#suggestions

1 messages · Page 80 of 1

wraith forge
#

I wish drg as a community could do something to help the quarentine situation. Maybe thats too pie in the sky. Like for every 10000 oppressors we kill, masks got sent to hospitals or something idk. You could call it "fight the bug event" lol

outer flame
#

Replace the elevators on the space rig with jump pads, both to make it easier to get to the top deck but also because dwarves are hardy enough to take a few ceiling-inflicted bonks to the head.

kindred raft
#

I think it would be super cool if we could see our personal progress towards the union goals!

lone tusk
#

Either more difficulty levels, or some kind of custom difficulty settings with appropriate hazard bonus calculations.

I'm kind of stuck at the point where, when playing solo, I can always win a Haz 2, but it's probably less than 50/50 for a Haz 3. I'm not sure whether it's the extra enemies or the extra enemy speed; but I'm getting my arse kicked. It feels like a Haz 2.5 that comprises Haz 3 speed & strength and Haz 2 enemy wave times and numbers would hit the spot.

Being able to select a truly custom difficulty with Haz 1 - Haz 5 sliders for each of the variables that gets tweaked as the difficulty goes up would be kind of awesome.

unkempt idol
#

Please make pinging with the laser pointer not interrupt Second Wind.

shrewd orchid
#

On the topic of @round kiln's idea, which i originally had :

Keep it exploding into gold on walls, howhever add some extra gold chunks in it.

Current crassus is not that well rewarding, and its often simply not worth the effort for, say, duo players. Some soloers also cant bother grabbing all of it.

Gold chunks would increase the max reward by a lot and would also reward people who dont want to take their sweet time to mine everything in the walls

true arrow
#

Give Gunner stronger: OCs, damage or MODs to his big main weapon, he is supposed to outshine in DPS, not be competitive. When MODing the Drillers flamethrower to pure damage, he outshines the Gunner in DPS. Most battles versus the bugs are big clusters of enemies that die fast. Naturally, the Gunner has more DPS over a long period of time, but has no time to build this DPS. (Do not dismiss this: Ability to kill with long range is less important than close quarters damage, as we fight in close quarters 80% of the time. Flamethrower and the minigun both get low on ammo quickly, there is no inequity there.)

formal garden
#

A stubble for a beard slot?..
Gunner has it on concept art, but doesn't has in game like a cigar, but we asked for this before for one hundred times

shrewd orchid
#

Spitballers should not be able to change targets mid attack.

I dont like when im killing one aiming at a friend and it does a 180 for no reason

runic dust
#

Could we get something like the Breach Cutter for the Driller? The first time I read about the breach cutter I was shocked that it wasn't for the driller, it truly seems like a weapon made specifically for them.

While I don't want to suggest anything that steps on other classes toes, the breach cutter's gameplay is quite a lot of fun, and I'm one of those masochists who enjoys the driller and it'd be nice to have some type of weapon that emulates the breach cutter.

twin umbra
#

Maybe something like a harpoon gun?

tired kindle
#

i wish glyphid wardens had some tyranid synaptic backlash when they were killed, maybe dazing their buffed allies

rustic pulsar
#

Change the "Bring Your A-Game" and "Like A Well-Oiled Machine" achievements to unlock if the mission is done on a hazard higher than one required for those achievements. These two and "Karl Would Be Proud" are just the same achievement, only bound to different hazard levels, and I don't feel like it's meaningful enough to make players do the first two if they can do the hardest one first.

vocal breach
#

can we please fix the gunners shield disappearing when throwing it from high? the amount of times its has disappeared is depressing and could have easily protected my team mates if it didnt glitch.

edgy ocean
#

You should remove the blackscreen transition when joining a mission in a regular or personal drop pod. Before the patch these two cutscenes were seamless, you drill down towards the ground, impact, then the doors open and off you go. But now sometimes the screen turns black and all sound cuts out momentarily just after impact.

terse goblet
#

finally experienced firsthand that the PGL fat man overclock rad effect blocked flamethrower fire

sullen socket
#

Crucial Suggestion: Let engineer pick which Gemini Turret to recall. I suggest maybe hold "R" for turret #1 and "T" for turret #2 but idc how it's done. ATM it's almost gameplay breaking when a turret that's already in a perfect spot HAS to be moved just so I can put the second one down somewhere else

warm basin
#

Merchandise wise: some of the ingame hoxxes propaganda posters, id buy several

vivid cedar
#

Change the loadout system so we have 3 slots applied individually to each loadout item, instead of 3 slots that each control all of the loadout items at once (in addition to all cosmetics).

Right now, if I have slot A using a tranq subata alongside a sticky flamer, but then decided I wanted an automatic subata with that, I either need to redo the subata in slot A, or create a slot B with everything the same as A but the auto subata. But creating a new slot is tedious and I have to manually copy changes across slots (for instance if I get a new pick part or change my hat, I need to install it on all 3 of my loadout slots).

Individual slots lets me just use swap over to Subata B, while keeping Flamer A, Pick A, and outfit A, etc. without having to separately maintain an entire identical B loadout.

cold kestrel
#

A few of the weapons don't have ammo counters on them. Specifically the gunner shield and driller c4 have no way of telling how many charges you have left. Unless you have the weapon detail UI on. And while I understand this is a small thing, I'd love to be able to get either a dynamic weapon details option or indicators on the shield or c4 (or dwarf fingers) that tell me how many charges I have left. Just a small immersive thing that I'd love to see, especially cause almost all the weapons have indicators on them that give us information on our weapons and tools and it's really neat to see, I just wish I could turn off weapon details and not have to memorize how many shields I have. Also dwarf fingers telling me how many charges I have of shield I have left wouldn't seem unusual in this game, but that's just the funny idea.

dawn sierra
#

Could we pleasce change it so that the engineers turrets dont shoot at passive BET-C's?

raw ridge
#

Okay, hear me out.
Inside the space rig, there are five toy guns, ones any of the four classes can carry. A toy Bulldog, a toy Subara, a toy Zhukov, a toy DeepCore, and a toy M1000. They fire foam darts that are the same color of the player's class, and can be picked up to reload the toy gun. They do no damage and it makes dwarves that aren't holding a toy gun say their friendly fire lines if they're shot by a dart. The darts have bullet drop and don't fly that fast, unlike a bullet. They also squeak a bit on impact.
That's really it, other than a wacky color palette like red and orange or something, and maybe DWERF on the side of the gun.
They're the result of R&D wanting something to mess with each other with, and they were found to be a fun little form of entertainment for both the hard working dwarf and the eggheads at R&D. There was a small shipment of them to the station of Deep Rock Galactic, to give the dwarves something new to entertain themselves with.

unkempt idol
#

Mention newly-added Temperature Shock in the descriptions of fire and cold in the Miner's Manual.

fair rivet
#

The Stunner OC currently lacks any stat indicators telling how much bonus damage it deals to stunned targets, or if the change to stuns working on all parts of the body affect the stun chance.

formal garden
#

I think you need a more unique content for a Deep Dive. Or, at least, make a simple Deep Dive (not Elite) more difficult.
For now, it's nothing then a "two cutted main missions and MAY BE a mutator". Honestly, it's boring for promoted dwarves, it's not a type of end-game content that should be.
My suggestion (all for simple Deep Dive, not for Elite):
For difficulty level :

  1. Make a one negative mutator for every stage compulsory. Of course it will be random negative mutator, but it always should be.
  2. Make a good chance of spawn a random dreadnought on a mission. It's so rare in a usual missions - so, let it show itself here. For example - 30-45% chance of spawn, except a mission where we should kill a dreadnought.
  3. Place a feature from Point Extraction "more glyphids in a process of time". We don't need explore all caves in a Deep Dive - we haven't a unique minerals, Machine Events or Lost Packs here. So, most of people speed run Deep Dives.

It all could make a Deep Dive a good challenge, a good end-game content that challenges our skills, and not only simple "farm of cores".
Elite Deep Dive shouldn't contain this "modifications" - it's hard challenge by itself.

About new content - it's up to you, developers. New types of objectives, may be extra objectives like in a usual mission but unique (like "find our broken scout-bot and fix it"), a boss-type missions (not a dreadnoughts, but something unique, for example Mactera's Living Hive), may be unique enemies ( Deeptora Glyphid that someone already suggest here) etc.
It's up to you, devs.

languid vine
#

Context animations for picking up eggs and big minerals, or depositing them

Currently these actions do not have a first-person animation to represent them, and it would just make them feel more cohesive with the rest of the game, since actions like throwing chunks does have an animation

sullen socket
#

Nerf for Turret EM discharge is too strong. The damage is decreased by 33% already and now the shocks are too sparse. I like the idea of sacrificing single target damage for being an AoE Machine. Even despite the fact it does loads of damage, the fact that 1) it friendly fires and 2) you actually need to have perfect turret placement which takes an incredible amount of skill (otherwise you risk going down trying to replace them) should be enough to balance it out

IMO it was the only saving grace to warrant building Gemini Turrets

tired kindle
#

a balanced minigun overclock that increases move speed while firing, reduces fire rate

onyx cairn
vague hazel
#

How about adding a negative anomaly for a mission that would make pheromone and decoy immunity to bugs. Maybe the same to have an insulation anomaly to resist cold and fire by the bugs as a difficulty enhancer.

thorn pine
#

Maybe consider a buff for Heightened Senses. If you use it to break free from a leech, make the leech drop you down like they do when the leech gets killed by someone else. Its just annoying to fall to death after using the active to get free from leech

shadow idol
#

cyborg glyphid experiment gone wrong and it's your job to hunt it down

torpid yoke
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The gap between the first and final upgrade tiers of the turrets is too big. MK.2 is superior to gemini, just like defender is to targetting.

My suggestion is to combine targetting with mk.2, and defender with gemini. While also making their damage numbers equal, 10 damage.

10 damage is exactly the same as defender gemini has, and 3 higher than target mk.2 (which is fair since the targetting upgrade was just way too weak compared to defender)

This would open a new tier for more unique upgrades, such as auto refill, explosive rounds, burning even? Many things are possible.

junior gorge
#

Promotion assignment claims to be "extra difficult" but it really isn't; you can do the missions at any difficulty and with any class. Instead of making them set mission types, would it be possible to make them "four missions with Warnings", and make them Hazard 3 minimum? I just think it would be interesting to force players to try out Warning missions that they might normally avoid.

onyx granite
#

can we get an option to hold for grapple gun, like we can hold for laser pointer? The basically, the opposite of the current grapple option (immediately puts it away after every grapple)

rotund mirage
#

Engineers should get a base increased repair speed for things like Mini-Mules. They're -engineers-, after all.

bright totem
#

Have the movement physics been tweaked recently? I feel like the movement of the characters is too "floaty" somehow. As a result, the world looks amazing, but feels somehow distant as a result. The floaty physics makes sense because of the forgiving platforming mechanics, but they come at the cost of world interaction, as you sort of "glide" everywhere. Would it be possible for you guys to play around with more weighty, precise movement mechanics/physics that would allow us to "feel" the world texture of these awe-inspiring caves we're in? Doesn't need to be Death Stranding, but I think there's a happy medium to be found. Thank you. :)

Oh, and maybe we could look down and see our feet? 😄

idle rose
#

i love how some of the bugs really put up a fight and challenge you (like the macteras dodging your attacks) while others are more the safety-in-numbers-type or are especially dangerous in combo with other types of bugs. suggestion for a new challeging enemy: a small non-airborne monster with a melee attack, about the size of a swarmer, prolly also able to jump, but with more HP and occuring alone or in pairs, that kinda circles you / dances around you and will not stay in one spot when attacking. should be brightly coloured to indicate danger and not to be confused with a swarmer or have a different design altogether

wraith hinge
#

Suggestion to display health and shield status on the wrist or somewhere else when the HUD turned off. Like the number of rounds on weapons.

earnest harbor
#

Would like it if Additional Nitra allows you to "pre-purchash" a supply drop
So instead of losing all the nitra you got, you get 1 free supply drop in your next mision

This would be a selectable loadout, meaning you choose in the mission screen if you want to cash in the nitra

it also prevent "nitra hoarding" because you can only save 1 free supply drop regardless of how much extra nitra you fine

Also - would love to be able to have BET-C be something you can summon on a mission with through extra nitra (especially if the takeover bugs are there)

blissful crypt
#

I feel like something that would really spice up the game as a whole would be more random events and finds while mining.
Imagine just having a jolly good time grabbing some gold, when mission control suddenly interrupts to announce an enormous swarm is inbound, and that the drop pod will be dropping early to collect you as soon as possible. That sudden rush to get to the drop pod before you are ultimately consumed by a massive swarm would be great.
Little events like that, that can completely turn the mission upside down would be a really cool, rare occurrence to have every once and a while.

stiff mantle
#

better loot for the edd, it requires more time than the normal dd and the loot should reflect that

normal yacht
#

easter exclusive Hops Eggs as beer ingredients hidden around the space rig and missions for easter eggsclusive beers

surreal condor
#

Steeve, turrets, and Bosco automaticity attack BET-C when BET-C is not yet triggered. Considering that it is very inconvenient to have a BET-C wake up when the team is unprepared, friendly AI capable of attacking enemies should ignore sleeping BET-Cs. Once the BET-C is triggered, the friendly AI will consider it a target then.

prime pasture
#

Can we get a coffee/tea machine in/near abyss bar?

junior gorge
#

More hair colours! Currently, the "Silver Fox" beard colour is a mixture of the "black" (which is more like dark brown) and a mid-grey. The "venerable elder" is a mixture of mid and light grey. "Ancient" is pure white, and looks incredibly bleached rather than actually ancient.

  • Rename "black" to "dark brown"
  • Add an actual black.
  • Add options for all-over light grey and mid grey.
  • Rename Ancient to "pure white"
  • Add a (technically new) hair colour called Ancient, as a mix of light grey and white
  • Add cobalt blue, just because.
tame laurel
#

An option to reset dwarf, gun, load out, etc to default appearance.

ionic swift
#

low level gunner is hella underpowered. Add ammo to everything at least

#

like double at least. The gunner should be the toughest of the 4. And make ziplines faster

vivid cedar
#

Split the difference on the recent pheromones nerf by keeping the lowered lure total but making them more reliably distract the enemies it does lure

junior gorge
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Disagree. Do the opposite - make the lure total high again but make it unreliable. Contrast with LURE, which can be super-reliable but with a lower lure total.

split salmon
#

Stubby is unfairly penalized vs targets like dreadnoughts & oppressors which are flat out immune to electric status effects. This immunity seems to prevent the Stubby's "Conductive Bullets" mod from providing bonus damage against these targets.

Ideally the damage of the status effect, and the ability to proc "Conductive Bullets," should be separated from the slow of the status effect. That way these creatures can still be dangerous without crapping on the weapon's damage.

ripe dew
#

The reload from Born Ready should proc reload effects (such as from the OC Electrifying Rounds).

molten forum
#

A way to get Nitra even when everything in the cave has run out, or a way to replenish ammo without Nitra, with the wave format of the Acquarq Missions, we ran into a cave that only spawned 3 veins on a golden bugs modifier. the waves just kept coming and we never had a chance to restock after the 5th or 6th wave, and given the modifier, that really sucked. I get it's niche and could be taken advantage of, but it'd still be nice if cave gen is not being nice

round kiln
#

Remove keyboard and mouse input being complety disabled during the loading screen. (before the drop down sequence.)

ripe ledge
#

id really like if the hand animations werent so intrusive, it ruins some smoothness of the gameplay it had back in the old days, like cant every animation be done with left hand while still holding weapon in the right? or have shoulder mounted grenades. i think drg lost some of its gameplay charm because of these animations

raw ridge
#

I have a nitpick, but one I want to propose a fix for.
Blank Cores are a weekly rarity, only being obtainable each week. I find that semi-counterproductive. Matrix Cores are important to progression.
These cores can contain endgame content, like overclocks, and I believe they should be a little more frequent to obtain than the odd missions every week.
There should be the option to buy them via credits or otherwise, at a vending machine of sorts. Buying them should be semi-expensive at first, but with each core, they get more and more expensive. 2000 to 4000 to 6000 to 8000, etc. (Prices are not static, devs can decide) The scaling of prices can reset at the end of the week. It'll allow people to have a small amount of cores on hand to use on core events without having to wait at their computer so long they feel like they're a skeleton with a headset on.

worn sedge
#

give bosco two little hammers to help you build and repair things like the uplink in solo missions, just as flavour

compact marten
#

PLEASE FOR THE LOVE OF GOD
stop nerfing everything that is awesome in the game!
I don't want to have to quit because you make all the cool abilities and overclocks boring!

near glacier
#

Updated, and longer Dwarf introduction videos akin to thee ol' early 2018 ones (remember when the minigun was a cube?)

https://www.youtube.com/watch?v=q03HXOi042Q&list=PLggwHaWkdoiazfD8EzDaBgCDToIw3wZKQ&index=1

As well as new "Meet the" videos for the most dangerous and interesting threats of Hoxxes. Yes I remember these too.

https://www.youtube.com/watch?v=ndWoCsn1q1I&list=PLggwHaWkdoiZNV8EMvm5n9nv4dU04F0ZJ&index=3

Meet The Gunner! The dwarf with heavy arms and a true teamplayer!


DEEP ROCK GALACTIC is a co-op-first sci-fi FPS featuring badass space Dwarves, 100% destructible environments, procedurally-generated caves, and endless hordes of alien monsters.

Coming as...

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Say hello to the heavily armored Pretorian. Hardened dwarves knows exactly when to finish it off with a pickaxe to its face. And when you finally kill it, it congratulates you with a big, poisonous fart.

  • DRG MANAGEMENT

DEEP ROCK GALACTIC is a co-op-firs...

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hidden phoenix
#

Volatile Bullets would work better as a BRT overclock

vivid cedar
#

Change the reload sound of the flamethrower so the "repressure" noise at the end of the animation no longer sounds like a bug growling at you

shrewd orchid
#

Here are my thoughts on what should be done in some of the pieces of Scout's kit

M1K

1 / A . M1k needs slightly higher base damage against weakpoints, as it currently feels slightly lackuster at its main anti-HVT role, and it would also grant tons of very good breakpoints that the weapon only slightly misses, like one shotting h5 macteras without Focus.

2 / B Hipster is currently pretty bad and the weapon remains terrible when not hitting weakpoints and spraying willy nilly, and the base unfocused shots m1k is far better for weakpoints. It should become into a sort of quick semi automatic rifle with 20~ magazine rounds. Currently, optimally using it is just m1k bur with less damage and more ammo which does not really make up for the lost power.

3 / C Supercooling Chamber should either make you have more DPS or be more ammo efficient. It currently does none. Movement speed removal shouldn't be a thing

4 / D It's crosshair looks rather bland compared to the other, sci-fi crosshairs in this game. Can we get something neater?

Boomstick

5 / E Double Barrel should be called a Balanced overclock and its obvious flaw should be mentioned

6 / F Special Powder is pretty strong as an overclock to justify the lack of some minor drawback. Boomstick also has 4 clean OCs out of 6, which is another bonus of making it a Balanced OC.

ZHUCCCCCCS

7 / G . Embedded Detonators should have a slight AoE.

GK2

8 / H. Bullets Of Mercy needs a nerf : It's almost a clean OC, as even without ammo mods the difference is pretty small, picking an ammo mod in t2 + BoM makes up for the damage loss. Something has to be done about it's Stun modification.

9 / I . Gyro Stabilization should affect the first 3~ or so shots.

10 / J AI Stability should have -1 RoF ( from -2 )

HOW 2 VOTE :
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ancient kraken
#

Rock and stone, Brothers.

What about an idea to make chest/core content fully interchangeable?

idle rose
#

the double barrel clean overclock for the scout's shotgun really deals a lot of damage at once, which can come in handy. mostly it's just a waste of ammo though + reload time is high, so you can't use it in quick succession. that's why i don't equip it anymore. i made a search about this and seems quite a few ppl feel that way. some suggested to give it twice the amount of ammo, but i feel that would make it too powerful. my suggestion is to change handling so you can choose if you want to unload both barrels or only one (same as it works in RL). only unload both barrels if you press both the left and the right mouse button at once; same way as pickaxe power attack (but vice versa / left mouse button first, obviously).

near glacier
#

A rare chance for a barrel to float past the space rig interior. Maybe bump into the window?

rocky silo
#

Semi-blind Gamer. Accessibility. UI Issues

tl/dr: Favorite game. Difficulty seeing thin outlines during intense moments. Suggestion to allow more customization of UI effects and accessibility features.

So, I'm a blind/low vision gamer. DRG is easily my favorite game at the moment. That's going up against heavy hitters like Doom Eternal, Rimworld, etc. It's great. As a person with a disability this game is great for a variety of reason, but it',s design. The UI is clean and useful (most of the time) and detail is in all the right places. When things get crazy, i struggle to find downed dwarves and marked waypoints. As as example, a friend and I were playing an EDD yeseterday. He went down, I was gunner, nearby and ready to shield+revive. I was standing close, but just couldn't see his outline through all the jumble. In my search I went down, used IW to get back up, and again couldn't find them in the fray. This is 100% a me vision issue, but it's really sad. I couldn't see thu UI so we lost. I'd really love it if I could take those nice, clean outlines and set them to 4x, or scale them. It would make all the difference. I'd really appreciate a reach out, as I can provide tons of ideas or other support in the accessibility region. I hope you'll consider making this and other access related issues a priority. ❤️

plucky latch
#

A set of badass battle-damaged armor for all classes maybe? Cracks, pieces missing, blood, claws/fangs sticking out here and there, etc. Always was a fan of making "battle damaged veteran" type of looks in games.

sour sparrow
#

When launching the minehead during a swarm, it completely kills the badass battle music playing and completely rips you out of the moment as it begins playing a different, calmer and quieter track. I don't think the minehead launch should change the current swarm/event music.

dawn moss
#

You've given us an amazing space station, fully modled and detailed exterior.

Give us a way to explore it.
Place a hatch or a doorway to space that if opened you will just be sucked out and die.

But Maybe once a dwarf has reached a certain promotion or once every class is promoted to gold; then they get access to a space suit that can keep them alive outside.

shrewd quail
#

Let the user swap between the predefined A, B and C loadouts, between deep dive stages

vague hazel
#

Better Loadout icons, some of them don't represent the current build of what I'm trying to remind myself of what it does. Either that or to let us name the Loadout for more clarity.

fierce mica
#

Update the press kit.
Seriously, I don't think screenshots or footage THIS old is very representative of the current product.
The latest update-specific press kit addition is for update 25, with most proper update-specific footage being only for 19 and 21.

round kiln
#

buff cryo cannons damage by 1 again it has amazing crowd controls but its damage is no where near as good as it should be.

hushed moat
#

Suggestion: Switching to a different loadout with one of the three loadout icons just uses your current loadout as the template if it hasn't been edited yet, as that prevents you from having to re-spec all your weapons and gear.

junior gorge
#

A perk that causes loot bugs to drop all their goodies when you pet them. No actual strategic value; it just allows you to be kind to the adorable little things.

hushed moat
#

A new modifier to maps: Caves are mottled with indestructable terrain. Could be called Iron-Rich.

Having a large open area to fight in is crucial on Haz 5, and being unable to break certain outcroppings would be an interesting challenge, especially on claustrophobic biomes like Fungal and sometimes Glacial strata, not to mention, being unable to create steps in ledges, mining up to nitra/gold/etc, making tunnels to other caves, etc.

wind coral
#

Please make this box remember your choice as it is getting annoying to change this every time I have to open the server browser.

gaunt latch
#

Allow the other players to see your Waypoints when holding their laser pointer, and include a way to delete your own (once it's not needed anymore). Each waypoint is colored & labeled like how pings are, and will include what it's on (so putting a waypoint on a cargo crate will let everyone see [DRILLER] Cargo Crate, or like [GUNNER] Compacted Dirt)

brave sentinel
surreal condor
#

I think the "armored" variants of some of the beards need a rework. Currently it seems it just puts small pieces of metal in your facial hair for most of them, and compared to regular or gilded they seem kind of eh. Not to mention the armor is usually an eyesore when you are trying to make it match with your Dwarf's outfit. I suggest making the armor cover more of the beard in badass things like segmented plating, chains, and spikes while also having the beard armor take on the skin of your current armor. Rock and Stone!

fathom fractal
#

Maybe a biome or mission type with no natural sources of light whatsoever. Only flares and flashlights

queen flame
#

How about having the alpha/beta weapon designs as an unlock for gold 3 promotion?

snow remnant
#

In my opinion, the perk Dash should allow the the character to destroy the little obstacles in certain caves. For example, the chromepuff from Magma Core or the breather and radipuff from Radioactive exclusion zone. I find it annoying when some vegetation totally stops you while using a perk supposed to let you traverse very fast a short distance for a very short time.

shrewd quail
#

Would be cool if the light radius emitted from the flame thrower was increased, maybe with an red-orange type of glow. Sometimes when i play as driller with the flamethrower and im out of flares, it would be awesome if i could find my way using the flamethrower in between flare recharges

feral prairie
#

Could the terrain scanner allow for perfect birds eye view.

I'm clever with my resupply drop pods and use them to carve out eggs but the error of parrallax makes it hard to get the placement right.

Kinda wish the terrain scanner could have an AR overlay mode so can see through walls. Would help drillers drill better holes.

flint arrow
#

Could you add your current perk loadout while players upgrading perks in their rooms?

frozen berry
#

Would be nice a preview of the platform when aiming with the platform gun. Something like a ghost silhouette that indicates where and how the platform will land on surfaces. Sometimes I waste too much ammo because I can't understand how the damn thing will stick to the walls and there's also some falloff trajectory on long shots. Also a way to implement oblique platforms?

toxic axle
#

I would love to see some cool class synergy abilities. I made a table with some ideas/examples and would love to hear your feedback.

shrewd orchid
#

Elephant Rounds needs less ammo or the ammo mods should be % based. The fact you can pick elephant rounds, have 39 ammo and still come out with extra ammo is still stupid and the overclock is still very overpowered

edit : still come out with extra damage**

neon mulch
#

The Doom-like weapon viewmodel bug as a toggleable feature

snow remnant
#

What about new eyebrows with some armor in it like a few beards with an armored version ?

surreal condor
#

This may be a little far fetched, but how about a mod for the sentry gun that turns it into a short range heavy hitting shotgun sentry? It’s operational range would be short and it would have a much lower fire rate, making it less viable against small creatures in numbers. It would be more ideal for stopping larger targets that are getting close. Such as praetorians and grunts. I don’t see another suggestion like this so I don’t know why you are all saying it’s been suggested

simple frigate
#

C4: The Unstable Explosives effect from the Volatile Compound mod should instead be made its own mod and moved to T2 next to the disarm explosive mod. As it is now it tends to get you and your team killed more than anything else as any ranged attack can trigger it (and it can trigger while the C4 is being thrown).

devout plank
#

that is MUST BE: to make describing gamemodes in "looking for group channel" obligatory.

dusky umbra
#

remove haunted caves

gleaming patrol
#

fix vaulting to make it more of a usable movement option. (9 times out of 10 i go scout simply to avoid it, its that bad imo) cause 60% of time it fails to recognize an edge that is to rounded or a edge that to jagged, or there is a obstruction yet it still lets you vault. and only accessible from certain angle, it has actually f*cked me over alot and i mean alot of times over the course it got implemented, and is genuine burden i look against when i ever i dont play scout in this game, so i'd like to actually be functional, the registration of it should be alot sharper and better, and it should be more laid down with what it cant and can climb. ofc it should detect that its an actual surface you are ment to climb on.

junior gorge
#

Add a little notification to the chat when a Dread cocoon is broken or an alien egg is dislodged, notifying who did it. This is necessary to identify, kick, and avoid people who grief by triggering multiple eggs or dread spawns at once. I had a perfectly good egg hunt ruined by this earlier.

dusty cypress
#

Gunner Paint Job
Compared to the other dwarves Gunner's paintjobs are pukey and dull. Can we give him a more vibrant green to work with? Maybe ditch the camo patterns? They ugleh.

jovial bramble
#

Integrate Mongolian Throat Metal music into swarms. Also, Diggy Diggy Hole maybe during dropship load screens? Thanks!

tribal heath
#

Cryo Cannon T4 Balance Suggestion: Move 50 of the Larger Reserve Tank (+150 Ammo) to the base cryo cannon ammo. Since Supercooling Mixture is now +1 instead of +2 Freezing Power, ammo has taken over the most obvious mod choice even for freeze builds. Moving 50 ammo to the base value would make the +1 freezing power much more comparable to the T4 options and help to slightly mitigate the ammo issues people have with the cryo cannon when focusing on maximum freezing power or damage over sustainability.

wraith hinge
#

Idea to make the contour for the ghost from mutator when you mark it by your laser, and make the ghost a little bit more visible

ebon flame
#

SUGGESTION: Make crosshair not disappear. Pretend it's a new feature.

timid grove
#

Suggestion - Allow players to join Deep Dives in progress during the first 6-7 minutes of it starting.
Why - Unless you play during the first few hours / day of a new Deep Dive generating it gets hard to find a group to join / find people to join your group, and a lot of times incomplete groups tend to just start the mission rather than try to wait 10+ minutes for a fourth person to join. Letting people join before the 6 - 7 minute mark should hopefully ease the burden a bit, giving searching a players a bit more of a chance whilst allowing waiting players to start progressing instead of waiting around in the Launch Bay.

simple frigate
#

(Armour) Mastery: The fact you gain more base HP from unlocking all the armour mods needs to be indicated more clearly as many players I have spoken to did not know about this.

west shale
#

(Perk) Titanium Carabiner:
Level 1: 20% chance to hold onto zipline through damage or a grab.
Level 2: 30% chance.
Level 3: 40% chance. When knocked by enemies, there is a 15% chance you receive less fall damage.
Level 4: 50% chance. When knocked by enemies, there is a 30% chance you receive no fall damage.

summer pond
#

Increase the amount of bugs spawned, since i am kinda missing whole hordes of bugs swarming my position sometimes.

cursive lynx
#

QoL Suggestion (this and more on the steam forum) - Refinement to the join in progress screen (the one where you select your class and loadout). Currently when left clicking a class, that's the one you select to join the mission with. In order to change your loadout you need to hover your mouse over the class then maneuver it around the other class' to prevent accidental selection in order to change your loadout. I'd like to slow this down a bit.

A left click to select your class to soft lock it in and prevent accidental changes.
Another left click to select your loadout. Perhaps even with an expanded window showing exactly what is inside your loadout.
Once those two are selected, a confirmation button will appear letting you join the mission.

The idea is to provide a more deliberate selection for the player while tightening up the mechanic a bit. Currently it feels a little loose with how loadout selection is implemented in the joining screen. It will slow joining of in progress games, but those don't need to be the fastest thing in the world to begin with.

For anyone who can't visualize what I'm talking about, here's a short video demoing what I have in mind. https://youtu.be/2TsAWE-4IDI

surreal condor
#

Dreadnoughts need a buff in AI. Even on Haz 5 they are too easy to dodge as they seem to charge at the target, miss, pause in place, and slowly turn around. By the time they can charge again they probably have a third of their health missing. They should be able to punish targets that get cornered, but more often than not Players can just bounce around it.

surreal condor
#

Sometimes I wish that your shield could absorb a noticeable amount of more damage with the offset being noticeably less health.

rich junco
#

"Helping hands" active perk

Robot hands that help you with your job.

Passive effects:
higher margin when interacting with something (you don't have to look directly at it.)

Active effect (activated by facing away from the target you are interacting with):
While getting a resupply, reviving, etc. you can use your tools and weapons, but have to sacrifice the speed at wich you resupply, revive, etc..

Each level increases the speed at wich the arms work
level 1: 25% speed
level 2: 33% speed
level 3: 50% speed

lunar gulch
#

Keep error cube as it is and keep promising you will do something with it someday

molten python
#

When depositing a large amount of resources into the mule, there should be a separate animation for shoveling multiple loads in, one after another.

umbral aurora
#

Gifting/trading of cosmetics please.

Also, when getting cosmetic loot, select which class to apply the cosmetic to, rather than “you get the drillers secondary cosmetic” it’s “you got a key to unlock a secondary cosmetic” then you go and unlock it in the shop

shrewd orchid
#

Please give solo a cap on enemies spawned. Currently its pure RNG bullshit in h5. Sometimes there are so few enemies that make you even question if you're actually playing h5, some other times you get things like this.

I just had this grunt swarm that took all of my 4 revives + iron will, after getting three other swarms within 18 MINUTES of the mission. I burned through two ressuplies and 7 cryo grenades and this was still how the swarm looked like. More pictures in #drg-gallery

You should not be forced to abuse broken overpowered stuff like breach cutter \ PGL in order to survive things like these. Give solo a cap of enemies spawned \ about to spawn, and also a more consistently long period beetwen swarms. This case i had with a swarm every 4.5 minutes is not okay.

shrewd orchid
#

A passive perk that makes excess direct melee and projectile damage that goes through your armor not damage your health.

junior gorge
#

Give Exploders a more obvious sound cue. Dying from getting overwhelmed is fun. Dying from the little bastards sneaking up on you is not fun.

gilded cypress
#

Currently the Bulldog's Elephant Rounds OC is completely outperformed by Six-Shooter, and to a lesser degree the base weapon and most other OCs.
1️⃣ Revert Elephant Rounds
Or
2️⃣ Give it an extra buff to balance out the now-severely diminished practical accuracy and refire rate.

