinting when you grapple onto something you should continue to run/sprint automatically when you touch the ground again.

This matches the existing mechanics for regular jumping, no matter how far you jump or how much fall damage you take on landing, you will continue to run/sprint automatically after a jump. Thus the grapple gun should work the same way.

In addition to making scout grapple movement more fluid in general this change would also solve a problem. Despite being all about faster movement the Second Wind perk is currently a poor choice for scouts. The 4 second activation just happens to be the same as the 4 second cooldown for the grappling hook. Hence if you use your hook whenever it comes off cooldown you will never run long enough to activate Second Wind and the perk is mostly wasted. So by having the game remember your run/sprint state it eliminates the "speed bump" that occurs whenever grappling scouts touch the ground again and return to walking speed instead of running.

edgy ocean
#

The Temperature Insulation perk should clarify if it also protects you from direct fire/cold damage from the environment, teammates or certain enemy attacks like the dreadnought fireball. The current description is a bit vague and sounds like it only makes you harder to freeze or ignite. This issue is shared with some other descriptions because the game uses the terms fire and heat interchangeably.

I feel that this perk is underperforming somewhat because experience players already avoid environmental hazards with ease. So if it doesn't already the perk should also reduce direct fire/cold damage by 25% or so in addition to protecting you from heat/chill effects.

neon mulch
#

Insulation perk should have extra benefits, like toxic/corrosive and radiaton resistance

hearty badger
#

Dash perk should activate by tapping sprints in quick succession not move forwards because having it as move forwards means you have to stop moving for a bit and its a pain and puts you in danger of getting caught when you should be running

edgy ocean
#

New passive perk idea: HEV Suit Seals. This perk provides NBC (nuclear biological chemical) protection for your dwarf. In game terms this reduces acid/poison/radiation damage by 25%. Acid protection applies to the impact damage from alien spit attacks and makes you immune to any extra DoT debuff they apply.

As an added bonus the final level of perk also makes you immune to bees!

neon mulch
#

Change second wind to have an acceleration from 0% to 20% faster sprinting speed under 4 seconds, unlike waiting 4 seconds for the speed boost to kick in

hollow dirge
#

Beast Master needs to have it's cooldown removed. The pet does not draw aggro (so can't be used as a tank) and provides extremely meager damage even at max level of the perk. There is no functional reason to make it 5 minutes when the pet is constantly killed by friendly fire, suffers from pathing issues, travel time, and for the most part can not hit other NPCs if they are moving.

edgy ocean
#

The new Abyss Bar looks neat but can you move the jukebox away from the wall so it doesn't clip into the support beam? It breaks the immersion a bit.

hollow dirge
#

I feel like Berzerker should simply reduce pick cooldown times by somewhere between half and two-thirds passively. It's current form allows for high burst damage (You can easily chain over five power attacks together) but is very easy to activate on accident (waste it on a single mob) and simply forces the player into a high-risk-no-reward playstyle while the buff is active. Chaining power attacks together does not out DPS primary weapon ranged attacks enough to counter the extreme damage that the player is exposed to while using the powerup by being within one-shot range of all heavy slam mobs and bite range of every glyphid in a mob group.

quick galleon
#

Engie’s sentry gun should do +50% damage, and then the defender mod should add another 50% instead of 100%. Then people might start seeing hawkeye/target prioritization as a balanced tradeoff.

radiant moth
#

Suggestion about Heightened Senses: use different visual effects for enemies other than cave leachers. I totally have the Pavlovian reaction of looking at the roof with the current effect inherited from the pre-28 version of the perk and I would be surprised to be the only.

timid grove
#

Probably something already suggested multiple times already but - instead of it being a perk only, let the tamed Glyphids be a side companion players can use like a Bosco sidegrade. Maybe also have some "tiers" of balance they use that fluctuate based on how many of them / players are in the mission so that they don't make things TOO easy, but still be decently effective.

rigid finch
#

Tweak the beast master perk so that if Steeve attacks a glyphid, it actually gains the attention of the targeted glyphid than the glyphid just gunning it for the dwarf while steeve runs after said glyphid to try and keep chomping on it

edgy ocean
#

Now that active perks are displayed on the UI you should move the chat box up about 1cm so that it doesn't overlap the perks when you type. Both the perks and the input box are transparent grey and when they mix together it makes it hard to see what you just typed.

Alternately you could move the icons for active abilities to the right side of the screen where the pickaxe/shield generator recharge icons already sit.

quiet robin
#

Personally the pickaxe terminal on the side makes that space look awkward to me. I think that spot should be filled up a bit more and I have an idea. Why not make 4 of them and they could fit in that dip in the wall as they act more like pickaxe racks that the 4 dwarves would keep them at. And their pickaxe would be on display with what they got. If that seems tedious then the other idea is a longer terminal that has 4 slots for each dwarf to put their pickaxe on. This is mainly a design complaint at least to me and I think it could make for some good lore building along with being able to show off your pickaxe.

civic plank
#

Now that you have beast taming for glyphids, you need to have it so Steeve is wandering around the hub. Also hats for tamed glyphid. He fren.

edgy ocean
#

All of the new weapon meshs (including the default) have unique colour schemes. But you can only apply a skin on top of the mesh, you can't use the base colours from one mesh to colour another mesh. This is a bit of a missed opportunity, so my suggestion would be to add all of the stock and unlockable mesh colours as separate skins. The skin menu would omit the skin for the current mesh you have equipped so it doesn't display a duplicate.

This lets you combine any skin colour with any mesh, including the colours from another mesh. For instance this would allow you to make a Trophy Hunter M1000, but with the wooden furniture from the stock skin. I think that would look pretty badass. More customization options are always fun and I think this would be an easy way to add more.

proven wadi
#

ability to restart uplinks so it isnt a one and done

rose pollen
#

Rather than tying Second Wind and Dashing to criteria for activation and a cooldown respectively, why not just incorporate a stamina meter?

While Weekend Athlete is equipped, you have what functionally acts like a stamina meter - a juicy run speed bonus as long as you have stamina. Recovering stam is fairly quick - unless you burn it all the way out, in which case you have to wait X seconds for the meter to start refilling

safe shell
#

My friend got grabbed out of his gunner shield by a Mactera Grabber while reviving me in a super good and hard uplink mission, request to make it so Mactera Grabbers cant affect you while in the gunner's shield since no other bug in the game can do that.

earnest compass
#

Suggestion: Why not let the player keep track of their milestone somehow? Like they can mark up to 3 milestones they want to focus on and keep track on?

winged meadow
#

can we get cute sounds for tamed gliyphids? they have still sounds like normal glyphids. u get paraoid because they scream like normal enemys and u turn whole time around >< peting them is soooo cute

earnest compass
#

Another suggestion: When you tame a Glyphid, change the dwarv's cheering to "For Steve!" Basically replace 'Karl' with 'steve'.

safe shell
#

Suggestion: Dont let people pet their dead pet glyphids

snow remnant
#

Hello ! I have a little suggestion for Deep Pockets. At max rank, Deep Pockets should give the player a small speed boost when mining minerals.

topaz valley
#

Hello DRG Devs ! I'd like to report something about the new active perk "Dash" which might be a good perk in theory, but I feel like I often activate it unintentionally and so the bonus become quickly irrelevant (especially when you have the speed boost when running passive perk which is a way better speed bonus in general). Could it be possible to bind a new way to activate it differently than double tap the forward movement key ?

Also, it could be a fun and great addition to specialise more this perk by adding a knock back to small and medium enemies on the way !

onyx crown
#

Beastmaster VS Laserpointer
Laserpointer should be green when targeting "Steve".
When "Steve" gets pointed on with laser at clicked, it should not say to the rest of the dwarves they should kill him. And he should be highlighted with white instead of red.

foggy stag
#

I think Passives need to be divided into Survival and Gathering Passives, and one additional perk slot to be unlocked upon reaching the fifth tier of perks specifically for Gathering, alongside Strong Arm I, or whatever Gathering Passive is made available first. Instead of 99% of builds ignoring perks like Deep Pockets, It's a Bug Thing, and Strong Arm in favor of three Survival Passives, they can take a single mining/environment utility alongside them. This could also give an opportunity to develop or rework some more mining-related passives without having to design/balance them to compete with Second Wind or Vampire for a Passive Slot.

OR maybe Deep Pockets, Strong Arm and It's a Bug Thing just need to be dissolved into Armor/Flare modifications. Whatever keeps them from being pitted against survival perks.

edgy ocean
#

I have a suggestion for the art team. The barrels on the scout's boomstick are sawn-off giving them a distinct appearance. But when the Mechanized or Fourth Relic mesh is applied the ends of the barrels are cut shorter than the forward handgrip/rail. This looks a bit odd, like the shotgun has an underbite, or a drunk smith sawed off the barrel and handgrip at different lengths.

I feel that this would look much better if the barrels were slightly extended to match the new length of the forward handgrip. You can see what I mean in this picture.

feral thorn
#

Iron Will now properly resets on each stage of Deep Dives
How about letting this apply to the other 1-use-per-mission perks aswell?
Such as insta revive from the field medic perk

low peak
#

Petting steeve should heal him for a small amount of health

gentle marsh
#

Iron Will activation button should be replaced from "Jump" to "Use" or any else button.

Because new Iron Will got no hold button period to activate, it is almost always get wasted by miss click if you are downed by backstab when jumping through some hard terrain.

plucky ore
#

regarding the loadout system. it would be incredibly useful for us to be able to give our loadouts a name instead of just an icon. For example, I have a loadout that has all the shooting speed bonuses for the assault rifle for scout, as well as the overclock. So I call it my SMG build. But there is no icon that really represents that and it would be far easier to just call it "SMG build" than using the rocket or something to say "shoot fast like rocket".

novel aurora
#

Can we have a E key priority system? Refilling ammo should be higher than petting Steve

viral vale
#

I think the hold timer on instant revive is unnecessary, and makes the perk a bit worse.

rigid finch
#

Minor misc suggestions

For solo games have Bosco's results where a dwarf would be like if one was present, showing his kills, and amount of rockets used in the mission result screen

For beast tamer
If a dwarf (or more) has steeve by the end of the mission (and survived) Steeve is seen sitting in the back resting in the mission result screen

Little bonus, in solo if a dwarf has beast tamer and has steeve survive the mission, maybe bosco and steeve can interact in some way, even if they arent dwarves, they are still part of the team

clear crescent
#

“Hungry Guanodo” Fan Concep for a new Machine Event and Mob.

hollow dirge
#

Auto Reload and Born Ready need to have a noticeable sound effect to let the player know that the reload has happened.

jovial sierra
#

Is there something that can be done about breeders floating up the holes made by drop pods and dropping sacks from a mile away? Especially annoying if it's the salvage mission drop pod.

warm basin
#

Warhammer themed cosmetics

rain burrow
#

I suggest that the new gilded detonator be renamed the Midas detonator.

drifting jasper
#

For the new neon mesh, some classes have different colors for the neon parts that are really cool, but not others. It would be neat if they all did because it makes neon band much cooler in my opinion

zinc meteor
#

Some of these new perk abilities should be bound to the "Rock and Stone" shout keybind

sudden geode
#

Steeve glow should have the color of his owner`s class (red - engie, yellow - driller, blue - scout and green - gunner).

last flume
#

I would like iron will changed back to the way it was, its nerf dramatically reduced how fun the game is by getting rid of any margin for error and making the game feel very RNG dependent

honest dawn
#

preview of forgable cosmetics

viral vale
#

Steve's nametag should just say Steve, the extra bit about him being a glyphid grunt makes it harder to distinguish him. Also his outline should candy striped with 2 colors, the current color makes him look like a web spitter

stuck mauve
#

Inspired by @zinc meteor
Saluting within a certain range of a downed dwarf (or maybe Dwarves?) will instantly revive them with the Field Medic perk
@viral vale also had this idea which I didn't see before I posted

glossy stream
#

2 Suggestions:

  1. Lloyd should salute back when a nearby dwarf salutes with drink in hand
  2. Option to pay (probably a lot of credits/crafting supplies) to return perk points
main ember
#

Better exchange rates on mineals during holiday events

sonic niche
#

suggestion: STEVE SKINS!

proud pelican
#

The deepcore skin combined with neon band makes the gun very bright, but combined with other skins they aren't very bright. E.g if you combine first blood with neon band, the neon part gets red, but doesn't glow, while with the deepcore skin it gets a lot brighter. I would like this applied to all skins.

quick galleon
#

Petting Steeve should put him out if he’s on fire.

green wharf
#

Suggestion: It's a Bug Thing needs a change in order to be a viable choice. Perhaps it could add a small amount of bonus resources, maybe 20% at max level, to lootbugs alongside the auto-pop. This would incentivize people running the perk to go after them aggressively before their teammates kill 'em, or to ask in chat to be allowed to go after them and so the rest of the team can focus on other things instead. Maybe even make it so lootbugs touched by the aura discharge their loot without dying, I'm sure there are people who would legit appreciate that now that we can pet them. Make lootbugs that discharged their loot have a little visual aura change so people know to leave them alone, or have them tunnel away the way Huulie Horders and other bugs that can dig and vanish do.

solid moat
#

Suggestion: remove ghettoization of perk slots. if people want 4 (or 5) active perks and manage all that, cool. conversely i am sure some people would prefer all passive perks to not need to think about (two) more things. in theory, Actives are already balanced with passives, because of their limited (either by mission or by cooldown) nature, so it shouldn't matter if someone runs all of one or the other. also the higher cost of actives over passives in perk points seems strange, as you have to pay more for a perk that has limited use (because of the limitation of one slot until after promotion).

if not this, than can we at least have the option to run actives in the passive slots, for those actives that have passives? some of those passives on active perks are nice. esp if you don't have full perk list unlocked.

velvet scroll
#

Add happy hour at the bar, half off all drinks price wise, but ingredients cost the same

tidal lynx
#

a sound to signal the jump boots ended cooldown

edgy ocean
#

To add onto a previous suggestion. If Bosco shows up as a teammate on the post battle screen and Steeve makes an appearance if he survives the end of the level. Maybe have Molly appear in the background and do a little dance? It sounds like Molly would eventually get skins and customization so this would be one way to show it off.

Potentially you could have 4 dwarves posing with Molly and 4 Steeves in the background, a full group picture.

blissful spindle
#

With the changes to iron will and lack of that buffer to use vampire or reach a red sugar I would like to propose increasing Bosco's base unupgraded Revive count to 3 providing one extra charge and allowing solo players to take other upgrades Also I am unsure if bosco does trigger team dependant perks like shield link but it should

vague ibex
#

I didn't find this when searching & I know I've seen it mentioned before but: the ability to use the Supporter skin on any of the new (extra fancy, extra stylized) armours rather than it being just its own. The gun skins were a beautiful addition last year, so it'd be beautiful to see it expanded to armour (and Bosco). ❤️

edgy ocean
#

Double jump should be improved so that it doesn't trigger the second jump when you mantle a ledge. Currently the game has a habit of making you mantle and jump at the same time because they use the same keypress. Either you jump mid-mantle animation which rips you off the ledge you're trying to grab. Or you mantle as normal and the double jump sound plays without moving you anywhere, which puts the ability on cooldown for no reason.

I think in those cases the mantling should take priority. If you want to jump instead you just have to use it before you get near a ledge.

silent coral
#

Suggestion/feedback: It would be nice to have the option to remove the headbob when jumping/landing impact (not removed when headbob slidebar is on 0), it will help a lot people who suffer from dizziness caused by it (I can't play more than 5 minutes without getting sick right now).

fast sentinel
#

When affected by the damage reduction of Veteran Depositor, a 3rd person visual effect similar to warden's buff (hopefully not as annoying sound-wise) links the mule and the affected player to notify other people at a glance.

full eagle
#

I feel like the heightened senses perk could use a different effect for each grabbing enemy like for example, leaches have the normal above the head effect, grabbers have a effect all around the edges, and the trawlers have the same effect as leaches but underneath you.

dense pumice
#

Suggestion
Utter Darkness Modifier: There is a thick fog that limits visibility and light sources, you get a extra flare to toss and Moly comes with stronger headlights

brazen juniper
#

The ability to change the strength of neon band lights, i want to have other skins while feeling the same power from first stripe (obviously it would have a limit)

earnest shale
#

Suggestion: Option to disable controller vibration in-game, rather than needing to turn off vibration globally via steam settings or plug controller out

wispy marten
#

I know the perk effects are still in an early state, but I'd like to already suggest a better way of indicating that your shield is current overcharged... besides telling you that it needs sounds

top example: a second green colored bar would appear on top of your regular shield indicating how much overcharged shield you have left
bottom example: since it's literally an overcharge, I thought it would be neat that in this case the overcharge would quite literally make the hud intentionally glitch out. some players would think it's a bug, but that hasn't stopped them from reporting error cubes either

and lastly, instead of the overcharge instantly disappearing within 15 seconds, it should decay back to its regular capacity within 3 seconds just incase the player gets too greedy with it

proven summit
#

bring back old berserker passive plz

lucid basin
#

A way to fix the iron will perk: prevent going down from fatal damage as a passive. so every time you get hit from a damage source that exceeds your health you would be put to 1 hp and not go down immediately and only if you are getting hit twice you will go down.

distant bay
#

AI controlled things (such as Molly, Bosco, and even Bet-C) should be slightly tweaked to figure out what "Personal Space" means. I hate when a swarm starts and I'm trying to mow down glyphids, but Molly decided to waltz in the way and block everything.

boreal tartan
#

Saluting should be cancelable into other actions like reloading is, instead of having to wait for the full animation

dusty flame
#

Add a little glyphid nest where Steve stays(and where you can change his hats) to the space rig

gilded cypress
#

"Buddha" mode in Iron Will -Can't be incapacitated before the time runs out regardless of whether HP was regained during it

deep spruce
#

suggestion: i think a wave defense gamemode would fit great in deep rock galactic. we would have to defend a driller or something from the aliens

dusty flame
#

Addition to previous suggestion, add siege bugs that fire explosives similar to dreadnought to attack megadrill

dusty flame
#

Could add a"Goliath Elimination" where you are sent in to kill the result of another team failing to complete a dreadnought elimination

obsidian cave
#

If you piss off Mission Control too much with your shenanigans, then the bar will only serve the Leaf-Lover's Special for a certain number of missions.

near glacier
#

Iron will gives you a buffer of decaying health and damage resistance instead of straight invincibility. Iron will can be somewhat extended by collecting additional health, but the drain would be too much to be sustainable.

terse tundra
#

Add the old Zipline speed passive to the Active Impact Compensators or Dash active perks.

versed jolt
#

On screen HUD for knowing when your steeve died or if he's currently alive and biting.

rich cradle
#

Are you going to unify the MS Store and Steam versions? I've had to buy a copy for each store just to play with friends on different platforms and it kinda sucks not having the same progress on each.

Posted this in the Steam forums back during Update 27, but didn't get a response.

stuck mauve
#

Increase the range of the Burning Hell OC, right now you kinda have to be right in front of whatever you're shooting

tidal lynx
#

tame grabbers to transport us across the cave

dusty flame
#

lower friendly-fire armor break on steve

strong zephyr
#

A suggestion for the perk Shield link to have a dedicated button and/or be reworked so it boosts the nearest dwarfs shields instead of having to aim and get within 2m to use, as of right now its really difficult to use when it really would be useful as well as make it more useful other than immediately after reviving a dwarfbuddy,(which is when i normally use it)A suggestion for the perk See you in hell to have its explosion radius grow in rank along with the current cooldown reduction. A suggestion to combine the active of Dash and the Sprinter passive perk into a combined perk.

dusty pivot
#

add an option to filter between the rock and stone lines your character will say. Ex: Classic lines, new lines, both. (please excuse the crude drawing)

main pewter
#

A minigame you play when the jukebox plays a song. you time button presses as they appear on the screen to get points and switch moves.

edgy ocean
#

The new berserker is pretty divisive, but instead of changing the new berserk back to it's old mechanics I think you could bring back the old berserker as a passive-only perk. It would need a new name too, maybe something like "Anger Management". This gives us a new perk combo to use because the old and the new perks synergize with each other. You could even stack vampire on top. Higher melee damage at low health + power attack cooldown + health regen on melee kill.

One of the other arguments for bringing back the old berserker is that it's effect scales to HP, and thus benefits from any other effect that raises your health pool. So choosing to bring higher health instead of another upgrade becomes an important decision you can factor into your builds. It also make you that much happier if you have the perk and you see red rock blasters for sale at the bar. This complexity was lost when the old perk was patched out and replaced.

edgy ocean
#

I noticed a problem with the equipment terminal in the spacerig. When you are using mouse and keyboard controls the A and D keys will flip between the four classes as if you were pressing LT and RT on a controller. What's important to note here is that it doesn't flip to the next class when you press the key, only when you release the key. This causes a minor glitch whereby the equipment terminal flips to a different class when you run up to it and press E while holding the A or D buttons to strafe.

So to fix this problem what you need to do is change the A and D keybinds on the equipment screen to only trigger when you press the key with the terminal open, not when you release it. This allows the terminal to ignore any A or D inputs you errantly queued up while walking towards it.

