#suggestions
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An achievement for getting regular barrels (or that special green barrel at the top of the hanger) into the barrel hoop
Warning - Unknown
Idea I just had, I always felt knowing the Mutations system was a little limited by having them always be known before starting.
So why not make a Random one? I think it would be really scary to suddenly encounter the Unknown Horror when you weren't expecting it.
Obviously, I don't think it'd be fair to run on an Assignment Mission, but I think it'd be phenomenally fun for someone like me.
Replace overclocks that have no use. The biggest example is compact rounds for the pgl. The existence of packrat makes this OC so bad it is not even worth using.
I would go as far to say that I would rather have the base pgl equipped than use compact rounds. I think the oc actually makes the gun worse by a considerable margin because with compact rounds you can’t reach 5 radius and you have to sacrifice tier 2 ammo for damage. Meaning that overall your ammo is at a net loss compared to packrat
Remove that "Early Access" tag on Steam. Many people including myself didn't get notified that this game was released because we have that tag filtered out after being burnt too many times. Also late congrats on 1.0 lol.
replace mission control with glyphid control on april fools
When you are with another player in the lobby, on the mission map you cannot see other servers and connect to them. Please make it possible to connect other lobbies when in another.
Would it be possible to get smoke trails for the pellets from shotguns? The smoke trails behind bullets is a really useful and nice QOL thing. Being able to faintly see the path of each pellet would be really cool looking as well as a nice QOL thing
Glyphid Slammers should have red sugar sprinkled on the top, like the dwarves ask for when ordering it.
should add more barrels/colors of barrels to the hub, right, and hear this, when you get all the different color barrels in the ship, you get an achievement
the achievement will be called "Barrel Man"
Perhaps the ability in the character customization to change your Dwarf's personality, in order to change what voice lines they say?
i.e. Optimistic Dwarf says "We're doing all right so far! I think we have a chance to make it out alive!"
Grumpy Dwarf says "That guy in mission control, he really has a cozy job!"
Stuff like that. Little things to give the Dwarves a bit more of a personal feel
The ability to toggle light switches on your ship. Turn off light in pod room. Cut lights off in various parts of your ship. Perhaps lights can go out and disco lights can come on during dancing. My friends and I like to get into some roleplay sometimes and something small like that would add to immersion imo
When driller kills bugs with drills, it coats them in green bug slime. Green slime causes drill holes made by driller to be painted with green slime, making them much easier to see for all players.
reduce the bloom of the radiation crystals so they don't blind you when you look at them
Lower sound volume of suit creaking when dancing
A mod for the engi's turrets that gives it (or them) electrical bullets.
3 Loadouts for cosmetics
Suggestion: Add an icon to the map for missions that would/might help you complete your Union's goals. Example: Kill X Cave Leeches, Cave Leech Cluster assignments get highlighted.
What about an option in the pod to let us check our equipment (especially weapons) before starting a mission.
This will avoid getting back to the computer and lose time.
Maybe an animation showing our hands with the current stuff, or a board revealing it.
Thank you for your amazing work !!
Rock n Stone !
Fo physically disabled gamers: context sensitive button remapping for controllers, including button combinations; alternate button hint symbols for different controllers; more config options in general.
In different contexts (e.g. Menu, Combat) the appropriate button mapping out be used. Split same-button functions onto different buttons (e.g. split reload/use from Recall Sentry for Engineers). Allow button combinations, such as RB+X, to be mapped to a function, such as Laser Pointer. Add toggle options to functions such as Laser Pointer and Terrain Mapper.
Potential Strong Arm perk buff: better damage/mining with pickaxe.
Make versions of each dance that a passed-out dwarf can be feebly attempting if they went down near the jukebox while it's playing music. Kicking feet, tapping hands, hitting head against ground, metal hand sign waving, face-down snow-angel, etc.
QoL Mini Suggestion - Escape button depression time increase when known objectives remain
Alright this is a little bit of a doozy. The idea here is the escape button will take longer to press (say an extra 30% longer for the sake of argument, but the added length is irrelevant) and display a warning message when known objectives aren't complete. So what's a known objective? Secondary objectives, cargo crates that you've discovered and haven't opened, or lost helmets that have been activated with the room undiscovered.
The idea isn't to prevent calling of the pod. It's to communicate to the player that these things are there and haven't been completed yet and give them a chance to stop calling while they remain uncompleted. I suspect a lot of players just aren't aware that they can continue exploring the cave system after the main objective is complete. Hopefully this would provide clues to them to help with that.
Make a little custom cursor on pc that's in the shape of a little dwarf pickaxe.
I dunno if it's a bug or a QOL improvements, but when you interact with something (turret, downed dwarf, uplink...) with Beastmaster and no steeve alive, if a glyphid comes between you and the object you're interacting with, you will automatically make him a Steeve.
Can you tweak this so i cannot accidently have a standard Steeve grunt ?
Make please that mined minerals, when you drop them to the MULE , make them fall all in parallel, not sequentially..please! if you take some metalproducts and drop tham to the box, and then you flip it over, they will fall ALL TOGETHER, not sequentially!(((
A suggestion about the sprint for QOL: be able to charge attack whitout interrupting the sprint ? Maybe with berserker perk
So engineer nades are in a good spot. Plasma and proxies both rock and are fun to do play with.
LURES on the other hand are nearly totally unusable on higher haz levels. Honestly a small buff would go a long way on the LURES.
Potential buffs include:
- increase max Lure ammo to 6
- increase the damage of the electric blast to 108 so it at least kills grunts. This could be DOT or instant. Instant would be more fun.
- add more dance moves
- adding an after effect when it explodes could also work. Such as bugs becoming poisoned or stunned
Basically any one buff could make them more fun to play with over plasma or proxies which are both great nades
Introducing: Molly's Massive Multipack!
Are you SICK of molly being too slow? Are you annoyed of having to trek back through confusing caves? Would you like molly to have a fucking gun?
Well, the multipack has got you covered! For the small price of 20,000 per upgrade, you can outfit molly with:
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Glyphid legs! Six sturdier legs made out of Glyphid bone and tissue, which allow molly to keep up much faster than standard legs! Makes a weird noise though, and it's really creepy to watch!
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Unobtanium drillhead! Who knows where they get that stuff, but an unobtanium drillhead is super helpful! It means that once the mission is complete, Molly will simply DRILL through the wall, making a path for you to backtrack through and keep 'er covered!
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Literally just a gun ducktaped to molly. ...She can shoot people now. Pew pew!
So BUY NOW! Lord knows your wages could go to something far more useful.
(Allupgradesareboughtandequippedseperatelynorefunds)
Make Haunted Cave not available for Salvage Operations. It's uninteresting and badly designed. It royally fucks over solo players too.
Having 1 player do absolutely nothing for huge periods of time, which is a must in salvage, is not nice.
Have one of the upgrades for the engineer be platforms that give off a subtle glow. Could be a choice with the bug repellent/extra ammo.
Glyphid variant that creates obstacles, sealing tunnels and setting traps
You should be able to keep chugging down brews without passing out. If other dwarves are around you they should start chanting "CHUG, CHUG, CHUG" as you're doing it. There should also be a high score counter for beers consecutively downed.
You should only pass out if you've stopped downing brews.
To go off of that suggestion, another mini-game in the bar area where you chug straight from a keg or Lloyd and you have to time button presses right to keep going. go for highscores with your friends
Dwarves should play with dices and dwarf toy with their left hand, allowing them to hold beer and do those actions at the same time (no animation cut)
Stat modifications should be converted either to all additive or all multiplicative for the same stat so that players don't run into PEMDAS issues when trying to plan out their load out (does my x0.5 damage take place before or after my +10 damage, etc).
I think it might be a good idea to have the glowing weak points of special enemies lose their glow upon death. I'm sure a lot of you have wasted precious bullets shooting at a suspicious looking ragdolled enemy that was already dead, in the middle of chaos. I think it would help with clarity of gameplay and sort of "makes sense" in a tropey kinda way.
(Sorry this is not in-game related but I have no better idea how to get in contact with devs)
I feel like it would be cool to have a CD version of deep rock soundtrack. Something so unusual and dwarven like this deserves a physical copy.
I think that many others would love to buy it too.
Is there any possibility this could happen in the future? :)
Thanks
Being able to see your stats with more detail in the space rig in some terminal. A few ideas this time, though :
Driller :
- Distance drilled
- Bugs ignited or frozen
- C4 kills
- C4s detonated
Gunner :
- Time spent on ziplines
- Grunts killed
- Ammo spent
- Shields deployed
Engineer :
- Kills with Heavy Weapon
- Mini (crawler, naecdyte) kills
- Distance covered with Platforms / Number of platforms
- Turret Kills
Scout -
- Enemies afflicted by grenades
- HVTs killed / assisted kills
- Ore mined in areas out of reach to other classes
- Times hooked / distance hooked
- Fall Damage taken
Depositing points on damaged pod in salvage operation should not work (and have no animation) when you found pod, you need to repair them in order to deposit stuff.
do devs really read this? I have suggestion for solo: (1)you can make bosco unable to farm any minerals but he has enhanced combat modules! (2) Bosco cant kill monsters but he can be exceptional mineral farmer! <- just two but epic ideas imo!
Can the employee of the month screen be moved to somewhere more convenient/prominent?
Add a sleeping pose/animation for praetorians.
I wish main weapon audio would be less loud - cant hear ghost footsteps, main menu clicks, flaregun sound, lost helmet, and all cool misc sounds are overwhelmed by main gun sound. Engineer platform gun is also extremely loud and REPAIRING as if you are nuking the world. If I increase volume I can hear all sounds and main gun sounds RIP my eardrums. (flare flying, footsteps, too many cool misc effects to name it all)
Now that there are a whole ton of new cosmetics and such, I was suggesting we could have another loadout. Or how ever many people would find fitting.
Because right now I want to utilize both the megacorp pack and the dark future pack, but that takes up 2 whole loadouts, leaving me with just 1 for what I want to customize with everything else.
I'm suggesting that players would extremely appreciate if we could have some more loadouts now that we have a whole lot more customizing to do.
There was post on reddit asking what kind of new biome type you wanted and I may have went a little overboard.
So here I am and proud to present a new Biome type idea: Petrified Woods.
(I guess you have to wait 5 minutes for every idea but this is longer than 2000 characters lmao...)