🇦 Extra weakpoint damage, cementing its niche, retaining and compensating for those deficiencies.
Or
🇧 Increased armour-breaking (perhaps within a small AOE), giving it greater utility.

west shale
#

Let me pet Bosco.

shadow idol
#

I have a suggestion: A Praetorian Bile grenade that melts through enemies

west shale
#

Make Bosco do a blip or a whistle when he retrieves a pearl, chunk, aquarq, etc. so that you know he's behind you holding what he fetched. Just to make it a bit more noticeable he's come back to you since he's pretty silent. Addendum: It'd be cool if one of the calls or comment sounds dwarves made to get Bosco's attention was the classic "over here" whistle you make to get your dog's attention. In coordination with that Bosco should make an almost barking robotic sound in response.

brisk blaze
#

oh boi oh boi, if only you could finish those glyphids off with all the dwarven anger. imagine tearing them apart or twisting their neck around or breaking their jaws with your bare hands. it would be so cool to be able to do that.

fathom fractal
#

Allow your team members to be present, and have a little ceremony for when you get promoted.

untold garden
#

M.U.L.E. skins/meshes that are tied to the lobby leader would be pretty neato

exotic granite
#

Deep Rock Galactic QoL suggestions

MINERAL TRADE
-add ability to type in number of minerals wanting to be bought/sold

GOLDEN BUGS (not golden loot bugs)
-depending on level of difficulty to kill gold should be increased eg spawner 1 gold praetorian 5 gold etc (or something similar)

DRINKS
-nitra increase drink

ACHIEVEMENTS
-buying/owning all other drinks
-ordering at least one of each drink
-all 4 crew members slap the dice before leaving

BOSCO
-ctrl + right click missile, ctrl + left click mine, ctrl + middle mouse button light

wraith hinge
#

If the grenade blows up near player he will hear only ringing in his head.
If you take damage of different types u get screnn effect. For example: if u take electric damage from teammates your screen will be with the effect from jellyfish and so on.
And if u are in the range of scouts pheromones your screen will be blurred.

woven totem
#

here is a description of the overclock: "The mighty power of Thor is in your gun! No, for real, we use embedded capacitors with some modified Deepcore 40mm PGL ammo for an incredible result. Please don’t tell engineer, he would be jealous. However, these huge tweaks make you can carry only a few rounds, the direct damage are inexistant, you move slower and your fire rate is also very slow." I also put the explications of the overclock in JPEG in case you can't open PSD

junior gorge
#

Let us get Mission Control drunk
Add a dumbwaiter to the bar area so we can send drinks to Mission Control. The craft(able) beers would all result in funny voicelines, and feeding him enough alcohol would result in "drunk" versions of the alert lines during the mission. Mission Control will eventually black out, resulting in a mission with no alert lines at all.

summer pond
#

Flying type enemies should have an increase resistance to freezing to compensate for them being one shooted when fully frozen

sly silo
#

Kinda a small thing, but having a cosmetic helmet with horns of some sort would be pretty cool

gilded cypress
#

Similarly, detailed ammo-status breakdown for teammates when accessing terrain scanner UI

toxic heron
#

Please scale the spawn rate of helmets and crates with the hazard

west shale
#

Bosco should have a secondary lighting option called "Lantern" activated by a bound button. When activated, Bosco will inherently want to be behind and above you. I say this because in a battle or a situation in which you want to see the entire floor of an area for dropped minerals, Boscos light seems to work best when sent to a ceiling or a stalactite, because it lights the whole room much like a Scout's flare. This should also be the position Bosco stays in when in a battle. An above shoulder machine gun is far more effective. However, he should still retain the ability to flank and rocket enemies, just make it so when in battle, activating 'lantern' mode makes him follow over your head still. Unactivated and thus with the light off he still does his roaming attack helicopter mode. This would solve problems in which Bosco can entirely ignore the right enemies, and focuses on tiny swarmers in the middle of nowhere, rather than all the grunts in front of you. I feel like as a soloist, a lack of control for this robot makes me feel still alone. He can also sometimes plain get stuck on surfaces for a few seconds, making you lose valuable time in the moment you need a rocket to be fired on a dreadnought. I know he usually follows you to begin with, but forcing him to be behind and above you can make a lot of things as a solo player a lot easier.

Addendum: Make it so when in lantern/battle mode, you can't use flares. Instead pressing and holding F quickly brings up the laser to target an area, letting go releases a rocket from Bosco. This would be made even better if Bosco's rockets were given a "mining" upgrade that destroyed a large portion of minerals at the cost of enemy damage. It would give soloists a great way for quickly escaping between chambers or clearing objects in the path of your escape.

rugged lava
#

Fix armor breaking so it isn't trash / a noob trap. Right now, it only lightly benefits killing praetorians and quonor shellback , and that's not much of a problem. For it to be worthwhile, nearly everything needs to have weakspots with armor, like spitballers, brood nexus, breeders, oppressor, menaces, etc...

Alternatively, armor breaking could have some extra effect(s), like dealing increased damage to non-weakpoint areas / invulnerable areas, extra damage to yellow bars, that kind of thing.

outer flame
#

Allow the Autocannon OC 'Combat Mobility' to give a speed boost on kill, like the T5 Battle Frenzy mod for Scout's assault rifle.

boreal urchin
#

Do something about deep dives please. They are unrewarding. Better run 3 regular missions where you have rare minerals and may find a crate, machine event and/or miner helmet.

junior gorge
#

Increase the amount of Hollomite needed for secondary objectives. It's currently vastly easier than any of the other secondaries.

west shale
#

Game mode: Meteorite Mining
"This is Mission Control. We've detected large meteors have crashed on the nearby planet, containing rare ore. We're sending you a MULE mounted laser cutter to open these meteors. Be careful though dwarves, the sound of the laser cutting into the meteorite's exterior gives off a harmonic frequency that tends to attract extremely large swarms. Protect the dwarf operating the laser at all costs or risk death, the loss of the rare ore, or worse, the loss of Deep Rock Galactic property!"

Description: Control sends a laser placed somewhere on the map that must be found...thanks control. The laser is mounted to the mule, repair bonks of course, and then brought to the crash spots of each meteor. The shells of meteors radiate with gamma radiation and extreme heat. They will quickly cause your meter to go up, so don't get close to them. The laser can only cut the outer shell, the rare ore inside is actually too dense to cut straight through. This means teams will have to cut one side of the meteor, and then the other ("I hope this works!") at which point it breaks in half revealing a rare ore chunk inside. Sorry, your pickaxes aren't strong enough to mine the rest by hand.
Because these chunks are so valuable, you have to send them back with the laser, and thus carry or come back to retrieve them later, Mission Control is a dick. Once you've retrieved all chunks, Mission Control sends a retrieval pod for the laser and the chunks. You need to protect the pod while it readies for take off. Now it's time to hit the big red button.

Addendum: Make it even more difficult by making the laser have a finite battery (thus preventing use on enemies), so you have to be efficient in your cutting process, otherwise you won't get your ore chunk.

pulsar spruce
#

reduce the amount of points needed for the "If Only I Got Paid For This..." achievement. the barrel kicking game is the most inconsistent thing in the world and that achievement is harder then most EDDs I have played...

vivid cedar
#

Alter the animation of the pick power attack so it uses the back end of the pickaxe- those hammer and axe-blade rear blades aren't just for show, right?

gleaming patrol
rose pasture
#

I would like to suggest a new beer called Treasure Hunter's Grog : 3 Barley Bulbs
Harvest 50% more Minerals from crafting mineral nodes like Bismor and Magnite and 50% more Minerals gained from depositing Enor Pearls and Jadiz. If necessary, allow things like Compressed Gold and Bittergems to be included as well.
This will NOT include Aquarqs and Error Cubes, for obvious reasons.
This grog is made as a means to say "happy hunting" to those Treasure Hunters. Tasty, and with a little something gives the itch for hunting for treasure. Rumor has it that those who drink this tend to find more than what they expect.

cursive lynx
#

QoL Suggestion #2 (this and more on the steam forum)
This one concerns the wardrobe, equipment, and pickaxe terminals. Some sort of indication of how many cosmetics left to purchase or unlock. This can be done several ways. I've included some simple mockups below. This idea would apply to weapon OCs, skins, and textures. Please click the link to view the album in its entirety.

One is by altering the "grid" to show every cosmetic, both purchasable and unlockable, but with them grayed out or a lock icon shown on top. Though the issue here may be that players get the idea that they could purchase these. Maybe a shopping cart to indicate which require purchase and maybe some other icon to indicate that they're found elsewhere. Figure 1

You could even piggyback on top of the above one by simply laying out the grid to only allow for the total amount. For instance in this image the little grid has only one additional open slot for a total of 6 possible armors for the gunner. I own 5 (the current max in the game), but the mockup shows a grid capable of holding 6 so you can infer there are 6 total armors. This one is the least invasive and indirectly tells the player how close they are without cluttering the screen further. A minimalist approach. Figure 2

Another is a small counter in each menu with your current amount of cosmetics owned/unlocked vs the amount available. For instance: 21/30. 21 cosmetics owned vs 30 total to unlock. In this example it's beards. The red number indicates owned vs total. Figure 3

https://imgur.com/a/6Yt9N4c

normal yacht
#

Due to Rick May, TF2 Soldier's voice actor passing away, could we get The Soldier's helmet as a cosmetic in rememberance?

simple frigate
#

Small QoL Suggestion: When you have a promotion available the cost should be shown on the promotion terminal in your dwarf's room, that way you can make sure you have the necessary amount of minerals/credits on you when you go to the Memorial Hall.

native crescent
#

Perk Buff: Buff the "Dash" perk so that the the dash bonus not only lasted another second and a half longer, but dealt damage to any bugs you tread into, effectively making this perk worth the 30 second recharge time and the slot it takes up. This would also make it more effective at what it's intended for, getting dwarves out of bad situatons with a quick burst of speed.

rose pasture
#

I thought of something called the Miner Marathon. It functions just like a Deep Dive, but it goes as long as you and your team can go. You and your team is rewarded after each mission and the Team Rating goes up based on how hazardous the mission is and how fast the team completes the mission. The Team can vote to continue or end the marathon, and if they continue, they vote which mission out of the 3 randomly presented to go to next. If they end the marathon between missions or die during a mission they all get a reward based on the Team's rating. I would recommend for this to only take place as an event once a month or so, ideally between Union Chapter Progress Periods. I know I've had bad or repetitive ideas, but I just wanted to help out reasonably.

gilded cypress
#

Default weapon skin for each weapon mesh, as well as unlocked mesh-specific skins for all meshes

gilded cypress
#

Customisable bullet tracer/flame/plasma/grenade trail colours
Maybe limited to a segment of the spectrum for each class' weapons, to maintain differentiation

wild crag
#

Can there be a higher minimum spawn height on kursite mactera? Just failed an event because several of them spawned under the machine, below a pit that I covered up with platforms before we started

summer pond
#

Would be cool if we could get some more variety with the cave generator so it's not always just
some caves connected by the same looking tunnels every time.

near glacier
#

More pick upgrades. It's probably the most important weapon in the game, but as a melee weapon is a bit useless, so add more upgrades would be nice.

#

just got a simple idea:
what if we can use the steeven upgrade on a lootbug so it gives us informations of some minerals nearby for some seconds. a little simple secondary short use of the perk.

runic agate
#

I would extremely enjoy it to have an option to make MULE sit still! Tired of haunted caves when you want to put stuff in Molly and she’s practically following the spirit around. Gets annoying. Or like when there is a swarm MULE should sit still unless called. She’ll straight up get you killed.

soft wave
outer flame
#

Add a new enemy with the dreadnaught/bulk detonator’s mining ability. It should be a weaker grunt-tier mob that can spawn in small packs uncommonly during a wave (around maybe 3-4 per pack.)

zealous remnant
#

-Scout flares that hit enemies should stick to them and travel around with them
-Scout flares that hit drop pod shouldn't disappear
-Grappling hook that hits a moving object should follow that object instead of floating in mid air
thanks :)

west shale
#

Functionality for MULE in certain mission types: Heavy cutter
Certain planets will have a chamber completely encircled in heavily dense ore, unable to be picked or blown through. Bringing the MULE to this extremely dense chamber will allow for the team to activate a heavy drill/laser that can go down into the chamber. Chamber should be filled with praetorians, bulk detonators, or multiple dreadnoughts, awoken upon entering the chamber. The chamber will have multiple chunks/ores on the wall/etc that are worth it, but to get to them you must obviously defeat the swarm/big bois and figure out a proper zipline system to retrieve them. There will be multiple points of entry, but once used the heavy cutting device can't be used again, so if you make a hole that drops down the ceiling of the chamber, you have to strategically use engineer platforms and zipline to escape with the goods. Bottom of the chamber? Much easier to just drop everything down.

This could easily replace my more complicated idea for a meteorite cutting mission, as it is much simpler, and automated. It could be its own game mode as well, but i just felt a slight modification and simplification of my idea should also be proposed.

carmine kindle
#

Blackout bug. Bug that extinguishes all torches (regular + scout torches) around itself in a certain radius (10-20 meters радиус), as well as any new torches that fall into this area. Plus, need so that this beetle to create a group of ordinary bugs around itself (same as Glyphid Warden). Theoretically, with a sufficient radius of this blackout effect, a region of darkness would be created with bugs that would be difficult to see. Darkness in this game kills very well, albeit not literally. It is ideal, of course, for such an enemy to be small in size, but with a small amount of health for balance. A small bug that will do a lot of trouble if it appears at the right time. There is only darkness around, and there are many problems if you do not destroy such a bug in time.

brave sentinel
#

Add recoil animation for the ZHUKOV NUK17... when other players shoot with it you dont see any fire anination.. its just steady.. but in first person you have recoil with it ... 🤦‍♂️

west shale
#

to add onto @summer pond ideas, i think there should be at times a vertical set of caves, that force you to build your own horizontal caves in between. that or make more giant pits/drops where there wouldn't be anything but a long fall. the structures indeed right now need some more variety than just tunnel/chamber/tunnel. I know water is an idea past the beaten horse stage but if you had a solid floor that couldn't be broken through or showed no chambers beneath, and were surrounded by non-mineable ore (or the dwarf wagged his finger as if to say that's not a good idea.) you could get a bit more variety inside them. pools of acidic water would be possible too, we have pools of lava we cant mine through.

dusty cypress
#

UI Collision
Can we tweak some of the terminal screens so we can actually see our dwarves/equipment/pickaxes in their full glory? Need more space between UI icons and the object we are customizing.

torpid plinth
#

A new cosmetic that is a beard that touches the ground

gaunt latch
#

Customization options for more things, like the Drop Pod or Resupply Pods. In the case of the Drop Pod it's the hosts version, and with resupply pods it's whoever called it in. Can't fit text for both in one post so this post is Drop Pods then next I'll post resupply pods

Drop Pods get some cosmetics like
-new hanging things where the fuzzy dice currently are (like a plushie Steeve or some barrels)
-Trucker-dash style little knicknacks to put near the monitors inside (like the hula/guitar-girl you see in movies on trucker dashboards)
-Changing the style/color of the interior lights
-Changing the style/material/color of the seats and maybe even moving them from a line to some other position
-The big interior changes could be reserved for different versions of the Drop-Pod (Drop Pod Mk1, Drop Pod Mk2, etc, like our armor) (maybe one Drop Pod has 4 different seating areas instead of 1 big one?)
And a non-cosmetic customization option; Drop pod module slot, a single customization spot for equipment built into the sides of the drop pod so during the initial descent & retrieval it can assist you. examples are like
-A turret on each side of the doors so you have a little extra firepower if it deploys you in the middle of a big group
-Launchers near the top that throw & shoot extra long-lasting flares around the room it lands in, maybe some of are sized like resource packs and you can carry/throw them around till they expire
-Sonar detector that immediately maps the surrounding area (50m radius) and highlights mineral/resource deposits within that area for the first 2 minutes
-Tracking module that increases the likelyhood of cargo crate/lost pack/machine event spawns (it homed in on their location during descent and dropped you into a cave system closer)
-Tracking module that increases the Hazard rating of the mission by .5 (it searched for large concentrations of Glyphids and homed in on them during the descent) maybe they're 1 module and you get both effects

#

Resupply Pods get function changes, with you being able to select a single additional module/feature to be included in the pod built into the top or something.
Examples of types of modules:
-Rotating spotlight(s) on top that lasts forever, also fully restocks your flares when you collect ammo
-One additional ammo pack, if you just press the interact button you'll pick it up and carry it (like a Jadiz), drop it and hold button to collect ammo
-Empty resource pack, can deposit up to 60 of each resource into the pack, then pick it up and carry it somewhere to deposit it
-Portable light source, pick it up and carry it, deploy it somewhere and interact with it to attach it to the ground, then it provides constant (effective) light (till it's destroyed by something)
-Deploys Plascrete foam on the way down to fill in the holes it drills, so you don't have to worry about falling in on the way back up
-Generator gives a shield recharge speed buff to those within 4m of it (weaker than Shield Link, doesn't stack)
-LMG Mk1 (no mods) built into the top to protect the immediate area, cannot be reloaded
-Single use shield generator, activate it and it'll bubble the resupply pod and immediate area to allow you to safely resupply. Shield size & duration is like Gunner shield with no mods.
-L.U.R.E. launcher built in, interact with the module to launch a LURE away, has several charges
-Bomb Dispenser (like Nanite Bomb Dispenser, but bigger & stronger bombs) built into the top holding 1 or 2 bombs, collect a bomb and move it like a Jadiz, place and interact with it to arm timer. Very big explosion, approaching bulk detonator initial explosion size
-The first time enemies get close to it, it sends out a pulse, like when Bosco revives, and nearby enemies flee.
-Each pack is linked to an IFG, when you begin collecting an ammo pack it activates the IFG. Indicator lights on the packs show if the IFG for that pack has been used yet.

hollow pendant
#

Rework Engineer to a "basebuilder" role, kinda like the TF2 engineer. In his current state, his turrets are far too weak and his only truly powerful weapons are his grenade launcher and breachcutter. Other classes already have AOE capabilities. His platforms are good, but more situational than other mobility tools and generally get outclassed by ziplines and drillers. In my opinion, he doesn't feel unique and powerful enough when compared to other classes. So here's my thoughts:

  1. Hefty buffs to the turret, but make it take significantly longer to build. Not enough to rival gunner DPS, but close.
  2. A new dispenser tool for the engineer. It's a small, deployable device that SLOWLY regenerates the health and armor of dwarves that stand near it.
  3. Nerfs to the grenade launcher and breachcutter so that engineer doesn't become overpowered.
  4. An upgrade for the turrets that allows several smaller, weaker, faster building turrets to be built as opposed to just one. This will allow for an interesting, more mobile or spread-out playstyle for engineers that prefer it.
  5. More deployable traps/obstacles for the engineer, like a heavy duty fence. It blocks melee attacks, but can be shot through by both enemies and teammates. It breaks once damaged enough by melee attacks.

With these changes, engineer's job would be to fortify a strategic position, like an objective or resource (for example, a minehead or mini-mule, valuable ores, etc). Let's say you're playing Hazard 5 and a swarm has caught your team by surprise and you're at a positional disadvantage. The engineer could use the few seconds before the wave arrives to provide defenses that turn this very lethal situation into a potentially survivable one.

cursive lynx
#

QoL Suggestion #3
Today's is a tiny adjustment and more personal preference, but carries that added sense of polish. After consuming your beer, while dancing, when you throw it have it fly away the direction your dwarf is facing rather than where the camera is pointed (since the camera can freely rotate around your dwarf). This will smooth out the 3rd person view and make it less jarring when your dwarf winds up to throw in front of him and instead the mug flies off to the side.

shrewd orchid
#

Add a 1/1000 joke voiceline for each character that replaces Salute with something that is not along the lines of " Rock & Stone ".

idle rose
#

some bug that infects/poisons you with its bite/sting, but not the way that a poison cloud does, but from the moment of infection on you slowly but continuously loose health. can only be stopped by healing thru red sugar or resupply. if that's too harsh it could stop automatically after a certain time or when a certain amount of minimum HP is reached.

junior gorge
#

Region-specific enemies for the Crystal Caverns:

  1. Glyphid Storm Warden. Based on (and replaces) the Warden, but faster moving, with less health, and an attack similar to the Naedocyte Shocker zap. Instead of granting a defence buff, it grants a movement speed buff and a lighting damage bonus to enemy attacks.
  2. Crystalline Exploder. Based on the Exploder, embedded with sharp crystals. Has more health than a regular exploder but moves slower. The actual explosion is smaller but it fires out damaging shrapnel.
  3. Razorshard Sprayer. Based on the Spitball Infector. Instead of a single big projectile, shoots a "machine-gun" like barrage of shards after the wind-up. Unlike the Infector, you can't shoot down its bullets. However, it's bad at tracking moving targets, so if you're just running perpendicular to it, it'll be constantly shooting where you were a moment ago.
rare cypress
#

Replace Hyper Propellant (pgl 40mm unstable overclock) to kinda Tandem shots.
What its mean? It'll shoot twice, first projectile will break armor and deal 15% dmg, second one will do 85% damage.

  • Tandem effect
    +250 Direct Hit damage
    +350% projectile velocity
    -1,8 radius of area damage
    -2 ammo
    So what we would get? No more wasting ammo at armor without damage and interesting mechanic instead previous overclock.
    P.S.: this overclock really need changes.
coral marsh
#

remove acid spitters

deft cargo
#

Change the "Mushroom!" voice line to work with all mushrooms.

round kiln
#

Give Experimental plasma chargers charge shot the ability to pierce.

humble ferry
#

Teammate revive progress

Display the revive progression status on the left side of the screen (as a loading bar similar to the one appearing when reviving someone).

This way you can know when a teammate is being revived by someone else and you don't have to do it yourself.

hollow canopy
#

allow the entire team to get a cosmetic item if one person picks it up during mission. it is unfair for downed teammates to be abandoned and be unable to get it, or even to be teamkilled to not get it. or just to not notice, one person not tell anyone else about it, and for only them to get it. current state, getting them is unfair, and extremely griefable b y anyone with bad intention. allowing everyone on the team to get it would instantly resolve the issue.

timid vortex
#

You'll be aware of discussions being had in many places about whether the cryo cannon buffs have gone too far and made the weapon overpowered. If the decision is taken to tone back the weapon, I would like to strongly suggest that nerfs are made to the chargeup time and the cold stream reach first. I enjoyed how the old cryo cannon, with a shorter reach and punishing spinup, felt very different to the flamethrower in how I had to operate it. Now that it has the same range and an inconsequentially short spinup, it feels like the same weapon but with ice instead of fire - which gives far less variety to the class and makes it less interesting.

junior gorge
#

Mentioned in main chat, thought it needed posting here: The Hipster OC for the M1000 would be so much better if it had just enough damage to hit common damage breakpoints - one-shotting a grunt in the mouth, and two-shotting a mactera spawn in the belly. As it is, it falls short on both.

sage inlet
#

A confirm for weapon changes... SOOO many times i have the wrong things applied just bc i viewed a skin... Thanks. <#

maiden star
#

you guys should fix the direction of the drop pod for when it lands so we can have a less stressful extraction

kindred kettle
#

A tiny lawn gnome that hides in one of several different locations around the space rig. It does not move or talk and cannot be interacted with. After approaching it and then looking away from it, the gnome may vanish and reappear in a different location.

near glacier
#

Change the description of the Ravager Headwear to "I'm Marry Poppins y'all!"

fallow oracle
#

move this one out and make from it unstable overclock, bit buff effect and add some downgrades like slightly slower fire rate,faster heat buildup, slightly lower dps

vale thicket
#

My friend thinks the weapons feel weak. It's not really related to stats, it's more a game feel thing. So while I don't really mind, obviously some players will, and it's the kind of thing you notice when looking at video of the game, since you're not really focused on the gameplay, so I think it's important, and it's a perfect fit for a last tweaking to the game before launch since it won't really impact gameplay.

#

so just do everything in the book to add "game juice". Screen shake (with an option to disable it), a hit marker with a satisfying sound (and a different feedback when hitting a critical point), more meatier sounds for the weapons, more dramatic weapons animations, more particle effect, a flinching animation on enemies when they are hit...

gleaming patrol
#

with this upgrade, add gun boats for the engineer LUL, and give it more ammo, cause of the bad damage it doese

near glacier
#

I enjoy looking at destruction at the end of a battle. i wish every weapon could create bulletholes and every granate colouring the ground.
not important/gamechanging but it would mean lots of fun for me to tear hoxxes a new one with every class.

glad quartz
#

I suggest introducing stamina to the game. Right now the sprinting is the only way of moving between point A and point B. With stamina, you would need to conserve it for important moment (swarm, dread, etc).
Adding a stamina also opens an opportunity to add stamina based perks, stamina based enemies, vegetation, mission modifiers and a lot more

west shale
#

Change reverse direction to another key, or allow it to be rebound. Currently you cannot grab an item while on the zipline because of this. Whether or not an oversight, if I use my zipline to get a single fossil, I shouldn't have to create a sometimes unsuccessful cut out for me to hop off onto. This pertains mostly to solo, but can also be for team oriented gameplay. It seems like you're meant to be able to grab it, but because reverse direction is the way it is, the game simply prevents you from grasping fossils and apoca blooms.

Deleted my old suggestion cuz I realized my mistake and what is actually happening. Seems like it wasn't meant this way but who knows. If the game just registered the grab command before the reverse command, this wouldn't happen.

junior gorge
#

Replace all of the "explosive reloads" overclocks (universally underpowered, frustrating and clunky to use) with "enemies explode when killed". Damage could be based on the number of rounds you hit them with.

near glacier
#

Alt+MClick an area for "I'm going to mine this!"

lunar flicker
#

Being able to open the server browser and/or deep dive browser while you're in someone's lobby would be a nice QoL change

tropic void
#

An HTTP API that you can call to receive the currently available missions, lobbies and beer of the day

near glacier
#

Beer Pong Arena

near glacier
#

It would be nice if a gear modification wouldn't be auto-selected when purchased

shrewd orchid
#

A single lawn gnome that hides in one of several different locations around the space rig. It does not move or talk and cannot be interacted with. After approaching it and then looking away from it, the gnome may vanish and reappear in a different location.

by @kindred kettle

Make it have four possible locations. Add an achievment for having 4 players looking at each location, making the gnome have nowhere to run.

toxic heron
#

Exploder holes instead of turning to slag in sandblasted should turn to glass

fickle zinc
#
  1. Add a small damage resistance to the berzerker active perk. As of right now using it to clear a mini swarm of grunts results in a ton of damage or just being downed. A small resistance of about 20% or so would help the perk function better 2. Add a small oxygen bubble effect during low O2 modifiers so that it is easier to see what areas provide oxygen
patent narwhal
#

Change the Flamethrower's Face Melter Overclock into variable damage for the Driller. In your face, the Flamethrower deals something like +70% damage, dropping to +0% at about 60% of your range. Damage will decrease past that point to something like -40%. This should make it feel more like something to both Melt Faces and melt stuff in your face. The sacrifice is effective range. Range upgrades would stretch the damage ranges as to not punish using the range upgrade on the flamethrower i.e. at 15 range, you will still have the -40% damage, and at 9m, you would be dealing effectively base damage. The range for full face melting may extend slightly with it.

cursive lynx
#

QoL Suggestion #4
Adjustments to the overclock (OC) selection in the equipment terminal. Similar to QoL suggestion #1, I'd like to see this changed to a click confirmation rather than just mousing over it. What I mean by this is that currently to open the OC selection you just have to mouse over the hexagonal icon in the terminal. After which a left click selects the OC you want. I want to change this to a left click to bring up a list of your overclocks then another left click to select the one you want.

It's a fairly large icon and easy to accidentally mouse over by mistake. This delays the selection of other gear modifications and becomes increasingly more annoying as time goes by.

shrewd orchid
#

Rename smg to :stubby:

proven schooner
#

A new idea for a M29 minigun unstable overclock “Heavy Barrels”
What Heavy Barrels does:
+dramatically increases the amount of time you can fire the weapon before overheating
+faster recooling (even after overheat)
-slightly less firing speed (this helps with overheating a little bit)
-dramatically less ammo (have to make up for that extra weight some how)
-longer spin-up time

hollow pendant
#

Currently, Reg Sugar and Resupply pods are the only sources of health. Sometimes Red Sugar is rather scarce and it makes no sense to take a resupply just for health when you have over half your ammo/equipment. To remedy this, a new "med bomb" tool can be added for one of the classes. It is thrown like a grenade and creates a temporary gas cloud that slowly heals all dwarves that stand in it. Supplies are limited, so it cannot just be spammed when someone is missing a small chunk of health.

shrewd orchid
#

Add rare, humorous reload animations, such as :

gunner somehow grabbing the barrels of the LS, throwing them away and replacing it with new barrels ( i know ls cant reload, just an idea )

scout puts the boomstick shells directly through the end of the barrel

scout tosses zhuks upwards and grabs them again, and they're magically refilled

engi tosses away PGL and imediatelly grabs another one from an unknown source

etc

formal garden
#

A little daily "class-job" for dwarves.

Engineer - check and fix some Space Rig systems.
Scout - interract with Deep Dive console for cheking of radio connection or "scouting" missions.
Gunner - check and calibrate weapon on a workshop table
Driller - check and calibrate drills of Drop Pod.

It could give a very small bonuses for team for a rest o the day, or not - as you decide.

west shale
#

Allow praetorian farts to be ignited by the Scout's flare gun.

versed jolt
#

Make it so bugs don't dig out from the drop pod. Makes no sense that glyphids where hidding inside a company issued drop pod that was just sent out.

wild saddle
#

Add more union representation ingame,
Examples: a union pin on the dwarves, a plaque near the bar with how long you been with that certain union, union banners around the space rig, recruitment posters for your union.

junior gorge
#

Make BET-C's aggro radius visible to help greenbeards know how to avoid waking it up.

sacred sinew
#

Make it so you can't salute "Rock and stone" when you're holding a leaf lover special

timid vortex
#

I've been playing with the shotgun spread upgrades (warthog choke and shaped shells overclock) recently and I feel the benefit they provide has been strongly overestimated by the balance team. The spread decrease is in both cases not nearly strong enough to make the shotguns viable against distant targets (such as macteras or spitter type enemies), meaning the upgrades basically just allow you to engage close range enemies at a slightly further distance. This additional effective range is slight and not nearly enough to compete with the significant damage bonuses that can be gained from alternative options, in both cases. In the case of the choke, I would suggest increasing the effect, to make it more viable against distant targets. This would have the added benefit of increasing the ways in which engineer can be played and encouraging creativity in builds. In the case of the shaped shells overclock, I would reduce the pellet penalty to one less, rather than two - right now I can register a higher than 50% increase in my damage by using stuffed shells instead, which is just too much more for me to consider swapping them over.

timid grove
#

Probably a repeat suggestion, but - Allow Machine Events to reward players with Blank Matrix Core Components.
Description - Players who don't own a Blank Matrix Core upon completion of a Machine Event will be given Blank Core Components. Players must complete three Machine Events to get all components necessary for a full schematic, at which point they'll be able to craft a Blank Core at the Forge.
Why - It'll add a secondary way for players to get these cores and gives them more incentive to do Machine Events by giving them better rewards than just XP and such when they run through the supply they acquired from the Deep Dives and Weekly Assignments.

junior gorge
#

New enemy type: Mactera assassin. Big black ichneumon wasp looking thing, with the typical Mactera "yellow glowing vulnerable patch". Very quiet and stealthy, sneaks up on dwarves and poisons them, dealing damage-over-time through shields.

Purpose: a "spot check" enemy that you want your allies to look out for. Its ability to damage through shields means it can deplete your resources even when it's alone, but because it deals damage over time, it's less threatening in a wave, plus you can still run away and grab red sugar to survive even if you get stung enough to kill you.

Currently, the "sneaky bastard" role is filled by exploders, which are simply too punishing since a small group will often cause a one-hit down even if you notice them before they explode. Giving this role to a new enemy would allow the exploders to be given a louder and more distinctive sound cue, to reduce the occasions on which they cause sudden, near unavoidable death.

void mortar
#

Hi, the solo turret should have only 180° angle instead of 360° because actually there is no point to have 2 turret (I hope its the right chanel this time ^^")

summer pond
#

dirt in the sandblast corridor should have a different color maybe more yellow

cloud vine
#

D20 dice in the pod.

humble quest
#

a weekly level like deep dives that has all the negative mutations all at the same time, gets unlocked after EDD gets completed and gives just a blank core

shrewd orchid
#

Make mactera grabbers able to be grabbed by cave leeches acidentally if they ( mactera ) are holding a player, for fun purposes

kindred kettle
#

Slightly increase Goo Bomber health, but have them die instantly or become crippled once both sacs are destroyed.

west shale
#

Let us choose our "Mission Failed" animations.

formal mural
#

New weapon idea for Gunner: hand crank Frank. A high caliber medium capacity Gatling, reloads from a hopper that needs to be topped off every so often with the upside of no overheat. Due to its crank nature it can't reach the rate of fire that an ordinary minigun could but it packs a much larger punch.

gaunt latch
#

To build off of the previous suggestion, each class gets a new weapon that has to be built from parts found in lost packs, cargo crates, and other special events people can find stuff from. These weapons aren't as high-tech as modern weapons (hence the gunner one being hand-cranked). More like antiques (or based on antiques) for the discerning dwarf.

wild sleet
#

A unique callout for exploders when using the laser pointer.

shrewd orchid
#

Being downed again with iron will should not affect the down counter.

clear knot
#

The recent nerf to the minigun’s lead storm OC was a bit much. It often relied on the minigun’s stun chance to maintain space between yourself and swarms given the 0% movement speed while firing. Movement is a key part of survival in this game and its value can’t be measured the way damage, reload speed, rate of fire, and other numerical stats can. Its high cost of rendering yourself immobile during a weapon’s firing (especially one that often requires sustained firing like the minigun) should be rewarded with its previously awesome destructive potential.

shrewd orchid
#

Minigun OC that generally boosts some its stats like damage and maybe venting / spinup time, but in turn makes the weapon require reloads.

velvet zenith
#

Have drop pods/ammo pods visibly being launched outside the window and heading to the planet

rotund mirage
#

^^^ And returning? (Drop pods.)

west shale
#

If only one player misses the doors on the drop pod, Mission Control should make a comment "Looks like one of your miners missed the countdown. We're sending him in on his own personal pod. Next time it's being deducted from your mission payout." Then have the player dropped right next to the regular drop pod. I think it'd be a comical thing, especially if there was an achievement attached to the event. I'd also love to see a play on this if it was ever added, this is really a friends idea to begin with, this last part is my addition: if there are four players and one of the players puts a barrel in his seat in place of himself, an achievement should be given, called "Barrel of Monkeys" or maybe something like "Just act naturally."

west shale
#

Make it so on the shop screen, the last item you hovered persists. This way items you want to see the back of can be rotated fully without having to do it backwards. Currently as it stands to see an item you don't have in full view, you have to rotate the item you have selected in shop, and hover back over the one you want, jumping to and fro to see all the details. Just make the last item hovered in the shop persist on the selection side, so we may see what we are considering buying. It's a small QoL but I know at least 12 players I regularly drop with that would greatly appreciate rotating armor they haven't bought to see the front and the back, and not doing it the very tedious way it is now.

snow remnant
#

What about a new voiceline for when your dwarf takes a big chunk of fall damage : "MY LEG"

fathom fractal
#

-Mission type idea-

"Abyssal elevator"

Team starts mission in drop pod

Mission control: Alright team listen up. In the early days of DRG, management wanted to access a system of caves too deep for drop pods to reach, and had elevators installed that could. Your job is to reactivate them and head down to collect the very rare "artoromite."