Secondly you could also implement the same A/D controls for the wardrobe and accessory shop, both of those terminals have LT and RT buttons displayed but they don't accept A and D inputs the same way the equipment terminal does. Bit of room for improvement there.

Lastly if you implement the fix I described it would also fix a genuine bug. Sometimes when the equipment screen flips to the wrong class it only does so halfway and the UI gets into a glitched state where it shows you as one class but displays the equipment for another class. As seen here:
https://steamuserimages-a.akamaihd.net/ugc/788628995542992745/2E401EED36A6961377A9C0CC801A2F1B00283BB5/

edgy ocean
#

Once you unlock all of the beers at the bar, give Lloyd a "surprise me" option which makes him pour a round of party beers into unmarked tankards. Which beer you get is random and they are always different from each other.

fluid lily
#

Add an extra effect to the third taming perk, allowing the engineer to place a sentry on Steeve

lunar gulch
#

The space rig needs a toilet/bath room. ... for immersion of course

fallow tundra
#

mugs merch
i want one of every last single mug design for all the booze
please.
I'd buy it.

waxen leaf
#

sadness on not being allowed to evac after an hour long match... because i keep glitching thru the ship into the dirt...

languid wraith
#

Game mode idea? Giant boring machine moving diagonally down and the dwarves have to defend it. The machine periodically drops down incomplete structures to support the tunnel, requiring dwarfs to repair it while fending off "local wildlife". Random events that requires the unique skills of each class to overcome --- such as a "cave in" [Driller], "drilling into a nest" [gunner], multiple machine malfunction [grappling hook across multiple sites(scout)], or new trapdoor spider like enemies ambushing [wack the mole format/engineer platform to cover the entrances]. once each section of tunnel support is completed, the previous section will switch off all automated defence and lighting systems [utter capitalist business model - save $$ where ever you can] rendering the dwarves unable to back track too far.

unkempt idol
#

I've already seen multiple players misunderstand new Berzerker and assume it gives only single extra power attack. Its description could get updated to reduce the confusion.

clear crescent
#

Seen plenty of people requesting heals for Steeve. What if petting Steeve once Beast Master has fully reset patches him up? You won’t be able to use it again until the current Steeve has passed on, so instead of waiting to find a grunt you like again, just keep this Steeve kicking.

near glacier
#

Idea for Perks: make it so you can put the effect into either an active or passive slot, and it will have different effects depending on if they are in the active or passive slot.

#

So for example, the jump one could give a small passive jump height bonus in the passive slot, or double jump in the active slot. The fall damage one would give a small passive fall damage resistance buff in the passive, and in the active it could allow you to negate more damage by pressing the spacebar when you land.

red herald
#

Hello DRG-team is it possible that you make hair and hats in seperate slots?

rough iris
#

SPRINKLER EVENT
Before the changes to the perk system this event was "managable". Currently, it is just undoable on higher difficulties without having specific perks or grenades.
I personally wiped at least 3 times since the changed made to "Iron will" perk ( changes that i approve ). But lets face it, that perk was the only reason the event was being even possible on haz 4 or 5.
Attacking with a pick makes you slower which makes enemies hit you, which makes you SLOWER again. You know where it leads then.
Big ebonytes are pick sponges and if you don't manage to kill them fast enough they just overwhelm you.
And even that would be fine if not for regular enemies spawning on top of them.
So, regular weapons are useless against ebonyte enemies and we are being forced to use those to clear out HORDES of regular bugs which makes us waste time in which so the number of ebonytes rise.
There is a chain reaction happening here due to poorly implemented numbers in the events ( Not mechanics, i like the event ) and i feel that it needs some balancing.
Lower their health, make picks hit harder, reduce the number of ebonyte kills for the event to be complete..
Just pick one of those and this event will be okay.
For the record, the reason im complaining is to not rely on "cheesing" mechanics just to get some rewards.

lavish dust
#

Put the word COWARD at the bottom of the mug for a leaf lover's special

near glacier
#

IEM modificator : a electromagnetic field disturb every (minutes?) lights, flares. turning the whole carvern pitchblack for a few secondes.

jovial sierra
#

For as specific as it was, I kinda miss the zipline speed perk. Why not make it an upgrade to the zipline itself? Having to choose between distance and speed would be interesting and you could switch between the two for higher and lower complexity caves.

near glacier
#

When thorns equipped. our beards should do a small animation (slapping enemies like its alive) everytime we got hit.

plush loom
#

Instead of "Friendly Fire" the dwarves should yell "Friendly Spider" when Steeve is hit.

mossy elk
#

Could we make it so tamed glyphids can eat cave maggots to regain health?

nocturne elbow
#

Strong Arm should also affect how far you throw grenades

near glacier
#

New mission type. (Hunting) : New creature (boss) that will flee like the hoarder but can also spawn enemies via eggs or other meaning and protecting himself with light projectils that he will shoot . the creature will calm down if far enough and start laying (eggs?) at his current position. the lenght of the mission could affect the size(health) or even his speed . The exact position is hidden from the player on the map or it could show a "echoes" vaguely indicating his position.

arctic laurel
#

Latency makes the double-tap controls for both the Dash and Jump Boots perks extremely difficult to use; not only are they sometimes unresponsive, but they also frequently trigger when they shouldn't. These perks really need to either be moved to a dedicated key, or players need the option to rebind perks to a dedicated key themselves.

dusty flame
#

remove drunk effect after death

proud pelican
#

Have the golden bugs mutator increase the chance of encountering the crassus detonator(if it doesn't already do that).

near glacier
#

Can we have a SUPER EXPENSIVE high lvl perk for taming a pretorian... pls...

gilded mesa
#

Leaf lover special should be a glass of water

hardy ore
#

there should be a setting for seeing the xp you're gaining in game

lost crane
#

I know this is leaf lover's complain, but plz nerf the grabber. He holds dwarfs for way too long, and it's kinda run-killer and fun-killer to be grabbed for about 30 seconds

river gyro
#

A mini Bet-C (lets say Bet-Y) without the bombs and shield and got a turret with only 999 bullets that you can call like a ammo pot and cost 100 nitra and can be summoned ones per mission.

copper mica
#

A menu similar to Bosco's where you can customise the look of your friendly glyphid grunt (steeve), just for cosmetics.

unkempt thicket
#

please make drillers drills prioritize mining terrain over damaging enemies because molly, the mini mules, and now steeve can block you from drilling

urban plank
#

How about a pet system, like maybe a mini loot bug that can follow you around and pick up a few loose chunks, but mostly there just as a cosmetic, or just pet themed cosmetics in general

dusty flame
#

bosco skin with a little beard hot glued onto him below his"eyes"

unique forum
#

Ram themed hats for dwarves, bosco, steve

uncut crater
#

Naked mole rat enemies.

edgy ocean
#

When you join a game as gunner one of the possible voicelines is "I'LL KILL ANYTHING WITH MORE LEGS THAN TWO", maybe append that to include "(except Steeve)" if the player has the beastmaster perk.

stuck mauve
#

Mini-mules should be able to transport minerals from Dwarf to Molly, but have it capped at the max amount a dwarf can hold (I think it's 60 with perks)

Bosco should be able to carry the mineral pouch from dwarves who leave, kinda like how it carries Jadiz

kindred kettle
#

Fossils, Apoca Blooms, Booloo Caps, and beer ingredients should become affected by gravity and collision if the terrain they are attached to gets destroyed. Bosco should also be able to dislodge these items and pick them up.

stuck mauve
#

Decrease the ammo cost (or improve efficiency) of Cryo Cannons Ice Spear OC and Snowball OC

vapid barn
#

You should add After you promote yourself on a character more guns to get and a few pickaxe upgrades plus like more mining missions at high rank besides deep dives

velvet tinsel
#

add a deep dive ranking system and ladder

edgy ocean
#

Got some ideas for Abyss Bar improvements:

  • If you have a beer in your hand you can press E to hand it to another dwarf. You can use this feature to hand out beers while your teammates are forging and changing equipment. You can also carry one to the drop pod ramp and give it to a late joining dwarf, which saves them a trip to the bar.
  • When holding a beer you can press R to throw it without drinking it first, this lets you dump a Leaf Lover if you pick one up by accident or someone gives you one.
  • Give Lloyd the option to pour a single drink or a full round of four instead of scaling the number to how many players are in the lobby. This tends to waste time because you either have to wait for the lobby to fill up first, or the fourth man will have to order a whole second round if Lloyd only poured 3 beers the first time.
  • If you order a single drink Lloyd will pull an empty tankard from under the bar and use his other hand to fill it, you then take it from him by pressing E. This lets you order single drinks even if the bar is already full. Leaf Lovers are always ordered as single drinks.
  • If there are still beers on the bar and you order a new round, the old mugs will retract into the bar and be replaced by new ones. However if the beer you are ordering is the same kind then Lloyd will keep the old beers and place new ones in the empty spaces.
  • To add detail to the Abyss Bar put a rack of hooks on the ceiling with one mug of each type displayed in a row around the bar. The new mugs look great and you should show them off. (They will also go flying if you turn the gravity off)
  • For immersion add a "trash can" for empty mugs, this is a force field on the bar top you can toss mugs into that disintigrates them and feeds the material back into the 3d mug printer.
  • If Steeve survives a mission Lloyd could give him a bartender uniform and hat, then put him to work cleaning up spills and collecting empty mugs for recycling.
edgy ocean
#

Abyss Bar improvements part 2:

The party beers are neat but once you have seen them all once most players tend to ignore them. My idea is that drinking more than one party beer in a row can change the effects. This makes them more fun for the players and gives them a reason to purchase them instead of letting beer ingredients pile up. This plays into my previous suggestion about being able to order a round of surprise party beers in unmarked tankards.

There are lots of potential combos, here are some ideas in no particular order:

  • Gut Wrecker and burning love makes you belch fire
  • Drinking a blackreach blonde after another drink can result in unique music or dances that you don't get from the jukebox, example: burning love + blackreach blonde = disco inferno. (or the DRG original equivalent because lawyers)
  • Drinking another beer after a blackout stout will stop you from passing out from it. The effects of the second beer will be amplified and/or last longer.
  • Flintlocke’s delight + moonrider will cause you to explode and bounce all over the rig now that beer effects don’t overwrite each other.
  • Drinking an underhill and a rockbreaker at the same time can cause shrunken heads or Bobblehead Syndrome depending on which one you drink first. (the latter will also make your beard grow accordingly to match your head)
  • Drinking another beer with blacklock lager will cause different hallucinations, not necessarily scary ones.
  • Mactera brew and moonrider will cause your farts to lift you off the ground
  • Drinking a wormhole special after another beer can send you to an odd location far from the spacerig. For instance a certain hole in the ground, or the surface of the sun, or potentially ||Unforseen Consequences|| and ||Liberate Tuteme Ex Inferis||
edgy ocean
#

Related suggestion from Tidus_Laugh: Give dwarves the ability to hold a beer in each hand and drink them together like that one victory emote. This has two uses, you can use it to trigger the combined beer effects I described above, and you can use it to hand out beers to other dwarves two at a time.

To do it you just need to press E again to pick up a second beer in your left hand. You can then use E and R to give beers to other dwarves or toss them away (this always controls the left beer first). You can also press LMB to chug both beers at the same time, and then LMB again to toss both empty mugs afterwards.

rocky dove
#

Bristle-like beards.
I mean it is an obvious idea for a cosmetic

vast vector
#

Give us the option to run previous versions of the games, I tried to run it and I get a steam session error, kinda sucks

livid solstice
edgy ocean
#

This is part suggestion and part bug report. The suggestion is that you update the model for expended shotgun shells to make them hollow instead of a solid cylinder. It does break the immersion a little even if it only appears on screen for a split second.

The bug is that the shell colours appear to be affected by the latest patch that allows you to combine skins and meshes. Instead of being red and brass coloured the shotgun shells take their colour from the currently equipped skin. If you use the company special skin the shell will be half red and half white with a black metal base. If you use the stock skin the shells are half brown, half white with a steel coloured base. (see pic)

This is an obvious bug that needs fixing but it gives me an idea for a new feature. You could change the appearance of the shotgun shell based on the upgrades and overclocks equipped. Jumbo shells: Longer shell casings. Compact shells: Shorter shell casings. Incendiary upgrade: Shells leave a smoke trail as they eject. Special Powder: Green shells instead of red. And so on, you might be able to think of a few more. It's hardly a critical issue but I would like to see these little things get polished eventually. Especially in regards to overclocks like the 5-shot bulldog only having 4 bullets in it when you reload.

https://steamuserimages-a.akamaihd.net/ugc/788629182329818986/17371DDDB48FB6324F35FA0306A8FE0D34F8C9D0/

gilded cypress
#

Put the word COWARD at the bottom of the mug for a leaf lover's special
Lloyd sometimes giggles at dwarves ordering leaf lovers, for extra humiliation

lost atlas
#

-Should include functional skins for the flares, having certain bright colors to the respective classes (because the Gunner`s flare aint that great) inside the loot crates.
-Asteroid-like environment (different from the others biomes, since the biomes are underground and planet-like) to work as a Raid of sorts to gather like 3 or 4 parties of 4 ppl to earn lots of random minerals, amped chances to get multiple loot crates and machine events with the inclusion of a unique and randomly procedural boss fight, which the Raid is a daily event or weekly event.
-New class of enemy and new random events (since the Dreadnought is the only boss-like enemy of the game)

onyx crow
#

I had a dream about DRG. A bunch of naedocytes fused together and became a massive adult naedocyte breeder that not only spawned smaller naedocytes but also had an enormous energy beam attack that chased the dwarves and carved out the landscape.

river gyro
#

The ability to tame web spitters and acid spitters with beast master.

fallow tundra
#

Pod leaving timer after completing the objectives serves very little purpose, especially when you drown us in hostiles after finishing it. Feels very forced and does infact promote leaving dwarves behind.

gray iron
#

Suggestion: Sometimes, people just want to be able to do a mission assignment without having to wait 30 minutes because the only available mission is something like a magma core on a 3-3 with Volatile Guts and Exploding Bugs so any mob close to you will basically instantly down you. Having the option to do either a modified or a non-modified mission would be nice for us plebs still doing assignments.

urban plank
#

Just a small suggestion, how about a statue of steeve in the memorial hall.

near glacier
#

Active perk that let's bullets and other projectiles rip through terrain for a short time, for example if you activate the perk, then carve out a circle in the dirt with your minigun, the center portion will crumble because it isnt connected to anything. Leveling up can either increase duration, decrease cooldown, increase size of the hole made per bullet, or a combination of the three. I'm not a game designer.

Can be called "remote nano-explosives"
"Some of your bullets have been coated with molecule sized explosives!"

Only works with projectiles, sorry flamethrower and cryo cannon.

Also let Steeve on the drop pod pls he's a good boy

idle delta
#

what if there was a ability that immediately charged up your pickaxe swing for 3 seconds if you got a kill on any medium size grunt or larger and then if you got another kill the seconds would reset being able to form satisfying chain attacks

calm sable
#

Can we revive Steeve like we can other dwarves? Sort of like how hunter pets work in world of warcraft? Because as is, he dies way too quickly to really be useful in a giant wave. And at current, we cant even heal him

ripe hinge
#

Ebonite Steeve should stay after event

gray iron
#

All/Any Damage Increases should be considered for a buff when competing with an ammo upgrade. In this game, sustain is stronger than burst. If the damage buff is exactly equal percentile wise, it'd still be worse than pure ammo as no one has 100% accuracy, as far as I know.
IMO all damage buffs need to be between 15-40% stronger than their equivelent ammo buffs. A +33% Ammo perk should be competed with, instead of say 3 damage, maybe 5 damage, etc. ESPECIALLY on weapons that are amazing at controlling crowds like the flamethrower and the autocanon. The fearspam canon is real strong even with no overclocks, and since that build doesn't care about damage, just going high ammo lets you completely control crowds and your team can pick them apart as they run away.
It'd be nice to have a reason to go damage over ammo for anything but dreadnought clubbing.

maiden harbor
#

Please nerf the fall damage.

sudden geode
#

New swarmer subspecies travelling in the screeching ball-like formation, allowing them to roll like mini-shellbacks. Uncoupling and spreads around when ball is damaged for 50%.

cinder cave
#

Driller could have a kind of echolocation passive while drilling. Making him able to see his surrounding through the soil without looking at the map every 10 meters.

clever saddle
#

bring back old turret or let there be an upgrade for it but with reduced distance

near glacier
#

Change Beastmaster to allow taming of bulkier bugs, or even things like acid and web spitters if you can catch them, but in exchange the perk is no longer cooldown based; its a limited number of usages.

Since this can potentially cause problems on longer missions, I think it should be linked to the mission length score each mission has from 1-3.

If simply having it be one tame per mission length thingy isn't strong enough, you can have it be that x2. Also obviously you're not gonna be taming praetorians.

clear crescent
#

How about some pre and post swarm banter among the Dwarves? A healthy mix of freak-outs, mighty bolstering war-cries, and grumpy mumbling at the announcement of a swarm, to be followed by jovial cheers, relieved brags, and exhausted chuckles once it has passed. Similar to the med-bay dialogue.

timid dawn
#

Map Modification: Random scattering of small veins of bedrock several meters deep into the standard rock of a map. In between caverns and tunnels, with a minimum distance to the nearest tunnel/cavern.

While utilizing a driller for bunkers and escape is typical and often a good choice, it comes with very little risk. Not knowing for sure if you'll run into a non-drillable vien on the direct path to the pod likely will have players thinking twice before automatically making that call and may have teams mixing it up and simply following the mule (if the path is simple enough). Or perhaps drilling only a portion of the way or cutting across a gap between two caverns. In either case it will add a layer of decision making and difficulty at the end of a mission where the standard now is to directly drill straight to the pod without question.

#

New Mutator: Volatile Gasses: Small pockets of ignitable gas are located within the rock of a map. Once mined into can be ignited causing a damaging explosion.

Tunneling into rock currently has no risk attached to it (See suggestion for random bedrock above). At worse you'll just enter a new cavern with enemies located within. Pockets of explodable gas that could cause damage will have players thinking twice about drilling indiscriminately in between the caverns and rock, or creating bunkers. This will alter certain missions, particularly salvage.

mighty mauve
#

Remove active component for heightened senses, return to passive perk. With the warning you don't generally GET grabbed, and the other actives crowd it out

toxic palm
#

the ability to trade and/or sell overclocks

fiery flint
sullen jetty
#

New mission type idea, Geode Cracking.
"Right, we're sending you in to get one of the juiciest deposits of minerals we can find on Hoxxes, however, it's surrounded by the thickest of rock that not even explosives or drills can break. So we're sending you down in a modified drop pod with a thermal laser-drill, it's equipped with recharging resupplies as we expect extreme enemy resistance due to the noise of the thing, survive while the drill cracks the geode, then get out!"

Mission cave generation is a large wide open area, with very scarce minerals. Waves happen with significantly shorter duration, with a guaranteed different type of wave than the previous. The TLD will have various resupplies that refill themselves over time, but there is no nitra in this mission type. Essentially meant to be a hoard-mode type of mission. After a fixed number of waves, the geode will crack, allowing players inside to mine all the minerals concentrated within before extracting.

hardy sage
#

Add a sound effect for pickaxes colliding when you use a salute next to another salute for maximum comraderie.

finite scroll
#

For the love of Karl give the scout cod pieces to his armor

zinc torrent
#

Getting rid of the whole active and passive perk slot would be nice, 90% of the passive perks are literally worthless and 90% of the active perks seem like they would be fun to use, but you get so few slots to try them. As it stands the game lost it's magic for me and it just makes me wish I could go back in time and play the game when it was good again. Oh also 2 minutes on the fall damage perk is horrible.

hot onyx
#

Steeve should work like Bosco, where pinging an object/enemy will make Steeve focus it, and pressing X will make Steeve stop what he's doing and return to you

also, give steeve the friendly blue outline when you ping him, instead of the hostile red outline

vocal breach
#

New Mission Type: Variation of Salvage OP, that shows how the Pod may have crashed and the previous crew failed. Mission starts with Pod having malfunction and Dwarfs are forced to use escape pods and end up landing separately, with each escape pod having a mini mule. Players then need to work towards central location where they are then able to meet up fix the pod and escape.
However while separated they only have mini mules that break if overloaded and require regular fixing. This would help explain the use of mini mules as well as hard the mission is due to being separated.
Im not sure how resupply would work while being separated...
I just want a bit more of explanation for why other team uses mini mules but we don't. Not that there is anything wrong with Molly, she's a good mule.

frigid pebble
#

Could we have an option for always having team outlines on?

vocal nebula
#

I'd like the option to use the colors of certain skins with the default weapon, or use the default skins with weapon parts. I've had moments I wish I could use one skin on another weapons parts, such as the Deepcore gk2' mechanized parts with the stock colors, because i like how the classic skin looks with the parts from other weapons, or the Deepcore 40mm PGL's fourth relic's model with the stock colors, because it adds a golden flair to the gun and hides/removes the pipe/tubes that surround the barrel, giving it a much more sleek look

this also extends to cross skin colors, so you cant use mechanized's colors with the neon band model for example, or fourth relic with glyphid trophy hunter.

side note to those reading, the game can handle doing so, and you can currently preview how this would look by mousing over the style you want in the parts category, clicking on the second tab without clicking anything else or letting the first menu time out, and mousing over the thing you want from there, though you have to select colors and parts you dont want to see before starting, it only stays until you leave the weapon's page, and like above's current issue, though it does work with cross skin with a little more messing around.

brisk trail
#

In bug discussion @wet crane made a good point about active perks. Could we get the option to bind active perks to different keys? Right now they're kinda iffy on when they work. I know people would say it wouldn't work with things like double jump or dash, but it really wouldn't be that hard to press a button to activate a buff. It doesn't have to be a required change, but the option to change it out would be appreciated.

edgy ocean
#

Crassus Bulks have a couple of issues. The biggest one is that crassus gold is lost when you go to the next stage of a deep dive, only nitra, regular gold and crafting minerals carry over. The other issue is that crassus gold counts as a separate type from regular gold despite having the same name. It forms a different stack in your inventory and is listed as a duplicate "Gold" entry in the list of deposited minerals. I'm told this was done so that crassus gold doesn't stack with Pots of Gold, but it can cause confusion and possibly lost progress as I mentioned above.

