#suggestions
1 messages · Page 79 of 1
Increase the slowdown time on hoeverclock
- When Steeve is frozen we should be able to unfreeze him with pickaxe.
move the see you in hell passive to berzerker since it fits more with the theme of the perk
Make Flares do something stupid like do one damage when thrown at an enemy.
For extra meme value.
Beer themed character portrait borders.
Let's get that firing range that was proposed in the last layout of the ship, it would be an interesting idea to test and tryout these builds since there are so many overclocks and upgrade trees. Plus it would make a great pvp area for people who want to goof off even more. Maybe put some drinks in there so we can shoot at each other while under certain party drinks. Or maybe we can have holographic bugs walking around inside so that we can shoot them to see damage markings and stuff like that. Idk you guys are better at making these things than I could explain but it would be really nice to flesh out a gun instead of trying to be a number junkie
I had an idea for a Drunken Glyphid Praetorian, who upon death would spray gas that would intoxicate dwarves, and via spores would grow various Beer ingredients
Add a special mission where we fight an adult Glyphid Dreadnaught
New mission type suggestion (can be considered as follow up of Cerulean idea or a completely diff mission type it's up to you tater). Name of the mission: Prospection run. Mission layout: similar to search and extract with multiple pathways. Mission objectives: Multiple beacons towers have been dropped in different part of the cave and it is your task to go find them and build them up. Once built they will generate a noise that will start annoying the cave denizen ( waves getting bigger and nastier ). Once all of them are build you have to call the drop pod so a black box can be brought down with it and you have to defend the box so it can transmit the data as a last objective then the pod will open and bring you back up calling for the end of the mission.
Simple request mega bulk detonator
Please either give the Engineer a 3rd Upgrade to choose from in the last slot for the shotgun or make Turret Whip less horrible. There is no choice in that upgrade tier.
My opinion (w/ 774 hours) on what an ideal overclock system would look like:
(1) Make all base weapon mods into common stat boosts (ammo, penetrate, sticky flames, etc.) that do not add fancy, unique functions (i.e. Explosive+Toxic bulldog).
(2) Overclocks should drastically change stats or add functionality. DELETE Clean OC's. Convert removed mods into more powerful OC's.
(3) Every gun gets a few lore-friendly elemental-related OC's (Explosive/Toxic bulldog; Burn-on-shock stubby, Cryo Minelet warthog, etc.)
(4) Add a second overclock slot. For funsies.
(5) Let us see other player's weapon and OC icons on the HUD.
These changes could: (1/2/3) Make more of a distinction between Mods and OCs, (4) Allow more unique weapon builds, and (5) improve team coordination.
An enemy similar to the parasites on Bet-C in that they affect machines but instead they attach themselves to the mule and make it run away from you.
Add an icon next to a players UI portrait when they have called and are waiting for Molly.
adult magazine about beards hidden all around the space rig.
Flying nightmare buff/rework idea
instead of an aura around the orb it should fire of little lighting strikes in the direction of the bugs so you could just fire it in a big room and the little strikes would to the work for you of course they would have a much larger range but maybe do less DMG then now since now the upgrade is rly unreliably
acidspitting swarmers.
I was thinking of potentially new weapons added in DRG and this is what I have. If people have more interest in these than, I could think of overclocks for them
Driller
Driller having some sort of acid/poison
weapon (similar to the flamethrower)
Engine
Engine having a different kind of turret, ether a cannon like that has a longer range and damage, but slow and low max ammo
Gunner
Gunner having an hand cannon (not talking about the revolver), it would be single shot weapon that after lightning the fuse and wait 3 seconds it would fire. The shot does high direct damage and low splash damage (the splash is very small) also, weapon had a chance to misfire, meaning it would explode in the users hand. I think having a 5% of misfire makes this weapon a little more balanced. (50% of the direct damage goes to the gunner)
Here the real life thing
Scout
It was hard to think of a new weapon for him because he has 4 good weapons that suit the class. But what if he had some sort of buffing weapon. Similar to the Medi-gun in TF2, but instead of healing it does a similar thing to a Warden does. It uses ammo the longer it’s active on a Dwarf.
(TF2 medi-gun)
There should be some kind of worm/mole like bug which spawns inside solid ground and dig small tunnels to the players, the spawning point should be also spawnpoint a little group of glyphids who move shortly after the tunnel bug.
The spawning rate of this tunnel bug should be increased if dwarves dig theough solid ground, especially driller can trigger them when using their tool to make shortcuts.
Point of the bug is to make enemies attack from different directions when making tunnels without making them pointless but you have to keep an eye on the map and walls not only the tunnel entrance.
Tunnels from said bug should be to tight for dwarfs ofc.
Maybe call them Sleeper or something like that.
- In order to obtain useful information about our teammates' equipment (mods, OCs, perks) and plan our team actions accordingly we could have appropriate screens which display such information near every dwarf's cabin door. That will enhance our cooperation and make us choose equipment depending on mission we're about to start. And it becomes even more important thing after introducing multiple mods and OCs - for example, gunner who unfreezes dreadnought with hot bullets is often the case. However, suggested feature could provide us opportunity which would help us agree upon a way of eliminating dreadnought beforehand. While it certainly won't help if mate with incompatible equipment joins mission late it could significantly reduce amount of unfavorable surprises if players start mission as fully prepared.
A small addition to my previous suggestion if a mega bulk gets added why not a golden version as well
Can we get the hairstyle from the new party hat, but without the hat? I think it would look neat.
A rare scenario where you can find some sort of pod or remains from a previous group. In it you would find things like a small ammount of extra ammo, a grenade or two, some mineral pockets, etc. Maybe some bots you could repair to help you.
New ideas for mutators by josedavidmoreno2 posted this at February 27, 2020 at 12:39PM : https://trello.com/c/hZbpkfI0
Mutators for missions are a great idea to improve replayabality. We just need more of them. Some ideas:
Zombie mode: enemies are slower, they have twice the HP but the weak point makes even more damage (hit the heads!).
Constant horde: Instead of having a horde moment every x...
MISSION
please allow people to pick up fossils/shrooms/etc. from ziplines. Right now it's extremely risky to use ziplines to reach hard-to-reach collectibles, as you'd need to detach from the zipline and/or hop onto a tiny hole you dug on the side of the cave just to pick something up.
Make it so the game prioritizes picking up collectibles over changing the zipline direction.
I tried to search for it, but only got other results so pls don't hit me if I didn't scroll enough :3
New specific voice lines as indicators for each cooldown getting reset
- Gunners Shield up again
- Perk usable again 'I can use my Perk again!'
Stuff like that.
New mission type - Escort by josedavidmoreno2 posted this at February 27, 2020 at 12:58PM : https://trello.com/c/f8aOebDY
While I like a lot DRG, I found some players of this type of coop games aren't convinced by the low-action feel of this game. Too much mining, too little killing. Their words.
I was thinking a new mission type could be done to at least attract some of these players and also i...
MISSION
What do you guys think of a perk that converts some of your health into extra shield?
Since it looks like weapon and OC rebalance is on it's way I'd like to suggest an idea. The persistent plasma OC for the EPC should slow down enemies in it's radius, right now even some swarmers can skitter through the field without dying on higher hazard levels. It probably shouldn't slow as much as IFG or sticky flames but still. Maybe a bigger radius and/or longer duration too.
New Perk: Death From Above
up to half of your fall damage will be converted into damage towards enemies within 2 meters of where you land.
Higher tiers boost the damage applied to enemies, ie 2x or 3x. STOMP
ATTENTION:
We get a great deal of repeated suggestions, so if you are planning on posting an idea, please make use of Discord's built in search function before posting. This will help us cut back on clutter and make it easier for the developers to possibly view new ideas they may want to implement.
I'm sorry to be the bearer of bad news, but we have 3+ years worth of ideas posted, so the odds of what you're planning on posting having been suggested before are fairly high.
Search is found through the magnifying glass icon in the top right, and works best when you use keywords related to your idea.
If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel.
All conversations in this channel will be deleted, as this channel is for suggestions only.
REPOSTS WILL BE DELETED (By a moderator)
Beard idea : Cthulhu. Each lock of beard has its own mind and soul. They would move like Davy Jones' in PotC
New Glyphid type: (not sure what to name it) this glyphid would be slightly larger than praetorians, but it would have very long reaching front pedipalps/legs (think tailless whip scorpion). There can only be one of them at a time, they would spawn on higher tier difficulties, and they would probably be exclusive to certain mission types. They last for quite a while, they stalk the dwarves from long distances and will occasionally move in to attack your squad. They will rarely attack during swarms as they prefer attacking when you least expect it, so be on the look out while mining. Similar to leeches or mactera they will grab the dwarves, with the exception that they run away after snatching someone, you have to hunt it down and release your dwarf brethren. This ability however is not as bad as it seems, as they cannot grab dwarves during swarms. When taking enough damage during conflict they will retreat and go back to stalk mode, normally they can only retreat twice before inevitably dying. I feel like this enemy can make a good addition as it breaks up and diversifies the gameplay and due to its exclusiveness to certain missions and danger settings it isn't always there which makes an encounter with one a lot more special.
Names for it could be Glyphid Prowler or Glyphid Interloper.
gamemode idea: Survival mode you are going through four large caves following a massive drill tank that's armed to the teeth if it stops during a cave it can be repaired but if it breaks on the final cave you can salvage parts of it to temporarily upgrade your weapons to push through the horde of glyphids to escape i can elaborate more if anyone's interested
2v2 competetive aquark mining, with two depositors, and severe repercussions for shooting the other team to make it mining-oriented. You even get bonus points for reviving the enemy player. You either mine quicker than them, or screw with them by sealing their tunnels with platforms/digging trap holes.
Scout's Flare gun rounds to stick to Bugs if hit. (Just for fun)
Mining rig mini-game: an option to play a dance minigame hen music is turned on. Just simple classic version with arrow-keys sequence would be enough for:
*having fun
*new scoreboard for friends competition
*new achievement
new class: Medic or demolitions
New enemy: Salt Crabs, they hide buried in the ground in salt pits and have shielding in the form of a brittle salt shell, before they are unearthed you can only see the shell sitting above the sediment.
I think that class utility items should get some better upgrades (scouts flare gun, drillers drill, engis platforms, gunners ziplines) I feel like there's no incentive on most classes to do anything other than ammo capacity for those items. Perhaps maybe make unstable esque overclocks as final tier upgrades?
Hitting an enemy with the Flare Gun will have the flare stick to it and stull function as normal.
I think the opposite would make more sense. Aim it at an ally ( or maybe even the mule?) and you got a temp mobile light source
More voice lines at the start of a mission during the "falling" segment. Would be kind of cool to hear mutator specific lines. "Scout: Ghosts aren't real Ghosts aren't real Ghosts aren't real- Driller: CALM DOWN, I'LL JUST SHOOT IT!" as an example
I suggest add a new perk that will increase pickup range of mineral chunks
Mod for C4 that gives it knockback properties like the Engy's grenade launcher jump OC; like stickybomb jumping from tf2
I'm thinking that the tighter barrel alignment and base Rof for the Thunderhead should be buffed slightly, I feel like the base Rof is slightly slower than what it could be, and 100% to 70% for accuracy is not a very big difference, i was thinking it should be at least 60% or something, or 50%
please bring back the glow on expired flares, i miss it so much
I've noticed that the "Haunted Caves" milestone in the player bay terminal has a picture of a Bulk Detonator, a Grabber, a Shellback, and a Preatorian. What if we added different possible ghosts for the mission instead of just one? (I'm thinking 3 variations). When you enter the mission, it could be an un-killable Grabber that constantly grabs team members, an un-killable Shellback that bumps into everyone, or an un-killable Detonator to blast everyone. NOTE: Would not spawn all 3 in at once, that's madness; it would choose which ghost the mission has at the start.
Region roles so people don't have to bother each other for information on what region they are when trying to find games in #lfg-steam k thx
In the mini mule missions, the uplink and fuel pod objectives. Having to stay in the perimeter limits my ability to kite foes especially on lethal difficulty.
Can the perimeter be greatly expanded but being closer to the center earns progress faster.
It's annoying upper management yelling at me to stay in the zone when a bulk detonator has decided to use the uplink box as a bed 🛌.
Add the new Bosco skins as weapons skin sets, should not be to hard
Downed dwarves should probably draw less aggro. What tends to happen in recent patches is that every downed dwarf will be surrounded by a donut of hostile glyphids munching away at them. These glyphids are entirely focused on the downed dwarf and will often ignore any other dwarves, even if attacked. An extreme example of this would be a bulk that kills a player with a melee attack and just stays rooted to that spot slamming the ground over and over again no matter how much gunfire the rest of the team is pouring into it.
ATTENTION:
We get a great deal of repeated suggestions, so if you are planning on posting an idea, please make use of Discord's built in search function before posting. This will help us cut back on clutter and make it easier for the developers to possibly view new ideas they may want to implement.
I'm sorry to be the bearer of bad news, but we have 3+ years worth of ideas posted, so the odds of what you're planning on posting having been suggested before are fairly high.
Search is found through the magnifying glass icon in the top right, and works best when you use keywords related to your idea.
If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel.
All conversations in this channel will be deleted, as this channel is for suggestions only.
REPOSTS WILL BE DELETED (By a moderator)
In Point Extraction, the minehead always spawns in a " central " area.
I think it would be cool if it could sometimes spawn on the corners / edges. It would definitely shake things up.
Steeve HUD health bar 🙏
Usage for blank matrix cores. Once you redeemed all weapon overclocks/design overclock you only receive blank matrix cores. Even if you could use them just for minerals (+200-800 of a random mineral) would be fine for now. Even better would be additional overlocks weapon/design or completly new ones like, gunfire praticle designs-/beer-/pod-overclocks. Otherwise an event is not really fun because your whole team wants to do it and you are there thinking: great i can use my blank core to redeem a blank core ...
If you include an 'Art of' book in the planned digital deluxe edition, please use as much 3d content as you have. So few art books ever include the 3d portions of the pipeline despite how much its used and I'd love to see models that never got used / iterated on.
Replace the other hammer spawn with a sickle
The Embedded Detonators OC for the Zhukovs should deal a fraction of its damage in AoE damage to other bugs around the victim
The idea would be to unload it into hordes, specially Pheromoned ones, and then reload it to wipe out many bugs at once.
It might need some other nerfs as compensation, though
last tier of red sugar perk could grant overheal instead of speed
So I noticed with the second year anniversary, the event hat only needed to be claimed once, and it applied to all classes. For the first year anniversary, I only have the hat unlocked on a single class. It'd be cool if we had a way to retroactively get the event hats if you purchased it for at least one of your characters.
justa few....1) please for the love of god fix the in game chat. i never knew how much i appreciated the backspace key, until i used DRG's in game chat 😆 (as a bonus, getting it to work with the xbox app's text to speech function would be amazing) 2) fixing multiplayer stability. still experiencing disconnects, and periods where it's impossible to join friends. as a multiplayer cooperative game, this one is a big issue.
Suggestion for buffing the electric OC for the breach cutter: Make the projectile shoot out little arcs of lightning like the EPC with flying nightmare.
New Robotic Mule; medium damage(little strong) and range, equipped with two rifles. This mule may have wheels, with the mule's abilities, the sniper weapon can be fitted so that there will be massive damage and long range.
Please, do something with Unknown Horror. Some way to change it's attention to other dwarf. Sometimes this thing blows up one of the teammate, and focus his explodes on downed crew member, so it's too hard to get him up without instant reviwe.
Repitch Steevs voice so that they don't spook me whenever we're alone in a cave together
Exploders themed to every biome. We already got regular ones and radioactive ones, I think electric, freezing and poison/gas ones would be neat additions to the enemy pool without requiring a whole lot of development time/resources.
Weapon overclock that when the reload button is held for about 4-5 seconds, the entire total amount of ammo left (clip and all) gets unloaded into one giant attack that carves craters and shakes the ground with it's wake. Downside? The weapon breaks and becomes unusable for the rest of the mission. Wouldn't work well on certain enemies like dreadnoughts and would gain most utility in a last stance situation.
More Gold. Like everywhere.
when using hightened senses and a cave leech grabs you. it should lower you to the ground so you dont die from fall damage. just like how it does when a teammate kills it
A mod (or oc) for the breach cutter so that kills from direct damage of the beam have a chance to make the target explode, in a fashion similar to Volatile Guts, but weaker. The explosion could depend on the size of the enemy killed.
perhaps make it so that the game doesnt spawn oppressors when you're doing a solo salvage, it is very hard to stay in the uplink zone with an oppressor you cant get behind easily knocking you out constantly, and my match just spawned 3 of them
Maybe add a hidden black market to the spacerig with error cubes as currency, and you will be able to get special cosmetics, overclocks, etc. This would give the error cubes some sort of purpose. 
Carrying a heavy object should activate the system that allow the player to know where is Molly (or the mine head for PE/the drop pod foir salvage).
Remove bulk detonators from spawn pool during final bit of salvage missions in solo play. It's no fun [and makes me feel like I wasted time on the mission] when you see one of those emerge while MC yells at you to stay close to the uplink or fuel cells.
A suggestion for a future tool weapon. Mechanical arms ala Dock Ock for the engineer
New Warning Mutation: Darkness - All flares burn out immediatly after use, forcing you to only use your headlamp, and the enviroment around you for light.
6 HE grenades instead of 4
Connect a promotion with a lore terminal, that you want to add in a future. You know, a higher position - a more company secrets. Information about some theoretical projects (cyber-glyphids, illegal researches etc.), company history and other stuff.
I know it might sounds a bit unnecessary but why not having to collect a tritilyte "chunk" after we complete the Tritilyte Crystal ME ? At hte moment the deposit just explodes and bam you're done. The tritilyte is mandatory to craft tritilyte keys after all. So after the nano bombs break the rock, a chunk of tritilyte spawn and the dwarves have to pick it up and bring it to the MULE/Mine head. It's just for the roleplay so it might add more inconviences than fun.
ATTENTION:
We get a great deal of repeated suggestions, so if you are planning on posting an idea, please make use of Discord's built in search function before posting. This will help us cut back on clutter and make it easier for the developers to possibly view new ideas they may want to implement.
I'm sorry to be the bearer of bad news, but we have 3+ years worth of ideas posted, so the odds of what you're planning on posting having been suggested before are fairly high.
Search is found through the magnifying glass icon in the top right, and works best when you use keywords related to your idea.
If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel.
All conversations in this channel will be deleted, as this channel is for suggestions only.
REPOSTS WILL BE DELETED (By a moderator)
A hat thats just the cap of a boloo cap shroom.
blackout stout's slow K.O. effect should scale with number of blackouts, up to twice the duration
for those drinking contests to prove who got more ale under their beards
a preview of the beards we can forge
I second that one let's us know what we're getting before we end up potentially wasting materials on a garbage beard
I'd like to see my friend's statistics, milestones and perks instead of my own, when looking at the kpi monitor inside that friend's assigned bay
Add Steeve to the ping tool and the terrain scanner.
The terrain scanner does not work while the hud is disabled
(please fix this, i like playing without hud)
how about adding a huge loot bug (very rarely) when in a huge map and a lot of loot bugs were killed ... it appears? But should be a very very rarely super loot bug or mother loot bug ... or something similar just to punish the dwarfs who killed to many of these bugs 😉
New type of room by johan11509906 posted this at February 29, 2020 at 05:53PM : https://trello.com/c/AbSSAvfu
Have a new type of room in Dense Biozone or Fungus Bogs where you have mushrooms groing upside-down in the ceiling. This room should be rather large and let minerals be concentrated on the ceiling of the room so the players have to jump from mushroom to mushroom in order to ge...
ENVIRONMENT
New deep dive idea by johan11509906 posted this at February 29, 2020 at 06:00PM : https://trello.com/c/nywijTeu
Modify exiting one or make a completely new deep dive mission which is a bit easier than elite deep dive but where the mutators stack.
GAME MODE
how about fixing steeve first before any other changes
its pathfinding often breaks entirely
Give us a skin of the 2nd anniversary hat without the hat, the hair looks nice
It's idiot idea time! Maybe even for the DRG 2 or what not.
- More weapons. Was told many times before, but what I thought about is a weapon which would have short ammo, but retrievable ammo, almost like driller's axes. A crossbow, possibly a bow, maybe rebar-throwing railgun, who knows those dwarves.
Gunner:
- Rebar-throwing railgun - pins enemies to walls on death, to collect the ammo you have to physically extract the rebar from the walls or dead enemies. Primary weapon.
Driller:
Supercharged drill engine. You essentially ditch the primary (or secondary) weapon for more powerful drills. 4-x fuel capacity, rather huge damage. Get close and personal with theese bugs, but no more weapon for you. Adds extra effects like fire, ice, stun or a bloodsplosion on kill.
Scout:
A bow. A regular bow? No, that's for leaf lovers. A rambo explosive bow that shoots rockets that accelerate almost like a gyroget bullet. Would be a fun alternative to a rifle. Deals the same damage, but bullets are retrievable, which is not a problem for a scout. each shot spends 2 ammo but retrieves one (So you can't jump around with infinite ammo like some sort of Legolas).
Engie - drone launcher secondary. Instead of grenades you launch hand-guided drones, almost like our favorite machine bossfight.They are armed with a drill which can break up dirt, almost like Bosco, but also deal heavy damage to enemies. Fuel is limited. If you fail to retrieve the drone before fuel depletes, it explodes. If you retrieve it (By flying it next to you and pressing E or what not) you get it back. It's also super flimsy and deals rather large damage useful against bosses, so there's always that choice of exploding or retrieving.
Can we get a career total spent on beer screen at the bar?
This has probably been a suggestion made for a while but can we get a vehicle called drill crawler so it can scale walls like the mule and be designed for tunneling?
Let us exorcise the ghost detonator. On haunted missions, his remains will be hidden somewhere on the map (like cargo crate), hold E to destroy them. You can listen for ghostly wailing to locate it.
In a Salvage Mission, place some previous crew's remains that could be collected as boolo-cap and other stuff like this, for returning it to the Space Rig. When you scan it or take it, it could be an unique phrases like "I'll care about you, fallen brother", "They will pay for it, I promise" etc.
Completion of this for a few times give an achievement (Gravedigger, or something else). It also add an unique decoration in a Memorial Hall. May be a small reward from Union - for bringing a peace for a dead dwarves.
Fallen collegues deserve a normal burial.
Personally I don’t think DRG in game cares as much about the workers as they do the collected resources
Its minimal but I think a good addition to the game would be an upgrade for the flare that makes them stick to surfaces. I know the scout does that with the enhanced flare but we don't always have a scout, and it'd be really nice.
Limited missions that mission controls describes as “unstable or chaos” mode practically jumbles, several different modifiers together, except for low oxygen, just because
Please make goggles a separate category, so it's possible to wear them with any hat
It's been said before but I'll say it again: Deeptora Mead
Albino glyphid by 17x122 posted this at February 29, 2020 at 10:21PM : https://trello.com/c/QwZpBTtA
A rare enemy that'd give an achievement (and perhaps something more) to everyone in the team upon killing. Would look like your usual glyphid but with white palette.
ENEMY
ATTENTION:
We get a great deal of repeated suggestions, so if you are planning on posting an idea, please make use of Discord's built in search function before posting. This will help us cut back on clutter and make it easier for the developers to possibly view new ideas they may want to implement.
I'm sorry to be the bearer of bad news, but we have 3+ years worth of ideas posted, so the odds of what you're planning on posting having been suggested before are fairly high.
Search is found through the magnifying glass icon in the top right, and works best when you use keywords related to your idea.
If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel.
All conversations in this channel will be deleted, as this channel is for suggestions only.
REPOSTS WILL BE DELETED (By a moderator)
Make Dreadnought swarms more common. They're way too rare
I wonder if the great devs have any plans for additional classes or weapons. Some sort of AMA or concept preview woud be amazingly well met by audience. Not really a game suggestion, this one, but still.
I had one new player that didn't know which mission his assignment was for when looking at the map. Should probably add their username to the blinking icon because it is confusing in a group.
I think you should be able to hold X to pull up a wheel of things to say like you could hold X, it'd pull up a wheel and you could select 'Hello!' or 'Brick and Stone!'
When you hit an enemy with say- the flamethrower, the icon above them showing "heat" raises up until it reaches the top, then the enemy bursts into flames. I propose that when the enemy is hit with say- the cryo cannon, the icon goes down until it reaches the bottom; a little flavor to show the decreasing temperature in the creatures.
New Mission Type: Waste Disposal ☣️
The primary objective of a waste disposal mission is to first make it to the dumping site inside the cave to start up the digging machine, which requires fuel pods found around the cave to keep the machine running. There are up to 4 fuel pods to be found and inserted in order to complete the dig. After the hole is compeltely dug out, management will send down the waste somewhere in the cave, where you will have to carry containers of waste from the pod to the disposal site to be disposed of. The waste is very hazardous and dropping a container can cause a spill, which damages any player thats in it, and attracts enemies towards it, including a new deadly type of enemy specifically for this mission called Mactera Waste Sucker. The Mactera Waste Suckers fly towards spills and start drinking it, if it drinks enough, its stats are increased gaining health and being able to do more damage. It shoots waste at players causing the pheromone effect and doing damage over time. The more Mactera Waste Suckers you attract, the deadlier the mission will become for you, so its advised that you deal with them as soon as possible. If you drop a container, you will have to go back and get another one from the waste disposal pod. The more containers you drop, the more Mactera Waste Suckers will spawn. You will need to dispose of 5 to 7 waste depending on the cave length and complexity. Once all waste is disposed of, a dropod can be called down to pick you up.
Change the Fuel Pod Recharging in Salvage missions to something slightly more interesting. Once the fuel cells land, you have to attach pipes to the pod, which start refuelling the pod. Special glyphids that are either a. attracted by the fuel and want to consume it so they rip off the pipes(just an idea) or b. by the heat of the machine and want to destroy it. You could also add an extra mechanic where you would need to consume 4 fuel cells to refuel the pod, which you would either pull a lever to switch to the next cell or manually take out the empty one and swap it with another. It's just my 2 cents on an idea and removes the boring "Hey, stand in this circle and kill glyphids". It still means you stay in a specific area and defend it but it requires you to be more engaged, which in my opinion sounds more fun.
Quick-cast option for C4 / gunner shield / turret / flare gun. Instead of having to equip the item then activate it, have the item deploy when the hotkey is either pressed or released.
The HE grenades while useful as a general explosions, having it be just relegated to one class feels odd to me. HE grenades does fit in with Driller's mindset but it is just a general use grenade. It should be a grenade that before upgrading, every class has access to. But what would replace the spot for Driller? Some ideas come to mind.
Hand missile: A grenade type that acts more like a missile. Where when the driller goes to throw it, it travels in a straight line from where the driller through. It would go straight in a set speed and would explode when it hits something. It would be sizable AOE damage and would give the driller another option for range.
Experiment grenade: A grenade all about effects. DRG while coming up with new explosives, they stumble upon a substance that would explode and would have randomized effects. This would differ to some like the fire and ice grenades by having it effect the enemies themselves instead of an area effect attack. This could also include poison, stun, electric, radiation, fire, ice, slow, and etc.
Terraform grenade: A grenade that can manipulate the stone around you. This grenade can be used in various ways like hurting enemies that get caught in the rapid growth of the land. Other ways can be used as a barrier to block attacks, a platform that the driller could use to get to places for him to dig, same goes for any other dwarf, and lastly you could seal up holes very fast with this giving him options to protect his back when drilling or seal up holes that enemies could come from if not accounted for.
i would love to see an upgrade overhaul to flares and the headtorch
Might be useful to add a feature to machine events that teaches players how to unlock and use them if they press E on the core infuser, but aren't yet promoted. This is one of the most common questions I see.
A difficult to deal with enemy that will only target people if they see them with their headlights on / nearby flares. That would give turning off headlights a purpose.
I had a suggestion about Lootbugs. Maybe if you land from a high enough height to receive fall damage, Lootbugs could break your fall and instantly explode rewarding you the loot in the Lootbugs
I would love to see during the mission, perhaps a little bit before the need to run to the spaceship , that one can summon a remote bar device/platform like in the lobby and have a few laughs and beer while toasting with your buddies... And that each beer give you different kinds of effects (should be funny but not extreme game changer). So each effect should last like 3 minutes while fighting aliens in entertainment ways. I think this can make missions really even more fun and looked forward to. Would be amazing to drink some beer and suddenly see the spider increase 10 times in size :).So some beer might make the challenge harder and maybe that should reward you with more XP or something
It's crazy shit like this that makes a game fun, and not just the race to lvl up and get perks.
ATTENTION:
We get a great deal of repeated suggestions, so if you are planning on posting an idea, please make use of Discord's built in search function before posting. This will help us cut back on clutter and make it easier for the developers to possibly view new ideas they may want to implement.
I'm sorry to be the bearer of bad news, but we have 3+ years worth of ideas posted, so the odds of what you're planning on posting having been suggested before are fairly high.
Search is found through the magnifying glass icon in the top right, and works best when you use keywords related to your idea.
If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel.
All conversations in this channel will be deleted, as this channel is for suggestions only.
REPOSTS WILL BE DELETED (By a moderator)
I would be interested in the basic mining missions returning to a form in earlier beta which involved fewer enemies and much, much less nitra so that it was based more around careful exploration and resource management than speed running under pressure. Especially with the current form of egg hunt in the game, the basic mining mission has nothing that really sets it apart besides cave layout/complexity which you honestly can't appreciate like you used to because combat is much more consistent than it used to be.