Team fights it's way to the elevator and starts it up

Mission control: good work. Before heading down, be aware you will be beyond commination range, and I won't be able to assist you. One more thing, scanners show something big moving around down there. Good luck.

Team enters the elevator and descends quite a ways

Then the place you arrive at has no natural light sources and your team does what it needs to do and gets out.

night junco
#

In a similar vein to the leech grabbing a mactera with a dwarf, more interactions between abductors should happen. When 2 or more cave leeches are nearby each other, they should fight over who gets to eat you. A trawler should try to snatch you from a grabber, or a leech, or vice versa. If 2 or more trawlers are in a pit, sometimes they should snatch you from each other. Make leaving these guys alive even more chaotic, and force people to make them priority targets.

tough orchid
#

Some Pickaxe mods (perhaps tier 3?):

Resonance Wave: Power attacks have an additional, much larger, and fairly weak damage area that is good for clearing out Swarmers and other small enemies.
Earth Attunement: Power attacking compacted dirt will immediately blow a huge hole through it.
Mineral Attunement: Power attacking mineral veins will cause the entire vein to explosively shatter, immediately (and messily) dislodging it.

torn flint
#

Add a symbol for electricity in the loadout options and perhaps small icons next to or under the player portrait that tells people who join and other players what you are playing (freeze, fire, electricity, etc). Kind of annoying to have a flaming mini gunner join the expedition and unfreeze every single oppressor or neocyte breeder I try to bring down.

hearty badger
#

I thought something that would be cool but not something high priority. Make you use the pickaxe to build things instead of the hammer when you have the skull buster back blade equipped. I think it would be a cool touch.

stone shard
#

Removal of the Fastest speed on the Barrel game. I have found this to be the most impossible speed to ever hit and the barrel does not drop fast enough on the previous shot to ever get this in time before it ruins your streaks. That or make the barrels come out faster so you can actually shoot it in time.

livid echo
#

Add an "alternative" mission type. I'll explain...

"Alright miners, usual mission, go in, collect enough-" mission control is interrupted by a loud bang on the pod
It comes through scratchy, but you can hear "Miners, you've been - off course prepare for a - landing!"

The pod lands, but you and your team (or bosco) are inside of a glyphid nest, organic matter and other various resources cover the walls. The objective now is to survive. Luckily for you, there is plenty of nitra nearby (Between 150 - 250 nitra ore)

You'll have a few moments to terraform the landscale before the bugs finally investigate what is going on.

Once they arrive, it'll be wave after wave, with mission control sounding frantic trying to get another pod to get you out of there.

I would think you'd have to reach a specific time in the mission to survive, and each biome would have its own respective type of nest with the unique enemies. Like the sand sharks on sandblasted, etc.

When I mentioned alternative, this would be more of just another mission type that feels like it isn't. More for immersion purposes.

severe moon
#

Give us the option to rejoin games we got disconnected from via network issues. I constantly get dropped coz apparently I'm like the only Xbox player in the UK playing and playing without dedicated servers with Americans and Australians is risky as hell

rustic flame
#

Small suggestion - For the Glyphid Slammer sometimes in the dialogue for ordering it my dwarf requests Red Sugar on top. I'd love to see some speckles of red sugar in the head of the brew when I order it. I know it is stupid, but I am hopeful that it is a small and easy enough thing to implement that it may one day be a reality! ❤️

west shale
#

Let us 'glass' the green goo with the flamethrower. Essentially hitting it with a flamethrower long enough turns it into a surface like the naturally occurring platforms you can shoot to open. Better yet, make the glass you create slippery, like the icy floors. So that it still remains tricky, but a tricky that is speedy, and not ridiculously slow.

safe parcel
#

Display weapon accuracy % in mission complete screen

near glacier
#

hardcore mode (down = death)

vivid cedar
#

Replace the Widemouth refill port sentry upgrade with an Electric Refill Conversion mod that lets us resupply the Sentry by pinging it with the laser pointer

idle rose
#

Steeve could get a small temporary energy boost when you pet him. appreciation > motivation 🙂

shrewd orchid
#

MASSIVE LIST OF SCOUT QOL CHANGES

  • Make M1000 Classic's " ping " louder.

That's it.
now seriously, please, current m1k is just a lame " ting " that is often inaudible because of the music and you not paying attention due to everything going on. It should be more for a PING, not a ting

rain drift
#

Match making, could we get some level dependant auto matches going, or incentives to include low levels?
I’m not terrible at the game, or at least not abysmally bad, but I get kicked every match I join due to low level, before a game even starts.

final niche
#

Hip Flask item to take one charge of a beer into a mission, it's fun being able to be tiny in the bar but it would be awesome to have one charge of moonrider in a mission

idle rose
#

no biggie, but would be nice to have the mission selection menu remember the last used hazard level as a preset

carmine briar
#

from what i can tell theres no axe or hammer part that would hit whatever your wanting to hit and i was wondering if that could be a thing

humble quest
#

an eglish tutorial (edit: tutorial for the english language, many russian players speak only russian in mic)

west shale
#

create a depositing chute inside the space station. when a miner doesn't deposit into the MULE, drop pod, or minehead before extraction and they take it back to the space station, let them now place it in the space station depositing chute upon return. i think this would be a neat little way to add some more life to the mechanics of the game. it's not like they can teleport your materials from inside, let us do that to give a little more something to do inside the station before the next turn over. even better, just make a ladder to the side of the drop pod in the station, and have Mission Control, annoyed, say "Miners, you really need to remember to deposit BEFORE extracting."

addendum idea: make a tip jar at the abyss bar, where you can, instead of depositing, tip the Bosco bartender. additionally have a comment from Mission Control "that isn't even a real tip jar, he's a robut, he can't spend credits. we put that jar there as a joke." have it track the amount you deposit, though dont show it on screen. at certain counts of materials, the bartender celebrates, plays music, and gives out a free round of drinks tied to that specific material as a thank you.

sick snow
#

In the interest of having More Things To Obtain in the game, how about equipment overclocks?
Most or all of the pieces of gear that don't currently have overclock slots would now have them, such as C4, the platform gun, and ordinary throwable flares.
Some specific example ideas:
Flare gun: Actinic Compound - when fired, flares have greatly increased light radius, on the order of several times normal, but the light radius immediately begins reducing, dropping to the normal radius over the course of 20-30 seconds. Downside: the normal light radius is reduced.
Tracking Darts - adds the M1000's focus mode to the flare gun. Charged shots consume two flare ammo but the resulting flare creates a marker on the terrain scanner.
Micro-flare Launcher - reduced ammo count, but pressing the trigger again while a flare is in flight causes the flare to fragment into a dozen or so smaller flares which spread in a shotgun-style cone pattern.
C4: Tunnel Borer - instead of carving out a sphere, Tunnel Borer C4s would carve out a dwarf-sized tunnel that's 10-15 meters long. And instead of being thrown, the Tunnel Borers would have to be placed on a surface and oriented in the desired direction.
Daisy Cutter - instead of a sphere, the C4's explosion is a disc that travels parallel to the surface the C4 is thrown onto. Less damage, larger radius.
Platform gun: see Spessforce1701's suggestion in this channel from 10/17/2019 for some good examples. (Search "overclock platform" to find it easily.)
Thrown flares: I think these would be mostly cosmetics, such as a selection of visual trails on the moving flares or possibly models that aren't the generic tube (assuming the latter wouldn't be too much of a performance hog).

west shale
#

Make the noise for when you fully complete the meter on a resupply different from the noise if you cancel the resupply by walking away. Currently they are the same, and it can confuse you if you're trying to keep peripherals on enemies. If the finished sound was more of a positive boop, and the walk away cancel remained the sorta negative twang it was now, it'd be a nice tidy finishing to one small detail, as well as a secondary indicator for when it's finished. You can cancel a resupply at what seems a microscopic fraction of a second short of completing the meter. This can be confusing, and annoying.

addendum: it'd be an extra nice flourish to resupply pods, if the lights on the pack you were resupplying at, changed to the associated color theme of each dwarf (green, yellow, blue, red.) i say this because if you resupply with teammates at the same time, sometimes a teammate can resupply at the same pod, and despite seeing the meter, you will not resupply. this happens simply because of the radius of the E prompt. this would remove that confusion as if you didn't see your color you'd know they had hit E there first.

toxic heron
#

Make it so we can put picaxe customizations like skull buster and chop-chop on both sides of the picaxe

stuck scarab
#

Add a Steam success : Slap the dice [high number] times

junior gorge
#

Make the "lost pack" helmet stop beeping once it's been used. It's very confusing to be able to hear it through a wall and think it's a crate or something.

junior gorge
#

The CRSPR flamethrower, Lead Storm minigun, and the platform gun don't appear to actually have triggers. Could you tweak the model slightly?

fallow oracle
#

Buff up a bit neurotoxin tickrate or tickdmg so for example Neurotoxin Payload OC for thundercannon could compete with Big Bertha or Carpet bomber. Status effects are pretty fun to play around but overall neurotoxin is probably weakest one so far.

lusty raven
#

As an Easter Egg, have the booting drop-pod make the dial-up connection noise once in a blue moon instead of its normal sound effects.

scarlet rapids
#

Have people suggested giving Naeodcyte hatchlings an aggro radius from where they hatch?

scarlet rapids
#

Perhaps friendlies being within the radius of c4 could delay the explosion and give them time to respond to the associated voiceline given by the driller

brisk trail
#

To make the Space Rig feel more lively, I feel there could be more maintenance bots floating around similar to the bar tender and the nurse bots. Some could be working on repairs for the drop pod or running some consoles.

round kiln
#

Add a restart mission button in the options menu.

late anvil
#

Give us Golden Drills ;-;

scarlet rapids
#

Perhaps some sort of warning when a teammate is aiming a grenade/c4 in your direction

near glacier
#

Seasonal beer recipes

tired kindle
#

Deep Dives need to default to private or at the least save your last used preference. Too many times have I accidentally started a public Deep Dive just to abandon the team that I didn't actually want.

west shale
#

create a confetti celebration/dance music event that triggers every 100 beers bought at the abyss bar.

calm iron
#

Give me the option to change the dice to other things, namely truck nuts

shrewd orchid
#

A warning that disrupts the comms and electronic devices / stuff of the team. Something along these lines

  • Mission Control's lines are scrambled / not present.

  • The player's UI is gone outside of the chat and bosco stats. Ammo counters on weapons are not functional. Crosshairs are also not visible.

  • Supply Pods are significantly delayed.

  • Terrain Scanner doesn't work, and you can only view very buggy images of things very near you.

tawny jolt
#

How about adding more variety to the kinds of bosses we have to fight during Elimination missions? Make it so that when we burst open a cocoon, we get a random Dreadnought class enemy from different species, each one having different patterns and attacks (Maybe a Mactera Dreadnought that fights from the sky and attacks with a variety of projectiles, or a Q'ronar Dreadnought that rolls quickly around the arena leaving damaging spikes, and so on)
As of yet Elimination missions feel a lot to me like i'm just running through the same motions of running around the Glyphid Dreadnought and shooting it when it stops to roar, and it gets a bit grating after the first few fights.

amber surge
#

New mission type: alerts
One drop pod have bring glyphids Breeder (not naedocytes) to the Space rig.
Clean insert number floor from all insects and destroys the nests that have been created.
This mission type is rare and can pop anytime on mission selection.

severe valve
#

Ability to dummy fire Bosco's rockets at whatever he is aiming at while in attack mode with some amount of added cooldown to rockets used and a longer delay between rocket shots to not just make it a better option than using the pointer. Removes the clunky feeling of having to drop your own weapon to use rockets.

humble quest
#

Beer or mission warning that reduces health a lot, like 80%

tribal heath
#

Skin Suggestions:

Neon mesh + Ghostly Pale skin should either be jet black where the neon bar is or the white neon bars should have solid black borders in similar fashion to the Company Special, Deepcore and Supporter skins.

Neon mesh + Primal Blood skin should have the same black borders suggested above and the neon a bit should be more red rather than pink.

Neon Mesh + Beyond The Circuit skin should have bright pink bar like the default neon bar.

Beyond The Circuit skin's pink should be more saturated (hotter) and the grey should be made darker. This skin currently looks very faded and dull.

neon mulch
#

Hold V to held out pickaxe, so we can inspect it longer (and gaze on the modifications of it)

junior gorge
#

New beers!
Licht en Magie Lambic: Fermented through exposure to bioluminescent cave yeasts, this premium sour lambic gives you more than the usual glow. Brighter flashlight and -33% flare cooldown.
Ol' Twitchy Coffee Stout: A drink to really wake you up! The coffee flavour is delicious and the abv reassuringly high, but no-one has ever managed to get drunk on Ol' Twitchy - the caffeine content will kill you before the alcohol gets to work. +10% unencumbered movement speed.
Mad Monks' Dubbel Trubbel: Brewed in an isolated monastery in the Oort Cloud, and generously flavoured with the local mind-expanding herbs and mushrooms. The monks insist they aren't mad so much as exposed to the wisdom of the cosmos, but they also wear socks on their beards so no-one believes them. +50% XP rewards (stacks additively with double XP, so it's 250% overall rather than 300%)
"Mothers' Beard" Milk Stout: The most comforting beer in the galaxy, sure to remind even the most hardened deep delver of the warmth of hearth and home. Fosters greater cooperation with your teammates, but may also result in telling them you love them. Greatly reduces friendly fire and self damage.

lament igloo
#

Can we get so we can mute mission control? As he's annoying as hell if you leave the zone during like a black box or similar. Like, if i'm not in the zone there's PROBARLY a really good reason for it.

thorny tartan
#

Silly overclock suggestion for Breach Cutter
Crossbow or Needle [unstable]

  • Projectile is rotated 90° yaw - so it looks like a railgun of some sort (and 90° pitch for triple line mod)
  • significant increase in damage
  • increased projectile velocity
  • decreased max ammo
half frigate
#

New gimmic beer idea: Dally's Dawdlejuice. Needin' to quench a thirst but wanting to stay sober for the job? Dally's Dawdlejuice's got ya' covered! Brewed to a surprisingly low ABV of 0.0001, this fruitjuice will be sure to dampen that throat and keep you sober for at least a while longer! (WARNING: Not recommended for miners and other employees working long, tedious times in dangerous environments!) On its own, Dally's Dawblejuice has no effects, however when paired with other gimmic beers, the effects of those other gimmic beers are delayed until your next mission. Significantly increases the length of other gimmic beers.

Basically, the idea of this drink is to allow us do missions under the effects of other gimmic beers. In order for this to work, you must drink dawdlejuice first before drinking any other gimmic beers.

livid echo
#

We should have a beer called "Swamp Water" and it would give you one of the random effects of the other beers.

torn flint
#

Very rare event that happens after a mission ends
"Brace for impact miners, something is blocking your path back to the station."
A giant (insert any kinda monster here, tentacle, worm, etc) grabs a hold of the drop pod and you have 2 options, free the drop pod and escape or fight it until it's down for a huge reward. 1 free resupply plus whatever nitra you got leftover from the mission itself. If you fail you still get your mission rewards but no bonus.
This idea can be adapted and expanded a lot further of course but the main thrust of having an unexpected interruption when you think you are safe is a cool idea and something to look forward to.
Ideally on the surface or a very spacious cave.

distant bone
#

**Idea: Deepest Dive
TL;DR - A Once a month mission, taking you to a special biome where gravity is lower, the bugs are bigger, and the payout is larger. **


In order to unlock the Deepest Dive, you would need to Complete a "Setup" deep dive, with a preset mission structure, (Mining/Aquarq collection -> Uplink To Rig For Reinforced Pod -> Descent (Protect the Reinforced drop pod as it chews through 3 layers of extremely dense bedrock, in addition to needing to stay alive you need to protect the Pod).

After you Breach into the "core" you are greeted with bigger, tougher bugs, more frequent swarms, and 3 optional objectives with a TON of resources all around you. (Optional objectives would be egg collection, mining, killing a queen, or other "quick" missions) You could do any of these objectives but you would need to do at least 1 to leave.

Restocking ammo and supplies would require you to go to the reinforced pod. No supply drops. The amount of Nitra you collected in the initial deep dive would go towards how much extra supplies you have.

The Gravity is lower meaning you move faster and jump higher but so do the beasties. In addition, less gravity allows for bigger bugs to thrive, (this includes the queen, mother of all bugs).

Swarms would come near constantly. Make good use of your time and get on those objectives.

half frigate
#

New enemy idea: Manti'Naar. Large, scionic hunter-like mantid creatures that prey on glyphids and miners alike. These large mantid-like predators come in three different forms: warriors, knights, and hunters.

The warriors are the lowest class of the Manti'Naar hiararchy. They're stronger than armored glyphid drones and more lethal than glyphid slashers. Manti'Naar warriors can be tamed with the highest level of the bug tamer perk. Manti'Naar Knights are tough, armored manti'naar that put up one tough hell of a fight. These hulking bulwark walls on legs are the equivalent to praetorians and oppressors, having a lot of armor and able to move rather quickly for their size. Knights can charge, pinning the player they're after while knocking everyone else back. The hunters are different to the warriors and knights. Instead of getting directly involved in the chaos, hunters lurk in the shadows and pick on stray glyphids or players. Hunters are weak, but make up for it with their quick, nimble mobility. Hunters can pin their targets against the ground and will flee at the first sign of trouble.

I think it would be interesting to have different factions of bugs that are aggressive towards one another and players alike, so I came up with this "faction" to serve as a predator to the glyphids. Of course Manti'Naars would be rarer than glyphids. Would it also be possible to make Q'Ronaars, Macteras, and Naetocytes aggressive towards each other until they're aware of the players' existance? Of course, to make sure they don't end up killing each other before players get to where they are, they deal significantly less damage to one another unless under the effects of the pheromones, or tamed.

vague hazel
#

We need a rejoin option, I just had an experience on an Elite Run in the end, it froze and I got disconnected. When I checked the run was still active with the other players. This is probably the 4th time I had it happened on an deep dive and really not having an option to rejoin is a turn off moment. I didn't lose internet connectivity and it seems the other 2 didn't either with the host. If I was part of the run as long as I wasn't kicked out there should be a rejoin saving grace after I spent 1 hour only to get disconnected on the last objective.

cloud vine
#

Is there a hoedown dance animation? Perfect for any drunken dwarfs caught lip syncing to the song playing.

cursive lynx
#

QoL Mini Suggestion aka something I haven't fleshed out in my head yet
The ability to compare two separate loadouts side by side for the same class. Basically take a look at the stats of say the primaries in loadout slot A & B without having to go back and forth. Throw in some Green and Red numbers to show which value is better for ease of viewing. Works great if you're comparing a build of the GK2 around a certain OC against a different build of another GK2 around another OC. Makes it easy to compare without having to constantly switch between two loadout slots or write down the numbers.

junior gorge
#

I love the way cave generation varies between biomes! Here are a few new cave features to help emphasise the differences between biomes:

  • Giant stalagmite. Shows up only in Crystal Caverns; basically an enormous (~20m high) crystal stalagmite in the middle of a cavern.
  • Rock sponge. Shows up in Fungus Bogs. Instead of one big cave, lots of tiny ones linked together by a multitude of little tunnels. Extra confusing.
  • "River". A wide, shallow trough crossing the ground of a cavern. Shows up in fungus bogs (where the ground in it is sticky goo) or magma core (where the ground is hot rock).
  • Frozen lake. Shows up only in glacial strata. A wide cavern with a low ceiling; the ground is almost entirely slippery black ice with a few outcrops of boulders.
  • Geode. Crystal caverns only. A close-to-spherical cave entirely encrusted in crystalline structures.
  • Cliff wall. Sandblasted Corridors. Essentially: Generate a big cave. Then fill half of it with solid rock, leaving a vertical cliff face.
stone shard
#

New Mode Suggestion Legendary Deep Dive ~ Instead of 3 sets of regular objectives, it's a special mission. The drop pod goes so deep that it runs off course and loses functions (Like the Salvage mule op) . Immediately you are forced to survive X(5?) waves until a random communications crate is dropped (somewhere in the map), and this repeats 3x with increasing difficulty (More praetorians, some bulks, ect.) Until you complete the 3rd and final crate objective. While waiting for Mission Control to recalibrate the drop pod for retrieval (untimed), Final wave with a dreadnaught spawns. Why would it be a Legendary Deep Dive? Well, Waves would ideally be about 15 seconds apart (enough to get some mining done between waves without being overkill) or 5-10 minutes if previous wave incomplete (Only up to 5 waves until the following crate is complete), leaving little room to breathe and not allowing for exploitation (i.e leaving 1 mobs alive, running to mine everything, then kill it, ect.). Keeping on the move and finding nitril + minerals to have enough ammo for all the waves and crate objectives. With the ever-so increasing size of waves and enemy types, managing ammunition and synergizing tactics becomes important, reviving becomes difficult with the constant hordes, crowd control becomes vital (stuns, slows, ect.). I also do believe this would make more un-used perks like vampire, shield link, or red crystal hp boost perks would be more meta as the need to heal would come up far more often.

chrome tulip
#

I think that being able to "LOAN" a friend some minerals would be super good and that there are MORE beers with BUFF !! and MORE beards and Helmets !! Mighty_Miners rocknstone

rotund mirage
#

To add to @junior gorge 's cave gen ideas-
'River' could show up in the Salt Pits- but be completely empty

near glacier
#

Remove the cooldown from the turret em discharge overclock. It is useless now

shrewd orchid
#

DAILY DRINK COST REBALANCE
Red Rock Blaster : 2/3 bulbs ( from 1 )
Skull Crusher Ale : 1 bulb ( from 2 )
Tunnel Rat : 2 bulbs ( from 3 )

near glacier
#

Scout M1000 Hoverclock suggestion: Maybe to make it more rewarding for skilled players add a perk "Cold Blooded" causing enemies to freeze when we hit their weakspot while using Hoverclock?

junior gorge
#

Cute bug. Rare pink loot bug that drops nothing when killed but gives you a buff when petted.

lyric falcon
#

ability to drop ores, so we could drop ores for a friend closer to the molly or something like that

regal dagger
#

timed elimination if we don't pop the eggs in time we gotta fight the "something worse" and that being a flying dread

near glacier
#

Honor this CoVid era by adding a fun (+ good reminder, too!) mission mutator that deals damage to dwarves if they stay too close to each other. Call it what you will, Plague, Pestilence, Sick Dwarves... but please make Social Distacing fun for once, even if doesn't become a permanent part of the (co-operative nature of the) game. Could also be a good way to pick up "earned media" attention on even non-gaming websites: "Video game encourages social distancing in-game to get message through to gamers". Just a thought. 🤷🏼‍♂️

peak aurora
#

-Scout: Higher movement speed on foot and slightly improved jump height

#

-Engineer: More repair and assembling speed
-Drill: 1 less pickaxe hit needed per surface
-Gunner: More health then the others
(forgot to hold shift while pressing enter earlier, soz)

timid grove
#

Cosmetics with metallic parts should give us the option of coloring them with the same paint schemes as our weapons and pickaxes - like the Ravager mohawk being able to use the Primal Blood color scheme.
Cosmetics as in head and beard parts, not the different suits we use since that'd majorly break the color coding the Dwarves have.

fierce mica
#

Idea for an easter egg:
If you drink a Wormhole Special while under the effects of Flintlocke's Delight, if you teleport into space, you're sent careening like a comet.
If you manage to teleport to the gap between the broken of bit and the main body of Hoxxes IV using Wormhole Special AND manage to launch yourself towards the planet with Flintlocke's, a random/unique mission will start.

delicate mantle
#

potential sort of in-game smack on the wrist for modifying character save data / txt files

honest lance
#

every spin you do midair with the hoverclock OC should double the damage of the bullet for those sweet MLG strats

west shale
#

Let me get that bartender skin for my Bosco. I want my robo boi to be wearing a bowler hat.

round kiln
#

Lethal evniroment map modifer gives inrcreased amounts of map hazards on any given map type. (ex lava geysers)

native ruin
#

Allow default mesh color skins to cross over with other meshes

polar anvil
#

This may not be the most popular idea, but I would love the idea of perhaps being able to play as a Bosco Unit. The superior mobility, unique weaponry, and unique vantage point of a flying unit in a cave system could prove to be interesting. It also gives more weight to actually upgrading Bosco as right now, I feel almost no real compelling reason to spend resources to upgrade him as the focus (and fun) is from the multiplayer experience. Maybe if you are concerned of having an entire team of flying Bosco units perhaps limit the number of them on a team or increase the spawn of flying/projectile units for the number of Bosco?

kindred kettle
#

Haunted Caves mutator to mute ambient music and to scramble or jam incoming transmissions from Mission Control. This could make the haunted caves even more eerie and unsettling without necessarily making them more difficult.

timid grove
#

Idea - Downed Players can act as a sort of mini AI when viewing other players and ping things across their hud like they were using the Laser Pointer. (Mostly so that players coming to rescue you who ignore game chat will get a hint that there is a Cave Leech right above your broken body BEFORE it grabs them.)

tribal heath
#

Suggestion or Bug? Prevent Praetorians, Oppressors and Dreadnoughts from using thier special attacks or roars while thier weakpoints are clipping into the terrain. Make them move out of the terrain first.

fringe solar
#

Campaign missions as an expansion
In the future when this great game inevitably runs out of funds for development (or just the studio does and can't work on their next game) rather than resorting to Micro transactions or Payday style DLC, perhaps a mission/campaign pack for sale instead. Its a much more worthwhile thing for players to buy, and players without it aren't pressured into buying it for standard play. (I think exploring a derelict space station would be cool)

spice grail
#

An official Deep Dive speedrun leaderboard that is cleared every Thursday with top teams at that time being awarded extra goodies and maybe get featured or something.

grave vapor
west shale
#

It's a Bug Thing should be reversed. you want to be able to get closer to the loot bug so you can bounce on top and catch all his goodies at once. it being reverse makes this impossible. i purposefully did not upgrade to II because of this.

near glacier
#

can we finally have this channel closed? there's, like, a month left until release, devs ain't gonna use any of this anyway.

rich junco
#

There's still gonna be updates after release.

proper frigate
#

I was thinking that giving more progression with the overclocks would feel more rewarding. Like the tier 1 overclocks (less powerful) gained by weekly assignments, Tier 2 (more powerful) given by deep dives and tier 3 (most powerful) given by last EDD mission and Machine events possibly only in Haz5 to make it aligned with the reward

weak cave
#

A few suggestions (I CTRL+F'd keywords from this and didn't see anything, so apologies if there's a duplicate suggestion) -

  1. Seeing Teammates Shields - Would it be possible to see teammates shields above their health in the HUD UI? It'd be nice to have in general, but it would also help make the Shield Boost perk useable without having to guess/ask about a teammates shield percentage. As of right now, it feels like guess work.

  2. Health + Shield w/HUD Turned Off - Would it be possible to have health and shields viewable in some way on the laser pointer when toggling the HUD off? Maybe not built in normally, but as a menu toggle or something? While working on the DRG Trailer competition I played in no-HUD mode, which was awesome, but the only thing I felt was missing was a way to see my own health/shields. Most weapons have good ammo counters, and the minerals can be guessed based on what you can pick up, but health and shields don't have anything (as far as I can tell).

  3. Seeing the Map w/HUD turned off - Right now the map can't be viewed when the HUD is toggled off. Not a big deal, but feels a tad off.

wanton plume
#

Problem: So far armor breaker is rarely of use, because most enemies have a weakspot you can shoot at.
Suggestion: Give us an enemy type which has armored weakspots, with armor you have to remove by shooting at it, to get access to the weakspots. Would make Armor breaker a more useful tool, which would have much easier times peeling off this armor plates.

regal dagger
#

Give us a portrait of Karl.

near glacier
#

Add a coal ore in the map that has to be used in the forge
You can only forge an weapon with this ore(coal)
The ore isn't found in the glacial map, but most founded in the magma map
so... otherwise the players have to play more to be able to forge a weapon.

torn oar
#

instead of having total shield removal in shield disruption. have a sort of weather event like sandstorms or blizzards, but it is a sort of EMP wave that knocks out shields for a descent amount of time, as well as all electronics (scanners, Bosco, etc.)

umbral aurora
#

A Filter for the Server List that will only show games that do not already contain your character Class
A Filter for the Server List that will only show games that restrict Characters (I know this is visible, but I would keep these 2 filters on all the time)

storm mortar
#

Make it so the droppod ramp doesnt retract at speeds that fling anyone on them 100m high (and then fall to their deaths), or make it so the drop pod ramp doesnt retract until dwarves get off of it

turbid swan
#

Would like a new voice line for the driller when the others start digging through the dirt wall without him. It could be like "Oi! You diggin' without me!?" Or "What do you think yer doin' with that dirt!?" Something to voice the frustration of a driller main.

twin shale
#

Change MULE, Bosco, placed turret, and any other objects to not to block with any character movements, melee, and shots so that player don't get pushed while going through tight tunnel, or being able to mine vines/tunnel without adjusting MULE/Bosco/tamed grunt's position by backing up a bit.
Change Bosco and tamed grunt by Beast Master decision making to not stand in front of character so that they don't cover player's screen when player is trying to mine, dig, and shoot.
Change MULE's decision making to stay in one position while player's shooting/digging or during swarm unless it gets called.
Change Mission Control's voice to Character Voice from Sound Effect so that player can adjust volume along with other voices in game.

steady fable
#

Could the flashlight be made brighter in solo play

thorny tartan
#

suggestion: a simple overclock for M1000 that removes focus shot charge time completely (and also makes it shoot on button press instead of release). And yeah it can't shoot un-focused shots anymore. And a minor fire rate reduction as a downside

storm mortar
#

Need a safeguard system to prevent instant player death when being yeeted across the map due to some sort of physics bug interaction. Like when you mine something in a tight space or when a chunk pushes you at high velocity in whatever direction usually through the map somehow

rustic furnace
#

The Sililcate-Harvester is a passive creature. My thought is to give him some sense in his life.

It stays a passive creature. But know he has an AI. He walks now to minerials on the ground and eat it. The minerial isn't gone. If he eats enough of minerials he will be shiny in many colours that represents the minerals that it eat.

So if he glows and you kill it it will drop a shard of the minerial what he eats.

And this doesn't mean that he throws shards away per 1 minerial. At a undefiend (lets say 12) number he starts to glow.

And i know there aren't shards for every minerial. So they have to make some for this interaction. If not they can make it like the Lootbugs that they throw it away with the explode. -not my favorit but easier to do.

The math would be 25 Gold/Nitra = 50 G/N Shard.
For the other minerials would it be a bit less i think.

Morkit is't his taste as are other Quest Minerials either.

And yes you can see him an enemy to. If he hasn't eat enough to glow. He will not drop minerials. So you have to grab your minerals fast or he eats it away pickaxe morkite

cerulean jackal
#

Okay, bug idea
The shellback, but nicknamed rolling thunder. It spits sonic waves instead of acid. See the najarala from monster hunter for an example. Could be a biome specific bug, to say the sand zone. Would be terrifying going against a bug that could fus ro dah me like a rag doll

leaden granite
#

Since we can now tame out very own Steeve's and since the dwarves all seem to think loot bugs are cutie pies, why not keep one on the rig as a pet? But, being of the mind that all things should serve some sort of function, it can act as a sort of loot box. By spending resources (maybe just straight up spending credits) you can feed your little bugger the junk leftover minerals from the refining process, always a random amalgamation of whatever Deep Rock can't use. Whenever you've decided he's gotten fat enough, you can pop him open and see what minerals his digestive system has managed to process together into useable materials. Then get a new pet and start all over again. So basically, pay credits (maybe just once between missions) to build up the loot bug, then pop it whenever you want to get random resources in amounts that correspond to the amount of credits you put in to begin with. Might also want to limit how often you can get a new one, maybe a week long cooldown after killing one.

timid grove
#

Engineer Suggestion - Allow the Engineer to have additional major adjustments he could make that changes the direct style of his turret. Examples below -
Flame Turret - Turns it into a flamethrower. Deals flame damage at the cost of range.
Mobile Sentry - Allows the turret to fly and follow the user or a teammate the user marks at the cost of damage and ammo capacity.
Digger Bot - Turns the turret into a Bosco-esque Mining Drone that can mine and dig just as well at the cost of removing major damage.

lyric falcon
#

if the player die 3 times, friends can't revive him and after 20 seconds he will drop everything that were in his pockets and maybe a little bit of ammo.
observation of @timid grove : I feel like that'd probably be a good optional thing to make missions harder - something like an extra option players could activate that increases the rewards you get at the end of the mission.

cerulean jackal
#

Alternative objectives to the same primary mission type. For example in morkite missions, you have Ormar, which grows in long crystals that aren't hugging the wall. Could help vary up the missions without introducing new ones.

snow remnant
#

Please reduce the noise that the steam geysers make in the fungos bogs. They emits steam every 6 seconds and if you have two of those in the same cave they will spam you non stop.

snow remnant
#

I think it would be useful if we were able to see the line of sight of the turret(s) equipped with defender system once it is deployed. Maybe while we are using the scanner, of while we have the turret selected. To avoid flooding the screen, we could deactivate it with the same option "sentry gun" in the UI options.