So in addition to making sure you keep crassus gold through DD stages (just like crafting minerals) I think you should also give it a different appearance, icon, name and texture from regular gold. On the post game screen it should also be displayed separately in the gold reward calculations, just like bittergems.

near glacier
#

crassus gold not stacking with pots of gold is absolutely criminal who did this

hollow solstice
#

Countdown timer (or some sort of sliding bar indicator) for the Iron Will perk when activated to show how long the perk lasts from the point of activation. In addition, make the timer disappear once obtained some health.

dawn vault
#

Is it bad to punish player who join in a game then leave right after opening cargo crate?

My game had a full random players team, after opening a crate, all of them left. I sat here and just mad.

I think dev need to change that if you leave mid game, everything you get from crate will not be with you.

odd rose
#

the terminals are way too far apart, especially the mineral trade and forge from the equipment and drone terminals. the new space rig in general is a step down in functionality and not a justifiable enough visual improvement (though a visual improvement will not justify impaired functionality). the deep dive terminal is also even further away from the mission terminal now, which structurally makes no sense since they are both a form of mission selection.

near glacier
#

Give leeches longer reach so you don't have to be directly under them to be grabbed, they can grab you before you even enter the cave they're in.

cerulean grail
#

More bulk detonator variants: Goo Detonator ~ a biome-specific Bulk detonator variant that sprays goo when it is killed. It can be found on the fungus bogs biome. To avoid setting off the goo bomb, one must not shoot at the goo sac. Ice Detonator ~ found on the Glacial Strata biome.

fierce mica
#

make it so non-boss enemy names/health bars don't appear until you shoot at them. While it's helpful, being able to detect otherwise hidden Cave Leeches 50 meters away because you managed to hover your cursor over it feels kinda cheaty.

cinder cave
#

Random hidden sanctuary/grave of a fallen brother where we can loot his belonging to bring back to the surface (bonus XP). His spirit empowers our weapon for a limited time (bonus DPS)

near glacier
#

Change 'Second Wind' to be, say, 5-10% permanent movement speed increase that increases to 15-20% when running for 3-4 seconds.

zinc nymph
#

I think the new perk system is great, but would be drastically improved if we all had one more Active Perk Slot.

shut iron
#

I would like to suggest a very important feature to be added one day in DRG. I want the ability to pat my sentry when its filled up with ammo and its finished construction. Here is a mock up I made so that everyone may visualize how important this is.

crisp obsidian
#

increase the interaction area of the mission select console to include the large control panel area and not just the screen.

neon mulch
#

Addition of the skins of your acquired meshes into the skin inventory, so you can use them on other meshes

gilded cypress
#

Increase the size of the "box" within which a target player for Shield Link must be; Add an outline to the targeted player; Add a sound-effect to indicate to both players that the active ability has been activated.

#

Each limited-use active perk has its use(s) replenished after 2 (or more?) resupplies. This would make them much more competitive with unlimited-use active perks, naturally scaling them to the length/difficulty of a mission without compromising how deliberately they must be used.

near glacier
#

Serious suggestion: The visual radiation effect for the engie's fatboy is a flat circle, that should be changed to an actual sphere.

wanton remnant
#

Suggestion : VR support with motion tracking (not the "play with a controller (xbox, ps4, ect.) style"). It will grant VR players the ability to immerse themselves even more into the game. It would bring a new load of fun for players.

hot onyx
#

Heightened senses screen warning should be a different color depending on which bug is aiming at you, as it's hard to tell what's actually aiming at you when you're in a really dark cave and theres both a trawler and a grabber around
white = leech
yellow = grabber
red = trawler
obviously doesn't have to be those exact colors, I'm just throwing out ideas

random cosmos
#

Make old iron will an armor upgrade (please)

round sail
#

An Idea for a new Matrix core
Thunderbird Auto Cannon: blast mining, increases dirt removed by each shot, reduces direct damage, adds ammo, increases accuracy.

mighty mauve
#

Unstable BC mod: Follows cursor and travels more slowly with a longer lifespan at the cost of damage

obsidian cave
#

We need some kind of indicator on if our Steeve is alive or dead. I hate waiting until battle is over to realize my Steeve has fallen.

ornate knoll
#

Hi, loving the game!

My friends and I thought it would be super cool and a new fun experience if there was an added sequence that was either rare/random occurrence where a large creature interrupts the take off sequence of the drop pod by grabbing the gate as it closes and ripping it back open to make the players take action one final time to kill it before they take off and succeed.

It might also add a slight challenge to those who were near death before making it to the drop pod at the end. Might be best if added to challenging missions rather than beginner ones.

placid mauve
#

make cave leeches have a subtle sound & particle effect

frosty swift
#

Suggestion: the first time a player pets their Steeeve they put a special helmet on it, to further make it stand out and to let it 'talk' to make call outs, with what callouts it can make dependant on your rank of beastmaster. For instance, when a bulk spawns/oppressor spawns it could say something to denote that, or when you enter a cave with a leech it could potentially give you a heads up (not when it's targeting you, but instead that it's present)

silver iris
#

Give steeve a hat.

pastel terrace
#

Suggestion for M1000 supercooling chamber OC:

  • Remove the ammo penalty
  • Reduce the charge speed penalty
  • Focused shots consume 3 ammo instead of 2
  • Add a -2 penalty to magazine size (total magazine 6, or 12 with the mod)
  • Add a reload speed penalty
    This would allow it to be better at high damage in short bursts - at the moment its damage output is more or less the same as a focus build without the OC, and the reduced ammo penalises hipshots.
drifting jasper
#

Let the team know when a teammate is up with iron will. Currently I think it shows their icon as if they were dead and it's confusing

edgy horizon
near glacier
#

Give us the option to caress gold veins, kinda like petting lootbugs/steeve.

urban plank
#

Cosmetic creatures, sorta like tf2, perhaps a loot bug?

proven wadi
#

iron will is pretty wimpy now, it should be more than once but not like it was or a signifigantly longer cool down, because of hazard 5 and sometimes 4 you use it for little effect and often get chain downed because you revive with only around 10 health which on high levels like hazard 5 is just one hit, especially from acid spitters or mactera spawns.

bronze gyro
#

memorial for steeve

hollow cobalt
#

Could you please change the activation method for berserker, it keeps on turning on after doing one normal power attack and not like it should be after doing it twice in a quick succession. I don't know if I'm the only one with this problem but it starts to really annoy me because the cooldown is so long

patent eagle
#

Dedicated active 1 and 2 buttons, please

wide depot
#

Pliz make "old" pods on salvage leave circular holes, not square ones. 1)It is weird - "new" pods do circular holes 2)It ruined me a mission, because I could not recognize the edge to be made with a pod, not a regular terrain feature.

Moreover, if pods and holes made by them will match size and form, there would be no awkward situations, when you fall, but can't save yourself falling on the top of the pod. It is the point, where playability and realism are not opposing to each other.

edgy ocean
#

The Neon Band mesh for the PGL needs a bit of work. When combined with certain skins only the single wire loop at the back of the weapon recieves the secondary colour and it ends up looking quite plain. This affects the Company Special and Tools of Destruction skins, possibly others that I don't own yet.
https://steamuserimages-a.akamaihd.net/ugc/788629365227293056/70CBBE418637F58EE16FD86778DE5CAD437DC36F/

For comparison here is the same skin/mesh combo on the warthog https://steamuserimages-a.akamaihd.net/ugc/788629365227293144/0572383B32834232EF42DAD02B2DF7467D415419/

covert leaf
#

Improve triggering of instant-revive on Field Medic perk or buff instant action with more charges/cooldown. Right now it still takes ~30-40% of revive time till game reacts for instant-revive action (E to revive + hold LMB).
Option one - Improve triggering to be instant with some button combination or double-tap.
Option two - increase charge count on higher levels of perk.
Option three - remove charges and make perk cooldown-based with moderate cooldown (4 minutes on last level?)

opaque tulip
#

The addition of a dedicated perk button could help resolve this issue and a similar issue a bit ago with accidentally activating an active perk when we don't mean to.

clear crescent
#

Half question, half suggestion: if it’s not already the case, the Friendly perk should apply to Steeve. Especially for drillers with sticky flame builds. I tried using it in tandem with my flamethrower, and I didn’t notice a decrease in the DoT that Steeve received from passing through the sticky flames.

valid tree
#

Furthermore, a dedicated perk button would also solve the issue of people wanting to re-bind their perk buttons, which is something I've heard a lot.

topaz valley
#

It would be great to add some collisions to the drill/drop pod because we often pass throw it and fall in the deep hole it makes when it comes, which sometimes cause death because of fall damages or heavy wave.

near glacier
#

Add the ability for thrown materials that, when they land properly on the M.U.L.E. and drill base, they are automatically taken in. So you can just throw the crystals down and if you land them into the intake it automatically accepts them.

tawny dagger
grizzled hedge
#

Ill start this with a question, was the perk for a speedier zipline removed? If so why? and my suggestion is if it could be brought back?

civic mortar
#

should reduce but not stop your horizontal movement*

trail birch
#

I assume already suggested, and I think the code is already in from the MIXER integration?

When ordering a buff beer, please make a line in chat.
fakiyo orded a round of Pots o' Gold for everyone!

fiery flint
#

Bugs under the Golden Bugs mutator should stop dropping gold chunks if the current amount of chunks on the level is over 150. Players start to suffer heavy frame loss. You can easily hit this on high-difficulty point extractions with larger cave systems.

velvet scroll
#

More drunk voice lines such as slurring your words when calling Molly or ordering Bosco.

Maybe add a dartboard to the bar?

waxen leaf
#

fix the bug where you cant interact with anything such as supply drops ziplines and reviving players............. cuz that is seriously stupid when it happens and makes you just want to get offline.

marsh root
#

As the Scout, your grapple is cancelled when you hit the ground, which makes hopping around kiting very scary when you rely on the grapple to get you out of a tight spot. IMO the Grapple should either connect regardless of ground contact or CoolDown upon the cancel.

near glacier
#

let us cancel out of the quickjoin search, cuz sometimes it's not so quick

trail birch
#

Suggestions:
Please make Skins also selectable directly inside the equipment screen, not just on equipment > weaponscreen so we can see directly how it blends with the character? :)
Like here on the right or so.

near glacier
#

Just let us cancel fall damage with double jumping.

bleak crest
#

Since you are adding new voiceline about flares, maybe it is time to add another one? Currently dwarves shout their usual voicelines whenever you call for Molly when it is heading to the droppod. They could shout about Molly moving too slow, speak about Deep Rock in positive (saving minerals) or negative (minerals are more inmportant) way, hint what to do or something else
"Molly won't listen to me"
"You stupid donkey, move"
"Deep Rock cares about minerals more"
"Follow the beacons"

trail birch
#

Terminals are still WIP I know - can you please make terminals frequently used by many dwarves a tad bigger? 🙂

nocturne elbow
#

As a Canadian, it bothers me that I cannot emote "Sorry" Please give me a Im sorry button, among others

versed jolt
#

A mesmerising plant hazard (a.k.a. pretty plant makes me want to look at it for a while you guys mine)

snow pebble
#

A quality of life suggestion, when a dwarf points his laser pointer at a wall eye. The wall eye could do one of a few things.

  1. Close up to avoid eye sight issues.
  2. Turn Red after two seconds of continual exposure.
  3. A sudden roar is heard as the wall eye explodes after two seconds of continual exposure.
latent raven
#

Jump Boots should either replace Impact Compensators or vice versa. It makes game-balancing sense that the Jump Boots MUST be used at the apex of the jump, but it feels all wrong in play. The demanding timing of it right now makes it feel like it doesn't work half the time. If you keep Jump Boots, allow it to be used any time during a jump after the apex. If you keep Impact Compensators, halve the cooldown.

stuck mauve
#

Iron Will increases damage resistance for X time after being revived

mighty aurora
#

Daily missions, possibly one that gives a blank core so we don't have to wait a whole week for a reason to do machine missions.

edgy ocean
near glacier
torpid yoke
#

Make the proximity grenades effect work after the grenade comes in contact with terrain or enemies. So you can still use it as a direct grenade towards enemies, but it doesnt explode in your face by a random swarmer at your feet.

stuck mauve
#

weapon/ class synergies like If an enemy dies to fire while poisoned by neurotoxin (driller grenade/ bulldog) maybe have it explode or something

hearty mica
#

I’m a hipster dwarf that doesn’t drink alcohol. However if i exclude every drink with alcohol ill be running my missions on a dry engine. I would like apple juice to be added so i could at least drink something, thanks 🙂

boreal urchin
#

A "claim all" button on the milestones screen would be great.

near glacier
#

This new air-fart sucks ass. It calls molly, it doesn't work, it's not up very often. Just give us back the previous double jump, but allow to use it any time during air time, not just when jumping up

weary mango
#

New beer idea: "Fools Gold"
"A mighty brew created to bring back memories of wast riches long past. But beware, excessive consumption might lead you down a tempting path you will be unable to resist. "
after drinking this strong alcoholic beverage our dwarves would start hallucinating. which would turn all barrels in the spacerig into looking like "pots of gold" for the dwarf affected
maybe even changing the kicking interaction into a petting one 😛 for a short time

weary mango
#

Since everyone pretty much already considers Steeve an honorary Dwarf. And because steeve is exposed to the testosterone filled raw dwarvish awesomeness that is our mining team.
Would it be possible for Steeve to slowly over time grow a bright green beard and mohawk? Grow it longer the longer he is alive. This would make steeve easier to recognise and give him a lot more character.
would also give players an incentive to consider him as a member of the team and keep him alive instead of just as cannonfodder.
@clear crescent 's earlier suggestion of being able to heal Steeve with additional uses of the perk would also play well with this.

pearl sparrow
#

Perk idea: since we now have a maximum of 3 passive and 2 active perks (with both passive upgrades and a promotion) and some perks that have awesome passive abilities yet much less useful active abilities, I propose that active perks with passive functionality could be placed into passive slots, providing only the passive functionality.

#

Bosco idea: allow Bosco in multiplayer. If there is more than one player and Bosco is enabled in his terminal, count him as a real player when calculating enemy damage/health/spawnrate/whatever multipliers; in that case, he should also revive players when they hold X for 3 seconds to avoid wasting his revive charges. He should follow the majority of the team members and listen for X presses (from alive teammates), which would attract him for some time, before he goes back to the majority if they find something interesting and call him with the pointer. As for the choice of upgrades between members on mission start, a good way to solve this is to require players to get Bosco from their personal room and store him into the Drop Pod (done automatically when there's only one player, resulting in host's Bosco to be used by default unless another players brings his Bosco into the pod, in this case the old Bosco should fly back to his owner's room and dock there).

The reason I propose this is to better encourage players to play multiplayer with strangers, even if their Bosco is well-upgraded.

ancient kraken
#

A slightly better idea for effect of pistolier ale. Make it do a double jump when drunk before mission, while propelling you in a random direction (like in space rig) and doing a bit of damage to you and enemies around you. Still a double jump, but dangerous and random.

weary torrent
#

Impact Compensator feels super imbalanced and downright useless now. CD is too long for it to be really useful to a scout and the maps are randomly generated so when you take it as another class and don't find a fall that could actually hurt you for 5-6 missions in a row, it feels like a total waste of a perk slot.
My suggested solutions: 1) Add a flat fall damage reduction of like 25-35% that goes up to 75% when you activate. 2) Just reduce the CD considerably. Put it on the same timeframe as Jump Boost. 3) Just make it the old passive version of the perk.

Edited after Akrythael's reply.

remote crest
#

@weary torrent #patch-notes-steam Impact compensator has been removed completely, as well as Jump Boots. There's now Hover Boots instead which is still under a 90 sec CD. But I feel the same way you do, playing the scout myself. I'd rather see a small passive fall damage reduction and something you can trigger under a 2 min cooldown to reduce even more in case of real trouble than a complete fall damage negation under a 90 sec CD without any passive fall damage reduction.

opaque flame
#

Seeded daily missions with leaderboards for speed/completion. devs pls

round moat
#

What if petting steeve healed him?

turbid hatch
#

is there an official format for suggestions?

#

me and my co dwarves agreed that there should probably be more class options. In particular a Medic type class considering the horde survival aspect of the game. Basic primary and secondary weapons, a healing shot weapon as his special weapon, some sort of slow healing drones or turrets as his grenades or similar slow grenades to the scout, his movement ability could be a shielded dash in order to reach downed dwarves faster.

hexed saffron
#

It would be neat to allow us to put the default mesh skins on other weapon meshes that we've collected. There are a lot of cool looking default skins that would look awesome on other weapon meshes (looking at you 4th relic)

meager vortex
#

Flammable faunaFlora, the hanging grass that blocks your vision should be able to be cleared by the Driller's flamethrower

latent cape
#

Bring back old berserker somehow. It's passive effect (especially with it's tight vampire synergy) pre-28 made a melee playstyle possible, now melee is seriously hampered, you just don't do enough damage. Maybe as part of the pickaxe upgrades coming?

dusty cypress
#

New UI buttons: Buy All, Forge All, Claim All, Sell All, Clear All, Unequip All. Put them in terminals as needed.

formal blaze
#

Bring back Safe Fall b cuz Hover boots sucks, there are 3 reasons
1 - inconvenient activation - press Mole button to safe ur life? scuse me?
2 - it rly activates after like half of a second mb more, so u can't surely predict where u will gonna stop
3 - u float in the air and it's useless (ye ye, u kinda can stop ur fall and dig something, but u still gonna fall like a rock after u do it)

75% damage reduction vs fall damage was neat and usefull

ripe axle
dusty cypress
#

Cosmetic Core Overhaul:

  1. Add all cosmetic cores to the cargo crate pool
  2. Put all of the base cosmetics in the space rig accessory shop (not armored or gilded versions)
  3. Have a “Daily Deal” or “Weekly Deal” flash sale to buy a rare cosmetic core in the accessory shop

The point being less grinding for cores so dives and core gameplay can be fun and not forced. This will also make cargo crates stay viable longer. It’s no fun finding them if you know there is no reward inside.

gilded cypress
#

Remove Beastmaster
Consider the following before hitting tothebone :

  • "Steeves" are filthy glyphid bugs - the only good bug is a dead one. Only leaf-lovers are capable of deluding themselves into believing that they can be friends. Maybe that's why they all went extinct. Let's not tempt fate.

  • Steeves greatly increase the overall damage output of the players - for which the only expense is a perk slot. Beastmaster is by far and away the most bang-for-buck out of the current roster of active perks. The only other active perk to augment damage output is Berzerker, which pales in comparison.

  • Steeves are an additional friendly "agent" for each player with the perk. This is one additional vector for damage to enemies and one additional target to divide the enemies' attention. In other words, they dilute player agency.
    Outside of Steeves, the only other friendly agent a full team can gain is the BET-C, an entity seeded into the map - and gaining BET-C means taking the risk, investing the time, ammo and effort in fighting it first. Gaining a Steeve by contrast, only requires the perk and being in proximity to a convertible glyphid.

  • Beastmaster is multiple-use; meanwhile perks like Iron Will and Field Medic - that can often save the Dwarves from defeat if popped at the right time - are single-use per-mission. Steeves go a long way to helping avoid situations in which Iron Will and Field Medic even become relevant in the first place, with practically zero effort required on the Dwarves' part.

  • Steeves look the same as the very things you're fighting. This means Dwarves will often waste time and ammo accidentally/negligently engaging him. Furthermore, Steeves will continue to emit horrid bug noises, prompting Dwarves who hear them to react to a perceived threat where there is none.