Biome name: Petrified Woods
Description: “A testament of time to behold. Hoxxes IV is an ancient planet, but even we at Deep Rock Galactic didn’t know how ancient. The woods contain massive trees and root networks of petrified wood seeming to be older than time itself. Not to mention the amber containing ancient creatures of old. Deep Rock Galactic advises you to not touch the amber, even we don’t know what’s in there.”
Resources: Magnite, Bismor.
Unique biome environment features:
The petrified woods have giant trees with branches and roots intertwined in the cave systems. Not all are straight up, some have fallen over and some are leaning. Since they are petrified, they act like hardened rock and require 3 pickaxe hits to destroy
Amber is unique to this biome as well, being somewhat see through and can contain dinosaur bones or ancient glyphids in them. Appears semi-frequently and glows in the dark!
Tar pits, organic matter has decayed so much over time leaving black pits of sticky goo. These pits are not too deep, but they slow the player down and sink them a bit when they walk over them. Players will need to keep jumping to avoid sinking. Glyphids are dumb and will get stuck and sink in the pits if they walk on them. Appears on floors of maps and behave like the goo if the player mines under them.
Bones, DINO BONES! We already have these rib cage and skull models from radioactive zone, so put em in here too! Sometimes they are stuck in amber!
Has the hanging vines from the Dense zone and sometimes has GIANT mushrooms from the fungal region except these mushrooms are always big and can be walked on.
Unique enemies and critters:
**Amberworm **- Snakey worm like bug that slithers across the ground, can coil it’s way up trees and slither up steep surfaces. Heats up amber (it eats the amber) releasing creatures in the amber. Will ignore players until provoked, usually want to kill these cus they release other creatures. Spits amber at players from afar or can coil around players holding them in place and doing damage to them until killed or scared off.
Ancient Mantiskrug - It’s a praying mantis/half spider basically, these are pretty big (praetorian size roughly) and neutral enemies as they will attack dwarves and regular glyphids alike. Attacks with scythe like arms and can grab low health players and carry them away to down them. They are sometimes in amber until amberworms get them out or if the player heats up the amber.
Dregonfly - It’s a dragonfly, completely harmless. These replace the little worms from other maps. Flies around the map and is about the size of the tiny worms but a bit bigger. The most common thing you will see in amber and usually already flying around.
**Gemipede **- This is this zones version of a loot bug, a centipede like creature. To differentiate between them, Gemipedes are aggressive and will attack the player if they get close enough but will be neutral until then. Gemipedes eat rare minerals as well as the usual Nitra and Gold found from loot bugs. Appearance wise, the resources it has eaten lines it's back and after killing one you have to use your pickaxe to mine the stuff off it's back. These are not found in Amber.
Glyphid Prime - These are ancient Glyphid grunts, boasting the armor of grunt guards as well as the vicious arms of grunt slashers. These replace both grunt guards and slashers and are the semi-elite enemies that appear frequently on this map. These are the most prevalent thing you will see in amber besides dregonflies.
**Swarmer Queen **- You know the really small glyphid swarmers that are very annoying to deal with? Well this is the Queen and she holds tons of these little bastards on her back, once you shoot her all the swarmers fall off and aggro you while she shoots from afar like acid spitters do. Moderate health pool and about the size of a warden. Usually has about 20ish swarmers on her.
Ancient Praetorian - Replaces the regular Praetorians on this map, they are NOW fire themed praetorians and shoot flames. Also replaces Praetorians on Magma core with this.
as a bit of a history nerd, i adore the doughboy's helm
however i noticed it seems to be the only (buyable) historical option available
could i suggest possibly exploring the few historical items we have and expanding the list? maybe a pickelhaube to keep with the WWI theme of the doughboy, as an example?
Another suggestion I have is to introduce more mk version gear. I love the mk stuff and was wondering if some of the current helmets and gear we have now could have an mk system implemented into them
On XBOX/Win 10 version cus of a lot of drop outs and crashes, make it so if we are all doing the same assignment, if we drop out and join back in, we still get assignment completed
Enemies lit on fire with the plasma pistol should ignite the gas grenade.
You should be able to snowball jump with the snowball overclock on the cryo cannon
Be able to stand on breeders, so you can kinda float a shoot, or Beast master perk to tame Grabbers and let them pick up so you can fly and control them
Be able to pet people when they've drank an underhill deluxe
To add on @split lotus's suggestion
be able to pet people when you drink Malt Rockbearer
Players who drank Underhill Deluxe can be squashed by people who drank Malt Rockbearer
Negative Mutation: Intern on duty
Resupplies have a random chance to explode on impact, have unreliable blades (like the pods you can find in missions), be full of swarmers, etc. If the effect renders the pod unusable, nitra is refunded
Unpopular opinion but the base breach cutter is fine. However there are some changes that need to take place in regards to the OC balance.
- return to sender: this OC could do with either a mag debuff or a projectile life time debuff
- roll control: just replace this OC with something else. This OC falls into the ‘homebrew powder’ category in that nobody will use it.
- inferno: honestly there is no need whatsoever for the ammo decrease on this OC. Reducing damage to armour and reducing damage is enough of a downside.
- light weight cases: this OC could do with being replaced and turned into a balanced oc that adds a lot more ammo but at the price of damage.
QOL suggestion: can we get some more feedback when using the breach cutter? There is almost 0 sound when enemies die to it. Would be nice to get some screaming or some kind of impact sound just to give the player a little more info
When returning from a Low-Grav mission, I always have trouble remembering gravity is back to normal for a couple of minutes after. Perhaps the gravity in the Launchbay could be slightly lower than normal on returning from a lowgrav mission, and over hte course of a minute or two return to normal. Sorta like depressurising after diving irl
an easter egg where if you kick the hammer next to the drone modification center into the drop pod, that hammer is your new pick for that mission
Hey! Big fan! I recently streamed the Xbox Version of the Game on Mixer and wanted to try the Mouse & Keyboard support some to give the viewers an idea of how great the game is.
The Mouse & Keyboard on Xbox is almost perfect, however. It requires an Active Xbox Controller to work. So whenever your controller Disconnects to conserve battery it stop you from playing saying the Controller has Disconnected.
This is of course a small fix and should probably be in Bug Reports but i wanted to also say that the game was very fun to stream because of the Mixplay and the Mouse & Keyboard Support on Xbox worked Great! (Except that one thing i mentioned.)
Overall, a great experience for both me and the Viewers!
// ObiKanTV
Right now, the milestones give you way more perk points than you need. That's good because nobody should be forced to 100% everything to get full access to the perk tree - however, it also looks really weird to have 43 points left over after everything is said and done. With new secondaries, missions and biomes coming up and giving us even more potential perk points I think it would be nice to introduce a special perk for the 100% completionists among us. Nothing really fancy or overpowered, just a very small, little bonus perk you can only unlock once you have 100% of the perk points collected and that costs as much as the points we have left over.
Do you think we could get the "Year 2 Party Hat" Hairstyle without the hat? I like the hair :)
New achievement for getting Pots O' Gold, Gold Rush and a Crassus Detonator all in one mission: "You see, Mr. Powers..."
Some sound effect other then mission control signifying mission completion. Something like the " acquire core from infuser " sound but milder?
more detailed network n performance stats - package loss indicator, latency and FPS graphs, etc
This post takes use of existing missions to add something to the games lore, it is not ment to be canon unless it gets added like this by the devs
The alien eggs we collected were used by deep rock galactic to create bugs with implants that were to help the miners on their mission. A positive modifier is that you get a constant steeve (1 in total, not per team member) on your missions that cannot die and has a random weapon attached to it, ranging from mechanical claws to guns. A negative modifier of this resulted that you face theese bugs as enemies during the entire length of the mission. (althougth theese can be killed, duh)
Edit: For thoose wondering, with modifiers, i ment stuff like double XP or ghost cave. Modifiers that affect the mission.
Alongside with new beards, what about heavy armor chestplates in the same slot? Like gunner MK4 with and without it's extra front plating but now some other plating variations to choose from. For thoose players that like the armored look the most.
So we have the magnetic field that keeps dwarfs on the zipline. So make this field to load/unload M.U.L.E. from the droppod.
Detach font chat size from the UI scale so font size stays static no matter UI scale.
Heal bots in med bay should acknowledge players who enter, and scan them to see if they need treatment. Add a bit more flavor in there perhaps, seems a bit too plain.
Button to clear your load out
Special abilities for your guns, like Ice Spear, should be activated like Power Attack is. Instead of RMB and then LMB it'd be the opposite, LMB and then RMB. I think that'd feel more natural to use since as it is right now it's incredibly easy to misfire by accident.
Also, it'd be cute if there were special barks for friendly fire when someone has the "friendly" perk. Something like "Heh, that tickles," or "That's not so bad," or "Is that all you've got?"
assignments just like unlocking Haz 5 to prevent new players from joining a Haz 3,4,5 if they dont complete the appropriate assignment.
Suggestion for tutorial improvement:
Explain to the player how promotions work. Myself I earned a level and feel still slightly confused if this means I can promote a character or not. Also I had to search the manual a fair bit to find out where the promotions take place.
Since the new additions of the Soundtracks, i wonder if they could be a option in the future to choose what soundtracks you wanna hear while certain scenarios are active.
- one for ambient
- one for swarms
- one for Glyphid Dreadnoughts
- one for the called Drop Pod
Also maybe an option to not have shared soundtracks with the Host? So it doesnt conflict.
A Glyphid Imploder, It will suck up 1 dwarf (Bosco is unaffected)
You will have to shoot a glowing purple weak-spot to let it release the dwarf.
The Glyphid Imploder will not do damage, but instead allow other Glyphids to do the damage.
Two things can the year two party hats hair please become it’s own thing and what about a barrel dispenser in the lobby for even more barrel Tom foolery
Let us pick differet audio output device for in-game voice and for rest of the audio. This way we can use our headphones like "Steel Series Arctis 7" to quickly adjust volume between these two separately (very helpful for those speaking too loud or too quietly).
Put an explanation text on how to promote your character on the forge and deep dive terminal instead of the plain „need to promote first“ text. Or make a button with a link to the miners manual.
Have the cavern rain (dense biome) blocked by having solid terrain between you and the top of the cavern, then have an 'Acid Rain' mutator or 'Caustic Caverns' biome to bring it into gameplay where you have to make/get into cover whenever a shower starts.