#

I think the plasma bursters could use a little bit of punch. Maybe it could leave an area of effect similar to persistent plasma ?

sage seal
#

Yo what do you guys think of these perks:

Passive: Landing on a grunt-sized enemy causes it to squish and negates fall damage
(could be called "Bug-Stomper" in reference to "Aliens")

Active: Taunts the bugs and takes aggro of all enemies in a 7m range of initial activation for 12 seconds, 4 minute cooldown. would be fun for Dreadnaught missions or saving teammates in a pinch.

summer pond
#

EDD should always be length and complexity 3 since they are called EDD for a reason

near glacier
#

what do y'all think about adding an arabic keyboard support to the game

west shale
#

unique voice lines for when Bosco is sent to retrieve a chunk of gold, chunk of umanite, bittergem, pearl, aquarq, MULE leg, egg, or a battery. it's really only 8-16 voice lines. "theres a fatty in there boy.", "it looks like a big piece of bubblegum," "daddy needs another pearl for his necklace," "get me that aqua..arkwar...the blue thing.", "oh im gonna get that leg. (Rocket homage)", "it's easter time boy.", "i could use this to power my car." seems like a missed opportunity for unique voice lines that would give more life to using Bosco.

nimble lark
#

Suggestion: Reduce how often your dwarf tells you your bag is full. Maybe wait for RMB to be released and then pressed again to repeat the voiceline.

gray stirrup
#

NEW DEEP DIVE IDEA: Extreme Deep Dives --- If any of you have played GTFO I think it should act similar to this. 3-5 different missions combined into one. You launch to an unknown planet for rumored rare ores. You start higher up in the depths of the planet. As the levels progress new enemies arise and they are much more difficult to deal with. The tasks also get harder. A new component i would like to see is it gets DARKER as you go down. Flares become a very important and scarce resource. Maybe something like limiting the flares but the flares are permanent? Maybe some hard boss at the end of it. I would like these missions to be like level 6 difficulty. You NEED a coordinated team with resource management and communication to defeat this deep dive. I would also thing that these caves can be hand made by the devs so there is some kind of structure to them. Waves at certain areas and such. I want a challenge devs. HIT ME

torpid meteor
#

Suggestion: Add a cosmetic hat that is a Yankee hat with no brim.

near glacier
#

suggestion: the gunner just starts screaming violently at max firerate

somber comet
#

Can we get bosco upgrade replace rocket to flare gun? If you are not a scout in solo mission it is very hard to find mineral or mission object cuz of light. Give us bosco's rocket replace to flare gun which one similar scout's will help solo play with other class.

steep coyote
#

Additional Mission Control wave warnings;

-Caught mid sandwich "Oh uh... w...wave"

-Forgetting to turn off the transmitter "Wave incoming. You've got this miners! <...oh I agree they're screwed ~audible click~ >

-Mission control on a break, the intern; "Uh... m..mission control stepped out. There's lots of red dots near the little green ones.. is that bad?"

Might also be nice to have a little variation on the voice lines for rebooting the drop-pod

sturdy tundra
#

Adding a timer till people can not join. lately all i get on public is people joining when everything is done. and calling the drop pod and leaving

#

OR allow the kick when drop pod is called as a majority vote

fierce mica
#

make the "I was born ready" voice lines for the Born Ready perk rarer, or just remove them entirely. Just having the dwarf randomly (and constantly) spout about how he's always ready for anything gets grating very quickly.

loud rune
#

Something that i wish is a community bestiary, a bit like the interplanetary miners union. Everyone is working on hunting bugs and when a community goal is achieved it unlock a bit of information on it but it's still hidden behind either the miner level or a fixed amount of said bug killed.

lost surge
#

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Would like to see Dwarf R&D come up with Gauntlet Grenade Launcher for the Consumable Throwable Grenades.

pliant karma
#

Dumb Idea #2205385: New Mission: Extraction Salvage "A poor crew of miners got sent down here for a point extraction, and got just about everything. Management wants you to, at minimum, get the minehead working again. If you can grab any minerals the previous team left in the walls that's more for the taking." You are supplied with Molly on this mission. Scattered around the cave are 1-4 broken Repair-Boscos that I'll nickname Rob. Find their arms, repair all of them, and return them to a charging station management provides you. They will follow any dwarf on the team around and can be used like a normal, completely unupgraded Bosco. Once all Robs are done you can send them to the minehead platform and must defend them from glyphids while they weld the rocket back together. Once it's all together, it'll launch the rocket off immediately, and you are able to continue exploring the cave freely and can call the drop pod on Molly at any time.

keen cloak
#

Changing Slasher and Guard walk sound effects. Slashers could have a high pitched clink clank sound because they have spiky sharp legs, and Guards could have a lower pitched tumble sound to help with the audio cues

pliant karma
#

'nother random idea to add to the pile: more unique swarms? maybe region-themed? Example: You're in the sandblasted corridors and MC goes: "Gentlemen you've got a pack of Nayaka Trawlers heading your way. Try not to get carried off."

lost surge
#

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Would like to see Dwarf R&D come with H.E / Shaped Charged Drill Spike / Javelin for Driller as optional "Remote C4" replacement.

trail venture
#

I think that a completion indicator for cargo crates and lost equipment could be nice.

It would be the same size and location as the ones for machine events. For cargo crates, it would appear when you insert 1 battery, and for lost equipment, it would appear once you get the terrain scanner data. In both cases, they would only show up as completed once everyone on the team claims their reward.

I think it would be a good way for people to know if everyone got their item (in case the team got separated before the crate/equipment was found) before calling the drop pod.

timid grove
#

Enemy Idea - Crystal Catapulters
Description - Caterpillar-like monsters which are implied to eat and absorb the area's natural materials to create it's arsenal and armor. Would be covered in a destructible shell of crystal, with three spires rising out from atop it's front, middle, and back, each of which glows with energy related to the biome it's in.
Melee Attack - A swift forward charge at players when within range.
Ranged Attack - Launches one of it's three spires near a targeted player, and upon contact with a surface the crystal will emit a damaging effect around it like the radiation crystals, with the effect being based on the biome you're in - so Magma Core would have heat damage, Glacial Strata cold damage, etc...

mossy magnet
#

Be able to play Deep Dives with the same EDD hazard (optionally). Deep dives are boring for seasoned dwarves, and they could be as challenging as the EDD just by having an option to raise its hazard. No extra rewards or anything needed.

untold condor
#

blinking/flashing have got to be toned down. The more blinking/flashing things that get added the harder it is to play as a photosensitive person. Like... why does the ramp for the drop pod blink? Just make the ramp lights static ;-;

cerulean sentinel
#

Quality of Life / UI: Make the Forge Inventory resources reflect the order of your resource bar at the top and separate Credits off the list.

Ex: Right now my Full Chamber Seal Overclock says- 7850 Credit, 120 Bismor, 75 Jadiz, 110 Magnite.... but thats a completely random order from my resource bar at the top.

If it followed the same order my Resource Bar goes in it would go: 75 Jadiz, 110 Magnite, 120 Bismor | 7850 Credits

Its a very small detail but it'd add even more clarity to newer players when looking at their resource needs with minimal changes.

outer flame
#

I feel like the width mods for the Breach Cutter feel a little weak. I would suggest splitting the BC's 'Triple Split Line' T5 mod between the T2 + T3 beam width mods. To be more specific, if you chose one mod it gives you a double line, if you pick both it gives you a triple line. Alternatively you could keep the triple line mod as is and just make the mods marginally buff the vertical height of the beam hitbox too.

tidal lynx
#

when a Warden pops up, shortly before it summons more glyphids it should make some alien sound. Thought that might be cool

lost surge
#

|
Would like to see additional upgrade/OC to Platform Gun, where it use 2 ammo as a charged shot to make wider platform.

junior gorge
#

Deep dives can give you egg hunts, dreadnought eliminations, morkite mining, or black box salvage as secondary objectives, but there's no secondary objective equivalent to point extraction. Here's a suggestion:

The scanning platform spawns in one large cave, near the centre. Once repaired, it recalls Molly so she can't be used to deposit the objectives. The scanner deploys a grinder, a gun, and a searchlight, and Aquark-like gemstones spawn in the cave walls (along with wall sparkles to make them easier to find). Enemy spawns are constant and relentless until enough (I'm thinking four; just over half the length of a short point extraction) of the not-Aquarks have been mined and loaded in to the scanning platform. Once the objective is complete, the waves stop and the mule is released so the mission can continue.

cursive valley
#

Hello there could u please add an option, that u can move the game onto the second screen? that would be awesome, or at least a good windowed mode, that I can just move the window with the mouse to my second screen, thx!

pliant karma
#

Some kind of "double trouble" mission where there's guaranteed one good modifier and two negative modifiers. I feel like the combinations could get interesting and terrifying.

fiery flint
#

Since Steeves have immunity to the machine event ending pulse, can that immunity extend to dreadnaught eggs as well? It's not exactly fun or balanced to immediately be thrown into a boss fight right after another.

rose pasture
#

Can you devs set a speed limit on loose minerals, so that way they don't fall through the ground? I've been seeing minerals fall from high places, using Bosco, and see some of them go through the ground. I'm not sure if it's a bug.

livid echo
#

I think we should have roles on the discord for "trainers" or people that are willing to show new players the ropes. I've been helping newer players the last few days, and it would be great if we had a rank so people could see who is a trainer and who isn't

wind coral
#

Double the % reward from O2 affix as they are not fun at all

cerulean sentinel
#

Let us bind the mousewheel; this has been a FPS staple since 1999 and the Microsoft IntelliMouse

twilit wadi
#

Cosmetic suggestions:
-a "wound" category for missing eyes, prosthetic legs, scars for those less lucky dwarves. Maybe roll the "field repairs" in there as well
-armour decals, from class and rank insignia to random graffiti and kill tallies

shrewd orchid
#

Breach cutter needs an ammo nerf, specially in the ammo upgrade and the light weight magazines OC.

BC shots have usually about equal or more potential than a PGL shot, and its not fair taht it can have double the ammo, specially because its single target damage is relatively massive.

desert surge
#

Let me pet the funny robots!!!! Ex. Med-Bay, Bartender, Bosco, etc.

feral thorn
#

'V' to Rock and Stone
But could we be allowed to hold 'V' so we can show off our pickaxes more?

burnt portal
#

It would be nice to be able to set the loudness of voices from MC
Sometimes I cant hear my mates over it

sleek kestrel
#

Please make hover boots and call Molly able to be separately bound. My hover boots fail 75% of the time because I'm too close to a wall/pillar/floor and Molly gets called instead

distant bone
#

Beast-master perk alternative function.

If multiple people in your squad have the beast-master perk, it would be cool to have the option to tame some of the bigger beasties.

Ex. One use of the perk would stun a praetorian for 10 seconds. A second usage would tame it.

rose umbra
#

Swarms should not be allowed to spawn once you pop a Dreadnaught boss nor start an event

flat orbit
#

during end-stage events if there are no paths to a pack of leaf lovers cowering in their sealed bunker, spawn a Bulk Detonator to help them find their way out.

jade surge
#

Let armor breaking apply to dreadnoughts weakspot shell. Change some values around so that It doesn't just get destroyed instantly yet there is a noticeable difference with and without the mod. Some combination of buffing shell health and decreasing armor break values should work.

onyx crown
#

Heating effect should go upwards (from bottom to top), and cooling effect should go downwards (from top to bottom) on the visual indicator.

brazen radish
#

would like to voice out certain suggestions based on my experience in hazard 5, as i do play at that difficulty exclusively nowadays.

  1. Swarms - would it be possible to increase the intensity of the spawns? maybe x2 or x3 of the current amount? this is due to a few reasons..
  • players can easily choose to cheese the waves by using tunnels or bunkers, greatly alleviating the pressure a swarm is supposed to create.
  • it would be even better to increase the chances of having a bulk detonator spawn during swarms as well , to either prevent or lessen down the relianace players have on them(tunnel strats).
  • it does feel nowadays that glyphids come in small batches over an extended length of time, having an increased amount of spawns within a shorter timeframe would encourage players to lure mobs together for big splash damage saving ammo in the process, who doesn't like big explosions?
  1. Nitra spawns - there's an abundance of nitra veins in the map making it less important to aim for weakspots damage to save ammo.
  2. Red Modifiers - i feel it would be great to have additional modifiers instead of 1, for example: low oxygen & lethal enemies would promote teamwork and staying together to accomplish the objectives.

In summary , i feel it would be great if everyone that plays Deep Rock Galactic would work together with each other to complete missions, perhaps the GSG team would introduce stuff like these to encourage that behaviour.

Thank you for your time, Rock & Stone !!

rare spire
#

I propose a simple thing: if you loot MORE than the obj ask, you will rewarded with something, your choise, but i find frustrating, beeing a dwarf, to leave some resources only coz i already meet my lvl quote (dunno, n*200 morkite or 10 fossil).
I guess if someone ask me to find 200 morkite and i come back with 400, he will be glad of the extra amount.
Just a little suggestion but I guess it will be appreciate.

ROCK AND STONE, BROTERS!

tulip phoenix
#

What about a daily challenge system. There not like assignments but rather everyday you are given 3 new objectives you can complete for minerals or credits. These challenges can be like: Complete a Hazard 4 mission, obtain 300 gold in one mission, kill 4 dreadnoughts.

The challenges can reset each day and you get three a day that reward based on their difficulty. ( Maybe you could receive a bonus if you complete all daily challenges for a week)

covert lynx
#

suggestion: separate chat for people to suggest voicelines and such into.

cursive lynx
#

Qol Suggestion #5 - A lot more involved than my other suggestions and least likely to be implemented. - High framerate animations for weapons and equipment.

Killing Floor 2 does this incredibly well with 120fps animations (because they have to with the slow motion bits). Even outside of the slow motion parts I have noticed and enjoyed the buttery smooth animations for weapon handling and firing.

I'd like to see something like that in DRG. I do realize that many people don't have monitors above 60hz. It's like super sampling, you'll notice how smooth it is even without a higher refresh rate monitor. I think it'll greatly enhance the fluidity of weapon handling. Personally I find myself pressing R a ton even when my weapon is already loaded just to see the idle animation. It's one of those small things that takes a ton of work, but everyone will notice the quality of animation. Weapons like the Lead Storm Minigun and GK2 would benefit a lot from this. Since the actions move so quickly, having more positions per second results in a much smoother looking weapon firing animation. Once you go high framerate you can't go back.

ornate quartz
#

Suggestion. The berserk skill (lmb+rmb = strong axe attack and fast recharge for several seconds, dunno the english name of it) constantly activates by accident. Like, i just want to strong-hit with pick axe, and often the berserk skill is activated. Can you please bind it to other mouse or key combination?

urban zealot
#

Filter items in the Forge by class.

cerulean sentinel
#

Okay, to clarify this then: A mining-focused perk that changes the pickaxe power attack to mine out several tiles of mineral on each swing.

raw nexus
#

more corporate issue brews maybe

acoustic jungle
#

we need a button to spam to chug faster!!!

lunar gulch
#

Boomstick needs a visual effect for its blastwave.

fathom fractal
#

Weekly feat challenges.

example: Make the killing blow to a dreadnaught with a pickaxe
reward: 20 bismor.

Something like this.

twilit wadi
#

Bosco's "Let There Be Light" mod should also boost his passive light aura, maybe roughly equivalent to a flare?

near glacier
#

Instead of trying to balance the weapons so the game doesn't become trivial, focus on adding actual challenge to the game.
The ability to kite almost every enemy in the game makes it possible for 1 good player to carry any mission at any level with no teamwork needed.
Nerfing the player weapons only makes the game less fun, not harder.

kindred kettle
#

"Rapid Evolution" warning mutator: spawn rates of more dangerous enemy types (praetorians, grabbers, detonators, etc.) gradually increase the longer players linger in the mission.

snow remnant
#

Replace Faster Reload in the clean AC's OC Composite Drums with another boost. It's insignificant (and most players will use Born Ready with the AC anyway)

lament drum
#

Allow charging more than 1 extra bullet in M1k. Use crosshair animation to show number of shots charged. High risk/high reward option that would help scouts perform better in a designated marksman role.
Edit: m1k is going through the identity crisis - efforts towards balancing it by playing with numbers only seem to be stuck (#experimental-discussions). This feature would allow m1k focus builds to deliver the crazy punch that one would expect from a sniper rifle without actually increasing neither it's overall damage pool or dps.

fierce thistle
#

The Stunner overclock for the Warthog provides a damage bonus against stunned targets, but doesn't show the damage bonus in weapon stats. Please show the damage bonus in weapon stats. warthog

latent cape
#

While in iron will, a dwarvish rage scream would be great.

vocal breach
#

After many amazing hours and so so many promotions later, i feel that all these promotions need some big pay off at the end.

Therefore it would be nice, once reaching the end of promotions that you unlock a 6th Perk slot to use but this slot could be both passive or active?

summer pond
#

increase the health of the OMEN a bit so its actually a challenge and doesn't die in a few seconds

restive kindle
#

Would be interesting to see a leftover nitra payout for teams that minimize using nitra in missions, like a 1:3 conversion to gold ratio.

simple frigate
#

EPC: Make the Persistent Plasma OC paired with Flying Nightmare function like the Plasma Trail mod on the Breachcutter. It should leave a Plasma Trail along the projectile's entire flight path and not only where the charged shot impacts, seeing as FN's focus has anyway been moved entirely away from the end explosion (and TCF's explosion got upgraded to leave behind the Persistent Plasma effect when detonated).

Currently PP with FN only leaves a plasma field where the FN projectile hits the terrain and gets destroyed.

exotic robin
#

For the upcoming update where the new promotions tiers are very likely to be implimented, i'd like to suggest a change that would keep the promotion system balanced like it currently is. Currently, with the Gold 3 Star prices (70k credits, 500x3 minerals), you are still able to get a marginal profit from leveling your class from level 1 to 25. With how the experimental prices though with Diamond 3 star prices (240k credits, 2000x3 minerals), you will always be at a detriment if you want to continue leveling your player rank until it stalls completely due to your stockpile running out. No matter how hard you can try (mineral mania/gold rush), you will not be able keep yourself afloat no matter how much of a stockpile you have. So to keep this issue from happening, i suggest making the price of Diamond 3 (70k credits, 500x3 minerals)the price of Gold 3 Stars where Gold 3 Stars price would go to like (35k credits, 300x3 minerals). I know not everyone plays just for the player rank but there would be no detriment to other playstyles if this was implemented.

cerulean sentinel
#

Thematic Event: Hung Over, every dwarf moves a bit slower and colors are over-saturated; if you drink a Leaf Lovers Special before the mission it'll go away slowly over the first 5 minutes.

fickle zinc
#

Move the stunning effect from the slasher to the guard, as of right now the guard is effectively just a baby praetorian and doesn't offer much to the table bar a little defence whereas one slasher can spell out instant death with its high damage and stunning effect. Making the guard use its plates to get up into your face and then stun you leaving you open to other glypids. This would help make the guard a bit more unique and alleviate the frustration some players experience from the slasher.

neon mulch
#

Increase sentry damage above 15 to reach the swarmer treshold

stiff gust
#

Mission Control needs a beard. Tired of looking at his ugly chin

cursive lynx
#

QoL Suggestion #6
Set bet-c to not spawn in the starting room. That's it. Odds are good her proximity to the drop pod will awaken her and you'll pretty much be screwed before even stepping foot out of the pod.

quasi locust
#

Please make the patch notes channel an announcements channel so I can webhook it into my own server. It should be a simple change to make.

dim sable
#

Holding E to tame Steeve in its current state is far too clunky. If the Hold E feature has to stay, cut the required time in half. As it is right now, your target bug can simply just die to teammates before you can finish the taming or worse off on higher difficulties, outright kill you. Doesn't exactly feel great when either of those happen. That or give your taming target some kind of damage mitigation to keep teammates from accidentally killing it.

humble quest
#

use numbers in all the descriptions of beers, for example how much is the damage reduced with tunnel rat, how much dmg skull crusher adds, how much the pickaxe charged attack cooldown gets reduced etc

tribal heath
#

In relation to the EPC hotfix 8 and balance: Increase the damage upgrade of Reactive Shockwave (Tier 2 Charged Damage mod) from +15 each to +33 Each. This creates a much better option between choosing this and +0.5 radius. Instead of covering 45% more area and dealing much more potential damage across an area, you would have the ability to kill grunts in 1 charged shot within a small radius - which would also apply to flying nightmare. The total damage dealt to swarms would be decreased but the direct explosion would be made useful. With the Overcharger overclock it would fall just short of killing slashers by 15.6 HP unless you land a direct hit. It would not kill Guards. If need be, reduce the base radius to 1.0 with the Increased Plasma Splash providing +0.6 instead of +0.5.

Right now reactive shockwave only becomes slightly comparable with Overcharger on small swarms. Increased radius will still add up to much more damage against larger swarms with similar density.

Things have changed since Update 22 and the Flying Nightmare nerf. Before that it was mostly just swarmers, grunts, praetorians and dreadnoughts.

cloud finch
#

New Warhog clean oc: +1 dmg per pellete

storm mortar
#

Once the lost helmet has been found the beep should be disabled

summer pond
#

A little symbol should appear above someones head when they are typing

minor frost
#

Surgical mask cosmetic for real $, part goes to covid charity

fickle zinc
#

Mission Control should have dialogue relating to the current mutator in order to help newer players understand what the mutator does. For example he could say "Scans of the area show significantly more dangerous bugs in the area, watch yourself team they hit much harder than what your used to" if lethal enemies is on.

keen cloak
#

Make sprinting default, and hold/toggle SHIFT to walk. There is just no point of walking in this game, same with crouching and that's not a feature.

ALTERNATIVELY, make walking have a function instead of just being there for the sake of it. How about, if you WALK in front of Glyphid Tunnels, the swarmers don't wake up, or if you WALK near betsy, it won't wake up. This could be justified as it was changed to make the game more immersive. Surely it makes sense that if you walk quietly around sleeping enemies won't wake them up, and also addresses the issue of not having a proper reason for walking to exist

frosty needle
#

Shooting/mining cancels sprint instead of the reverse. No more awkward moments where you accidentally shoot or mine mid-sprint and nothing happens.

junior gorge
#

New enemy type: Cataphract. Similar to a Praetorian in many ways. It has a lot more health (1.5 to two times as much), but to compensate, the abdomen weak-point is much more vulnerable (200-300% damage instead of the current no multiplier). However, the abdomen is almost entirely covered in heavy (destroyable) armour. In terms of attacks, it has two main ones: A projectile similar to the Dreadnought's fireball, that can cover a long range and causes heavy knockback (and some ground carving) but low damage; and a trampling charge that does extremely heavy damage but is loud, obvious, and fairly easy to avoid. The cataphract is about as common as Oppressors.

The main purpose of the Cataphract is to provide an extremely juicy target for armour-shredding mods - once the armour is gone, it will die to weak point shots much faster than a praetorian. Other than that, it acts as a disruptive but non-deadly threat at long range with its projectiles, and a lethal threat that can't be ignored close-up.

Optionally, the Cataphract could be restricted to some biomes (such as salt pits and sandblasted corridors), to provide more variety.

cursive lynx
#

QoL Suggestion #7
Cargo crates and lost packs have O2 bottles on low O2 missions. Increasing the places O2 can be gained decreases the frustration caused by this modifier.

Amendment 1: This is extended to machine events.

distant bone
#

Steeve Plush Headwear

austere spruce
#

Make the stock colour scheme available to be used on mesh skins. I really love the blue on the base stubby skin has but then I can’t combine that with any mesh skins

atomic saffron
timid grove
#

Suggestion for an alternative Breach Cutter nerf since its a hot topic right now - instead of just straight nerfing it's numbers into the ground (again) make it a little more skill-based. The BC's line attack would have two separate damage values, with the center of the line dealing full damage and the outer edges dealing less damage, which would let the weapon still be effective against priority targets but slightly less of the swarm killer it currently is whilst still contributing somewhat.

red elk
#

If the suggestion above gets put into place ^, it would be great to have an OC that reverses that value. (my reason is because if you have the shoot to explode upgrade on your weapon it does massive center damage already).

Edit: To clarify I meant if the suggestion above gets added I would like an overclock that makes it have weaker damage in the middle and get stronger as it goes outward for the reason that if you have the shoot to explode Breach Cutter it does great damage in the middle

gilded cypress
#

Low O2 Missions: small and large air-pockets buried just beneath the surface, providing a boost of oxygen to close-by Dwarves over a short time once breached

near glacier
#

make "corporate marine" headgear clip into you less, somehow

near glacier
#

different forge animation for Unstable, Balanced and Clean OCs

spice lava
#

I want to discuss about a topic very cool in my opinion, the "combo" between weapons.
For example the gunner can have the OC Volatile Bullets of the "Bulldog" Heavy Revolver, and having the mod Hot Bullets in the "Lead Storm" Powered Minigun,
or the granade or simply having a driller you can do a very considerable of damage to the enemies.
Another example is the new mod Plasma Burn on the Experimental Plasma Charger, where you can use the cryo cannor to freeze the enemies and than you can do a lots of damage
with the other weapon thanks to the improved shock temperature.
I'd love to see some other "combo" in the other classes or something like that, it wuold be very funny to see. What do you think about that?
P.S. Sorry for my english

rose magnet
#

give us an option in settings to keep our lord and savior, the black square on the pickaxe terminal

solid tundra
#

I like the idea of a different hub, similar to the space rig but one that offers slightly different types of missions. This rig would be sorta like a moonbase style space station that would be under the surface of the planet, You could go outside it with some missions actual being protecting it from waves of bugs. Others would have you take bigger mules that you strap into to different parts of the cave starting the mission. Replacing the drop pod. The biome that the moonbase hub thing would be in would change from week to week. You get daily missions as well as some more basic ones you can cue for at any time. It would sorta be like deep dives but instead of 3 missions in a row, it's a number of missions that sorta makes up a somewhat simplistic version of a L4D campaign. Special karl lines, new opportunities to get matrix cores maybe. I also liked the idea that you could upgrade the "moonbase" as I keep calling it as you go. Like certain missions to gather materials are actually to build a new area of the hub. Thought it would be cool. Let me know what you think in #suggestion-discussion !

near glacier
#

Inflatable pants

hasty spindle
#

Bar license for champagne that makes bubble and firework sprites all around the player when used. Available for a limited time on release and on anniversaries

wide depot
#

I suggest canceling the release to have major bugs fixed. That is a shame to say "hiya, it is a release!" when 99% of deaths at haz 5 are fails of gamecode.
4 EDD attempts.

  1. Grabber with no sound has taken me away. -50% of HP with fall damage. Too many of the enemies got spawned while the game was executing "AFK expliot".
  2. Got kicked with a shit'o'spin and stuck in the terrain (small salt crystals). Digging a chunk to get free caused me cannoned with an orbital escape velocity into another crystal, intsakilled with fall damage.
  3. A has spit the acid through a crystal (could not even see him lol). shield regen stopped, wasted the whole subata's clip coz screen shaking. Ded.
  4. Barely touched Q'ronar youngling from the side. Ofc nice full damage, f*ck physics and my mind.
  5. Rage quit (PvE game rage quit 🤣 )
hot spruce
#

hawaian shirts

timid grove
#

Fully purchasing every mod for every item on a dwarf should give you a Company Special color scheme for your armor.

half topaz
#

Do something to bet-c,

#

(whoops accidentily pressed enter last time), for one, lets remove friendly fire for bet-c, in a large swarm, people tend to walk in front of others, Perhaps Bet-c is gaurding something valuable (special gem chunk?), and can an area around the drop pod preventing Bet-c's from spawning in be added, it can be kind of annoying to just walk out of a drop pod, only to see 2 large boss heathbars appear. These are just some possible improvements, do what you want

split salmon
#

Something really needs to be done about some of these ridiculously large rooms. Had a giant "L" shaped room in sandblasted last night that was almost 100m long in both directions.

These huge bloody rooms always spawn with barely any minerals in them relative to their size. So it's a waste of time looking around for anything but the exit. That's not exactly what I call fun

fierce mica
#

Add the ability to disable/enable specific songs in missions, perhaps even set how often a certain song can play. The new OST might divide the fanbase a bit and add a lot of variety, so the option to select which songs will be played (and how often) might be useful.

kindred kettle
#

New PGL overclock ideas:

"Rocket Cartridges": Fires a rocket that flies straight ahead and makes a bigger explosion, but reload time is significantly increased.

"Half-Cylinder Rounds": Thanks to a heavily modified firing pin and some funky experimental cartridges, you can fire two shots per reload and carry more ammo, but damage, blast radius, and accuracy all take a hit.

spring cargo
#

Maybe a bit of an OCD suggestion, but I'd like to see the suggestion channel divided into more specific categories. Maybe a channel for general gameplay changes/improvements, one for weapon changes/additions, one for cosmetic changes/additions.

cerulean sentinel
#

With the big release coming up, maybe solicit volunteers to help newer/lower level players navigate the game in general; "Corporate Trainers" of sorts.. When I can't find a game I like late at night I join Haz 1's to see if its a newbie that is just getting their feet wet and if I can answer any questions. I"ve actually bumped into a few people doing the exact same thing as me and its been very rewarding. I think this community has the right infrastructure to really develop that support.

unique shard
#

Small suggestion as a mixer streamer could we make mixer interactive available for two people instead of just the host I know I stream with a buddy and it sucks having to choose who's stream people have to focus on to spawn bugs

hoary yew
#

A rare new variant of the Q'rona Shellback in the radioactive exclusion zone that can make, when rolling, radioactive trail.

storm mortar
#

Make it so the wardrobe screen allows you to switch to different classes with the A and D hotkeys just like the equipment screen. This saves the player a click

potent pine
#

What if there was an overclock for the bulldog that made it a shotgun. 5 rounds decreased range and high pellet count.

velvet zenith
#

More decorations/general polishing for the space rig. Even after several updates large portions of it feel unfinished, most notably the upper levels.
As a possible new room, an arrivals room where players who successfully escaped via drop pod appear based on the room seen in the victory screen.

proud coyote
#

Make the payout from the weekly priority assignment scale with rank, especially if this is what the new promotions will cost:

lament torrent
#

Idea: Revamp pheromone grenade to have an option to break the canister on yourself to "taunt" bugs (maybe hold grenade button to activate?)

Pros: Lets you draw attention away from team mates
Cons: You now have alot of bugs aggroed on you

I feel this would better reflect the kind of high risk- high reward style of gameplay that alot of other mechanics already use

storm mortar
#

Improve the server browser with sorting by mission type/biome/hazard/warning so its more managable during peak times

junior gorge
#

Remove the decay from kursite nodules. That machine event is hard enough already.

south slate
#

Idea ::Quality of Life change:: The Engineer's Proximity mine has four glowing spiky bits on it. Change it so every time the proxy grenade uses one of its charges one of the lights on the spikes turns off so you know how many more times it can pop.

finite shell
#

New enemies.
Exploder swarmers: miniature exploders that move quickly and pounce like swarmers before exploding for smaller amounts of damage. Can spawn from swarmer nests.
Tunnel leech: Spawns in tunnels between caves. Generates an opening in the terrain like a sand blast or freezing wind hole for the tentacle to reach through and snag a dwarf.

shy galleon
#

Physics applied to more items (Mushrooms, Fossiles, Mule...) : The goal would be to increase immersion and create more interesting dynamics during gameplay (shooting explosives at far away mushroom, Mule droping instead of flying in the air, doing damage on landing...)

near glacier
#

gibbing animations for enemies being crushed by large objects such as mineheads/droppods/supplies ||nice||

storm ore
#

Please make bouncing plasma a clean OC since it s not part of tier 5 anymore ... pretty please... would be a pity to scrap it 🙂

fair rivet
#

Improved Thermal Efficiency OC's bonus ammo should be raised to 50. At 25 currently, it's not very impactful compared to the other clean cryo OC (which grants +10% fire rate and an additional point of freeze power), not to mention that both of its increases are weaker than the mods with the corresponding upgrades.

woeful sleet
#

Suggestion about difficulty :

We could be able to manipulate the "number of player difficulty", to an harder way. For example, we could play as 2, but have a difficulty of 4 players. With some friends we went to a state where we can chill around in EDD Stage 3, and straight don't care at what each other are doing (the most blatant of that is, in that last EDD, he popped the dreadnought while i was digging an egg, and we both didn't cared about it.)

If Haz 6 won't happen, or if it's not ready yet, i think it could be a nice accommodation for us that actually need more difficulty.

mint schooner
#

Suggestion: let players press E on each other, which would make 'em high five and do a quick cheer. Optionally, add special effects if they do it at the same or similar time

wide depot
#

Give more data on hoverboots - how long is the delay, how long it burns and with what acceleration. And a vertical velocity indicator. Coz now you need to fuckup for few times before you know when to press it.

near glacier
#

An angry shout button that scares Steeve and Bosco away from you for a little bit, for all those times when they block your view and/or pickaxe

vocal thistle
#

Certain fungi don’t let the dwarves shout “mushroom!” At it. I suggest making all fungi trigger the voice command for extra funny points

near glacier
#

small chance your dwarf says "mushroom" when you ping a boolo cap

edgy ocean
#

When you activate a trytilite crystal event you have to press E on each of the 4 batteries powering lasers around the crystal. Sometimes the event spawns in a weird location and the side lasers are hovering in midair. This can make them difficult to reach because you can't press E unless you are on solid ground and engineer platforms don't stick to event structures.