This is a strange request I know but there was a unique feeling in the basic mining missions since before the extra mission modes were even added that is missing now, and was actually particularly great as a new player getting to know the game, the classes and the procedural map generation.
Playing with newbs this weekend it was clear that even the tutorial missions were based around fighting near constant complex swarms of enemies and new players had basically no chance to experiment with traversal etc. Lower difficulties is not the same thing because instead the trickle of enemies just doesn't pose any challenge.
So the challenge of basic mining missions should revolve around traversal, exploration and resource management (low nitra) with intermittent swarms and pockets of bugs that are cleared out in each room but then don't "trickle swarm" you as you're exploring and mining. Every other game mode already provides superior bug hunting gameplay. This would be effectively a retrograde that I think would both bring a good unique experience back to the game and serve as a strong introduction for new players
What about a chance for multiple chunks of minerals within a wall? ex 20% chance for two jadiz / pearls.
Would help a bit with the mineral crisis.
Ores and minerals should be much more unique, not only in look but also in feel. Nitra, Gold, Morkite, Dysterium are kinda generic (I understand that it is easier for a developer to create them this way but the amount of time a player is interacting with them might be worth the effort to make them more unique), the same applies to some minerals. Random selection of suggestions:, e.g. Gold should be much more seldom and in smaller amounts available but the worth should be a multiple of the current state. Since often it feels like a waste of time to collect it. Nitra could be some bug related product (kinda like honey) therfore is found with a higher chance or in higher amounts around swarmling and dreadnaught nests and near eggs. This would also allow miners to actively scout for those ressources giving the game an additional layer (Miner-Job-Knowledge). Umanite could be found surrounding radio active crystals in the Radioactive Exclusion Zone wher ein the Glacial Strata the form at the ceiling and can get shot down like stalactites.
Marking walls with specks revealing wall-bound minerals (such as jadiz, compressed gold, maybe even error cubes) should play a line of something like "I think there's something in that wall" or "We should probably dig there."
https://cdn.discordapp.com/attachments/647049868401180686/683743243695161648/thiccer_is_not_better.png I know that little details on little weapons can be difficult to manage but can the Subata Fourth Relic be less "chonky" ? The huge part of the chamber is really odd-looking
simple one, please let us customize the color of our flares
Leader board for the amount of beer drank please.
The M1000 Classic is literally unplayable.
This's just a list of little tweaks I'd see as adding a lot of merit to the M1000's function and flavor. It feels, in my opinion, a little lackluster when compared to the Deepcore GK2.
1 - Make the M1k's reload a little bit faster by making the bolt push-forwards-and-upwards a single fluid motion by your dwarf. Since he reloads the GK2 so expertly, it simply makes sense to mirror this aptitude with the M1k.
2 - Make the M1k eject its clip when its magazine runs out automatically, removing the ejection from the reload animation and reload time. A real M1 Garand ejects its clip as soon as it is empty, no matter whether or not you want it to. As such, the M1k would remain empty, with its chamber locked open, even if you run completely dry. This would also reduce, logistically, its reload time and make it a little more flavorful.
3 - If the clip is ejected automatically during the last shot, it might pay off to get a better, beefier PING sound effect which is just a bit louder. It's currently baby-quiet, and no manly Dwarf with any semblance of self-respect would ever use such a measly-sounding gun.
4 - Since Focus fires two shots simultaneously down the barrel, it might be a little easier to note this if two casings flew out of the chamber when it's used; to enunciate the power of the shot, perhaps the casings could be glowing red-hot from the power of the shot.
While the M1k is pretty fun to use, it's also worthy of note that generally it can hold less total damage (not counting focus or weakpoints) than the GK2 if damage statistics are to be trusted. Its relatively slow rate of fire and dependence on accuracy against crawling, wriggling bugs makes it a bit less fun than a sundering shower of high-caliber fire.
I have an Idea for a Warning anomaly: ==Viral Outbreak== Basically this warns dwarves that the area of the mission is contaminated with a deadly virus that will slowly weaken dwarves to the point where they're barely functioning and can be easily finished off, by slowly reducing the Health down to 15%, or where ever the natural Health Regen stops at, at a rate of 1% Health every 20 seconds, more or less. Gives a 25% or 30% depending on the opinion of the public. Purpose: Gives similar feel of rushing as would the Low Oxygen would do, and the feel of being wary like how the Shield Disruption would deliver, also gives the idea of when anyone has to deal with sicknesses while trying to dig for gold.
Since the introduction of Glyphid Oppressors am i the only one who thinks of a proper anti-tank recoilless rifle that can be used heads-on against unbreakable armor?
Not a grenade launcher or bazooka which fire explosives, but a lightweight thing that fires one powerful metal bullet at a cost of exhausting on the back (like any rocket launcher, yeah). It could replace grenades for Gunner or Engineer for example with 2-4 rounds. So you can single-handedly deal with heavy targets but be very careful not to kill yourself or guys behind you. Like cluster grenades, you know.
Real world prototype could be Carl Gustav m/42 (not the bazooka-type one, the smaller one).
New Biome: Sulfuric Seas
The Sulfuric Seas is a dangerous biome, with caves filled almost entirely with sulfuric acid, aquatic plants, underwater minerals, and an abundance of glowing cave fish. The thing that makes this region of Hoxxes dangerous however is what lies deep beaneth the water. Most miners sent here before have never returned and for reasons only the depths of the seas will understand. The minerals here are too valuable to forget about, so were sending miners back down to retrieve them for us.
heyo. bit of a greenbeard, thought of something that's certainly been thought of before, dunno if it's already in the game or been suggested/rejected/etcetera. Has there been anything about passive abilities by classes? (Engineer repairs stuff faster, Digger has faster mining speed, Scout regens flares faster, or similar. brief convo in general brought the suggestion of the buff scaling with promotion rank) Something small but that offers a bit of a reward for a dwarf doing what their class specializes in
I suggest a tag that tells you when a swarm is in progress.
Can we get a hair option which is just the anniversary hat without the hat , just the actual hair, the hair looks pretty good
There's a quote when you boot up a Machine Event which say "If it doesn't start it, whack it with a pickaxe"
What if actually, 1 or 2% of the time, you have to power attack the machine to boot it up ?
ATTENTION:
We get a great deal of repeated suggestions, so if you are planning on posting an idea, please make use of Discord's built in search function before posting. This will help us cut back on clutter and make it easier for the developers to possibly view new ideas they may want to implement.
I'm sorry to be the bearer of bad news, but we have 3+ years worth of ideas posted, so the odds of what you're planning on posting having been suggested before are fairly high.
Search is found through the magnifying glass icon in the top right, and works best when you use keywords related to your idea.
If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel.
All conversations in this channel will be deleted, as this channel is for suggestions only.
REPOSTS WILL BE DELETED (By a moderator)
We all hate spider webs. We know we need fire to destroy them. I however, have found myself unable to avoid them at times. For instance, when starting out, one doesn't have access to fire based weapons. This means I am forced to walk through spider webs, or spend much time digging around them. This wouldn't be so bad if the effects of the spider web weren't SO invasive. Upon being 'webbed' all vision is almost entirely lost. Maybe half the opacity? Maybe it's placeholder, which is fine. But playing solo, without fire was enough for me to immediately turn off the game.
As it has been suggested before, it would be pretty cool if Mission Control interacted with us more in other missions like in Salvage. So i came up with some ideas of mine.
Stuff along the lines of :
Mining Expedition
(Upon reaching half the morkite quota) Halway there, miners. Keep it up!
Point Extraction :
(First Aquarq grabbed) That's an aquarq right there, carry it to the Minehead. / You found an aquarq, get those dwarven muscles to work and bring it to the minehead.
(Second last aquarq deposited) Well done team, one more Aquarq to go and you are free to head back home.
Elimination
(Getting nearby a coccon) You've found one of them. Make sure your weapons are all loaded before you crack that thing open.../That's where the thing's at. Don't fire at that thing until everyone's prepared...*
(Dreadnought spawn) Here it comes. Get ready for a -tough- battle
Salvage
(Getting nearby the Drop Pod before mules are repaired) This is the broken drop pod... We'll be back here later, focus on repairing those mules for now...
Egg Hunt
(First egg aqquired without a swarm being triggered) You've found one, well done. Now get out of there, i can't stand looking at the inside of this thing...
(Sometimes, when aqquiring an Egg without a swarm being triggered) Aren't those fleshy... Things... disgusting?
Biome related, such as In magma Core : Aren't those magma craters beaultiful? / Must be pretty hot in there... I'll make sure to make the ship's internal temperature colder once you're back.
I am having a lot of trouble finding if this suggestion is a duplicate or not, so I apologize if it is. In a level, you can hold Control to see player's names above their heads. You can't do this same thing in the lobby, for some reason, and that can make it a little confusing some times trying to tell who is who. I'm not sure why this isn't in the game already, honestly!
This is a weird suggestion, but can we have an option to make all flares we see single-color/all white? It's kinda annoying seeing Scout's flares thinking they're yeast cones, or seeing an Engie's flare thinking it's red sugar, or a driller's flare around the corner being compressed gold.
Hey i think you could buff unstoppable to reduce self inflicted slows from minigun, drills and overclocked flamethrower...or would that be too good?
Discord Bot that adds a
&
to every suggestion to reduce bandwagon voting and make the channel more orderly.
Add an upgrade for engineers sentry that makes it more like bosco (IE rockets that would work in tandem with the laser pointer) just to make the sentry more unique and interesting
Okay, so, don't think this has been suggested, apologies if it has. But here's my idea... What's making all the Glyphids? What is laying all those eggs that you need to collect? Who roars, summoning swarms, when you DO collect those eggs? The Glyphid queen! Or, maybe there's multiple queens? Now, whether she's ready to fight like a xenomorph, or a bloated immobile egg factory like a queen termite changes parts of my idea. But anyway I would love to have a mission where me and my 3 buddies go to strike at source, where we kill a queen! I see it as either one hell of a fight (Dreadnought on steroids) OR if she's immobile, Maybe we have to transport a bomb down to her chamber, fighting off her body guards as we go! Just feel like that kind of thing would fit right in.
Beer that makes your dwarf's beard physics to wonk out
Rebalance the whole haunted caves mutator
Two ways this could be balanced:
-
The ghost after some time temporarily despawns and then after more time it respawns
-
Reduce the movement speed of the ghost entirely
More boss fights. My friends during the free weekend said "if its just hordes during these missions it might get boring." Idk, maybe make dreadnoughts have a chance of spawning on a mission and/or include more potential bosses.
When pinging the mule after finishing the objective, can we get a voice line that says "Are we ready to go?" or something like that.
When falling or jumping onto another dwarf or object (like molly, plat, etc) instead of it automatically bouncing you off it (and usually detrimentally so) just let you slide off to the side OR you can hold JUMP to bounce off it like normal.
ATTENTION:
We get a great deal of repeated suggestions, so if you are planning on posting an idea, please make use of Discord's built in search function before posting. This will help us cut back on clutter and make it easier for the developers to possibly view new ideas they may want to implement.
I'm sorry to be the bearer of bad news, but we have 3+ years worth of ideas posted, so the odds of what you're planning on posting having been suggested before are fairly high.
Search is found through the magnifying glass icon in the top right, and works best when you use keywords related to your idea.
If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel.
All conversations in this channel will be deleted, as this channel is for suggestions only.
REPOSTS WILL BE DELETED (By a moderator)
This might be a repost, sorry if it's the case, but:
When boarding for a mission in the spaceship, and one guy or more didn't reach the boarding capsule after the end of the countdown, it would be funny to see them swimming in space trying to reach the excavation point in spacesuit or something!
Finally, it would be funny to really take a barrel with you in missions!
A simple red/flashing/anything indication on loadouts B, C: which settings differ from (the base loadout) A.
Having so many different loudouts, so many customization options, it's hard to remember in which fine details they differ, etc. This includes perks. Currently I have to keep clicking between two loadouts and look at the tiiiiiny monochrome icons to see where differences are.
And then I forget which one of my three gunners has a concrete loadout I wanted. Since 4 classes * 3 loadouts = 12 loadouts total, then times all the guns and customization options, I get confused.
Edit: Alternatively, add a "sync" checkbox next to guns and/or next to individual configurations, which then are synced between A, B, C.
Sync the reload times of the weapons with their full animations, or instead make the reload times represented in a weapon's stats represent the TRUE reload times, rather than the full animation.
||For those unaware, you can cancel the addittional bit of animation of a reload once the magazine is full by tapping the pickaxe / switching weapons, the later being faster||
I have to post this is two parts, so bare with me.
Quick disclaimer, this was originally not my idea. But I saw it in the comments of a post on reddit and I really liked it, so I'm now posting my idea on it. So I'm sorry person who came up with this for not remembering your name. Now then, on with the idea.
Rename the Platform Gun the Plastcrete Foam Sprayer, changing it's firing mode from a large glob of Plastcrete Foam to a steady stream much like the flamethrower. Think of insulation foam, it sprays out and then hardens.
I really like this idea for three reasons, they are as follows:
1: It would make setting up platforms much more accurate as you could control the size of the platform.
2: The platforms wouldn't have to remain in a horizontal alignment, what I mean by that is the fact that when you fire a platform at the roof, it will open up along the roof, much like a plate, but with this new rendition you could make any shape needed for the situation rather then stitching a bunch of circles together.
3: This would leave the door open to being able to seal up wind tunnels, glypid tunnels, lava geysers (Potentially causing them to explode from pressure perhaps?), and any other annoying holes in the walls.
His "Build Speed" would be reduced, which seems bad. But think about what you could do with the added ability to pick and choose EXACTLY where and how you want your foam to be.
You could make a small thin layer of foam on a wall or roof to funnel glypids into a "Kill zone" with mines and your co-workers firepower.
Or a large, thick platform that coats the floor to flatten it out and prepare it for a dreadnought.
My point is this: Yes it would take longer, but that means that once you've mastered it, with a bit of preparation you could heavily fortify a cave for defense and would actually make bug repellent quite useful in the right hands, it would take more effort but the results would be much more powerful. From drawing stairs with platform on the side of a rock face, to blocking off tunnels, it's just simply better.
Now for part two, gravity.
Stop and think what happens when you pull the trigger on a hose head sprayer, it will fly straight/up, then begin to dip until it hits the floor or a wall. Meaning yes, it would also have a maximum range. But you could always make modifications that increase the pressure of the device to launch it farther.
By all means tell me some other ideas or edits to my suggestion in the discussion channel, feel free to @ me.
I do have a suggestion for a new possibillity for a "Warning" modification to missions and Deep Dives. My friend and i may have accidentally discovered a glitch that made it so he was heavily drunk during a mission after drinking a Blackout from the Abyss Bar. I was thinking that there could be a "Warning" that is called "Toxic Air." It would work the exact opposite of the "Rich Atmosphere" modifier, where it makes you slower and makes you have the same symptoms as being drunk, but not passing out.
"Gunpack Joyride": Minigun Overclock that lets gunner fly using the recoil of the gun
An option to report a player for toxic behavior in chat and gameplay sabotage
I am pretty sure everybody will agree with me. After Jacobs last social media post, we want"slap" action for dwarf to dwarf. That action will not give damage but it will shake the other dwarf. Post : https://twitter.com/JoinDeepRock/status/1234506281160970241
"Jacob, what's your favorite part of your job?"
Me: https://t.co/Dp8yohBlB5
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Hold E while looking at Lootbugs to pick them up like large gems, so you can carry them around. They would also make cute sounds while you do that 
Here's an idea; Make the large gem mark quotes carry over to the wall they are embedded in. That way people can tell you're spamming because everyone missed some jadiz, not because you're being a jerk. The code for this already exists; The game can differentiate the two with little error when asking bosco to light or mine, so they would just need to extend this to multiplayer.
A tankard with a drink for one of the classes. If they drink it normally, nothing happens, but if they mine some red sugar while at full health, they add the sugar to the drink and can drink it at any time to get some health back. Would probably be only one drink between resupplies, though, and would replace something in the grenade slot.
Right, this will be along one so hear me out here. : ROCK DRUMS.
Here's one for april fools day; Make a gender toggle in the class select terminal. Male or female. It does absolutely nothing.
How about a Naedocyte boss that floats and fires a lightning beam that can carve slashes in the terrain.
Please nerf It's a bug thing.
The perk is currently so strong that it's an extremely polular pick, dare i say even more popular than Beast Master. I though devs said they wanted to not have those " Mandatory " perks, but It's A Bug Thing definitely has that title. Every time you see a well coordinated team of people in h5 and EDD, they are almost always using the perk. It's so strong that there's no reason to use anything else over it.
In fact, it's so strong that the so called " bug thing meta " is starting to take its place on low level play too. I constantly see poor souls trying to play Haz 3 being instakicked after carelessly replying to such a seemingly innocent question : " Hey man, are you using It's a bug thing? "
This perk is flat out unhealthy. It removes any and all challenge from the game. Anyone can solo EDDs with it now.
Blank Core Replacement: Spice by namideus posted this at March 2, 2020 at 10:51PM : https://trello.com/c/EpBsY1dX
In order to lessen the importance of encountering machine events to progress in getting late game rewards; I propose using spice as a replacement for blank cores and machine event rewards. Players start able to unlock three blank cores a week. Once they unlock all of the OCs p...
GAME SYSTEM
Now it may have been suggested, and may break the game a bit, but I wouldn't know. But could a medic type role work in the game, built around using beer as healing, either by being able to deploy kegs that can be interacted with to restore health as long as you hold down over time, having a capacity per
keg, or an item that can be thrown at/ used on dwarfs to restore health.
If on demand healing is too much, perhaps they could provide buffs such as resistance, shield, or jump height
trampoline upgrade/super jump upgrade for platform gun
Give us like 10~ loadouts for each class and a loadout slider / a tab where we can click which loadout we want to use. Also, make us able to name our loadouts.
I propose an idea for the Terrain Scanner Mk.4. Add a scanned terrain layer that is red or something that stands out from green and this scans the terrain at a 4 meter radius. Purpose of this is to allow dwarves to know not only the shape of the terrain around 15 meters or so like usual, but to also remind us of the path we all have taken throughout the cavern.
or like a trail rope thing that people use to navigate in blizzards
Hear me out. So many comfy seats and no option to sit on them.
Update the beer toss victory move to use the new Oily Oaf model.
New Mission Type: Fossil Find
The primary goal of a fossil find mission is to locate all 6 large xenoform fossil pieces hidden in the cave for research. You start out by searching for fossils and are given general areas of where fossils are buried or hidden on the map. Also on the map screen to the side, you will see a xenoform skeleton of all the pieces you have found already and the ones that still need to be found to complete the skeleton. You also will be accompanying an all-purpose drone made specifically for researching and scanning of fossils only. Once your team has found a fossil, its is then your job to dig it out completely, once the fossil is dug out, it is then the all-purpose drones job to scan the fossil, while the drone is scanning, you will have to defend it from enemies until it is finished, if enemies interfere with the drone, it will slow progress and if the drone takes too much damage, you will have to repair it to keep it up and scanning. Once the scan is complete, it is then time to locate the next fossil piece and so on until all fossils have been found. After all of the fossils have been scanned, a dropod can be called down to pick you up.
@vernal flume @spare kestrel Love your game DRG been playing over the free weekend and will buy it soon on pay day. over that time i have been playing as "Driller", i have one issue with it and thats frendly fire while using flamethrower. iv also been a party when i was with another Driller so we had 2 of us flaming at the same time, while i find it anyoing being called out for dishing out the damage to others in the party, i do like the idea of having freindly fire on as it gives a little more of a challange to each mission, but maybe turn off the flame to others in the party and only with the flame thrower. ? would like to hear your thoughts on this please ?
New Perk: Beast Master V (Maybe Loot Master I, IDK)
Allows the taming of lootbugs.
These tamed lootbugs will occasional spurt out loot for you until death.
Untamed Glyphids will persistently seek out the tamed lootbugs.
yes pets that can have mods added to increase loot and other perks
@crude sigil Glad you enjoy the game 🙂 We try to read all feedback and the game is constantly adjusted and balanced (Friendly fire damage included). There is also a perk that you can take to reduce friendly fire. The flamethrower is a tricky weapon, but as you play more you will learn the tricks to control it without hitting your friends.
On a side note please avoid pinging devs unless it's an emergency, a crucial thing, or they are already a part of the conversation. I think it's pinned in some rule of the server somewhere 🤔 .
You are currently pinging the devs at 3 am, and that makes them grumpy.
lol sorry and thx
What are the dev's doing at 3 am in the morning?
Trying to sleep so they can be well rested to make the game better in the morning. But let's not turn this channel into random banter (or the mods will kill me). Conversations should be in #suggestion-discussion, #drg-chat or #non-drg-chat 🙂
sell those awesome!! Mugs!
trying the game again after 2 years of buying. and after 21 lvls of driller he need some rework or buff. Flamethrower is good, but gunners main weapons are better, cryo have too much time to shot to freeze someone, drillers secondary just boring, toxin grenade is completely useless. He have a drill you say? scout+engi make things faster, gunners zip make more things and have a lot of def potential, bunkers you say? say it to explosives bugs and pretorians who cant be defeated with 3 c4 and kills you in bunker in 1\2\3 shots. 1 thing, what driller can do is faster routing to escape and some quality of life drilling. and nothing more. Gunner shoot things in solo and aoe better, gunner and scout saves lives better, engi and gunner have better def options, scout have better speed for looting and mining. And all of this classes have good wave clearing options (2nd maingun gunner and cluster grenade, grenade launcher engi, zhukovs scout) Scout even have cryo grenades which do this cc role better then cryo gun!
A new-type of grabber that lives inside of walls and waits for a dwarf to get close like a trapdoor spider. If the dwarf ventures too close to the wall, they get pulled in and take damage until they go down. Would give yet more use to the heightened senses perk (I figure the perk would go off when you get close to a "hole"), and would serve to make people be more mindful of anywhere they go in Hoxxes. This is like a sideways leech in a sense.
heres my suggestion. decrease the damage of detonator slam attacks
or
prevent bulk and crasser detonators from spawning on top of your team during a recovery mission and one shotting everyone at the same time
Can you let the scout grab other players to him
allow a vote menu option for spawning the drop pod can be toggled via the same area "privite game" is, majority vote(3/4) spawns pod.
If you've already gotten all weapon overclocks (which is anyone who has played deep dives since they were added) you get blank cores instead whenever the game tries to give you a weapon overlock. This is good but the number of blank cores is starting to pile up. I get 7 of them a week and if I play about 2-3 missions a day that isn't enough to make a dent in my stockpile.
So maybe you could just give us a random cosmetic core instead of a weapon core in this situation. This way we get 6 cosmetics + 2 more from forge levels per week, and only 3 blank cores. Completing 3 machine events per week (the original number) is much more reasonable compared to 7.
Alternately you could simply increase the spawn rate for machine events.
Small QoL tweak for the trytilite crystal event. The nanite bomb dispenser requires you to Hold E to interact with it. This means that you have to come to a stop and your feet must touch the ground to pick up one of the nanite bombs.
I think it would make sense if this was changed to a Press command instead of a Hold command so that you can run by and snag one like any other heavy object. This would also allow you to grab one while jumping which might be required if the dispenser lands in an awkward spot.
"DROP POD OVERHAUL" coming with Update 29. Can you add some mechanic throw dwarfes outside after drop pod landing (With timer absolutly 15 seconds seems good) 😄
The driller should be able to use his drills like a pair of boxing gloves. Also he should be able to more easily shave through enemy armor
How about a Spider that hiding above the player and try to grab him (Ropes Down)?
Like the damn scary mosquito.. im so scared if it tries to catch me
I understand that we can't have pets in station due to the lack of pathfinding :(, but a picture of it on a cabin wall after a mission where player tamed one would be nice memento. That can be worked on further: greeting card from the pet bathing on a beach, visiting Santa, taking a trip to Paris... (yes, I always feel sorry for the pet left down there after the mission, that's the saddest part of the game)
hi is it possible to give xp bonus to players that have supporter pack??
ATTENTION:
We get a great deal of repeated suggestions, so if you are planning on posting an idea, please make use of Discord's built in search function before posting. This will help us cut back on clutter and make it easier for the developers to possibly view new ideas they may want to implement.
I'm sorry to be the bearer of bad news, but we have 3+ years worth of ideas posted, so the odds of what you're planning on posting having been suggested before are fairly high.
Search is found through the magnifying glass icon in the top right, and works best when you use keywords related to your idea.
If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel.
All conversations in this channel will be deleted, as this channel is for suggestions only.
REPOSTS WILL BE DELETED (By a moderator)
Beard armor! Like, literal armor for the beard. Kinda like the dwarfs in Warhammer Fantasy, but IN SPACE.
We bring enough eggs back to management that we should have enough to begin breeding bugs now.
What if we could hatch bugs from eggs and give them unique traits by feeding them beer ingredients (claws to mine minerals, glands to spit acid, etc...). Maybe we could take them on solo missions, as a Bosco replacement? Could that new hatched bug we take sync up with the beast master skill to do some cool things? I think that would spice up solo play a bit.
And it'd be nice to have a little critter friend follow you around the main lobby while waiting for a mission to start when in groups. You could show off your hatched bug to others. Maybe give them some skins/colors/cosmetics too.
Add a beer that allows you to breakdance 🎉
Move loadouts buttons under the role selection (pre-loading screen), so you don't need to drag your mouse over other stuff, as it might give unexpected results.
P.S Picture is rough example
https://i.gyazo.com/35e366998384cdb00ff7f44f29292878.png
A PvPvE Mode. A well trained team of Deep Rock Miners vs a team of space pirate vs Glyphids. The miners objective is just to mine precius minerals then go back as soon as they can. The pirates mission is to steal the precius minerals. Something like this. The pirates are much weaker but their team is 6-8 people. A Balck market for Pirates to tarde stuff.
Perhaps a Cryo Cannon modification that changes the Neurotoxin Grenade into a sludge grenade. Cryo Cannon can be used to freeze things in the sludge at a much quicker rate. Just seems Neurotoxin Grenade is not as useful when using Cryo Cannon.
Add a button \ mechanic where you can choose to carefully hop out of a ledge with a sepparate button input.
With movement being tied to host, trying to drop from ledges without going too far off them can be an ass, specially when you want to fall onto a thin ledge right below. It's pretty easy to die \ have to waste resources because you fell due to lag. This mechanic would ideally make you drop down while still sticking to the ledge, and would have it's own animation. It would obviously also check if the ledge you're trying to drop from isn't too short, of course.
||Optionally, maybe a slight fall damage reduction too?||
Maybe the game more readable. I get confused in all the particle effects.
Grenades that explodes and shots glowing uranium spikes in multiple distances, and the spikes gets stuck in the walls etc and shred aliens and the aliens that gets hit gets stuck to the walls etc. Just something I would like
what about a new kind of grenade?
kinda like the bolas but instead of weight it would be grenades.
what will happen is that you use it as a normal grenade (duh) but maybe it would be more of a straight throw rather than a curved one and would go in a longuer distance.
if it hit something, a glyphid for exemple. the glyphid will be complety imobilised by it. and after a short time the grenade will detonate in a tiny but powerfull explosion it will easily kill a simple glyphids but most certainly only killed the glyphid trapped unless other glyphid are really close to it. do some big dammage to a preatorian and bosses (kinda like the C4 or the grenade launcher).
but as a draw back: the bigger the monster is the less the immobilisation works.
exemple:
Glyphid= complete immobility
preatorians= short immobility followed by a little slow down (kinda like a stun with a goo ground combo) and the oppresor would be the same but shorter stun. maybe almost inexistant. maybe it could be use to cancel is action like the acid/ice attack.
detonators would take less dammage from the explosion and would have no stuns at all but will still have a slow down effect for the duration of the grenades.
bosses...nothing there are huge and strong. the bolas isn't enough to slow them but they will get the explosion. this time the bolas acting as a sticky grenade.
also maybe a little effect on the last beast master level. it would let you pet your beast to give it a slow and short regeneration of life. tho that mean that if you have that level you will have a CD for it to activate. maybe like 1 minutes and 30 secondes.
Someone from the subreddit told me to post this concept here.
I couldn't find any previous references to this idea. But if you're doing a solo mission and you come across buried resupply pods. It would be really helpful if Bosco could help dig them up.
Also in regards to Bosco, if it could also be ordered to help with repairing/building devices, specifically the uplink and fuel canister devices on salvage missions. Or just make it so that on solo mode those are built up more quickly
i have an idea but im not sure if people would like it but since the dwarves complain about leaving lunchboxes maybe we can craft sandwiches that offer us unique temporary bonuses during the mission
How about a medic dwarf if you dont have a medic in your team the heal crystals are spawning and if you have a medic they dont spawn or dont often spawn or something like a melee damage dwarf
unoriginal @olive bough they've already said that they wont be adding a medic which is why i suggested craftable sandwiches that could be possibly shared with teammates if you have extra
@unreal osprey oh sorry i didnt know
Bugs that are on the ceiling and get hit by explosion damage should have a chance to fall down.
Can there be a button to report players?
Perhaps we could make the headlamps upgradeable either via bodyarmor upgrades or a completely seperate upgradeable piece of equipment. I get flares and flare guns are a thing but headlamps are more or less useless in my experience. Maybe a longer range upgrade or a radial glow upgrade.