  • Steeves block shots from high-damage-per-shot weapons (eg. PGL) often enough to be frustrating. This is exacerbated by the friendly-fire nerf vs Steeves.

hexed saffron
#

Have mission control directly say when someone decides to walk directly under the supply pod drop in and scold the person if they go down from the pod

languid cipher
#

Perhaps you could add class specific perks? I, like a few others, found the game to be a lot more enjoyable with the double jump feature. I think this is because for a low mobility class, like Gunner (and especially for players without everything unlocked, aiming the zip line up for an example), the smallest hole/pit can become a frustrating & time wasting endeavor. It makes it hard to use the gunner class at all now, knowing I've only got a few zip lines and no way to catch up to the pack if I fall into a tiny pit during the final retreat. Alternatively to bringing back jump boots, please remove the "angle too steep" for the zip line if it is intended to be the gunners only means of traversal.

brisk trail
#

For Driller, make it so that holding left click with the C4 out let's him charge how hard he throws it (similar to tossing heavy objects)

potent marsh
#

Have Steeve be named Steve instead BUT for each additional Steve in-game (including other players' Steves and further Steves tamed after the first one(s) die) his name gets one additional "e". So, second Steve is named Steeve, third Steve is named Steeeve, etc.

kindred kettle
#

Equipping Hawkeye System to enable the Engineer to deploy his laser pointer faster while his sentry gun is armed.

round kiln
#

for the for the new hover boots change it so the key to hover is NOT the one used to call molly this way it can be used as a tool to mine higher ore by jumping hovering then mining into the wall OR used to negaete fall damage currently if you try to do either of those you will be to close to the wall and call molly instead (preventing mine of ore on semi low walls or making it so oyu take more fall damage because you called molly instead of hovering) also make hover boots effects more instanious as when rying to use it to negate fall damage there is a long delay so it cant be used to negate fall damage of shorter distances

paper marsh
#

With the last update of having molly drop follow sticks which also show arrows pointing the way and green dots on the terrain map, it removed some of the fun of the panic and chaos of trying to get to the drop pod at the end. it would be nice to make the arrows selectable or turn off that feature in some way to add the stress and chaos of the end a little more fun again.

unreal hare
#

beast master active perk is problematic due to it being kind of like a walking melee sentry available to all dwarfs. it could instead be an "alternate weapon" for sentry on engineer, allowing for further customization while still requiring some commitment.

tender isle
#

Please: Redeem all button for milestones

weary torrent
#

I'm sure this has been suggested, but I'll throw it in anyway.
An Endurance Run mission type. The host selects Endurance Run at their preferred hazard and jumps into the pod. The mission is chosen randomly from the available missions. Could even make it so that the host can set whether or not it will select missions with Warnings, if they're not experienced at handling them. Or have it ONLY select missions with Warnings. You go in, do the mission as normal, but when you jump into the escape pod, it pulls you out and drops you immediately into a new, randomly selected mission, fully restocked and ready to rock 'n roll. For each stage you complete successfully, it can give you an extra chunk of XP or Credits, add a small multiplier to all rewards the further you go, or any number of rewards. The longer your streak, the higher your reward.

The challenge comes from players not being able to adjust loadouts between missions depending on what they're doing next, late joins can't save your ass, the player can't pick and choose their preferred missions/modifiers/zones, no drink buffs between missions, no brakes on the crazy train.

Have an option to hop out after a mission to receive full rewards and have a failure penalty based on how far they've come. So if they complete 10 missions in a row but fail the 11th, their reward modifier is cut in half or something of that nature. So even if you push hard until you go down, you still get at least some of your reward.

stuck mauve
#

Add a jukebox to the drop pod so we can listen to music before we drop (and maybe so we can listen to music in the first chamber)

near glacier
#

hey could we get a feature where you give your current hat that your dwarf is wearing is given to your pet steeve so as a way to distinguish who owns that steeve. no beards or anything but like a top hat or something could look pretty cool. #longlivesteeve

fluid ridge
#

Change the "Hover Boots" activation button from (Hold C) to (Double Tap Spacebar) or simply change "Hover Boots" back to "Active Impact Compensators" which would be prefered. If "AIC" was too strong of a perk at 75% fall damage reduction then reduce it to lower percentages. Another option is to add "AIC" back in as a passive perk with reduced fall protection, 15%/30%/45%, or even 10%/20%/30%.

marsh root
#

As the Scout, your grapple is cancelled when you hit the ground, which makes hopping around kiting very scary when you rely on the grapple to get you out of a tight spot. IMO the Grapple should either connect regardless of ground contact or CoolDown upon the cancel.

dusty cypress
#

Add a character limit to the suggestions channel posts. Don't need a novella to share an idea. Short and simple is best. Examples include:
Medic class
High Gravity mutator
Dwarf cosmetic randomizer
More guns
C4 stacking
Golden bugs mutator - bugs drop variable amounts of gold based on enemy hp not 1:1 ratio.

molten python
#

I would like to see more enemies that are small but deadly without their main gimmick being to grab players.
I've noticed as deep rock continues to receive updates, the enemies keep on getting bigger. Praetorians used to be the big baddies way back, then came in the Dreadnaughts and Bulk Detonators and Bet-C and oppressors and... you get the idea.
I would like to see more silent and small. Enemies that lays in wait for you to come near rather than all the swarming type we have. Perhaps something along the line of 'Elite detonators' that don't glow so brightly or 'Gliphid hunters' that blend into the environment more.

trail birch
#

Please include a stat / counter how often you promoted which dwarf. iirc you're tracking that already, so it only needs to go to the stats screen ingame? 🙂

cinder scaffold
#

is it possible to change toggle run with shift so we can run like in other games. press shift to run without toggle.

sour valley
#

lvl 1 Berserker have 10 minutes cooldown. Seriously? Extra 2-3 uses per mission?
Please, make low lvl perks usable too. Bring back passive bonus (maybe synergy with thorns?).
Or make it flashy - like hitting everything in small radius and blowing them away like oppressor do + make it usable in mid-air for quick landing and do higher damage for taking fall damage.
I liked risky melee playstyle, now it's gone.

gilded mesa
#

Wearable medals representing times promoted. A star. 2 stars. Gold bar , etc

hollow dirge
#

Why not just make Iron Will provide a bonus to the rate your rez'd at so that people reviving don't have to stand still as long exposing them to unnecessary risk?
Could be as simple as getting a 1/4 bonus at level 1, 1/3 bonus at level 2, and 1/2 bonus at level 3.
Your will to live is so strong that you bounce back from being defeated faster than other dwarves.

simple phoenix
#

A mini icon (such as the support icon) next to the portrait or name of a dwarf when they have consumed a special beer. Both in the rig and on mission

ebon oak
#

NPO Ironwill and every 50kills @ Ironwill 3 refreshes the perk. gives an incentive to kill

distant bay
#

Can we, for the love of all that is holy, make the new Hoverboots use [SPACE] or jump to activate instead of holding the call-mule button?

latent raven
#

remove hover boots and bring impact compensators back. Hover boots is the worst of jump boots and impact compensators on a worse cooldown than impact compensators.

obsidian cave
#

Make gold-to-credit ratios scale with difficulty. It’s pretty bad when seasoned greybeards skip gold in DD/EDD because it’s not worth the trouble.

round moat
#

As an alternative to hover boots, have them make a thin platform of energy that lasts for the duration so if you go over the edge of a cliff for instance you can jump back over to safety

fiery flint
#

The volume on Born Ready's reload sound is much too quiet. It's not even audible if you're firing your other weapon or in the middle of a wave (when it matters most). Could we just get a cooldown icon like the active perks so we can see when it's done?

sacred frigate
#

Buff "It's a bug thing"? I don't think it does enough to justify taking up a perk slot, since all it does is slightly speed up the process of killing a loot bug when all you have do is just melee it, considering it only works at a 5m range. Maybe make it so that it also drops more Nitra or Gold, or maybe that it can drop other things like small chunks of Red Sugar. So far, I don't think it's interesting or good enough of a perk to justify taking up a slot.

ebon merlin
#

i think there shjould be a 1/1000 chance steeve is named steven instead and the player gets an achievement if you get it

errant harbor
#

If a bug is bigger than the hole it is trying to follow you through it should not be able to just PHASE through the wall.
Especially when we have to deal with the tiniest of terrain feature tripping us up.
Make the minining feature cut out sections that are more symmetrical for the same reason.

opaque tulip
#

Make it so that shooting Steeve causes him to get the panic debuff for like 5 seconds so that he runs away and doesn't absorb the bullets of whatever we're trying to shoot at, or make it so that we can at least have him move somewhere bosco-style.

haughty marsh
#

Well, we got that big, blue Molly in the space rig, yet it's never been utilized. What about a new mission type where you have to escort that THICC tin-ass across a map? Maybe she moves slow? Maybe you need to have at least one dwarf by her for her to move? Maybe she breaks down every now and then and you have to repair her before she starts walking again? Maybe when she breaks down it forces a swarm? Maybe you have to escort her from the start all the way to the end of the map (maybe the collect something and then you call for the drop pod with a lot longer time) and back all the way up to the start?

Keep in mind the word 'maybe'. Just potential ideas. I think it would be fun since we don't currently have a mission type like this.

Also, if you did have to go from the start to the end back to the start while having to be in proximity of her it would force players to not cheese exits by drilling, but again, just a potential idea.

snow remnant
#

Hitting Molly and Bosco with a pickaxe or the Driller's drill should force them to move away. To many times they just stick near the player, close enough to disrupt the digging.

torpid yoke
#

A new effect called Corrosive which is a DoT effect that deals high damage to armor. Could be cool.for new grenades, upgrades and overclocks.

rapid helm
#

Different types of sandwiches that you can buy from lloyd that can be used in the next mission. They heal 30 health have a bonus effect (e.g speed boost, more health, power attack boost, etc)

slow stag
#

I would like to have more skin colors to choose between. Also if it's possible, implement a way to change eye color

jaunty jacinth
#

Supply pod refilling animation

steady pecan
#

I think it would be neat to add more details to the pickaxe bc it looks too polished and low detailed, especially when compared to the rest of the game

dawn python
#

Why not allow modding? Im not talking gameplay changing ones or anything like that. Im talking minor modding like changing the sound files. honestly if I could make the Huuli hoarder make the sound of a Roblox kid screaming in fear instead of it's usual sound I'd be happy 😂

snow remnant
#

Steeve should have a better AI. Especially when he fights exploders. Instead of staying right in front of the living bomb when it's about to explode, Steeve should at least try to get away.

steady pecan
#

Hmm, what about making the mode focused on waves? For example there are 5 waves, and the team has 4-5 minutes to mine nitra/gold/resources and get back to base. Each wave would be harder than the last one, and the last one will feature a dreadnought. Then the drop pod will arrive and the team will evac.

plucky gate
#

Please make the "Prospector" beard not remove the scouts armour, it wouldn't really collide with it and look much better imo

civic mortar
#

@dawn python community mods gained traction because of a previous update, and is now on the dev's radar more than it was before, however its not a priority at the moment

bleak skiff
#

Hi people of deep rock. i wanted to get a suggestion out of my chest due regarding the jump boost and gunners mobility. I generally was pretty bummed that jump boost perk is gone because I now have to rely on my team mate (mostly Engineer). to build me a stairway toward a resource note high up on a wall or use one and a zipline. Problem for me in the past is the fact that sometimes engineer puts the platform a bit too high for me grapple on which in turn will cost me some time. Another problem is the fact that gapping on ledges are glitchy. I get why the jump boost was taken away but I suggest adding more zipline so I am allowed to maneuver around the cave a bit more. The fact that zipline is unreliable when in combat due to the fact you can get knocked off it by explosions or shot from mactera and does leave you vulnerable. it does help that i have a small amount of ammo. its not too big of a deal if you have driller in the team but finding the holes that he makes in a heat of combat is a bit difficult. let me hear your thoughts. i think everyone is open for ideas 😄 cheers

brave axle
#

Crossposting this suggestion:

So now that we can only use Iron Will once per mission and it gives us a few seconds of greatness to come back to life or to do some epic maneuvers before we go down for good, I thought that we could benefit from a more cinematic approach to what could mean a turn of the tide for our mining team. Pardon my rough sketches, but I think they would help to convey the idea.

FIG 1. Dwarf is down in a critical moment. Killer bugs crawling around like usual.

FIG 2. Iron Will is activated, Dwarf begins to rise while gathering some primal will to live.

FIG 3. This is were the fun begins. Epic thunder sound* and echoing battle-scream (not a regular "For Karl!" but a unique echoing and thunderous "FOR KAAAAARL!!!") can be heard in a huge area, scaring the bugs around and informing team mates that a Dwarf never truly dies. Glorious pose is mandatory.

FIG 4. While FIG 3 is happening, camera in 3rd person gradually rotates to the back of the dwarf. Getting closer?

FIG 5. Once in position, a quick zoom in into the back of the head of the dwarf get us...

FIG 6. ...back to 1st person, buffed, reloaded and ready to rumble. We don't get the red (damaged) frame, but rather a glowing yellow thundery one, adrenaline like, that fades as the timer for Iron Will runs out. Heart beats could also be added for maximum pleasure, with faded effect for as long as the invulnerability lasts.

warm brook
#

Perk Name : Best friends
Perk Type : Active
Effect : Hold X(shout) to shout, if a teammate shouts back within 3 seconds of a range of 20 meters or less you gain an overshield(150% of your actual shield) that lasts for 5 seconds. This shied acts as a buffer to damage before your actual shield is affected.
Cooldown : 3.5 minutes
Upgrade effect : Increasing duration of overshield; 5, 8, 12 seconds.

zinc nymph
#

Ive already seen it said, but I'll say it again cause I wholeheartedly agree. I appreciate and respect your values for the game and what goal you have for the game as a whole being mining hardworking dwarves and stuff, but Hover Boots are so unwieldy to use, inneficient and just plain dangerous. You have to hit it at just the right time to ensure no fall damage, and its so clunky to try to hold C while falling. Call me a leaf lovers all you want, but I didnt mind the previous Active Version of Impact Comps, I think you should try to tend towards something more like that with the hover boots rather than just dangerously floating in place. Love you guys, keep working hard! <3

storm burrow
#

I think the hover boots should be activated by holding space rather then the same button that calls the mule, its what the previous falldamage related perk was bound to. Also i feel like space is a better panic button to press.

I guess just the ability to rebind the perk keys to what ever suits the player.

lofty hearth
#

Fun hazard on sandblasted corridors: sinking sand, reduces walk speed and your buried up to your waist, prime hunting grounds for the sand sharks

regal trellis
#

I play a lot of solo missions, and while Bosco has been pretty great, I always feel like I have to play scout, because if I don't, I won't be able to see anything and waiting for flares to recharge feels like an eternity when you're in near-pitch darkness. I'd love if you could equip Bosco with flares instead of rockets, so a solo player could play other classes without crippling visibility too much, with a trade-off of that offensive tool.

patent eagle
#

Bulldog normal mesh paintjobs in generel feel very flat and unsatisfying since most of the time the second color doesn't even show (Just look at the screenshot, not even a single hint of blue!). Would be cool if the mechanical parts could be colored again like before update 28. This extends to a lot of other wepons as well.

near glacier
#

screw skins, just let us unlock like a billion different colors, and apply them to different parts of the gun, armor, skin and hair as we see fit.

tough orchid
#

Memey new minigun unstable OC "Dwarf Johnson's Engineering" - Replacing the firing chamber with high-tension springs eliminates overheating entirely while also lightening your carry load at the cost of neutering damage (+No overheating, +120% carried ammunition, -50% less damage)

kind girder
#

Midas touch beer that makes any terrain you collide with into molten gold such as footsteps or walls you brush on

lone spoke
#

Suggestion: No flares mutator,because as a player I instinctively want to press F every few seconds and it would be fun if everyone just had scout flaregun to light the way and their headlights

olive crescent
#

Modified fall damage perk: Auto activates on impact, but when it does it encases your feet in embarrassing plasticrete clown shoes on impact that slow you and you need to walk a few feet to shake off. Both the recovery and cooldown time is scaled to the damage prevented beyond 15%

hollow wraith
#

Greetings gamers, I also have an epic gamer perk idea, thing.

#

Gun Nut: at level one, can apply ONE additional clean overclock to one of your none heavy guns. Level two one additional clean overclock to either of your guns. And at level three one additional clean overclock to both of your guns. It would be an active perk with no passive and no actually button press during missions, but you get an additional overclock.

frank venture
#

i would like to see bullet traces on the warthog and boomstick like the other weapons have, so you can see where you are shooting.

round kiln
#

Lawn Gnome skin for dwarves

valid shuttle
#

Remove once per mission restriction on perks, make the cool down every 10 minutes or similar

strong zephyr
#

A Slight buff on the active range for the shield booster, the passive and active range are both listed at 4m but you are unable to use it unless your within 2m so that might be a bug actually

steady pecan
#

I have an idea for a grenade launcher's ustable mod- mine field. Instead of launching normal grenades it will now launch a casette grenade with mini-mines , which will create minefields/walls/wherever mini-mines land, and these mine fields will be spread over a broad surface. These minefields will be rectangular-like so they will cover a bigger surface. Mini-mines will deal not many damage, but will be able to oneshot glyphid soldiers and stun bigger enemies for a sec or two. And they will take some time to activate and they will stick to the enemy that walks on them or instantly explode. As a downside it will have little ammo, like 2 or 3, and dwarves will have to run quickly through them because they will trigger even on them, maybe 5 secs countdown on each mini mine if it detects a dwarf. And it will have a very slow projectile

valid shuttle
#

Make Steeve make different grunt sounds. I'm constantly jumping and looking behind me thinking that Steeve is a bug on my ass.

fiery flint
#

The new Fourth Relic "improvements" look incredibly gaudy now, with the big gold emblem sticking out like a sore thumb on darker skins. It even goes against the whole mechanic of using different skins with frameworks.

neon mulch
#

Separate eyewear and headgear slot

mighty aurora
#

Flamethrower's sticky flames giving off minor heat to players for use in cold missions and penalty for covering yourself in fire and being invincible to swarms.

warm brook
#

Perk Name : Prospector
Perk Type : Passive
Effect : Upon reaching max gold carry capacity you now 1 hit gold veins with your pickaxe rather than 2 hit them.
Cooldown : n/a
Upgrade effect : n/a

#

Perk Name : Loot Bug Whisperer
Perk Type : Passive
Effect : Loot bugs in your vicinity will crawl towards you.
Cooldown : n/a
Upgrade effect : Increase radius of effect and crawl speed of loot bugs

#

Perk Name : BAGS!
Perk Type : Active
Effect : Hold E for 3 seconds to spawn a bag that consumes all current inventory of minerals. This bag can be picked up similar to mule legs and other carry-able minerals (Basically the thing that drops when people disconnect) and deposited into the mule(1 a time)
Cooldown : n/a
Upgrade effect : n/a

#

Perk Name : Trophy Hunter
Perk Type : Passive
Effect : Every enemy you defeat over 500 health, you get 5 gold.
Cooldown : n/a
Upgrade effect : Increase gold reward; 5, 10, 15, 20

#

Perk Name : Flares galore
Perk Type : Active
Effect : Hold F to activate. Restore all current flare cooldowns.
Cooldown : 5 minutes
Upgrade effect : Decrease cooldown time; 5, 4.5, 4 seconds.

dusty cypress
#

Mission Failed Animations - Now that we have Victory Poses I thought it would be fun to add something to mission failed screens where dwarves are haunted by the monsters that killed them. This is a sample from a failed Cave Leech Cluster mission.

https://youtu.be/4PG-SJujCC8

Other ideas include being picked up and dropped by grabbers, having an oppressor knock all the dwarves off screen, covered by swarmers, covered and exploded by exploders, dwarves on fire, and frozen dwarves. Animations could be cued by the biome, mission type and any mutators.

hollow wraith
#

Can we have different grunt types give different cool down times for beast master? Like grunt has a 1 minute, slasher has like 3, and guard has like 5?

near glacier
#

Possible to change steves color, again? Really annoying trying to avoid hitting him, hes just a glowing version now, maybe make it REALLY stand out, like yellow or orange, idk. Avoid colors that other mobs have, like spitter purple/red, green grunts, in general.

deft lance
#

How about an extreme difficulty level with one hit kills including friendly fire?

meager vortex
#

Different names for the different types of tamable Glyphids, Grunt is Steeve, Slasher has a name etc.

nova forge
#

We lowkey miss zipline motor highkey a lot

rose pollen
blissful spindle
#

With the introduction of shield link please add shield bars to teammate icons so you can identify who is low and needs a boost

quiet robin
#

This here will be a 2 parter suggestion that would lead to something.

I eventually came up with a fun idea for some perk synergies and one requires a change to a current perk and a new perk. So the first thing would be strong arm. Strong arm on it's own didn't have much utility until we got something like extra throwing distance with the perk. But what I want to add onto that is the ability is to turn throwable objects into weapons. The idea for gems or parts turning into a shockwave based weapon that can deal a chunk of health on the enemies would be a neat start of the fight and gets things started in a gun fight. Of course this would only be effective on ground enemies so there are some limitations with the effect.