So my suggestion would be to make the platform under each laser a bit bigger so that players have something to stand on and activating the battery is less of a jumping puzzle.

twin shale
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Better yet, Every machine event should have fixed ground to begin with. Often I see machine events floating or barely attaching to solid ground, making it nearly impossible to initiate and complete without Engineer's platform.

storm mortar
#

Better reconnect system for disconnects/crashes/etc over a "attempt reconnect" button that doesn't even show up depending on how the game exits.

peak aurora
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an orbital bomb drop. You press 6 to use the marker and for maybe 100 to 200 Nitra, a bomb comes down fastly on it with the power of a large detonator, to eradicate piles of bugs or 1 slow bug fastly

peak aurora
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what about a new cosmetic slot with only achieved items? So you can put your char however you like and still have the extra option for that, let it be medals, capes, shoulder pads or whatever. Theese items are achieved for completing several tasks such as 100 deep dives, reaching a certain player level, or accomplish certain other things.

stark epoch
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new idea for a victory move. i hear the dwarves always say that when they get back, it's sandwich time. well for this victory move they pull out a sandwich and eat it in one bite.

west harness
#

Let us paint other sets of armour with the other sets company standards paint job, example using Mk 5 Gunner paint job on Mk 4 Gunner Armor. Of course these paint jobs should only be applied to the class they come from. (Because I'd love to walk around in Mk 4 Gunner armour made complete out of Titanium/Silver/<Enter White metal here>).
Oh and I also have an screenshot of what Mk 4 Gunner would look like if it had Mk 5 Gunner paint job and vice versa, this is via a glitch I still don't quite understand how it works but the paint job cannot be applied so it goes back to the original paintjob the armour would have. So despite it showing to have Mk 5 Gunner paint, its still just using Mk 4 paint.

stone lagoon
#

Idea: let us kick the flare

fierce mica
#

Suggestion for a QoL change: when you get revived, your camera should be facing the direction your spectator camera is, instead of where the dwarf was facing when downed.
Right now it's extremely disorientating to figure out which way you should be running to when you get revived as a Bulk detonator is on the reviver's tail. You don't want to run TOWARDS it because you got disorientated by the camera angle change!

twilit nacelle
#

Are you tired of your slacker crew mates not going for their Beers when you order an entire round for them? i know i am! it seems like we may need some sort of hanging Cowbell near the bar for us and/or the bartender to ring if some mugs are left idle for too long.slammer

minor anvil
#

I would like you to delete that you need to hold to charm a steeve. It's annoying right now. Like , literally. Before you'll have a Steeve he'll bite you and you'll die. Wow.

tired jetty
#

Ability to crouch and slide down slopes

timid grove
#

Haunted Cave Rework - Haunted Caves now host a new variety of spectral entities, but also have specialized drop pods and lanterns left abandoned by previous teams that can create safe havens from these monsters at the cost of precious minerals for it's fuel.
Description - Haunted Caves will now have a few more enemy types - Swarmer Packs and Grunts - in addition to the ghost bulk detonator, with these spectral enemies ignoring all forms of damage at the cost of some movement speed.
Scattered around in the caverns of these missions will be various light sources that emit special rays which banish these ghosts, with immobile sources providing huge safe havens and smaller light sources granting you safety on the go (at the cost of carrying a heavy object, leaving you vulnerable to living enemies.) These lanterns and lights will have a minor resource cost to activate, turning the material you mine into fuel to keep the lights going.

hybrid trench
#

Instead of having loot bugs have gold and nitra on their inside, have it growing on their outside, and when pickaxed, it strips it right off, and they will purr with happiness having the unwanted mineral growth stripped off of them. (please I can't stand their pitiful squeals as I have to pickaxe them to death, and the fact that we can pet them makes it worse)

onyx trout
#

idea : make skins and weapons loadout separated.
Would also love to copy/paste loadouts.

leaden cape
#

Corpse Limit/Corpse Decay

gaunt dagger
near glacier
#

Add a hint somewhere that you can throw heavy objects by holding lmb, i see so many people who don't know it and it worsened my experience when i started playing

olive wren
#

I0IA tells you to do a lot of missions, but doesn't tell you where to find them or for which stuff to look. I looked now 20min to find a Hoxxes IV Mission but I think now I will need not need a Hoxxes IV mission but to make a mission with that stranage crab symbol. Before that I needed three missions until I had a miner mission done or so. I think investing into a bit more into a tutorial or descriptions would be great. I started playing with a friend but we don't know anyone who could show us how the game works.

uncut lichen
#

Just an idea, but I would pay $15-20 for an actual DRG trucker cap, and I think other people would too?
White with blue letters, and/or black with yellow letters.
Would it be possible to sell them on the site and turn a profit for the devs?
Love the game keep it up!

edgy ocean
#

Some of the weapon overclocks have "bounce" effects where a shot will ricochet off a wall and strike a target, or bounce off one target and hit another. You could add more visual effects and tracers for this because bouncing bullets seem to be invisible and it's hard to tell if the overclock is doing anything.

near glacier
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Super minor (heh), but related to the M1000: The clip pops out with the nice noise AFTER you fire the last round, like bang, bolt opens to let casing come out, bolt close, bolt open, clip comes out. It SHOULD come out WITH the last round, so bang, bolt open to let casing AND clip out, noise.

gilded cypress
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A variety of Glyphid Grunt that can jump short distances - so they can take quicker paths to the player, and/or leap directly at them

grim heron
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Add experience for biomes
For example, do not add in sandblasting caves, because most of the caves in this biome are large and can easily cope with mobs and rocks
In a magmatic biome add 5% - 25% of the experience, since a biome demanding on a computer graphics card, fire is constantly everywhere, you often die and it’s hard to dig a stone.
Compared to sandblasting caves, in a magmatic biome, to break a stone, you need 3 hits, but in sandblasting caves 1 hit

dark venture
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Berserk perk change suggestion: now berserk is mainly used for mining minerals, its cd is too long to be reliable in battle, my idea is to change it cd to 1 min and give 3 insta hits, after those 3 hits perk would went on cd again, that would be great change to make it more reliable in battle

near glacier
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Haunted cave revision: The idea have a lot of waste potential. My idea is to create a new enemies realted with ghosts. Plasma weapons would be specialy effective gainst this enemies (ghosts are made of plasma after all).

-Minions: Small enemies able to float and stick to the player to reduce the speed (use the pick to eliminate them once they are attached to you).
-Haunters: Medium size floating enemies able to pass trough solid materials. (They look similar to subnautica reaper)
-Big pipi: The actual ghost but mortal and with a scream that paralyze the player.

humble quest
#

allow a downed dwarf to use the tab map

minor sable
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because forging overclocks makes you so poor, completion of a deep dive in one go should award mineral cores.

sick yacht
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Some sort of in game achievements (kill 100 loot bugs, mine 1000 golds...) to get a keychain to add to your weapon (a loot bug keychain a gold chunk keychain etc...) there would be a lot of them and a supporter upgrade keychain with the supporter badge

naive palm
#

The Scout is currently seen as the weakest class in the game - in combat at least. So my suggestion for buffing him is to give him a special 3rd Primary weapon that other classes can't access. A CHAINSAW, so he can finally fill his rightful place as a DOOM guy replacement. It should run on fuel like Driller drills, but actually deal meaningful damage, have an awesome rev reload animation and sound, and be able to hack through pretty much any horde and even the biggest mobs. Then, tweak his Boomstick so it's spread isn't so goddawful or give it a bigger damage/pellet buff so it's actually feasible to kill multiple enemies with it in one shot like a Super Shotgun.

crystal bear
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Just been thinking of a feature like being able to change the buff beer in the bar but it cost credits and it's random as to what it changes to, and the more you purchase the change of the beer the more credits it costs

ornate wyvern
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I've really been enjoying this game but I'm a huge sucker for long grinds; could we get another weekly priority assignment available after completion of the initial one, which is much longer (5-10 missions) but maybe rewards less resources/money per mission?

peak aurora
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Events could drop more XP if you use no core on it at the end. This would reward new players more as they have no access to cores, have them reach their first promotion faster and if you are promoted but ran out of cores, it would still be worth alot doing the event. There are alot more events then empty matrix cores. Instead of increasing the cores, it would be good to increase what you get for doing events without a core.

peak aurora
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What about a new mineral? A puzzle piece. You mine it like the big minerals Jadiz or enor pearl. By bringing home a certain amount of puzzle pieces, you get a new item. The more puzzle pieces you bring back, the better the outcome is. So you can choose to hamster pieces for a high tier outcome or use just a few pieces for a low tier outcome. There could be a station like the forge where you can turn them in for a reward.
Example: You use 5 puzzle pieces and get a common beard piece or pickaxe piece. You use 20 pieces for a mid tier one, 50 for a high tier one and 100 for a piece you can only achieve that way.
Theese things could reward you in any way. New skins, overclocks, cosmetics and so on.

#

What about new events that work like a bet c? Imagine this, you beat an OMEN tower but instead of a matrix core filling station, you get to repair the tower and have a defense place on the map. Would also benefit people without cores. Or a repairing a mine for the mineral based glyphids you can only beat with the pickaxe (forgot the name) and it turns into a spawner that gets you one glyphid that fights for you until it's destroyed, then the station spawns another one after a cooldown.

#

Hmm... beer ideas.
-A beer that gives you a sprint bonus
-More carryweight
-increased jump height
-Nitra mining bonus
-Bonus for mining large minerals like Jadiz or Enor Pearl
I am not sure if that was suggested before so i wanted to post it. If it is the case, then i am aware it will be deleted. Just wanted to share it.

timid grove
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  • Luminescent Lager - an eye-catching concoction of a beverage that causes you to shine as bright as Karl himself. (Illuminates a larger area around yourself.)
#

Also
Driller's drills - Clicking secondary attack / pickaxe will instead do a big punch forward with his drills, pounding in the face of any unfortunate glyphid with a big burst attack.

peak aurora
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What about having veins that were marked appear on your scanners map? Once someone tags a vein with the laser pointer, it is as clearly visible on the map like molly or a piece you can pick up like an aquarx or mini mule leg. Same could be used for events or large enemies like spitballers, dreadnoughts or detonators.

peak aurora
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okay that comes weird but what about a 2 tone skin section? you select a primary and a secondary skin color independant of each other.
Example: You use the gold paint of the supporter skin on gunner but the secondary green color can be replaced by any other skin color for theese patterns. just like the silver color of the standart skin

hollow pendant
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Give glyphid grunts the ability to dig through platforms, but they will only do this if there's no other way to reach a player. That way, you can't cheese salvage and black boxes with dumb, boring sealed bunkers anymore. Yes, I know oppressors, detonators and dreadnoughts can breach bunkers, but they don't spawn often enough to consistently foil sealed bunkers, so you can still get away with it in many cases.

minor anvil
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Add a new ghost to the haunted caves. For example SLOW ghost dreadnought.

solemn summit
#

menace should get stunned by melee attacks. its no fun getting downed from full hp because it decided to pop in a cramped tunnel and you dont have any tools to stun it. a power attack can stun it as much as bulldog/m1k charged and a normal attack can baby stun.

junior gorge
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The Salt Pits are pretty, but are a bit short on biome-specific hazards - I think they only have Q'ronar Younglings and the (kind of inconsequential) crumbling platforms and falling stalactites, so they feel kind of bland. Here's some ideas to spice them up a bit.

  • Sinkholes. Small (about 2x supply drop width) holes in cavern floors, sometimes with a thin layer of white crumbly salt over the top, connecting to another tunnel or cave below. A heap of white salt below breaks your fall when you drop down, but now you're split up from the rest of the team.
  • Salt spikes on floors which greatly increase fall damage taken. Destroyable by bullets and explosions so you can clear the ground quickly if you want.
  • For a big change, maybe make acidic attacks like the Praetorian breath and Mactera Goo Bombers dissolve the terrain in this one biome only? It'd be particularly interesting to have Praetorians carve out big chunks of salt with their breath attack.
  • Variants of enemy types, with a layer of breakable armour over the weak spot?
  • A chance for a wave to be almost entirely Q'ronar (both younglings and shellbacks), along with a special wave announcement from mission control ("It's going to look like a bowling alley down there...")
junior gorge
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New environmental hazard for Radioactive Exclusion Zone: Acid rain. Disables shields while it's ongoing, kind of like a temporary Shield Disruption effect. If this is too punishing - which it might well be - have it limited to just one cavern when it triggers, to reduce the danger of being caught in a swarm during acid rain.

humble quest
#

Mission warning that makes storms more often (the ones that make you walk slower eg on sand or ice biome)

junior gorge
#

Alternative to that; a "Treacherous Cave" mission warning. Biome-specific hazards like storms, crevasses, Deeptora Honeycomb, deadly plants etc. are more common. And the reverse, a "stable cave" mutator that makes them less common.

solemn cave
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New negative modifier: “Foreign Organisms”. Enemies not form that biome can rarely spawn. Example: Imagine a trawler snatching you up in the fungus bogs. Or an ice bomber in the salt pits.

near glacier
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i would like to pay mission control uppon misson selection to scan for most occuring enemy type to choose if i take aoe or directdamage for the mission.
i know missioncontrol can see which type of swarm is comming. so this can be possible

worn abyss
#

Mule move to the marked point command.

echo rose
#

this is an extremely small suggestion, but it'd be nice to add comma placeholders to the amount of money a player has, as the cosmetic items have them, and it'd be easier to compare the prices to our dwarven wallets 😉

cursive sphinx
#

New Flair Addition: When you use the flair on the minigun for the gunner, you should be able to transfer that initial spin to your next shots. This way you can get a slight advantage in firing right out of the gate after you use the flair. Could just equate to the same amount of spread you get after you fire for 4-5 seconds.

naive seal
#

We need to be able to report server names. This is ridiculous. This game is about to release and I can’t believe I’m still seeing this....

errant vault
#

A small chance for the faint, far-off sound of a bug in the distance on the space rig
Just to remind the dwarves who the real owners of Hoxxes are.

vocal thistle
#

Unlockable words that let you mad lib a custom slur for whenever your team accidentally shoots you. Example: “You bug eating dunesniffer” can take it further and add the ability to make multiple custom shouts bound to C

warm juniper
#

please add a button to the drop pod, which starts the mission (or the countdown for the mission and can maybe also pause or stop the countdown) and can only be pressed by the host.
i try to get the archievement for all barrels in the drop pod, but sometimes i want to kick barrels deeper in and need to go in the pod, 5s before the mission starts is a little bit short for that, but it would work. but sometimes the mission starts even before the countdown reaches zero, in my last try i had only 3 barrels left, entered the pod for a sec and the mission started even befor the countdown reached 4, its a little bit annoying 😄

long osprey
#

One environmental hazard that could be added to the Radioactive Exclusion Zone could be anomalies, balls of light that illuminate it's surroundings and slowly move around the map. If you get too close, it could drain your shields, but not deal direct damage to you. And if you shoot it enough times, it releases a shockwave that damages and stuns nearby glyphids. (picture added to provide context as to what it would look like)

dim sable
#

IF a profanity filter was ever implemented it shouldn’t simply blackout or delete the words. It would be much more in the spirit of the game to replace the profane words with things like leaf lover, elf or whale piper. That or any other Dwarven “insults” you can come up with.

swift hill
#

When i join a quick join game, it put me into a lobby with one person, who was afk. I do another quick join, it puts me back in the same one. Could there be a system that dosn't put you in the same group you just left?

frail cradle
#

Scannable helmets should no longer ping any players with sound once scanned, otherwise they can be mistaken for batteries nearby when searching, or players will try to find it when someone else has already scanned it. Not needed, mostly just QoL.

subtle nexus
#

What?

It could be great to have a mechanism to allow xp gain for a class youre not currently playing.
Why?
our specific use-case is that we are always the same 4 player team, so we chose classes at the start and now we are lvl 20-25 and won't swap roles because, well... lvl 1 grinding awaits.
It would reduce the barrier for playing characters other than your main.
Suggestion
once promoted, allow something along the lines of XP redirrection to a selected character, or you could share something like 25% of xp to all your characters.
To encourage learning your new classes by playing them, you could have a max level that you can reddirect this way, lets say lvl 15

dark mesa
#

Drunken wagers.

After drinking and based on how drunk you are you can start getting cocky and call up mission control (or maybe Karl) to show how they aren't better than you and how you can do the next mission with one hand tied behind your back (aka odd limiters that would otherwise make no sense). Another way of increasing credits and XP using self imposed limiters that if failed you lose a percentage of your rewards for that mission (Either you can still do the action and lose the bet when you do or it is actually locked out).

Next level drunken wagers could be placed as you are blacking out so that you don't even know what you agreed to until the mission starts messing up your prep.

Limiter examples, imagine your drunk dwarf shouting "I bet you I could clear the next mission..."

  • Drunk
  • Without using Weapon/tool X
  • Only using my Primary/Secondary Weapon
  • In under X minutes
  • Without killing any bugs
  • Without a resupply
  • With only a pickaxe
  • Without losing a single point of health
  • WIthout scanning the terrain
  • Without flares
  • Without touching red sugar
  • With 200+ kills (or based on kill bonus XP, forces player to stick around through extra swarms for no reason)
manic lagoon
#

Now, I know that using Driller's drills offensively is more of a meme build, and I completely agree with that, but could it be possible to reshuffle the upgrades for the thing a bit so that you can have at least one extra fuel upgrade while going for it?
The upgrade on tier 1 is blocked by barbed drills and tier 4 is blocked by bloody cold drills, both of which are absolutely critical to the build. I think that swapping the tier 4 fuel capacity upgrade with the only tier 3 upgrade would be a nice touch. It probably would still be just a meme build, but why not?

near glacier
#

armour break mod on BRT should be on the third tier not fourth, it will still be barely picked but it's never picked currently because it's so bad in comparison

timid grove
#

Suggestion - More Ore / Mineral-based skin / hair colors
Why - More customization options
Examples - metallic red skin for Nitra, dark green for Jadiz, a brown-orange hair color for Bismor, etc...

prime surge
#

Healing mechanism is making the game kinda off putting.
I don't understand why I'm supposed to put a lot of time in just resupplying, I can't resupply in time when I'm low HP and in the the middle of a wave, bugs gather around me and I'm downed so fast I can not resupply.
I suggest turning the fast resupply perk into instant resupply perk.

near glacier
#

When a member of your team does not scan the compressed gold chunk to say "We're rich" before it is deposited
then they will instantly explode

lament harness
#

Maybe a drill upgrade that can restore ammo to other primary weapon when you do damage with drills, call it “biofuel reclaimer”

I just find that Cryo cannon and flamethrower both run dry pretty fast

cursive lynx
#

QoL Mini suggestion - extremely petty
Nitra and gold are both displayed in your inventory at the top. However, their position is not consistent. The two can be either:

Nitra ###
Gold ###

or

Gold ###
Nitra ###

It'd be nice if they were always one way so you can just glance at either the top or bottom number instead of reading both names then their number. It would save a fraction of a second, but it would make it a nice QoL adjustment.

hasty kettle
#

Add a Bosco miniboss with the same parasite from the BET, that rarely spawn, and permit to the player who repair it to have his Bosco in multi-player game.
But a nerfed bosco to not ruin the difficulty. When repaired.

feral thorn
#

Let us Hold 'E' to skip promotion speech

near glacier
#

When you tame a Steve, he should acquire a fake beard.

hollow nexus
#

also a red , blue , green and yellow neon colors skins outfit would be aweosme cus of the dark environment

round sundial
#

The egg hunt should be a bit more interesting:

Whenever yoinking that egg from it's hefty and meaty "shell" around it, bugs tend to spawn and the egg is typically thrown either in the mule or off on to the floor while you fight. In the case that you throw the egg off to the floor to fight first, I feel the glyphids should try to "reclaim" their egg, where they would grab it and retreat to hide it in some nook or cranny in the cave.

For example, if you were to mine the egg, and mission control announces a swarm, and molly happens to be 50 or so meters away with your mates, you would drop the egg and fight. Now say this is a haz 4/5 swarm and thus you're busy fighting for a decent time, restocking, etc. During the dwarves' busy work, a glyphid grunt or maybe praetorian would pick up the egg and secure it elsewhere.
After all, the glyphids did take the effort to try and murder you for theft, so why not steal what was stolen? This would add a bit more realism than 20+ glyphids jumping you and after 5 or so minutes the egg they jumped you for hasnt moved an inch.

feral thorn
#

Could we get a few more armor types, to match the weapon's frameworks (not the paint jobs). Like Fourth Relic armor, Glyphid Hunter armor, etc.

tired finch
#

Bacon. Shuttle. Defense. Mission. Our dwarves haven't had breakfast NOT canceled in a year. Enough is enough.

upbeat yew
#

A new OC for the Warthog. PUMP-ACTION CONVERSION KIT (Unstable): +4 pellets, +2 damage per pellet, Fire rate reduced by 50%, -10 max ammo, you play a pump animation after every shot (this would be the first OC that adds an animation)

jovial sierra
#

With all the new ways to customize our dwarves, it can be kind of tedious to change the look of each class for each loadout. Especially when people may not have a lot of items available to customize with.
I suggest an "Equip to all loadouts" button so that cosmetic sets can be easily applied to all loadouts of a class. The pickaxe could also have an "Equip to all classes and loadouts" to quickly apply one pickaxe look to every dwarf and loadout.

shut rivet
#

A bit weird, but allow us to customize the messages that appear on the screens in the space rig (such as the ones in the quarters), so that you and your clients can see them. Imagine waiting for your friend to come back in his space rig and stumbling upon one of his messages nice

edgy ocean
#

Suggestion: Implement a split between "steel" and "armoured" types of cosmetics. Currently they both mean the same thing, but each type of hair item could have both variants with "steel" being the current silver colour and "armoured" being coloured the same texture as your armour suit. I think that would look cool and provide more customization options.

strong vector
#

So this is a long shot, but hear me out. What if there was a rare random event or mission that occurs (obviously at random) while in the space rig where an alarms goes off and mission control states some emergency has happened, for example some species on Hoxxes has evolved to a massive scale and can fire projectiles out of orbit and is great risk to the space rig (could have some cool sentry guns outside the big window firing at massive yellow spores flying towards the rig to add to the effect of the alarm). Mission control gives you a minute or so to prepare your team and you launch down planet side. R&D has great interest in collecting samples from the newly evolved creature for weapons development.

Now the twist is I think it would be cool if you paired up with another team of dwarves who land in the far side of the cave, and you both need to fight your way towards the center of the map where the heart or the base or whatever of the massive creature is and attempt to kill it. Some sort of boss fight. Both teams could have a prototype BETSY like mule that holds either a mounted plasma weapon or maybe some sort of single shot weapon the dwarves can pick up to attack weak points around the heart or base or whatever. Mission control would provide the capability to call down drop pods at set intervals instead of having to gather nitra, making it so accuracy and ammo conservation is vital.

The ammo for the defensive turrets on the space rig is limited so the mission would be timed, and if you fail/run out of time the space rig would drop a kinetic energy projectile completely destroying the creature and losing the ability to gather sample, thus getting nothing out of the mission. But if you succeed you gain some sort of unique overclock or cosmetics. Or maybe a special beer ingredient.

warm juniper
#

would like the possibility to get more blanc matrixcores per week,

maybe, if you finnish an event (and dont have a core, or dont use a core) AND the mission is successful (so no one can just run through a mission, do only the event, and just abort the mission to farm blanc cores) you get a part of a blanc matrixcore, and then you can forge for x parts (maybe 3-5, or even 6 or 7) a new blanc matrixcore in the forge. (so in teams where some people used all cores already, this people have a better reason to play the event then a little bit xp)

final hatch
#

Small 'buff' for the Beast Tamer perk:
while charming a glyphid, it is stunned or, at least, cannot attack. When it was instant there wasn't much of a problem, even if you pick the wrong glyphid on accident you still could avoid getting hit by nearby glyphids for taming one, but now you're almost guaranteed to be hit by the one you're trying to tame as well as surrounding bugs.

lost crane
#

Give a buff to Bosco's Freezing Rockets. It take both rockets to freeze a naedocyte breeder, and even with both rockets, it can't freeze an oppresor. Imo, you play the Freezing variant for big mobs, and the normal ones for crowd control, and it's sad to see that Freezing rocket can't do its job

faint wasp
#

Relatively small Hazard suggestion:

Dreadnought Incursion; Significantly higher chance of a Dreadnought replacing a Swarm. Not a Guarantee, but far higher chance. Grants a decent +20%.

steep coyote
#

I think being able to pet bosco has already been suggested (and I agree with the idea!)
Might it be possible for Bosco to inquisitively pet Steeve if one highlights steeve while in solo play?

rain juniper
#

maybe add an achievement for clearing a solo mission without Bosco

wild quarry
#

The end escape sequence of a mission should be more tense. What if, from the end of the cave, comes a hoard if alien roars. You have to make it to the drop pod, very quickly, or this wave of bugs from the end of the cave advances and murders you all. It would promote more teamwork and keep the atmosphere of you don't belong.

near glacier
#

The Paint schemes for the pickaxes really suck. Why does everything have to be so colorful? And its Not even colors that Match or make any Kind of Sense. I mean one Paint scheme has 7 different colors in it, thats stupid. And the colors Look Like they we're Mixed by throwing some dice.
Why Not make a blue, Red, yellow and Green based Paint scheme so you can fit your dwarfes with fitting color pickaxes. Pneumatic scheme is OK. But all Others are crap.

humble quest
#

In the chat mention the player who called the pod like one gets mentioned when calling supplies

wind robin
#

allow me to kiss my dwarf friends, to show our comradery, especially after they buy me a drink QA

fierce mica
#

When I accidentally switch from fullscreen to windowed using alt + enter (despite me never holding alt, might be a bug), it shouldn't reset my resolution back to the minimum when I switch back to fullscreen.
Please make it so the game remembers what resolution you used to be in fullscreen, when you switch out of it using alt + enter.

cedar fiber
#

Change glyphid attacks to be short-lived projectiles instead of a sort of AOE in melee range around the bug (at least that's how I assume they make attacks.) The problem with the AOE hit scan attacks is that the glyphids are able to attack through thin walls and such, making it difficult to see where you're being attacked from. By making the attack a projectile, it would allow them still make an attack, but it would "harmlessly" plink off and begin breaking the surface they are attacking. This also allows them to dig to you and make themselves more well known, removing the ninja attacks they seemingly perform on the daily.

twin shale
#

It would be nice to have no gore option for visual and performance. I saw there's several suggestions about having more gore, but there's none about no gore.

peak aurora
#

What about (purely cosmetical) footstep and general movement sounds that depend on the sort armor you are wearing? Heavy armored suits could sound alot clunkier and mechanical then the light suits. Perhaps have that being toggled so lower systems don't have to run all the extra audio.

Example: Gunner or Driller Mk4 and Mk5 suits sounds clunky and heavy, every footstep is like a pile of heavy metal slamming on the ground while scout and engineers Mk3 or lower suits rather sound more casual and like more cloth than metal is in motion.

#

What about another buff to the glyphid tamer perk? (saw the other ones but my idea differs from theese. Not saying mine is better though)
-You can charm the tiny swarmers too but instead of just charming one, you charm 3 or 5 at a time
-You can charm the 2 spitter variants too but then your cooldown is alot longer
-On max level, one time per round, you can charm a pretorian
-You can charm the small detonators, they act completely idle until you mark an enemy. Then they chase this enemy down and blow themselfes up next to it. Lightly decreased cooldown timer if you do that. So you can either "spam" detonators or just use a normal glyphid over a longer time.

Also, please rework the icon. I can see when the cooldown is active and when i can charm a bug but when the cooldown is ran out, yet you have a charmed glyphid, it looks like you are ready to charm a glyphid. In combat that can cause quite the confusion and disadvantage. Perhaps have it colored like Steves glow when you have a charmed glyphid on you.

eager kindle
novel rain
#

a medium sized exploder that coats u in pheromones when blown to make the swarm focus u more. Explode it early to make the swarm fight each other

snow remnant
#

In my opinion, Flying Nightmare needs a buff. The area of damage is really small and could use a boost. Also, now that is has been nerfed 3 times, the charge up speed debuff is not needed anymore it just cripples the gun instead of helping the balance.

twin shale
#

Small QoL suggestion on Bosco's behavior. Either give Bosco to shoot precisely exploder's head (this is only for exploder) or treat exploder like he treats Ebonite (means he ignores them completely). Right now, player has to order Bosco to light up to prevent Bosco from triggering exploders which is not ideal/doable during swarm. Player can always order Bosco to shoot freezing rocket, but they are on rather longer timer and Bosco always takes position before shooting so rocket is not really a option against exploders.

long osprey
#

I bet this has been said before, but perhaps make glyphid guards and slashers have different-pitches for their voice?

This had already been done for the web spitters, in that they have a higher pitched voice; perhaps a lower pitched voice for the grunt variants? It'd be easier to differentiate between all the variety of bugs that's chasing after you

twin shale
#

This hasn't been suggested from what I searched. Give some indicator for fall damage reduction and movement speed bonus by Scout's grappling hook/ZUKs

#

Platform gun shouldn't launch platform itself. Instead, it should give/launch pointer to where exactly crosshair is, then platform expands from that point. With current platform gun, platform can collide easily making it difficult/impossible to shoot at desired location under some circumstance. With this, platform gun acts similar to what we have now when making bridge or flat ground, and act better when shooting through tight space. It will requires player to aim better but overall it will become more intuitive.

junior gorge
#

Remove the glow from severed exploder bits. I keep getting distracted by them and thinking they're something important.

pale salmon
#

A secret weapon that does nothing but spawn Steeves for the duration of it's clip. It's only allowed in solo or private games, and you won't get any rewards from the round. It's also 2.3 million gold.

sick yacht
#

Add the different enemies to the miner's manual as soon as they are encountered (with their weak points and some other information)

near glacier
#

make the golden lootbug go 10 times the speed when it smells a goldchunk to eat. for the lols

frozen gyro
#

Maybe make so field repair cosmetics dont have eyebrows over face parts that are replaced with mechanized parts

brittle summit
#

To increase usage of our favorite lootbug genocide perk, i have two suggestions: Make it an active that on press kills low health enemies in a radius or keep it as a passive that also automatically picks up lootbug loot. (The latter i think has been suggested already)

fierce mica
#

When the driller presses reload on his drills, he slams them together. That much is known.
Problem is, the sparks generated by said drills are still attached to the player, so when you move your character around during the drill slam animation, the sparks somehow move around with the player.
It's a VERY small change, but it would make the animation look a lot better for other players if the sparks the drills made were simply particles, and weren't locked to the player's movements.

half frigate
#

New Boss encounter idea: Thornpike the Mad. An experimental mech suit fabled to be powered by a Dwarf who had gone mad, a rare boss encounter.
Description: A fabled legend amongst miners, Douglas Thornpike was a dwarf powering an experimental mech suit, who had gone mad during an expedition and took out his whole team. He then went to the depths of Hoxxes, never to return. Legends say that Thornpike still opperates his mech to this very day, occasionally coming across other expeditions and whiping them out or chasing them off of Hoxxes. For what reason, nobody knows. Some say they don't even know if Thornpike is still the one opperating the mech.
Abilities: Thornpike's mech suit possesses various capabilities, such as a high power grapple hook, two miniguns, a grenade launcher, flamethrower, a pair of drills, a rocket launcher, a pair of mech legs that act both as hover boots and spiked boots which allows the mech to walk along walls and ceilings, much like the glyphids of Hoxxes. His rockets and grenades can be shot out of the air, but doing so will cause them explode prematurely, so be careful when you do so!
Encounter: Thornpike is a strong foe, and may require the entire team's combined power to take him down. To encounter Thornpike, you must steal from his cache, which has a chance of spawning in missions. Upon doing so, Thornpike will come out of hiding and stop you from taking his treasures from him. If Thornpike takes out your entire team, he will take back whatever was stolen from him. Defeating Thornpike will allow players to take various rewards from his stash. If Thornpike's mech does not blow up in a firey explosion, players will be able to see who really is on the inside of the mech... only to find out that nobody was piloting the mech(spooky!!!). Players will then get to assume control of the mech for a certain amount of time before it finally runs out of juice.

zinc nymph
#

Please make voice lines for when a dwarf pets dead steeve, thanks

swift hill
#

"The company special" skin for weapons should change colour depending on what class it's equipepd on
Scout: Blue & White
Gunner: Green & White
Engineer: Red & White
Driller: Yellow & White

radiant coral
#

i got a new hat /level idea: what about adding a hat that changes based on your level it'll look like a skull with a eyepatch and on the eyepatch there is going to be your level number and every time you prestige a ruby is added on your 10th prestige a sapphire is added on your 50th prestige a emerald is added and on your 100th max prestige a diamond is added for that class on the hat and you can get four diamonds for all classes and when you get all four classes to max prestige you get a magic diamond added to the hat to show off your skill and the name of the hat is (the professional standard)

fierce mica
#

Remove/replace the mentions about "overclocking your gun" in the fire rate increase upgrades. It can be confusing to new players who have heard about overclocks, and don't yet know how they work properly.
I'm specifically talking about the upgrade description saying something along the lines of "We overclocked your gun. It fires faster. Don't ask, just enjoy."

dim sable
#

Currently exploders are a minimal threat unless you happen to be stuck in a hole or you decide to listen to loud music while playing. This mainly comes from the fact that you can simply run through them and they kill themselves while leaving you untouched. Also in the video linked, it mentions they have a weaker bite. Instead of simply detonating themselves, giving them a small bite with the strength of a swarmer would make it so you can't just run through them and dispatch them all like that. You'd actually have a need to take them out in most situations and of course go for those headshots to disarm them. https://www.youtube.com/watch?v=PXIw6fre7fk side note: Also let them roar again. It's got a cool sound.

Meet the most annoying glyphid of them all, the Exploder! As the name implies, it explodes on proximity. And weirdly enough, it does it on purpose! So keep your ears peeled before it goes #boom!

  • DRG Management

DEEP ROCK GALACTIC is a co-op-first sci-fi F...