Also, a 'Megafauna' mutator that spawns only or predominantly big bois, Praetorians, Bulk Detonators, Opressors, etc.
Regal Aegis being White and Gold as opposed to White and Class Color
Similar to how Black Crag is Red and Black all around
Could we get new overclocks sorted to the top? When you have a big forge inventory it can take a while to find the new ones and get rid of the notification. Alternatively—and easier to implement—maybe just a larger exclamation icon or "NEW!" rather than just the small "!" icon.
Different voice lines for dwarves that pick up minicule amounts of red sugar vs huge chunks. I want to hear some thoroughly addicted dwarves
Preface:
How do ya'll feel about the Engineer's turret? With the frantic pace of combat (higher difficulties) I sometimes don't even have the opportunity to use my turret if my team is moving quickly, or reloading it is impossible because I'm busy dodging enemies. Having to recall it, build it, load it, is the not worth the time when I could just shotgun instead.
Engineer's turrets are a direct copy of a lot of other games with a turret character; taking time to build the turret is simply a balance mechanic for PvP games. This game doesn't need to be restrained by mechanics used for PvP balance.
Suggestion:
"Turret Gun" It has 1 or 2 rounds depending on upgrades. Each round fires a turret to your desired location. The turrets hold about clip's worth of ammo(20-40). The turrets fire until out or until you reload-which calls the shot turrets back to the gun.
Notes:
Turrets aren't inherintly powerful, they just add a little extra firepower to a gunfight. I don't think giving them a buff like would make Engi's OP. It's simply a nice utility change.
On launch the turret's trajectory should arc like a grenade, that way you're not just always slapping them on the cieling or spawning a turret super far away.
https://cdn.discordapp.com/attachments/303311554273607681/714678520890261534/unknown.png
Could we get an option in the UI settings to lower or turn the damage vignette off? It blocks your whole peripheral for a while when the player's at low HP. I find it kind of disorienting at times.
On Driller, I often kill myself with my satchel charge because I'm constantly clicking. I'd like if there was either a minimum time before the explosion or if it had to hit the ground or a wall before it would explode.
Extend the throwing arc of the cluster grenade to compensate for its large explosion radius, as it seems to cause more *unavoidable friendly fire than any other grenade.
Art Book ?
Suggestion: Improvements to the hudless mode. Namely: being able to still bring up the map and seeing damage indicators.
A suggestion in the form of a picture. Possible improvements to the Scouts Dark Future Armor
Suggestion: A sliding mechanic into the game so that if something is steep enough you can slide down it and if it's too steep you slide off or well, just fall. You could hold (or press) left CTRL to slide and you can jump to launch yourself a bit (or a lot depending on your speed). Maybe even make it so if you slide and launch yourself if you fall on slide-able ground and if you're still sliding you take no fall damage if you land of ground that is steep enough to keep sliding?
I tried to get a clear picture, anyway some effects like that smear and other effects like radiation need more variety or should be somewhat animated.
I want me dwarf to say a funny when I ping a Breather
Could we have it so there is a key to see what minerals/gold has been gathered so far. Make it easier to track in mission. 🙂
Remove the "Can't Stun" Downside for the Leadstorm OC, it's counter productive since you already can't move while shooting (unless on a zipline), thus meaning stunning stuff is more necessary then a regular minigun build. No idea why you devs thought making LS remove stun made sense in the first place, it's a DPS/suppression weapon after all.
A server filter that filters out your current class.
Here's my own suggestion for lead storm:
if you fire continuously while fully stabilized, damage, heat generation and base spread scale up with time (x1 at 0s , x2 at 3s), the timer resets if you stop firing, x0 movement speed while using, this change boosts the maximum power of lead storm but also adds some non-wonky downsides, the scaling nature of the modifier means that you can still hop around for grunts, but you need to anchor yourself if you want to bring to bear the damage on larger targets
an active perk that has 3 charges. Each charge deploys a drone that automaticly goes for the biggest enemy nearby and detonates, instantly killing them. (this does not apply to dreadnoughts and detonators, theese just take a significant amount of damage)
A "set as default" option for pickaxe customization.
Changes the pickaxe design of all loadouts currently using the current default (initially, the vanilla pick) to the currently selected design
Suggestion for the Space Rig: When visiting another dwarf's bunk, you can see their stats on the computer terminal, instead of your own.
QoL Mini Suggestion
Slightly increase the chance of machine events spawning per mission to offset machine events destroyed via drop pods (specifically on salvage missions).
Sake of argument numbers: increase from 25% chance per mission to say a 30% chance (ideally it'll be increased proportionally to the amount of events destroyed by pods so the end result is still perceived as a 25% chance per mission).
we should let molly ride ziplines
For a future cosmetic pack, add "Traditional" Or "Ancient" armors. Basically it would be medieval looking armor to honor the dwarves of the past.
have some missions be on the border between two areas and have a mix of minerals and events that happen in both areas
Setting request: Add a setting to disable the "shockwave" effect from the EPC's "thin containment field" ability. People I play with complain that the "screen tear" effect makes it impossible to aim because it distorts the screen too much. (Might also be a useful accessibility setting to avoid triggering photosensitive seizures related to moving geometric patterns.)
Voice slider. Can change pitch and tone.
You can pick up downed teammates and throw them like in Fortnite
Throwing works like throwing aquarqs/jadiz except 5x faster, and Iron Will increases the max throw distance by 30%
What if you could pick up teammates and launch them?
That would lead to some sick trickshot oppourtunities
i feel as though promoting classes should be rewarded beyond the first promotion. since there's little incentive to promote after the first beyond having shown how much time you put into that class. cores for each promote would be more incentive for people to promote as often as possible.
Promotion ranks should increase the pay you get. The higher your rank, the higher the multiplier for your outcome
Another promotion suggestion: when you promote a dwarf to legendary 3, which is currently the max, Mission Control should have a special speech, something like you're the elite of this company
Simular to heat meter on minigun, the ROF meter on Autocannnon. It would be easy to track it as some of us use the max ROF damage bonus. Or just add some feedback icon (on hud or on a gun) that ROF bonuses are active
- Allow custom number entry for buying/selling materials instead of having to scroll through.
- Show list of damage sources that led to death, will help identify if teammates are being too careless with friendly fire.
- Allow ability to ping a map coordinate or leave a marker on the map.
- Create option/hotkey to vote to call drop pod when primary objective has been met.
I'm sure my suggestions have probably been voiced before but from my experience so far:
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I love this game and it has a fantastic core game loop, this has an opportunity to add more endgame and keep an active community. I'd love to see more rare unlockables through doing difficult endgame style missions/deep dives and at a frequency more than weekly. The deep dives remind me a lot of sorties in warframe which are daily in that game. Obviously you'd burn through the reward pool very quickly if you could do a new dive every week but hopefully some kind of new game mode/daily mission could be added once there's more to unlock
//OR//
Deep dives become a daily mission with less rewards and in it's place introduce an even deeper dive/more complex difficult mission for those who want to test themselves with a reward pool exclusive to that game mode -
The engineer is a lot of fun but it feels his primary weapons are lacking in damage and that his overall dps requires him to have his turret down, which makes every firefight feel like a chore. I think giving him a bit more oomph to his guns would make him feel better as a class and make his turret feel more like a bonus little dps machine instead of just the other half of your dps
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I'm not huge on paid dlc and ideally future updates would be free but if you do choose to seek further monetization through dlc please don't make it through cosmetics. Fashion endgame is always the most satisfying when it's earned, not bought, having the luxury of earning cosmetics is a rare thing these days as most "grind" games are free to play and monetize their cosmetics
Finally, cheers for the game, I've only played since 1.0 launch but I've already clocked 80 hours and might try 100% the game just for the hell of it, look forward to the future content drops ❤️
maybe when you're trying to quick join you could configure it to search for greater than or equal too haz 3, or lesser than or equal too haz 3
Space Rig: Add several more "Employee of the month" flavor texts, just for fun. Maybe even allow for (curated) community submissions?
I was super psyched up to play this game after bf hyped it up this week. He's had a lot of success playing with friends and I wanted a piece of that action. Bought the game, installed it, did that first mission, loving the gameplay so far. Upon boarding the drop pod and getting on the ship, I hit a brick wall. The text on the monitor where you can view perks and what have you is very, very small. I play at arm's length on a laptop on 1920x1080 resolution, UI scale maxed, chat text maxed (which is great), but the text on that terminal is way too small to read. I need to lean in and my eyes are already quite sensitive to brightness. I'm pretty heartbroken over this and I'd rather not need to refund.
Is there any plans in future to give an option to scale the text size?
Dwarf titles for achievements. Like. Elf Stomper. Yeti. Glyphid Crusher.
A golden shrine for our lord and saviour The Bulkfather
Scout suggestion: Allow the scout to mark multiple things and / or for longer. Often I scout ahead and find points of interest but can only tag one at a time. Being able to put multiple markers on things and allow the team to come and collect them would make the flow of the character even more fun!
Let us buy DRG shares.
"Shares" are high prestige (at least one class should be gold or above to unlock) upgrades that open better and more efficient ways of receiving rewards for (potential) expensive lategame purchases, and not just for you, but for your friends who may be behind you in progression. Prices are up to devs to determine.
Initial purchase, available on later prestiges, gives your team a flat +10% bonus to their end-game rewards, and unlocks the entire Shares tree for further pricey purchase, but blocks Union Chapter rewards (your objective progress still counts).
Further purchases upgrade your post-game rewards for all players in the mission that apply to all players, and stack for each player who has corresponding upgrade (unless stated otherwise).
1)Weapon market shares: Dwarves get rewarded an additional 1cr/unit for all exceeding Nitra in the end of the run.
2)Managerial bonus: Additional 1cr/5units for Morkite/Dystrium, 5cr/unit for Aquark, 2cr/unit for other secondaries above mission quota.
3)Union Safety Tax: Each elimination for Spitballer, Breeder, Nexus, Shellback, Menace, Oppressor, Bulk and Dreadnaught during the round awards 1 of each map-specific mineral at the end of the round.
4)Product payments: Extra 1cr for each unit of gold gathered throughout the mission.
5)Recycling and refunding: Each Armor, Chest, BET-C and successful Event recovered during the mission awards an extra 100cr and 5 of both map-specific minerals.