The flame thrower procs fire damage and the cyro cannon procs freeze damage. I'm somewhat new but I don't see any weapons aimed towards electrical damage. Maybe a electrical damage based weapon with potential upgrades/base perks being arcing bolts of lightning between enemies or wide short range arc that can easily hit many enemies in front of you at once (similar to Winstons tesla cannon from OW).
More precise weapons for all the non scout classes. Would like more variety in weapon types like a flak cannon for gunner or a rifle for the engineer. I think it would make playing the different classes more interesting to find your own set.
For those who've played Borderlands I think a buzzsaw weapon that shoots the saws vertically. The saws would drop into the ground or any terrain it hit and then travel awhile straight along the terrain. So it would travel up walls and down cliffs and along ceilings. It would go straight through enemies ideally so you could think more about the path it travels along the terrain. If you wanted to shoot it along a wall so that it traveled horizontally that could be an alternative button such as reload so that the firing mode would turn.
Alternative fire mode for Cryocannon to shoot large, high damage long range icicles. Maybe an upgrade, would consume a chunk of ammo and would fire somewhat slow with a nice burst of freeze proc.
Throwing a grenade at a cave leech should make the leech grab the grenade it and pull it. Boom.
Literally any way to contribute rescuing yourself from grabbers and cave leeches.
I want more non-essential first person animations. I want every single stupid thing at the base to be interactable as the dwarf fidgets with it.
I love the secret event stuff like battery cargo boxes. Give us more of that.
Noxious gas sprayer/canister launcher. Poison is another damage type that I've only seen once and that's with a grenade. I don't know of any particular benefits of poison besides it seems harmless to the dwarves so no friendly fire. But a cool idea could be enemies dying to poison makea their carcass emit poison clouds like an infectious disease. Making it flammable like the noxious gas grenade could be annoying though, as a poison build with any fire at all thrown into it would obliterate it all.
Night vision googles with limited battery supply. Toggleable and likely for the scout class.
Falling on top of a swarmer from a high height squashes it.
An emoji of the lootbugs animation for when it's been pet
Pickaxe mod that lets you embed your pick in a wall and hang there for a bit by power-attacking a wall while continuing to hold the attack button. For if you misstep and can catch yourself while you ask your Engy to place a platform, or to break your fall altogether if you're close enough to a wall while falling.
ATTENTION:
We get a great deal of repeated suggestions, so if you are planning on posting an idea, please make use of Discord's built in search function before posting. This will help us cut back on clutter and make it easier for the developers to possibly view new ideas they may want to implement.
I'm sorry to be the bearer of bad news, but we have 3+ years worth of ideas posted, so the odds of what you're planning on posting having been suggested before are fairly high.
Search is found through the magnifying glass icon in the top right, and works best when you use keywords related to your idea.
If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel.
All conversations in this channel will be deleted, as this channel is for suggestions only.
REPOSTS WILL BE DELETED (By a moderator)
A deploy mode for the gunners or potentially other heavy weapons. You'd be stationary but you'd become a powerhouse or death with dramatically increased accuracy and fire rate and maybe some improved overheating stats
Make the drills not overheat in the Ice place (sorry forgot what it's called) BUT YOU'RE LITERALLY DRILLING ICE
What about an Achievement that you get when everyone in your lobby gets drunk and passes out?
maybe increase the chance of getting overclocks or skins for the class you're playing when you're doing missions solo, because this is getting simultaneously ridiculous and soul crushing as I earned most of this while playing as engineer.
Crossbow weapon that fires powerful arrows that implant into enemies and detonate shortly after. Basic idea but could be applied to penetrating heavy armor and exploding the sensitive insides. Great for highly armored enemies, but low fire rate and ammo capacity would limit its use for simpler enemies (unless in large quantities)
Make the chat more visible! Maybe an accessibility option allows you to keep the chat open at all times, or add a high visibility font so your attention gets drawn more visually to the chat.
Glyphid Grappler: This uncommon, medium-sized Glyphid has evolved a symbiotic relationship with the local Cave Leeches. While most Glyphid variants might spit toxins and webs, when this one opens its mouth, the Cave Leech living inside it will launch its tentacle to attack. Grappling to prey and surfaces alike offers the beast some interesting movement options; when crawling above its target, they seem fond of latching onto another part of the ceiling and swinging down, striking with its barbed and heavily-armored backside like a wrecking ball. They can also pull themselves directly onto nearby surfaces, making short work of difficult terrain to avoid unnecesary detours. Taking down one of these exotic creatures is best handled by destroying the Cave Leech that controls the Glyphid's nervous system by shooting the tentacle when the beast is trying to grab something, though their heads aren't armored either, similar to Praetorians. Shooting the tentacle mid-swing may cause the creature to unexpectedly fling itself, which in addition to looking silly would also give your crew a better chance to shoot the tentacle while it lies dazed on the ground.
I know it's far from now, but :
HALLOWEEN UPDATE
You chose a normal mining mission, upon arriving in the cave system, you lost contact with your superior, it's suspiciously dark even with flares and Scout's flare gun.
Molly is deactivated for some reason. Bosco panics and tries to attack something that you cannot see, shooting at the walls.
There's no Glyphids. (Maybe another type of enemies?)
The ores you need to mine is not here too, the only ores minable are dark red Nitra.
There's strange sounds coming from the walls.
You swear you could see something in the dark, can't recognize what exactly.
Your dwarf start freaking out.
You regain contact with your superior (the timer should be long enough to make people freak out, but not too long to make them bored).
He tells you to run, quick, back to the capsule. You have half the time than usual to go back.
He tells you something is coming towards you, and it's HUGE
You manage to get into the capsule on time, make it safe back to the spaceship
Achievement unlocked
New Class - Red Sugar medic
Primary weapons
Needle gun- small SMG that fires bleed damage weapons.
Heavy Auto Pistol - Think bolter from Warhammer
Secondary
Leech harpoon - Hitting an enemy, draining their health and slowly filling up a small health canister for later use
Sonic weapons - Firing a sound based damage blast, killing small enemies, pushing back grunts and mildly damaging large units.
Equipment slot 3 - Leacher bolts; A large gun that fires bolts that will drain enemies that will be used to fill canisters if no Red Sugar is available.
Equipment slot 4 - Health canister. Throwing this device at a group of allies will heal them for a set amount, or a downed ally will instantly resurrect them/drastically reduce pick up time. Will require either filled life essence from the Leacher bolts. Or left over red sugar pick ups. Offering team mates to either use red sugar for health now, or offer to the Red Sugar medic for a possible save in the future.
Grenades-
Red Sugar Mist; Grenades that poison the enemy and slowly heal your team mates in the radius of the shimmering smoke.
Shield bubbles; A small shield that can cover a single team mate for near fatal damage
Flashbang; A flashbang designed to blind and disorientate the enemy.
Warp Unit
Primary weapon
Zone cannon - A light weight cannon that fires warp points...Think a light thunder cannon. Though rounds will detonate after a few moments on a surface if missing a target.
Gravity Blaster - A small 3 round burst ball energy weapon, that can explode on impact or drag enemies towards the point doing further damage depending on the stats.
Secondary
Warp gun - A large support weapon that fires a large slow ball that damages near by enemies and does heavy damage to a target hit by the blast. Takes a while to fire
Quantum grenade launcher - A small grenade launcher that fires multiple grenades from a revolving canister with random damage effects.
Equipment -
Zone Drone: Think a little Bosco like drone, but it's just a little laser firing machine. Good for a few heavy strikes against the larger enemies.
Defender Drone: A small shield like drone that flies in front of people to protect them, but can be destroyed rather quickly
Grenades-
Bouncing Betty - A small proximity mine like grenade that jumps up and fires a cluster grenade
Quantum Entanglement - A web like grenade that does random damage effects to enemies...Fire/cold/poison/radiation/etc
Friend finders - A grenade that turns one or more enemies into friends for a short period of time
Red Sugar Medic was one I posted prior...Just wanted to add more ideas to it!
It might be a cool idea to make everyone's "tool" have a "good" combat option as well. Obviously this would decrease the efficiency of the tool as a "tool", but for teams that need a bit of extra combat ability, might be a thought. I'll toss a few ideas below.
Drillers drills don't have many great options for killing enemies and still run off fuel, they're generally too dangerous to use for extended combat. I don't know of any driller that runs the +5 damage effectively right now on higher difficulties. Maybe include a perk to increase damage more or rate of damage, and provide armor-shredding or stunning perks too that we can take instead.
Scouts hookshot could be used to hookshot onto an enemy and maybe kick it (doing damage and stunning it for 3 seconds) then bouncing back a safe distance. Or perhaps pulling small grunt-sized enemies to you. Might give Scout more combat options to deal damage or help teammates, instead of just grappling to walls.
Engineers Foam already has repellant as a "combat" option. However, maybe include some options to slow enemies walking over it, or give it a property like..."highly flammable foam", where when hit by fire/explosion, it ignites for 3-5 seconds doing damage similar to a sticky flames flamethrower (be careful!). Maybe a property like "sticky foam" that reduces max ammo, but allows you to shoot an enemy directly with it, rooting them in place for 5-8 seconds (not stunning them) or something.
Gunners zipline appears to hook into walls and dwarves faces, but it'd be cool if you could hook into mobs, rooting them in place. I mean, you only get ~4 shots anyway, not a lot. But it'd be cool to root a naedocyte breeder in place with one for 10-15 seconds or something, or indefinitely. Obviously, if indefinitely, you wouldn't want this to work for dreadnoughts or bulk detos. That'd be too strong haha.
Anyhow, just some thoughts on adding more combat options to the tools provided. Necessary? No. Fun? Possibly.
Maybe the ability to call on fire support similar to calling in ammo from HQ. No idea how an air strike underground would work but I'm sure you'd find a way. In general more options to buy with Nitra would be interesting, similar to the squad point system from Battlefield V. Options could include a temporary combat drone, a care package with something other than ammo (i.e. temporary team buffs), maybe a cheaper option to drop an insanely light-up-a-whole-room bright flare pod (could cost maybe like 40 Nitra and deploy similarly to a standard supply shuttle), alot of creativity and tactics can be incorporated into a system like this.
Also perhaps make teammate details a bit more clear and easy to understand, kind of like the game GTFO. You know how much ammo down to the percent teammates have so you know how to disperse ammo and in the case of DRG when to call down supply pods.
What about custom map design? like a workshop for self created maps. so that people can creat there own maps.
Was already proposed
Aight so i been playing this game on and off since it came out and theres about 5 of us in my group so obviously one of us sits out, we were thinking perhaps someone would be able to play as mission control in a way? like they would have the map, know when enemies spawn, control supply drops and maybe things like turrets or even Bosco(in multiplayer)? just an idea. obviously it would have to be like an optional thing that you could toggle, and probably wouldn't even be worth the hassle to implement. its inclusion would also ask the question of necessity, like why would it matter if mission control had a map? same with Bosco, cause obviously the players have that, and there really wouldn't be a NEED for it, so that demand would have to be created which wouldn't be healthy for the game but its a suggestion that maybe the developers could run away with.
Easter idea
Eggs scattered around in random missions giving players whoever collects it a 10% chance on getting a skin/emote and 40%ammo 40% red sugar
If ppl team kill they lost the team survival gold like all of it and xp and they repeatedly do it in a week they just lost the ability to gain gold and exp
Suggestion: Voice lines from management regarding machine events. A line when an unpromoted dwarf tries to interact with any part of a machine event telling them that they need a promoted dwarf and maybe a bit about the machine event. If they have a promoted dwarf and they try to interact with the wrong part(s) of it a voice line how to start it/telling you to find the little white box. This will probably mean existing voice lines may need to be tweaked, but I have seen/heard lots of complaints from green beard who have no idea what machine events are, no idea that they can’t do them yet, how they are able to do them. They’re just kind of plopped down on a map with no explanation, context, hints or clues.
you should be able to promote while in a multyplayer lobby
Being able to do a 360 inspection of any of the mugs of the beers youve unlocked would be cool. (I say as an artist who's a sucker for good reference images and just an admirer of the mugs)
A driller drill alternate that is a pneumatic cannon. After a charge up it punches a hole straight ahead, destroying bugs and terrain alike.
Pheromone - related fun stuff :
Pheromoned cave leeches and grabbers should be able to grab medium sized bugs
Bugs should have their own animation for squirming in cave leeches
Pheromones should work on loot bugs
Bugs should take fall damage after being dropped by grabbers
I do have a tiny suggestion/fix for ghosts on haunted missions. I love this game so much, but sometimes those ghost Bulkers really be annoying, lmao. Cause I got downed by one of them that followed me through a wall and I ran really far across the gave trying to lead the dreadnoughts far away from it with my team. However, it got me very quickly anyway. Out of nowhere. And because of this, I was not able to get revived because the ghost couldn't be hurt and didn't target anyone else BUT my corpse. Truly unfortunate. I think that may need adjusted in some way cause maybe it was a one time thing, but no one could get near me without getting downed to the spooky Bulker on Hazard 5 Lmaoo
Make Tunnel Rat cheaper. 3 barley bulbs for fall damage reduction is not worth it.
Change the prices of beer back to credits, and simply rotate what's available every day. And if you want a specific beer, then you pony up crafting ingridients for one-off brew. It's stupid how I have to shell out a crafting ingridient every time. You'd think a dwarf station would have some beer stored.
It's especially stupid for the beer of the day. Like, if it's the beer of the day, why do I have to freaking brew it myself.
Make this statistic and statistics in its vein track the character you're forging for rather than the character you're forging with.
Just a small Idea for a Active Perk called the Mark of Death. This perk will give you a ability to mark one enemy per mission with the mark of death where all the dwarves on your team will be able to do increased damage to it for a short period of time. The way you can activate this is by pulling out your scanning and holding R on the selected enemy you want to mark for extermination. The upgrade for the perk would make it where the effect will last longer on the target. I only say you can do it once because it seems a bit overpowered to have multiple uses of it. (I looked to see if there were similar suggestions so if I missed it then my bad)
Hey guys, im going to atempt sketching up some more bug concepts, how do you all feel about a bug based off of Cloakers from Payday. Let me know!
Glue should be flameable.
I have a suggestion.
I would like more tools for the class.
As for the gunner, instead of the zip line, a rope that can be attached to the surface, it would have a "x" meters, you can climb it, except if you have something in your hands, but you can slide down, and if the rope allow you, you can swing.
For the Scout. Instead of the flare gun, shoot a locator and reveal or at least on the radar, nearby enemies and minerals. Instead of grappling gun a jet pack. That helps you make small movements.
For the engineer. Instead of turrets, a stronger one, more bullets but it takes longer to place it and it has to be used. Instead of the platform launcher, a trampoline launcher. I would shoot a mass that makes you bounce or jump high but only a number of times.
Those are few of ideas, i don't saying that has to be like that, but it would be cool to have some others gadgets to make more different the teams.
All beers should give minor buffs imo, like carry 10% more ammo for example
Small perk suggestion.
Increase the range of it’s a bug thing so it’s more of a viable choice for loot bugs on the ceiling. At the moment it feels like more of a joke perk.
ATTENTION:
We get a great deal of repeated suggestions, so if you are planning on posting an idea, please make use of Discord's built in search function before posting. This will help us cut back on clutter and make it easier for the developers to possibly view new ideas they may want to implement.
I'm sorry to be the bearer of bad news, but we have 3+ years worth of ideas posted, so the odds of what you're planning on posting having been suggested before are fairly high.
Search is found through the magnifying glass icon in the top right, and works best when you use keywords related to your idea.
If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel.
All conversations in this channel will be deleted, as this channel is for suggestions only.
REPOSTS WILL BE DELETED (By a moderator)
A never ending endgame
a chemical spraying weapon for driller that has interchangable ammo via mods
Joined this server just to suggest this. I did some searching and didn't see anyone talking about it but I only went back a few months so if this has been brought up before then go ahead and nuke this.
If you're on a salvage mission (or by a black box in deep dives) and you die while playing on solo mode, you obviously have to wait for Bosco to rez you. But the amount of time this takes is long enough for Mission Control to yell at you about staying close to the objective TWICE. Which is super annoying. Quit bugging me while I'm literally unconscious, I can't do anything about it right now! I'll be on my feet again in a second!
If there was just like an extra second or two before he yelled at you for the second time while you were on solo, that would take a lot of aggravation out of an already aggravating situation.
An overclock for the Gunners zipline gun. Pros: 100% armor piercing and deals a lot of damage. Con: Twice the reload speed.
An EXP multiplier for the level of DRUNK you are when going on a mission, the drunker you are the more EXP you earn at the end,
hi is it possible to make hideout underground???and of course an expandable one??cuz dwarves lives there.if we have option to design it too it would be wonderfull
Could they implement a crossbow or bow? I think it would give you much more fun and variety???
hold the call mule button for 3 seconds to call it and lock it in that place! (the little rod can change colour to like red?) it unlocks as soon as you call it again to use like normal, it would help with using the mule perk more effectively and stop mules from blocking tunnels during swarms
A "restart" button when a match ends, at least when u fail.
Hi my suggestion is: remove cheats! I mean I don't really like the idea that someone else is able to get unlimited ressources, is invincible or kills everything with one shot. But if I join that game it is absolutly a no-go that I receive the same amount of 21 mio. cheated minerals/gold.... Theoretically you could of course just leave which would work if they not simply could end the mission instantly.
i think it'd be cool if the gilded armor sets were instead a skin that you could apply to any armor piece, also it'd be cool if there were armor skins!
I know that this would sound like not a suggestion, but please put a online store where people can buy the beer mugs, they are way too profitable, i would buy all of them
Friendly Fire: make it so that it says "PlayerA" killed "PlayerB", would be sweet
I'd like to suggest a new Union:
All of the unions are focused around encouraging the different playstyle aspects of the game
My idea is to add a new union focused around guiding greenbeards. I think a fitting name would be Trail Blazers or something of the sort.
With a lot of new incoming players one way to make sure they have a good experience is by them playing with people who actually want or at least don't mind them being there. The idea is to have missions based around helping newer low rank characters achieve things. In example, a mission might be "Help x Green-Beards complete their first hazard 5".
In order to complete the mission you'll need to help them get better and understand the goal, youll have to work as a team and the new player will benefit from the experience. The actual missions may not be so challenging but it's just an example.
Either way it's a win-win, the new players play in lobbies that only slightly haze them, and the old grumpy dorfs dont have to deal with them as much.
I could easily imagine seeing lobbies being hosted looking for greenbeards with titles like "LeafLover Detention Center (New Players Welcome)"
I think it could be a way to turn how new players are normally seen as extra difficulty into the difficulty; the point. The playstyle is now around teaching, and it seems fitting to me.
Makes beer have a buff... so we can buff ourselves with a price before heading into mission
Makes joining get half or 1/4 the exp and gold and mineral... joining 20 min game and get everything ( exp gold mineral and mission completion altogether), makes people just joining at the almost finished game
Makes the enemy chase after another guy and not pounding a dead guy
there are already beer buffs in the game, i think theres no reason to limit reasources if someone joins late. its all shared anyway, why bother? and yeah that last one would be better for the game, however it might make hordes on multiplayer much harder to fight when an entire 4 man swarm is on one player it would feel really hard
why can't I buy any other beer that have any use beside the "daily" 😦
Increase slowmode timer to at least 1 Hour (I'd even say the max 6) for #suggestions. Too many people rapid-post ideas without thinking them out or using the search box to see if their idea has been posted before (
IDEA: New class, Med--..
). Think of it this way: How often do you find smart discussion on Twitter, when you can post any thought in 5 seconds while sitting on the toilet? No, a college thesis that must span 3 posts is not needed for your new character idea, either. Just give a general fresh idea for the devs and community to contemplate. GhostShip can't possibly sift through everyone's inane shower thoughts to find good suggestions.
a suggestion would be to add a line for the dwarfes that says "Diggy Diggy Hole" when digging a hole! which is a reference to a song sung by dwarfes
spank every person who fails to check and see if anything has been suggested before because the channel is filled with them recently
New here and to the game so I don't know if this has been said or not. It's honestly of a quality of life than anything else but maybe have a button to display what minerals you have in the mule last time you deposited. I feel like the screen displays and goes away too quickly. So if you don't deposit minerals you won't have the most updated list while someone who does will have the most updated.
a hat and eye option thingg
because i'm looking at the Evil eye
which i fucking love
but wish i could use that
with the Red beret
Not sure where else to put this but as a 5th character concept. An elf that sucks, he has a bow and arrows, and a knife. His backstory is that he just owes DRG a lot of money and has to do mining to pay it back. He mines slowly, and is bad. When he restock from ammo drops he complains that they sent him non-wooden arrows.
As an addition all of his upgrades at the base are just DRG forcing him to use real equipment. Bow becomes a compound bow or crossbow. Knife becomes a regular pickaxe, and rather than a granade he can get some deodorant that makes enemies ignore him for a few seconds. Each thing only has one upgrade. Including his armor that goes from being wood and vines, to being lightweight plasticsteel. Even after all upgrades he should still be very bad. Any drink except for leaf lover knocks him out.
Alter field medic active perk to be the same as in PayDay 2.
right now you need to be in the process of reviving someone before you can instantly call em back up, taking that being able to do this once is pretty bad, since you are practically thrown back into the fight with 20% hp and nothing else, meaning that the first praetorian in hazard level 4 or 5 will kill you in an instant.
Imo field medic would be better if it had more charges or a long reload time for being able to use that ability in a match and / OR the ability to do the ''GET THE FUCK UP'' shout as they've done in Payday 2 where you need to be in line of sight of the downed character to instantly revive him when in a 10m range. I've had more scouts ending in situations where gunners and engis couldnt get to them to revive, like one of those random cliffs that basically instant down a character and require an entire pathway to be mined around it to get to the one who got downed in there.
(p2)
Field medic's passive is also only good against a ''horde'' that swarms ontop of you, anything aerial or ranged ike acidspitters would still go mental and shoot you down when you revive. The perk itself is basically useless when you realise that the passive doesnt really keep you safe as it doesnt fend off ranged / bigger troops, the active is a one-shot throwaway ability because the ones who get revived dont get any buffs that would make the instant revive usefull when in a full on assault (since the hp cap stays the same and you can still get annihilated if you just stand up and dont have any way to escape if there's a swarm right ontop of you.)
Hello !
1/ It would be nice if we could throw up when we drink too much beer.
2/And it would be cool to be able to unlock decorations for your bedroom.
thx u and ROCK AND STONE !
Make the electricity effect a build up effect, with high damage when the meter is full and possibly a stun
When we're down and need revival, it would be nice to prone, or move at a slow pace, but move nonetheless.
It'll be useful, especially for scouts upon a miscalculated grappling hook action, dying in an inaccessible place except for the scout class.
Edit: I see this as a basic feature, not as a perk, as already suggested here!
Hey small suggestion to improve the customizability of the controls and improve ergonomics. When I use the scroll wheel to move through different weapons it goes the opposite way to what I'd expect. TBH I think I get this from Minecraft because most shooters do it the way dwarfybois does. But I'd love it if was customizable ❤️
ATTENTION:
We get a great deal of repeated suggestions, so if you are planning on posting an idea, please make use of Discord's built in search function before posting. This will help us cut back on clutter and make it easier for the developers to possibly view new ideas they may want to implement.
I'm sorry to be the bearer of bad news, but we have 3+ years worth of ideas posted, so the odds of what you're planning on posting having been suggested before are fairly high.
Search is found through the magnifying glass icon in the top right, and works best when you use keywords related to your idea.
If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel.
A small attachment on the Driller's Drills which are just a small version of the 3D Map. Oriented through the use of the waypoint system from the laser pointer or the player's LoS. Another suggestion would just make the map perpendicular to the player.
Any direction the player is looking at is dominated by the 4 directions: north, south, east and west. Example. Say that the system only considers the range of the player's line of sight as a fixed circle and the actual direction of their sight a line. Doesn't matter if they're looking up and down, it only considers a horizontal cross section.
If they look North, the player is looking or the line lies at 90 degrees on the circle.
Now we introduce another line which dictates the orientation of the map. The direction the line or the angle of the line is dependent on the player's line/LoS, however it is only limited to be drawn on north, south, east and west or 0, 90, 180, 270 degrees.
Returning to the example. If the player's line lies on 90 degrees then the other line is either at 180 degrees or 0 degrees. The range of the change in orientation is dependent on how far the player deviates from the cardinal direction. Say the boundaries are all at 45 degree angles which are 45, 135, 225, 315.
So returning to the example, if they look at 90, they are free to look around for 180 degrees and still keep the same map orientation, the moment they get past the boundary line, the map orientation switches to a new angle or cardinal direction. I'd recommend implementing an internal cool down of this so that the minimap doesn't rapidly change within the boundaries.
Would make it less finnicky to quickly switch to the map to check for sudden pit falls, guesswork in stair making to ore and nice to dart you eyes towards the minimap attachment and back to the drilling.
I make this out of a lot of pitfall deaths.
TL;DR: A minimap on the drills would be nice so I can keep drilling and be lazy to not press tab.
Bosco should be able to pick up fossiles/flora like he does with large minerals and mule legs and then be able to drop them in a similar way. (if this is a repost I'm sorry but I checked and did not see it)
fruit juice for the underage players in the Abyss Bar
Meme Suggestion: Buying Drinks at Abyss Bar should be reserved for level 5-6 since it's the legal drinking age in Denmark since DRG age is measured by your level x 3
(i know it's legal to buy at 16, not drink)
Make there, like a 1-2 second delay of being able to pet Steeve after taming him. A quality-of-life change for when you're mashing E trying to tame a Glyphid and you accidentally E him twice, freezing him in his pet animation for 2 seconds during the heat of battle.
a cave builder program or in game wich people can play but don't receive any of the resources from, maybe a counter of how many you played, how many you made. give people in game profiles or put them on the workshop, maybe hold a contest of the most played, best map, make it able to add dialouge kinda like creating a little story from your cave, and speaking of workshop letting people create cosmetic items kinda like tf2, or gamemode ideas maybe something pvp like the first person who gets this much morkite or the person with the most amount of kills in a wave type gamemode? or something i really wanna see isa new enemy type goblins that attack you with swords and bow and arrows and such.
Petting lootbugs should cancel fall damage so scouts can finally give ceiling loot bugs the love they deserve
Have management actually reduct (insert fair and balanced amount here) from ur pocket when he says a reduction of ur paycheck
A terrain tool that makes a wall . it can be used to seal off tunnels, choke enemies, or as a platform building aide.
make the supporter mug for glyphid slammers toggleable. i lobe the slammer mug but dont care too much for the golden mug :/ (if this is already a option or its already been suggested then please delet this)
Remember this dude? Itd be interesting if he had a giant, spider like monster in the game
I would pay extra for a way to remove minerals from lootbugs without killing them. Out the front or the back end, no preference.
Special offensive Glyphids that drop rare ores when you beat them? Like oppressors had a baby with a lootbug.
ATTENTION:
We get a great deal of repeated suggestions, so if you are planning on posting an idea, please make use of Discord's built in search function before posting. This will help us cut back on clutter and make it easier for the developers to possibly view new ideas they may want to implement.
I'm sorry to be the bearer of bad news, but we have 3+ years worth of ideas posted, so the odds of what you're planning on posting having been suggested before are fairly high. Besides nobody bothers reading this so mew meow meer!
Search is found through the magnifying glass icon in the top right, and works best when you use keywords related to your idea.
If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel.
"Host Swapping" Should be a thing. Forced to the next joined dwarf if the host drops, & optional swapping for dwarves with ping issues. etc. No more lost missions due to host losing connection or quitting mid game etc.
Little markers/lines on my health and shield bar to indicate certain increments (like groups of 10, 15, or so on) would be useful. Even as a player with lots of experience, when I pick up Red sugar and see "+17," I have no idea how much of my HP bar that is.
The ability to use the Beastmaster perk on Loot Bugs. I don't care if they don't even do anything, I just want to be able to tame a Loot Bug.
Driller Class Mod or Class Perk: When drilling, a semi-circle transparent HUD pops up w/ local 3-D map... or maybe even just a simple X-Y attitude indicator / gyro horizon / artificial horizon kinda overlay... thingy.
After you get a Steeve with the beast master perk, once the cooldown for the perk is over you should be allowed to hold "E" on Steeve to re-activate the perk and heal them instead of getting a new one; with the perk going on cooldown once again
Hope this hasn't been posted before - couldn't find it through search.
What if there was a mutator similar to Mineral Mania for beer ingredients.
I'm always short on at least one of them 😛
Highlighting a machine event also highlights the activation key area, because sometimes that thing spawns inside terrain and is nearly impossible to find.
Support tool overclocks.
I think it would be nice if molly had a turret mounted on top of it, because it gets in the way all the time the least it could do is provide some usefulness.
If you and the boys get black out drunk during the mission launch countdown, instead of getting transported to the medibay, you start the mission as normal, only it doesn't begin with the drop, but with the dwarves picking themselves up inside the already landed pod and start complaining about a skull-cracking hangover they have before mission control scolds them for drinking on the job and almost becoming bug food
make deep dive customizable. Deep dives in current state are too easy and 2 deep dives in a week isn't enough. Make them customizable with mutations like underground in division 1. Players can choose from 0 to all red and yellow mutations. More red they choose - more profit. More yellow - less profit. And we need some replayebility in deep dives. Like 1st deep dive in a week grants you 3 rewards, after that 1 reward will be random dropped, more red mutators - higher chance
ATTENTION:
We get a great deal of repeated suggestions, so if you are planning on posting an idea, please make use of Discord's built in search function before posting. This will help us cut back on clutter and make it easier for the developers to possibly view new ideas they may want to implement.