Next is a new perk which I like to dub "Final Blow". Final Blow is basically an option for certain enemies of a certain size that can allow dwarves be able to pick up enemies who have taken some damage (ideally like 2/3rd damage but for specifics I can't say) and to be able to throw them like a gem. They pretty much turn into rag dolls and throwing them would act as a killing blow to it and can be used as a substitute to a charge blow from the pick axe just with more style. On it's own it would be just another fun perk that has some use but not a lot. But when it gets synergies is when it's at it's most powerful.

Take both Strong Arm and Final Blow and all of a sudden you got an interesting effect. Being able to turn close to dead enemies and turn them into a way to damage another incoming swarm. So that when the enemy you had thrown would harm another group of enemies along with killing the enemy you threw. It is an efficient way to conserve some ammo when you can start off the fight with throwing an enemy grunt at a swarm and have it be some nice start up damage.

The intent of this idea is for more ideas for synergies between perks along with just having fun in mind.

potent marsh
#

A new beer that reduces active perk cooldowns by 15-20%

snow mango
#

A small but interesting quickie for the Mutators in missions:
Take the effects of the Underhill Deluxe drink and make the bugs bigger than the dwarfs

uneven rune
#

And Malt Rockbearer too, tiny bugs. I don't care if it's purely cosmetic

honest mulch
#

(google translator) What if the active ability of "Dash" add a certain push, stunning, pushing, pushing bugs, something like that?

maiden fractal
#

an option to mute game when off focus

tawny temple
#

Bolt action spear thrower - heavy sniper rifle. Mushroom seed granede that makes muchrooms grow in a small area. (exploding, toxic, ice platform.. etc depending on traits) Explodes on hit.

round kiln
#

Suggestion make Strong II III and IIII each give a increased throw bonus in heavy objects instead of a flat % this will combo better with unstoppable

quasi night
#

Might seem tedious, but how about setting "tap JUMP key while in air" to activate hoverboots? So you don't need to time long presses - and in general, I think it would be more intuitive to have your "boot-related" actions all on one key (default jump, hover, eventual jump-boots if it ever comes back)

maiden fractal
#

how about just a perk 1/2 buttons?

quasi night
#

What about revising how the "special" beer is done, so you can craft all of them, at any time. They could stack - at the price of being more drunk, the more you stack (which would cause some real trade off if you do more than just a couple at a time.} And Leaf Lover would not only remove the drunk effect, but also any beer perks you have (so you couldn't actually stack up and then leaf-lover the intoxication away)

kindred kettle
#

Stunning a Glyphid Menace should interrupt any of its attempts to burrow back into the wall.

ebon oak
#

for the 2nd anniversary of the Initial release date: February 28, 2018(According to google) , double getting blank core matrix and 25% or 50% extra exp and 15% or 20% extra gold

rocky dove
#

Remap Hover boots from Call M.U.L.E to double-tapping spacebar

ionic summit
#

can we get 3 min CD on Berserker instead of 4 min please (sry if i repeat someone )

worn valley
#

A victory pose involving the dwarf petting or hugging a steve grunt would be awesome.

quasi night
#

^And a baby loot bug

drowsy pendant
#

Suggestion to display buff description when drinking a beer or have it on the signpost

blissful latch
#

Discussing how easy it is to mistake Steeve for a untamed glyphid, my team came to the conclusion that he should be outfitted with a little orange safety vest, like one roadworkers or the like wear.

fleet kernel
#

Idk if a set of suggestions I posted got deleted, but it looks like it.

But another suggestion is that Steeve's unlock could swap some damage for letting Steeve inherit your character's perks.

Steeve could have:
Vampire
Unstoppable
Second Wind
and Thorns

This also separates him from Bosco entirely, but gives him a variety of build options.

median marlin
#

Repairing should scale multiplicatively to the number of dwarves repairing it.
1 Dwarf - 100% 2 Dwarves - 150% 3 Dwarves - 225% 5 Dwarves - 340%(Rounded)
This would affect progress speed for the following:
Mule, BET-C, Fuel Cells, Black Boxes, Uplinks...
I feel like this makes sense and speeds up decisions for more streamlined progression.

lunar gulch
#

I would like some elemental gameplay like electrocuting enemies during rain increase AoE or proc chances or ice/fire enemies are more vulnerable to the opposite kind of element
(Pretty sure its already suggested but I didn’t know what words to use fore the search option) 😜

nocturne elbow
#

Have Heightened Senses level 3 give you 3 escapes. as it stands I see no point in taking it. I cant imagine a situation where Ill need two escapes five seconds apart

meager vortex
#

Flamethrower should have an Aura of light from the end of it

blissful spindle
#

Ability to place a full mug down on a table / counter / floor. Why might you ask would a dwarf ever put down a beer well sometimes you accidentally grab someone elses mug and sometimes someone jams the bar with leaf lovers

dire kettle
#

Imagine if you had a mission warning that could happen on long missions or deep dives that made resupply pods increase in cost for each previous resupply you've called.

honest lance
#

Let a fifth player join as "mission control" with the job of complaining at the other players

edgy ocean
#

Dreadnoughts should be vulnerable to electrocution. There are a lot of weapons and overclocks that play off of that status effect, so having the Dreadnought be immune to it indirectly nerfs those weapons. Dreads would be resistant to the movement slowing effects but still take DoT damage as normal. (This is exactly how neurotoxin already works)

On a similar note dreadnought should also be ignitable by heat and other flame effects as well. Given that they spit fireballs they are obviously resistant to heat, but not completetly immune since you can still damage them with fire. They would simply have a very high heat tolerance before they burst into flame, at which point weapons and upgrades that target burning enemies can activate.

weary quest
#

I think Steeve needs a little bit more speed buff. It seems that he still can't track down bugs in many cases. If he can move faster, he becomes a true adorable bug-hound, I'm sure. Or it is also good to add content to train our taming skills to add Steeve some buffs.

crisp obsidian
#

Make Steeve's glow color based on the player that tamed it, similar to the laser pointer colors. That way I know when my steeve dies vs the driller's

copper orbit
#

Make Steeve glow through the walls when you press ctrl, similar to MULE.

still rain
#

I'd like to see the Low Oxygen mutator removed or given much more leeway on Molly missions. In its current state it's just a punishment mechanic, inflating the time needed to complete a mission. And if Molly gets away from you during extraction after playing a 60-minute long mission...

tawdry vector
#

In Low Oxygen missions, Molly should leave 02 bottles on the pathway markers during extraction. Probably not every single one, but every 10th or so? Just enough that you can still follow the path if you lose her.

hazy zephyr
#

I have suggestion for Steeve. There should be player name displayed to whom Steeve belongs to. Example: Steeve (ZeroStas) . So would know which Steeve died if two players have same perk. Additional to know if I can make another if last one died.

edgy ocean
#

The description for the Field Medic perk says "get your teammates on their feet instantly" but the activation time actually takes a few moments. I often see the bar reach about 1/3-1/2 full before the "instant" revive takes place, more so when the game is lagging.

So I think the perk would work much better if you made it an instant activation with no delay. That does increase the risk of an accidental activation but I think most players would still prefer to have more responsive controls.

glad flume
#

Silly idea I had on bringing jump boots back is that they could cost 5 Nitra per use If you had no Nitra, no double jump. It would only work with Nitra a player would be carrying on them at that time, so any Nitra deposited in the MULE would not be used for a double jump.

near glacier
#

Make two camps about lootbugs. #teampet and #teamsquash, and give different lootbug-related voice lines and cosmetics to each.

tough orchid
#

this seems like something that would have been suggested before (i tried search for it but found no results) but if your Steeve dies your dwarf should cry out in a pained voice "Steeve!!" or something along those lines

valid shuttle
#

Remove Weekly Aspect of Deep Dives
***Abstract:***The weekly aspect of DD and EDD leads to a surge in player base on Thursday, and nearly no one playing by Wednesday. In addition, once DD/EDD is complete, and Blank Cores are used up - nearly all players will quit playing the game until reset.

Current Issues with the weekly reset:

  1. Leads to a surge in players on Thursday, but almost no one playing come Wednesday.
  2. After completing DD/EDD, many players quit playing for the week.
  3. Once Blank Cores are used up, doing random missions feels empty and without reward. Esp for us Grey Beards.
  4. Since minerals/money aren't needed by Grey Beards, doing random missions only has the small hope of finding a Cargo Box, which is not enough to keep me playing the game.

Possible Solution to keep the Grey Beards playing:

  1. Remove weekly aspect of Deep Dives.
  2. Instead, make it so Deep Dives are found in missions. Say you find a Black Box which contain coordinates for a high reward Deep Dive missions.
  3. You complete the event, and are given an item like a Blank Matrix Core, which you can use to activate a Deep Dive mission. I'm calling it "DD Coordinate Core"
  4. Dwarves with a DD/EDD Coordinate Core could host a DD mission, and any dwarf can join these missions. (if the rewards are too great, then make it so that all joining dwarves must have a DD Coordinate Core to join)
    **
    Outcome of these changes:**
  5. Grey Beards now have a reason to keep playing the game after DD/EDD is completed, and Blank Cores are used up.
  6. The hope of finding a DD Black Box in a mission leads to many rewards, and many more missions to play throughout the week.
  7. End the surge of players playing on Thursday, and the ghost town the game becomes by the end of the weekly reset
  8. Makes doing random missions fun again.

Thanks for reading, sorry for the length. This is an important change, and I think would lead to a much more active community.

nocturne patrol
#

Suggestion
Just a slight tweak for Steve...

Change the health bar color for allied Steves. Red makes me shoot. Blue or green or literally anything other than the same color as enemies.

slim drift
#

DEFEAT MOVES and more beards

blissful spindle
#

Fix Berzerker descriptive text to show how long the berzerker effect lasts there is no indication as to how long the instant power attack recharge lasts only its cooldown timer and also no indication if the base dureation of the effect increases with levels I would also argue that cooldown timers on all perks should never exceed 5 minutes. Berzerker 1 has a cooldown of 10 minutes which depending on the level could actually be after the game ends ......

#

On another note I feel like once per game limits on perks are an excessive ballance mechanic. I propose to have one use perks instead run on ammo that is recharged at a supply drop This restricts their use per game while still allowing them to be useful enough to actually be worth taking with you

stuck mauve
#

Maybe have Temperature Insulation increase the amount of oxygen you have or maybe increase the rate you gain oxygen. It'd be niche so you wouldn't have to worry about it being too strong and it would be a nice option for those who despise O2 missions.

timid grove
#

Optional dedicated buttons for Activation Perks would be nice - if bound to a key (or button if using a controller) it'd cancel out the current activation method in favor of a single button press. So instead of holding the "Call M.U.L.E." key you would just have to press an unrelated keybind instead and have it activate instantly.

stiff lodge
#

Make the little turret drone guy that follows you in single player stronger. Let me upgrade him into a tank

feral prairie
#

I find when I'm picking ⛏️ through dirt that the area of deletion is just a tad small for my dwarfen body that I get stuck in my tunnels. Am wondering if a 30% increase would help.

wide hornet
#

Alright, so, this idea literally came to me in a dream so it might not be good but bear with me.
What if we could upgrade our supply drops like we can upgrade Bosco? Stick a floodlight on it like those you could call down early in development. Make it drop faster. Make it release a pheromone cloud on impact. Give it six smaller faster resupplies instead of four big ones. Make it recharge your shields if nearby.
Stuff like that. I had more ideas, but the core principle is that it'd be neat if we could customize even more of our gear after the pickaxe update hits.

unreal lichen
#

Buff the perk "see you in hell" to attract nearby enemies for ~2 seconds before you explode. This way, it will have more of an impact by killing more bugs and taking some aggro away from your team.

lone spoke
#

Suggestion: Not be anchored to the drop pod floor apon mission activation or departure and move more freely.

edgy ocean
#

I think the spread for the boomstick pellets has too much RNG in the shot pattern. I took a sample of shot patterns (37 in total) and here’s what I found out:

  • 38% of shots had pellets land on or outside of the crosshair boundary.
  • 50% of the shots placed the majority of the pellets right down the middle in a tight cluster or column shape with little to nothing covering the sides.
  • 54% of shots failed to cover at least 40% of the crosshair area (sometimes as much as 80%).
  • Only 32% of the shots have what I would describe as consistent coverage with pellets spread over the entire area the game indicates they will land.

This is a problem because the weapon doesn't deal reliable damage. If you hand players a shotgun they would reasonably expect it to work a certain way. If the target fills the entire crosshair it should be impossible to miss, if they are aiming at a group they should fit as many targets as possible under the crosshairs to evenly spread the damage. However as you can see in the picture that’s not quite how the weapon actually works. It’s possible for pellets to fly off so far to the side that they miss targets as big as the crosshair. If two targets are approaching and you position the crosshair so that each half is centred on a glyphid, you might fire all of the pellets right down the middle and miss both targets entirely.

So my suggestion would be to change the shot pattern to be more consistent. Pellets should almost always land within the bounds of the crosshair and each side of the crosshair should have about half of the pellets landing in that area. It’s okay to retain a bit of that wild unpredictable RNG but anomalies like most of the pellets landing on one side should be the exception rather than the rule.

EDIT: The Warthog also has this problem, but to a much smaller degree.

crisp obsidian
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Loot bugs that have been pet should scoot over to knocked-down players (similar with how they pathfind to dropped ore) and purr to provide comfort.

topaz valley
#

I feel like the ebony glyphids event is a bit difficult to achieve in hazard 4 and plus missions. You need to be in melee which make you very vulnerable by taking strong damages + being slowed down by attacking or being under attack. Maybe make the ebony glyphid bites less strong as they are very tanky yet and they often come with plenty of other normal glyphids ?

hidden phoenix
#

If the friendly perk also halved self-damage, it would be worthwhile for a lot of builds: fat boy / rj250 / c4 / persistent plasma / cluster nade / etc

sterile topaz
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I find that I lose track of my pickaxe's power attack cooldown in the heat of battle, and I end up trying to perform in when it is still recharging. I attribute this to the recharge indicator being located at the edge of the screen while my focus is at the crosshair while I'm shooting bugs.

My suggestion would be to have an option to put a small bar or indicator next to your crosshair that fills/lights up when you can use your power attack.

rose oasis
#

Can you add ability to open forge, deep dives, assignments, inventory, ect. Using keyboard so we don't have to run over the whole rig. Like they did in Vermintide

hidden phoenix
#

Forge mastery should let you pick the OC of your choice (that being said, keep the weapon reward / cosmetic reward rotation)

little pollen
#

MISSION: HIVE ASSAULT

"You've been asking for a real fight, and now you'll get it. This is the heart of a glyphid nest. We need you to recover kytinium samples from the aliens using any methods necessary. Meet your quota and we'll get you out of there as fast as we can."

Primary Objective: Collect [X] Kytinium Samples

Terrain: Caverns of various sizes connected by twisting and overlapping smaller passages. Swarmer Tunnels, Brood Nexuses, eggs (containing Swarmers) and cocoons (containing larger bugs such as Praetorians, Oppressors, and even Dreadnoughts) are scattered throughout the caves, most heavily concentrated in a large cavern far from the drop point. There are no special mission objects visible on the 3D map.

New bugs -- Glyphid Juveniles: Larger than swarmers but smaller than grunts. These aliens specialize in shredding any nearby eggs and cocoons when disturbed, bringing a swarm of bigger glyphids upon the intruders. These caves could be lousy with Juveniles.

New bugs -- Glyphid Legionary: Flying glyphids that hang from the ceiling like bats when resting. They are heavily armored and possess a venomous stinger that can leave dwarves temporarily intoxicated and slowed. When a Legionary is killed, a large part of its carapace falls off -- these are the kytinium samples the miners must collect and deposit in order to achieve the primary objective.

New obstacle -- Glyphid Jelly: Small patches of this orange goo should be found wherever Glyphid Legionaries are resting. Dwarves stepping into this stuff have a high chance of being tainted by its bug-attracting pheromones.

Summary: The drop pod dumps the team and a MULE into a cavern, and the exploring begins. Glyphid Legionaries are the miners' primary targets, but the miners would be wise to zap any juveniles quickly, and avoid accidentally opening the larger cocoons. When the kytinium sample quota is met, the MULE's Call Drop Pod is revealed, and you know the rest.

drowsy pendant
#

Fix so the escape pod does not make such a gigantic hole when its landing. That you are barely unable to get out of without digging, at least make it a more climbable hole.

versed jolt
#

Is there a possibility that Steeve's friendly fire resistance will be reduced back to how it was? Since Steeve now is less a hero to dwarves and more a hero to the other glyphids with it's ability to stop a minigun.

tawny temple
#

facial war painting so that I can look like william walles. dirt in the face would also be cool. shoulder protection with fur on and Russian fur cap. black / dark green / blue morkrite armor, fungus armor, short sleeved armor, tattoos and welding helmet . 🤘🏼

distant bay
#

Bosco should fire off a rocket or at least try to clear the enemies around the player before going to revive them. Seriously, I don't like his dumbass reviving me when there's a bundle of jellyfish and a BET-C pointing right god damn at me.

hexed sage
#

As much as I love the animation/dialogue, can we have a "skip" button at the forge? We gots mining to do, sir. rocknstone tothebone

latent raven
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having more than two Deep Dives per week would incentivize playing more than a few days a week. Maybe if there was a Deep Dive for every planetary region each week? I know that would be a LOT of multi-stage missions to quality check, but currently there's very little keeping veteran players playing more than a few days per week. macksfield had an idea for improving player retention via Deep Dives a bit farther up in this chat room, but I really dislike the idea of attaching Deep Dive access to random chance.

tribal heath
#

Grenade Launcher Mod Swap/Balance
I've always wanted to use things like stun or homebrew powder but just can't get around the idea of dropping nails and tape. Nails and tape provides a +60% increase to area coverage from the base value. It's way too big of a benefit to drop as it makes the entire difference between needing 1 shot or 2 to cover a swarm with the explosion. I'd like to see this mod and it's current alternative choices better balanced honestly.

My suggestion:

  • swap stun and high velocity grenade positions on the mod tree
  • move homebrew powder to tier 3

You wouldn't typically take hyper propellant with the combination of an area of effect exposion, this would be a much a better place for it. It would then combine well with damage mods, homebrew, any tier 3 ability and spiky grenade for a more damage focused build and be ramped up further through use of the hyper propellant OC. Or providing a choice between increasing hyper propellants area size in favor of it's speed, allowing the user to scale the effect of the overclock to their preference.

Stun would then be an alternative to the slight the ammo and damage increase, allowing better control of guards within the explosion radius. Homebrew powder would be a more inconsistent alternative for the other situational effects.

Example mod tree:
Tier 1 - (+1 Radius / +2 Ammo / +15 Area Damage)
Tier 2 - (Stun / +3 Ammo / +20 Area Damage)
Tier 3 - (Fire Damage / Armor Break / Homebrew)
Tier 4 - (+1.5 Radius / Velocity)
Tier 5 - (same as always - Proximity / Direct Damage)

The alternative suggestion would be reducing nails and tape to +1 and adding the dropped +0.5 effect radius on to the base value. This would slightly reduce the benefit of nails and tape and slightly enhance the benefits of homebrew and stun.

steady pecan
#

What about making loot bug hives or making them sometimes go together in groups of 4/5 and purr to each other?

modest viper
#

while the first part of the space rig update is awesome. i suggest that the accessory shop merged with the wardrobe.

i also propose a revamp of the UI. it would have a grid system for selecting cosmetics. that would be on the right while above it would have our options for what cosmetic group we are looking at. Beards, Side burns,victory moves etc. selecting the type of cosmetic would change category the grid displays.