▶ Play video
near glacier
#

New mission idea? - Artifacts that require a laser cutting precision tool in order to remove successfully from their embedded location without destroying it. Could be a fun idea to brainstorm around.

rose magnet
#

victory move where you salute with your customized pickaxe

#

also a steam leaderboard like dancing time except it's creds spent on beer (and maybe remove the cheaters from the top spots of the dancing time leaderboard if that's possible)

eternal burrow
#

Some cosmetic unlocks at various promotion levels as a way to show off your veterancy in-mission (portrait frames are often missed for hotjoins). Armor camos or pickaxe parts would be cool for this (veteran salutes?)

storm mortar
#

Show the daily special beer bonus stats on the display since you can't check the bartender menu if beers are already ordered

spice grail
#

(I know this was partially suggested before but I feel like my suggestion is more fleshed out/detailed than the alternatives.)
Scout Primary:
Stake Launcher.
A big ass arbalest that launches metal stakes at enemies instead of puny bolts. Fires in an arc trajectory, stakes have a chance to stun and are powerful enough to oneshot an ordinary Grunt when fully upgraded.
However, the stakes are limited in number and you have to reload after each shot. Stakes get embedded in enemies like Driller axes and be recovered should you miss. All in all it can be a cool alpha damage focused weapon for your Dwarves with some extra nuance since it fires in arc instead of linear trajectory.
Also, here are some upgrade/OC ideas:
Electrified Stakes: electrifies targets.
Superheated Stakes: deal some damage as fire.
Embedded Detonators: stakes explode 1 sec after hitting a solid surface, enemies included. Missed stakes can no longer be recovered cos they explode.
Jagged Edge: weakpoint damage.
Overwhelming Force: more stun.
AR Overlay: toggle a virtual trajectory line (like with grenades) by holding fire (or other) button.
Big Game Hunter: extra damage to large enemies.
Lemme know what you think!

long osprey
#

For those who are really desperate and out of nitra, maybe we could spend 100+ gold for a resupply that only has 1-2 supply-buttons? It's not really an issue but the 78 nitra taunting me after fighting 3 dreadnoughts really stank after trying to run to the droppod without ammo
I guess in-universe it could act as bribing management to send you some resupplies

proven turtle
#

its would be really good so real if there's an animation that the shell feeds right to chamber when the barrel reciprocates.

dusty nacelle
#

Could we not get @ everyone’d at 8:00 thanks

twin shale
#

These hasn't been suggested before from what I searched.

  1. Bosco should stop taking position before any of action.
    Bosco should just launch rocket at pointer as soon as he gets angle despite distance. Bosco should start firing at pointed enemy as soon as he gets angle. Bosco should start firing at creatures that grabbed player as soon as he gets angle despite distance.
    Bosco should just keep attacking even if player is a far, this is really needed especially for Scout. Let's say this particular mission got an enemy table full of small creatures, Scout can't really do much against numbers so he has to run/grapple away most of the time, hoping Bosco will do damage for him. However, what will happen is Bosco not attacking any enemy and just trying to get closer to player. Even if player order Bosco to attack, he doesn't. He just does the same for pointed enemy. Following. These need to be changed.

  2. Bosco shouldn't get slow while shooting and lighting up cave. It is understandable Bosco gets slow when carrying objects, but it doesn't make any sense he gets slow while shooting and lighting up.

  3. Bosco's fear effect by revive actually does more harm than good when player has an active perk called See You in Hell. See You in Hell's active cause an explosion with small radius when player is downed. However, Bosco's revive effect causes enemy to run off making it rather difficult to get maximum effect of perk. Either See You In Hell's radius needs to be bigger, or give an ability to time Bosco's revive.

  4. An active perk called Dash isn't working against slowing effect by various enemy. Dash's description states that it ignores any slowdown effect, but in game, shock from shocker, web from web spitter, slowdown from slasher can nullify Dash especially when multiple slowdown effects are stacked.

5 is deleted because of duplicate

twin shale
#
  1. Steeve shouldn't just ignore any of flying creatures. Grunt's melee is already an AoE. Let him melee.

  2. Minehead in Point Extraction should be flat with ground level height. It shouldn't have stair/legs. Often time these stairs are either floating or are in weird position and causing lots of trouble. It's just better if minehead comes without these stairs and at same height as ground.

  3. Any mission except DD/EDD shouldn't have fixed enemy table or swarm table. It's more fun if we get different enemy type for each swarm. It should be completely random, meaning every type of swarm is possible and game will decide every time you get swarm. Right now, game decides what enemy/swarm to get at beginning of mission, and it's random within that tables.

  4. Blowthrough needs change. It sometimes works, but because character height is so different from enemy, player often looking down when shooting, causing blowthrough to not work completely (because bullet goes to ground at that angle) unless player is doing bunker or at choke point. Not only that, enemy's decision making is to be as spread as possible, also causing Blowthrough to be not effective.

  5. Every enemy should get affected by every environmental hazard (lava, earthquake (slow), poison, sandstorm (slow/fog), freeze, blizzard (slow/fog/freeze) ). Some of environmental hazards do affect enemy, but most of them don't. It should be consistent. Just because they're biome variant, that shouldn't make them immune to slowing/fog/poison effect. Or, make them immune to everything, after all they live there.

celest ermine
#

one of the most bad mannered, and bad teamplay things in this game is someone calling for the drop pod before everyone is ready, especially if the team is not all together. i would suggest it would be great to see a mark next to the dwarf who pressed the button for the drop pod and and option to kick also. ppl who do that should be kicked full stop.

twin shale
#

Surprisingly, this hasn't been suggested. Loot bug shouldn't eat rare mineral/secondary objectives/red sugar. Or when they die, they should give them back, not popping just drop where they are.

near glacier
#

i would love the idea of connecting 2 ziplines from the gunner into a "junction" so you can build a zipline system

gaunt latch
#

Decrease the odds of multiple of the same Anomaly and Warnings from appearing? Right now there's 4 Anomalies and all 4 of them are Golden Bugs.

void gust
#

5 player mode, 1 person is infested and attempts to betray the other miners and undercut their mission. Nothing like good ol traitors!

austere spruce
#

replace hyper propellant with a new unstable OC. 'Toxic payload' 25% less damage but targets get poisoned

velvet bone
#

Okay hear me out right drg bobble heads, of like glyphids, or boscos

gilded cypress
#

Prioritise use of the zipline that's aligned with the player's view and/or direction of movement, when there are multiple in interaction radius

rose magnet
#

can we get stats about the AoE damage at the center of an explosion vs the edges displayed in game (inner radius and outer damage being the two stats added to AoE weapons)

twin shale
#

Bosco shouldn't prioritize bigger enemy over smaller one. Right now, If there's every grunts "around player", Bosco always attack guard grunt. If there's Praetorian, He always atack Praetorian first. For Oppressor and Bulk decision goes the same. Always prioritize bigger ones which is fine because bigger ones are usually more threatening. But the thing is, Bosco's firepower is really, really low and he almost always attack outer shell because he rotates himself around target for no reason, making it extremely weak against bigger target with shell. Not to mention as you go up in hazard level, smaller enemy actually becomes more dangerous than bigger ones. So yes, Bosco should prioritize smaller ones (swarmers) over bigger ones (bulk).

near glacier
#

can we get work songs that the dwarves sing together while mining? sweetness!

summer pond
#

The born ready perk voice lines should only play to the user and not the whole group of players.

Since I am kind of sick of hearing "I WAs bRrN REaDy" and "WAaPoNs rElOaDEd” every 10 seconds.

leaden silo
#

Adding a voiceline wheel would be better since sometimes communications are hard to grasp over than pointing a thing to mine.
Tutorial should be about the 4 classes not only the gunner since most of the time new players don't know that they have the utility tools especially scouts which don't use their flare gun but just zipline here and there

zinc nymph
#

The beer toss and dual drink drop victory moves should allow you to select which beer mug you want to drink from.

outer flame
#

Having Molly physically climb into the drop pod might be a bit difficult and time consuming to animate and get working. Why not have her teleport into the pod? I’m imagining Molly doing her generic sitting animation once she reaches the pod and two pylons coming out of the sides of the pod, which zap her and she suddenly disappears. I think it would be a simple solution to this sort of issue, could work the same way with mini-mules too in a salvage op.

rustic pulsar
#

Couple Flying Nightmare remarks

  1. I think Flying Nightmare being classified as Area of Effect mod doesn't fit anymore, since it reduces the effect radious and changes how the gun works. Special classification would suit it better.

  2. Flying Nightmare really doesn't need the charge speed reduction anymore, it only makes the mod cumbersome to use.

drifting jasper
#

I feel like spawn chances of cargo crates and lost packs are really low for how many things we can get from them now (gun meshes/paintjobs, pickaxe parts, beards, armor paintjobs, victory moves) especially since they're individual to each class when you do get them. I think making those chances higher when you do harder missions would be nice (be it harder hazard level and/or having warnings on a mission, or just higher chance on higher length/complexity)

rough trail
#

Checked for the idea with the search bar and I couldn't find anything similar so here I go:

New gamemode where it's a gold digging competition. You still have 4 dwarves to a game but here's the catch... You each work with two dwarves to a team against the other team in your party. Everyone still gets paid for the amount of gold they mine, but the team that manages to get the most gold gets extra experience for it and gets paid a little extra money from the money the losers made in the competition. Since this would be a new gamemode you'll have to join into it via a different terminal than the mission terminal (such as the deep dive in game) and you'll be able to host private ones etc. You'll also be able to have teams choose themselves or a random option which puts any combination of the 4 players together at random. Players wouldn't be able to damage each other, but they could still twart the others efforts in different ways like a driller taking out a platform the engineer put up for the scout and taking the gold for himself or a gunner using their shield to keep the opposing team away while they mine. Also, the whole gamemode has a time limit of 5 minutes (maybe adjustable time limit?) to find the most gold you can and after that the droppod comes back automatically. Those that don't make it of course lose no matter if they got the most gold or not. There would probably also be a seperate mule for each team- maybe one of the smaller mini-mule varieties that we see in salvage missions.

This gamemode could be a lot of fun with friends or a good way to find out who can be the better team combo (or who is better at their class than others) and would appeal to the more competitive players. I'm personally not a very competitive gamer myself, but I would still find it a fun gamemode experience with my friends.

valid trout
#

i have an idea if your interested.

the idea is to use the moon of hoxxess ((sorry if i typed it wrong)) to put like special events? like for example a mn once in a month special mining mission with aliens that are different then from the planet itself (like in collors)

sharp nexus
#

I would prefer a mission where we have to kill a set number of bugs that isn't dreadnoughts, so we can get paid to do it.

But horde mode works too.

quick gale
#

or a open world (kind off) so we can get materials and mine

worn mist
#

idk when or how this could be implemented, but a VR mode would be really cool for this game. The game doesn't really need it, but it would be super cool to play this game in VR.

orchid cargo
#

Here's an idea I just posted over on the subreddit about the last section of salvage missions:

Instead of always having the same 2 "uplink / refuel" sections of repair, there should be a randomized selection of 2 objectives from a list that need to be completed before the launch pod can restart. They could be different from the normal "stay within the bubble" objectives, but still have a defensive goal that needs to be met. Here are some examples:

  • Computer Reboot: you must set up a system that reboots the computer systems of the drop pod, but if a glyphid gets to it, it will halt the system from repairing and you must kill it to start it up again. You don't have to stand near it, but enemies must be kept off of it at all costs.

  • Missing Engine Parts: Similar to kursite mini-events, there will be random enemies carrying around parts of the engine which must be returned to a missing panel from the drop pod from which the pieces had been removed.

  • Drop Pod Stabilization: The drop pod is tilted off-axis, so mission control sends in a machine that pushes the pod back to vertical, so that it may launch again. If an enemy reaches the machine, it will jam. The dwarves must take out the enemy and unjam the machine to continue the progression.

Of course other methods could be implemented, but these were some of my favorite ideas.

viscid pulsar
#

a multiplayer mode, kinda like Eve in the Moon's, but instead of a gold hunt its like the destiny multiplayer one (i forgot what it was called) where you collect points and deposit them in an area but player from the other team could come to your side and attack you, enemies could suck out your points, etc. Except in this version its a mix of dreadnaught, morkite mining, and egg collecting. each thing gives you a set amount of a fuel like substance and you have to fill up a drop pod. There could be a special type of glyphid that attacks the fuel tanks of the drop pod and sucks it out, the more fuel it gets the stronger it gets so you have to prioritize those. enemy players cant come over to your side (as dwarves stick together no matter what) but to even that out the things that generate this fuel are not shown on the map. To explain how this works since, like i said before, dwarves stick together, It could be a simulation by DRG to keep the dwarves skills fresh. There could be a separate panel for it and instead of hazard levels its just straight up level based difficulties, like no promotion, 1 promotion, 2 promotions, and three promotions. you can only play the difficulty of your highest ranked dwarf and two promotions lower. so If i have a gunner that has been promoted twice, he would go into the 2 promotions difficulty, but could also do levels 1 and 0 and the same would go for my engineer if he were promoted only once. to avoid tryhards or saltiness there shouldn't be a ranked or anything, merely the winners get slightly more gold and xp than the losers.
to sum it up, a 4v4 non-pvp simulated objective hunt to escape first with difficulties based on the promotion of your best dwarf

near glacier
#

If you aren't in a seat when the drop pod leaves the spacerig, your dwarf should ragdoll and smack into the ceiling.

twin shale
#

This may be a controversial take, but Hazard level shouldn't increase enemy health. at least for non Boss creatures. Reason for this is simple, increase in health highly restricts character and weapon builds. What's viable in lower hazard isn't viable at highest hazard level. Yes, we can still use underwhelming/non optimal builds in Hazard 5 mission solo or multiplayer, but that only makes us feel hindered in solo, and making others do an extra work in multiplayer. And these experience aren't particularly fun or rewarding. With this change, Hazard 5 will be easier so we need some other changes to compensate.

#

It would be a nice change for a game if we can get an option to bring only one weapon instead of two weapon for more ammo. For example, you can do missions with only bulldog but it has 3x ammo. This would change how we play the game.

worthy junco
#

An idea: A mission history terminal where you can view all the stats about your previous X number of missions, possibly even the part of the map that you explored.

spice grail
#

(Semi-suggested before, but not really.)
Scout Secondary: Throwing Daggers.
Small futuristic kunai-like daggers that can be thrown at enemies at quick succession. They travel in an arc and can be picked up if they miss the intended target.
They are relatively small in number, have an inherent damage penalty to armor, but also an inherent bonus to hitting weakspots.
Naturally, the daggers don't need to "reload" but there is a small pause between each throw since the Scout needs to pull out a new dagger.
If you hold the fire button, Scout will pull out four daggers at once and throw them in a cone.
Also, here is an upgrade idea:
Embedded Detonators: all daggers on the map (whether stuck in enemies or in walls) explode if you press R.
Straight out of Dwarven Dojos!

junior gorge
#

The "Overclocks Forged" statistic tracks which dwarf you were controlling when you used the Forge, not which dwarf the overclock was actually for. This seems silly; it should be "overclocks forged for this dwarf".

junior gorge
#

Let us sort servers by biome. Sometimes I just want Crystal Caves missions so I can get some Jadiz and don't really care what the mission is beyond that.

near glacier
#

BC rebalance suggestion
reduce base line DPS by 40-50% (270-300)
reduce base ammo reserves by 40-50% (6-8 shots)
beef up t2 damage mod so that it increases weapon's DPS to 750 (current base+t2dmg) when taken
beef up t2 ammo mod so that it increases weapon's ammo pool to 20 (current base+t2ammo) when taken
remove t2 beam width mod (seriously, no one's gonna take it. It is unable to compete)
double the effect of t3 beam width mod
increase base deploy time from 0.2 to 0.3
add a new t4 mod: ~120% DPS, 150% beam speed
(maybe) add lesser damage mod to t3

reasoning n results
BC in its current state can have both enormous ammo pool for crowd clearing and decent single target damage. Applying suggested ammo/damage tweaks will make it possible for users to get one but not both.
t4 stun mod also does fucking wonders and needs something to compete with.

split lotus
#

Instead of lower damage output, remove the ability to focus fire. This would give an overclock that makes the weapon more like a rifle, and less like a sniper.

near glacier
#

Burning Hell OC should have VFX

atomic leaf
#

barley bulb counter next to blank cores and credits

torn flint
#

in the next few weeks the first people who played the whole time since deep dives/machine events launched will be at the end of existing cosmetic content in the game. I think it's not unreasonable to implement some sort of use for cores after that because I certainly don't want to collect 100 cores and then spend an eternity farming machine events when/if more content is added to the core system

royal grove
#

Asymmetric MP and in every biom you can play as diffrent bugs that fit into the bioms theme!

And a open world like cave with random caverns and world structures comparable to minecraft with like a temple or something like that would be cool and to not make that too simular to a normal mining mission you can only find certain meterials in this cave which you cant get in the missions but only in the openworld like section...but i dont know how make that more intressting than that just going in getting the materials and getting out just seems like a mission...smh

formal lark
#

Temperature Shock should have an explanation in the miner's manual alongside the other elements.

hasty dome
#

They ability to rebind "Next Weapon" and "Previous Weapon" from the mouse wheel to another button

digital plover
#

Just like gold, jadiz, aquarq, etc. the players can found buried on the ground an extremelly powerful weapon that will replace the gun they're currently holding for the rest of the match. The "Dwarven Hand Cannon" is a blunderbuss with big AoE damage and armor shattering effect.

split lotus
normal rover
#

If Engie stacks platforms, dwarves landing on the stack take less fall damage depending on how many platforms there are, if the engie has the fall damage reduction mod for the platform gun of course.

torpid plinth
#

Add a place in the space rig that displays fan art for the game made by the community

junior gorge
#

Balance pass on the passive perks. Most of the actives are good (Dash is the only one I never use, but that's because I keep triggering it by accident), but a lot of passives are lacking.

In particular:

  • Elemental Insulation only helps against a tiny handful of enemies - mostly just Praetorians and Acid Spitters. Spitters don't even appear in every mission. If more enemies had elemental attacks, this would be a great perk.
  • Second Wind takes long enough to kick in that it's useless in combat, and doesn't provide enough of a movement boost to make a big difference the rest of the time. I'd only ever use it on Low O2 missions.
  • Strong Arm is really useful when there's no scout but a bit lacklustre the rest of the time. 20% boost to object throwing is almost entirely pointless outside of Point Extraction missions, and even in them it's not great.
  • Unstoppable is, again, very situational. A lot of slowdown effects aren't even affected by it. If it worked on enemy inflicted slowdowns too, I might take it.
  • Vampire is a tiny heal, completely outclassed by Sweet Tooth and Resupplier. It's only good in combination with Iron Will, and even then the combo is hard to pull off.
dapper onyx
#

can we get a name tag on the bar tender bot

whole brook
#

a way to look up what our friends are playing and our scores vs their scores per class?

rose magnet
#

positive mission modifier: molly can dispense a nanite bomb from the tritilyte event every 45 seconds or so (I guess you could have the mine head do it too but it would probably make more sense to exclude PE missions)

stark epoch
#

small increase in damage on engineers shotgun bigger pellets mod. i feel like it should be a little higher than just +1 damage. like maybe +3 i don't know. but the +1 just makes it seem kind of meh.

humble quest
#

An #askthedevs discord channel where people can ask questions to the devs

lime marsh
#

Invasive Minerals

A positive mission modifier that makes all ore veins have a chance of dropping whatever the local crafting minerals are in addition to, or maybe even replacing some of, their normal drops.

This would allow another way to occasionally get some extra crafting minerals on missions.

swift hill
#

A Lloyd emoji for the discord

swift hill
#

An interplanetary goat emoji

supple prairie
#

Long post. Sorry.

I've basically no use for Deep Dives anymore except for blank cores and cosmetic cores.

Seriously, fixed map gen is a design that has hurt in the long run if the only thing going for it is a situational challenge with the same depth in rewards as a drying puddle. If it's really endgame, where are the rewards? Overclocks feel more like upgrades and lead up to endgame, but what has essentially happened is while overclocks can be versatile, the base weapon is buffed to make these matter far less (there are exceptions). So they don't really feel like "endgame rewards."

I understand EDDs are meant to be hard, but this is called the endgame and it's empty as empty can be for a veteran; the opposite of endgame. You gain more by casually playing in normal missions. Hazard 5 binges being available in average play has removed any meaning toward EDDs being endgame because these are usually more variable and thus a more frequent taste of actual difficulty. Also, they have no barriers whatsoever in gear/true skill after a rather simple quest line you can get carried through. Otherwise people are known to avoid H5 if they aren't ready.

So my suggestions are:
-Make Deep Dives/EDDs have better rewards and incentivize it as "progression" content with plenty of neat bonuses like Machine Events guaranteed to pop up so that players can get rid of stacked up cores. Too much progression is attached to casual play/weekly content which downplays the meaning of having DD/EDD as "endgame content." Players need OCs to progress so attaching them to rank milestones in addition is fine.

-Either power down Haz 5 and transfer it to EDD or make it the true endgame and restrict entry more directly until players have finished Deep Dive content and collected some OCs. I prefer the latter.

-Need some form of content to handle excess minerals/ OCs (maybe RNG). Utility tools, flares and grenades have the most potential for this or new weapons.

swift hill
#

A squad code. If you dont wanna friend people on steam to join them or have them join you, you could just give them a 6 digit code that is randomly generated. It would probably be located on the esc menu, and for streamers you could have a 'streamer mode' option in the settings so that when they are broadcasting their game, randoms dont join. You could also have a setting that has a request to join instead of just showing up

spice lava
#

It would be funny the implement of a sort of guild/group sistem, it could include a lot of dwarfs (not only steam friends) and in this system you can see the people of your group if there are online and then invite them

ripe dew
#

Get rid of or severely nerf EPC mining.
It's too good. I don't even mine normally as my driller; I just EPC mine everything even at ground level because it's so much quicker. It obviates one of the purposes of the Scout, a class that is already of limited use due to their low damage, and it partially obviates the platform gun. Why throw a platform and have the Scout mine something when you can just EPC mine it in a quarter of the time?

glacial laurel
#

i feel like the minigun should have a heat meter around the reticle or something, hate having to look in 2 different spots to use hot bullets effectively

dapper lotus
#

Since the Ghost is a Horror perhaps looking at it should induce some sort of mental disconnect from trying to perceive it. So if you look at it your character gets an increasing drunk effect that wears off when it's not in your vision.

late snow
#

I couldn't find another report of this; fundamentally, I think glyphids need to make more sounds than they do. I just got off a hazard 5 mission where I was low health and a praetorian managed to climb up behind me without any noise at all. The screaming is usually enough, but there are a lot of instances where I'm digging and suddenly surrounded because none of the mini-swarm decided to scream.

viscid pulsar
#

i don't know if this has been mentioned before but when you turn off your HUD it also makes you unable to see the map, and that makes it so playing without a HUD is harder when in reality it should be a separate option to playing with a HUD. If i want immersion i would play without the HUD, but I also don't want the challenge of not seeing the map. IMO making no-HUD gameplay a future "Playing Deep Rock Galactic with no HUD challenge" video seems really dumb when it should be an alternative not an extra challenge

hard lichen
#

I would appreciate it if the game didn't skip the character select screen or provide me with at least another character select screen when joining a lobby a second before it launches into the mission. Getting autopicked into a character double then getting kicked for it is not a nice feeling.

digital plover
#

Make deep dives reward a single core at the end of the third level, one core for each dwarf you run as, making players run deep dives at least 4 times a week for 4 cores, 1 for each dwarf

polar vigil
#

Could Warning icons be added to the loadout icon options?

rocky bear
#

Drilling through the map during the escape phase is too safe and too efficient
The escape pod phase is supposed to be this intense, timed, backtracking through the level towards the exit.

Unfortunately, the alternative to this fundamental part of every mission is to safely dig a straight tunnel all the way to the excape pod. The driller has enough fuel to do it. The narrow tunnel makes it extremely easy to shoot incoming bugs, like fish in a barrel. Engineers can actually plug the tunnel, blocking any incoming bugs. There is no challenge in drilling a hundred meters straight. It betrays the original intent of the escape phase; yet it's the most efficient approach.

Keep in mind thattunneling between rooms DURING the mission is a valid strategy. It actually takes some navigation skills and foresight to dig proper shortcuts. But when applied to the escape phase, it is once again a way to "cheese" the game, the same way bunkers could be used to cheese objectives.

Tunneling could be addressed by modifying the worldgen: Adding hazards in the map "walls"
-Add crevice "triggers) (as found in Ice Caverns / Magma Core biomes) inside the walls. Drilling into those triggers could cause a crevice or a cave-in to appear, disorienting and delaying the driller.
-Add swarmer spawns/tunnels (the purple holes) within the walls. Drilling through a spawner could throw a team in disarray in their own tunnel, since the driller would be busy... drilling
-Add explosive "bulbs" (the plants that explode when shot) inside the walls. Drilling into those bulbs makes them explode, so the driller would have to back off, or dig around it.
-Add some impassable material in the walls. Not too big to form a wall, but big enough to have to dig around it

All those suggestions are meant to slow down tunneling, but not make it impossible so it's not as efficient and not as easy as it currently is, but still a viable option during and outside of the escape phase.

steep coyote
#

Excess regular beer materials can be used to craft a specific buff beer, that can then be bought for barley bulbs.
Regular beer making materials changes, say, dark morkite -> rocky mountain. It's then bought as normal with the barley bulb

bitter crown
#

I feel like this has to have been suggested before, but I searched a few different phrasings and didn't find it, so:
Unshaven/five o'clock shadow beard option
Not much length to it, just that scruffy stubble that we're all growing while hiding from the 'Rona.

The Gunner has it in a lot of promo art, but I don't think it's currently possible to get that look in game.

stark epoch
#

when class is promoted to highest tier possible statues go from gold to diamond? maybe? idk. maybe some kind of mineral.

lime marsh
#

an achievement for doing a mission in 10 minutes or less

past sentinel
#

DRG's level generation is super impressive. I'd be really interested in a documentary series that explains the tech behind all these wonderful procedurally generated levels that somehow still have a great sense of individual identity. DRG behind-the-scenes, from concept art to technical execution, kind of thing.

twin shale
#

Every mission should come with quota on killing creatures. It's so easy to just ignore entire swarm and focus on objectives. or, Change how swarm behave. It should act like Ebonite/Krusite machine events.

twin shale
#

I'm surprised that no one has ever suggested about grenade's radius. Every grenade should have much bigger radius especially Scout's and Gunner/Driller's HE grenades. Right now most of grenade have relatively small radius that they don't do much against creatures unless they're eating dead body or at choke point. Exception being incendiary and proximity/LURE and Impact Axe which either has extremely big radius or has unique feature to make up for their radius such as can detonate several times or can attract enemy or does massive damage against single target with guaranteed stun. And they're the only impactful grenades that doesn't require much preparation. So I think it's safe to just bump up other grenade's radius to make them more comparable.

gilded cypress
#

Beastmaster simultaneously reduces the damage players take (by Steeves tying up other bugs) while increasing their damage output (via Steeves killing said other bugs).
It's already incredibly powerful compared to the other active perks without infinite uses.
It should be made single-use, or limited-use with lower stats (HP specifically) for Steeves.

gilded cypress
#

Revival process is interrupted if incapacitated player is hit by enemy attack
Gives See you in Hell perk more purpose
Necessitates clearing enemies off a teammate you intend to revive - right now there's no point, particularly with field medic, as they stay focused on the downed player.

Alternatively, allow enemies munching on a downed player to switch targets when another attempts to revive, or gets close.

jade widget
#

Nothing showed up for me.
Could we get a timer on how long the Iron Will is gonna be up?

Also another thing, when we are preparing for a mission and we buy a Buff Beer and drink it up and suddenly a new Dwarf joins up, could we get an option to buy a beer just for him for maybe a reasonable price in Credits?
I know some people have alot of Barley for it, but i think i'm not the only one that doesn't want to waste it to buy a full gang just for one player.

dapper lotus
#

I bet if you opened it up to the community... people would contribute music to the juke... so you don't have to use stock sounds.

fluid tundra
#

C4 still one-hit kills teammates with Friendly Perk on. At least make Friendly Perk lessen damage taken from Driller C4 (like additional 50% less) to circumvent against Teamkilling Drillers.

severe wren
#

Be able to see players pickaxes on their person (Like on their back or something) - really cool we can customise them but can't see unless swinging it. Nice when playing with friends and you can see their picks.

junior gorge
#

If you do end up implementing a voice line wheel, consolidate the "Follow me" and "Rock and stone" buttons. This lets you free up a gamepad button that can be used as a dedicated Active Perk button!

brave bane
#

I have trouble distinguishing my teammates from enemies when there's a huge group, so if your teammates could be outlined/labeled without pressing tab, I think that would be helpful

viscid pulsar
#

there should be a special perk that lets you be automatically released from a grabber a couple times. Like it recharges after 3 minutes and you have 3 uses at the highest level.
edit: to specify, not a cave leech, the flying grabber thing (I don't remember the name off the top of my head)

summer pond
#

you should not be able to get victory moves from machine events

ivory crater
#

it gets rather difficult (me especially) to tell what is what particularly in crystal caverns. having rim lighting would benefit many player's visibility. i come from tf2 where quickly identifying an enemy is key so maybe it doesn't make as much reason to someone who didn't come from tf2

rigid vapor
#

I don't know if it as been suggested yet, but I thought it would be cool to have a new kind of mission, where you have 2 to 4 mini mules, and you need to... I don't know, maybe lead them to a search point or something, and then defend them all at once, to locate something...

I don't realy thought about the gameplay thingy, but it would explaine the mini mule salvation missions : Somebody as died doing the other thing

#

I think it could be funny to have a chance the AbyssBar's Specal of the day is a random bonus, different for each player
This way we could have to manage our team depending on this random:
"You, with the Dark Morkite effect, get the objective done, You, with the Pots O' Gold, get us rich, while us with the Red rock and the Slayer Stout, we keep you alive !"

light wagon
#

Any chance to get button controls on the elevators instead of it being automatic?

patent eagle
#

Pickaxe loadouts so we can quickly switch between our fave designs

sick yacht
#

Adding quicksand in the Sandblasted Corridors, Dwarves who get stuck in it will start getting swallowed by the ground they'll have to spam the jump key to get out, as soon as their head is under the sand they'll start taking damages (we could also add connexions between the different tunnels so when a dwarf fall at the bottom of the quicksand he'll fall in an other gallery)

lucid fox
#

New mission type/event: Dig Mania (title w.i.p.) some time sensitive loot is buried in the ground (special fossil(s)? volatile gem(s)?rare worm(s) that are slowly moving??) and you only get X time to find it. obviously without a driller this would be a lot harder, so balance around that may be necessary. You are somehow (at least somewhat) shielded from enemies for duration so you can focus more on the digging. Quest perimiter is visualized ingame (like around black box but own shape and size), the loot is in that zone. Location que's could be sound or light. Rock and stone, good luck on the launch today guys!

languid vine
#

“Fourth Relic” skins should have their gold plates match the rest of the color scheme if you decide to use another paint job

For example, using “First Stripe” should turn the gold into a gun metal grey

pine hatch
#

heres a suggestion, how about dont make the colors shit for the new promotional levels for long time players.

Many people wanted the bittergem but instead, the final level (a disgusting red) is present. The Diamond rank feels like it should take the place of the legendary just because of how revolting and cheap the legendary colour feels....

ripe ledge
#

megacorp color for the neon weapons!

austere spruce
#

Love the dark future armour sets. However would like to see 3 small changes.
1: Can the torch on engis armour actually be turned on please?
2: Gunner's suit has no torch on it at all
3: Scout has no torch either

shadow crystal
#

A matching Dark Future paint job for weapons would be great. At the current time there doesn't seem to be a black/very dark weapon paint job to match the armour colour scheme. Using weapons with the existing paint jobs with the armour looks a little odd, in my opinion - there is missed potential here. I purchased both and was a bit disappointed with the Dark Future DLC as a result, in contrast to the MegaCorp DLC which I thought was excellent.

Allowing players to combine the weapon frameworks from the MegaCorp DLC with a dark themed weapon paint job potentially included in the Dark Future DLC could be a good incentive for players to purchase both rather than just the former.

wraith hinge
#

When the HUD is off show health like the cardiogram

nimble sigil
#

A quick way to ping a creature that you are looking at, without having to wait for the animation when you press Ctrl. (I'm very bad at pinging grabbers :P)

rigid vapor
#

What about a beer giving an XP bonus ?

stark flame
#

ive looked at all of the MegaCorp frameworks and they look pretty good, the only framework id say is lacking quite alot with the change in the actual frame n model is the breach cutter, with this framework only two small pieces were added to the weapon and all the metal bolts n some metal pieces were removed, id appreciate it and i think others too if the frame would get a rework to look well, less lazy, dont get me wrong i appreciate the work you guys have done and absolutely love the game but its a bit disappointing to see such lazy work be done towards a paid dlc framework

near glacier
#

i am helping new players right now and they couldnt figure out where the milestone perks were.
i can understand it, its somehow hidden in the statistic machine.
maybe the milestones can get their own terminal?

#

Make it possible so that Driller’s Cryicannon can cooldown Gunner’s minigun when fired at.

timid grove
#

Semi-Weekly Mission Suggestion - Miner's Mettle
Synopsis - Shareholders have shown concern that employees are starting to rely too heavily on their advanced gear and inadvertently shoving their heritage to one side, and to placate them management has asked their workforce to go through some voluntary missions - dangerous missions that leave the dwarves in question underequipped and intentionally handicapped to prove to the shareholders that they aren't leaf lovers.
Description - Haz 4.5 - 5 Difficulty, with some additional negative modifiers.

  1. Players enter the mission with a loadout restrictment - players must pick and choose a smaller option of gear to take with them on the mission within a certain point limit, having to choose to forego things like Grenades or weapons or tools.
  2. Resupply Pods are limited per mission type rather than by Nitra count, making the timing of each refuel more crucial and ammo management a necessity.
  3. Pickaxes are given a permanent Rocky Mountain buff due to the power of their ancestor's flowing through them (or some other spiritial shenanigans.)
  4. Rewards for undertaking this mission will be huge - and possibly reward players with Matrix Cores as another incentive, maybe with the requirement of having to complete both the primary and secondary objective.
faint wasp
#

It's a long one, but here's a mission concept; Distraction. Swarm defense, but with a sensible purpose behind it. Sorry I couldn't summarize it succinctly.

peak shore
#

Seperate MegaCorp into Paintjob and Framework.
So that I could combine MegaCorp's Colours with mechanized or something.