I'm sorry to be the bearer of bad news, but we have 3+ years worth of ideas posted, so the odds of what you're planning on posting having been suggested before are fairly high. If you did read this please react with a smirk cat reaction, thanks.
Search is found through the magnifying glass icon in the top right, and works best when you use keywords related to your idea.
If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel.
Meme Overclock for the PGL
Rubber Mike Mike
Unstable
+5 to clip
3x Ammo
On hit: Stun for 5 seconds
No more AoE damage or Blast Radius
Are we getting an endless mode like zombies in call of duty at some point?
New weapon for the driller, an acid cannon. Firing blobs or a spray of acid and leaving behind slowing green goo. Acid should be made into a meter effect then though
So i want a new voiceline for the Dwarfs for when we do a Dreadnaught Mission ,when Command says "That we have to eradicate them , before they turn into something worse" . The Dwarfs just mutter to themselfes something along the lines " What could be worse?" Or " What could be worse then THAT?". Rock and Stone Brothers!
Great game, Few suggestions:
- Fall off damage for AoE done by the bugs.
- Not getting killed through walls / pillars that remain intact when glyphids or detonators. Especially the tiny balls from detonators that seem to have at least double, maybe triple AoE compared to the dirst exploded.
- Weapon balance and OC's, but since they are getting a rework in 29 i wont go into detail
- Friendly fire/kill feed to know wtf killed you
- Please no 200m x 50m x 50m caves that have little to no resources, that drain your ammo and such.
I think there should be new special equipment added that is the same for every class and is optional. For example one that could be added would be a material radar thing, opening it up would scan the area around you, maybe 50m, and show as a little dot on your radar letting you know its some sort of a material there.
Singular suggestion to make my life less full of Starch Nuts:
Buy/sell beer materials (like you can buy/sell minerals).
The system can either be the same as minerals, where you buy at 150 each and sell at 50 each. Or, you can buy/sell depending on the ingredients’ rarity (Starch Nuts are cheap while Yeast Cones/Malt Stars are more expensive).
Prices for option 2:
Starch Nuts- Buy[B]75/Sell[S]25
Malt Stars- [B]150/[S]50
Yeast Cones- [B]150/[S]50
Barley Bulbs- [B]225/[S]75
Glyphid Themed Cosmetics. Taking a page out of Lost Planet 2 with this idea, but pretty much cosmetic armors themed to look like you carved a glyphid up to wear them as a hat.
make corpses presistent or eventually become part of the voxel terrain so they can be climbed on
Ugh. I'm trying to make DRG fill my 4K monitor, but it doesn't appear on the resolution list, and every time I resize the window, as soon as I exit the menu DRG captures my mouse and resizes to the resolution from its settings.
Make a DRG-Builds channel
Allow PC users to have the ability to type in numbers for selections, like options page sliders, buy/sell minerals, etc
A proximity voice chat system. Allowing players to echo their own voices through the caves for more immersion. It can be a secondary to the regular voice chat.
give Bosco a 4th Loadout option so you can have 1 for each Class
New beer:
(prototype name) Red Beer
A good beer infused with Red Sugar, extra addictive and extra healthy!
When drank, it will grant its' consumers with a passive health regen on their next mission.
please limit low (account?) level players to h3 and lower... greenbeards can ruin a h4 run in short order by making ai spawn more aggressive without contributing anything, let alone needing constant revival and babysitting
That may have already been suggested. How about a beer for a very successful mission besides the usual bonuses? A special kind that would only be given by superiors for merit in missions. You get out of your quarters, and there's already four mugs at the bar. Atmospheric, maybe with some buffs, which will encourage you to go on and on missions.
Is there a chance for new special items to grace the game like instead of the drills for the driller, you can swap for a high intensity laser?
Or a jump pack for the scout?
Items that still serve the same purpose but can only be achieved after a promotion milestone?
Final stages of Deep Dives should have Mineral Veins.
Can we please Improve the range at which BOSCO follows near the player when carrying chunks. It's a pain when BOSCO floats around just out of reach.
Tutorial Addition: Tell/Show players they're able to hold down the throw button to charge up a throw. I've been in too many pubs where the greenbeards just lug it around and not throw. Myself included sub 50 hours. The only time I knew a charge mechanic existed when the perk that buffs throwing didn't seem to work and the light bulb only rang when I held it down.
actually bring mugs and barrels, etc when u kick em in the pod and start a mission
A teammate O2 meter for Low Oxygen missions, that works just like the ammo meters.
Real Shit: Give the Warthog or any other gun a set recoil pattern. I hate the seemingly random nature of the Warthog's recoil which shifts to the left and right randomly.
I want my pro gamer (TM) points for memorizing recoil patterns.
beeing able to use stuff like the grappling hook, platforms and even shooting while sprinting - would be fine if its accuracy is decreased
update Scout's weapon to one he actually has
remove double-exp missions and increase exp reward for bonus hazards like leech cave, 2exp missions effectively reduce choice and just feel bad when one isn't available
in addition to @spice ridge make some mutators additional secondary targets for more xp like: magtera plague= survive XX swarms (number increases with haz level) or cave leech cluster = find and destroy each of them. and so on. And for even more benefit finally make the goals a minimum not an end point so you get properly rewarded with more than 1 xp for each additional morkite, aquard, fossile, boolos, gummy bears... the list goes on.
remove the lame ass rain that doesnt look good and doesnt add to the game but rather takes away from the ambience of the caves
I've seen similar suggestions but not exactly the same.
Warning Mutation:
Lights Out: All light sources are 50% less effective(Radius & Brightness)
Massive Tunnel Centipede glyphids.
Idea: possible gamemode/debuff: Midnight run. You have no lights and only a glitchy hud and your shields are weakened and you and your team have to stick closer together to survive or risk being picked off by the Nightstalkers glyphids lurking in the darkness your only source of light is flares suppressed by the dark reducing their range
pls make that enemy should not attack downed allys and let downed players crawl
Suggestion: add an item or items that allow players to have a HUD-less experience.
Explanation: I love howbthe guns have an ammo count, which makes me want to play HUD-less, but if I do, i would miss out on a few important things, like my HP and shield, the depository and mission objectives and for more hazardous missions, the oxygen bar. I think it would be a good addition to have items like a watch of some sort that tracks your vitals and shielding and other stuff so people who wish to, can play completely HUD-less.
Mark the goddamn core infuser on the map when map part is revealed. It's so frustrating to dig the whole area around to just insert the key.
New mods/overclock by nericinternet posted this at March 7, 2020 at 07:43PM : https://trello.com/c/4syQtKrW
Here is a list of ideas some friend and I have had, and would like to share. Sorry in advance for the weird sentences (if any), I'm french :)
Driller Class >> drill machine >> new upgrade (or overclock ?) :
--------------------------------------------------------------------...
WEAPON, MODIFICATION
Alien that eat flares by nericinternet posted this at March 7, 2020 at 07:47PM : https://trello.com/c/gy2rmLAB
Some kind of new, slow walking, ennemy that are attracted by flares. Because they eat them... Making the place darker and darker :)
ENEMY
Alien that eat platforms by nericinternet posted this at March 7, 2020 at 07:56PM : https://trello.com/c/DbztLYSb
New type of ennemy that are able to eat platforms, only when blocking there way.
Can even be a counter to the exploit of digging the mission event machine into a hole and closing the holes with platforms...
ENEMY
Hm. Alien, somewhat aka Xynarch sucker, that can temporary surge technologies until killed? For example it can disable a mule that is left unattended, disable BETC, disable uplink or drop pod countdown. As for dwarves - disable drills, disable grappling gun, disable shield, disable platform gun if it got stuck onto dwarf. Rarity +- of a grabber but not more than 2 at once maybe.
Suitable for solo (Bosco will shoot it off you) and mulitplayer (other dwarf will have to shoot it off). Low HP like a lootbug or so.
How about being able to set Mouse Wheel Up/Down as a key command to select an item instead of the game just seeming to ignore it?
ATTENTION:
Wᴇ ɢᴇᴛ ᴀ ɢʀᴇᴀᴛ ᴅᴇᴀʟ ᴏғ ʀᴇᴘᴇᴀᴛᴇᴅ sᴜɢɢᴇsᴛɪᴏɴs, sᴏ ɪғ ʏᴏᴜ ᴀʀᴇ ᴘʟᴀɴɴɪɴɢ ᴏɴ ᴘᴏsᴛɪɴɢ ᴀɴ ɪᴅᴇᴀ, ᴘʟᴇᴀsᴇ ᴍᴀᴋᴇ ᴜsᴇ ᴏғ Dɪsᴄᴏʀᴅ's ʙᴜɪʟᴛ ɪɴ sᴇᴀʀᴄʜ ғᴜɴᴄᴛɪᴏɴ ʙᴇғᴏʀᴇ ᴘᴏsᴛɪɴɢ. Tʜɪs ᴡɪʟʟ ʜᴇʟᴘ ᴜs ᴄᴜᴛ ʙᴀᴄᴋ ᴏɴ ᴄʟᴜᴛᴛᴇʀ ᴀɴᴅ ᴍᴀᴋᴇ ɪᴛ ᴇᴀsɪᴇʀ ғᴏʀ ᴛʜᴇ ᴅᴇᴠᴇʟᴏᴘᴇʀs ᴛᴏ ᴘᴏssɪʙʟʏ ᴠɪᴇᴡ ɴᴇᴡ ɪᴅᴇᴀs ᴛʜᴇʏ ᴍᴀʏ ᴡᴀɴᴛ ᴛᴏ ɪᴍᴘʟᴇᴍᴇɴᴛ.
I'ᴍ sᴏʀʀʏ ᴛᴏ ʙᴇ ᴛʜᴇ ʙᴇᴀʀᴇʀ ᴏғ ʙᴀᴅ ɴᴇᴡs, ʙᴜᴛ ᴡᴇ ʜᴀᴠᴇ 3+ ʏᴇᴀʀs ᴡᴏʀᴛʜ ᴏғ ɪᴅᴇᴀs ᴘᴏsᴛᴇᴅ, sᴏ ᴛʜᴇ ᴏᴅᴅs ᴏғ ᴡʜᴀᴛ ʏᴏᴜ'ʀᴇ ᴘʟᴀɴɴɪɴɢ ᴏɴ ᴘᴏsᴛɪɴɢ ʜᴀᴠɪɴɢ ʙᴇᴇɴ sᴜɢɢᴇsᴛᴇᴅ ʙᴇғᴏʀᴇ ᴀʀᴇ ғᴀɪʀʟʏ ʜɪɢʜ.
Sᴇᴀʀᴄʜ ɪs ғᴏᴜɴᴅ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ᴍᴀɢɴɪғʏɪɴɢ ɢʟᴀss ɪᴄᴏɴ ɪɴ ᴛʜᴇ ᴛᴏᴘ ʀɪɢʜᴛ, ᴀɴᴅ ᴡᴏʀᴋs ʙᴇsᴛ ᴡʜᴇɴ ʏᴏᴜ ᴜsᴇ ᴋᴇʏᴡᴏʀᴅs ʀᴇʟᴀᴛᴇᴅ ᴛᴏ ʏᴏᴜʀ ɪᴅᴇᴀ.
Iғ ʏᴏᴜ ᴡᴀɴᴛ ᴛᴏ ᴅɪsᴄᴜss ᴀɴ ɪᴅᴇᴀ ᴛʜᴀᴛ's ʙᴇᴇɴ ᴘᴏsᴛᴇᴅ ɪɴ ʜᴇʀᴇ, ᴏʀ ᴡᴏʀᴋ ᴏɴ ᴄᴏᴍᴘʟᴇᴛɪɴɢ ᴀɴ ɪᴅᴇᴀ ғᴏʀ sᴜʙᴍɪssɪᴏɴ, ᴘʟᴇᴀsᴇ ᴜsᴇ ᴛʜᴇ #sᴜɢɢᴇsᴛɪᴏɴ-ᴅɪsᴄᴜssɪᴏɴ ᴄʜᴀɴɴᴇʟ.
A Daily Dives terminal with a single seeded mission locked to Haz 5.5 with Complexity 3, Length 3 set to a random biome and given random warning modifier. Deep-Dive style objectives. Requires a qualification assignment to access. Has a large payout of minerals from that biome (potentially a blank matrix core).
When are the elf girls joining the team?
We have enemies who grab us and they are usually pretty annoying. How about grabbing enemies as well? Wanna wrestle those bugs like true brutal dwarf sometimes.
Wind tunnels should be destroyable
A option in the setting to be able to brings back the classic hp bars in the earlier updates for the enemies of Hoxxes. Its nothing too major but they had a charm to it.
Sometimes it's difficult to tell when I've activated my Berserker Perk (mostly accidentally.) Maybe we could get a glow effect on the pickaxe or the Power Attack Recharge Meter glows gold and stays on screen.
Let me see how much nitra I have if i hover over the resupply pod/press 5.
any plans to add power ups or anything? like risk of rain/nuclear throne. Also 8 players would be :Pog:
A "streamer mode" that suppresses other public players usernames so you don't risk being banned from twitch because someone named themselves a racial slur on steam.
does anyone wants a new map between Dense Biozone and Fungus Bogs, like a n underground swamp area ?
Speaking of swamps
I wonder if we're gonna get levels involving water?
Make all assignments hazard levels static, so just as you cant unlock the 5 hazard fast fowarding it with the 1, you can't make promotion on the 1 hazard
Make it so that there is an actual cost to the players if dwarves are left behind. It will surely make the game harder but it will give a true sense to leave no dwarf behind
I think the only penalty is that you get less EXP/rewards. But I do agree it needs some kind of cost if you were to leave someone behind. Perhaps in harder/later levels or the more you leave behind the more penalizing it is.
Can we please have acheivements work for people who are not hosting a game? A few times we have completed an acheivement and only the host gets it... 😦
nerf the zipline... almost 90% of the enemy type can't do anything if all team just hanging back and forth at the zipline shooting everything
A quicksand in Sandblast Corridors?
Could work like goo, but more tough for escaping. Or could use animation of Trawler's grab, and slowly drag you in. In second variant, you teammate must dig it to save you.
an idea for a Bosco tweak: it would be nice if Bosco could hover a little closer to the player when carrying items. Sometimes he's hovering out of reach and you have to tell him to drop with shout, which sometimes ends up with the item tumbling or rolling down a drop.
Make it so you can grapple while on a zipline.
ᴬᵀᵀᴱᴺᵀᴵᴼᴺ:
ᵂᵉ ᵍᵉᵗ ᵃ ᵍʳᵉᵃᵗ ᵈᵉᵃˡ ᵒᶠ ʳᵉᵖᵉᵃᵗᵉᵈ ˢᵘᵍᵍᵉˢᵗᶦᵒⁿˢ, ˢᵒ ᶦᶠ ʸᵒᵘ ᵃʳᵉ ᵖˡᵃⁿⁿᶦⁿᵍ ᵒⁿ ᵖᵒˢᵗᶦⁿᵍ ᵃⁿ ᶦᵈᵉᵃ, ᵖˡᵉᵃˢᵉ ᵐᵃᵏᵉ ᵘˢᵉ ᵒᶠ ᴰᶦˢᶜᵒʳᵈ'ˢ ᵇᵘᶦˡᵗ ᶦⁿ ˢᵉᵃʳᶜʰ ᶠᵘⁿᶜᵗᶦᵒⁿ ᵇᵉᶠᵒʳᵉ ᵖᵒˢᵗᶦⁿᵍ. ᵀʰᶦˢ ʷᶦˡˡ ʰᵉˡᵖ ᵘˢ ᶜᵘᵗ ᵇᵃᶜᵏ ᵒⁿ ᶜˡᵘᵗᵗᵉʳ ᵃⁿᵈ ᵐᵃᵏᵉ ᶦᵗ ᵉᵃˢᶦᵉʳ ᶠᵒʳ ᵗʰᵉ ᵈᵉᵛᵉˡᵒᵖᵉʳˢ ᵗᵒ ᵖᵒˢˢᶦᵇˡʸ ᵛᶦᵉʷ ⁿᵉʷ ᶦᵈᵉᵃˢ ᵗʰᵉʸ ᵐᵃʸ ʷᵃⁿᵗ ᵗᵒ ᶦᵐᵖˡᵉᵐᵉⁿᵗ.
ᴵ'ᵐ ˢᵒʳʳʸ ᵗᵒ ᵇᵉ ᵗʰᵉ ᵇᵉᵃʳᵉʳ ᵒᶠ ᵇᵃᵈ ⁿᵉʷˢ, ᵇᵘᵗ ʷᵉ ʰᵃᵛᵉ ³⁺ ʸᵉᵃʳˢ ʷᵒʳᵗʰ ᵒᶠ ᶦᵈᵉᵃˢ ᵖᵒˢᵗᵉᵈ, ˢᵒ ᵗʰᵉ ᵒᵈᵈˢ ᵒᶠ ʷʰᵃᵗ ʸᵒᵘ'ʳᵉ ᵖˡᵃⁿⁿᶦⁿᵍ ᵒⁿ ᵖᵒˢᵗᶦⁿᵍ ʰᵃᵛᶦⁿᵍ ᵇᵉᵉⁿ ˢᵘᵍᵍᵉˢᵗᵉᵈ ᵇᵉᶠᵒʳᵉ ᵃʳᵉ ᶠᵃᶦʳˡʸ ʰᶦᵍʰ.
ˢᵉᵃʳᶜʰ ᶦˢ ᶠᵒᵘⁿᵈ ᵗʰʳᵒᵘᵍʰ ᵗʰᵉ ᵐᵃᵍⁿᶦᶠʸᶦⁿᵍ ᵍˡᵃˢˢ ᶦᶜᵒⁿ ᶦⁿ ᵗʰᵉ ᵗᵒᵖ ʳᶦᵍʰᵗ, ᵃⁿᵈ ʷᵒʳᵏˢ ᵇᵉˢᵗ ʷʰᵉⁿ ʸᵒᵘ ᵘˢᵉ ᵏᵉʸʷᵒʳᵈˢ ʳᵉˡᵃᵗᵉᵈ ᵗᵒ ʸᵒᵘʳ ᶦᵈᵉᵃ.
ᴵᶠ ʸᵒᵘ ʷᵃⁿᵗ ᵗᵒ ᵈᶦˢᶜᵘˢˢ ᵃⁿ ᶦᵈᵉᵃ ᵗʰᵃᵗ'ˢ ᵇᵉᵉⁿ ᵖᵒˢᵗᵉᵈ ᶦⁿ ʰᵉʳᵉ, ᵒʳ ʷᵒʳᵏ ᵒⁿ ᶜᵒᵐᵖˡᵉᵗᶦⁿᵍ ᵃⁿ ᶦᵈᵉᵃ ᶠᵒʳ ˢᵘᵇᵐᶦˢˢᶦᵒⁿ, ᵖˡᵉᵃˢᵉ ᵘˢᵉ ᵗʰᵉ #ˢᵘᵍᵍᵉˢᵗᶦᵒⁿ⁻ᵈᶦˢᶜᵘˢˢᶦᵒⁿ ᶜʰᵃⁿⁿᵉˡ.
Water in the game, splash sploosh. Sometimes acid, so splash sploosh would be less fun.
It'd be cool if we have a small loot room we can walk through, where we literally see the materials we've built up and more important
HOST AGGRESSIVELY FLEXES HIS 100 CUBES
change modification unlock levels so that progression feels smoother and more consistent instead of having bulk unlocks at levels like 10, makes each level feel more worthwhile and impactful instead of grinding through meaningless levels to finally unlock something new
I want my Yondu Odonta to become a thing....missing blue skin and a few accessoirres 😉
sticky flares
Add a visual bubble around oxygen restoration points on low o2 missions.
You should be more likely to earn awards based on your characters than true random.
Since the begining I only won a skin for the secondary weapon of the scout, my main class. However I have 5 skins and 10 overcloak mods for the gunner, 3 driller skins and 5 overcloaks and some engineer skin and overcloaks too. It's getting ridiculous.
It's infuriating to put effort into an event / missions, and win something that you won't use.
Player level should be displayed during the mission. I had 3 people join my difficulty 4 mission and they were all brand new. We lost because they literally didn't know what to do, and i didn't know they were so green.
So, in the mission selection screen, in the down right corner, there's the planet's name displayed...
So maybe, a new planet with new zones and biomes and enemies in the future?
I have a good suggestion. Race mining. Like there gonna be competitor factions. For example kobolds that tries to steal all the morkite and you need to gather as much as possibe asap. And elves, glyphid sympathizers. They gonna call swarms upon you and use their tricks to periodically heal bugs. These competitors won't appear on mission itself but gonna send voice messages, taunts and stuff, Handsome Jack style
the ability to addd bosco as a team member in multiplayer, so if u play with 3 u could then have bosco be the fourth, that would be really cool as u otherwise dont really have anything to do with him unless u play solo (as an AI)
please make cave leeches more noticable
Would love to see engis beeing able to angle platforms for cover and such but it would probably be too easy for people to build bunkers
And we do need less of those
Only tree huggers build bunkers
I would love to be able to scale the UI higher than 100%. I sit kind of far from the TV and some of the UI can be difficult to read when the action gets going.
Haunted Caves replacement: Killed enemies become transparent ghost that still do 100% damage for 8 seconds before dying for good, bullets pass through them. 2-3 seconds for swarmers, disabled for disablers and specials (like breeder and spitballers).
The drinks should always spawn 4 if I'm trying to get drunk is so annoying or at least make it cost less money or materials if you don't have a full party
To your average dwarf, the Interplanetary Miners Union means little to nothing to them. Since the challenges are so lofty, it can feel like there's not much of a point to even trying to help complete them, not even taking into account the balance of them, where some objectives are much harder than others. Perhaps there should be an overhaul to them entirely, perhaps a very small reward for contributing on an individual level, and maybe some more realistic thresholds?
With the new hover boots perk, it would make more sense to set the hover button to be space rather then the Mule key. While attempting to hover while holding the Mule key, sometimes the mule will be called and the hover will not activate despite holding the button. I feel that with the hover button being set to the Mule button it could cause issues with the hover not activating (I have died a few times to this).
The Dig Deep banner over the forge does a good job of blocking the daily special from the drop pod
Suggestion: The ghost in the haunted cave should switch targets after the original is brought down rather than being able to be kited by a downed miner for the rest of the round.
Suggestion: A way to anonymize the beers purchased so that no one other than the buyer knows the contents of the cups. This could be done by introducing new anonymous cups and changing the displayed name to something like "??????". This could lead to some serious fun and beer guessing game.
Add an Orc race to the game
Suggestion for Discord: a Section to list all the Terms that could be used for setting up or looking for groups.
^^^ So a Glossary of sorts?
There are still people unhappy with how Steeve performs in most missions. I think Beast Master has been heading in the right direction and I really like the perk. I'm not supportive of making it useless but I believe it needs just a bit of polish so it doesn't have a chance of making Oppressors and Dreadnoughts useless in some situations.
I think what would help balance it a bit more with the new agro system is; improving how Oppressors and Dreadnoughts target Steeve. At the moment Oppressors and Dreadnoughts have a lot of trouble targeting Steeve correctly (Sometimes a Dread will nuke a Steeve but it seems wildly unreliable.). This leads to these two enemies being relatively easy to deal with, where they would usually require a team effort. Slashers have no issues with dealing with Steeve but the Boss level enemies struggle a great deal.
Steeve is good at drawing some enemies away and lightening the load of hoards - I think this is a good mechanic, especially on Salvage Ops defence zones in poor locations. If Steeve took more damage and were hit more reliably by Oppressors and Dreadnoughts, I think he would still fulfil his role while not being able to make these enemies questionable threats.
I baby sit Steeve a little bit trying to keep Slashers and praetorians away. We should have to do the same with Oppressors. If Steeve draws agro from a Dreadnought, he shouldn't be able to attrition the Dreadnought so hard.
option to filter players from your games by blue player rank.
Swarmers that are frozen instantly shatter
Give cryo cannon a slight damage buff
Add a announce swarm for web spitters
Can we get a 5 day timer before people new to the server can post in suggestions, I feel like way too many people get the game and join the server then spit out post after post of things we've all seen before
Drunken mines? Basically ya are just drunk in the mission.
ATTENTION:
We get a great deal of repeated suggestions, so if you are planning on posting an idea, please make use of Discord's built in search function before posting. Some of you can't even seem to be able to use search and that's fine, nobody is perfect like is Tater.This will help us cut back on clutter and make it easier for the developers to possibly view new ideas they may want to implement. But at this rate I doubt it, because newbies are suggesting things that are already in game.
I'm sorry to be the bearer of bad news, but we have 3+ years worth of ideas posted, and you guys need almost constant reminders to use search and not to repost suggestions. Besides nobody bothers reading this so mew meow meer!
Search is found through the magnifying glass icon in the top right, and works best when you use keywords related to your idea.
If you want to discuss an idea that's been posted in here, or work on completing an idea for submission, please use the #suggestion-discussion channel. Pretty please?
Make a bot analyze the number of
and
on a suggestion, if the suggestion doesn't reach a threshold of
(removing one
for each
) in a certain amount of time, or there's too much of ♻️ , it's automatically removed from the suggestion's channel. It'll keep the channel clean of reposts and non-wanted-by-the-community suggestions.
Sorry, if I'm repetetive, but I haven't found right words to formulate this idea to be found in a search.
So, as we see our base/hub/hq every time we come to the game and it's a part of a game; referring to the Payday2 hiding place, it would be nice to get it more personified: idk, mb, in Dungeon Keeper style, or to dig it by your own, or place the predefined room cubes or to have preset options of upgrades.
Ofc, we don't have different merceneries here, but some special upgradable rooms for all the types of dwarves might highlight the class love of the place owners: like giant dwarf painting with current character look, different sets of loadouts, and other buyable features.
At least for now I see that the bar can be upgraded, new games installed, pod cabin upgraded, beautiful stones installed... Well, a lot of things can be imagined to attract some shmaugy space dragon.
...
...
Well, that would be another one game mechanic - to defend your HQ against some nasty bugs (to set some autoguns) and to fix it afterwards.
And probably some greedy dwarves can steel your most beautiful stones, and you'd block him from attending your HQ - mb, work together, but no more HQ sharing - or even raid his HQ! Some PvP in PvE game 😄
How about a "vacuum" OC/upgrade for Deepcore.
- AoE
- Pull towards the center of the explosion
- Reduced damage
Could be used for C4, Proxy mines, Freeze weapon, other grenade synergies
Prolly needs reduced effectiveness on big chonks like opressor, and both detonators
I really like the idea behind this LOTR quote: "The dwarves delved too greedily and too deep. You know what they awoke in the darkness of Khazad-dum... shadow and flame."
So maybe in one of the new mission types you're planning to do, there could be the same aspect implemented: the deeper you get, the richer you can get as well, but at the same time there's a rising risk of failing the mission if you got too deep. Each level deeper could be harder to survive because of e.g. environmental conditions, monsters, or some kind of unkillable "shadow and flame" that you have a chance to "wake up" if you are too greedy 
there needs to be lore as to why dd&edd need to be done in one go. Using normal droppods which go both ways is unimmersive.
As are the shallow depths which sometimes go along. The number indicated should be far greater than what you get on normal missions.
Additionally the biomes should represent the extra depth of stage 2&3 through environmental changes. (tighter, more extreme generation, the pressure needs to be felt, please get crazy)
This sounds crazy, but heres a pitch for a stationary defense sort of mission.
You RIDE a specialized mining platform down, level by level and stage my stage, and have to take care of certain tasks in order to reach the bottom for your final key objective.
You'll make stops on the way down which will give you the opportunity to mine resources and what have you as you go .
But the kicker? You have to stay with the platform most of all times to keep crawlies off the engine.
And that sort of activity is bringing in nothing but an endless swarm on top of you.
An on-rig alloy forge that allows you to use the minerals you've collected to craft a special equipment buff. so for example, spend an amount of enor pearl and you'll be allowed to outfit a gun of your choice with enor bullets that have some kind of unique trait. You'd unlock these kinds of buffs kinda like the beer license, and it costs like, 5 or so of each material to equip for the next mission only. Kinda like the beer buffs. Not just applying to ammo for guns either, stuff for pickaxes, armor, alloying Jadiz and Croppa together into a completely new armor material you can outfit yourself with, stuff like that. More uses for minerals besides just upgrades and cosmetics. A somewhat bare-bones idea, but an idea nonetheless. Maybe even using the alloyed materials to purchase even fancier upgrades and cosmetics eh?
Lead Belly Lager made by seven dwarves brewery: perk>prevent you from being knocked around by jets on missions.
An escort mission where you walk molly with a keg of mactra brew that attracts glyphids constantly until playload is delivered to a drop pod. then a timer starts for you to get back to your drop pod and follow the beacons that molly had been placing the whole way down.