Unowned items would Default to the bottom and the item preview would be greyed out. and hovering over them shows the item price.

a filter by owned owned check box would be at the top of the menu.

that way we don't have to constantly run back and forth if we wanted to see if certain cosmetics looked better with this other cosmetic i already own. not to mention it would cut down on the amount of terminals in the rig.

you could also make a wardrobe that is recessed into the quarters of the dwarfs.

modest viper
#

also different suggestion but could we also see the minerals displayed at the top of the mission selection menu/character selection terminal.
also being able to see how much it takes to promote your dwarf while in squad would be nice.

rocky dove
#

"Degree in mechanics"
A passive perk, increasing the the building/repairing rate by N%, and also improving the charge rate on obejectives while standing in them.
"Overtime!"
An active perk, boosting a single countdown upon pressing a button, freezing or tempering the time by a few seconds.
(Applicable to the escape pod arrval in mule and aquas missions, excavation timer and machine events)

rose oasis
#

Make so that blood splits and the scanner can be seen in no HUD mode

smoky imp
#

There is no animation for reloading turrets. My idea - use animation of depositing resources, with bulltet falling out of the tube instead of minerals

obsidian cave
#

Alternative - the Engineer pulls fistfuls of bullets out of his pocket and stuffs them into the back of the turret while reloading.

patent eagle
#

Please give us a way to read the description of purchased/unlocked vanity items after aquiring them, I want to read up on the lore 😦

warped smelt
#

The beast master perk is pretty cool, but would something like a mini bosco perk to gain some or trimmed down abilities of the regular bosco whilst in multi? A "Lil Boz" just sounds neat 🙂

fringe bone
#

So kinda simple suggestion that doesn't feel that game breaking, more QoL, resupplying from a pod gives you 2 flares

meager vortex
#

Remove the neck shield from the MK3 Gunner Suit Heavy when wearing the Corporate Marine helmet, it clips badly

valid shuttle
#

Corporate Marine helmet seems like it need to be shrunk. It clips just about everything. On armor that doesn't have huge shoulder pads, it looks comically big. Secret big head mode

meager vortex
#

I know pieces of armor get removed to accommodate certain beards and mustaches, I think this could be done for the Corporate marine helmet in some cases

waxen phoenix
#

have a wardrobe access from clicking(or whatever) your character in character equipement screen maybe, if anyone feels me? ive had this habbit from many other games lol. sry for the edits

mossy laurel
#

Perhaps having the different classes have different stats would make them more unique. For example perhaps the shield or health of a driller or gunner should be slightly higher than that of a scout

near glacier
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Make it so that Steeve doesn't make hostile grunt noises, or not as loud, spoops me and my mates, also, i'd like it if he didn't follow behind so close, he constantly gets stuck on my drills and gets in the way of trying to destroy terrain.

dusty cypress
#

Mactera Brew - Louder farts, more fart variety and bonus damage to mactera in mission

dawn vault
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Friendly perk seem to be left out useless if you solo with Bosco, how about make that perk give you self-harm dmg reduction when you are alone until another miner come join you then the perk will switch to less dmg from friendly fire?

I'm not sure if the idea was mention, hard to tell

kind shore
#

please let us trade weapon skins

neon mulch
#

Bring back the Relic Skin Gold Recoloration

knotty prism
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I love the buff to Veteran Depositor. I'd suggest adding Black Box and Fuel Cells to the list of things that buff a dwarf. For Salvage Operation, you send Molly back and the "most important" part of the mission would see Veteran Depositor with no benefit, though I recognize you don't deposit into either of those items.

uneven wing
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A machine event called necro virus research chamber. Upon activation small groups of bugs will spawn nearby and attempt to destroy the machine. Killing the bugs will cause their ragdolls to drop but then get back up after 5 seconds and continue trying to attack. You need to defend for 2 minutes. 00:00 to 1:00 will only spawn grunts. 1:00 to 1:30 will begin spawning mutated grunts and acid spitters. 1:30 to 2:00 will spawn up to 5 praetorians alongside the swarm. This event wants aoe attacks and area coverage alongside CC. Lasting 2 minutes will emit a pulse killing all nearby bugs. Thoughts?

#

God help you if a glyphid warden shows up

tough orchid
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Hold E for a couple seconds on your own Steeve to remove the friendly fire resistance so you can kill him easily. For when he's badly damaged or when you want to tame something better (like if you have a tamed Grunt but see a Slasher). Or cut out the middleman and just hold E to kill him immediately, whichever feels right.

hard dawn
#

Rework the Stubby unstable overclocks to make them less situational and generally more useful. It's silly to have to dump a magazine into a gemini turret (even greater degrees of build restriction) when you have 120 less ammunition for a chain lightning fence that might not even cover the chokepoint appropriately. It would be preferred if I could chain from the turret to another location in the environment or chain from multiple locations to create a web. This overclock requires too much time to set up to be useful as-is.

The other one is also silly for the fact that you have to also have a turret set up in the first place, but have to sacrifice so much else for such limited utility. If anything, the other unstable overclock should allow you to supercharge a bug or turn it into a sort of tesla tower that shocks nearby enemies for additional CC. The unstable overclocks were originally pitched as having big benefits with big downsides. The Stubby overclocks just don't have that -- or even allow the stubby's electrical effect to act like chain lightning.

sterile topaz
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Petting your own tamed Steeve should cause him to follow you around closely for a short period of time. This could be useful to keep him from blocking line of sight, charging after a Bulk Detonator, or to keep him out of the blast radius of an explosive trap (Such as a Driller's Remote Charge or an Engineer's mine).

fiery flint
candid grail
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What if the drop-pod left an extremely hot flaming trail behind it when departing, killing everything (including allies) in a 15-25m radius (providing a small kill-exp bonus to the players that make it out)? Sorta like a rocket on lift off.

twin ingot
#

@everyone Big idea, what if we had interlocking abilities, like the engi being able to put a trolly on the gunner's zipline, or the gunner giving the engi's turret a front facing shield, does anyone else have any ideas?

tough orchid
#

(Meta suggestion) How about a #top-suggestions channel for suggestions that get above a certain threshold of rocknstone's, like 25 or something? It could be automatic via bot. The same system is in place on some other game Discords.

civic portal
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@twin ingot please don’t try to ping an entire server of 83k angry dwarves.

twin ingot
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so you could carry big gems w/ out sacraficing a teamate? and how do you apply icons to somthing like rocknstone (sorry jacob how should I do it next time?)

civic portal
#

You don’t. You can discuss it in #suggestion-discussion, but for logical reasons you cannot ping people to get their attention. Putting it here and discussing it in the other channel should do the trick.

plush loom
#

It would be nice, if there was a system to push Stevee away (press F while looking at him), or maybe even use a key to command Stevee to move, very valuable for drillers. drillgif

cloud grotto
#

It's embarrassing to admit, but my brother and I are over 15 hours into DRG and we only just discovered you can manually set the hazard level. Our main complaint so far was the game was too easy and the leveling too slow. A fair complaint if you only play on H2.

We knew higher hazard levels existed because we could see H5 was unlocked in assignments, but could never find missions with a higher rating than H2. Only after talking to a friend did I find out hazard level could be adjusted at mission select.

While the UI location is certainly visible if you know where to look for it, the fact of the matter is two new players missed it for quite a few hours of gameplay. A tutorial message or more prominent placement in the UI would solve the issue.

It's definitely partially on us for not checking through the menu options more carefully, but we honestly didn't think a difficulty adjuster existed at low levels, and nearly stopped playing the game altogether because it was too easy. How sad would that have been?

edgy ocean
#

There is a minor issue with the neon band GK2 mesh. The neon bands mounted on the side panels move backwards when the gun shoots or reloads. This causes the bands to clip into other parts of the gun, the round thing on the left side and the canister shaped bulge on the right side. My suggestion would be to change the shape of the neon bands so that they curve around those objects when in the rearward position.

There is also a minor bug, the cylinder on the side of the gun pops up when you reload, but the circle shaped neon band mounted on it doesn't move causing it to "fall" inside the extended cylinder. Looks like the animators haven't rigged that piece yet.
https://steamuserimages-a.akamaihd.net/ugc/788628995536841764/16E1FEEA93CE8A6EEE022349B422838E218FE907/

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In the spacerig lobby and loading screen your teammates are displayed next to your portrait in the upper left corner. When teammates are promoted the star border covers up the top half of the class-coloured outline. My suggestion would be to make the star border slightly larger so that the full class outline can be displayed, making it easier to see at a glance what class everyone is using.

edgy ocean
#

Currently a lot of players don't understand how huuli hoarders work and how to stop them from escaping. Instead of instantly vanishing once they cross an invisible boundary I think hoarders could have a digging animation to give players more feedback.

If the hoarder manages to get far away from the party or break line of sight for a time it will start digging into the ground, if it manages to dig for a few seconds it escapes and vanishes from the map. The players can interrupt this by getting close to the hoarder. Or if the hoarder is on a ceiling and you don't have a scout the party can simply regain line of sight and deal enough damage to the hoarder. In either case the hoarder will stop digging and continue to flee.

hexed sage
#

Just a thought....Buying bjeer then the leader disbanding the game...some way we can either get compensation or have the effect last a certain amount of time until you enter game? Those bulbs ain't easy to find 🤷‍♂️

late stirrup
#

Salvage Operation Overhaul:

As it stands, salvage missions go one of two ways. Either you sit around a green circle and throw flares, or your life becomes a waking nightmare. There is no middle ground. This is from a few factors.

-The objective zones are phenomenally tiny, even for one or two dwarves trying to hold out. Cramming all four dwarves in there becomes a game of "How many shield generators do we have to spare?". The strength of the Scout is kiting, but you can't really kite if you can only move 2m at a time. Can't use explosives to help clear out the dozens of glyphids, either; you'd blow up your whole team. Instead, why not cover the area the salvaged pod landed in, as it's typically inside a cut-out piece of cave anyways and it would give classes the chance to move and split the horde.
-The current transmission/refueling process makes absolutely no logistical sense whatsoever. A fuel cell doesn't instantaneously discharge and become unusable if you stop charging it, nor does a file instantaneously corrupt when there's a hitch in the upload/download. Not only does this lead to obnoxiously bad gameplay, but it detracts from the idea to begin with. Have the process stop and MC says something like "What's going on down there? The transmission/refueling stopped. Get back in the area and get it rolling again."
-Overhanging terrain can lead to immensely difficult m.u.l.e. salvaging, as either an engineer or driller must go out of their way to facilitate what most dwarves should technically be able to reach, i.e. the m.u.l.e. that practically dug itself into the ceiling to break. The scout and gunner can struggle here.
-If none of these changes are considered, then at least give Mission Control some sedatives. Having them shout at you about one line per every 4-5 seconds is not only monotonous, it's infuriating and unmotivating. We can't help the fact that a BD came out 3m off from the fuel cells. Having them drone on only makes it worse.

near glacier
#

Brt is shit right? Here's a suggestion on how to make it worth using

Make BRT a burst fire micro-shotgun with wild pellet spread and very high total damage so it has at least some possible use nice

valid shuttle
#

Another option in the vein of @late stirrup for Salvage Operations Uplink/Refuel.
Reduce the penalty for being outside of the zone. The progress ticks down extremely quickly. I enjoy the craziness of these missions, but sometimes when a couple Bulk Detonators and a Glyphid Oppressor spawn up your arse, there's nothing you can do but run.
Reducing the penalty from being outside the zone lets players deal with these random occurrences, without significantly changing the event or reducing the actual mayhem.

echo depot
#

Fix the online stuff, I have tried joining games at all different times and J get the same lag all the time, sometimes to the point where the game crashes

grave ocean
#

I'll make this ramble short because I want on a proper rant for this.

Link to the suggestion: https://steamcommunity.com/app/548430/discussions/3/1750148517262232612/

Summarised suggestion:

. Lighter barrel assembly has unbalanced the tier 2 upgrade row on the autocannon

. Increasing tighter barrel alignment's bonus to 60% from 30% could help with creating single-target damage builds and make them better overall.

. Big Bertha needs a overhaul, currently it has too little ammo and the accuracy of the autocannon makes it one of the worst overclocks on the autocannon.

. Said overhaul would be to set blast damage and radius to 0, increase direct damage to 20 from 12, remove the mag penalty and give the overclock a 33% accuracy bonus.

BRT is also suffering too much after the changes it's received, so here's what I advise:

. Increase damage to 16 from 14
. Balance out spread and recoil, currently it's a lose lose situation when it comes to the spread and recoil reduction upgrades.

Aight, I have a confession to make. The Thunderhead is excellent, a must-have for higher difficulties with Carpet Bomber. But it needs some love on the opposite side! Currently the Thunderhead is only good for crowd control builds as the awful accuracy (worst in the game btw) ...

#

i'd appreciate some discussion from this and potentially some developer response,

these guns deserve more love IMO

edgy ocean
#

The blast wave upgrade for the boomstick should increase the angle and range of the blast effect instead of simply doubling the damage. This would make it more useful against swarmers and the like because it already kills them in one shot. This would also make it more competitive with blowthrough rounds at the same tier because it offers something unique instead of a bit of extra damage that can't compare to the (ideally) 4x damage from blowthrough.

round olive
#

To me it seems the scout's Pheromones are a little overpowered when it comes to diversions compared to the engineer's decoy. My suggestion is to nerf the Pheromones by making some enemies have a larger chance than others to ignore the Pheromones.
For example:
Swarmers 100% chance to distract.
Grunts: 95% chance
Pratorians: %50 chance
Dreadnaughts: 0% Chance

To buff the Decoy, it would be the reverse. Larger enemies are more likely to attack it, letting the decoy less likely to be wasted on swarmers or jellies.
Example
Swarmers: %5 chance to attack decoy
Grunts: 60% chance
Pratorians: 100% chance
Dreadnaughts: 10% chance because the boss shouldn't be as easily distracted

I think this rebalancing of the two diverion tools would make them an excellent way to make teamwork more important, as if they are used together they will distract more than they would by themselves

brazen juniper
#

a beer that gives more nitra like the gold beer i forgot name

topaz valley
#

Why not making that modifiers on higher promoted dwarfs are more powerfull (give better stats) ?

plucky gate
#

A laser pointer emote for the discord.

lilac moat
#

I think it would be a pretty cool aspect if the player frames changed with cosmetic upgrade we get in game. So whatever class we play it will update with what we equip on the character frame.

nova wing
#

Another possible iteration the hoover boots perk would be to have an effect similar to the geysers where if you maintain your spacebar you would receive an upward momentum (similar to what a pressured gaz would create) just strong enough to either maintain your altitude or slowdown you speed under the terminal velocity while you were falling down. This iteration could start with it's max push and then slowly reduce it's strengh until it run out. Similar to a pressured gaz canister which i assume would be what our dwarves use to create those jump boot/hoover boot/absorbtion boots.

hollow wedge
#

We need an audio option to mute Carl at HQ, specifically. I've heard his voice lines so many times, and man is it annoying when, over and over again, I can hear him shouting, "StAy ClOsE To tHe FuEl CeLls". jesus stfu please carl im trying to concentrate, I'd like to see you down here tryin to defend this s**t from a preatorian swarm and two bulk destroyers.

opaque tulip
#

Make it so that matrix core event thingies have o2 tanks on low oxygen missions, currently, especially on point extraction missions, this is an annoyance which can only really be solved by ordering supply drops.

runic agate
#

On xbox one. Allow us to have a higher sensitivity. It currently feels like a slug

onyx crow
#

Give the M1000 a longer-lasting trail when firing in fully-charged mode. I want gunners to understand how much I do for them by dealing with acid spitters and menaces.

proud coyote
#

Can we get outlines (like those around the players) on undrunk beers in the bar when pressing control (laser pointer) to make sure we leave no beers behind!

tough orchid
#

The Breach Cutter's "reload when full" animation should do exactly 1 HP of damage to yourself, and there should be a hidden achievement for breaking your shield from it like "Why do you keep doing this"

ember coyote
#

A companion app (kinda like what dying light did) that let's you play as mission control from your phone and send miners on missions. Have the missions take a certain amount of time. Select how many dwarves are going in and which class they will be. Rewards based on how high the risk was. The rewards can be gold, minerals, cores, or cosmetics for the actual game.

hazy timber
#

Salvage mission type: When landing the mining head, it breaks down and to be able to return to the surface you must find the parts/materials to repair it.

wet crane
#

Killing a frozen crassus detonator should coat dwarves in its range with gold, similar to the frozen effect, and have it drop gold bits on break

still sage
#

How about rare Loot bugs that actually can fight back? They could work like mimic chests in fantasy games. Looking like a regular Loot bug, but when you hit him couple times it morphs in some kind of scary shit, dangerous to 1v1. Having those in game can create some fun moments.

near glacier
#

All right so i got an idea, I was thinking that for class promotion missions, they could be specialized for the classes, so for scout maybe you would have to reach really hard to reach places and make use of your grappling hook, and engi might have to set up a lot of turrets to defeat aliens, and the driller might have to a special mission where the a cave system was filled in so he has to drill to all the valuables to win, and the gunner might need to take out huge waves. Anyway the idea would be specilaized missions for class promotions that make them feel more like class promotions as opposed to just more of the same missions, these would probably function more like a single player minigame at the end of the promotion sequence of missions? I just think it would make promoting way more interesting

storm burrow
#

What if the enemies in Glacial Strata had furr. Kinda like a tarantula

near glacier
#

GSG, it's been a long time since you've released the game. Now you definitely have enough money to do things which you once could avoid doing and have some kind of excuse.

  1. Buy and add a cyrillic supporting font. Seriously, having arial or some shit like that ingame is just dumb. You do have a couple hundred dollars to spare.

  2. Hire professional translators, at least for languages that are doing relatively well like Russian, German and French. Kick out all the shit that got accumulated over time, have everything checked by professionals, and reassemble Crowdin projects. And do this for each update.

stuck scarab
#

Create golden fields repair (we don't have enought gold)

lunar gulch
#

Neurotoxin should increase the fear factor.

ionic summit
#

Subata 120 must have some decent OC that give more AMMO and DMG like other weapons (cuz only subata doesn't have any ammo and dmg improve)

potent marsh
#

Wouldn't it be hilarious if lootbugs exploded just like maggots in the magma core biome :D

tender wolf
#

What if there were gooey molten golden lootbugs that exploded like a crassus but smaller?

dawn vault
#

Where did your gun go?
Have you ever feel funny how when the dwarf switch weapon their gadget and gun just disappear?
Maybe when you switch weapon or gadget, the other should be hanging on your body. Example: pistol on your hip, big gun on your back, etc

dawn vault
#

PICKING AMMO
Taking ammo may need animation, because... why not

near glacier
#

Give us an empty matrix core when we complete promotion assignments so there's more insensitive to grind levels

drifting jasper
#

Make the silicate harvester stick to the floor, currently the achievement related to it is extremely hard to do because of the compound RNG of the zones being up, harvesters spawning at all, them not dying by environmental hazards, them not being upside down, and having bugs around to shoot before somebody accidentally kills it

cunning pumice
#

steeve gets in the drop pod before you leave?

dusty cypress
#

Machine events: Key infuser box should show up on terrain scanner and be given a white object outline like the rest of the machine when you highlight it. The infuser boxes are having spawning issues and this feature would help a lot with locating them.

little oxide
#

Would it be possible for spitballers to shoot their acid in an arc instead of a straight line? A bit like a grenade? It would look a lot better and immersive IMO

velvet salmon
#

Overhaul mining ores, make a little qte or something. As a scout it gets kinda boring zipping from one nitra vein to the next

kindred kettle
tight isle
#

Now that we have multiple things to interact with. I think it's time they get seperated into other keybinds. I've never been a big fan of one button context interactions. But now with things like shield boosting/revive/pet/deposit/ziplines all acting stupid when ever someone is just that smidgen too close to what you want to interact with. You can leave it as E for default but for people like me that really want it on other keybinds would be a lot of help. I did do a search for multiple keybinds for e and got no results or maybe it's been worded a lot better than my attempts 🙂

solid quartz
#

One of my favorite underused features in games is a "second monitor" tool, such as what Battlefield 4 had as seen here: https://www.youtube.com/watch?v=6Z39DXFjH-o
Having something like that for DRG would be a fantastic addition. It could give a minimap similar to the tab menu, showing where your team is, as well as health bars and the such for everyone.

Battlefield 4 mini map on a secondary screen (full-screen).

Here are the steps:

  1. Start a BF4 game.
  2. Drag the Battlelog screen to your secondary monitor.
  3. Click on Battlescreen at the bottom of your battlelog.
  4. Click back on your game.
  5. Once the game is loaded the ba...
▶ Play video
tribal heath
#

Many have voiced their opinions that the cryo cannon needs some changes to compete with the flamethrower. While I'm in more agreeance with others that it's not THAT bad, the only issues I find with cryo cannon personally is ammo consumption/efficiency in comparison to CC variants with the flamethrower and the effectiveness of damage builds. While arguably damage isn't the focus of the cryo cannon - there are mods and overclocks to support it (which could use some tweaks).

I have a few suggestions to rework the cryo cannon a touch, adding a bit more ammo efficiency and new build possibilities as well as some ideas to uniquely identify the cryo cannon - especially damage builds - in a different way to the flamethrower. Separating the comparison between the two a bit more without drastically buffing or changing the weapon from what it is.