Currently we can only apply Paintjobs to a MegaCorp weapon, but what about the look of something else, with the dark colours of MegaCorp?

Edit: Just fixed some grammar issues.

cosmic mango
night compass
#

Bring back old soundtrack

fleet kernel
#

A story around the Legend that is Karl mixed with a bit about the planet Hoxxes for more info.

Could even come up with new gametypes to fit the story better.

near glacier
#

Custom keybinds of Active Perks 1 and 2.

pine hatch
#

can they make a better color for legendary? :/

mossy ivy
#

Release the OST on streaming platforms (Spotify, Apple Music, etc...)

urban brook
#

Allow a player to walk around the entire little walkway on the outside of the drop pod when the doors are open, and get to the ramp if the drop pod is elevated from the floor. The doors prevent you from jumping onto the ramp from the side

undone whale
#

Make molly when it gets into contact with the player to stop moving, or in a 1-2 meter radius of the player to stop moving. Sending it back to the drop pod at the end of the mission makes her ignore that. I'd be nice if Molly would stop pushing me off cliffs and edges.

haughty ruin
#

add a "APPLY TO ALL" setting for pickaxe cosmetics (and other universal settings if there are, don't know any other out of the blue)

undone whale
#

Acidic caverns - Small pools / lakes of acid around. Falling into it will drain your shield and health very slowly. The whole point of the acid dealing damage very slowly is so you have a chance to get out and rescue teammates that fall into it and need revival. Shield can be very useful, it can have a 20-30% resistance to acid and once it runs out you will take more damage, it does make sense, in a way, to have some sort of protection when falling into acid and once it goes out you take more damage. Acid also glows in the dark. Gunner / Engineer will get a lot of value from this map, they can cross big pools of acid very easily . Would need to add a liquid system, perhaps... Unless the acid is static and make it so you can't dig UNDER the acid, only around the walls or above if you're a Driller, as for Scout... I don't need to explain... The general terrain of this map should be rather flat to generate pools / lakes of acid. Bugs are immune to the acid, only the small bugs will get killed if they come into contact with it since they haven't matured / developed a resistance. IMO the predominant enemies should be Cave Leechers (not to many... I hate them myself) - Spitball Infectors - and Mactera, they spit acid, it makes sense, Cave leechers can drop you into the acid, same with the flying grabbers... Perks like Elemental Insulation will get a ton of value from this biome. When it comes to resources, Jadiz and Umanite, or instead of Jadiz you can have Croppa.

light wagon
#

Create role based permissions on discord for voice channels. The first person who joins the Pod voice channel is granted permission to kick people out within the channel. This would handle the issue when non-team players join and other abusers that join just to annoy people (e.g. Screaming).

It is possible with tapping into Discord APIs: Listen for voiceStateUpdate event, once triggered grant permissions (voiceChannel.overwritePermissions()) to kick people within the channel till the user leaves the channel (event fired again).

warm crag
#

There should be some sort of achievement or special effect for dolphin diving into the thruster. After being told this was a restricted area I was very under whelmed the moment I jumped into the thruster and didn't get sent to the med bay.

glad quartz
#

Maybe rework the megacorp Breach Cutter? The mesh barely changes anything really, and the changed parts are off-screen anyway

split lotus
#

When you use your pointer to tag a teammate, you just yell their name. Like -> Point at Engi -> "Engineer!"

cosmic mango
#

Give supply drop ordering a viewmodel, like a walkie-talkie or the map tablet

glad quartz
#

Bring back coughing and spitting when dropping into mission

gaunt latch
#

Let us customize our laser pointer like we customize everything else

junior gorge
#

Bring rocknstone Back rocknstone Neon rocknstone Pink

By which I mean, the "buggy" pink colour on the Neon Band weapons actually looked awesome; can we have that skin back as an option?

native otter
#

No idea if its intentional, but the new paintjob is only available for the armour that came with it.
Same with paintjobs for the weapon skins, if i unlock the skin, id like to be able to use the paintjob on other skins.

true mulch
#

something about the new soundtrack file setup makes itunes block me from having it on my other devices, which I was able to do before

lethal sphinx
#

So mulling this over while playing with some friends:

Neurotoxin payload is kind of bad right now. Usable? Yes. Good? Not really. So we came up with two, potential, solutions.
1/ Remove area damage entirely (or keep it very low) and make each shot put out a little farty cloud on impact that poisons. This makes its poison actually reliable against small targets, but not that they instantly explode from area damage either.
2/ Enemies killed by neurotoxin rounds explode into a bigger farty cloud instead.

I just don't think it's cuyrrent poison really does any job that carpetbomber/splintering rounds does right now.

blissful spindle
#

The weapon color scheme that comes with the new DLC back is not visible unless the model is also selected we need to make sure color schemes and models are 100% independant of each other and any model specific color scheme is always visible and compatable with all models

#

Seems the problem also exists with the dark future color scheme only being available to the specific armor wich is strange since there is a megacorp color scheme for all armor

north cairn
#

I have an idea for a new bug, it looks alot like a praetorian but is 15% weaker and when killed it exploads into 3-5 swarmers.

primal vale
#

Emotes should be on a timer. No, not a cooldown timer, but a timer where depending on the time you press v, the emote is different.

This would mean that when your entire team presses v at the same time, everyone says the same line!

primal vale
#

Can we have full choice over what class an overclock is for, instead of just three classes? I'm sure it's not just me with such terrible luck I still have only a handful of scout overclocks, and over 20 driller overclocks. (and I play scout most)

#

The floss should be removed and the dances synced with all the jukebox songs! (it can't be too hard to have the songs share a bpm and the dances also be in that beat right?)

quasi path
#

should be able to hold the pickaxe out like a melee weapon because skins dont make anysense if you never see the thing i want to admire my pick and swing it like a great sword.

hollow stone
#

(After reading 1.0 changes)

More loadouts.

wanton jewel
#

Any chance company special can be class colored to match regal aegis?

faint lily
#

big praetorian thats a moving hive for macteras

hasty dome
#

Idea for new mission type:
Tritilyte Expedition
Crystals or veins of unminable Tritilyte spawn around the map, you have to excavate them using a Nanite bomb dispenser attached to the M.U.L.E. which can also be used offensively.

brisk wigeon
#

I'm really loving all of the new music tracks added to the game since the recent update! However, there's a minor thing I'd love to be added to the game to go with that:

  • Add a feature in the options to pick and choose a playlist of what tracks you want and don't want to play during missions so if people only want a few or one select track for everything it would be possible. Options would include tracks involving the escape sequence, horde attacks, dreadnaught boss, and the ambient calm tracks when just going through a cave, and whatever else can work for this type of system. Payday 2 has a system somewhat like this where you can select what music plays during a level/playthrough.

I would really love if something like this was implemented, honestly I don't like the old horde tracks anymore as much as I used to and really prefer all of the new ones that sound epic as hell, that's why I'd like to turn off the old tracks or only allow one or two sometimes when I really want to listen to specific ones!

fresh hinge
#

With the ability to toggle on and off icons on your HUD, they should 'shift over'. For example: If I only have my grenades toggled to on, it should shift all the way to the right on-screen and reduce the HUD bars length as well. Currently it floats where it was originally on the bar. I suppose it could be argued that this was intentional, but it seems a bit off to me. P.S. Every time you jump and grab an edge, it shows your currently equipped weapon on the HUD.

jade widget
#

Did not find anything on that so here goes.
Gilded Beards and Armor need to have the same color of gold.
Basically what i mean is, the golden Paintjob for Armors and Weapons look the same color of gold, but the Gilded Beards and other things have a lighter, more yellow color, could the two things just be the same, for example the darker one, like on Paintjobs.

coarse veldt
#

Suggestion for Vampirism, 1 hp for small enemies(swarmers and such), 5 for normal(glyphids and similar sized enemies) and 10 for big boys(praetorians, trawlers and such).

tired knot
#

Molly shouldn't move automatically at all during hordes, as soon as mission control announces a horde she should be unable to move UNLESS somebody calls for her

It is so unbelievably frustrating playing hazard 5 and having her move around constantly, blocking bullets and players so they get hit by things they shouldn't have

MAKE MOLLY IMMOBILE DURING WAVES UNLESS SOMEBODY CALLS FOR HER.

gritty juniper
#

In the loading screen, when the drop pod makes contract with the surface, a small flash of light from the impact would look cool. Just a small change, but one that adds visual impact to how fast you collide into the surface.

radiant coral
#

What about a pickaxe instead of a pick it’s a solid skull called the headbangerpickaxe

torn flint
#

option to reverse the two main colours of any paintjob, would give instantly a ton of new options and doesn't require wholly new skins/paints

lunar gulch
#

Lots of weapons have some ugly clipping through first person camera to better such stuff make clipping elements half transparent instead. (Also includes other character models like glyphids)
(Ofc you can change all the hitboxes and animations if you prefer that ;))

knotty prism
#

Suggestion: Give power melee attack at level 1. I reset my progress last night for launch and not having the melee attack just feels bad. It makes it harder on new players when they get an enemy up in their grill. I feel like it'd be a better experience for new players if they got a basic power attack off the bat, and then improved it as they leveled.

near glacier
#

Leadstorm Leadstorm OC re-rebalance suggestions: give it back its stun, make it knock the user off ziplines. ||dderp||

junior gorge
#

Replace the Scout's pheromone grenade with a fear grenade, used as an area-denial tool and to allow mid-combat revives without the use of the Field Medic perk.

west plover
#

Please add a theorycrafting or game-mechanics channel to this discord. 🙂 Having only DRG-Chat means the speed moves far to fast to have any proper discussions.

wind coral
#

o2 affix should give 70% bonus since it's awful

frail slate
#

Maybe make the late-join drop pod sequence longer. When I join a game I only see the pod land and explod outwards, but I'd like it to be similar to the large drop pod where you're in the pod watching the dust and debris got past the window.

Also maybe add a voiceline or two, something like "Man I wish I had a chair!" or "I can't feel my legs!" or "There better be plenty of gold left!"

Or maybe my connection is slow and most people actually see the pod descent, idk

sudden fable
#

Add option to swich between new and old OST on audio/sound menu.

#

Add/make different heads/faces for dwarfs.

lean nimbus
#

Similar to Killing Floor 2, show the name of the track currently playing somewhere in a corner at the start.

true cipher
#

Add melee kills to the statistics page

unreal osprey
#

i have an idea that involves the gunners portable shield

#

perhaps enviromental protection like a breif shield to protect those under its veil from blizzards or sandstorms

fierce thistle
#

super minor thing, but please change the icons of Overcharger and/or Healthy (tier 2 armor upgrades) so that they're different from eachother. currently there's no way to tell which one you actually have equipped from the equipment overview without opening the armor menu, because they look exactly the same

fathom ravine
#

Adding the depth of customization found the on the pickaxe to all the weapons and armor. Mixing bits of different skins.

nova gorge
#

A few more music tracks for specific situations like double detonators or heavy metal swarms on haz 5.

jovial dome
#

Instead of the taming animation we have now for beast master, how about putting a tiny version of the white DRG hard hat on the glyphids noggins? Yanno to help tell if it's tamed or not, not just cause it'd be funny or cute or anything <-<"

hasty dome
#

Have repaired BET-C outlined when pressing control

main river
#

Might I suggest looking at the dwarfs in Terry Pratchett's Discworld series for inspiration on how to handle female dwarfs or rather more female oriented cosmetics?
Feel free to contact me through discord if you'd like me to elaborate on this.

lunar gulch
#

I am curious what you guys think, the Music Title "The last Ascent" seems quite unfitting for as Battle Theme, its lacks the punch ingame (as soundtrack its bit better). So better remove it from the that Pool?

runic agate
#

NERF ACID SPITTERS

lunar minnow
#

Used the aforementioned search bar and didnt find anything on this idea

Maybe add a beer that increases shield regen/lifetime or make it a mission mutation like rich atmosphere or the likes and courtesy of my friend he wants DRG to partner with a brewery so he can pass out on leaf lovers special (The pointy eared elf is a leaf lover)

lyric falcon
#

a perk that we can kick the aliens with the "E". a kick on the small ones gives instant kill, the medium ones takes 20% of damage, and the big ones 5%. so we can do our work without kick barrels. nice (sorry if i had an english error)

oblique flint
#

More short beards, sideburns and moustaches.
For starters, sideburns and beard in the same style as Lowrider moustache, would be neat.
For those of us who want to look sharp and masculine without having to strip armor pieces off.

peak aurora
#

Okay, i speak of personal experience here. Lost backpacks give me no loot anymore while i propably haven't even got half of the cargo crates loot. As far as i know the backpacks drop player skins and pickaxe parts (which i completely already seem to own already as far as they can drop it) while cargo crates drop poses, weapon skins and some other cosmetics. A small but balancing change could be to move the drop of weapon skins towards the lost backpacks so harvesting both is rewarding nonetheless. Maybe having some extra XP or minerals from them after you got all possible loot would still motivate you to go after them, as i am currently not even bothered by helmets or lost backpacks at all as they do not reward me in any way anymore

#

With all theese amazing new pickaxe parts and the many combination options, a way to have it shown on your dwarf would be neat. Just have it hanging by your side so others can see it would do well. Better then to show your pickaxe and creativity in creating one just a few seconds by pressing V or swinging it in a mission.

peak aurora
#

What about new perks that are alot stronger but also take up 2 or even 3 passive perk slots?
Here are some ideas

Passive health regeneration (2 slots)
Fast passive health regeneration (3slots)
More sprinting speed and jump height (2 slots)
Night vision so you do not need flares (3 slots)
A constant mining bonus on all minerals, which can even be increased with beers such as Dark Morkite or Pots'o gold (3 slots)
Auto revival after a very long time, such as 10 minutes (3 slots) would not remove iron will because laying there for so long is not making it up to iron will
Holding right mouse button for constant but reduced pickaxe damage (a bit like a chainsaw) for 2 slots

#

The randomness on picking loot from a crate, backpack or core infusor is more then thrilling and keeps up the motivation. What about a 1 in a 1000 chance for a menu popping up where you can freely choose whatever you want? It would increase peoples desire to find crates, backpacks and to finish events and it would be rewarding for players that chase loot alot more frequent.

Of course this would not inflict any accessoires you get from the DLC's.

fair fjord
#

Overclock for the minigun: the gun can no longer cool down, but you can press r to release a jet of fire in a circle around you and cool down the gun a bit as well. Depending on if the weapon is balanced or unstable, it could also make the heat buildup faster, and it could not allow you to fire the minigun while releasing heat

summer pond
#

New unstable OC for the flamethrower called "Dragon breath"

Upsides:
No longer has to reload
The longer you fire at an enemy the more damage you will deal/ it ramps up over time up to 200%
Plus 10% more flow rate

Downsides:
Extremely short range
75 less ammo
No sticky flames
3 less base damage

#

New unstable OC for the flamethrower called "Burning Path"
Upsides:

Set things ablaze much faster
Flames will now spread to nearby bugs
Burning bugs will now leave behind a trail of flames
5 more flame reach

Downsides:
30% less flow rate
Flame expands much slower
Sticky flames do not slow.
You move 40% slower while firing

summer pond
#

New Balanced OC for the flamethrower called "Watch the world burn"

Upsides:
The flame is now much wider and covers a bigger area
x2.0 fire reach

Downsides:
25 less tank size
50% less sticky flames damage
50% less sticky flames duration
Reloading takes 2 times as long

fresh hinge
#

Voice pitch change when growing/shrinking from 'certain' beers 🙂

edgy ocean
#

when neurotoxin is applied to dreadnoughts the damage should affect their health directly and not the armour shell

lime marsh
#

a button or a togglable option for the pickaxe customizer that will make the pick axe the same for all classes.

peak aurora
#

New voice commands when you leave the extraction pod after another dwarf goes down

-Leave no dwarf behind!
-Left behind on my watch? Like hell you will!
-Coming back for you brother!
-That's not your time to end on the memorial hall!

Perhaps reviving a dwarf after you entered the safezone of the extraction pod should be an achievement

lilac cedar
#

What about an option in the settings to see what soundtrack is playing/ just started, because these new soundtracks are FIRE! i would like to know which one is playing in game.

worn mist
#

weapon creator in the forge. You get to choose specific parts for your weapon and build a very unique weapon for your character

valid shuttle
junior gorge
#

New cosmetics:

  • "Morkite" skin colour, kind of greenish or bluish black
  • blue hair colour
  • a darker, less yellowy blonde hair colour
  • scalp tattoos as a headgear option
  • monobrow
  • short mohawk hairstyle
  • Square goatee beard
  • garrison cap (AKA side cap) headgear
late anvil
#

Victory Moves are essentially just 4 copies of the same reward. It's pretty frustrating when you get the same one twice in a row.

gilded cypress
#

Reduce the Boomstick's Auto-Reload upgrade from 5s to 3s, making it more compelling vs Born Ready perk

fierce mica
#

Give downed players the option to still salute, albeit make the third-person animation a lot shakier and the dwarves' voice a lot more "on the brink of death"-y.

atomic lark
#

there's been a lot of suggestions of "sit command" for molly, or make her stop moving at all when she is close to players. i have another one: make molly instantly stop when you call for her and you're already close (like distance less than 2m). Having her move around in circles when you're just trying to deposit can be very annoying, and that way you don't have to make separate input or mess with pathfinding logic.

arctic bough
#

Make it so satchel charges collapse glyphid tunnels. Would this be the best use for them? Probably not. Would it be awesome? Absolutely.

finite scroll
#

Would be cool if we could see things happening through the huge window outside the station. Maybe something being built to give the feeling that all the minerals we are mining are going towards something "lore" wise? Something like a space ship being constructed, or a cargo ship being loaded with crates of stuff we mine or something. Maybe it could be a long term event or something that shows the community mining enough resources to complete it.

I know it would just be flavor of course, but the devs obviously dont seem to shy away from purely flavor/aesthetic things as shown with the amazingly over the top new terminals around the space rig 😄

bitter rivet
#

Just let me give back my mug to Lloyd instead of throwing at his face 😦 Little guy must suffer to pick up the mugs with those hoses in his back

polar vigil
#

could betc sometimes use her shield after she is reclaimed? would be neat, especially in groups without a gunner

cerulean bluff
#

Perhaps a new yellow (positive) modifier that guarantees a machine event appearing in the mission.

wheat hull
#

Could we use Glyphid slammer for victory pose with beer so this way people with supporter pack gets to have their skin on victory pose

keen grove
#

When we gonna get double negative missions? I can beat Karl's ass

severe moon
#

Engineer game finish stance (dunno what it's called) where a platform gets shot on the floor off screen and then the engineer jumps at high speed onto the platform superhero landing style

formal lark
#

(Apologies if repost, I searched and didn't find it) An elimination style secondary objective could be cool. Hunt and exterminate a certain amount of special smaller enemies of grunt to praetorian size.

fierce mica
#

Oddly, the gunner's description in the character selection menu doesn't mention anything about his shield generator. Neither does the driller's mention anything about satchel charges, now that I think about it.

radiant coral
#

hay what about having a choice to have a bot partner thats like have a partner that only have 1 gun and al he can do is shoot and sometimes mite pick you up and cost you like 15% of the reward if you have him on

quaint bolt
#

How about a "Bosco Edition". Its a free version that you can only play with a friend that bought the game. Or a "Greenbeard Edition" that you can play for a certain amount of time and you cant promote while playing it.

lost crane
#

Can we have the Black Box / Uplink in the press kit ?
With this one, we could do some Deep Dive message with the stages, objectives and hazard with emotes !

dawn cape
#

I'm pretty new to the discord, and not sure if this has been posted, but can there be a callout or banner in game when someone goes down? the chat box is pretty small and it can be hard to tell if someone is down if there's a lot going on, like during a swarm and im not directly paying attention to their health bars

vagrant forum
#

I don't know if this was asked, but how about a new warning : tremors. Tremors works like earthquakes slowing the dwarves AND collapsing tunnels. So far we have seen ground open in magma core and glacial strata, but nowhere do we have the map generate "more" map

brisk sail
#

unstable OC for nade launcher, shoots spray of small clusters.

drifting forge
#

Searched for this and could not find one like it.

I have had this idea for a while now.
When you are in the Space Rig, mission control tells you of a Space Rig not far from your location that has been hit with an asteroid.
You then have the choice of going there or not, if you oblige, you get in the drop pod and make your way to the other Space Rig.

By default the difficulty is set to hazard 4, and low oxygen.
When you dock into the space rig, you will have to navigate through the mangled halls and machinery, eventually making it to the impact site. From there you have to locate the gravity manipulator and switch it off, you and your fellow miners (or Bosco) will then have to shoot the asteroid a bunch to dislodge it from the space rig.

There is a catch though, the astroid is infested with Glyphids, so you will have to fight your way through the Space Rig until you switch the gravity off.

After all of that you will have to notify mission control, and set the drop pod to your Space Rig.

indigo sage
#

Please give the ability to rekeybind the "Berzerker Perk" double left click- Because of the double left click to activate I constantly activate the berserker ability on accident when trying to use a standard power attack. Thank you!

empty wadi
#

I have read through this extensively and haven't found any suggestions like this, although I might have searched the wrong term, but would it at all be possible to cross framework-specific paint jobs and existing frameworks? Aesthetically this would open up a lot of variation in customization and frankly I think some weapons look absolutely great with it. I have a good example of what I'm referring to in this picture:

main hollow
#

Make the "send mule back" key different than the deposit key - just sent the mule back during a big fight trying to put nitra in at 9/10 secondary.

winter belfry
#

A New Perk that, in short, will allow a dwarf to carry not one, but TWO large two-handed items, but be slowed down drastically.

sterile cosmos
wise jolt
#

not sure if these have been suggested but:

  • cosmetic stuff for molly
  • new mission type where you drill into a giant bug, the whole biome is the bug, and you have to travel through its insides to plant a bomb somewhere to kill it, and then escape before the bomb goes off
  • new beer that increases movement speed
  • perk that gives bonus damage to enemies you have tagged
valid shuttle
#

Can we get some new stuff for Cargo Crates, or perhaps some overlap in Cargo Crate drops + Blank Core cosmetics? Maybe I can use a Blank Core on a Cargo Crate?

I imagine this is a problem with a lot of higher dwarves, but I no longer get rewards for Cargo Crates, and currently have 15+ Blank Cores that I just can't keep up with every week.

surreal condor
#

Weekly worldwide leaderboards for things like credits earned, enemies killed, and/or EDD time. Maybe as a reward for placing in the top 500 or something you unlock a cool cosmetic set and achivement unobtainable otherwise.

brisk trail
#

Once upon a time I had a friend named Steeve. Steeve was a good boy, but he was not a very smart boy. One day Steeve walked over a fire geyser and stood there while it roasted him alive. The End. (Please make tamed glyphids make an effort to avoid hazards when out of combat. Dunno if glyphids are meant to be smart or not, but just to avoid the frustration of using the perk and then immediately losing them due to their self destructive behavior it'd be nice to have them move to a designated spot or something)

shrewd orchid
#

Union leaderboards :

They would show which players have done the most progress to their chapter's goal on a side part of the goal progress UI, and of course the exact number of said progress.

The game would also track your own stats, showing you how much you have contributed

fringe bear
#

voice output options for pc so that it can be ran to a different output like "goxlr chat"

sterile marlin
#

Pressing Escape while a text is typed but not confirmed in the text chat should be deleted, not register when the text chat is opened again. It sometimes (most of the time) leads to awkward sentences

sick yacht
#

In the fungus bog only : Spore released by fungi on which the dwarf must walk to release them it "controls" the dwarf (reverse movement keys, drunk vision, change of enemies colors) the effect lasts between 7 and 10 seconds and the released spore only affects the dwarf who stepped on the famous mushroom (an icon can be added as a spiral to show the player that he is affected by an effect: confusion)

near glacier
#

Armor breaking Pile Bunkers. Give an oppressor a run for its money

outer galleon
#

Make the gilded gems in beards match your rank emblem thing

dapper lake
#

I had an idea for a monster called a "naedocyte king-glider." a sort of naedocyte boss type thing, like an oppressor or a bulk detonator, but it doesn't actually attack you directly. it just drains your shields to zero or near zero, within a fairly large radius. and it comes in and out of walls like the centipede monsters from Devil Daggers (it's easy to find a video of those). and it looks like this. (this is a sketch i drew, not something i lifted from somewhere else). theoretically it would spawn alongside a bunch of smaller enemies, and turn the mission into a 'no shield' mission until it was killed.

edgy ocean
#

Instead of bringing up the news splash screen every time, or turning it off completetly, why not give us a half-way option to only have the news screen appear if there is something new?

austere spruce
#

Remove tier 1 ammo mod from the stubby and add 100 rounds to the base ammo and then reduce the bonus of light weight rounds. Just means you are not forced to use a certain oc to have a decent amount of ammo

deep swallow
#

The thing is, there's just so much possiblity for this game.

deep swallow
#

Here are some of my suggestions:

Missions:
"Armageddon gone wrong" - Miners are tasked with defusing a set of bombs in the middle of an asteroid before they go off (or mine out a set of minerals before a timer runs out)
"Out of fuel" - Miners start outside in space, and have to drill down to get back to the drop pod, fill it up with Nitra and blast off
"Gang up on me" - 3 dreadnoughts (or 3 other large monsters) all attack at the same time
"Reach the top" - Drop pod malfunctions and miners must try to get to the surface

Other suggestions:

  • Mega creatures with multiple parts to destroy in different ways that require teamwork like:
    Must be hit in 2 places at once
    Lure them into a hole
    Driller must use flamethrower, scout can zip to the top of it and drop stuff in it's blowhole or something (obviously depends on what characters have joined)
  • Creature that fires a spitball that makes the player think his friends are monsters (makes one of the players see the others as monsters)
  • Have some advantage to achieving further promotions
    like get another active slot when reaching silver,
    another passive slot when reaching gold,
    and maybe a special weapon when reaching platinum and having 10 million gold or something?
  • Have some beers keep special effects when going in to missions like:
    Reduced fall damage at cost of speed
    Increased accuracy at cost of..
    Increased pickaxe damage at cost of..
    Faster speed at cost of..
barren cargo
#

Very simple suggestion.

Restocking ammo always gives 50% max ammo, and that is shared across all weapons and items BUT if one gun is totally full, shouldnt it completely restock the empty gun?

surreal condor
#

Currently, the mission is completed when at least 1 dwarf makes it into the drop pod, and then the pod will leave any downed dwarves behind. The only problem with this automatic launch is that sometimes people get left behind by accident, as it isn't uncommon for friendly fire or some other mishap to down a player near the pod or even right in front of the drop pod doors. My solution is to add a 5 second countdown, similar to the one used while boarding the pod from the rig, that will only count down if one or more players are down and all non-downed players are in the pod. This is to allow players in the pod the choice to leave the pod and rescue someone who unexpectedly goes down while trying to get in. This countdown would of course be ignored if all players are in the pod. The countdown prompt could read something like: "Leave A Dwarf Behind?"

late anvil
#

Give us loadout icons that match mission icons.

warm juniper
#

when you use the laserpointer and hold lmb you can set a permanent marker (until a new mark is set), please let other teammates also see this mark, when they are using there laserpointer (with something like, "Driller" or the playername by the mark, if the driller did the mark)

vague loom
#

is it possible to have teammates not use each others living quarters. have teammates who hate it when i use theres because its closer lmao

outer depot
#

its a small thing but on a deep dive. as you transition from the first level to the second theres a display of the pod on its journey down. you depth in km doesnt match the number inside the drop pod on your descent. its a small thing but i guess it kinda breaks the immersion

errant ivy
#

There should be a new biome type comprised of mostly of the purple/blue organic material around glyphid eggs, with the weird eye organic material, and the wood branch material, also with the rain effect mixed in. And maybe other organic type assets from the fungus bogs like the hanging vines.

outer depot
#

the depth goes down the deeper you get which is wierd

low peak
#

Make the minigun in the space rig default to whatever skin you have on your gunner class. You could make it individual, or maybe whoever is host, it shows their minigun

thick sedge
#

So with the Removal of Flare Upgrades I felt as though something more could've been done, so here's a quick pitch.
Low-Intensity Flares, Similarly to the Grenade change in Update 24, there will now be 2 Flare Variants.
Low-Intensity Flares will have a fast Recharge, around 6 Seconds Maybe? But will produce much less light.
High-Intensity Flares will Recharge much slower, but produce a lot more light.
Honestly you could do a lot more with this, maybe Heat Makers? Creating pockets of Heat to throw around in the Glacial Strata, obviously only lasting Flare Duration.
Shield Buff even?
So to make this a Short read, I am suggesting to make Flares a Secondary Grenade, but one built to aid Teammates instead of Harm Bugs. (Oh and Maybe switch it's place with the Pickaxe in the Equipment Terminal? That'd please my OCD.)

undone whale
#

Engineer - Turret Arc Overclock - Make it so it doesn't do damage to the player / teammates. I've tested it on Hazard 5 and 1 BULLET.... will kill you, from 100% to 0% in a few seconds.... Or at least reduce the damage by 50-75% to players -> https://im3.ezgif.com/tmp/ezgif-3-0f7ea545d7f4.mp4 - Now you may think, just avoid it... Running into it by mistake when chased will cost your life.

fierce mica
#

Make it so the mission control volume slider is proportional to the amount other audio is made quieter when he's talking. That way when MC is muted, game audio won't be affected when MC's textbox pops up.

sterile marlin
#

Introducing DRG Titles Overhaul

  • Low priority

Currently in DRG, players get a Rank Title that is based purely on the BLUE level, once a title is remplaced it is lost forever. Players have no control over titles and all players will get the exact same ones over their leveling until they reach BLUE level 76 which unlock the last title "Lord of the Deep".

My idea is to make the titles a full feature of Deep Rock Galactic. I was inspired by Monster Hunter World's system.

  1. Titles Unlock

The goal is to have something else to work toward in DRG that require less man power than 3D assets but still need some programming to establish the structure as well as some UI planning. A title will be made of 1 to 3 keywords that player unlocked.

A. How to unlock

https://imgur.com/a/hXB7EdM

Titles will unlock with basic challenges like "kill X grunts" "finish X lava biome" "first promotion with X class" as well as advance challenges for the most experienced players. So it will work like milestones but reward titles instead of perk points.

B. Title creation

https://i.imgur.com/mZDch27.png

To change or add a keyword to his title, the player will have to select one of the three exisiting keyword and it will open the title list. The keyword list contain all unlock and lock keyword. Lock keyword are marked with a lock icon and are grey out but still visible. Category can be selected to limit the size of the list if the player chose to. A simple click on an unlock keyword will select it and replace the currently selected title's keyword.

  1. Title Visibility
    A. HUB
    https://imgur.com/a/86vqyEO

The title will be visible under each player's room.

B. Mission
During missions the title will NOT be visible in order to keep the in-game UI untouched and clear.

C. Victory/Defeat screen
https://imgur.com/a/mEDroTC

The titles will be visible at the END screen of a mission, under each player's name.

plucky wasp
#

I didn't find anything talking about it so i'm gonna talk about it.

I really wish there was a way to find mini mules more easily, every time i take super long to find the 2nd one.. (on my first mission i took at least 15minutes looking for it)

Edit no one will see:i can hear a beep boop for the first mule but everything make so much noise...

low peak
#

if Bullets can't go through the front of an enemy (EX dreadnaught) I should not be able to shoot him in the butt and hit my teammates on the other side, that's kinda dumb. I have killed too many people doing that

twin harbor
#

We have Weekly assignments, how about monthly and a daily? Monthly can be a long quest line for rewards say 8 to 10 missions long. Dailies could be quick and about 2 missions long. More rewards. A in game calendar with daily rewards would be pretty cool too with a special cosmetic item if you log on daily? Just thoughts that would keep me and the others mining.

near glacier
#

I'd suggest to have Animations of Victory and other Cosmetics (if not already like that so far) unlocked among all Dwarf Classes please, that would really make a huge positive difference.

marsh roost
#

Credits button should be easily visible in the escape menu, not hidden in a corner of the settings tab.

random delta
#

An option to turn off vibration on controller would be nice. My controller destroys batteries like no tomorrow

dense pumice
#

Flame Breath attack for the Dreadnought similar to the Praetorian

long bluff
#

Separate volume slider for voice chat, or sliders for each teammate like Discord. We cant use Discord playing cross-platform.

near glacier
#

In MULE recovery (salvage), maybe the fuel cells should have an additional challenge, instead of the uplink where if you accidentally shoot it, it does nothing, the fuel cells will explode if damaged too much

twin harbor
#

@near glacier That actually gives me an idea for the fuel cells to make it different and more engaging. Should total change it completely, Rather then repairing it, starting that part of the event should require you to connect a pipe from it too the drop pod. Once started the fuel let's off a gas that attracts the aliens, they seek to destroy it and most protect it during ____ time.

viral raptor
#

As a personal thing i would love to see would be more permanent (or longer lasting) physical objects like bullet casings, empty mags, fuel tanks, bug bits ect ect, so we can make caves we have been fighting in for awhile look like a battlefield.

shrewd orchid
#

||spitballers on roofs.||

Just like current spitballers, they would make being prepared more important and punish people that get in sticky situations in the wrong places. The enemy itself also wouldn't look any wrong when being on the roof. They would also synergize well with engi because of roofs.

probably shouldn't be allowed to spawn in tall roofs, though, due to their armor.

alpine marten
#

For special beers, I think it should be all beers available all the time. But the logic would be "oh, you're doing a morkite mission and you want dark morkite? That's gonna cost extra. You wanna buy redrock instead? Ok, but it overrides dark morkite."

sleek oyster
#

Buy a "Ticket" so you can choose the beer you want. Expensive, in event or lootbox matrix_core

unborn flume
#

Suggestion for Quickjoin: 1.) Make the menu items multiple choice so I can e.g. choose Hazard 3 AND 4. or just exclude a map instead of choosing one 2.) Add prefered class as a selection. If I want to focus on scouting its counterproductive that quickjoin forces me into lobbies where role restrictions are applied.

rocky nova
#

simple challenge mission suggestion:
double warning mission. maybe one mission in every set has 2 warnings to give a little extra spice in their challenge. like haunted cave with a leach infestation. Move fast but never too fast.

ripe ledge
#

a mod for double barrel shotgun that makes the spread completely horizontal but wider for group clean? idk what would be the downside though.

worn mist
#

Baby spitball infectors - around 1/2 or 1/3 the size of a regular one with less health and damage, but an increased fire rate. Also you could add baby praetorians, oppressors, dreadnoughts, breeders, and other young creatures

last roost
#

While I applaud our new slew of buff beers and understand that the new Ingredient based system is to coerce players to spend more time to explore and gather resources, i strongly believe that the one drink special is a little bit detrimental, since i feel we end up buying buffs that while welcome, are not entirely feasible or optimal for the mission.