Have a announce swarm for menaces
Make all drinks a trigger bind
Would be infinitely more fun that way than they're now
Colectables that you get from crates or you can craft them that you can put in your hub and use to decorate and make them more personalized
this is more for immersion a tub to throw your mugs in after drinking a beer to make it easy for lloyd to clean them
Organize the mineral trade minerals in the same order as the top bar shows
A second #drg-chat would be nice. Far do often do I want to start a conversation about something DRG related, only to realize there's already a heated argument going on that I'd rather not want to cram myself in between.
Can you please add a checkbox to mute the game when it's not in focus (alt-tabbed, minimized)? Thanks.
Would like another button to disable controller rumble so I can stop unplugging mine.
When a player with a tamed Steeve goes down, it becomes nearly impossible to revive them since Steeve is standing on them and E pets it instead of revives the downed player. Just lost a long misison because of this.
how about changing the resupply pod caller from a structure that is placed into a throwable beacon of sorts?
certain upgrades could allow the beacon to stick to enemies to weaponize the damage from the pod
I was thinking about player being able to select "game modes" in the mission terminal when picking a mission these game modes would be like arcade, player with the highest points gets the gold jackpot or capture the flag where each dwarf or teams can fight over a flag during a mission so the person or team with the most points wins the gold or mineral jackpot.
Berzerker perks needs different button to activate... the button right now makes for a lot of mistake activation
I also agree that the Berzerker activation causes mistake activations. While we are on the topic of Berzerker, I was about to make my own suggestion.
Please view the full image and zoom for visual description.
Allow us to limit some effects like shaking and the ripple from that driller bomb thing. Hurts my eyes.
Collect little bugs into jars to decorate room with them (since there is a victory moves with bugs already)
hidden ability for Beast-Master: petting Loot bugs makes them follow you faster than they normally would, and they can scoop up minerals that you are just barely unable to hold. also letting you see what minerals loot bugs are carrying so you know if you need to pop one open or not.
A fifth dwarf, similar to Siege’s Recruit, where you can equip any combo of primary and secondary weapon you choose, but you only get one movement tool(drills, grapple, platform gun, zip line) and no defensive tool(satchel charge, sentry, shield generator)
more ways to earn blank cores besides Deep Dives and weekly core hunts. like, perhaps one mission every cycle has a notice that completing it will let you earn a blank core, but this mission is much harder than a normal mission, no matter what difficulty you’re on. playing these missions on Lethal difficulty is quite literally a death sentence for your sanity.
A change to the hole created by the extraction drop pod would be very helpful. Just finished a 30+ minute morkite mining mission where the pod spawned so far away, it took Molly 4:30 just to get there. I made it with 5 seconds to spare, but slipped into the hole made by the drop pod and couldnt get out quick enough to get to the platform 10ft above my head. It's cool that the drop pod makes a hole where it lands, but it has griefed me so many times when trying to escape. If the hole was smaller and fit the pod more closely so you cant fall beneath it, it would not only fix a part of the game I don't think needs to be unnecessarily harder, but would look better as well since the pod wouldn't be floating in a hole. This is probably my only major criticism I've found with the game, having a ton of fun otherwise.
Rare Albino monsters we can do something with for extra credits? Like hunt them down or what not?
i feel like hoarders should stick around for a bit longer. like, i lost out on one yesterday because it was near a Warden and i wouldn’t be able to kill it without spooking the hoarder. i think, if you spook a hoarder without damaging it, it should run and dig away, but come back up somewhere else in the cave so you can still have a chance to fight it and kill it.
Buying a glass with Water to end the "Drunkness" ? Water would be free.
I cant help but feel as though shooting Plasticrete at enemies should do something. I usually shoot one,off at an enemy by accident when I'm laying down platforms, but you'd think it wouldnt just faze through them?
After playing the game for 110 hours since the last free weekend, with a notepad open on the side, I have compiled all my suggestions that I personally believe would be of good addition to the game. I tried to keep them as short and straightfoward as possible. I am willing to elaborate any and all of them further, as well as provide whatever I can to support the devs in this. If any of these suggestions are already made by others, have been declined in the past or are already in the game, let me know so that I can edit them out.
Since they go over Discord's 2k characters limit, I have compiled them in here: https://pastebin.com/QwTtAria
This is a fairly minor suggestion, but it's not super obvious right now whether you have received the rewards for a Deep Dive this week or not. You can see that you have a time for it, but it should probably explicilty say something like "Rewards Earned Already," for clarity.
Can see the ping before joining the lobby
Nerf the zipline exploit... maybe you can't shoot while riding the zipline
Some Drink options that came into my mind. The first one is a bit unrealstic.
But it is interesting. 
Putting this here from the discussion channel: if you're grabbed by a Cave Leech and Bosco has 1) at least one rocket and 2) a clear line of sight from himself and the cave leech attacking you, he should fire a rocket at it to save you, regardless of distance. EDIT: If not default behavior, it could be a mod.
Option to change crosshair to a simple dot. Like the one used when in the space rig.
Related to that, turning off crosshairs does not disable the one used in the space rig.
Pheromones nade automatically highlighting all affected aliens on players screen as CTRL? It's annoying to tell people to "blow this pack up already!". No names highlight tooltip not to spam screen
Diversified reactions to different beers. So far all of them have the same reaction from the dwarves. But what if different beers prompted different reactions based on the potency and described flavor. So for example they might comment how smooth the oily oaf goes down, or how the leaf lover's makes them feel downright miserable due to basically tasting like water with yeast.
One thing that could use some polish is the the spacing of mule leg spawns in salvage missions. It seems like legs have a tendency to "stack" on top of each other, where two legs are buried in the same spot and appear to be a single leg. This is a minor issue but it can lead to wasted time if you only see "two" legs and spend time looking for a third before realizing that one of them is doubled up.
“Magnetic Lateral Gyroscope Mark-III-60”
A new Unstable Overclock for the Scout’s M1000 Classic. After extended research and engineering, the eggheads from R&D came up with the MLG Mark-360, a whatchamacallit stored in the rifle chamber that stores kinetic rotational energy in order to give additional power to each shot. However, the device is quite bulky, so a smaller caliber of ammunition is required to keep the rifle operational.
Explanation :
An Overclock inspired by Synthetik’s 420 Sniperdragon, a rifle that gives the next shot a big amount of bonus damage if you, you guessed it, rotate 360 degrees before firing. In DRG, this overclock would require you to spin around 360° just like the MLG pros, and give you a decent boost of damage on your next attack. To stick to the meme, you should spin while not in focus mode. The bonus only lasts for one shot, after which you have to spin around another time to activate it again. The downside of the overclock is that the base damage of your gun would be lowered by a certain amount, forcing you to play around with the 360-ing to dish out some good damage. I think more overclocks should be about making you play differently or in an unusual way, or drastically changing how the weapon works instead of just switching numbers around (think fat boy, lead storm, or burning hell, for example, they all change how you use the weapon and you gotta build around that instead of being simply number switching or straight buffs) and that’s IMO one of those.
Can we have a sink to make people aware of COVID-19?
Idea for the Lead Storm OC. Instead of no movement, how's the following.
The Lead Storm now actually works on the wonders of electricity, problem. A standard battery for this type of weapon would be way to heavy to be functional. So the boys at DRG made the minigun's rotary barrel into a dynamo. What does this all mean?
The weapon deals more damage (might even electric), and for extra fun it could even proc electricity instead of stun.
The downside? The weapon barely generates electricity on it's own, and can be recharged manually by using Reload, which spins the barrel.
So for some number ideas:
+5 (Electric) damage
+?% chance on proccing Electricity
-75% "Cooling" Rate, Reloading the weapon removes this penalty.
No stun on hit
Overheating the weapon requires an entire manual recharge.
Probably unbalanced with these numbers and might requires some changes. But I thought maybe epic
one word, two syllables... Harpoon
**New Mission Type: **Relic Excavation
Objective: Locating and digging up a relic and bringing it back to the drop pod OR the relic could be located within a dilapidated building of sorts/hidden inside a collapsed tunnel that was clearly built by Dwarves, instead of digging it up (could tie in to the Salvage Mule missions of Dwarves having had lost their lives, and the building/tunnel having been perhaps their last line of defense/last ditch effort to survive after whatever unfortunate events unfolded to them) The relic must be carried by two players or with Bosco's aid, and cannot be carried if you get on a zipline. The relic should probably be hard if not unable to fit inside the Driller's tunnel as that'd make the mission too easy.
Cave length: 2 for haz 3 and under, 3 for haz 4 and 5 (shouldn't be too short or it'd be too easy to bum rush for the relic and head back before the waves can ramp up)
Cave complexity: 2 for haz 4 and under, 3 for haz 5 (it'd be way too hard if there are too many varying heights, as ziplines are unable to be used to carry the relic, and by carrying it they'd be unable to fight unless they stop to fight, in which case they're not progressing the mission)
Basically a variation of pushing the minecart, with having the issue of 2 players carry it AND not being able to use the zipline creating interesting scenarios/playing differently. Additional factors could be a time limit/triggered event after finding the relic.Triggered event could be the relic triggering enviromental effects based on location for the remainder of the mission/high frequency (lava/ice ravine spawning, sand storm) or a new boss to spawn? Perhaps even zombified (Glyphified?) Dwarves? I realize this mission isn't too different from Egg/Aquarq but it prompts alot more team play/communication otherwise you'll fail. Feel free to message me any suggestions or opinions. Rock and Stone!
Make it so leaving and rejoining a game (by not rejoining the lobby after leaving then having a friend invite you / rejoining from the mission select) doesnt fully restore your supplies. (ie ammo gernades sheild health ect). this is abusable in some cases and breaks game flow.
I absolutely love the idea of mining unions and i wish it was more involved in the game. Consider adding a way to show what union your from on the sever list. Discord could use this too with a simple role as to say which union to which you belong. Union of the week where maybe in memorial hall the winner could get thier union icon showcasing the win. This game is the opposite of pvp but this might be a fun way to compete with friends! Dirt diggers unite
i have a small suggestion. i dont have too many hours logged only 139, but almost 130-135 of those are just on scout only. my suggestion is to have cargo crates only give items for the class you currently have equipped, as i have more things on the other 3 classes that i dont play at all!
Let us tip the barman or riot.
@lilac prism
I was thinking the light rifle tool for scout could be like a harpoon gun.
Stick a light in a foe and it takes bonus damage from ally weapons now being a highly visible target.
Or after it hits a wall the flash of light stuns / fears the projectile enemies like spiders and mactera.
Or stick one in the rollipollipedes to knock it out of rolling.
Flash bang harpoons.
"Warthog" Auto 210 -Remove black smoke? i would like to see what i am shooting at (if you hava a lot of firerate) screen gets filled with black smoke
It'd be a nice little touch if Mission Control Guy said an extra line or two with certain mutators, like"Scans indicate HEAVY amounts of gold in this area." "We've picked up some paranormal activity, so watch yourselves." or "This cave seems particularly rich in minerals."
**New Mission Type:**Core Sample Extraction **Objective:**Locate and protect Sample Drills from waves of bugs. **Reason:**Mission Control needs to keep an up to date log on how many minerals are in the area.
Rocky Mountain should be able to do more in sandblasted corridors - maybe a bigger chunk of dirt gets removed?
Did someone says loot? 
April Fools is coming up, imagine if they created a special mission/assignment where we think it's a typical kill a dreadnought but instead of that we get a huge (and I mean HUGE) loot bug that's been scaled up in size and HP, and by killing it it explodes out a bunch of normal loot bugs! The whole time the Control guy could be memeing you up for an intense fight saying, "Reports show this Dreadnought is bigger than the one's you've seen before. Be on your toes, miners" or even foreshadowing the big reveal since I doubt he would't know what the mission really was. On a similar note, I'd love to see more lootbug related additions, maybe a hat that's literally just a lootbug on your head (could be obtained as a rare drop if you pet the lootbug, only triggers once for each unique lootbug meaning you just gotta pet them all lol) or lootbug mission?
I think it would be badass if IronWill had some quotes on activation and an active particle effect to alert teammates that you're currently on iron will, and will likely go down in the next 5 seconds.
For quotes i can imagine re-using the: Dwarves dont die so easily/Think you can kill me think again line
Is there any interest in a micro brew system at the bar? Like you add in gems and brewing items to make a randomised beer with different stats? I've unlocked all the beers and I'm just hording items now. Just thinking of a way to use them.
Maybe the Veteran Depositor perk area of protection should also work for the drop pod deposit chutes?
grenade slot upgrades like engi proxy nades having another pulse or something like drillers axes getting some aoe damage at the cost of impact damage ect. for every grenade, would be cool to cusomize that slot some more
Please let us pet BET-C after we repair her. Thank you for your time. (Couldn't find this via search, unbelievably...)
Grenades that spawn Shock Crystals where they land.
I dont't know if this has been suggested yet, but a New player DRG chat would be nice
Welp might as well try to post this one (yes the suggestions have been checked and i think it hopefully differs enough from the cluster of suggestions regarding this weapon). One of the possible variation GSG could try for the m1k would be to (like the m1 garand) make the mid clip reload impossible (yes i know it was just impractical) and use the "reload" bind as a way to switch between a fast firing mode (current hipfire mode) and a slow firing mode (current focus mode) with the existing damage values. The idea being this suggestion is that i honestly wonder if it could be a better iteration ergonomically speaking since this gun has always been ripe with glitch and problems regarding the existing focus system.
a window where you can see Mission Control in person on the rig sitting at a computer terminal
I know this isn't an issue for most, but my friend has hearing issues, which is a problem since so many of the high threat enemies have distinct audio queues. (grabbers, exploders, breeders, etc.) Would there be a way to have a visual queue for this as well as either a perk (like for the grabbers) or an accessibility setting? This would be super appreciated, but I understand if it would be too hard to balance.
let us swing on the cave vines
Hazard Icons
Add a small hazard icon to the current player icons when a dwarf is picked up by a grabber, leech, etc.
So this is just an idea I was pondering and I'm not sure whether someone has already said this idea, but I think BOSCO should have an alternative to his rockets as currently they are his only option for a special ability. An ability I had in mind was an EMP type move that causes BOSCO to let out a mid-sized shockwave around himself that drastically slows any enemies within its range. The move would have only one use per cool down (unlike the rockets which can be used three times before cool down with upgrades). The cool down itself would also be longer than that of the rocket.
Furthermore, potential upgrades for the EMP could include:
• EMP has a chance to scare nearby enemies
•Stun effect lasts longer but the ability has a longer cool down
•BOSCO can now carry use 2 EMPs before regenerating
Anyway, I don't know if this is a good idea but I'd like to have more variety in how BOSCO can be used (Im not saying there isn't variety currently, I just think more would be good). If anyone ever wants to discuss ideas for the game or just talk hmu.
The debuff from IFG grenades uses the same icon as electrocution from the stubby smg and other effects. I think the former should be changed, or modified a little to differentiate it because one of the effects deals damage and the other does not.
Dancing Emotes mid mission 
Suggestion for Forge:
- Give players a preview of what they are about to buy. You only get a description and price now.
Could the Golden Bugs anomaly return to the way it used to be - where your gold increased per kill instead of it dropping a gold shard? when some friends and i were playing the other day with the parasite warning - it became a slideshow for all of us because of how many entities were on screen at the same time
I know people don't like nerfs but I think Face Melter needs one. In its current state its basically just free dmg because the downside aren't very apparent. I would give it an 60% range reduction so you have to be more up and Personal with the bugs, it would also fit with the name of the OC.
If the host leaves mid game you should still get some of the resources you have gathered , similar to when you get kicked.
Make your buddies more visible in the midst of particle effects like ifgs and flames
It's harder than it should be to see downed players in relatively "common" contexts
Sometimes if you're tunnel visioned you don't recognize someone going down because the indicator is a place your eyes don't always look and it's minimalistic
Attached below is a semi-suggestion that addresses DRG's issue about resources piling up and a way to approach it.
make it a clear sound when a teammate is downed couse at the moment there is no destinkt sound to it
One message removed from a suspended account.
A colorblind mode, I have a friend who cant see reds at all so whenever someones downed or snatched he cant see the red outline, having the option to change things like that to blue or yellow would be wonderful
It appears that when you designate a spot for bosco to dig he will ignore anything outside of a "cube" shape which can result in leftovers (especially with very long deposits). I think this behavior could be improved a bit. You can retain the existing mechanic of area designation, but bosco should make sure he harvests every bit of the deposit that you ping directly, even if it protrudes from the dig zone. This would be especially helpful for Gold Rush maps.
https://steamuserimages-a.akamaihd.net/ugc/787506957494562327/67A6A48448BF0E294445324B854B319C2D719B14/
It'd be nice to see when people are using Last Stand in the character menu. Sometimes I'm looking for 'downed' teammates whom are just running around lol.
With about an overnite's worth of feedback, and some revision, I shall forward this fleshed out Suggestion here.
While I'm aware Mimics and 'Body Snachers' have been suggested in the past, I would like to present my take on the concept.
The autocannon's direct damage mods could also increase its accuracy, so that non-aoe damage builds are not as dependent on the one mod.
Minerals should faintly reflect the flashlight’s glow.
The range is pretty low and this would help mitigate this.
It’s annoying how a flare, exploding plant, glow flower, or a fire geyser will cause minerals to reflect but you can’t see minerals 13 meters away from you reflecting your flashlight.
Give cave leeches their shell back, it’s weird seeing a pile of flesh on the ceiling of a cave
Buff Thunderhead Reload time.
in game 5 bullet cylinder for when the Five Shooter overclock is installed?
New mode suggestion
I'm not 100% sure if it's a bug so I will post it in here. The particles left behind BET-C after her wandering could use a little bit of love. At the moment it looks like a gigantic dirty popped corn. Sometimes it even levitates ! https://cdn.discordapp.com/attachments/647049868401180686/688729602188640256/that_does_not_bring_joy.png https://cdn.discordapp.com/attachments/647049868401180686/688731044622499924/yummy_but_not_really.png
I wish there was a way you could preview the items you're about to forge (cosmetic/accessory ones) similar to the ones in the accessory shop.
an unstable overclock that turns the driller's flamethrower into a bouncy fireball launcher that leaves sticky flames on whatever the ball hits, (the ball bounces twice, on the third landing it melts into a small pool of fire,) however you need to hold down m1 to charge it up before you can shoot, and if you overcharge it the gas tank explodes, setting you on fire and wasting ammo
while firing the autocannon, the bullet belt coming from the drum should move into the chamber, rather than it being still
Implement some sort of a system where dwarves get slighly increased rewards the longer they stay in the same group and complete missions together.
Players can choose to play on single player difficulty with bosco, or on 4 players difficulty with 3 AI , AI's equipment can be edited by players.(yeah, the Payday 2 way)
Consider adding an option to always show player outlines?
Selling Skins DLC
*old and young female dwarfs of different appearances and faces (with voice)
*old and young male dwarfs of different appearances and faces (with voice)
smart gun for gunner
making team damage not able to down players, only getting them to 1 health
What I found really annoying is that it can easily happen that one member of the team is all about flame, and the other about ice. And basically make each other pointless. How about that gets changed in a way that makes sense.
Both meters, heat and cold, should be able to charge at the same time. But, when one triggers while the other is already in effect the following happends.
Due to too quick changes of temperature the enemy receives a high amount of damage (proportionate to how much damage heat and cold should do, and ofcourse the enemy) in 1 go, and removes the first effect. Basically making the effect of cooling glass to quickly, making the enemy shatter.
This could be mixed with all 4 elements if electricity and toxin both get a meter. Making the possible combinations:
Cold + heat = Burst damage
Cold + toxin = armor breaking acid (cooled down toxin could be liquid acid?)
Cold + electricity = good question
Heat + toxin = an explosion obviously
Heat + electricity = something with plasma?
Toxin + electricity = radiation seems logical
The ability to name loadouts/weapons at the forge and have them be unique.
Make it so the current classes in the game loads properly on the class selection screen when joining sometimes it will jsut show loading wheels and you wont know what class to take.
when bosco has an item and you call him over make him come up right next to you and give you the item instead of dropping it.
Change the name of neurotoxin to Q'ronar virus
suggestion: make storms more threatening with a new enemy: the storm stalker. concept: a strange glyphid that we never really know what it looks like. hide very deep underground until they hear a storm arrive, in which they rise from the ground and attack nearby LONE dwarves. a unique trait to this strain is that they do not have unique calls, instead, they mimic the cries of different glyphids species. they seem to have a fondness for detonaters and praetorians. however, they seem to only strike if they sense the target is alone. dwarves who stay close by have reported that while the creatures will angrilly make their various noises, they will not attack if you have allies nearby. suprisingly, bosco, BET-C and the mule seem to register as companions to these stalkers and will not attack if you are near one. titan stalker: this stalker seems to be a distant cousin of the warden and has a unique ability, holographic projection. often taking the form of bulk detonaters, dreadnaughts and even cave leeches, nasty buggers serve as a distraction to cause dwarves to panic and split up from each other, allowing the smaller stalkers to attack. they seem to fear loud noises, as firing weapons, blowing up grenades, or simply yelling insults temporarily dispels the illusions. they always dissapear before the storm ends, and we've never captured a live one. they seem to be covered in heavy armour making them invinicble to our standard weapon. if you are attacked, the stalker will grab you by the legs and drag you back into the storm to begin mauling you, it will retreat if company comes to rescue you, but your team should work together, as 1 dwarf coming to get you may simply be lunch for another nearby stalker.
basically. the titan stalkers will generate illusions of dangerous enemies. (bulk detonater and dread if on the ground. cave leech if on ceiling. leech will set of the early warning perk complete with hissing) to cause dwarves to panic and split up. illusions fade if guns are fired at it, grenades are detonated or the dwarves ping it (causes insult responce). stalkers can't be tamed with beast master. you must be within 5 meters of an ally to be considered safe from. you'll hear burrowing sounds near the end of the storm which signals that the stalkers have left. they will also spawn in blizzards .
Would be cool if we could have loadouts for individual weapons and not just for the whole set.
Target Prioritization for the LMG Platform should give the turret 360 view angle.
a cancel button for conecting to other peoples games would be reeeeaaaaaly nice. happens once in a while that there is some kind of incompatibility and an infinite conecting happens
adding the texts for pots'o'gold that the buff doesn't work on explosvies and Bosco
Buff the Bullet Hell overclock to have 100% ricchochet chance on first hit then 50% chance less after each hit also buff it to only have a spread penelty of 125%
should have a very small chance to grant a
upon being killed.
I've been really enjoying the game, playing as a driller, but I've got a little feedback. One thing I've noticed is when drilling into rock, I often get disoriented when drilling up or down. This is probably due to the fact that the textures are rather flat with little to no bump mapping to add depth to the lighting effects from the flares. Could we get some improvement to the textures there? I'm tired of losing which way was up the moment I hear bugs and I try to evacuate.
A voice line for driller: "The world is my canvas, my drills are my paintbrush!" Inspired by this reddit post: https://www.reddit.com/r/DeepRockGalactic/comments/fk1smz/virgin_high_iq_engineer_vs_chad_greenbeard_driller/?utm_source=ifttt
The player should be able to run at full speed using the dash perk while transporting a big element like a mini mule's leg.
After some discussion, I'd like to amend my above suggestion. We already have a falling rocks and dirt effect for earthquakes. How about hte last few sections of dug out stone by pick or drill causes that or a similar effect for 10-15 seconds trailing off that can visibly tumble down terrain and give a sense of up and down? Such an effect can be client side, and distance dependent. Edit: The idea behind this is, if you were digging up, you could follow the stone out. If you were digging down, you could go against the stone to get out.
Should put current commodities somewhere on the planet map HUD - I often try to go after the mineral I have the least of when I don't have an assignment and am just looking for a game.
i've run into a problem where i couldn't find the last aquarq for like half an hour, so much that i had to abort the mission. It would be splendid if a feature was added that shows you the last aquarq, morkite, minimule etc if you can't find it for a long time because bloody hell is it an awful feeling to abort a 90% done mission
The usefulness of some buff beers is underwhelming: Dark Morkite: Useless on too many mission types. Backbreaker Stout: Again useless on too many mission types, honestly only relevant on PE. 15% is also too low to matter. Slayer Stout: +10 Pickaxe dmg, from 27 to 37... not that good tbh. Compare those to +30% health or +50% Pickaxe Power Attack Recharge Rate and they fall flatter than flat...
This is super petty, but in the memorial room, at the glass section with the big screen, the glass doesnt connect to framwork of the glass? idk how to say it
Fix Severe frame drops when a grabber picks you up.
Remove the overheat mechanic from the driller's drills. It doesn't really accomplish much aside from being mildly annoying to deal with. I guess you could say it stops the driller from being too fast for bugs when you go in one direction but literally all you need is one person watching your back (or you could just turn around every 5 seconds) for bugs to dealt with.
Would it be possible to make a character specific Keybinding for weapons? since when im on the Gunner i want to swap the shield and Zip line gun since the shield in my head is a part of the "quick fight" Category...
(google translator) Dear developers, when it comes to (finally) updating the droppod, do not forget to add this wonderful music. Thanks! 🤭 https://coub.com/view/1uu8ci
Good evening good sirs. I have a fine suggestion based off of 150 hours of gameplay experience. (I truly love this game, but I am getting bored) - End-game needs more content. It is easy to get all your preferred upgrades and over-clocks after playing for 40 hours, there is nothing more to do after this point of the game. To expand end-game, the mastery levels we receive for using The Forge can be a requirement to unlock further end-game challenges and missions!
Hiya! Havent played much but absolutely love the look and feel, some ideas come to mind.
- a story!
- more weapon options and potential combos to discover
- Daily quests eg. kill 500 grunts
- more skins
- leaderboard
- quick link to add players to steam friends for easy regatherings
- class specific skill trees (perk rehaul, these currently seem grossly underpowered).
- more classes
- permanent waypoints added with the laser pointer
- higher res texture options
- better cooldowns (see them on the right of the screen like the power attack and flash on screen when CD is ready)
Oppressors should have a immunity to being frozen, completely negates the whole point of them or at least give them a much higher resistance. All the have to do is throw one cyro grenade in their direction and boom, it isn't a threat with acouple of bullets.
with a slight revision and general fix of grammatical errors, I forward this suggestion to the board.
Mission warning idea: Collapsing cave
Adds a timer to the mission (around 20 minutes for low length missions, 25 for medium and 30 for long) until the cave collapses, causing an instant failure, unless a dwarf is already in the exit drop pod. In order to make it more fair, if the exit drop pod has arrived and the timer reaches 15 seconds, the MULE automatically warps to the exit drop pod, opening it's doors (like it does in normal missions).
I've heard some people say that without some sort of mind control helmet or something, the Beast Master perk doesn't make a lot of lore sense. I love the perk, but I can kinda see their point. The swarm is supposed to be mindless, kinda like the Tyranid Hivemind. Also, outside of the choice of simply killing Loot Bugs or not killing Loot Bugs, there's not much interaction with an animal that is omnipresent on missions.
So, what if the perk was reworked so that when you used the Beast Master perk on a Loot Bug, it metamorphized after a brief delay into a sort of buggy pet? One that could not only serve in combat, but would also fetch minerals for you? Given the limited number of Loot Bugs in the caverns, they would either need to be made extremely tough or have their "death" be an animation where they tunnel into the earth and hide for a cooldown before respawning.
A greeting from a fellow Copenhagen game developer with an idea for the drop-pod:
When you have to exit a level, I feel like you could build on that suspense even more, by adding a button to the drop pod, that you have to press to launch it.
When you press it, a countdown starts (could be 15 seconds). Then everybody have to get in before the time has passed, and the pod leaves.
I feel that would be an interesting choice to make for when you are standing there, waiting for the last dwarves to find their way back to the pod. You should press the button a bit in advance, so that it can leave just when the last dwarves have gotten in, and you are not stuck fighting the alien hordes for too long.
And you don't want to press it too early or you would lose the survival bonus for those unfortunate dwarves left behind.
The drop pod is also a cool place to be for your last stand. You have a very narrow space where it's ideal to shoot from. I sometimes feel that it's a bit of a shame that I can't stay there longer, to feed the aliens the lead they so deserve.
Also DRG rocks! What an amazing game you have build. Me and my co-workers have become super hooked. It's the perfect Social Distancing game 😆
Make LUREs play music while active
Would it be a bad idea for satchel charges to give people a warning on their HUD when they're in range?
Make it so that you can press E on Bet-C to change between 'Follow' and 'Guard' - She constantly gets in the way :c
Make the lootbugs in the Radioactive Exclusion Zone immune to radiation because coming across huge piles of gold and nitra pooled around radioactive crystals makes me sad 😔
Itd be nice to add an option to invite people in your game into the discord channel.
When you Join an existing match and get to the character selection, but then decide to back out, you get put back in your room and have to walk all the way back to the mission selection area. It'd be nice if it kept you where you were.
Another suggestion, on the server list it'd be nice to have the ability to sort by time, hazard, complexity, length, etc
Fix Black Screen Locks after finishing a mission with a team.
Could you please add a way for players to acquire things like anniversary cosmetics and other limited time items outside of their initial runs (well, for items that are not going to appear annually)? I was unable to pick up the two year anniversary hat and golden Bosco due to technical issues on my end.
A radial menu (possibly bound to CTRL) to select your dance when playing music at the space rig's bar.