6)Insider trading agreement: (Personal only bonus) Improves mineral trading price ratio from 1/3 to 1/2 (50/150 to 60/120)
7)Health insurance policy: (Personal only bonus) Doubles the rewards on a failed mission.
n)???????
n+1)Retirement plan: The most expensive purchase in the game. It rewards a prestigious Steam achievement and adds a fancy resort poster with some beach vacation stuff into owner's living quarters. Conglaturations, a winner is you!
Add a hearing impaired accessibility mode where it mutes all ingame audio but gives you a form of passive heightened senses and/or applies closed captions to enemy noises
You can color code certain bugs that are hearing dependent, like exploders, grabbers, and leeches. The screen could represent 4 WASD directions such that bottom light-up means behind, top means forward, and left/right are self explanatory. Certain big bugs need CC to announce their presence like Bulks and Bet-C.
Give option to disable the screen warping from EPC mining. Hurts my eyes and I have to lower some graphics details to disable it so I can't see DRG in its full glory.
Enemy:
An enemy that just lurks in numbers in the ceiling and drops down on you either by:
- Simply "Falling" down and landing close to you, maybe they can float a bit to make them soften the landing and get closer to you before landing.
- Hangs like bats and flies down on you.
- Lowers itself silently down by web.
Feature suggestion for ultra wide monitor gamers.
Ability to move HUD closer to center of the screen so you don’t have to move your head to see your health etc. I play on a 32:10 monitor and while very immersive, I kinda forget about my health and ammo sometimes as it is not in my peripheral vision. I know a very first word problem, but still the ability to adjust the HUD would be nice.
Suggestion: Xenarch Charge-Sucker infestation of a Point extraction mining rig, an alternative type of salvage mission
I was told I can post my art here for a chance for the enemy to be added to the game; so here goes unless they were wrong. https://media.discordapp.net/attachments/565848635443642369/715346282381705307/unknown.png
can we get a mohawk/eyepatch combo to unleash our inner gotrek?
Ability to throw things in monsters mouths like in doom eternal with the grenade launcher
Buff the boomstick
Add a cryo minelets OC for the Subata. I love it on Scout, I'd probably love it even more on driller.
if someone has the friendly perk, all their voice lines could be more polite (e.g. "could you come over here please, molly").
make crosshairs actually change with changes to shot spread to roughly represent spread angles.
e.g.: magnetic pellet alignment OC or choke t2 mod affecting how large Warthog's crosshair is.
from ru-server: a mutator that causes large bugs to eat smaller bugs to regain health and/or apply buffs to themselves. Grunts eating swarmers, praetorians eating grunts and lootbugs, dreadnoughts eating praetorians. Chomnk 
(sugg. by @blissful trellis)
Critical weakness should reduce mission rewards by 50%, as it quite literally drops the difficulty of any mission by two or more hazard levels. Or it should have a significant negative effect on dwarves (reduced health / spit attack vulnerability / increased FF multiplier etc).
New crystals found in caves that give small temp buffs. Silly ones like "Corridium" tasty crystal that makes you glow blue. Or Spicy ones like "Duranium" that make you run faster while your dwarf starts smoking from the spicy
A new secondary objective: Blow up a giant spawner
Somewhere on the map, a huge bomb is placed, the team has to haul it across the map to an indestructible spawner and place it next to it before blowing the spawner up by shooting the bomb. If the bomb is detonated to far away, the objective is marked as failed
Bugs should make a squishy thud noise when they hit the ground after being shot from the ceiling
If you evac with one dwarf still left dead on the ground, saluting in the drop pod should be more... subdued. Stuff like "We'll remember you!" and "We should never have left him behind" and "Farewell, brother!"
The memorial halls displays could show names of dwarfes that were left behind on your previous missions
Could the special utilities that each class uses have a second item just like the weapons do? I can't think of what all four could be, but I have an idea for two. The Scout class can have a pair of boots that allow more ground mobility compared to the grappling hooks air mobility (I'd really like this since I love the feeling of scouts mobility compared to the other classes). The Gunner class can have a form of "Juggernaut Armor" that allows him to have 2x more health, takes 20% less damage from melee sources, all for its downside to be slower movement.
Make engineer repair EVERYTHING 10-40% faster, whatever seems fair. He is the builderman after all, and tbh I feel like the sentry buildtimes are boring and could be reduced by this.
(or make it a passive perk for everyone to equip, with it becoming popular among engies)
Nerf the platform gun by making it impossible to build 6 or more platforms connected ONLY to other platforms.
This would make it harder to build a bridge over big gaps unless the bridge touches terrain, which would reset the ”Max-Platform” counter.
This would also indirectly Buff the Zipline-Gun for gunner.
I think the nature of procedurally generated maps would work really well with something that was done in the game Evolve.
After missions, there is a top-down map shown with markers representing players, leaving trails showing the paths they took. I think this would be especially fun for long mining expeditions. Perhaps there will also be kill/mining counters next to the names that slowly tick up along with the progression of the replay.
(This video is an example of what I mean, ignore the meme music lmao)
((I tried to find if something like this was suggested before but its kind of hard to find keywords for this kind of thing.))
I'm sure I'm not the first person to hear this when watching these map replays.
rare events on maps that don't use up cores on completion but instead reward you with a core. Spawn chance of theese should be rare though to not inflate the core amount to much.
Depending on the playerlevel, you should see some rank ensigns at the side of the characters picture, just as you see their character rank on the stars above the picture. With that you can clearly see if a player is of a high level, even if they choose to play a dwarf that wasn't promoted yet. It could be given each 10 or 20 levels a player rises up automaticly.
It could be 1 bronze stripe at level 10, 2 bronze at level 20, 3 at 30, 1 silver stripe at 40 and so on. Like the stars for character progress.
On low oxygen missions the M.U.L.E. is caring two o2 tanks.
Can you please make the tanks facing in the opposite direction? (Now they both facing one direction).
It is to help simulate the fact that o2 can be inhaled from any direction and not only those near to tank fuse.
On oxygen missions, you should be able to see others oxygen levels and be able to donate your oxygen to them, face them and hold E to transfer some of your oxygen to a teammate.
Point extraction suggestion: After like 15 mins, the enemy waves get out of control, which is basically fine. I'm not sure but i think the rise of enemy numbers spawning is the same for both, 7 and 10 Aquarq missions. In my opinion, there should be a difference.
Drop Pod Pathing: Please make it so supply drop tunnels dont count as a viable way for the mule to retreat. Often times this makes the drop pod spawn too far away to reach it.
molly should move faster on rich atmosphere mission so you dont have to wait ages for her to finilly arive at your position
Make things that make new drinks a little more common, and biome specific, for example, the starch nuts aren't in the radioactive exclusion zone
Mactera should not be able to completely ignore the Gunner shield and grab through it, especially with both radius upgrades while standing dead center.
Controller menu that doesent have a cursor!
When pressing ctrl, the amount of resupplies left on a pod should be shown as a QoL feature.
Can carried items please count toward the end total when it's not uncommon for the drop pod to stop in the ceiling and thus the deposit box be inaccessible.
Maybe increase Xp you get for killing the bugs, it seems silly to get so little xp for over 1000 collective kills.
There should be an active perk that allows the user to create a throwable pouch full of minerals that were mined and can be picked up at a later date, each pouch should have an indicator showing what resource is in the pouch (only 1 resource for a pouch) and how much is in said pouch. Using the object scanner (default CTRL) should show the pouches on the map like other points of interest.
Each pouch can ONLY max 40 resources at once, no more than that simply to avoid conflicts with other players having perks and upgrades to allow more resource space. Levels of the perk can increase the amount of pouches you may have, with 4 upgrades starting at 4 pouches, 2nd upgrade allows 6 pouches, 3rd upgrade allows 8 pouches, and 4th upgrade allows 10 pouches.
Pat other dwarves like a steve
Faster interface to skin "Buy & Equip", "Buy", or "Cancel":
can we get bipods for the pick?
It'd be really cool if you'd finish the upgrades for all upgradable things (armor, weapons, pickaxes, etc) by making 3 upgrades for each tier before you mess around any more with overclocks. I found I had the most fun with the game when I had upgrades to test around with. Also, it'd be cool if you had upgrades that actually changed the model or something, like for example the Slugs mod on the Warthog doesn't actually make the gun fire slugs.
For an upgrade that changed the model, and example would be a longbarrel upgrade, or a silencer upgrade.
The damage from the neurotoxin status effect should scale with enemy HP (although it shouldn't do too much damage), right now one effect on a haz 5 praetorian doesn't hurt it very much.
Alternatively, the rate of which the neurotoxin status effect does damage could recieve an increase.
I'd love if the ambient music could be more upbeat or casual when I'm in the abyss bar or possibly the whole space rig. Currently when I'm playing the barrel game or grabbing a beer I feel like I need to simultaneously be contemplating my personal insignificance in the vast emptiness of space.
How about, when playing alone on a Salvage Operation, there shouldn't be any Bulk Detonators. Especially not right next to the drop-pod, and especially not when the only player is trying to do the Fuel Cells. I just lost my first Salvage Operation ever to failing to link up the Fuel Cells because a Bulk Detonator spawned right next to me and kept insta-downing me (I was on 3-Hazard). I managed to survive because of Bosco, but since it was right on top of the Fuel Cells, I couldn't stand there, and I failed the mission. My choices were: fail the mission that way, or fail the mission by using up all of Bosco's revives. That's not challenging, it's unfair.
Small one: I can hit either enter or any key on the "group dismembered" screen instead of clicking "ok".
Small Suggestion:
- Instead of be able to take off as soon as Molly is in the drop-pod, we must wait until the timer is 0 and it will automatically go at that time regardless if your there. Meaning if you are there with 1 minute left, you must fight the incoming last horde until the drop-pod takes off.
TLDR: this is used for the fuel cell mission but it could be used on all missions, making the stakes slighly higher in the end instead of just running away like a coward Dwarf 🙂
Add a 6th unlockable modification to the scout's M1000 that disables focused shots and allows you to fire a normal round when you press the mouse button instead of when you release the button, avoiding the horrible delay when you tap fire.