Uploaded as file due to 2000 character limit.

round moat
#

perk to replace vampire Abyssal Regeneration - Regenerate health when in total darkness

near glacier
#

Could you reduce or let us have an option to reduce the visual effect of the green slowing goo?
I understand the spider web is avoidable and dodgeable from the aliens, but I feel like its annoying when the track is covered in the goo and you have to walk through it and it covers almost your entire screen

near glacier
#

Guys, you really really need to work on the difficulty. The step from difficulty 2 to 3 is what is most effected, but that is what 90 % of the players choose. On difficulty 2 you can just kill everything with your pickaxe and its essentially very very easy. Now lets talk about difficulty 3, sometimes its very easy and somtimes its rediculously hard. I had a solo point extraction like 10 minutes ago and i shit you not, it was absolutely impossible to do. The first wave came and then everything went batshit rediculous... There were enemies spawning permanently, without a single minute of time to restock or even mine anything, i was just nonstop defending against wave after wave after wave. At some point i wasnt even finished defending a wave and suddenly the next one was spawning into the beforehand wave and in between waves there were enemies spawning all the time and im not talking about 3 or 5 enemies, im talking about 20 to 30 enemies. I didnt count them but as i left the game, there were at least a hundret enemies trying to kill me, my whole screen was just full of bugs. Thanks to Bosco and my grapling hook i made it into the escape pod after one hour running for my life with no ammunition.
So wtf went wrong with the difficulty settings??? On diff 2 its noob level, on diff 3 its almost impossible in solo missions. And i guess you made Bosco a lot weaker after you gave us the beast master perk... right? Cause it feels like hes alsmost useless now, he just doesnt kill anywhere near the amount of enemies he did before the update. And the beasts are pretty useless in waves of enemies cause theyre to slow and dont do much damage.
Theres a difference between making a game harder and making it to hard to enjoy.
Im not interested in always playing either noob mode or insane mode, so fix that please, you got a range of 5 difficulties, so use them. We all know nobody is playing on diff 4 or 5 cause its just batshit insane, so you wasted 2 options there, i feel.

west topaz
#

Gold 3 Promotion + having collected all overclocks for that dwarv will redeem a second overclock slot. Interesting Combinations much like the skins are possible that way.

gleaming patrol
#

simple suggestion to be able to pause in-game while solo. i don't wanna die while i am on the shitter,and switch off the pause whenever someone joins and the lobby becomes multi-player

tidal lynx
cold pecan
#

Gatling overclock that actually pushes you backwards instead of or in addition to the slowing effect?

queen otter
#

Species-based perk traits for beastmaster, rather than damage increase.
Regular grunt - easiest to tame, will target anything you highlight with the laser.
Spiky boi - Increased movement and attack speed and make it short-tempered and change targets if it can't attack it in X amount of time, since they are way too often chase some random bug, instead of going chomp-chomp, when there's plenty of meat around.
Chonky BEAST - Gets extra hp and draws more aggro to itself.

ocean pecan
#

a new biome that's missions are low gravity by default and has normal gravity as a negative mutation

brazen juniper
#

Remove the "atleast one of u has to be in the recharging area" or whatever the correct line is during solo
and the "dark morkite for everyone" when ur alone

west topaz
#

Story Suggestion: In Tutorial meet Karl your Buddy (NPC) at the End of the Tutorial Karl finds an Error Cube, is greedy and gets overrun by creeps. Making a strong last stand, he wents missing after a "ghost"-bug appears. Management gives you your new partner (Bosco), because Dwarves are "not replaceable". You then are trying to find Karl and find clues randomly during missions (error cubes trigger short comments from Management (or the [new] R&D facility). After finding X amount of error cubes you can force the "ghost"-bug during a hunted cave mission with this error cubes into a "non-ghost" mode resulting in a extremly difficult boss fight. After defeating it, you find Karls who will then occupy the Abyss Bar as an NPC.

near glacier
#

suggestion: golden bugs and/or gold rush should force all bulk det spawns to be crassus type

versed pumice
#

I think it'd be neat if all four of the screens on the map terminal showed the Deep Dive/Elite Deep Dive information instead of just the planetary region side

wild quarry
#

Reposting from Reddit because it's mine:
Some UI components still don't have options to remove them.

  • perk UI, like dash and red sugar rush

-power attack recharge, shield too probably.

-options to pet steeve, deposit, and resupply. If you're using no UI, one would think that you know that you can do all those things.

-Arguably the most annoying, the ammo remaining UI (4 bar thing) shows up considerably longer than the pointer tool is out

-team depository and friendly locations still show up when using the laser pointer. Not a biggie, and I wouldn't choose to change it myself, but still.

-minerals full message shows up when full on minerals. Again, not a biggie.

-attaching to the zip line UI

urban verge
#
Perk Suggestion
===
* Beast Master 
- Visual changes to help distinguis friendly Glyphids from enemies
- Depending on level, tamed unit is given distinct aesthetics
- BMI: Implanted antenna transponder, red headlamp light, and faint beeping noise / unit now appears on map
- BMII: Add hydraulic mandbile implants
- BMIII: Add hydraulic leg implants
- BMIV: Add armor plate implants

Taming causes a small tech package to appear on the Glyphid's back, self-constructing (like turret) into the implanted tech.

solar igloo
#

extend the green mission exit zone to the gate of the ship instead of where it currently is

clever forge
#

A hand-held pocket mirror you can use to see your dwarf during missions, possibly defaulted to pressing the 'six key' on your keyboard, so I can admire my luscious facial features while I mine away for hours on end! This could also lead to mirror skins in further updates.

storm burrow
#

would be cool if the cryo gun could freeze sticky goo

edgy ocean
#

The Veteran Depositor perk now provides damage reduction at the minehead as well as around molly. However you forgot to update the perk description to indicate this.

queen otter
#

Adaptive Hive / Overwhelming Danger.
System tracks which bugs dealt most damage, lived mosed, landed the most attack, and spawns more of them.

dusty flame
#

"this was meant to be a private game" should be disabled if it has been 20 minutes since the person joined and the drop pod is being called

latent raven
#

Make the M1000 charged shot add less damage and only cost one ammo. It’s a rifle that shoots bullets from a single barrel, not a plasma gun

ocean pecan
#

add a rare room in the radioactive exclusion zone that has like 50 breathers in it and nothing else

primal sparrow
#

-Categorize classes depending on the weapons they are using. Like heavy/weighty machinery[minigun/flamethrower] and light weapons and so on you get the idea. For example gunner and driller are heavy, scout is light and engineer could be light until another category is created.
-Possibly categorize the ammo that weapons are using
-Dwarves can share same ammo
-Experienced dwarves of the same controlling weapons(heavy or light) can even share weapons. But it requires real skill. Only dwarves with silver, or most preferably gold promotion, should be able to do so. [That gives silver and gold promotions another reason to exist, apart from the achievement] Maybe silver promotion for same class weapons[Gunner with gunner]. Gold promotion for same category weapons[heavy with heavy | gunner with driller]

So lets say we have 3 dwarves A, B and C. Dwarf A has fallen and needs our help. Dwarf B has insta rez and dwarf C is running out of ammo. B is gunner and C is driller(they are both Heavy class). B throws his minigun and while C covers him, now that he has a new weapon full orf bullets, he heroicly goes and saves A.

Or maybe dwarves just wanna check out and play with each others modifiers.

tawny temple
#

A dark coal mine full of soot, ash and gray fog. it can also fit with low oxygen. insects in darker colors. New enemy exploding to an ash cloud like a smoke grenade.

near glacier
#

Small rag doll effect for dwarves. Not enough to make getting back to them difficult, just activates when the dwarf is downed and deactivated the moment the dwarf touches an object, and the effect doesn’t have to be excessively great (dwarves are pretty heavy). Would make being blown up hilarious.

#

Also: The caves are pressurized. So if an explosion where to go off, the air would expand and try to escape out of holes to the surface. This, while not a big deal, would give an entirely new side to letting off an explosive device.

If you had a small tunnel that you came through and let off an explosion, you would be pushed back into that tunnel as the hot air escapes out through it. A resupply tunnel in a blocked-off room during an explosion would pull dwarves and bugs alike towards it as the air escaped up into it.

You could incorporate this into an o2 situation, giving every cave a time limit before o2 inside the caves runs out (this would be very high, mind). If you bunkered yourself, you’d only have a limited supply of oxygen in said bunker before running out. Shooting things, running the drill, or using explosions/flame would decrease the amount of o2, drills decreasing it the fastest. This would make tunneling and other forms of bunkering much more dangerous as the cave would fill up with exhaust.

steady acorn
#

so Can We get a message/briefing when we activate a machine event? something to explain which one we're doing and what we have to do? because nothing is more frustrating then failing one because you have no idea whats going on or what to do. . . (I was doing the "Omen Modular Exterminator" and had no idea what to do) i shouldn't have to read a wiki page to finish one of these encounters considering how uncommon they are to run into.

little oxide
#

I watch a lot of new player streaming on Mixer and, man.. are they confused. For example on the first point extraction mission, there should be a "dig here this blue shimmering" when getting close to an aquarq, or a "bring this leg to the nearby broken mini-mule".
I think you are losing a lot of potential players because they give up on the game after running around for 50 minutes in a mission trying to mine trees because they didn,t pay attention to what mission control said in the beginning. Maybe just a reminder from mission control would help.
Left 4 Dead had a count of "notification" and "successes" for each situation, and it would disappear after the successes reaches a certain amount. for example, if there was 5 notifications but the player still didn't get the aqarq (no success) (because he was in a swarm or looking for something else), the notification will pop up again until the player succeeded. Of course these can be turned off

urban verge
#

Breathers and cave vines should replenish oxygen in Low Oxygen missions.

hexed fractal
#

Ran into an issue with some randoms on a haunted anomaly egg mission. The Horror managed to down one of us and the AI logic told it to stay on our downed player and we essentially carried on the mission without a 4th person. We finish up and are trying to brainstorm ways to get our friend but the AI just seems to want our friend. Nothing we could do would make it leave him. I eventually just tried to time the attack pattern but ended up dying to it as well. So our other 2 guys just left us in the mission.
I guess my suggestion is that there should be a change in the Horror's AI logic that says it only goes after alive players.

dawn vault
#

At least make all type of Glyphid Praetorian and Glyphid Bulk Detonator stop targetting downed players because it is impossible to save them when two or more nuke constantly ground slam.
From the beginning i always hate that AI keep biting and attacking downed players because that make so little of sense, they should move on to new target, i guess this is for the perk that when you are down you bomb enemies around.

slow copper
undone vine
#

Would love it if at the bar, there was 2 options for "buff beers" so that we would have "options". 2 random ofc, only logical.

hazy zephyr
#

Silly suggestion: When you point at Steeve you don't yell: SHOT THE ENEMY. But dwarfs would simply shout: STEEVE. swarmer

signal ingot
#

I find that a Golden opportunity is going to waste right now. We can have gold skin but why not Gold Beards!?
Us Dwarfs deserve the best!

tough orchid
#

New Perk - Seismologist - Studying Hoxxes' tectonic activity made you more attuned to its more bothersome activities. Level 1 allows you to see where crevasses will form during earthquakes in the Magma Core and where the ice will part in the Glacial Strata. Level 2 gives you the ability to mine geysers and lava spouts without getting instantly downed, but still doing enough damage to break your shield and take a small bite out of your health.

rocky dove
#

Add a soundeffect/voiceline for jumping off Dwarf heads.

tribal heath
#

Revert the Golden Bugs change. The amount of gold earned from it was already fairly low, but now you need to return the gold to be able to collect more. This means I mostly just ignore a lot of the gold from kills in open areas since it takes too much time collecting and returning it to be worth it. Particularly more of a problem and major nerf to Golden Bugs on Point Extraction missions where you can't really spare the time go back and forth gathering it all up.

heady moth
#

when can we get SFM models?

grand slate
#

Sadly above 2000 character limit so heres the txt and steam forum link https://steamcommunity.com/app/548430/discussions/3/2823131567378176331/?tscn=1582038707, A suggestion / idea of the Beast master Perk in style of DRG which can enrich gameplay.

Actually remove steeve and give us a new perk ( in the style of Beast master ). Here are the ideas for the perk. Name it Drone master the Drone would have following specs / characteristics - Cant carry / dig out Big recources aka Aquarq , Compressed gold , jadiz , pearls and s...

mighty mauve
#

Make the loot bugs get bigger with each ingested ore chunk.
So we can have some mad bastard feed an entire cave to a loot bug that ends the size of a drop pod

uneven kernel
#

Since first basking in the light of a Cassius Bulk, i want more.
-Radioactive bulk: leaving a timed radioactive cloud, like the praetorians, but the globes that ejects doesnt explode, they emit the same field that the crystals do.
-Magma bulk: sure they all burn, but this one leaves a smoldering magma field (in any biome), possible to cause a crack in the terrain as well?
-CyberBulk: with all the junk being left behind some of it are bound to be eaten, so this bulk have chomped down on some old mining machinery, upon death, with their original blast radius, three to four lasers shoot out drilling straight holes twice the radius in length, in any terrain and or sacred beard in the way.
-Some kind of bulk spitballer, something sadistic, and huge 😛
-Also a pet swarmer on the station.

main pewter
#

Taming a normal grunt with beast master evolves it with a 50% chance of turning it into a slasher, and a 50% chance of turning it into a guard.

subtle forge
#

let steeve be able to replace a dwarf on a mission if there is less than 4 dwarves, for example, if there are 3 players, and one of the players tames steeve, steeve will then be able to go on future missions and will appear in the space station with some sort of cosmetic like a DRG vest or something, just a little idea that would brighten most people's days, another suggestion is that if this happens, you might be able to ride steeve, with no buffs at all, except a small speed boost, no wall climbing, grappling hooks don't work, and you can only use guns

near glacier
#

change armour breaking mods to not only increase damage to armour, but damage armour in a very small area; at the moment by the time you've actually broken enough armour on a grunt to hit the skin consistently it's already dead

bleak spindle
#

Sliders for individuals voice cons would be amazing

wet crane
#

really minor thing, but the static sound that plays on the DD console gets really annoying after a while, also there appears to be a bug where that sound keeps playing during a mission.

long nexus
#

Petition to change the last word in the Strong Arm perk from "Woosh!" to "Yeet!"

rain burrow
#

All right, I have two suggestions.

  1. briefly holding the flare button before releasing causes your dwarf to drop his flare rather than throw it. Sometimes it would be nice if I had an easy way to drop a flare right where I am rather than yeeting it into the distance.

To those saying aim down: throwing a flare straight at the ground will bounce pretty hard on uneven terrain.

rain burrow
#

I would also like to suggest solo perk effects for perks that only benefit if you have allies. Like say in solo mode field medic gives bosco an extra revive, or Shield link lets you restore your shield by hitting bosco with your pickaxe.

round moat
#

Change the tier 2 choke on the engineer to a solid slug with added precision damage

round kiln
#

Rework homebrew to give +0 - +20% (+10% average) instead of -20% - +40% ( 10% average)

round kiln
#

Rework Unknown horrors' algorithm that when a dwarf dies it will move onto another target instead of camping the body since it cant be killed and makes reviving difficult.

glad quartz
#

Achievement idea: "Alone in the Dark" - Complete 50 solo missions without Bosco. The picture would be the dwarf standing in a small circle of light with glowing red eyes surrounding him.

true oasis
#

Achievement Idea: “Darkness, our only friend” - Complete a solo mission without using Flares or Bosco’s light

distant bay
#

Bosco's secondary attack shouldn't be limited to just rockets. What if he could use mini-platforms instead, or a land-clearing mini-bomb? It'd probably help him fill in the whole "technically a 2nd player to help solo guys" part.

round kiln
#

Make it so dwarves who leave the team during a mission have a 5 minute mission cooldown ( cannot join or start missions) (game must be left open)

round kiln
#

Allow Players to ignore a user which blocks in game text from that Username

modest viper
#

#1
Second wind should be a gradual increase in speed until you get to the current max.
but it also gradually decreases if you are not sprinting. Z

#2
RJ 250 compound should also add horizontal velocity instead of just vertical velocity to aid with it usefulness as while fun it isn't as good as some other overclocks.

#3

Make RJ250 compound have dramatically reduced damaged and make it launch bugs off the ceiling giving them fall damage.

#

also a suggestion for beast tamer is let normal grunts "level up" into slashers/guards after a few kills

make a steeve player icon appear next to the player who owns him. as well as make his name plate say "Steeve (ghostboy1225)" vs the current one.

and lastly give your steeve a highlight when holding the terrain scanner.it could be light blue like it is for other non hostile cave fauna as well.

bitter crown
#

New enemy idea: Smilaxines

Modeled after praying mantises, long slender bodies with lanky appendages and spiky raptorial forelimbs not used for walking. Triangular heads with large glowing eyes and barbed side-to-side mandibles. Weakpoint is eyes or mouth. Fast, bounding gait, but can't strike while running and need to slow to a walk to wind up a slashing attack. Cry is a rattling hiss.

Variants:

  • Smilaxine Guerrilla: dark grey coloration, yellow eyes. Lurks in caves, waits for dwarves to approach. Hides behind pillars, rocks, corners, etc. from dwarves at a distance, leaves cover and charges rapidly at dwarves within a certain radius. Capable of leaping medium-sized gaps. Forelimbs are long and jagged and edged with sharp teeth.

  • Smilaxine Assassin: ochre coloration, red eyes. Runs towards dwarves, attempts to deliver a sting with its abdomen, then retreats; if pursued, defends itself with strikes from its forelimbs. Dwarves that are stung take a big hit of damage and are incapacitated for a few seconds followed by another few seconds of slowed movement. Forelimbs have a more vestigial appearance, smaller and blunter.

  • Smilaxine Gladiator: blue coloration, green eyes, the armored cousin of the others. It advances more slowly than the rest, but is resistant to stuns and fear. Its forelimbs are big and knobbly, almost like the claws of a lobster, with blunt crushing teeth. Its attacks inflict knockback on struck dwarves.

Smilaxines would fill a niche in between the slower Glyphids (strength in numbers, crawling wave) and the fast-but-flighty Q'ronar (very agile, hard to hit but easy to dodge in open areas). Smilaxines would act as "hunter" type enemies, stalking dwarves in small numbers and inflicting controlling effects to make it harder for them to escape the pursuing hordes.

feral thorn
#

HUD effect: water dropplets, for when it's raining.
Shield enforced effect for when boosting teamates shields.

true oasis
#

Give fungus bog a weather hazard (maybe make the rain create temporary goo patches)

tawdry vector
#

New Mission Objective Suggestions

Track Maintenance - Listen up miners: this derelict section of track needs to be repaired so that we can access the depot deeper in the cave. Repair the track, and then ride the mine carts back to the extraction point.

Details: These maps feature long, linear tunnels with a track running end to end, however the track is damaged in multiple places. The Miners start at one end of the track, along with a track-bound wheeled Molly. Molly rolls down the track until it reaches a damaged section, where it awaits the Miners to find the missing sections and secure them into place. The mission is complete once Molly reaches the mining depot at the far end of the tracks. When extraction is called Molly will quickly travel back to the mission starting point and the mining depot will begin sending mine carts down the track every few seconds. During these extractions more enemies spawn than normal and extraction is further away than normal, however the Miners can ride in the mine carts to even the odds.

Gameplay Hook: This mission type is a slow build-up to its extraction phase. Gunning down aliens as you ride your carts to the extraction point will be a fun and unique experience.

#

Structural Reinforcement - This cavern is in danger of collapsing, potentially destabilizing other nearby caves. You’ll need to reinforce it with heavy pillars… so I hope you’re not afraid of heights.

Details: Several pillars are scattered throughout the map, visible on the terrain scanner. They are generally in large caverns with tall ceilings. These pillars deploy, not unlike an engineer’s sentry, extending from a small base all the way up to the ceiling. From there they must be secured to the ceiling, meaning a dwarf must climb to the top of the pillars to finish the installation. The pillars are ringed with platforms allowing any dwarf to climb them. Unfortunately zip-lines, grappling hooks, and engineer platforms all will not stick to them (though you can still make clever use of nearby cavern walls).

Gameplay Hook: This mission type will see the miners fighting bugs at precarious heights, creating combat scenarios that you are unlikely to see in other mission types.

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Scanner Survey - You’re on the bleeding edge of what we’ve explored, we’ll need to run some scans to get the lay of the land. Set the scanners up and be ready to run like hell, the locals don’t care for all the noise they make.

Details: The miners are deployed with a minehead, like in a Point Extraction mission, but this minehead is carrying 2-4 scanner mules. One scanner will be active at any given time, following the miners just as a normal mule would (though it can’t accept deposits, you still need to return to the minehead for that). Each scanner must be escorted to a different scan point, once there it deploys a sound-shield for the miners to stand in. Once all players are inside the sound-shield the scan will begin, completing after just a few seconds. From that point, large waves of enemies will continuously spawn until the players escort the scanner back to the mine-head.