More windows in the Space rig to get that feeling you're in space
less windows in the space rig to get that feeling you're in a rig
I think it's too late now that we have the experimental branch but could the blowthrough mods receive the same treatement you did with the hollow point mods and the stun mods ? Where basically some of the stats have been integrated into the vanilla weapon so that they are no longer a must have ? Granted it's a matter of opinion about the "must have" but i do think the fact that some mod numbers being split between the mod and the base stat helped making a feeling of balance between the choices
My suggestion: New overclock
Type: Unstable
Weapon: "Thunderhead" heavy autocannon
Name for overclock: Tritium/Uranium based bullets
Effects: Increase damage, area damage, effect radius, significant reduction of maximum ammo and magazine size
thoughts on a weapon switch speed passive perk? probably wouldn't be able to compete with something like vampirism but it might be good for some builds of engineer or scout.
Will we ever get a "Disable / Enable Rumble feature " setting for controllers ? like every game of the last 10+ years that supported controllers either supported that via ini tweaks or most via GUI..... its just bad if you play games with controller leave it plugged in and then get a heart attack because it drills your desk lol
I think the normal overlay was pretty boring. Good that we can customize it by us self.
I like to share it here so the Dev can keep it in mind, that they have the option to change it.
(And you guys have the best wall papers)
Add a small amount of randomization to the amount of time it takes Exploding Plants to go off. Having a cluster of them go off in a rigid series of explosions is much less satisfying than a cacophony of constant explosion. Using the Plasma Charger's charge shot is the only way to get satisfaction currently.
Alternatively, if you're fans of determinism, you could make the delay relative to the size of the plant.
Nerf the amount of supllies the suplly pod drops to match the number of players at a 1:1 Ratio
After the Change above Buff Supply Pods to Give a 100% Resupply since each player only gets one.
Scale the amount of Nitra needed to call a supply drop based on the number of players. (instead of a fixed value)
What if elimination missions were given more variety by adapting existing common enemies into boss variants?
Due to the way platforms deploy, sometimes they end up partially in the terrain. Sometimes an engineer is expecting a safe zone to land on and instead impacts with the terrain covering the platform. Is there a practical way to address this?
I would expect it would be difficult without creating awkward interactions when trying to make them on walls
When a dwarf who has all the skins opens a cargo crate, he should receive a message or some feedback. Currently, nothing happens at all, and it took me thinking it was a bug and there were more skins i didn't have.
I really wish for more historical hat options like pickelhaulbes (1st picture), bicorns, tricorns, ushankas, British Pith hats(2nd picture), Raccoon Hats (3rd picture), Vietnam Era/Fortunate Son hats(4th picture), and maybe a spartan hat.
A small thing, but add to the list of reasons for kicking players. I.e. "Lack of trigger discipline" "Cheating" "host needs room for a friend"
Some sort of pity timer for machine events. After X missions or X hours of consecutive playtime. I've been playing for 16 hours since thursday and haven't gotten a single event. Sitting on 14 blank cores and hoping for the best every mission is frustrating and gets annoying very quickly.
Feature to be able to throw enough mugs of beer at the large glass windows in the space rig, eventually causing it to shatter and suck everything out
Being able to make an account, thats not locked to your windows user would be nice, since my xbox and windows, are linked. I got the game for xbox first, then bought it for pc, to play coop with my son. I can change user on the xbox, to play on 2 different accounts, but the game seems to be locked to 1 windows user. I bought the game through microsofts game site i think.
Some sort of double xp/minerals event because of the current situation. Lots of developers are doing it and also nice to get up to snuff on levels before U29 releases.
Currently, the pheromone canister is the scout’s best grenade by far, and is possibly the best grenade in the entire game. Very few grenades can hold a candle to it. The fact that you can make all enemies in the area stop and ignore everyone for 10 seconds (or more depending on where the canister lands) is a game changing ability. The L.U.R.E., which is the closest grenade to this in terms of ability, isn’t even as powerful as pheromones as it only effects glyphids that pass through its range. The pheromone’s range is near infinite. The canister needs to be brought down from an “instant get-out-of-jail free card” to a grenade that gives you a small amount of breathing room, much like the scout’s other grenades.
🔸 Effect duration shortened by 1 second (current 10s, down to 9s).
🔸 Non-pheromoned glyphids will attack pheromoned glyphids only if within 9m of one.
🔹 Pheromoned glyphids will attack a random target, or the closest target if none are found within 5m.
🔹 Pheromoned glyphids will attempt to finish off their initial random target.
These changes would still put the player in danger, but would still offer the breathing room that the other grenade types provide. It also adds some semblance of skill to the grenade, as you have to plan where to toss the grenade now.
tl;dr pheromones have a small risk of bugs still attacking you
Its bit nitpicking but if you are exposed to radiation it would be nice if they grain effect isnt static.
A good way to make perks better is blending some perks to together and add some new ones that are more situationally specific but still help in general : example adding a perk that gives more resources from loot bugs when they pop with "it's a bug thing" or even having to sacrifice some gold or valuables to a loot bug then it leads you to some goodies.
I find it difficult to notice if the character is running, especially during battle. As we all know, when the character is running, you can see the hands and the weapon(s) are shaking in a regular pattern. Yet sometimes this is not so noticeable when the player is fighting against monsters when the player focuses his eyes on the center of the screen. Player is also difficult to notice this movement when he is panicking such as being in the center of a bunch of mobs, being in low health and being hit suddenly. I think it would be the best if there's some kind of colored ambient light emitted around the edge of the screen so that the player can know if the character is running easier. It's a good idea to show 2 thin colored strips positioned at the left and right edges of the screen that emits not so bright light. This would help us a lot, at least for me. Though the player can just simply keep pressing the control key to keep running, it's much less convenient. I tried to keep pressing the control key to keep running but I found it difficult to press other keys with my hand and it also made me kind of distracted from looking around the place and the battle.
Get the voice actor for Scout from TF2 (ChiliOfDestiny on YouTube) to be the voice of the Scout class
Can you make the explosive bugs mod less shiny, when I'm surrounded by bugs and kill those I just can't see anything
I just want crazier beers
Rewards besides a little experience for extra objective materials like when you mine extra morkite/arquaq or pick up extra boloo caps. And it would also be neat if the leftover nitra at the end of a mission gave something too.
People suggest nerfing phero grenade, how about buffing a bit the others when you nerf that 🙂
Different minerals should have different buying and selling prices because their rarity is significantly different
It would be great if Bosco, after commanding him to retrieve an item didn't hover above you, juuust out of reach for you to grab it
let shoes be a equipment that could be upgraded by perks
If you have the blowthrough mod on the M1000, focus shots should be able to do more penetrations at once.
BET-C with two random, alternating OMEN Exterminator modules. Would make encountering her more interesting and more useful afterwards.
Increase the duration of the Incendiary grenade by a little.
GLYPHID MEAT COOKING !!: Would be great to have different glyphid-meat based cooking recipes in the game that give bonuses just like beers, meat could drop once monsters are slain. You could have stronger recipes with rare monsters !!
- This would of course include a Glyphid Barbacue in the station.
Mission beggining:
I think, if you didn't step into the pod on start and it left a station without you, you should arrive near main pod in small capsule, as a new player, who joined during a session.
Do something about those bad mannered teenager lollypops kicking people for doing anything whenever it's pure retardism how freely you can kick anybody, either put a level/rank filter when creating games or do something about this it's super annoying how some uneducated child whos parents gave them 15 euro a weekend ago can go around shooting you then kicking you for no reason
Something akin to a training room/firing range. It's hard to test out damage numbers and reload times etc when you've got to go on a mission to do so. Let's say you want to test out bigger splash damage on the autocannon, you'd have to find a large enough swarm and even then, all you can really do is eyeball it. Not to mention that it's got the possibility of squandering a successful mission if your weapons aren't up to snuff. I could go on but I'll keep it short.
what about room upgrades? (mayeb for cosmetic purpose or they would help during misions) for example: making your bed more comfy or diferent colorsfor your walls and floor or poster and picture frames. or lighting. or maybe make it bigger with with a couch or a table. or a place where you can put something in the wall like: a coffie machine (to remove the beer shakyness) or a tv here you can put in a youtube url.
maybe add away to get 2 upgrades on one line? like with the engineer you would be able to have two turrets but they would also be upgraded (maybe only avaible in solo misions?). this would be like realy expensive and can only be bought by promoted dwarfs. or for examble 2 granede types on one mission? and switch them about by pressing a button? (z or x for example?)
Perhaps I missed it in the suggestions, and I bet the devs are already on it, but updating the first 2 armor sets per class. Compared to the newer armors they look simple/outdated.
prob already suggested but is there a way to change how sound is generated? the current system sounds awful compared to other games, while it does make it easy to tell where things are, it shouldn't completely cut noises because you face away from them vs them being loud while standing in the same spot
Ok, this will be either OP or very useless but what the hell this is the suggestion channel. Allow us to use the Dash perk while using the zipline so we can have an option to go faster while ascending. Also this would allowed a safer travel as macteras and menaces would be too slow to hit the player.
Shield link active could use a buff, as it stands in the situations someone needs it the most ( focused by bulk, dread or just caught in a horde) you can't reliably get into range and activate it in time, thus making it inferior to throwing a shield in just about every situation. A longer recharge (4-5min) but extended range to say about 20-30m would give it more versatility. As it stands I almost never see anyone (myself included) using the active ability
Mixing Drinks:
I think if we drink two kinds of drinks is quick succession their effects should combine and cause a new effect. Like drinking a Arkenstout and then quickly downing a Burning Love, should make you freeze, burst into flames, freeze and then burst into flames again.
Or drinking a Seasoned Moonrider and then a lintlocke's Delight causes you to fly wherever you look like an uncontrolable new years firework.
I am open to sugestions feel free to chip in if you have thoughts.
Fix EPC charge shots getting stuck on terrain. this is most noticeable when trying to shoot a enemy off of a cliff ( a easy hotfix for this would be a EPC charge shot carves terrain for 1/2 a second on fireing.
Killing a lootbug immediately after petting it should (perhaps rarely) elicit shocked responses from nearby dwarves.
You should not be allowed to revive team mates that are being eaten. Makes no sense... maybe unless its instant revive. Or maybe it should be, slower times X amounts of creatures eating the downed mate.
maybe introduce a sale to steam for the corona virus since everyone is inside and quarantined (well not everyone but a lot) and also maybe add a bundle deal because i have like 4 friends i wanna buy the game for and i know some steam games offer buy 3 games for the price of two because its a 4 player game so it encourages groups of friends to buy the game at once or a single friend to get a whole group of friends one game for a reduced affordable price
Got a suggestion for the art team. The Fourth Relic skin could use a bit of polish. Some parts of the weapons have a grey filter applied to them and this filter is not removed when when you apply a different skin to the weapon. In the case of the M1k this results in a muddy half-colouring and affects the stock, the foregrip and the shroud at the tip of the barrel.
Secondly there is a small colouring error with the m1k skin. The slide (the bit that the charging handle attaches to) is normally metal coloured but on the fourth relic skin it incorrectly uses the primary colour (white in this case).
If the grey filter is meant to make the weapon look "old" that is fine, but it shouldn't affect the colour of alternate skins since we want those to match the rest of our equipment. So it would look better if you applied the grey colour to just the fourth relic base texture instead of everything.
Another suggestion for the art team. I figured out that you can make a 5-point beard by combining Bangled Braids, Braided Bangles and a Bound Goatee. There are a couple improvements you could make:
- Braided Bangles (the sideburns) aren't very stiff and tend to droop and clip into your armour. To fix this you could just make them follow the same "slope" that beards do. You may have to adjust the length so that the ends of the braids maintain the nice chevron shape.
- Braided Bangles (and Bangled Braids) could have armoured and gilded variants.
- It would be nice if you could add a (small) Braided Goatee style of beard so that we can make a matching set of five. Again with armoured and gilded variants.
Make Bosco prioritize shooting Mactera Grabber and Cave Leeches when grabbed. If Bosco already does, then not doing it consistently.
Have Core Events Scale to have a higher chance of spawning based on the difficulty of the mission.
with the addition of pickaxe customization there should be a inspect pickaxe animation by holding the salute button
Mysterious Core : Very rare, and the item within it is unknown until forged.
Rare chance for a glyphid to aggro secure itself on top of the molly and start furiously biting \ clawing it. Has no effects ( other than nullifying a grunt )
When you complete a mission all players spawn at the bar for a quick celebration
Tick-able victory poses to select a few one only for random rotation
I want to ask for some balance regarding the Naedocyte shockers, i keep getting overwhelmed by packs of those which spawn ridiculously close and nearly insta kill or insta kill on haz 5 when theres no one around to split those. Idk gearding that slow they have or the damage they do whatever that will bring them a notch down because they a really annoying and not every class can just turn around and burst them down without either self damaging.
Also I don't know what is up with that event but every time my team pops ebonite event we die in 20 sec tops
Make the “out of flares” callout play for everyone, not just the local player
For immersions sake and for slightly better communication
6 HE grenades instead of 4
Machine events could do with O2 tanks, i say this as black boxes in Deep Dives have them, but would understand if people didn't want that because it's endgame content
Mineral trade terminal should have semi-random prices that re-roll every day or week. It would be nice to see temporarily cheap Jadiz or be able to sell Magnite for more than usual sometimes and would give a bit more life to the currently static and boring terminal.
Also, dwarves could somehow earn coupons or vouchers for the mineral trade terminal like "Next purchase is 20% off." or "Bulk selling 1k or more minerals earns 10% more on the sale!" or "Buy 2 types of minerals and get a third type for half off!" or "Your next purchase comes with a bonus bag of random minerals.".
Trawler infestation hazards and a new smaller trawler subtype?
Make it so players who camp ziplines for to long with have macteras spawn and agrro
to them.
Please return the freaky death scream of elevator plants, it was great for spooking the greenbeards
Ive checked the suggestions by searching for turret so im not sure if its been suggested or not but here we go - i like turrets and want more of them. A secondary gun for engineers that shoots small turrets? You'd give up the grenade launcher but you'd get cool little turrets to secure a zone in addition to your big turret
Fix the Dreadnaught attacking a downed player animation on erupting sands its possible for the dread to bury the players 100m below the map.
I was thinking a seasonal "lootbugs revenge" mission, where you fight a lootbug that metamorphosized into some sort of horrible psuedo-raid boss, either having to avoid it while trying to complete some other objective, or you fight it to the death for an absurd amount of resources. Maybe make it a seasonal event or something? Maybe have some new skins attached
Give Fear a status effect symbol, seeing as stun has one.
an overclock discussion chat for the discord.
Give Bosco some cat ears. Maybe a neko bosco skin.
I think it would be neat if the drills did bonus damage to dreadnaught shell armour
Achievments for :
- Killing a Leech with a pickaxe
- One shotting an aerial enemy with Freeze
- Going into a mission while highly drunk a determined ammount of times
- Being on a mission for long enough that the drunken effect wears off.
A trophy room on the space rig to show off all the bugs you killed. The corpses of the bugs will be proped up on display, with a monitor by them detailing how many of them you killed, and possibly other stats. Maybe even a fun fact about them.
What is the intended UX for people within their first, say, 30ish hours of the game? I'm almost level 20 on my driller and I'd like to trying playing another class for fun but I have no money to purchase any equipment upgrades and it feels really bad to go from playing haz4 fun action pew pew to haz<4 slow slog with a level 3 gunner.
I'm not sure what my suggestion should be, but I'm wondering if this is the intended UX/FTUX (user experience/first time user experience). This seems kind of restrictive/prohibitive for people when they get to the point in their game that they want to expand their gameplay experiences and then they... just can't.
Right now I have 20 hours on my game (some of it afk idling), and I plan to put in more. But right now it seems like I've hit a wall wherein to get every other character to promotion, I'll either need to continue to play the way I have been (slow) or I'll be forced to adjust my gameplay style to optimize the grind to promote all 4 classes (unfun and feels like a time waste, even if it's faster than what I've done on my driller).
If there's some kind of strategy I'm missing then I suggest that this strategy be made more apparent, or I suggest some kind of rubber-banding mechanic to help bring lower level classes up to speed with the main class. I'm assuming that typical player behaviour is to, from the start, have one class that leads the pack in terms of levels. I can't imagine it's very common for the average player to level several classes equally.
"I forgot my lunch box !"
(And sadly, Mission control doesn't react to this)
Weapons upgrades cosmetics: every upgrades for each guns will make the gun’s appearance look a bit different, example:the “oversized drum” upgrade will make the minigun have a actually oversized ammo bags/drum or the drum look a bit more modernize.
Turret arc rework idea:
move it to the balanced category
change its up time to 100%
for each second the fence is up it drains ammo from your gun
Perk idea: Grenadier.
lvl1: You get a powerbar (same as when throwing heavy items). At full power bar increased range of 50% for grenades.
lvl2: Same as above, now full power bar increase range by 75% for nades. +1 grenade in inventory
lvl3 Same as above, but full power bar increase range by 100%. +2 nades
This perk could work for flares aswell. Increased power throw range and additional flares in inventory.
Super-Boss. What if, either as an event or just on the hardest of difficulties, the dwarves could fight not a Dreadnought, but what the Dreadnought turns into after incubation. The fight could be so hard, that a full squad of four dwarves, with max ammo, time to prepare, and a supply drop, could barely kill it. This idea grabbed my attention the moment I first heard the dwarf say that they would have to close off that part of the planet if the dreadnought woke up.
With the new rank system and promoting in the memorial hall, I think it would be really cool if the honor statues for each class has their material match your current rank in that class. Right now they are always gold, but the change would make them progress from bronze to silver to gold etc. If you wanted to get real fancy you could even have some sort of gems or something to glam them up further as you rank from 1 to three in each tier, and/or have the non-class statues material change as well as your player rank reaches a threshold that would require all four classes to be bronze -> diamond as well. The material change should be pretty easy to implement, and it would be fun to show off as the host. This would also match the upcoming changes to the armor material rewards. Alternatively, allow players to set the material of the statues at a console to any of the materials they have earned so far, as I might otherwise leave all my ranks at Sapphire.
Edit: Clarified what I mean by material change with example.
Let me ride the Minehead into space if I get on top of it in time.
Either upscale or downscale one of these so that they're the same size. Consistency is key!
Instead of the missions you have to do to promote a character there should be a boss type mission with a creature that is harder and stronger than a dreadnaught
Devs should add a checkers board on the table left of the jukebox to pass the time when looking for other people, or someone's AFK.
In true dwarven fashion, to reset the game, you jump on the table which slams all the pieces up, and the board resets in a few seconds.
New mutation warning: Tiny Nightmare
All bugs are now one size smaller ie: swarmers are 25% smaller, grunts are swarmer size, prae/oppressor is grunt size, bulk is prae/oppressor size etc
droppod in the salvage mission should have the old model since they are older
When we are forging an overclock, rather then it being automated let us click to swing the hammer to make progress on the construction.
this mule door should be opened when the mule lands and when the mule is returned back the door should be close again
Hi there! I take part in translating the game and sometimes it is pretty hard to find out, which of 10 strings is wrong, even with context given. Can we have another "localization", with crowdin string codenumbers instead of words? The idea is that we can switch language to it and see, which string should be corrected.
Suggestion: Xbox game pass! :D
Another suggestion: Free loadout, the class is select based on the gear you picked! 🙂
Colorable Driller Drills would be nice. I'm actually surprised that they aren't colorable at all...
Unique numbered drop pods. Each having their own quirks which would need to be maintained and repaired. Would give players an extra incentive to collect more materials beyond the mission quota. If repairs were ignored for too long, issues could arise such as players having to keep the pod on course in a piloting mini game as they descend. The pod's drills could lock up and the players find themselves a bit off their LZ. Materials could also be used to upgrade the pods. The pod Karl last used could be a mysterious haunted mission. Upgraded/Unlocked special drop pods could take players to Hoxxes' various moons or gas giants for special missions for new biomes.
[Engineer] Choose which LMG Gun Platform (Turrets) to recall
As the title suggests, I think it would be great to be able to recall 1 turret at a time and choose which one we recall. It will enable the player to reposition a misplaced turret without having to recall both of them. Even more if one of the the turrets is located further away. I feel like it would make for engineer more flexible, notably for the Defender System upgrade 🙂
The beginning of the bulldog idle twirl should loop if you hold down the R button.
Allow players open wardrobe by interacting with lockers in their rooms
The new drop pod deposits seem a little low. On salvage for example you kind of have to drop into the hole to deposit.
it would be nice if the resupply pod has some lights on it, similar to the zipline pole
I hate how the gunner's golden paintjob looks. Gold and loads of light-ish grey-green is not a good mix. A much darker green would be better, look more like metal than plastic.
I'm also terribly disappointed in how the hexagonal plates of the MK5 armor aren't gold. Even the gilded Mk2 armor for gunner is noticably different from how it was before, unlike the other classes.
Please, at least put the Mk2 armor back to the way it was pre-U29.
Pressurize the space rig
The new access to the tutorial is way too difficult to see. For new players, it should be much more obvious.
It would be nice to be able to demo victory moves again
How about some monster balance? Naedocyte Shocker also called Flying cancer is what I hate currently the most and I've hated a lot of things in this game. The incredible amount of slow they put supported by huge swarms flying straight to your brain cells have killed groups I play in more than Detonators popping right under your feet. Please either lower the slow or the amount of those popping at the same time in humongous packs PLS PLS PLS PLS
^Literally the point of the enemy, and it's not even uncounterable.
The assignment menu jostles the menu UI around when you open or close assignment tabs. It might be good to smooth that out a bit so it isn't affecting the player's ability to scroll.
bring back old purple beards plz
Make the movement more responsive. i hardly even feel like I'm in control.
Make the keyboard mapping working for menu too pls (either a new mapping for menuing, or just use the same "direction" buttons in the menus too). Non US keyboards can't navigate in the menu with the AD/QE basic configuration.
Add that "pressing X calls Bosco over to you" in the miner manual
Not sure if this is a localization thing or not but the depth meter on the drop pod shows the shorthand for meters, but the miner's manual describes things as being "Miles below" (the shorthand for miles is mi.) So, is the game measured in kilometers? or is it just localized for our ||stupid|| american system?
Add more colors to the dwarf gear. Example, having blue in every color variant of the scout is annoying. Red, blue, black, white, purple, yellow, orange etc. would be nice. Also lights on armor, option to customize light colors. Suggestion for burst fire mode on GK2 would be nice for long range.
Revert the U29 lighting changes
New pause screen adds five extra seconds for a controller to scroll over to the right. Couldn't get a dpad response. I want to be able to abandon a random public team quick.
Revert Engineer's MK5 suit colors or atleast let me select the old style.
I'd love to get a better looking walls and floor in the space rig - it still looks like a very basic shape with no detailed textures
I'd like to see the gold skin color to match the gilded armor color again. Right now they look like very different colors when they are both "gold."
I'd like the Employee Of The Month screen to sometimes say "Reads the map good" to represent the real MVPs
being able to eject stuff into space from the main rig would be a lot of fun
make born ready lines only audible to self
I want my engi to look like Dr Robotnik. Can we get that moustache and those goggles in the game, please?
Tone down the bounciness of the new pheromone grenade to make it consistent, or make it break on contact again
Server distance translation in French is wrong : Actually it's "Distance : Fermer" (which means "closed") instead of "Distance : Proche" (which means "near")
Idea to change Aggressive Venting on the Minigun, cause it's very situational.
Add Aggresive Venting's ability to the Burning Hell overclock, and add a new tier 5 ability called Combat Mobility, which allows you to press R to instantly overheat your Minigun, giving you a 25% speed boost where the duration is based on how hot the weapon was. 1 second for unfired, 2 for green, 3 for yellow, and 4 for red/natural overheat. Would make kiting and tactical overheats a strategy for the Minigun, fun and engaging, mobile and damaging, rock and stone, to the bone.
Bring back the sound that plays when you pick up missed axes. It was satisfying, and the silence is daunting now.
Upon being grabbed by a grabber or leech, they should be automatically highlited, so bosco focus on killing it more consistently.
I dont think the effect this will have in coop play will be a bad thing.
Welp seems this one wasn't actually posted yet. Is it possible to have our dear drop pod being equipped with retrorockets ? Of course not necessarly glued onto the lower drill part itself but maybe added on top of the pod ? Like 4 retros sticking around the main rocket exhaust port so it doesn't look like Drg is actually using elf magic to lift the pod a few meters in the air before reentering the hole it made to reach the cave.
yo can we get the old standard green paint job for the gunner and while I am here the old mini gun model and as well as the assault rifle model for scout from early access. Oh and can you make that old green paint job for the gunners Armor for weapons and the other armors Ty https://i.redd.it/wdc32s13tes31.png green and brown I guess
I think it may be a good idea to give the Gunner some kind of recharging aggro, and some better shields, instead of his current Zipline, and I feel like the ziplines could instead be given to the Engineer who has more troubles with mobility than he really should. engineer can then focus on deploying things, turret and ziplines, while the gunner can focus on being really the center of combat and what the team rallies around during a swarm. This should pair with giving the gunner the ability to pierce ALL armor so that he can really face down with the larger monsters (not a balance issue since the Digger does that anyways), and maybe a buff to his deployable shield (debatable, but maybe). The engineer already can't solo very well, given that he has little to no mobility, guns that have barely any ammo, and the turret which is useful but not class-centrically useful.
Well, with the aggro cleverly used and the actual armor-piercing (meaning goes through dreadnoughts and the like), he can kite hordes, and besides that he can always dig holes with the standard pickaxe to get up and down. Maybe do give him something like a platform gun, just to better get a vantage point on the enemy hordes, but I, as a main player of neither of these classes but having played both, feel like the engineer should have a tad more mobility so as to best deploy his turret in the right place while the gunner should have way more offensive power, which is currently contested with the Digger given his lack of ability to get through armor like the Digger can. Also, Engineer isn't at all the second fastest terrain traversal character in my experience, partially having to do with the fact that I have to dig the entire team to the pod almost every mission and the scout is the fastest terrain traversal character. I would say engineer is actually last given the fixed nature of his platforms, and the very particular deployment of them. Apologies for the walls of text, Slow Mode makes it kinda difficult to type as I normally would.
About Space Rig:
We still got A LOT of empty walls. Please, add some detalis - lines like you have on a Drop Pod, mounted tubes, grills, switch boxes, posters (may be a few holographic posters) scratched inscriptions and pictures in some places (you can use it for simple easter eggs) etc.
At least on a first floor, if second and third are under construction.
A double jump Perk where the second jump is not that high just high enough to grab a ledge if you miss calculate. Dont make it to high of a jump or we will have the jet boots problem all over again. You have to have barely missed the edge for the double jump to work maybe. Maybe call the perk extra reach with a little hand symbol. Love the air boots skill by the way but definitely get that old green gunner armor paint job back plz
Roll Control is a bit hard to use because it spins too fast. Maybe slow down the speed a tiny bit.
^ Or just give us more numbers in general. Tons of upgrades say " This increases / decreases (weapon property) " without telling us by how much it does. Many random arbitrary values like how much equals an unit of fuel aren't specified either.
Change the sound of the lost pack object so it doesn't sound like a cargo crate battery pack or make it stop emitting sound once it reveals the loot location.
Increase the projectile speed of impact axe to be faster then a charged EPC shot this will make it easier to use Thin Contaiment Veil's Aoe effect at longer distances.
Change Impact axes trajectory to a straight line instead of a arc this will make it easier to hit EPC charge shots with impact axes when using Thin Contaimnent veils AOE effect this will also improve ease of hitting enemys t a much longer range with impact axe.
Make it so it always pours 4 beers no matter your party size. Sometimes I just want to have some epic brews ready for my friends when they show up. I mean, im paying for 4 right? why is he ripping me off by only giving me one.
Roll Control should be an actual mechanic of Breach Cutter and not an overclock. Maybe it should be an upgrade with its own tier.
Apply the strong arm perk to grenades and other throwables.
Have the Neurotoxin Payload OC somehow deliver small clouds of toxic gas, similar to the neurotoxin grenade, to apply the effect to more enemies that enter the cloud over time. My idea for implementation: for medium sized or larger creatures, have a chance for them to explode into a small cloud of neurotoxin when killed by direct AC damage. This would make defending chokepoints easier for gunners using the OC and provide more defensive merit. this also might be implemented by having the clouds appear randomly on each shot, allowing the user to deploy gas even if enemies are not being hit.
Suggestion: Quick-Play/Mission Randomizer for Solo/hosting players
I am fully aware that there is a Quick-Join feature that allows one to rapidly deploy into a game... however this is only available to those who want to join a game that is hosted by someone else. What I am suggesting is a single button that randomly selects one of the missions from the Mission Map for a player to play Solo or to Host, depending on their parameters.
Essentially the exact same thing as Quick-Join, but with the additional selections of "Solo", "Host: Private" and "Host: Public".
Nothing new, just an expansion on a feature that's already there. Please and thank you.
"Surprise me" button at the bar for purchasing 4 random brews, for when you wanna shake things up a little. Could also be called a "sampler".
Suggestion: for feedback section add option for praise.
cause you guys are awesome and needs to be said more
Suggestion:
Allow a toggle to disable the first person death animation. It makes me think that I still have control over my character which I find is disorientating.
I've played almost 200 hours of this game and I just feel like gold should give more credits than it currently does.
I can't tell if it's just from my play time, but I only bother to mine gold if it's easy to get to.