How about a "Teach a Greenbeard" channel here on discord, where greenbeards can seek guidance of more experienced dwarves
frog hat
Had an idea for a variation on exploders that spawns glyphid spawns when killed, basically like a mini brood nexus with legs, could have the eyes on their back, would look cool, around 5 to 8 Glyphid spawn are flung out upon detonation with around half a second of invulnerability,
You'd brick it if there were a number of them coming at you
A disposable bosco perk that gives you a bosco that can do 1 command and the breaks down for example if you told it to mine some gold it would go mine the whole vein then break or if you told it to kill it would kill the in thing you told it too. I think it would make sense for it to have around three charges and you command it with the pointer after you summoned it with a different button
It would be nice if there was any sort of reskin for parasites to change how they look, talking to my friends, the design of them really makes them not feel comfortable playing the missions with them. Maybe an option to change them to sort of a blob thing, similar to how some games treat arachnophobia?
at the very least I hope it inspires the developers
The buried, repair-able resupply pod that occasionally spawns gives a really lacklustre reward (equivalent of 20 nitra) for how rare it is and how much time it takes to dig up and repair. Maybe consider buffing it somehow?
TL'DR : Make the Turret Arc OC ( from stubby ) be activated by a determined set number of shots fired at the turrets, say, 3-5 shots, rather than being based on your eletrocution chance.
||The OC already has an ammo reduction and damage reduction which really hurts the ammo supply, using it without the T1/T3 ammo mod is very unwise and makes the weapon itself way less unreliable, which is something the OC already does by greatly harming its DPS, which becomes an even bigger problem when you dont take the tier 3 or tier 1 damage mod. As such the player is usually stuck with a 20% eletrocution chance, which is very bad as it can easily cause in 7+ shots spent without eletrocution caused, which is aproximately a 20% chance, which doubles as bad when the user has to perform it twice, often with only 30 rounds magazine.
Its even worse considering the arc doesnt last very long and the time wasted triggering the second arc is often pretty massive. Plus, the OC is terrible and is in dire need of many buffs, so this would be welcome.||
I think the mission should end maybe one second later to allow the last Dwarf to enter their seat.
I suggest that the items required for the secondary objectives are set for the proper biomes. In the Glacial Strata, for example, I wouldn't expect to see Apoca Blooms or Boolo Caps growing in that cold, but Holomite and Dystrum would be perfectly acceptable. As another example, those plants and fossils could certainly be found in the Dense Biozone or the Fungus Bogs.
On Deep Dives with the Salvage objective, the radio guy reads off his normal script and says "Calculating orbital trajectory" etc despite the fact that your drop ship is going to be going deeper into the planet. I think there there needs to be an updated voice line
Allow the Windows Store version on PC to rebind push to talk, unless i'm blind i don't see an option for that. I'm only seeing the ability to change the text chat.
Separate the crosshair from the distance meter of the grappling hook or zipline launcher in the code so you can disable the crosshair but still see the distance meter.
A very hungry bug that moves through the cave and eats all minerals and collectibles such a boolo caps and fossils. Once shot down it's corpse has to be put in molly to get all the stuff it ate. (if it would pop like a lootbug after eating tons of minerals it would cause lags or even crashes)
A passive perk that allows bunny-hopping, it doesn't have to increase speed, I just feel that the Scout should be able to bunny-hop like a maniac somehow. Perhaps twin it with a minor passive fall-damage reduction? Call it Rubber Boot Soles?
Utilization of craftable beers on the Spacerig for accessing hidden areas
Craftable beers are nice addition, but i see some unused potential in them. Would be nice if there were some hidden areas on the Spacerig accessible only with help of specific beer. Progressively unlocking these areas might lead to a reward such as a hat for all dwarfs. For instance i came up with these ideas:
-Burning Love - Might get you through a place with extremely low temperature and something like a trapdoor through which you d fall when becoming frozen, overcoming this "puzzle" would lead to another room.
-Mactera Brew - Considering the Medbay a sterile room, farting there might trigger a drone doing the sterilization of the Medbay afterwards, interacting with the drone might open next room.
-Malt Rockbearer - Apart from making you bigger might also make you stronger which could be used for example for lifting some kind of big and heavy object and putting it somewhere which would open next area.
-Underhill Deluxe & Seasoned Moonrider - quite self-explanatory, might be combined however to get into a hard-to-reach and as well small place such as open ventilation which would lead to a room locked from the inside.
-Wormhole Special - One of the places it takes you to might have a secret inside to trigger, might be also triggered only with combination of another beer, for example it would teleport you to Mission control office where you would burp into a radio transmitter there after consuming a Gut Wrecker to trigger next event. Another place it might teleport you to might be a room locked from inside, unlocking it from the inside would grant you permanent access to it, returning there with specific beer might trigger the next event. Might be an armory room - use the Flintlock Delight there. Might be a secret dancefloor - use Blackreach Blonde there. Might be a haunted basement room - use Blacklock Lager... List might go on...
^^ Would be probably a good idea to be able to unlock areas only by yourself, not with help of other people who already unlocked the beer you haven t yet...
Put setway point marker back to LMB
Please make it so that Loadout on weapons and wardrobe are different.
make the load outs lockers in your room
more egg locations on egg recovery missions than the mission requires.. (to fix any egg related issues)
Stone skins for the dwarves based on the different biomes, and then crystal or plant beards to match them
How about the ability to rename your guns? It would be cool to be able to name your chaingun big chungus or whatever kids call their things now a days
I don't know if this has been suggested, but a button if you get stuck in the game. In suck getting loaded into the machines or so and unable to get yourself out of it.
fix this clip behind the Assignment board
Remove the "press any key to continue" screen when you first start the game. whats the point of this?
Sandblast should get the little patches of grass/flowers back it had in the early days
Mission:
Rescue buried miners and escort the capsule alive.
Hopefully original. Being able to do a weak salute/cheer when downed. Just for fun
TL'DR : Rework Shellback projectiles. They currently have insane damage output, it's just out of line with everything other ranged attack in the game.
||In fact, a single shellback firing at you standing will kill you faster than being surrounded by 5+ slashers. It takes away about 1/4 of your health with a single shot. They deal more damage than acidspitters while firing incredibly fast, not only that, they also fire in an inconsistent spread. Dodging the attacks or not is up to luck. This is not okay when their projectiles can take down an entire healthbar in h5 in less than a second. You cant properly sidestep it even at distances of a little over 10m.
For extra comparison, they deal about as much damage as a spitballer, which is a stationary enemy, that fires about ten times slower and can be reliably dodged in proper distances. Not only that, shellback armor makes them miles tougher to kill than the relatively squishy acidspitters against most weapons. While you could argue shellbacks only occasionally fire it and only when they arent rolling, which makes them rather vulnerable, they can still attack you from below or above medium heights or from a moderate distance at times||
Replace driller's HE grenade with a plasma pulse grenade (EPC theme) that strips glyphid carapace. 15-20 damage so it still deals with swarmers and makes enemy weakspots open for the entire team. (since HE grenade is the least used due to its difficulty to use and easy to waste) 
Also maybe 1 or 2 second stun
I think the RJ250 compound overclock for the 40MM PGL should really include some extra ammo. The PGL is already pretty weak combat wise without overclocks and the RJ250 overclock just makes it worse in exchange for fun grenade jumping. More ammo would make it a lot more fun. The PGL would remain pretty bad for combat either way so i don't see much potential harm from it.
Can we get an arming time for Driller's explosive packs? i keep killing myself cause I accidentally double tap and blow myself up, or how about a different button to set off the explosive once it's down because it's really annoying to instagib yourself or/and your team mates in an intense situation by accidentally double tapping mouse 1.
I see a lot of people wanting to heal Steve by petting him but I think it should just put him out if he's on fire. Healing him would encourage people to just sit there and obsessively pet him and if you were to add a cooldown or limit to the healing you might as well just increase his max HP.
Stubby OC idea:
Hammer Point rounds (unstable)
With some serious work from R&D the stubby has been chambered to fire the intimidating hammer point rounds. Heavier rounds means much higher damage, however for safety reasons the weapon has to be set to semi-automatic and the chance of electrocution is lower.
+3 damage
- 20% less spread
- 10% chance to electrocute
- semi automatic only
Magma core and the radiation exclusion zone could have ash storms. Rain just doesn't make sense in the magma core
Show the mission buff/negative in a list so you don't have to search all biomes if you want a specific one (gold rush or double xp or whatever).
NEW MISSION TYPE SUGGESTION:
- Dwarves are deployed to a very mineral-rich volcanic caldera
- Dwarves are dropped into the lowest part of the cave system
- mission is similar but an alternative to the Mining Platform missions
- Dwarves have a limited timer to gather the objective resources in the lower area of the cave before timer expires
- upon timer expiration the caldera begins to erupt and the lava starts to rise
- Dwarves must then climb up tunnels/pathways to the top of the cave to reach the 'safe' extraction
Upon the ascent the other resources for crafting are available to mine and a very tempting distraction from the escape as they are in a greater quantity to the point where it is not in the teams best interest to mine the majority of them as the mission will be failed - THERE IS NO MOLLY TO DEPOSIT
Rework the entrance to the mission and the players left at the station.
- all players that were outside of the droppod at the moment of the start of the mission - stay at the station, not appearing automatically in the droppod.
They will not receive a reward if the mission was completed without their participation. - There must be a small additional dock on the station with "small" pods in which we arrive at the mission as reinforcements (actually guys, where are they? Where do we start in them?).
- If you join the mission, you appear on the station and can go down in the small drop pod.
- If you are staying at the station at mission start - you can join to the team at any time before the mission ends by going down in the small capsule.
Translated with www.DeepL.com/Translator (free version)
In a Salvage Mission, once the mules are called to the droppod, they should automatically teleport to the droppod in 2-3 minutes upon the players press the button.
Unlike in other missions, the bug of the Mule's pathing bugging out can be a permanent softlock in the Salvage Mission, this would effectively fix that, and 2 minutes should be long enough for it to not interfer with the gameplay.
The sentry gun should get an upgrade that allows it to be moved without the need to rebuild it every single time.
Hey. I'd like an increase in FOV. 110 is great once you get used to it but take a week long break and the game starts to feel narrow. Thanks.
I wish DRG had some partnership with TwitchPrime for some skins,amor, etc. I'd be SWEEETAHH
Brief Suggestion - Mega Missions.
Once a day at a set time, a double length Mission is Generated, this Mission is Guaranteed to have a Warning and Anomaly. This mission offers no other bonuses as the pay-out would be ginormous. As a Vet, I would love to see some Longer Missions be re-introduced.
[Double Length means, Largest Mission Scale x2. 400 Morkite to 800, 3 Dreads to 6, 8 Eggs to 16, you get the idea.]