And to address the Molly in the room as my strong suite, ordering dark morkite on any mission other than Expedition is of course, silly.

My suggestion:

Let us order up to three different random 'buff beers' to give us a little more control, and put Pots 'o' gold and Morkite as 'Special offers' that come and go, with DM being selectable only on morkite missions and making POG as a random occurence.

Also, could we possibly have the ability to order our own beer or to foot one for the entire team.

echo trail
#

Mission Control Base - Anyone think it would be cool that instead of falling down with your drop pod... you land on the surface of the planet/asteroid to an abandoned "NITRA" mining facility that has been overrun. (NITRA is important here, due to the constant swarm mentioned below)

You spend the first part fighting your way through the facility - below the surface is some form of a big boss and the primary objective is to destroy the boss and stop the swarm and take back the facility...

You need to mine certain materials to get reactors/power back online - we don't get the regular intervals of "Here comes the swarm", it is just literal constant swarm, the only thing that would be at regular intervals would be mini boss spawns...

You have 15-20 mins to get all systems online and send a signal to your drop pod for extraction... if you fail to get the systems online, the mission is over 😅

brisk yoke
#

Given there's Union missions, I'd say a minor alteration to spawn rates (or marking a mission ahead of time so we have an idea if our targets will be present) so we can try and bump up our numbers would be nice. I'm new, but the amount of breeders I've found compared to Compressed Gold has been a wee bit annoying.

eager wave
#

While walking into cobweb or getting it sprayed on you, a cobweb icon appears on the bottom of the screen. You could make the icons white color to go down like a healthbar to knows when the effect is gong out.

sinful plume
#

It'd be dope if we could get a way to trigger Mission Control to describe/explain something that's marked/pinged. Mark a Bismor, trigger MC, MC explains what Bismor is real quick (or what its used for) and that's it. Only one trigger per thing per mission, so you cannot spam it. It'd add some more lore things to the game.

near glacier
#

It would be nice to have a (optional via UI settings perhaps) visible and noticeable sprint indicator on screen. It's often hard to immediately tell if you're sprinting right now or not, and there's a lot of situations where falling out of sprint even for a short moment means dying.

patent eagle
#

Make previously completed one time assignments like the Mineral Trade unlock or prestige assignments viewable ina seperate submenu or so.

still rose
#

Perk "Steve" adjustements: Ok this is a cool perk but atm there are some problems because you often don't know if he is still alive, friendly fire and if it is "your" Steve. Solution: Steve should have the colour of the relevant player (red, blue...) and there should be a little life bar in the HUD. Thank you!

#

Restart Mission: Please add a mission restart option to the game.

brittle jetty
#

Suggest a "Randomize" button for pickaxe customization.

undone whale
#

A more accurate spitting animation for the praetorian. 90% of the time looks like the spit is not gonna hit me but it still hits me even though i'm quite far from it.

jade widget
#

Okay, i noticed one little thing that has just occured to me.
Posters, Main Menu Theme and what not, the blood of Glyphids on them is purple as we can also see it on Dwarfs, while in-game splatters and overall blood is green.

Could we possibly get Glyphid blood in-game purple?
Or maybe give us an option to change the color between the two?

halcyon niche
#

It would be awesome if we could run with the pickaxe in hands just as the weapons, and also do an animation like spinning it around while running. The skin would be more visible then and that’s just really satisfying.

tough orchid
#

Breach Cutter Unstable Overclock: Missing the Point - By disabling node expansion, the result fires singular, tiny, razor-thin points of energy that do colossal damage. (Extremely small hitbox, huge damage boost, extra ammo carried)

polar vigil
#

At the risk of sounding like this is setting a high bar, I think the lethal difficulty unlock assignment should be locked to Hazard 5 when doing it.

Currently they are locked at Hazard 4 and I understand some of the reasoning for this, but wouldn't doing a few Hazard 5 missions technically be better preparation for Hazard 5?

empty wadi
#

To append to the above suggestion, I would like to comment that since haz 4 has such a wide spread of variance in difficulty, i.e. I have played haz 5 missions that were much easier than the worst haz 4 missions I had, perhaps the prerequisite to the quest could be kept at haz 4, but require maybe 5 or 10 haz 4 missions total to have been played?

distant reef
#

The DRG baseball hat is also super cool as merchandise

wraith hinge
#

The ability to use the basic colors of weapon skins on other weapon skins.

#

Make full-fledged animations of pressing a button on the mule, and the lost helmet (Dwarf sits on his knee, takes out a terrain scanner, takes a wire, connects to the helmet, scans, and then vice versa)

jade sequoia
#

I've been playing for a little bit and I kinda wish found paintjobs could be applied to weapons of that class.

For example, if you find the "Top Dog" suit skin for Engineer, you can also apply that to the Engineer's weaponry. Or if you bought the Dark Future pack, the camo colour for each miner can be applied to that miner's guns

I'm saying this mainly because I love my gear sets to match and I'm sure there's likeminded miners out there.

strange prairie
#

mission history or mission log, so you can keep track of how you've been doing, who you've played with, and relive those few very epic missions

faint wasp
#

When holding a large mineral or mini mule leg, have the salute raise the object over your head.

Bonus points if gold chunk or bitter gem changes the shout to 'We're rich!' Or 'Lookit this lads!'

hollow mortar
#

Assignment to unlock Cave Complexity and Mission Length level 4, which would fit in with the addition of the lethal Hazard Level. I sometimes find the long missions (I.e 400 Morkite or 10 arauarq) never last as long as I’d like. These could be longer and more like an expedition, great for obtaining gold and minerals. Some of the complexity 3 caves are big and cavernous but I bet Ghost Ship could up the ante with level 4.

distant kernel
#

Bruised and scratched up "veteran" version of the tier 5 armor sets as a reward for completing 10 Elite Deep Dives with said class

feral steppe
#

While teammates are using voicechat, have a speaker symbol with their username on it that is visible through walls so you can tell who is speaking and see where they are.

near glacier
#

perhaps you could add an option to change the color of the blood of the monster(like red, purple, etc)

tepid gyro
#

since we already have dark morkite and pots if gold, when are we going to be getting a 2x nitra drink?

frozen gyro
#

Can there be option to remove bug corpses/blood splatters or at least limit corpse number so FPS doesnt have to tank so much when big swarms spawn?

hollow mortar
#

Warped Alcove

There are numerous empty voids within the map, i.e. deep ravines, undetectable by the scanner (to discourage drilling without caution).
Floating islands can occur.
Sections of the landscape visibly different from the rest of the terrain may disappear and reappear elsewhere (warping), depleting the shield of anyone in the exit and re-entry locations.

Abundant Mineral: Jadiz
Scarce Mineral: Etherite (new mineral), used in new overclocks or something?

Warpnaught

In the above area, Dreadnaught encounters would be replaced with Warpnaughts. After having charged at a player, the Warpnaught would not pause to turn, but instead warp to the furthest away player/player doing most damage or warp them to it (in either instance, being near a warp depletes shields). Instead of armour to target, there are 4 warpstones that need to be destroyed in order to start damaging this enemy. These warpstones would reappear after x amount of time, potentially in different locations.

Drinking the Wormhole Special prior to these missions would prevent warps from depleting shields

manic pier
#

New mutator: HUD disruption. HUD is partially or fully disabled for the duration of the mission. Could also have the HUD present but glitching out in ways that makes it harder to read but still not completely useless

keen shuttle
#

Can we make it so that lobbies aren't discoverable by quick search? I'm tired of greenbeards joining without reading the server description.
*I mean to add a setting to make this an option

knotty prism
lost ravine
#

marketing idea: dwarven snapcam lens so people can yell ROCK AND STONE during their Zoom meetings.

knotty prism
#

Suggestion: Display the Overclock stats on the weapons loadout page, like this:

distant reef
#

I have an idea for 1 of the planetary regions. It could be a Glifid graveyard like elephant graveyard were Glifids go to die (if there not killed by us space Dwarves) its partially made out of body’s like the large stone skeleton fossils in other biomes.
A new resource could be ivory which is only found here in the biome ivory is found on fresher looking glifiid corpses like the dreadnaughts fangs. The enemies I haven’t thought of a special type so maybe just the normal enemies but they are more resistant to fear because they live in a graveyard.

distant reef
#

I just came up with a new enemy type for my idea it could be called The Gatekeeper. It looks like a Corona shell back dut it doesn’t have a shell and it cannot roll. It covers it’s self in old bones, it has no glowing part but some bones are broken and take less damage to brake, underneath it is very squishy to damage. It’s attack is a big claw that is very very dangerous but its slow with all the bones on it.
There could be a Young version with no bones on it that’s very very dangerous.

near glacier
#

Swap Resource Bag model with an actual BACKPACK model or Bag model. The resource Bag model look like a prop from a salvage mission and It's confusing what is it for the first time interacting with.

sick snow
#

Idea for new cosmetics to loot: cosmetics that alter the look of your revive canteen, and cosmetics that cause visual effects during the revive process (like making the downed dwarf glow, or spawning a little rainbow over them, or just making the air sparkle in the vicinity). No gameplay effect whatsoever, but it'd be one more set of cosmetics to keep on the hunt for.

worthy sequoia
#

Personally I would like to see hair be in its own category, however I do see that the hair could clip with some of the hats.

tepid gyro
#

if we ever get a second wave of perks, we could have a perk that increases the pickup range for ores and the like?

swift hill
#

The chat needs to be made larger. Or at least the font size. Im trying to communicate to new players but they can't see the chat because of how small it is.
The chat is a co-op gameplay feature, so it needs to be made accessible and visible.
Isn't the Ghost Ship Games motto "Co-op first!"

Edit: Just re-read it and the message sounds a bit aggressive. Not trying to throw shade at the devs just a bit peeved because the greenbeard scout wouldn't use flares because he didn't see the chat.

mossy timber
#

Anyone here have made the suggestion to make shield disrupt to 25-35% shield instead of stripping it all away? Currently it's the worse one by far compared to rest

near glacier
#

make voicelines get muffled when a dwarf is wearing a full helmet

gaunt latch
#

Increase the range of the active part of Shield Link by 1 meter from 4 to 5 meters. If someone is running away from glyphids and you're chasing them down to give it to them 4 meters just doesn't cut it, you can typically get within 5 meters easily, but closing that last bit of gap is harder. If you want to increase the passive from 4 to 5 meters too so they stay the same that's fine too.

rustic furnace
#

Bosco shots a Rocket that contains a sonar tracking device. Any enemy within its detection radius is visibly marked, making them easier for the dwarf and his allies to hunt down. (Possible upgrade)

steady cradle
#

I am uncertain but I think there is mixup in the scouts skills. forgive me if I am wrong. With the grappling hook, the skill HIGH VELOCITY EJECTION SYSTEM shows the WIND UP TIME reduced but description says more speed. and the skill OVERCHARGED WINCH shows increased SPEED but description says wind up time reduced. I belive they are supposed to be switched around?

sleek oyster
#

[Cosmetic, DLC]
Medic paintjob [White armor, red cross]
War Helmet [White, red cross]
(i really want my scout to be complete)

gilded cypress
#

Voice-lines by other dwarves are transmitted over radio when they are beyond audible range - still 3d spatialized though. Ideally toggleable.

winter phoenix
#

A new biome with clover vegetation and rivers of beer. If you happen to swim in the beer you become drunk on the mission. Plus, you pass out when you come out if you were in there too long .

near glacier
#

this is really small and petty, but there should be an 'equip to all' check box for equipping pickaxe parts

upper glade
#

It would be fun if there was an additional hazard to a level (like what cave leech cluster or lethal enemies are) that makes you drunk or makes you more drunk over time if you're too far from the mule or something.

sleek kestrel
#

Please switch back to the old sound for hitting a loot bug with a pickaxe. The new one is really depressing

quick basin
#

I have a suggestion for enviromental effects, like in the radioactive exclusion zone, the longer you're in it, you start taking passive damage from the radiation, or in the glacial biome, you take passive damge from being too cold from being there too long, or something like that for each zone

lethal sphinx
#

Rough draft ramble on Hawkeye turret(s):
Hawkeye system's main issue is not, quite, the bonus on it's own right. Longer range is nice and 360 degree fire-arc is nice. It's niche is just very specific. However, this bonus has to be considered in context of its other option: 100% damage at the cost of cone of fire.
Now Defenders cone of fire is a downside. Is it able to be worked around? Yes. Works well in tunnels and places you can entrench in and defend. But having a placable "it'll shot anything" turret is strong in large open areas. So any rework of Hawkeye can't just give it equal power to Defender without an equal downside or be less powerful without a downside.
So this runs into the actual change:
Turret gains an improved weakpoint bonus and targets weakpoints more reliably or (always?) targets weakpoints of units pointed out via ctrl.
The latter keeps the "target this" concept of hawkeye. To be "hawk-eyed" means keen of sight. Of which being good at seeing/hitting weakpoints could be a form of that.
This could be used to make turrets reliably target and eliminate weakpoint sensitive enemies. Wouldn't hurt preatorians or opressors much, but it would hunt mactera, grabbers, bombers and even dreadnoughts fairly effectively. Also this would not increase the range of the turret, but would fire at any distance to something targeted. Longer range, really, just equates to more ammo wasted on targets it won't kill effectively.

So a rough concept would be:
Hawkeye System:
+X% (40%?) Weakpoint Damage
+Manual Targetting (prioritizes weakpoints)

If you respond to this please tag me so I see it.

atomic wraith
#

Braided and gilded variant eyebrows

patent eagle
#

The early Warning Milestones like Mactera Plague do not have the same icon style as the newer milestones in the KPI terminal (lacking the warning sign, etc.). Would be nice if you could unify the look of those (and all of the milestones tbh).

sudden pewter
#

The unknown horror bulk detonator should disappear for a little while before reappearing when you burst all three of its back bubble things, unless that is not meant to be possible in which case that should probably be fixed

formal lark
#

If you drink Underhill and stand under the elevators in the spacerig, they should kill you when they come down on you. (I want more ways to die on the spacerig.)

near glacier
#

After using the laser pointer on Steeve, dwarves should say something in the lines of
"You're a cute little bug, aren't you?"
Instead of
"Kill that bug!"

storm mortar
#

Make it so after you've collected all the items from Lost Pack, you get either credits or something else as a reward so it still feels nice

scarlet totem
near glacier
#

Probably has been suggested before, but let downed players see Dreadnaught's and BET-C tumors' health (in short, bosses' health if more will be added)

jade raptor
#

bridging the gap between unlocking your 2nd guns and your first promote probably needs to be a little quicker just for sake of gameflow, up until that point i never felt like it was that slow. or maybe it was just the lack of unlocking something significant within those levels that made it feel sluggish.

#

syncing your gun assignments to unlock them could probably be synced with the party leader or something of that nature too (progress towards unlocking for whatever mission the leader has) to help gameflow as well. None of my team really minded that they were separated but the stars aligned for us pretty well and we ended up having the same assignments anyway, so I could see that causing confusion for some people and the debate could be made for either case of having them separated or synced just to prolong content some, but being a team and having them universal seems like it would incentivize people to stay together and help each other more to me.

sturdy grail
#

More silly hats please.

gaunt latch
#

New shout voice lines to play when downed depending on what downed you.
"Watch out for the cave leech!"
"Why does the dreadnought always go for me?"
"Stupid grunts, I hate you!"
"Damn acid spitter, ruined my armor!"

swift hill
#

Make crates emite a beeping sound kind of like the batteries, im in a mission with 2 batteries and i havent found the crate anywhere in the cave, been searching for 40 mins

tepid gyro
#

there is one soundtrack that has the same beeping in the background of it as the beeping for helmets and batteries, which sets off my "oh heck a box!" response each and every time. i've only heard it in the fungus bogs, so far. IDRK what to do about it, but i thought to at least bring it up here.

#

oh, as more DLC skins come out, will there be a mega bundle for the lot of them?

empty wadi
#

have the final rank of vet depositor make molly run 1.5x as fast when called.

rustic furnace
#

Adding a criticial sound if you hit the glowing part of an enemy creature

empty wadi
#

Please no critical sound, that'd be irritating and ruin my immersion. at least have it be a toggle

velvet vine
#

Please increase default voice chat output. I keep hearing "You're too quiet" from someone and knowing I can't fix that (I KNOW my mic levels are fine) is frustrating. :-P

onyx trout
#

About the gloomstalker mask MK3 headwear, I love the design but I would like to get an open variant for when I want to show off my magnificent beard.

lime vault
#

When tagging ANY xenofungus with ctrl + click, I want to hear myself blurt out "MUSH-ROOM!" For some reason this only works randomly on like 10% of the xenofungus I encounter. I just love the memes where you can spam "WE'RE RICH!" on the giant gold nuggets all the time and this game needs more of that. rocknstone

prisma nimbus
#

A song where the dwarves are yelling instrument sounds

lunar gulch
#

Without shame stolen but to good to not suggest: Pickaxe should be always visible hanging on the dwarf. Like being holstered.

sinful cave
#

Swarming Nests!

For the more difficult modes or as expedition modifier, periodically through out the expedition random swarming nests are being formed and are growing in size, they would be marked on the map and you're given a notification from corporate that the bugs are creating rally points to send more bugs your way and that if not dealt with; swarms will be larger, have more special bugs and/or appear at a faster rate.

Probably best for more "open/easily traversable/exploration encuraged" maps.

unkempt tendon
#

Hi folks, thanks for letting me add my things here - I did a search and didn't see the specifics. Closed Captions are in the game but I was looking to see if we can adjust those as well with size and colors. I'm pretty damn old and squinting non stop before text captions disappear to the next one and feel like I missed a lot. I can't just hear at times cause i'm falling apart. I like the chat font size - no problem there and helps for sure! Thanks for letting me chime in.

sinful cave
#

The Miner's Armsupport!

Corporate's scientist has been hard at work to let you replace your secondary weapon for, little bit more ammo on your primary and supportive robot exoskeleton over your dominant mining-arm that gives you the power to one-hit any material and a stronger melee.

For the mining expedition folks that wanna be fast and ammo/time efficient. Probably not worth on hunt/scavage missions. Primary ammo increase should probably be balanced on a per class/primary weapon basis. Doesn't hit faster, so not to replace drillers ability to make long tunnels fast.

sturdy leaf
#

The pickaxe and flare bunch!

New stylish flares can now be found, because we think you should look cool, instead of throwing a boring flare around! to hell with it, make it a shimmering banana!

Your pickaxe head now has a stat to it, instead of just looking cool, It'll feel cool too! stuff like hammerhead pickaxe head, will do more damage.

muted forge
#

One person from the group can stay back and man the Bosco terminal and operate Bosco remotely like a drone. Bosco will have a health bar and once the health bar is depleted the player will automaticly join the team the same way late joins do. Bosco will have the same modes he currenly posses; light, weapons, carrying and mining. Food for thought.pickaxe

white ginkgo
#

Make it so when you space yourself by standing under the drop pod at the start of the mission, you get a special animation

gaunt latch
#

Make Bosco stop igniting the neurotoxin grenade. His bullets explode the whole cloud for some reason.

gaunt latch
#

Split the Gloomstalker MK2 and MK3 into 2 pieces each (helmet, mask) so people can get the extra little bits while still showing off their beards, or use just the gasmask without the helmet part. Could probably put the lower part into the Beard slot.

normal yacht
#

Deep Dives or Elite Deep Dives should very very rarely drop you in an area absolutely brimming with nitra, gold, and assorted minerals. Explanation being that the drop pod accidentally veered off course to the next zone and landed in a small pocket rich in valuable minerals, and management would probably fire you for passing up that opportunity. The idea came from earlier Monster Hunter entries, where on High/Master Rank quests, your Wingdrake would have a chance of missing your drop point, and very rarely would drop you into a normally inaccessible area filled with materials as a sort of bonus level.

rare ravine
#

Quality of life suggestion - When carrying a large item, make it to where when you drop it, you pull out your primary weapon instead of what you were carrying last. As a gunny boi ive wasted many ziplines when I have to drop a large item and quickly engage a glyph or a swarm and instead of my primary weapon I end up trying to impale them with a zipline (it doesnt hurt them)

subtle pebble
#

Me and my mates thought it would be fun if while using the Beast Master perk, a trained pet could follow you onto the drop pod when completing a mission and come back to the space rig. Could be turned into a tomagachi style mini game and another place for fun cosmetic upgrades.

wraith hinge
#

Dynamic icons of teammates where dwarf's outfit will change depending of their actual outfit (for example: if engineer put on dark future helmet, this will be showed at the icon e.t.c)

unborn flume
#

Suggestion: Function to call a specific class. e.g. if I need an engineer somewhere or a driller

undone whale
#

When a teammate is downed, make the voice line when calling for help have a cooldown of 5-10 seconds. Trying to concentrate on my own survival and him screaming "help" every second is not helping...

unborn flume
#

When a teammate is downed, make the voice line when calling for help have a cooldown of 5-10 seconds. Trying to concentrate on my own survival and him screaming "help" every second is not helping...
@undone whale Or to add to this just highlight downed dwarves automatically and until revival. I see no case where someone downed would actively want to avoid being shown on his teammates visual

shadow crystal
#

Thanks very much for adding a Dark Futures weapon paintjob - the armour with weapons now looks great! Would it be possible to add a Dark Futures pickaxe paint job to the pack as well? The Supporter Pack and the Megacorp Pack have one, but the Dark Futures Pack does not.

toxic agate
#

Give us more fossils ! Or maybe change their color ? Pink would be great

shy turret
#

Make Driller's drills match the paintjob of your armor. When wearing MegaCorp, the drills look rather bad when they're bright yellow in contrast to the white and black. I think this issue can be fixed by making the drill's paintjob match the armor's.

shy turret
#

Perk
Passive
Run n' Gun
Allows you to fire while running, at the cost of slightly less accuracy. The higher level the perk, the less accuracy is lost.

near glacier
#

Hi, i'm New here. As i play recently with my Friends i noticed ther are no way to mark some places permanently. Is ther an idea to add something like a spray to mark walls with an (X) for fast recognition or something like that?

zinc onyx
#

[Suggestion: Remove Hazard 1 Timers]

Currently Hazard 2 is a comfortable, easy default for inexperienced players. Hazard 3 is a bread and butter difficulty later on, Hazard 4 eventually supplants it, and Hazard 5 is for the skilled players who crave brutality and have mastered the movement and strategies of the game.

Hazard 1 already has decreased spawns that move nice and slowly and do not take much ammo to kill. My request is with regards to this though: I'd like to propose removing the end-mission timer from Hazard 1 difficulty, or making it more generous.

Some older loved ones of mine have expressed interest in the game, and just are not coordinated enough to always escape some of the more complex caves in just five minutes. I mean, any intricate verticality at all can make it difficult for even more skilled players to get every class out of a mission in the time limit.

Removing the timers on Hazard 1 would enable this lowest skill-tier of players to use their tools (map, MULE beacons, traversal equipment) to escape at their own pace, and not risk jeopardizing the loot they have spent the previous hour (or more sometimes) collecting. It would be a big and relatively easy-to-implement accessibility feature, and one I would personally greatly appreciate for my elderly parent-gamers. It opens the game up to them, and I really want that for them.

Thank you so much for your time and effort; Rock and Stone!

atomic leaf
#

the dark future paintjob for the reclamator helmet looks kinda iffy, maybe make the eyes green?

lucid knot
#

Change the music on the jukebox

The music chosen for the jukebox is great fun, but it has a major flaw. It's one big copyright infringement for streamers. All my youtube videos/Streams are currently demonetized because of the jukebox. I could mute it, but the jukebox has a great vibe and is a fun addition to videos and streams 🙂

The internet is full of great artists just waiting to produce game music etc.

haughty pivot
#

There needs to be a default victory pose that shows off the player's customized pickaxe so that we players have more incentive to grind for pickaxe parts.

kind ore
#

I feel like the Scout should be able to mark maybe 3 spots before they disappear or are reached by a team mate.

sturdy leaf
#

Unfocused support?

If the game doesn't have it already, make it so it unfocuses the game when you ALT+TAB out. (Or at least have the option to turn it on)

golden patio
#

For a hazard in the crystal caverns: a large crystal that slowly drains your shield away in a radius, but can be broken like the radioactive crystals

keen shuttle
#

"Suppressive" is spelled incorrectly in the Thunderhead's "Supressive Fire" mod. It's missing a P :)
(Unless that's a dialect thing)

west moat
#

There's a typo in the subtitles for one of the Drop Pod boot-up steps in Salvage: "ECCOM" should be "EECOM." (It stands for "Electrical, Environmental, and COnsuMables.")

tropic void
#

Different pickaxe parts have different stats, like mining speed ( max. +50% ), attack power ( max. +4 ), power attack refresh rate ( max. -25% ) or ore yield ( max. +20% )

dim sable
#

Dark future pickaxe paint, perhaps?

low holly
#

GADGET OVERCLOCKS!

Scout-flare gun:
-The North Star:
Double light radius, -3 total flares and the magazine only holds one flare/reload ..

#

Driller-drill arms:
-Cooling system:
The drill arms no longer overheats, but you have let's say 10 less total fuel.

#

Gunner-shield:
-Last resort:
You slowly heal or get some sort of buff inside the bubble but things like the mosquito thing can grab you out of it or the rolling thing knock you out of it, but still untouchable for everything else.

lost ravine
#

a "over the shoulder" 3rd person POV would make it a lot easier to appreciate all the cosmetics that we grind for and pay for DLC for. not to mention would make for a better experience when being swarmed or attacked by the little ankle biter glyphids

ripe ledge
#

a skin pack for armor and weapon named "rock and stone" and its just the soil textures from the maps

cursive lynx
#

QoL Mini Suggestion - List full build numbers in the patch notes
What I mean by this is can we get the full build version of game listed in the #patch-notes-steam when updates or hotfixes are released? The only recent one listed is U30 Hotfix 1 which has build 40190 listed (thanks Amimoller). The game only lists the full version number, at the time of posting it's 1.30.40345.0 which I know is 1.0 Launch Hotfix 2 because it released today. Otherwise I wouldn't know if I was running hotfix 1 or hotfix 2. It'd make community troubleshooting a lot easier if we know exactly which version players are on especially when xbox, windows store, and steam all share #bug-discussion.

spice sundial
#

you should be able to high five cave vines, they look like they are just begging for one and they get sad and droop back down when you leave them hanging.

mossy sleet
#

So, i've split my comment in half, here's my suggestions to address the experience described in the post I'll be throwing in #suggestion-discussion (https://discordapp.com/channels/257785731072786435/496297412520837120/712804692341817427) I think the explanation of the end-of-match experience would maybe be more helpful since you all at Ghost Ship Games can probably tackle this way better than what my suggestions are, but I'm going to do it this way to better fit the discord channels

  • Move the rewards screen to the space station and put it in the space station physically, display the stats in-world on large displays in the space station, immediately allow players to control their dwarf once their animation finishes so they can immediately do their between-match rituals or hang out and check out the stats. I think this would go a long way in helping alleviate that hard-stop on the gameplay experience.
    (edit: removed the dupes)
peak aurora
#

A new weapon that can be used as a replacement for the pickaxe, a powerfist. A mechanical glove that takes 1 more hit to remove terrain but deals alot more damage to bugs and has a faster recharge on the slam. Would also open a completely new costumisation option on the pickaxe table. Forearm plating, hand plating, finger plating and some extras such as tubes, batteries, spikes or whatever else you want to attach to it on a cosmetical spectrum.

viscid pivot
#

Turret Arc Needs A Rework

Currently its hard to use for a number of reasons-and absolutely isn't worth an overclock spot. Its major upside is the ability to "fence off" a whole opening, without really thinking about it. However, even this benefit is limited by the fact that you need to re-proc it every 10ish seconds with -25% max ammo.

In addition, it turns the idea of turrets on their heads, instead of setting up a defense centrally and supporting your team with chip damage-a very easy thing to set up with your team defending you. Instead you are encouraged to overextend to set up backwards facing sentries to defend an choke point-while this does change your playstyle, its difficult and not very reward to pull off. Mostly because if you don't go far enough-your team will just shoot over it and it wont do anything, but its much easier to set up. If you go too far, your friends won't be there to help if you cant set it up in time.

One of the biggest drawbacks is the fact you need to have two sentries 10 meters apart to get the most out of this oc, requiring 2 lines of sight with a weapon with poor accuracy. The further away the turrets are-the harder its going to be to link them up again and again-once more rewarding you for keeping the fence at a close distance. You also must babysit your guns to keep the fence going. One node turned on does next to nothing for you.

So here's my proposal: Increase the time the Arc lasts.

You are relying on the Arc to pick up the slack of your gun, and since its already hard to set this up, rewarding you with a much longer lasting area would save ammo, it would reward you to set them up more aggressively, and would solidify it as a defensive tool-rather than "the worse version of emp"

peak aurora
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Beards can alter armors chest plating. What about a small box you can activate to remove the upper armor plating even on short beards, for thoose who like the looks?

austere spruce
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Replace both Stubby unstable OCs with different ones that actually effect the gun and are not a gimmick for the turret. Here is why the current 2 are not so great:

  • Turrets are the least interesting part of engis kit, tying an OC to them while making the gun itself awful is no fun

-The stubby becomes borderline unusable as a normal gun with either of the unstable OCs on. This would be fine if engi had a backup weapon but his secondary is always a heavy weapon so it leaves him fairly defenceless as he can’t use the pgl like the scout would the zhuks

-the actual effect on the turret is so small and really not very fun

tall kelp
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Duplex-fire trigger for the boomstick's double barrel oc - there would be two options of firing. One would be pressing once to fire both shots at once, and the other would be hold to fire one and fire the other once you release the trigger.
For balancing, maybe the +1 damage bonus with the oc can be removed.

peak aurora
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Bleeding out modificator. If dwarfes are not revived in a certain amount of time, they cannot be revived at all and end up getting kicked. Sounds harsh but think of it. If your teammate dies, you have to continue without them. It values teamwork and helping each other

junior ibex
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How about to separate the paint from all body armor?
If I bought a MK2 body armor, then I get its MK2 paint, then I can apply it to MK3 and others MK, etc

peak aurora
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What about some ancient dwarf like inspired cosmetics, skins and pickaxe parts?

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Dwarfens spirit in the caves. Only once you see the spirit of a dwarf per set waypoint by the game. They lead you towards the next spirits location. If you manage to see all spirits and follow them, the last one shows you where to dig to find a treasure. They only appear for a short amount of time so you have to be sharp, marking them is not working though as the laser goes through them . Like a harder version of a helmet.

silent verge
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Gunners Dark Future helmet should have green LED strip on top instead of the dark non-lit one now, every other helmet from this set has LED except this one, it looks out of place and doesn't match like the others.

weary compass
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nice shiny black weapon skins to match our nice shiny black armour paint jobs from the assignments.

warm igloo
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Different shaped flares that alter their bounce physics. Disc flares can be thrown farther but don’t move after landing, whereas spheres would just roll and roll. Ninja star flares that stick in the dirt/wall.

craggy marsh
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Can we get an enhanced visual effect that shows which grunt is tamed with beast master? Say, a blue colored energy tether, similar to that of the purple buffing mobs purple tether?

grim seal
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idk if I really have a say in anything but I think a little bit of a selection of types of the guns each character has would be cool like for example a gunner could have a higher fire rate but less dmg mini gun or less fire and more damage mini gun like that kinda thing and they have different skins and stuff idk
I just think that would make each person have a bit more of diversity

languid vine
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Sorted Overclocks in the forge

Simply have all Overclocks for a particular class grouped together when looking in the forge menu, perhaps even grouping OCs for each specific gun together. This would make it easier to see what you have available to make without having to look through the entire list

jovial jungle
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Suggestion: Add a timestamp to the changelog/patch notes in-game so we know when the message/update was pushed.

near glacier
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Not tightly related to the game itself, but I'd love:
-a complete list of all the tracks from the Jukebox (just a simple .txt in the game files)
-just like with TF2, a .zip of hi-res achievement icons, minerals icons etc
-official steam avatars

peak shore
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Can something be done about the ungodly yellow details when using MegaCorp with weapons that have more then two colours?

kindred jetty
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If the players are drunk, then the voice lines should also have a drunk effect

shrewd orchid
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Rework the double exp modifier.

It's dumb and gives people grinding for levels absolutely no reason to play anything else. It's a flat 2xexp boost with no extra difficulty whatsoever.

Maybe make double EXP triggered by double warnings, or something.

fierce mica
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I feel it would be a lot better if the dance animations synchronized to the BPM of the song being played. It would make the dance animations seem much less "canned."

mossy ivy
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Add a channel for Interplanetary Miners Union announcements to make it easier to see where teams are at in the discord. It also prevents the "Who pinged me" spam

gilded cypress
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Split skins into A/B/C, so players can mix-and-match the different colours/textures they use

split lotus
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When you power attack, you use the back end of the pickaxe. That way I can hammer some BUGS

patent narwhal
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Have praetorians not stagger like they downed a Blackout every time you stun them. Also why can they turn while spitting and stunned occasionally?

glacial laurel
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fix the alignment for some of the handles and pommels this makes me ree inside