Slapping the leaf lover after drinking Malt Rockbearer should result in tearing the toy apart
as there are pickaxe skins, i think it would be pretty cool if you added the supporter gold skin to pickaxes to those who has the supporter edition
The Breach Cutter is ridiculously overpowered, as made clear here: https://www.reddit.com/r/DeepRockGalactic/comments/fpxey8/critical_weakness_breach_cutter_so_glad_they/
I speak as someone who used the Breach Cutter over the PGL prior to the buff, and I appreciate that although it may not be for everyone, it was already an incredible weapon if used correctly pre-buff. I understand wanting to get more people to use it, and I'm not saying completely revoke the buff, but perhaps find some middle ground between the original Breach Cutter and the current one. I personally don't think 2-shotting a bulk detonator with critical weakness should be possible in Haz 4. Perhaps remove its ability to do weakspot damage and make that an optional buff in exchange for additional ammo, damage, etc.
The drop pod likes to occasionally land at a lethal height above where the door is pointed. This is mainly a problem due to how quickly the ramp retracts, which can make it feel as though Deep Rock is actively trying to kill me. I suggest closing the gate when all players have left the pod (so dwarves don't continue to meet an unfortunate end when the pod "returns to orbit" with them in it), waiting 5-10 seconds for all dwarves to use the ramp or using a second trigger to determine that all dwarves are off the ramp, then having the drop pod leave.
Can we please buff the freezing power of the cryo grenades? Just the latest hotfix alone made them unusable on TWO new enemies (goo bombers and opressors), on top of Bulks and Dreads. That's two rather significant Scout grenade nerfs in the same patch, which hurts a lot. Mactera plague is the ONE thing where cryo grenades really shine, or used to. And yet, the new cryo cannon will still freeze both of these in no time at all.
Maybe have it so that when you Salute ('V' button) in the Memorial Hall, the character does something different? (to show respect for the fallen)
Would like more asignments in the game. hard to choose and play only for that set reason. love the game keep it up 🙂
when you pet an animal you should recive a small health points also, custom seats in the drop ship
Petition to revert sttandard armour/outfit color schemes, I miss my silver gunner and hazard orange driller 😦
Hello everyone, I want to suggest/ask something. Can we have more ziplines, let's say maybe 6 and work on the weapon upgrade for the angle because it's still too much struggle. Thank you very much!
Make the electric crystals in the Crystalline Caverns have less health or spawn less or something- they're the only things in the game that make my system drop frames REALLY hard, and it sucks having to sink massive amounts of ammo into clearing them out every time so I can actually play the game.
Perhaps buff the spawn rate of the Kursite infected enemies. I constantly fail the machine event because there's simply not enough of the enemies spawning to fulfill it before the time expires.
I feel as if the Breach Cutter is now too strong after the update, whatever was changed about it (I suspect a high damage output buff) it is now 1/2 healthing praetorians in a single shot while still removing all armor, effectively making them a normal glyphid. On top of that, dreadnoughts are now beginning to feel like a joke and I feel even on haz 3 it shouldn't feel like a breeze. It just doesn't feel 'in the spirit' of the enemy or the game itself. The final mods are a great change (let's be honest, double line split was basically the only good one pre-update [at least that's my take]), but I feel as if a reduction on the actual health damage but keeping the armor-breaking capabilities of the breach cutter should happen. (This armor breaking would include the dreadnought orange health bar [armor?], but not increase on the main health of the dreadnought.) This would help keep the Breach Cutter viable, while making sure it doesn't simply make some of the more powerful enemies feel like a joke. At this point oppressors are the scariest enemy, just because they don't take as much damage in one shot. (Even bulks don't feel as scary if I'm being real.)
instead of having to hold E on helmets what if it played a first person animation of you examining the helmet until you press a button- playing a turn on sound. for lost loot
The ability to unlock more names for your tamed bugs. Bill, Timmy, etc.
GAME ROOM / PARKOUR ROOM : The idea is to have a room that its modular and changing; being able to select difficulty and amount of dwarfs who will partake in the Space Rig near the Music Box area. Is a Big Cylinder Room which will have a computer to set difficulty at the bottom; random modulation dirt patches and a lot of different style of platforms are randomly generated. Only terrain tools can be used and they can only interact with hookshot, zipgun, drill and platform maker to the spawned dirt and not the metals of the module. Some platforms cannot be touched (the floor is lava) The team has to work together to reach the top. Ring a bell or slap a Pointy Ear Elf Bell Toy :p. This could include buttons that some teams have to trigger simultaneously to opening the next layer for the climbing puzzle if a higher difficulty is selected. (this could be a training room of sorts for dwarf to keep it with the lore of why the room is there) All dwarfs playing need to make it to the top to win.
I suggest that when you drink Rocky Mountain beer,you can also mine materials like gold,Croppa,Magnite etc. faster.
Put the double jump back in, but don't let us use it in multiplayer put it in one of bosco's mod slots. That way it won't interfere with relying on teammates.
Silver skin option! Gold is nice, but other metals would be cool. maybe even game-specific ones? Nitra/Jadiz (glowy!)/Bizmor etc.
ok so i just noticed this issue a few times but is there a way we can add a system that if someone gets disconnected from a party either in a mission or a deep dive we can add a feature to let that person rejoin the party?
The list of minerals in your inventory can sometimes get so long that it starts to clip into the UI on either side. So maybe you could make the inventory bars smaller, or have them display on two lines if the list gets too long.
Can us supporters get a gilded pickaxe skin?
The Born Ready voice lines are great, creative, and full of personality, but can you tone down the frequency of them occurring? Flamer/pistol Digger constantly saying "I was born ready!" or "Reloaded!" gets annoying after a while. The "cock the shotgun" audio queue upon auto-reload is nicely subtle and works well.
I heard that the Lost Helmet uses the same audio queue as the Cargo Crate Batteries pulsing noise. Perhaps rather than reuse the same audio file, have the helmet beep an SOS?
Could Digger missed throwing axes emit a small aura of light (like minerals on the ground do) to make them easier to find and retrieve?
If you collapse the ground out from under a spitball infector or other stationary enemy it should die or fall to the ground rather than being left floating in midair.
Add a grinding sound to the dropod and minehead when depositing minerals into them.
The new skin/mesh customization for weapons is great but I think you could go one step further and make it even better. Currently you can control the 3d shape of the item and the colour palette applied to it. However the colours of metal bits and trim and any glowing lights are tied to the current skin. The idea is that you could introduce another degree of separation and let us customize the metal and glow colours too.
The way this would work on the UI is that you have 4 selections to make instead of 2. The first two selections are for mesh and skin, these are unchanged. The second two selections are for trim and glow, you can leave them in their stock configuration or change them to a different colour. Every time you unlock a new mesh or skin it gives you access to the trim/glow colours from that skin. So for instance I could take the neon band skin for the M1k, use the company special skin to colour it white and blue, change the metal colour to gold from the 4th relic mesh and give it green glowing lights instead of yellow-white.
Furthermore each mesh comes with it's own unique colour scheme, it would be neat if you could add them as separate skins when you unlock it from a cargo crate. This would let you apply the colours onto a different mesh, which is currently impossible.
Tweak Subata reloading animation a little bit (the way the magazine slides back into the weapon)
more dice in the drop pod
If you destroy a Bulk Detonator's tumor, I feel like it should explode, dealing damage to the Bulk Detonator and nearby enemies. This would be a neat flavor thing and also make dealing with Bulk Detonators paired with Swarms slightly more manageable.
How about adding a small machine at the Abyss bar that you can deposit empty mugs into and it pays you 2 gold, just enough for the jukebox
With the new "Slap" of figurine/timble. Do you think you can add a fonction to make possible to slap our mates in space rig?
Or with the beard/hair physics, a little slap in their beards/hairs to make them move?
My suggestion for changing the Hipster overclock for the M1000:
- Fully automatic
- 125% more ammunition
- Much faster spread revovery
- No focused shot
- 35% less damage
- 75% more recoil
I know that this is more like Unstable than Balanced Overclock, but now it really seriously changes the gameplay with this weapon.
And yes, now this overclock will no longer destroy the left mouse button.
Machine events should be able to be destroyed. Literally destroyed.
That would happen if the droppod landed on it. No more softlocks on the last 5 minutes of the mission!
edit : why the fuck am i being downvoted? this has by all means no drawbacks whatsoever
They should add in the hat from the bar figurine
throw heavy items at an enemy should stun them
Anyone interested in a option to toggle friendly dwarf outlines so you can always see them through the rock? I'm not a fan of having to look through the scanner for them. Just a little QoL option.
A simple but important change...
Can we please change the mission control voice line and text at the end of an Egg Hunt Mission to say "Eggcellent" instead of "Excellent"
Can we have a shelf somewhere in the HUB that displays all of the bear mugs for ones that you have drunk
The Omen Modular Exterminator event could use some tweaking. Experienced parties will ace the event no problem, but an average pub party will get crushed because the event has such a steep learning curve. It's gotten to the point that most pub parties I join consider it to be cursed and refuse to do the event. If the event is too hard and people are discouraged from even trying it, they will never get any better at it.
I think too much of the difficulty is frontloaded into the bottom module, it's by far the most dangerous and also the most difficult to destroy because the exposed weakpoints spin rapidly. So the damage from the beams could be reduced a little and you should increase the spacing between cutting beams by reducing the rate of fire. This makes it more practical to stay on the floor and dodge between the beams as the developers intended instead of avoiding the ground entirely using increasingly cheesy methods that trivialize the event.
Secondly the drones are too much of a cheap shot. This event bombards you demands for your attention, staying on the activation pads, playing hopscotch over the cutting beams, dodging the lasers/chaingun and avoiding ambient glyphid spawns. All of those dangers have visible and audible cues, but drones are completetly silent. Drones should be more like glyphid exploders, easily visible and with a short delay before exploding where they stop moving and make a distinct noise. This gives players time to recognize and react to the threat.
When you have a Steeve, have it highlighted on the terrain scanner and prevent the perk icon from fully charging until the stevee dies. I'm tired of my old Steeve getting stuck somewhere without me knowing and then I try to go pet a slasher just to have my arms cut off.
Stone skin for the dwarves.
Can we have the option to disable the 1st person death animation? I find it to be confusing and disorienting to be locked into a "cutscene" and it's difficult to acertain what actually killed you in most cases.
Put back the old armor skins into the game as armor paintjobs (especially the old mk3-mk3 heavy gunner armor color)
Increase the Hoverboot duration again.
The patch notes for the new Lost Pack event say "If you see some lost gear scattered around the place, try to find a blinking helmet.". But in practice I haven't found any gear on the ground other than the helmet itself. So adding more discarded bits like armour shards, weapons, pickaxes and hammers etc would make helmets a bit easier to find.
Fix Not enough ebonite / cursite enemys spawning to clear the event on hazard 1 and 2
Add " Steeve will miss you " to the confirm quitting game screen.
I want a setting to make the mission selection globe bigger, that holographic meshworld thing is so coool.
A pirate hat cosmetic
Sometimes the bubble of the uplink has horizontal lines running through it, making it hard to see. Can this be addressed?
Make armor pieces around Lost Pack helmet easier to see. Maybe change their colors or make them bigger.
Can you add a new way to get cores that isn't time-gated? Or maybe a daily assignment that gives 1 empty core? Bcs rn it requires 17 weeks to get all overclocks (98 overclocks, 6 cores per week: 3 empty and 3 weapon-specific) :/
The taming sound make quiet at 10 DB, please...
Suggestion: Make a dope looking rinse station for Lloyd so we don't have to keep throwing the beer mugs around the station.
armour skins that match weapon skins so we can be all matchy!
Throwing Axes for all Dwarves with differing effects so that Driller's axe is still viable.
Gunner: Straight-forward AoE Explosive Damage if it hits a Bug
Scout: Stronger Single target damage and they travel faster along with the capability to be removed from large enemies if you have the balls to get close enough.
Engineer: Axe has a random chance to apply a status effect ranging from Electric, Neurotoxin, Pheromone, Radiaton or Fire.
Add an option to:"Mute audio on focus loss"
I want a beer that spawns in random enemies into the rig. it'd be interesting...
Requiring only six Kursite chunks to beat said machine event in solo is far too low. It was over before I even noticed (I had over 100 seconds left).
While it shouldn't be as high as with more people, it should be at least between 7 and 10.
Damage reduction on Field Medic when you're reviving a teammate. Or be able to have extra charges on the instant revive. One insta just isn't good enough for dumping 4 ranks into it.
Speed up the player and depositing. Be back after next patch.
Ideas for posters on a Space Rig:
Corporate Posters:
- "Together we can do impossible" - hand that hold a pickaxe (like when you salute)
- "Know your enemy - read the Manual" - an electronic tablet with some glyphids on it.
- "Know your weapon - read the Manual" - same thing with a some weapon.
- "Safety first" - with some safe helmet.
- "Well-kept tools are warranty of success" - some shining tools and weapons with toolbox nearby.
- "Corporate needs you!"/"I want YOU for a space mining!" - just add that line to poster with scout that placed in a Memorial Hall
Interplanetary Miner's Union:
- "If they don't care - we do" - a lot hands with pickaxes that salutes.
- "Defend our rights together!" - with a big Union's logo (may be over the corporate's logo)
- "Do your part" - a figure of dwarf that hold a weapon in one hand (for example - shotgun) and salutes with his pickaxe. On a background - Union's Logo.
- “Helping hand for miners, from miners” – two shaking hand, with logo on a background.
- “Save your comrades – save yourself" – one man help another to get up. “Leave no one behind” on a bottom of poster.
- “Work force is unstoppable” – pickaxe that cracks the planet.
Advertising posters of weapons and beers.
Of course, every of them can contain another information and slogans, that match with a main theme of poster.
And it will be cool, if propaganda poster will be in minimalistic style, like that one:
Mission map:
if you are not a host instead of greyed out buttons on missions Add "Suggest" button so on map near it will be, for example, triangle with exclamation mark / ! \ and if some one already Suggest this mission you will see "Upvote" button and icon will change, for example, color will change and\or it become triangle with two marks / ! ! \ .
Server browser should remember my distance preference in addition to hazard level filters
The haunted cave mutator is more annoying than anything. Running it with friends isn't difficult but it is super time consuming.
When I run it with friends, all we do is basically have one person be the designated "kiter" and essentially run laps in a cave so that the ghost chases them the entire time while the rest of the party does the mission. I can only imagine how horrible trying to do this by yourself would be.
That said, my assignment just now had the haunted cave mutator on it and I decided to wait the ten minutes for the missions to reroll and guess what, yep the mutator once again landed on my assignment mission. I just turned the game off. Yes, I would rather not play, than play a haunted cave mutator mission.
My suggestion? Rework it it some way. A think a great suggestion would be that if you freeze him, he stays frozen a lot longer, slowed a lot easier, etc. As it is now, this mutator is far more annoying than anything and I avoid it when I can.
Bosco currently has a single button for drop everything and come and help me. Which is nice but there are two other issues with bosco that come up alot. I play a fair amount of solo games and bosco, while useful is also constantly either in the way and making it difficult for me to swing my pickaxe or just eating a few of my bullets.
Or bosco is hovering above me annoyingly out of reach and I can't grab whatever crystal or egg he is holding, which makes it a little pointless to command him to grab things.
What about a pair of buttons, or a single button that simply command bosco to move down closer right beside you so you can grab whatever he's holding, and another to command him to give you some distance so he isn't in the way of your line of fire.
Not that important but just a little annoyance to me, not sure if it's the same with keyboard, but the startup screen says press A to continue, yet pressing any button on the controller continues, can the prompt not lie plz?
Needs to be a way to report servers with inappropriate names so they get blacklisted
A New Mission type:
The primary objective is something like the Black Box, or the final part of the Salvage Operation missions, but is set up around a gun platform akin to the Point Extraction. The area in which you can stand to activate progress is much, much larger. Progress is never lost, but it takes much longer to fill.
The gun platform starts broken, damaged, or in some kind of terribly reduced state.
In these missions, you can find a mineral type that is necessary for the repair and resupply of the gun platform.
Maybe the title of the mission type could be "Point Defense." The objective is to hold out against the wave upon wave of swarm that attack the gun platform. The swarm attacks can damage the platform itself. If the platform is totally destroyed, the mission fails.
What I imagine is having to dart out to quickly collect the needed mineral and then back to the platform for defense, or, at the higher difficulties and with a team, having to split the team up to defend and collect simultaneously.
I just really like the idea of having the minerals collected do more in the mission than allow supply drops with nitra. It might even be interesting to have the mineral needed for both resupply and the repair of the platform be Nitra, so you have to choose which to use it on.
since the dwarfs are very chatty now it would be nice to have a slider to define how much they should talk. Few = R'n'S and anything before U28, usual = all the rest (which at least i interpret as too much and annoying and no, muting is not an option)
A canteen built into or separate from the abyss bar, where dwarves can enjoy a variety of food and drink.
Example foods:
Boolo Broth: Finally a use for all those Boolo Caps you've been gathering!
Glyphid Omelette: So that's what Management wanted those eggs for.
Exploder Puree: Really the only dish that could be made out of their remains
Dreadnaught Steak: Who knew anger tasted so good?
Example drinks:
Apoca-shake: A refreshing, vanilla flavored brew, best enjoyed chilled in the sweltering heat of the Magma Core
Mactera Mulch: It tastes about as well as the gunk on the bottom of your shoe, but it's rich in protein.
Aqua-rc: A tall drink of water with a sprinkle of Aquarc powder makes for a surprisingly refreshing beverage. Perfect after a night of slugging down drinks at the Abyss Bar
CAVE GRABBERS ON CIELINGS!
They need a rework, you can walk into a room with a whole team and basically be forced to end your misison just like that!
The fact they pull you up is reasonable but the way they then hold you and slowly kill you until you're dead is not fair gameplay.
Many times we have entered an area as a full team and all been grabbed at the same time, just to be basically forced to end mission and 10 minutes of our lifes, they should at least not kill you...
Making them stop at a point would be more balanced and also applying some kind of debuff to you like a stun, but CERTAINLY NOT force your game to be ended, PLEASE FIX!
With the new pickaxe customization, I suggest that holding the salute key keep your pickaxe raised until the key is released. This would allow us to show off our fancy new pickaxe to our crew.
Add an option to customize Crosshairs Opacity and/or Colours
suggestion: add the loading screens to your backgrounds on the website. I want them.
Drinking Leaf Lover's Special would cancel the effects of Blackout Stout, and doing this successfully gives an achievement for it.
Suggestion: with the new pickaxe skins, an apply to all button would be a QoL improvement that would be much appreciated - having to change the pickaxe for each character/loadout is pretty tedious.
Suggestion, make the "ATTENTION" note in the Assignment "OBJECTIVE: BREACH THE CORE" in a red font or something to stand out much more. It took me a while to figure out why I couldn't abort the mission because usually there's just silly text at the end of descriptions.
Dreadnoughts should be simply unable to aggro to downed enemies, to increase the fight's difficulty by removing the cheese strat and to prevent deep graves
I find myself with much much much more blank cores than I can realistically use since machine events aren't the most common thing in the world. So I think you should be able to exchange a large amount (10+) of blank cores, for one random infused core. This would really be a nuclear option for people like me who have so many, because not only are you using 10+ cores, you don't get a choice of what infused core you're getting. Could be a gunner overclock, could be a scout mustache. This way machine events still have the excitement factor they have now since they would be VASTLY superior to exchanging your blank cores.
A section in the miners manual for buried minerals. They're often a missed factor of the game by newbies because they would dismiss the glowing rocks as just scenery. This can get really bad when newbies don't have any Jadiz or Enor Pearls because they don't know how to find them. Heck, when I started this game, I didn't know how to find them until I looked it up on the wiki, and before then I was blowing precious early game credits on these minerals. Having this info in the manual would save newbies a lot of headaches.
Put back the dark green-brown gunner armor paintjob into the game
Earlier, someone suggested to add rockets to the Drop Pod to make it actually look like it's using fuel to get back upwards "so it doesn't look like Drg is actually using elf magic to lift the pod a few meters in the air before reentering the hole it made to reach the cave." Player responses were mixed, 3
and 3
.
I'd like to add on to this suggestion- inspired by the 'new dwarf incoming' player-pods that are used when a dwarf joins the team mid-mission. When those reach the ground and practically explode, they leave behind the little drill bit on the floor of the cave.
How about the drill bit portion of the Drop Pod pops off upon landing, and underneath that is a large rocket engine that launches it back up into space? It would also leave a nice flat metal surface underneath where the Drop Pod was, rather than a large bulky hole.
I feel For Update 29 the "prevent latejoin character duplication" option (i know, its under options) should go next to the "private game" under the status menu. I think it is more fitting since you may want to change it more frequently based off mission selected and keep all mission related options with the mission status.
Most suggestions on gemini suggest reducing build time. I just want it to have half the build time entirely when you select the mod and keep the tier 2 mod which reduces the build time.
This turns the gemini into an insta place sentry since one the of the issues with the gemini system is that they take TWICE the build time to set up.
While everyone else goes on about the ammo consumption, I would like that to remain as a balancing feature of the gemini.
A more seasoned miner can micro the shit out of their gemini ammo consumption and is rewarded with an instant place sentry along with all the other perks of having two of the things but be too wild with it you'll run out of ammo quick.
I personally find gemini turns from a supporting gun which picks off the stuff you ain't looking at which is usually the case with the MKII, the gemini system instead turns into a main gun from my experience. With them up they'll pretty much take care of a sightline.
MKII really is better because it picks off the small trash and finishes off the stuff us dwarves ignored to look at bigger game.
TL;DR Make gemini reduce the build time to 2 and with the tier 2 -2 to build time mod, makes it an instant deploy but punishes being too liberal with deployment.
Add an gilded skin to pickaxe, fix strange gold face paint
An achievement for killing a bulk with a supply pod: “A Supplies Attack”
PLEASE TO GOD GIVE THE SHOP 'ELEVATOR MUSIC' 😂 👌
Add an "apply all" button to the pickaxe mod to avoid manually having to customize the pickaxe across all classes
A visual wave indicator would be nice. With in-game music switched off it is sometimes hard to tell if a wave has ended / is still going on, it is also losing some feeling of incoming danger. Maybe an orange emergency vehicle style light in the corner of the screen would do the trick. On a side note: while hosting with music off, the rest of the party was complaining that they - at least sometimes - also did not get the wave music.. but this is already some weeks ago and was maybe fixed in the meantime.
Buff Neurotoxin Gernades To explode immediately on contact with the ground instead of having to wait for a timer also make it so the gas cloud expands almost immediately to its full area of effect.
how about the arabic translation
I kinda liked the darker purple hair colour, how about we get that as another option? Looked kinda neat 🙂
@vague hazel in this statement, I've never experienced it... But does a secondary pod pick you up?? Interesting fact.
The escape pod always had a section on the sides to deposit but now it has standing platforms, which you can just jump on and deposit on the side before getting on the inside before leaving. They were there before but now added and actual standing platform that you can climb. @sage inlet
Give a slight buff to Experimental Plasma Chargers normal shot spread rate.
Can you make that hawkeye system prioritization will affect all nearby enemy who have the same type as a marked enemy? For exemple when you mark one swarmer, turrets will attack all nearby swarmers. That should make this mod more useful
Make it so when one dwarf drinks Underhill Deluxe and becomes small, other larger dwarves can pet them.
Can also work with the Malt Rockbreaker- one dwarf becomes large, and can pet other, smaller dwarves.
Can I pet the mini mules?
A perk to make it easier to see in sandstorms and other affects would be cool.
Suggestion: Allow players to rate and comment on maps at the end of a mission. This could be used to refine the terrain generation, and share out highly rated maps to other players.
Desperate-plea-of-a-suggestion: Please, please remove underground weather. It doesn't make any sense whatsoever, and it just isn't a fun element in the game. If we could dig out a small side chamber to duck out of the weather it would be more tolerable... I guess. All it does is grind the mission to a halt for it's duration. I know this is anecdotal, but I have yet to encounter anyone who find this to be an enjoyable element of the game.
Me and my friends think it would be cool if there was an "underground" glyphid fighting arena in the space rig where you could bet money on glyphids and lose or gain money. Mabey when you enter it puts you into a multiplayer area where other players are. You can put in glyphids (steeve) and bet on other peoples glyphids.
Not sure if ♻️ but I think it would be interesting to have a matchmaking option for promoted dwarves to be able to match specifically with green-beards in order to be a miner mentor
I think there should be a special sound track that starts when a bulk spawns
the ability to toggle off the chat colour and icon from supporter, or maybe be able to choose the colour
not very useful but just a qol thing idk i don't like the bright gold name
I think it would be cool if there was a universal grenade mod anyone could use that did ok damage, but knocks down minerals to grab. Short throwing range. It would sacrifice damage for utility.
About the constant problems of evac drop pod, can you do something about it. Like 4-5 random generated clean platform spots on the map so the evac pod always stay clean and accessible. It's frustrated to fail missions because the pod drops in weird hight or in the wall itself. Thank you!
I think it would be cool if certain perks had perk off branches so for instance, a steeve upgrade off branch could be multiple steeves or you could tame a more dangerous glyphid like a praetorian. now these upgrades would cost a LOT of points
add a crane to lower molly, and a little hatch that opens with the crane coming out, with molly atached, that lowers it to the ground
Would anyone be interested in each character having 2 utility options instead of 1? Gunner zipline/drills, driller drills/platform, engineer platform/grapple, scout grapple,zipline? Could swap them around a bit. It would allow more versatility in character selection.
Gilded paintjobs for the miners that better resemble the same color scheme of the gilded weapon paintjobs.
Random slot for cosmetics so we can look different every mission.
The batteries for the cargo crates should indicate how close or far they are from the crate itself, possibly how loud and fast it beeps? this would help with a lot with finding them, or finding the crate if you find a battery first
Would you please move the pickaxe assembly icons further away from the pickaxe preview? They overlap it slightly when viewing it from the broadside. I want to see my entire pickaxe to take nice pictures. Thanks!
(that or make it slightly smaller)
remove hazard 1
make glyphid trophy hunter not look like you duct taped some trash to your gun
More upgrades for Bosco, I love him how he is but on higher hazards I just can't rely on him to cover me for even a few seconds in a swarm.
Scout's grappling hook can only attach to the carriable objects' point in space and attract you to it. It would've been a nice touch, if instead it would either:
a) attach to the actual object even if it's moving, attracting you to it. Yeah, that would be physics-breaking, but we can already use two physical cartridges to fire one bullet in the game, so I don't see how it will be much of a problem;
or
b) catch the object with your hook and slowly pull it closer (with motor upgrade improving pulling strength). That would make a handy tool to lift objects up a vertical cave without needing to terraform it, while still keeping it balanced because it's a rather long, manual process.
(had to reupload because of a user vandalizing upvotes with reactions)
(To the devs) id love to see a story based mission, hell it would be even more cool if is about Carl. like maybe in a random mission it all starts with a camp Carl made that's got info, then starts the story mission the next time you go to the hub and meet with the the comms guy to start.
The " Timber! " line and the such upon killing large enemies with pickaxe basic hits should be more common
as an engineer favouring dwarf i would humbly request the option to equip my beloved turret with a tiny beard
What about new voicelines for when you you create a chain explosion with those bad boys
? Dwarves like big boom right ?
Add an animation for when a web disappears. At the moment, when you pass through it it makes a nosie then vanishes like magic.
Can we have more informations about mods in general ? For example, the Battle Cool for GK2 : "Killing an ennemy increases accuracy". How much ? For how long ? I feel like the player should not have to read a wiki article to have those informations about a modification. Also add a visual effect for this very mod in the game, like the one we have for Battle Frenzy.
The voice line ''mushroom!'' Should work for all big mushrooms instead of this rather rare mushroom which looks like every other mushroom
Can we please fix hightened senses so leeches don't drop you and kill you from fall damage. What is the point of this perk if you die anyway?
this new point extraction map is awful and needs a pass
This idea might be alot of work, but i suggest the consideration of some Molly (Mule) Customization and each time you load into a new Dig it will be a 1/4 chance for said active mule to be yours, (if the group is full when you started the launch of course.) And for our Long Standing Veteran Dwarves that Host games the prestigious (expensive) option to pimp out their own Drop Pods (Larger Fuzzy Dice, Disco Ball) with perhaps a Drill, Paint job/Exterior and Interior options.
this minehead is basically in a bunker. it took me 7 mins to find the bloody thing. i even had to break through a damn wall to get to it
I want a flamethrower that actually gives off light.
Lost helmets should stop beeping like a battery once you download the data from it.
An unique phrases for Machine Events when we point him with a scaner?...
Something like:
"Look! A tritilyte! More tough than our skulls!"
"Whoa, Overcharge Sprinkler! Time to smash some ebonite bugs!"
"Kursite Grinder! Get ready to kill a bunch of infected roaches!"
"Omen Tower! Damn that smart-ass who suggested to deploy that things!" etc.
mini mules should burn in machine hell return to drop pod. unlike molly they have nothing to do after they get fixed. their constantly getting up and sitting down noises get annoying
Doom soundtrack over hazard 6 swarms 💯
a future re-model to the supply pod? somehow grabbing ammo and health out of a rectangle of six flashing lights seems.... strange.
It would be nice to have a way to upgrade your grenade throwing distance
I think Steve needs a religious movement behind him. Also Steve should had different names based on the base bug, like “Basic Steve” “Slasher Steve” “Big Steve”, etc. Steve is life, Steve is god, all hail Steve!