Subata Balanced Overclock: Oversized Rounds
+50% Damage
-4 Magazine Size
-25% Max Ammo
-2 Rate of Fire
x1.4 Recoil
I'm tired of this gun being a pea-shooter with a RoF higher than Scout's fully automatic rifle. Honestly, I'd love to see changes like this baseline, but that's asking a lot. Of course, it's also asking a lot for humans to click 8 times per second, let alone pull an Xbox trigger...
Allow for naming of the hosted game to be done when selecting the mission rather than in the options menu for far greater convenience
Make the HE Grenade more powerful with a bigger AOE
Right now it feels like a glorified firecracker instead of a high explosive
It’s sound could be be given more oomph too I think
A new beer that lets us run very fast in the space rig.
Deep Dives and Elite Deep Dives challenge in difficulty is ruined by the utter excess in Nitra you receive. "This is the final and most DiFfIcUlT mission yet" might as well be a meme.
Nitra mineral spawns should reduce with each level you go down in, to incentivize stockpiling Nitra.
Any chance you could add a menu slider for the amount that focus shotting on the M1K changes your mouse sensitivity? Love how the gun feels from the hip, but I can't use focus shots as it stands because the sens drop is so dramatic that it messes with my aim big time.
Amend the Thorns perk text to include mention of the cooldown.
Please remove the ability to name lobbys. I am tired of seeing sexist, homophobic, and racist shit there.
Edit: Or only allow premade lobby names made by the devs to be used.
(or allow a blacklist, removing naming seems lame as ive seen some really creative names)
Medieval armors and clothes. a costumization for the pickaxe that seens an common pickaxe. and a skin for the pickaxe that in the "head" of the pickaxe will have a glowing gem (ruby, or ametist, or diamond, depends of the color of the pickaxe)
Can we have an extra option in the UI settings for hiding the mission control speech textbox? When combined with the progress bar for the uplink/fuel cell it takes up way too much screen real estate, I don't need to see the text if I can hear it perfectly fine, especially after the 100th time.
Bring back the latejoin character lock to the main esc menu - no need to hide it into the gameplay options. Also, to that, allow to lock classes even before the start of the mission.
Can we have some more varied secondary missions? The vast majority are ‘pick thing up that grows on surfaces’. Add things like. ‘kill 100 bugs’, ‘have at least 80 nitra when escaping’. I love the primary missions, but the secondary ones seem too similar
Promotions beyond legendary 3 shouldn't require an assignment. After over 130 promotions it's just annoying. Or at least make the driller promotion assignment the same as the 3 other assignments.
I had an idea for a red overclock for the boomstick: an aim assist that, within the reticles range, would auto target enemies within it with as many pellets as you have, costing some damage/pellet count and fire speed, the idea being that it becomes extremely effective vs small enemies, like the flying swarms of naedocyte jellies but much reduced effect vs praetorians and bigger creatures. This would work in tandem with the M1k in that the M1k could be used to effectively deal with larger creatures like it is intended to, and to clear out small groups of small enemies you pull out the shotgun. This could also be easily matched to the AI assist overclock on the deepcore as a theme.
add an alternative team ammo display mode, which makes each of the 4 bars represent states of different tools of any player (acting like separate ammo meters for primary, secondary, and two tools). Three bars for scout, as the hook doesn't have ammo pool. We despicable elitists can definitely stretch out attention span a little more 
Rebalance Bulldog and BRT so they have clear defined roles, as at the moment they are to similar in how they function(even though they feel different).
I would say to focus the Bulldog as a single target high damage weapon and the BRT to a more 'side primary' with a low damage but even higher amount of carried ammo.
give the naedocyte breeder player collision so i can land on top and cap them, or yknow, make it my steed
another idea for the boomstick, an upgrade that allows you to choose whether it is pellets or slugs, allows it to be repurposed as a medium-high range single target devastator to compliment to the high rate of fire deepcore, as the zhukov's are the high fire compliment to the M1k
A cosmetical option where you can choose how your gun sounds. Sounds are selected like skins and models and unlocked via lootchests, cores or lost gear.
This fellas hairdo as a cosmetical item
Change the terrain scanner to show previously explored areas, as well as change the tab hot key to a toggle so you can drag the map around and zoom in on other parts rather than be fixed on your current location.
add a favorite system to victory poses
Machine Event Enemy Wipe Should Not Trigger Dreadnaught cocoons
Yo! My friends and I brought DRG yesterday have already put about 12h into it, great game!
Tho we came about a weird contraption on one of our dives today, at that time we've encountered batteries and "Mini-boss Molly", so we were familiar with abnormal/random encounters.
But this one yielded nothing for us, we spend about 10mins of roaming the area and basically excavating the whole contraption but to no avail.
So when digging yourself out of a problem didn't work, we gave us and looked up the wiki.
Frankly it was some sort of end-game (deep dive I think it is called?) event that required something about overclocked weapons and data matrix thingies.
We kinda felt that we had ruin ourselves of a future discovery, but so far everything in the game so far have been solvable within the level and without any level/gear requirements.
So my suggestion is to remove end-game events from dives where players don't have a chance activate them or at least a voiceline from command telling "we need to come back to when we are more experienced/have the right equipment for the job" 🙂
Otherwise fine ass game.
Fix the spitballs hitbox/weakpoint or just rework its model. I dont mind if it just simply opens as it shoots/after it shoots, just display information to the player properly. Feels frustrating to clearly hit the weakpoint and not register
Fix the spitballs hitbox/weakpoint or just rework its model. I dont mind if it just simply opens as it shoots/after it shoots, just display information to the player properly. Feels frustrating to clearly hit the weakpoint and not register
Not only these, but also Mactera Grabbers. Their legs get quite a lot in the way
I also had quite an inconsistent time with regular macteras while they werent inflated.
Make it so that the Zhukovs both shoot as a "single shot".
I just found out that the zhukovs use up 2 ammo per shot and that this is marked as working as intended on the bug reporter. This however makes the combined clip size stat basicly wrong, since one gun has effectively 13 ammo and the other 12 instead of each 25.
Additionally the combined rate of fire is also wrong since when testing I got to the result I would expect when having 30 rate of fire with 50 combined clip size. This means the combined rate of fire is actually 15.
This confuses when theorycrafting about weapons. The result you would have with the numbers as shown in the modification terminal is actually twice the amount it is actually. Ths is for both calculating the dps when not considering reload and the one considering reload.
If that is technically not possible or difficult I suggest instead showing the actual real values in the terminal and keep the weapons ingame showing the actuall combined clip size, since I suspect showing different values on both guns is the technical reason for all of this.
When the Crassus Detonator explodes, all creatures (and players) in the range of explosion should change into golden statues, similar to being frozen.
"Golded" enemies can be mined up for gold.
"Golded" players have to be either mined by other players or Bosco. They can't "ungold" themselves by pressing A and D.
"Golded" players drop 5-15 gold after being freed.
Doing so you can update your characters direction vertically when you press space with the map open, would be a big improvement for driller
we could add a dice and use to make decisions by rolling it
The Boomstick crosshair has a cool detail : Each side has two lines which represent its shells, two on each side will vanish after each shot.
Albeit in this case its pretty useless, it would be cool if more crosshairs included those dynamic aspects, like the Autocannon having some indication for its firerate buildup.
A microphone echo function so we can tell when our mic isn't working and when the problem is that teammates just aren't listening.
Make a beer that makes you moderately drunk but turns your blood to poison so that bugs attacking you take a small amount of DoT. Only has an effect once they break your shield (the bugs have to taste blood to be poisoned)
The union system could be more fleshed out. Maybe add in union specific missions to gain more experience and power, add in cosmetics specific to each union that you only get if your apart of that union, buffs specific to each clan based on their background story like cave crawlers do x% more damage to monster,dirt diggers get x% more minerals dropped when mining them, Mighty minors get a shield bonus when around other dwarfs and maybe even add in union specific perks and weapons. you don't have to use my ideas but I feel the union system should be more fleshed out in some way to make it more meaningful and fun.
When doing games with teams, show what active perks they have picked by their icon. Would be really helpful to know if someone has beast tamer or iron will. Also a little health bar for Steeve for yourself so you know if he's still alive (And stuck) or near death.
Voicelines each class will say in response to a miner joining late, depending on their class, especially if you get a duplicate of a class.
-About time we get a driller down here!
-Sentries and platforms, here we go!
-A gunner? Sweet backup, now we can mine with better protection
-Good to have a scout with us, now we can reach all corners of this cave
On duplicates, the duplicated class could say something special
-Another drill? Let's turn this cave into swiss cheese
-Hey, do you use the same sentrygun setup as i do?
-Whoever shoots more bugs gets a free drink from the other one!
-Ha, i wanna see the bugs keeping up with our speed now!
An opposite warning to shield disruption: Acid environment
As soon as your shield is fully depleted, you slowly start losing health until your shield is at least back at 1%
when a shield generator is down,any bugs caught inside just stroll out, and it can be a tad immersion breaking. They could be flung out, or act normally, but can't leave the area
Remove the balls.
Since q'ronar variants' rolling attacks get damage boost with "Lethal Enemies" mutator, and are thus considered melee attacks, it would be fair if they also took damage from Thorns perk on contact.
can this be a beer?
idea for a red overclock changing how drillers flamer would function: a fan nozzle head. Idea would be that it would widen the area of effect, increasing coverage and making large sticky flame coverage very effective, at cost of initial damage, ammo efficiency, and sticky flame damage since you're basically making a field of flames. obviously very good for torching smalls, but could be very decent VS dreadnaughts and the like since they are constantly being burnt
Extra ornaments for drop pod
cute wool glyphid hat
Hi. Just unlocked Deep Dives and it has a few nice filter options like distance. Would be nice to have them for the game list, too. (region, difficulty, length etc) (Xbox)
Ability to preview multiple cosmetics in store instead of just one that you are hovering over.
Show deep dives on the normal lobby search screen.
Make Gunkseed pods pettable
new active perk; Whistle; usable 3 times per mission, upgrades decrease cooldown; holding space will make your dwarf whistle with their fingers and draw agro from all enemies within a certain area for a short time
Yo can we slap the gunk seed sack?
Add weakpoint damage bonus to Hyper Propellant OC for Engineer's Grenade Launcher. It's a cool OC but still feels very underused.