Gameplay Hook: This objective pits the miners against waves of enemies, but unlike in other game modes these are not stationary hold-outs. The miners must fight on the move in order to reach the safety of the minehead.

near glacier
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Add +10 pickaxe damage passive to berserker

wary edge
#

Redesign/add additional options for customization of Objective Progress Bar and Command Chatter Subtitles
https://steamcommunity.com/app/548430/discussions/3/1754652960101310205/

I feel that DRG mistreats it's vertical screenspace. This is mainly present in the size and positioning of the King of the Hill style objective meter and Command Subtitles. These are for me poorly enough placed that it is nauseating for me. I've tried disabling the entire UI f...

ripe smelt
#

Change second wind to activate if you haven't taken damage and not fired a gun for the duration instead. So far second wind has activated for me ONLY when going through connection tunnels...

fading tendon
#

Speaking of the UI, I'd quite like if this particular objective element for Salvage missions adjusted the arrow count to the actual number of players present in the mission, as seeing four arrows but only having two players can be slightly disorienting (to me, at least).

brazen juniper
#

Make the magma maggot's explosion trigger pretorian gas

junior ibex
#

Remove passive (Right after an enemy hits you with a melee attack you get a temporary melee damage bonus) from "See You in Hell".
Add this passive to "Berzerker"!

green wharf
#

Today's patch said "When we were rethinking the perk system, there were two things that we wanted to change: perks that were boring because they presented an obvious choice to the player [...]" and I'd like to reiterate: It's A Bug Thing presents an obvious choice to [all] player[s] - not to take it. There is no reason why, under the current system of perks, anyone would take It's A Bug Thing in one of our precious few passive slots. The perk needs an overhaul, and my suggestion remains: Add a small buff to the resources it generates, perhaps in the 10 to 20 percent range, and make it so it no longer "pops" lootbugs, but scares them off (with them discharging the loot and then tunnelling away, as a possibility). This would reinforce some player's taste in not killing lootbugs ever since the petting option was added, AND add a mechanical/gameplay reason to take the perk.

junior ibex
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Adding properties to "Unstoppable":
-50% Slowdown from taking damage;
-50% Slowdown after impacts with a pickaxe.

fierce mica
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A couple of days ago I noticed that there is actually an animation for taming a glyphid, and it isn't the usual head pat animation. The reason for why I hadn't seen it before is because I often spam the use key on glyphids to make sure it'll activate, which will almost every time lead me to instantly cancelling out the taming animation with the headpat.

So here's the suggestion. When you tame a glyphid, it should be unable to be pet for a few seconds after being tamed to make it so the taming animation plays properly.

lyric horizon
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All these custom beers are really fun, but we're missing a crucial batch of ale. Deep Rock is about Dwarves with badass beards. Why not develope a fast growing facial hair beer? Would be a great animation and would also explain why we can change our looks so fast. Epic potency of course

sterile sky
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Changes to the engineer role

Why do I think the engineer needs a change :
As the game advanced in its development, we saw each class evolving and become an important asset to the team.
The Gunner: He is the pillar that hold the team together. His firepower is unmatched by no-one making him the main damage dealer of the team. His Ziplines are the easiest way for the whole team to move from place to place easily and his shield bubble is essential in harder mission to stay alive and revive teammate. I believe that right now he doesn't need any buff and his good as he is.

The Scout: He as the best mobility of all the dwarves, making his survivability unmatched and can easily secure an escape. His light is extremely useful for mining mission where the caves are big and we need to look at the cave wall for ores. I also believe that the scout his of as he is.

The Driller His ability to dig quickly makes him essential for egg hunt and point extraction. He is very good at preparing a defensive area when you need to stay in a zone and he can save a lot of time for the whole team by digging shortcuts to different area or directly to the drop pod.

What I am trying to say: As you can see, each one of these character are very strong in there own way and are essential for a balanced team. The engineer however doesn't fell like an essential and unique attribute to the team. I'm not saying that he is bad, his platforms pairs very well with the scout and makes him more agile than the gunner and driller. His secondary's are pretty good at clearing groups of enemy and his main weapons are versatile and decent. ** But at the end of the day, he is still average and not essential to the team**

The engineer need something that will make him unique and essential and I think his turrets need a buff.
So I believe that it should be either one of these two things

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  1. He should be able to carry a lot more ammo for his turret. Why? Because the engineer should represent zone control and stability. He should allow his team to work in less hostile condition by protecting certain zone and offering fire support. However, right now, this isn't the case since the limited ammo force the engineer to only deploy his turret during big waves and even then if you keep refilling them they rarely have enough ammo to last through all of it.

  2. Keep the same amount of ammo but increase damage or something like that.

In summary: the engineer doesn't feel like an essential part of the team . His main role should be zone control with his turret, but this simply isn't the case right now, since the turrets really doesn't add much to the team, and the little they add doesn't last long enough. So I think that he should at least have one of the two buff mention above to make him more essential.

**Let me know what you think of my idea, I want to know if I'm the only one who feels that way! ** (feel free to DM me to talf about it)

And just to be clear, I am not saying that the turret should be strong enough to secure a zone by themselves, I just think that right now they are just a cool little bonus to have really doesn't play an essential role like the other class support equipment.

**one other thing. I didn't make this post because I thought that the engineer needed a buff ( altough this can be discussed), my goal was to show that the engineer doesn't have any unique role for the team and that changing the way his turret work could solve this issue **

keen shuttle
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If I turn off music in settings, I think the jukebox music should be off too...
Been an issue for me for a long time.

round kiln
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Consider introducing more enemy crowd controls into each biozone type IE freezing for ice caverns burning for lava corridors slowing for fungus bogs.

main pewter
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Top left part of the HUD shows small pictures of the currently equipped perks on that character. I forget so often of which perks I have on who, and this would help a lot.

placid onyx
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Overclock to use the Leadstorm barrel as a blunt object so I can beat the shit out of glyphids

edgy ocean
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Currently the "I'm out of flares" dialogue can't be heard by other dwarves, but I don't see any reason why they shouldn't be able to hear it. IE if I'm out of flares maybe someone else could throw one.

short tusk
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Any drink you stay drunk as long as you don't passout

burnt halo
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so far only the host is keeping the effects. can we all keep it? also a few suggestions. a way to stop the mule when its passing you other than placing another marker. and being able to throw big items like gold chunks into the mule from far away and it be collected, or atleast have a different animation when you deposit them

runic ginkgo
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  • Change activation method for Berserker perk. Some of players use sensitive gaming mouse and in that case it's easy to double click by accident which may cause unwanted perk activation. Considering activation cost in the form of long 4 minutes cooldown it's the last thing you want in your game.
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  • Replace kill count per player with damage count per player on results screen.
    (I feel like it might got suggested before but haven't found another such 'kill count' suggestion in search.)
main pewter
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Suggestions:

1.) Being able to play a dwarven version of say, a card game, or checkers, that you can pit against others by sitting in the booths at the abyss bar.
2.) More mini games in the space rig in general.
3.) "Whack-a-glyphid", a game where you click on swarmers as they pop up, getting faster each round; and if you miss three swarmers, the game is over. I think it would help improve player accuracy in a fun way too.

runic ginkgo
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  • Make the terrain scanner screen more visible in a 16:9 resolution format.
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  • In Mineral Trade terminal let us enter number of minerals using keyboard, current way of using arrows for this is rather long and difficult.
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  • Let us join another lobby without having to leave the current one when you're not the host.
runic ginkgo
runic ginkgo
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  • Water vapor. Sticky flames make ice evaporate so vapor should appear, which in principle should increase the probability of electrifying targets within it.
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  • Currently there are only negative temperatures at which targets either get frozen or unfrozen. So suggestion is to add critical temperature below which enemies just die. For example, they could instantly shatter or make special sound (like crunch) and slowly start to fall apart.
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  • Second level of neurotoxin status effect. When target which already dies from neurotoxin gets poisoned one more time - it won't just refresh its status effect but upgrade it to level 2 where super poisoned bug turns into source of toxic gas. It creates poisonous cloud similar to which neurotoxin grenade does so bug with level 2 neurotoxin starts to spread out poison to other bugs.
    (To me it sounds like virus, i.e. poison but spreads out like fire. Cool thing to add.)
runic ginkgo
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  • Similar to suggestion above target could be electrocuted 2 times and become super electrocuted (level 2 electrocution). This increases damage over time it gets and creates electric arc around that target similar to Stubby's tier 5 modification, which, in turn, electrocutes close enemies.
runic ginkgo
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  • Instead of having info screen always appearing on startup or always hidden, it can be turned into mini screen in your cabin that looks like this:
runic ginkgo
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  • Please, expand blue fields to prevent overflow of high player ranks' numbers.
jaunty bone
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I want more beers with buffs examples. Such as a beer that increases reload speed. Beers that can give for the duration of a mission all your weapons fire damage. And also can we have a little jingle for each of the beer buffs when you buy one from the bartender similiar to the perk vending machines in COD nazi zombies?

tawny temple
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Abandoned Elf cave with moon crystals in

blazing citrus
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I had an idea for a rare mission accessible from the ship that would be visiting a resource rich comet passing by the planet. The mission wouldn't have any objectives, instead it would allow the players to collect as much resources from the comet as possible before a time limit runs out, while under the effects of low oxygen and low gravity. As soon as the timer runs out, or all dwarves return to the pod, the mission ends and all dwarves in the pod get the resources. The mission would have a random chance of appearing maybe once a day, be accessible for half an hour or so and would be announced by mission control when it become available.

balmy hemlock
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minor dumb change: on the gunner flourish with the minigun, allow the spooling from the animation to spin the barrels for firing, saving ammunition (and heat) that would normally be wasted on inaccurate shots. would be a cool tech for longer-range shooting, with the tradeoff that there isnt instant bullets for short-range.

fiery root
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Be able to tame a bulk detonator

true oasis
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New creature idea:
Glyphid Mineral Detonator

A bulk detonator that when killed, will explode createting a crater that contains crafting ore deposits

This creature is timed as well, after a certain amount of time it will detonate, the explosion is larger than the explosion from killing it and no ores will be spawned

This variation is much more rare then the golden detonator

near glacier
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Hi, the scout and engineered posture for Deepcore GK2, M1000 Classic, Jury-Rigged Boomstick and "Warthog" Auto 210 look goofy from my point of view and i think for other player too, could it be a rework of that ?

outer galleon
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Flammable goo? 😱

near glacier
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Write down in the patch notes all the bugs you are currently working on fixing. (or bugs that you are aware of)

quartz wagon
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Suggestion: make comprehensive descriptions for every single status effect, change, weapon detail...
You get the idea.
Apply the same level of detail to your patch changelogs as you do to your content, GSG. Pleeease. Figuring out "what exactly got broken this time on my favourite or theory-crafted build" with hours sunk into it gets really dull after a while.
For example, Turret EM Discharge now requires your turret to be fully built to activate (previously you could drop a sentry, shoot it and proc the effect). This was never stated anywhere, and I've read every single changelog since U25, mind you.
Among previous violators: Dash cooldown, just last hotfix (by how much exactly did you reduce the cooldown, eh?). Turns out it went down from 30 to 25 seconds.
High-level gameplay and teamplay depends on being able to KNOW the exact details and intricacies of your weapons, perks and game mechanics in general. Vague statements (like the ones we usually find in the weapon cards/overclocks, e.g. Sticky Fuel's "Increases Sticky Flames damage" with no definite numbers, the same Turret EM Discharge, Turret Arc, many others) aren't going to cut it.
KF2 suffers from this, and I'm not exactly keen on having to make a DRG encyclopedia of all the game interactions just like simple_cat and a few collaborators from Steam and Reddit did for KF2.
With all due respect, GreyHound out.

near glacier
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you can judge an FPS game by its shotgun. And both DRG shotguns suck. Buff them both immediately. Copy Doom 2 or something.

near glacier
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Mug holder in the droppod.

main pewter
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Scorch marks / frostbite on glyphids you hit with elemental weapons.

bright totem
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Thought I had now while playing a MULE mission: I would love to have more interact-ability with the environment. Instead of just holding "space" to perform those tasks, what about actually making them in-world tasks? So when you're leaving and doing all those things with the pod, you wouldn't be just holding space and then sitting in an area for a while, but people have actual tasks (in-game GUI manipulation) to complete. Nothing crazily complex, but the fact that you're being attacked while doing these tasks would add a lot of interest and urgency. i.e. you'd be plugging things in, using software on a terminal (similar to the ones in the base)

round kiln
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Buff the time to start hovering with hover boots to make it more instant then it currently is. ( I relize this was already buffed but it needs it again)

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Make it so hover boots can be used near a wall to access hard to mine minerals instead of calling molly.

jaunty bone
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make an upgrade for scouts armour that gives scout a double jump.

foggy venture
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Hey! You know how all dwarves carry this basket where all the mined minerals are put in, the one you pour out from when you load it into Molly. Wouldn’t it be cool if you could throw it? Kinda like in payday 2 so you could mine big veins and throw the bag/basket to your teammate so that they could load it into molly. I thought that this would be nice to implement since this game is about teamwork, this would delete time that you use mining, but in a teamwork way!

simple phoenix
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my gf really wants to be able to pat or reward bosco for being a good robot

runic ginkgo
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  • Give Iron Will immunity to enemies' slowdowns (slashers, shockers, web spitters) and kicks that send you into the air (oppressor).
brittle prairie
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I'd like to see the ammo display on the sentry gun be changed to a nixie tube rather than a digital display.
why? you may ask, cuz it looks cool
here's a mock-up I made https://feen.us/ebvoug.mp4
just pretend like it's shooting

shrewd orchid
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Make Steeve focus on a nearby enemy if they're highlighted, like Bosco. ||And because of that, maybe make them fear bulk detonators? It would suck to have steeve kill itself upon marking them.||

Maybe a rare chance for multiple machine events in a mission at once?

formal garden
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Can you give a five sec before "Mission failed" screen if we has Iron Will or something?
I tried to keep it for a critical moment and heal my team, but no - it just doesn't work. If last dwarf fallen - "fail screen" immediately, and game doesn't not give a heck that we can try to get up and safe the day.

thorn needle
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Unicode symbols support.
I mean not colorful emoji, but basically standard one
☠️☠️☠️/// MINING /// IN PROGRESS ///☠️☠️☠️

fierce mica
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Alright, so this is what I've been working on for quite a while now. An entirely new biome concept, complete with a bunch of different features.
The concept includes (as of now):
*- An entirely new biome: The Maternal Bowels

red herald
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Please make Bulk Detonators very rare in the Glacial Strata! That makes a lot of sense. Edit:After I wrote this I see a Bulk Detonator in front of me (in Glacial Strata) No Joke... I mean in my mission were 3 Bulks and they have actually a weakness against ice.

runic ginkgo
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  • Cancel M1000 focus shot after player's been grabbed. Right now it's possible to escape grabber by just focusing M1000 shot and directing it towards grabber, letting him grab player and watching him immediately getting damage from not canceled focused shot which automatically frees player.
serene jay
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Make the Fire Caverns a bit less of a disgusting map by making it so that stepping on smoldering ground doesn't stop your shield from regenerating

shrewd orchid
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More loadouts. I feel like the current ammount of loadouts is not enough for me, at least. Not with all those overclocks, mission types and etc

Plus, there's no drawback whatsoever to this, anyways.

summer pond
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remove its a bug thing

small fossil
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Had a bit of a brainwave. There I was, smashing steel plates toge- Thought I should see if I can get some thought on a mutator idea.

Mutator: Satellite Distruption (Anomaly)

(Desc.) "Disables communication with Mission Control. You're on your own, Miners, good luck."

(Stats) Turns off all voice lines from Mission Control, not that you ever needed them - you can hear the swarm music and anything they'd say doesn't really need to be said, it can just be pure silence and most would know exactly what to do. Rewards you for playing the game enough to know what you need to do.

(EDIT: Changed to Anomaly after a bit of discussion.)

quiet robin
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Now for some time long ago, people kind of wanted another class to go on missions for. Something that is to add onto the experience. Of course my problem is this game is centered around the 4 classes that adding another one into the mix, it would feel weird and it might not be as essential as the gunner, or as the scout. These 4 dwarves at this point have been made with each other and balanced as such that it's unthinkable what more classes might do to said balance. But people still would like to see something to be added into the game that has even more customization potential. So what could be the possible work around?

I would suggest something called the Special gadget. The special gadget is something that can be equipped on all dwarves and can be traded in between each other. We can have a team of the same dwarves but they all could of have the same special gadget. Now how you would be implemented would sadly need to replace an already existing key. Because any other key and I don't think we could reach that with our hands. So the key I would think would get replaced for the special gadget would be Q. I looked through and I think Q is one of the keys that isn't necessary. And I didn't even know that was a key that did something. So for the change to work, I say for now it's in the concept of using Q to switch to the special gadget.

So a special gadget would be something that would require a lot of time to get into it. Like these are special for a reason and you will be spending time to get them. So that is why I would say these special gadgets would need both a license to unlock like the second weapons, and would need to be crafted. Think it like what you are getting is experimental blueprints from a lab and you would need materials to make these things. It would require little money but a lot more materials to work with. I would say like 4 types in total. But it would give you something else that could change the tide of battle.

neat dune
subtle prism
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i'm not sure if this was suggested before however I noticed there was booze that gives buffs to the next missions and drinks that do wacky and silly things in the station.

What if there were Challenge Drinks that has the effects of the silly drinks BUT for the next mission. So say you and your allies drink the challenge drink that has the same effects as the Flintlocke's Delight but will have the effects go off throughout the next mission giving bonus EXP for completing the mission with this effect going on. Sort of like an added difficulty that mixes things up in interesting ways that can either go against you or work in your favour.

Also sorry if this idea was already suggested or was already a thing in the game

graceful wren
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Add heavy from tf2

hot ice
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New special beer, +20% xp, if 2xp 240% total

patent eagle
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Special craft beer for the people who want a challenge:
Masochist's/Mean Märzen
Costs a dozen nuts or so because you need a lot of balls 😉
You gain 20% more damage from everything.
Requirements: Character level 30 or so, maybe haz 5 clearance finished

round kiln
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Show Primary and secondary objective on final scoreboard.

shrewd orchid
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Surprise beer : random effect or strenght.

Things such as :

  • Chance do seem to accomplish nothing
  • Chance for each beer potency
  • Chance for it to taste like leaf lovers and buzzkill
  • Chance to make the dwarf explode
  • Chance for effects from other beers
  • Chance to have no beer whatsoever in the cup

etc

short shore
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Orbitial Drill strike

I always thought it was a shame we have these great big drills coming down to provide supplies but we never get the glory of using them to completely obliterate a bug, maybe add a drill strike to crack open some sort of mega boss bug?

short tusk
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Changes to Haunted mutator: In place of the Bulk chasing you, it could be waves of smaller grunt variants that can only die in the light of flares, possibly with a static voice line from mission control and some fog. Main goal is to add some atmosphere to the event while making sure it affects more than a single player

edgy ocean
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There should be a way to execute a running jump onto a zipline and start sliding down it immediately. Currently you have to press E to grab ahold of it first, which brings you to a complete stop before you can then hold W to slide.

My idea is that you could hold down E and jump onto a zipline instead of pressing E to attach yourself. Instead of using the little motorized hook gadget you would instead hook your pickaxe over the zipline and slide down to the bottom leaving a trail of sparks in your wake. This can only be done in a downwards direction and you can't take any other actions or carry something while doing it because it requires both hands.

You can still use a zipline in the normal fashion but this gives players a faster way to traverse the zipline if they simply want to get to the bottom ASAP and nothing else.

fiery flint
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It's incredibly jarring (and not to mention panic inducing) that the sound effect for taming glyphids is the same sound as a bulk detonator explosion. The same sound effect that makes you turn around and go "oh god, am I in the blast range?" is the same for taming a glyphid. It's even worse if there's actually a bulk detonator on the field when you tame something.
I'm assuming that it's only temporary until a proper sound is made, but could a less "deadly" sound be used?

summer pond
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Add an option to remove FOV change through certain actions eg M1k zoom

honest lance
#

Combine dash and second wind together, since second wind is pretty weak and they have similar effects

hardy spade
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A new hazard for missions that just makes nitra incredibly rare in a given mission, so theres only enough for like 1 or 2 resupply pods, or maybe the hazard in some way affects how much ammo you get going in or from restocking?

edgy vine
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As a perk, add a spotlight to the laser pointer. Higher levels of the perk increase lumens and may auto highlight enemies.

west topaz
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New Enemy Types: The Tick, a special swarmlling type enemy attaching itself to the head of a dwarv after biting him. The tick will then start to grew in size, after 8 sec it will trigger the fear effect of the dwarv and after 15 sec it will finally get critical and will explode. Ticks can be shot down by other players preventing the explosion. Optionally: Multiple Ticks can attach themself to the same dwarv, enhancing the explosion.

stuck mauve
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Lightning bugs:
-Travel in packs
-Light strength of a flare
-Explode and light up a cave when shot
-Stuns any Dwarf (or bug) within a certain range (like a flashbang)
-Explodes like Gunners Molotov in Magma Core (No stun)
-Attracted to Scouts Flaregun
-Can pet them

shadow vigil
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I'm not sure how viable of a idea this is, but would it be possible to add more variation to the cave generation? Once you accumulate a bunch of game time, the different caves segments start to become pretty familiar to the point that you can tell pretty much the entire layout the moment you enter a portion of the cave.

hot shard
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I know this might make me a fucking leaf lover for saying this

A new passive that allows you to crawl when down, it would have 2 or 3 tiers

Tier 1 crawl at 10% your normal walk speed.
Tier 2 crawl at 15% your normal walk speed.
Tier 3 crawl at 20% your normal walk speed, when still and down allow the usage of a secondary weapon.(Will transfer down to Tier 2 if Tier 3 is not put in.)

summer pond
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let us turn error cubes into blank cores

round kiln
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Cancel the petting a loot bug sound clip if the loot bug dies during it.

round kiln
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increase IFGs range to 6 and lower its ammo to 4 to be in line with the other scout grenades.

hardy spade
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Make parasites more difficult to keep up with the other hazards, i barely notice their existence most of the time even during a swarm, whereas most other hazards get me killed for being equally careless