Like can they stop fucked up scout armor color ? They add more blue that everything... other class have a color balance like the gunner up there....
Automatically switch to the class that you select with the arrows in the equipment menu, as opposed to having to press the "Switch to ..." button. Really annoying to spend a bit of time changing mods around, then having to run back to the equipment menu cause you were about to enter a mission but forgot to click the damn button. Or at least give the option to turn on auto-switching.
Steeves take too much damage from Exploders, up to 20% depending on Steeve and difficulty
Some damage reduction would be great
idk if this has already been suggested but the ability to change reticle color would be helpful for those of us who can have a hard time seeing the reticle.
Suggestion: Allow the promotion terminal to also function as a mineral trade terminal so that if you're short something you don't have to respawn or run downstairs, you can quickly get what you need and get that promotion!
- Narratively Connected Deep Dives
What I would really, really love, is if the three deep dive missions were connected thematically. That the objectives carried from one to the other, beyond Nitra Collected. To that end, I have this idea.
= Extraction Deep Dive - Salvage Operation
- Mining Expedition
- (New, Deep Dive Exclusive) Point Defense
= Hive Assault - Egg hunt
- Elimination
- (New, Deep Dive Exclusive) Hive Elimination
The theme of the Extraction Dive is to collect resources to repair and defend a lost mining station during recovery.
The theme of the Hive Assault is to weaken the defenses of the central hive, which you eventually destroy, and to recover BET-C's to help in the final assault.
In the Extraction Dive, the primary objective of the first two missions has an objective that is both the Primary and Secondary. The primary functions as the minimum, the secondary as the maximum. For example, you would have to recover 3 mules as the primary, and can recover up to 8 as the secondary. After the primary is complete, you may call the drop pod at any time. Completing more of the secondary objective is helpful in later missions. Example:
Each mule provides more cargo capacity for minerals > the more minerals collected, the more you'll have for the initial repair state of the mining rig.
In the Hive Assault Dive, completing the primary objective weakens the final swarm, and completing the secondary gets you more firepower for the assault. I think it'd be interesting if the Primary objective was "as many as you can, up to whatever limit is imposed by the seed generator."
I posted an earlier suggestion for a mission type I called Point Defense which you can reference. The Hive Elimination is a similar, but inverted idea. A central bug structure with lots of layered defenses and swarms, which you have to get to and destroy.
Add an upgrade for bosco that provides a noticable flat speed buff
Upon Steeve being killed, he will remain lying dead highlighted for 30~ seconds, just like he does when he is killed by a supply pod.
Players can interact with him and pay their respects to the good bug.
For the Warthog it would make sense to remove the bigger pellets mod and build it into the base weapon. No matter where you put that mod it will be an auto take. Would then also allow for a more interesting mod like fear or blowthrough to take its place
When Steeve gets killed, his corpse is still counted as your pet until it desintegrates, so you can't have another one. Could you make something like when he dies, he isn't counted anymore, so you can easily pet another one ?
Suggestion: Copy one appearance wardrobe from one configuration to another
A suggestion to replace Widemouth Refill Port
For the Engineer that never wants to stop moving. It will have the drawback of not being able to respond as immediately to a threat as quick deploy, 8 seconds is a long time, but you can drop it and keep moving and be assured your sentry gun will eventually start doing work. Note that you can't hit it to make it build faster. It can only build itself.
Suggesting a setting we can change which sets the default screen DRG loads on instead of just using the OS primary. Even if it's buried in GameUserSettings.ini file so we can adjust manually
Remove Build Time on Engineers turrets or significently lower it on haz 4 / 5 enemy waves spawn way to fast to be able to build notablly with gemini system this would also make it so engineer would be able to build on the fly while running away.
Change the Gemini System turrets so that they have different colors. #1 should always be blue (new turret texture, current build hologram color), #2 should always be green (current turret texture, new hologram color). This makes it much easier to tell which turret is where, and which one you currently have selected.
Add same gun skin variant for the turret Relic, ect....
an option to have team depository visible at all times.
Steeve is immune to sticky flames, but not to ice trails. In my opinion, he should not be affected by the ice trails too, especially after the nice buffs of the cryocannon. We use it much more than before and this makes Steeve less useful.
Can we have a new dance in the game for the jukebox? Something like this for those who love to dress Engineer as Robotnik?
A result screen emote where you show off your pickaxe
I would like to see my pickaxe in the pickaxe stand (terminal) - didnt find that suggestion anywhere.
Would like to see Boscos fill up 2 and 3 man parties to soften the difficulty of having fewer than 4 players.
I don't know if this was suggested before... but how about having to escape in the drop pod when u abort a mission, that if you do, mission control sends it down, and you can save yourself to maybe bring some resources with you and to show as survived on the result screen.
Found a bunch of rare minerals scattered underneath a radioactive crystal- As well as loot bugs, can Huuli Hoarders become immune to them?
Perk: Intimidating. Chance to fear enemies while sprinting towards them, with the likelihood increasing as you take damage. Alternatively (or additionally), if you're within the aggro range of only 1-2 medium/small enemies, they won't attack you out of fear. This makes it so stragglers and single bugs will stay away from you, but groups will attack you as normal.
Can we get a Discord-bot (or something similar) that lists all currently-available missions? Would be usefull for the Warning milestones, or when you need to farm a certain mineral.
Some ppl would like to have another position of the 3rb person view camera. They complain about they can't see where their fellows are shooting because the targeted sector is behind the drarf.
How about instead of Dwarf saying that there's stone on mark when marking terrain with Aquarq he'd say that there's aquarq underneath?
idea: drop pod extraction timer based on distance between mule/minehead (i.e. 50m = 2 min, 200m+ = 5 min). make timer more tight for haz 4 and 5. maybe give haz 1-3 the full 5 min to make the game less confusing for newer players. goal is to make getting to the drop pod more exciting and intense vs just afk-drilling to it
Suggestions : Flamethrower and Cryocannon can heat and cool the air. When you get the ailment of getting burned but you are shooting cryocannon it will lower the burn in the vicinity of the shot. OR flamethrower will help mitigate cold temperatures. I heard something about lighting of the flamethrower should also provide lighting.
Give Lloyd a black, curly mustache.
Improve glyphid ai: Make able glyphids warriors (or add a new glyphid digger) digging a holes, but, only one digging at a time. Others follow's him in tunnel. And make some glyphid tactical alghorytms for that, like hiding maybe.
Ability to pet slasher/guard only at max perk lvl
Change elvs-like magic petting animation to brutal dwarf pheromones syringe stabbing
Guilded pickaxe paint
Gold reviving flask for supporters
Ability to order default glyphid slammer too instead of only premium version to supporters
This is for a biome specific equipment or perk, Glacial Strata, Ice Spikes for your boots, would slow you down but stop you skidding across the ice
Custom steeve name, custom songs on jackbox
Mission last name: Back (bare back lololol)
Overclocks on third weapon. Actually i want to see stone spheres instead of platforms. Don't reject falling damage, not too good to jump on, but deals damage! Gunner can shoot half double zipline. Scout can shoot much shorter ropes, but triple. Driller can dig a much smaller holes, but with increased movement and digging speed.
Allow users that drop for some reason to re-join Deep Dives, if its within 5(?) minutes, with the same playerstatus they had before (spawn dead if they were dead before, with same ammo count etc).
I don't know if anyone has suggested this...
#1 Shove: push players back a small bit. (random people block off exits and i cant get around them so it would be nice to be able to push them,
(usually in the main area, where the player rooms are)
#2 Dorf toss: sometimes we don't have a gunner to give us zip lines, might as while toss your friend over to the next area?
just a thought
Make Driller's drills have the same paint job as his armor.
allow players an option to send a friend request to people in their session
when you mute someone (mostly if he is part of the open mic crew) let him stay muted. maybe this is a bug idk because for now it resets once you enter space rig or start a mission
Deep Dives should give less nitra in the mission with each descent.
Doing last min EDD with scout after being away for a short time only to learn pheromones are nerfed into uselessness. I think that was a bad idea. It's like giving the Gunner a bubble shield that maybe keeps the bugs away but most will pass through anyway... No dwarf would ever use such temperamental equipment.
Revert the change to Pheromones.
Change the color of the breach cutter beam into light blue if you have the High Voltage Crossover overclock equipped.
And change it into red if you have the Inferno overclock equipped.
Contextual victory poses:
It’d be nice to be able to set up some contextual victory poses. Get the most kills, super hero landing. Get most mined, drop down the giant red rock. Get most revives, that’s double drinks. Get most deaths, that’s finger guns. Having some variety would be nice.
Hoverclock should reset on weakpoint hit, at this moment it's either inefficient to use it against grunts (cus it resets on kill) due to high ammo cost. And it's barely useful against bigger targets.
Make an achievement for doing a Hazard 3 (or higher) mission with melee only?
This is the 4th time I'm complainin about Naedocyte shockers ---> Can you at least make those not to slow you while in IRON WILL??? Not only their slow is enormous but you can't do shit while in iron will even.. not to mention they can spawn in glacial where you get plenty of slow on your ass
More aesthetics to the salvage drop pod such as
cracked screens on displays
bent, dented, and cracked armor Plating
damage to the drill
misaligned Seats
stuff stuck on/in the armor plating, such as glyphid claws or old equipment
Sparks, lots of sparks, especially on the door
maybe a couple of explosions from malfunctioning engines when leaving
"It's a bug thing"
What if you make this perk as Beer's effect? This is useless perk like a passive perk.
https://steamcommunity.com/app/548430/discussions/3/2149847423920544669
this door should be opened as the mule descends and the door should be closed as the mule returns to pod again
Buff the Light Weight Rounds overclock (Stubby) Peneltys to be less or make it a clean overclock
Better Pathfinding for the MULE. It shouldnt use Tunnels that are not reachable by players. Like Supply Pod Tunnels that are too high. Especially then you solo and dont use Driller it can ruin your entire game.
Make helmets affect your first person view. Probably, making it another piece of ammunition we can choose modifications for.
To let funny "hats" make sense, make choice of hat for spacerig and helmets for missions separated.
Assignment Board
When you go to select your promotion assignment show all the ranks you've achieved, your current prestige level and highlight which rank you will earn by doing the assgnment.
The mission select should be similar to the way Monster Hunter World's quest selection, where anyone can post quests and players have to join them, this would likely stop dwarves leaving the moment they've finished their assignment mission and could submit there next needed quest.
add a violent brutal
Finishing off like in doom eternal
they should change the hoverboots key maping to double tap space bar to activate that would be so much easier. I never hit c fast enough to actually save myself. and its a "long press" so usually i take damage before it even activates.
Could be cool if promotion level affects on a dwarf's phrases, at least in a Drop Pod.
Like when you landing:
Not promoted - some nervous and distrubed phrases like "I can do this, I can do this..." or "Please, don't leave me in the dark"
Promoted - stalwart and courageous phrases like "I did that a hundred times - can do another one", "Let's have some fun", "This bugs are nothing for me." etc.
New mission type: “Exhumation”
“This will be a dirty job, but company wants that you do this. Our IT-specialists decoded an encrypted signals of some employees of other corporation, that were here before, but leaved the planet’s orbit. This guys probably dead already, but they have a some technologies that our RnD wants to research. Bring it to us, boys, and don’t tell about that. ”
Mission for promoted dwarves, cause “company doesn’t trust a greenbeards”
It based on a “Lost Pack Encounter”. We landing in some area and search for helmets or part of equipment that makes a specific noise. Then we download an information to a map, and search a dead body somewhere in a secret room. Take a stuff bag (similar thing that drops from players that exit game) and deposit it in a Mule. Repeat for a few times.
Yes, it something like an industrial espionage. And yes, it could be dead body of human. Dwarves could comment it, like “This job isn’t for human”, “Huh, poor tall one - he had no chance.” etc.
Or it probably could be a Deep Dive objective - unique one that based in mechanic that already in a game, like Black Box.
The Weekly assignment for extra payout should allow you to choose which resource you want to receive instead of being random
Another event where you could call a big ass loot bug with some lure (like gold). This would ofc lure more small loot bugs but could lure some other emeies.
Maybe there could be a chance to lure a big loot bug or just a detonator (some % stuff idk). inpiration came from a post in #drg-memes-no-talk from @granite yacht this gif https://thumbs.gfycat.com/AstonishingOnlyHarrier-size_restricted.gif
starship, troopers, space, scifi, promotional, trailer
Holding V will keep your pickaxe in the air. Let us share our pickaxe fashion for longer, and let us admire our glorious pickaxes
"randomize" button for armor/pickax cosmetic menu so I can spin a roulette wheel on my Dwarf/piackax's look
Suggestion: Separate the livestreams from the Ghost Ship Games Youtube channel, and make a new channel just for the livestreams. Sure, while you might not post much aside from trailers, all the livestream VODs just clog up the video list on the channel, and it just doesn't look all that nice, what with the lack of consistent thumbnails.
Animation suggestion: When picking up proximity mines have the blinky sticks retract one by one back into the ball.
Here's a suggestion: dont give us a detonator and huge mobs and opressors when we have to stay in range of fuel cells. Kinda BS.
QOL Suggestion: Lost gear should be weighted to spawn more frequently on salvage operations. After all, dwarves have lost their mini mules, drop pod, and lives. Where's their equipment?
Suggestion: Allow barrels to be kicked by a dwarf in midair so we can do sick barrel hoop plays
option to set victory poses on a blacklist for the random picker
Add in one-mission consumable items such as health packs, shield rechargers, extra ammo pack, deployable (destructible) mini combat bots, placeable area lanterns that you can pick up and move (maybe they have a limited life or they last for the whole mission), armor plates that can be broken, and so on.
Give us something to spend credits and minerals on besides cosmetics please.
Instead of having enemies spawn of out nowhere, dynamically place glyphid tunnels under cover of a dust cloud and flying rocks.
These could be pre-placed to indicate a glyphid presence and also spawn anywhere during waves, with a limited population within a certain area.
They could range in size from swarmer tunnels, grunt tunnels, and even tunnels large enough to accomodate oppressors and bulk detonators.
Enemies would spawn out of tunnels within, say, 100 m of wherever the dwarves are currently located.
Enemies would pour out of these and move to attack the dwarves.
Proximity mines would have to be taken into account, but this could be countered by having sufficient tunnels in the area.
If there aren’t enough tunnels, more would be spawned.
Enemies would spawn sequentially in the back of the tunnels as room is made for them and pour out in a constant flow, simulating an ant swarm pouring out of its nest.
Increase the number of enemies that spawn, especially on higher hazards, but decrease their spawn rate slightly to help framerates (if it’s a problem)
when dwarves use special attack they should use the other side of the pickaxe
Be able to freeze Trawlers and Shellbacks?
Boomstick Clean Overclock: Might Makes Light-- Small damage boost; Muzzle flash is extremely luminescent, illuminating whole caverns for a split second
I have a couple new victory pose ideas: Skullcrusher: The dwarf takes out the severed head of a glyphid and crushes it in one hand. The Victorious: The dwarf drags a dead glyphid behind him and throws it in front of himself and then puts a foot up on the head with his fists on his hips.
Scouts black skin.. With gold details of the supporter
Headbutt perk a fair cooldown of 60-90 sec depending on the size of the enemy and can cause drunken effect or a down for the dmg hike of a pickaxe power slam or such
Better Matrix Core payouts. As it stands for every 6-8 cores I get, 1 is for a class I actually play. It feels really un-rewarding tbh. (edit: spelling)
Exhaust Vectoring should be buffed to +3 damage so its worth picking over Oomph.
The description for veteran depositor still doesn't mention the minehead for PE missions.
I also think the perk is a tad underwhelming, so it would be cool if it also applied to drop pods since those have deposit boxes. This would include both drop pods at the start and end of missions as well as derelict drop pods in salvage missions.
Give players a rare chance of discovering lost cartography from dead/M.I.A dwarves, which can be examined only by promoted dwarves. Pieces of cartography must be gathered to slowly unveil a map/cave system/ planet logistics/pieces of lore to unlock a new challenge/campaign/mission. This implementation gives purpose in the cave-grind, something to look forward to. Could be the "end-game" of it all, getting big lore answers when completed.
Different biomes offer new versions of regular detonators and bulks,
like in glacial they freeze on explosion, on fungus they leave a poisonous cloud,
and like exploders in radioactive, have a nuke bulk that leaves an radioactive zone on explosion
Have an option to turn on subtitles for audio cues for people that are hard of hearing/deaf, such as for grabbers, spitballer awakening noises, dreadnaut fireballs, etc.
Let us earn badges based on certain achievements that we could add to our armor, weapon, or portrait. Things like "Completed x number of deep dives", "x number of revives", "x number of haz 5 completions", "x flamethrower kills", etc...
Highlight the uplink and power cell objectives in the mule-hunt mission when Ctrl is pressed. Or stop spawning the uplink objective underground where it cannot be seen.
Make the uplink and refuel drop in salvage missions fixed in the terrain so they can't be excavated down in the terrain. It's being somewhat "abused" (ignoring waves).
The fact that whatever you have in your pockets will still be added to the team depository when extracting should be more clear. People are still risking their lives trying to deposit that damn 20 gold, not realizing they can just run to the pod in safety
Give (defeated/repaired) BET-C an outline when pressing Ctrl
If someone enter from the middle of the mission the team could vote if that person deserves to receive the bonus
Make it so that the deposit box for the drop pod won't bulge outwards but flat like the one we get in the mine head from point extraction. I found out I keep knocking and bouncing off from this bump whenever I try to land on the tiny sidewalk to deposit extra minerals, quite annoying especially when the drop pod lands in an awkward position sometimes.
One message removed from a suspended account.
Make plascrete compound mkII work at any fall height and negate 100% fall damage. (as opposed to now where it only works for shorter distances and only negates partila damage)
The game looks 10times better without flashlights on but the problem isnt only because of the light itself its because the light shines also on the weapon, it should shine past the weapon.
It would make the weapon skins more flashy and the reflection of the gun wouldnt blind half of the screen.
Posting this here because I can't get it to show up in people's reddit feeds for some reason.
https://www.reddit.com/r/DeepRockGalactic/comments/fv1ry2/untitled_lmg_platform_clean_overclock_suggestion/
0 votes and 0 comments so far on Reddit
the thicker the platform (heightwise), the more fall damage it should reduce. it could be balanced with diminishing returns or a maximum fall damage reduction.
As a player coming back after a few months, I think there should be alerts to new content added when one of those features is contained in the dive I am on
An option within the Memorial Hall to change the Statues between Gold and Stone if both are possessed
What if gunner zip lines had ammo based on length, so instead of having x zip lines you had x meters to use?
Cargo pods should give you items based on what class you're playing as at that moment, and not random/the same class for every player in the lobby.
New mission type, available only as part of assignment - you need to go to certain spot in cave and place a machine event there. After completion, you will be able to infuse your blank matrix core. This will allow players to surely receive 1 matrix core each week, instead of pure random.
Machine events should have some platform around them, and core infuser should spawn as part of this platform, instead of spawning somewhere near by. This will prevent core infuser from going underground.
add this as a head skin plz XD
would be awesome if the own movement isnt tied to the connection issues and lagging out. teleporting around. glitching away and climbblockades
I think it would be cool if your lobby, like the memorial hall, had some progression, for example as you unlock weapons you see them hung up on the wall. or as you complete challenges more decor shows up, maybe a glyphid trophy gets hung up on the wall. this way when other players join your lobby they can view the various achievements you have done. I think it wwould also be nice to see the memorial hall updated, maybe reorganized and see some more progression with promotions
also would be fun to have some barrel related competitive game to play while in lobbies waiting tp start a mission. or any interactable things to do with friends in the lobby, maybe a dartboard, maybe barrel bowling, maybe bowling bowling.
Zhukov Nuk17 spins should be able to be continued endlessly if you hold down R, then stopped with the end of the animation when you let go. Nothing really interesting, just something fun.
Same thing for the bulldog, the ability to spin the gun like a gunslinger would just be endlessly fun.
can we carry the loot bug? just hold E then we carry it light as a plushe , I felt bad for the loot bug got killed after the Bulk Explode blew up
A possible buff for the hawkeye - make hawkeye sentries stop firing when they can't deal damage (oppressor front, for example). The general consensus seems to be that the defender is superior, and while I don't expect this to be enough to offset that it at least gives more reason for people to consider an alternative.
the jumping and landing camera shake animation should be client-side. In laggy lobbies, it takes a good half a second for especially the landing animation to play because the host needs to verify that the player has landed, and during said gap, you can't jump again. Assuming players with a good connection get near instant landing animations, it'll give them an unfair advantage simply because they can jump more often.
I made a suggestion for making the Today's Special drinks more logical: https://www.reddit.com/r/DeepRockGalactic/comments/fvhme3/suggestion_make_the_prices_for_todays_special/
Current prices:
Dark Morkite: 2 bulbs
Red Rock Blaster: 1 bulb
Tunnel Rat and Rocky Mountain: 3 bulbs.
Here is how much I think they should cost and why:
Dark Morkite should be decreased to 1 bulb. It is very limited in usefulness. Even in morkite missions, players almost always go to the end, in order to find extra gold, minerals and brewing ingredients. There is always enough morkite if you do go to the end. Therefore it almost never has an impact on gameplay. It's only really useful on Deep Dives where you want to get out ASAP – and there is no guarantee that there will even be a morkite objective. Therefore, due to its low value to players, it should cost only 1 bulb, OR be reworked to have a more general use at its current price.
**Red Rock Blaster should be increased to 2 or 3 bulbs. **It is by far one of the most useful, desirable and valuable brews. It should not be sold at the lowest price. It has a significant positive effect in all missions. Based on the current prices, it seems like the devs consider Red Rock Blaster to be the least valuable buff -- even less valuable than Dark Morkite. This is not logical. The price must be increased to match its potency.
**Tunnel Rat and Rocky Mountain should be decreased to 2 bulbs. **They are useful but they shouldn't be priced higher than Red Rock Blaster. They aren't game-changing enough to be sold at the maximum price. 2 bulbs is a more reasonable price; these brews probably are not going to save your game, so 3 bulbs seems too high, but they are convenient and have a positive impact on most/all missions, so 2 makes sense.
24 votes and 5 comments so far on Reddit
Relic pick axe ? That fit with the gun variant ?
Can assignments be made so that people can do missions in any order? Or perhaps some incentive to help other people with their assignments? As is, people can't work together towards assignments unless they are on the exact same assignment and are on the exact same mission in the sequence. The result is a mission typically counting towards the progression of only one or two people in a four person team.
we need to be able to slap the eyes in the radioactive exclusion zone
can we make it so steeves dont try to attack exploders
Up conductive bullets on the stubby to a 50% damage boost (possibly rename it to superconductive rounds to separate it from the NUK17 version). Since the stubby rework there is no unique benefit to this compared with weakpoint damage unless you have a low accuracy. Both mods essentially act the same if you are fairly accurate, with weakpoint damage losing out a bit on occasional misses while conductive loses out a bit before electrocuting. The bit that doesn't work is that it's encouraged to change targets after electrocuting a target with an electric build, so why the need for conductive bullets at all when weakpoint damage can do it all? Changing conductive bullets to 50% bonus would raise the viability of hybrid builds and make taking the time and effort to synergize with electrocution overclocks more worthwhile.
Alternatively, allow stacking of electric damage.
I have a little suggestion, can hair be a separate cosmetic, so goggle and eye stuff can be put on and have cool hair too, it seems kinda off to have awesome hair and then be bald when equipping giggles or visors or something, just to make it more customizable
An example would be the equipment that you can get skins from. You could have a text pop up that says "....there is a helmet somewhere to discover which can lead to additional loot!"
Could the volatile bullets mod for the subata driller pistol also apply to frozen enemies so that it doesn't require using the crispr flamethrower.
Seems like it's the only mod in the game that only works if you use a specific primary weapon.
Since bonus damage to frozen targets would exploit the double damage multiplier and break balance. Perhaps shooting a status enemy would cause an small elemental aoe that does minor damage and status buildup to neighbouring targets (2 max).
Could rename the mod "Catalytic Coating" then.
Supply Pods that do not have any ammo left in them shouldnt show up when bringing up the laser pointer except on Oxygen maps. The supply pods that spawn into maps that you can sometimes fix bug out a lot and show up. I really hope you guys take another look at these pods because they are usually never worth the trouble either. Also sometimes called in supply pods will be blinking as if it has ammo yet it doesnt and still show up on highlight
I want to drop pod to have an bar.
Fix direct hit that 40 mm pgl has. When u shoot and directly hit something with armor - direct damage disappear . Sometimes if u shoot at part of bug without armor, direct damage can disappear too. I think it need be balanced, so it would do damage through armor (lowered) and then it become more comfortable to use unlike now when u lose all damage.
This problem especially hurts hyper propellant overclock which extremely buffs direct damage.
Armour-breaking should allow your weapon to slowly damage oppressor armour and make glyphid grunt guards keep their legs away from their mouths to give these mods a proper niche vs armoured targets.
An unstable PGL overclock that replaces its grenades with dummy huge shotgun shells. Based on the M576 40mm buckshot rounds meant to be used in certain grenade launchers.
One of the voice line subtitles has a spelling error, where they say "Okay, this is not happening!" the subtitle reads "Okat, this is not happening!"
Currently, the thunderhead OC "Combat mobility" lets you move at 65% speed instead of 50% speed while shooting at the cost of 2 direct damage. My proposal is to boost this to actually being faster than regular move speed, at maybe 115-150% or so. It would still be weird and niche, but it would also be possibly worth using at its cost, and also fun/interesting/unique
With the roll control OC, the release angle of the beam should be indicated on the UI and you should be able to change the release angle before you fire the beam (eg by holding right click), instead of adjusting it mid-flight.
Fix armor peircing shots being affected by armor damage reduction when they should not.
the M1000 Classic could have a laser sight when the focus is active, it's like a warning to the other players not to be in front of the firing line
allow the scout to rappel with the grapple hook. often objects are up super high and falling down to damage seems like a weird design flaw. wouldnt overpower the scout and would allow for more explorative approach to certain areas. spelunking down chasms would become very easy. obviously the length of rappel would be equal to the amount of grappling hook distance. maybe even allow the possibility of swinging.
A volley Grenade that you can throw above enemies that shoots a concentrated volley of explosives underneath it.
A very small nerf to macteras they come in massive swarms have a decent health pool making it harder to kill swarms and hit very hard considering how many spawn at once this is most problematic on hazard 5.
Not sure if it was already suggested but: add a timer for people who crash or disconnect from a deep dive to come back. My game crashed twice today for no reason and I cannot start a deep dive again.
Suppressors. Adds accuracy, hollow point, slower bullets, and reload time. Adds a chance for a swarm not to spawn if all team members are using suppressors and also adds a chance for a glyphid to chase a teammate in close proximity instead of you if they aren't using a suppressor.
Slugs. Adds Accuracyand flesh damage, no spread because single projectile
A quick search didn't turn this up so, maybe a poke with a pickaxe should suggest to Steeve and Molly to move out of the way when they aren't actively fighting. Same with drills.
Make the dwarves fart on occasion, with dialogue "Damn that stinks you dirtgoblin"
Give a micro buff to thunderhead auto cannons reload time its far to long.
Have the ability to see your previous mission stats or group stats
SCOUT
Deepcore GK2 - versatililty proposal for U30
move Increased Caliber Rounds from Tier2 to Tier3
move Improved Propellant from Tier3 to Tier2
A B B A B is ok currently but won't give you a very satisfactory build when opting to higher spread, it is still more viable to go with more ammo
A B A A B this propsal yields a much more balanced build if the player is able to deal with regular spread not compensated by Floating Barrel in Tier3
This gives players options to use the current offmeta GK2 in a more useful builds at either the cost of more DMG vs spread and further give the the option to go for more ammo and slightly more damage then currently available when opting for ammo.
A small (real "life sized" instead of giant) statue in the memorial hall for all the Steeves who have sacrificed their lives in defence of DRG miners
Change crauss detonators to explode gold shards or chunks instead of turning near by walls to gold this will reduce the tediousness of having to mine all the gold.
How about holiday specific skins? Summer time? We have dwarves in bathing suits for you. Halloween? We have spoogy ghost scout for you. Christmas? We have Santa Karl!
Could the Impact Axes be retrievable after impacting a target? The amount carried could be decreased significantly to counteract the change, but the ability to either pick up missed axes or pick up axes out of enemies would be a nice addition and make Belmont Drillers a viable idea.
Also I'm addicted to hearing the impact noise and the visual effect of it too.
Another idea for a class, Marker Javelins.
-Akin to the Scout's flare gun flares, the Marker Javelin can be thrown at an enemy and stick to them, blinking a bright red and marking the enemy stuck by one on the cave map.
-They have the light life span of around 5 minutes, and are seeable on the map for about 2 minutes. It would be nice for enemies like the Glyphid Menace or the Hoarders so you can't lose track of them.
-They'd also do some pretty good damage, as you're throwing a sharp metal rod with a blinking tracker on the back of it into something fleshy, so it makes sense they'd do a reasonable chunk of damage.
-It's also to make sure people can't just throw one into a loot bug repeatedly, filling up the map with the red markers of a gosh darn loot bug. They'd kill anything below the health pool of a Glyphid Grunt, so it's mainly meant to be used on more beefy and dangerous targets.
Suggestion: a hashtag for the video competition so we can see the submissions