Firing Lead Storm Minigun should actually push the player back with some force instead of nulifying movement speed. Zero movement speed is a bit silly because it can be cheated by jumping and it kicks in before the gun starts firing actually. I would recommend to instead add a pushback effect like the push from Sandy Tunnels blowholes (but weaker, obviously) it would make Lead Storm hard to handle and funnier to use. Who knows, maybe people would learn to fly via firing their Minigun.
Deep Dives mutators should be more consistent in difficulty.
In normal missions, different modifiers give you different % bonuses. Shield Disruption is not as hard as Leech Cluster; therefore Shield Disruption gives a higher bonus. In DDs however, the game treats modifiers as all being the same. Worse, it sometimes gives a POSITIVE modifier (Rich Atmosphere, Low Gravity...) making the mission easier. Change it like this:
Make it possible to zoom (and potentially pan) the camera displaying the enemies in the new Miner's Manual page.
Add a new negative modifier which replace about 5 to 10% of enemies with the ebonite variation
Gotta ask, Is the order the terrain load set in stone? Cus too many times it feels like Red Sugar loaded first then gets buried in formations that spawn after, only to be noticed in the dark by the red glow. Same the Secondarys and Crates/parts. There was a post in the reddit about a crate being lost in an egg spawn, only found by chance.
Non-neon band versions of the DLC Dark Future armor, for people who want a more subtle look
make bosco not attack the gylphid you are trying to tame
make Drillers axe retrievable whether hit or miss the target
Make all beers have some kind of buff. Even if the basic ones are lower than the craftables/specials.
A free cup of water (following any purchase) at the abyss bar? Dwarves get thirsty, too...
Some kind of icon when you get damage to indicate where the damage is coming from.
there should be a section in the miner's manual explaining random events, probably for helmets/cargo crates too
New enemy type: Mactera Strafer. Attacks by swooping over the target, dropping a line of bomblets which land, stick to the ground, and explode after a short delay. Not much of a threat on its own because it'll never hit a moving target, but absolutely forces the dwarves to keep moving in order to fight it, because the bomb explosion hurts like heck. Very nasty in combination with the goo bomber. Shouldn't appear in all biomes; it'd be too nasty during a snowstorm or when you fall in a crevasse, for example.
Ok, kind of a lot of work on this one but...
||I would love to have Mission Control read out the Creature Pages.
Maybe for Update 32? Cause that'd be an enormous amount of work.
But it'd be so cool to hear Mission Control read out the Descriptions of Bugs in the Manual.||
Change both Cyro Cannon ammo mods to be 100 and 100, instead of 50 and 150.
Expand the Deeptora Honeycomb enemy to Fungus bogs. Honestly, it's surprising that the bogs don't have flies constantly buzzing at you.
Ability to see Terrain Scanner while going HUDless
Missions with special conditions (e.g. Parasite and the like) need to let me see in the briefing what Parasite actually means if I am to prepare for it. I was expecting a simple pop up from a mouse over. Same goes for all the Pressure, Oxygen, etc warnings. I don't know what that implies or how to prepare.
Also: I need more specific information (or access to it) when I come accross a game event like that scenrio where 4 red lasers crack open an obelisk-like crystal. I had no clue wha tot do and if there was a reward to be collected after cracking the crystal I didn't get to finish that either.
Kinda wish there would be perks where you could get overall dmg reduction or even increase overall dmg with either your pickaxe or your weapons themselves. Sounds silly but at least it's a thought right?
For some morbid reason since release I've watched a lot of videos from green beards starting the game and I've noticed a couple of oversights in the tutorial experience.
First off, minerals like Jadiz need to be better explained to new players, one of three things tends to happen when people find the flecks of them in a wall: they're flat out ignored, someone will shine a laser pointer at them and upon seeing nothing out of the ordinary ignore them, or someone will try to mine the little Jadiz flecks, get nothing, and then immediately give up. There should probably be an example crystal in the tutorial with specific voice over instructions, and when a dwarf shines their laser pointer at the flecks it should probably read something like "Traces of Jadiz" and have a voice over line like "There's a Jadiz crystal in there, someone go mine that!".
Secondly, for whatever reason people don't understand the tutorial assignment, and subsequently when they find the mineral exchange and see the "complete the mineral exchange assignment to get access" message, they get confused by the tutorial assignment (which they might not realise is a tutorial assignment) being the only thing there at the assignment board. The mineral exchange would benefit from a "please complete the tutorial assignment to get access to this assignment" message. Or maybe just have a more straightforward thing in the assignment board that explains that the tutorial assignment is a tutorial assignment. I found it pretty clear but it isn't that clear to the gaming illiterate.
Thanks.
Id like to be able to see how many blank matrix cores i have in a mission (maybe on the pause menu) so I dont forget and do a machine event without any.
One last thing I thought I might add to my earlier suggestions regarding the tutorial:
There are a lot of directionally challenged/impatient people who cannot figure out how to read the terrain scanner, and the fact that it shows crystals and objective items like mini mule legs that have been mined is not communicated very well for the most part (it is explained in the miners manual but green beards seem to be allergic to reading). I feel that some better tutorialisation of this very important element of the game with a voice over or even an animation would probably by a good idea to prevent frustration for new players.
Make the pod detach from minehead, I always wondered how the pod goes back up without thrusters.
Also plugs that pesky hole at the start
Could you add some icons to the compass (like Fallout or Skyrim) to show marked spot, corpse, discovered batteries, machines etc?
When the twin laser cutters are firing from the OMEN tower machine event, make the ground the lasers touch turn black from the heat or slightly carve into the earth. Just something random
The map could need some upgrades to show travel path or color the regions already visited. 🤔
DUAL VIELDING MACHINE GUNS
https://i.ytimg.com/vi/9AQW83JXiec/maxresdefault.jpg
Today I unlocked my first Driller cosmetic (all the events I'd completed so far netted me cosmetics for other classes). It's the Intricate Carver paint job for my Driller, which adds a very cool pattern to my armor that I like a lot. Issue is, I like the actual coloration of my other paint jobs much more.
Similarly, my friend has the "Splattered" paint job for Scout. He loves the bug guts on his suit, but wishes he could also change the color of the suit, and he's bummed he has to choose.
**So, my suggestion: It would be really cool if Paint Jobs and Patterns could be separated into distinct fields. **
I think it would add a ton of customization potential and would get me to use cosmetics like the Intricate Carver, where right now I just don't think I will. Like, this pattern would look so boss with some of the paint colors I got from the DLC, but presently it's impossible to combine the two.
If you interact with one of the various fire extinguishers on the spacerig, a small puff of white foam should come out :)
I play all my games in windowed fullscreen because I alt tab a lot. What I'm missing in this game is the option to have it muted when it's in the background.
Because of im red-green colorblind. I cannot see red line well. So I am hard to find downed dwarf. Hope there option to change color. Like green or yellow.
"List of common reposts" for the "ATTENTION: We get a great deal of repeated suggestions..." copypasta. Things like mods / OCs / skins for Molly, mods / OCs / skins for the mobility / utility items for each class, more mission types, more secondary objectives, etc.
(specific suggestions for more mission types or secondaries are great and welcomed, but just "more" is ♻️ )
be able to tame an oppressor
Instead of having a voice line triggered every single time you change a part of a picaxe, have a voice line maybe every 3 times you modify the picaxe? Having it every single time has gotten annoying especially setting a picaxe customization up for every role for 3 separate classes each.
Setting Deep Dives to a consistent rotating schedule, eliminating the need for an external connection for weekly resets.
Another Biome could be a steampunk-themed biome, that the lore behind is that some civilization lived here before. There could be these large towers, potentially new missions like for example repairing towers that make safe havens in caves, and you could potentially add new steampunk themed overclocks (or even weapons).
However,
NO LIVING INTELLIGENT BEINGS. I feel like something like Goblins living on the planet would ruin the game, but having remnants of a once civilization would be cool.
Why not make the carnivorous larvae part of the general roster of enemies? It could be renamed the 'Nayaka Larva' and a bunch of them could appear occasionally when a bug is killed in the desert biome. The parasites mutator would still be unique since every bug would spawn with them in any biome.
The assignments to unlock new guns don't seem to show which class it is for when you reach the required level (Xbox). 🤔 Showing the class could be helpful for new players.
Here's a rework for the Super Cooling Chamber Overclock. SCC: Increases Focus Shot damage by 125%. +3 bullet penetration on Focus Shots. Reduces max ammo by 30%. Focus Shots take 30% longer. Cannot move while using Focus Shot.
DRILL NUKE : The idea to have a special weapon that allows you to do a 1 call strike that can be sent above ground were you cannot see it, imagine the loading time is just management sending it mid point to be ready to orbital/planet mantle strike it.
Then you can issue a nuke drill to a target as if you were calling an airstrike to an area (just like the loading animation were the team is being deployed on the drill) and the drill would arrive to the target location and carpet bomb or nuke style explosion doing massive damage
(Orbital Mjolnir/Ragnarok Inbound - Mjolnir/Ragnarok Strike Imminent - (Dwarf Screaming) Ka-fkin-Boom "nuke them from orbit... just to be sure"
A really good gun idea I had was a futuristic RPK. For those who don't know, and RPK is an AK revised into an LMG. Maybe you could rename it like an PPK-103 or something. But, as most guns have, it would really need a special feature to make it cool. So, here's my suggestionADS. Aiming down sights. This feature would have to be executed VERY correctly. Nobody would want this game to turn into some pansy-ass-call of duty bunnyhoping no recoil while aiming shit. You'd want ADS to have pros and cons with the regular aiming, so that again the game doesn't turn into some pansy ass call of duty shit.
A real good game that I think executes ADS perfectly is a Roblox game called Phantom Forces. There is a large amount of recoil while aiming down sights and you have to be really gun at bringing your gun down in order for you to actually hit anything.
But here comes how I think ADS should be implemented: Gun angling. Another thing Phantom Forces does really well and makes you feel like a badass is that you can attatch a sight on the side of your gun to aim sort of at a 45 degree angle, and that's just the peak of badassery for me. But, I think that should be the only way you can aim with this weapon. That would make it like more special than just an ADS feature.
So yeah, futurist RPK with an ADS setting.
Everybody downvoted this without playing PF probably...
Supply Pod tunnels should not be taken into consideration for the logic of spawning Bomb Dispensers in the Trytilte Deposit machine event.
Having a nearby supply pod go through a cave segment before landing can make your bomb dispenser spawn up there, which can rarely render solo Trytilite Deposits impossible.
Unconnected caves as a modifier. They keep fixing one of the coolest "bug" that is just pure fun to play and figure out.
Alternatively, that could be used in an exploration mode if ever implemented
Archive deep dives so that players can return to them. We all want a chance to get back at one of those deep dives we failed once we're a little more experienced and know what we're doing. Furthermore this will also help develop a speedrun community, and in general will keep some DRG history alive for bearded posterity to see. If its trouble to store them perhaps just upload them as a zip file somewhere that players can download and then host a lobby with.
New deep dive special event "the station has run low on beer". Due to an unfortunate incident involving beer barrels being kicked into the drop pod launch bay the station is desperately low on beer provisions. The miners have to go on an urgent deep dive mission to collect Brewing ingredients.
Can you allow a group to join a game please? Right now everyone else gets disconnected when the host joins a game. (Xbox)
A perk or something that highlights your foot steps, and the color gradually changes so you move towards the color of the beginning of your path as one color gradually becomes the other.
short desc on how to customize your pickaxes? because i dont see anything on explaining how do i get the parts for pickaxe mods
I feel the final turret tier for
could use some work, because the Defender System clearly beats the Hawkeye System largely due to the latter making the turret clunkier to use (since you usually want it to work on the fodder mobs so you can focus on the big stuff). What I'd do is expand the tier to three options, inspired by someone on steam saying they don't like having to babysit their turret:
- Defender System changed, keeps the cone, loses the damage (in fact makes it 20% weaker!), but you no longer have to build/refill it. It's attached to your back, always aiming for the 160° behind you. It defends your back! 😅 If you use the Gemini system it'll be a turret with two individually aiming barrels.
- Hawkeye System: keeps current effects, also gains +100% damage and +20% armor penetration when aiming for a marked target only. This allows it to actually support taking big targets down!
- New Priority System: Increases ammo carried and capacity by ~25%-30%, turret no longer attacks Praetorian+ targets, only fodder mobs.
The idea would be this split between "Do you want the turret to just be better at what you usually want it to do" versus "Do you want the option to have the turret help with big targets" versus "Do you want the brainspace freed up by not having to babysit the turret at all".
And obviously the Hawkeye would be more interesting on extermination missions, while the Priority is more interesting in Point Extraction. But I feel in either situation both could be interesting to take depending on the player.
Difference in color of 2 countdown clocks in salvage missions.
Sometimes in the heat of battle I dont notice that the doors are open, and the countdown is for liftoff vs doors open. So I wait and it takes off without me because I didnt notice.
Add timestamps next to messages in the chat
Communication is key, so knowing when someone said what to see if it still holds relevance is important. Reveal an ingame mission timer for reference
Ive been playing a while now and my typical most common problem is orientation. Especially my Low Oxygen mission showed me how much I am in need of better guidance. I would like to be able to equip a perk that shows me the mule throughout the mission.
A "Sniper Turret" less ammo, single shot, cannot/won't target swarmers.
A New weapon for each class.
Gunner: Heavy(er) Cannon, basically a mobile artillery piece. Probably only 200 ish rounds on hand (Total)
Engineer: Light Machine Gun, 100 round capacity, basically a small minigun with a long reload time.
Driller: Harpoon Gun, a long range harpoon gun giving the class an option of reach other than the stubba.
Scout: Dual Shotguns, a blend of the dual machine pistols and sawed off, but as a primary weapon.
I will fully concede not all of these ideas are good or balanced. But I do think that a third weapon set is something many of us can get on board with. 
Concerning class design...I feel that each class should exist to solve a specific problem. This seems to be the design philosophy behind some of our toolsets in the game. For example, the driller exists because tunnels need to be dug rapidly and obstructions need to be cleared. The scout exists because the dark caves need to be illuminated and explored efficiently. Their ability to solve these problems make them very useful to the team. The gunner and engineer by contrast seem more like generic DPS classes. I feel they need some work to help distinguish them into unique team roles. My suggestion is to make the gunner a purely offensive class, with the absolute best weapons. The engineer should become a purely defensive class with the absolute best survivability tools. How to accomplish this? I think the shield generator should be removed from the gunner and replaced with a sentry. The engineer should lose his sentry but gain an ammo-based tool that can restore the shields of team mates. Engineer gameplay should revolve around keeping team mates' shields up while gunner gameplay should revolve around mowing down enemies. Once you establish the specific purpose of each class (eliminating redundancies and overlapping), the debate over whose weapons need to be buffed or nerfed will end. Nobody will be jealous of other people's toys if they have a unique and vital role to fulfill which nobody else can fulfill. I hope this suggest warrants consideration. Thanks for reading.
LASER-POINTER Waypoint hint on its screen
Using a laser-pointer (holding a Ctrl) shows on its screen "Mark" with Left click icon and/or "Rocket" with Right click icon in case you are having Bosco with you... Not many people (especially new to the game) know there is a "Waypoint" functionality if you press Use (E button). I suggest it should be hinted on Laser-pointer screen as well...
Im pretty sure this has been said already but being able to respec your perks would be nice
"Contraband Crate" - except to just unlock beers in the Abyss Bar, you find crates with beer hidden somewhere during missions. For players who have that certain beer unlocked, there is a line from Mission Control, saying thank you and that a equivalent in cash will be added to your paycheck of this mission OR there are some brewering plants inside.
You know what would be dope? Multi-kill voice lines.
Greetings,
Not sure if this been requested but would be possible release a sound pack for our DRG content creators to use for their live streams. I would love to hear some of drg voice actors announcing funny quips or lines when people follow or sub e.t.c
I belive the Darkest Dungeon team released a free sound pack for streamers to use a few years back and its was awesome. https://soundcloud.com/powerupaudio/sets/darkest-dungeon-the-ancestral
it would be a blast and funny to hear the type of lines drg team could invent 🍻
Can you please look at reducing the level of fog/cloudiness in the Dense Biozone? Those caves are already enormous and very poorly lit; they don't need to be foggy on top of that. The fog interferes with the lighting effect of scout flares, and makes everyone's lives miserable.
Just noticed when drilling through certain materials that the debris somewhat covers up the heat gage on the drills (not entirely, but enough for it to be hard to tell how high the heat level is at all times). Would it be possible to reduce the amount of debris in the drillers face when digging or have a heat gage implemented into the u.i.?
Increase the lifespan of Kursite chunks, I just had a kursite grinder event on a solo mission. Only acidspitters spawned and they all kept on the ceiling over a big pit. The chunks would expire before I could finish riding the zipline back up to the grinder.
Turn some of the perks into hybrid perks. IE Field Medic just becomes 30% faster revive if placed in a passive perk slot, but still retains everything if placed in an active slot. Potentially give some of the passive perks active abilities?
Tutorial Suggestions, based on feedback from a non-gamer new player:
The tutorial should allow you to pick your class, instead of only teaching the basics of the Gunners kit. Having a tutorial that is suited for each class would be ideal and allowing the player to redo the tutorial at will, like with the old tutorial terminal, would be great. That way you could do the tutorial for each class and you could choose which you like best while also having learned their kit.
The tutorial is also extremely dark, which I know is part of the atmosphere, but when you're trying to learn the very basics, being able to see better would be beneficial. It would allow you to focus on learning the basics of the class, without also being completely disoriented. Maybe have sections of pitch black cave to teach the flare mechanics, but for the bulk of the mission have better ambient lighting. After the tutorial we did a mission with our son, and my wife, the non-gamer Greenbeard, noted that it was nowhere near as dark with the three of us as it was just by herself.
Player Experience Suggestion:
Have a default left handed keyboard layout option. My wife was playing for the first time and in addition to learning the game, the default keyboard layout was just abysmal for her. She used the keypad which put sprint, jump, the weapons, etc... all in really weird awkward places for her.
Pressing X inside the escape pod should make Bosco get inside with you. Not only is it a feels bad moment when you have to abandon Bosco after a 75 minutes solo mission, but it makes no sense from a lore standpoint (Even if for some reason Bosco cannot endure the trip back to the space rig due to poor manufacture, surely spare parts are useful, and it's been made clear that Deep Rock is first and foremost a for-profit endeavor)
We need more Primary Minerals.
Currently in-game the Minerals are split into two segments, Primary stuff like Gold and Nitra and Secondary stuff like Barley and Jadiz.
Right now there are a maximum of Six Secondary Minerals you can collect on a Mission.
All four Beer Resources and two Crafting Resources.
Primary's only have two. Nitra and Gold.
(Bittergem and the Error Cube do not count due to their extreme rarity.)
I feel we need more Primary Minerals, stuff to fill your Pockets with Extra Credits, stuff to use exclusively in caves, hell maybe give us a Mineral we can take into a cave!
I just feel we need more than the base two, as right now the pool feels a tad shallow.
[It's also why I would like to see Dystrum become a Regular Secondary Objective and not one Limited to Point Extraction]
I'd like to see Dash automatically put you in a sprinting state. Right now it's possible, especially with toggle sprint, to accidentally put yourself in walk mode when Dash activates, wasting a lot of the potential distance.
Slowdown caused by things like sandstorms and seismic events from magma core shouldn't take effect on a player that hasnt hit the ground yet.
Its stupid to die because you used your hook as scout and then the game just slowed you down midair as you released, or when you try to jump over a ledge and fail due to that RNG
A Steve memorial hall for all the bugs who fell so their masters could live, maybe have a plaque above the door that says long live Steve!!!
Dwarven five o clock shadow where? game is literally unplayable without it
It'd be nice to see fear effects changed so that the enemies always run away from the dwarf who caused the effect, rather than where the effect occured. As is fear effects can regularly cause enemies to run towards the player, which is not only irritating but also runs counter to the reason a player would choose to use a fear effect.
This is especially noticable with the autocanon's Suppressive Fire mod and some grenades like the Plasma Burster.
Add flora to miner's manual. It would be awesome when we would have some info about elevator plants, exploding plants or these shooting plants in dense biozone
Guilded and Armored mustaches.
Can we give to Scout a secondary gun with aoe please ? I love this classe, but vs lot of bugs he was disadvantaged, if we compare his basic weapon to smg engineer is already superior to him with more ammunition, the same damage and an electrocution ... why the scout has no really strong weapons ? its weaponry makes it below all the classes ... that does not compensate for its mobility. I'm lvl 105 account, and i prefer playing scout but engineer was so powerful than him, so i play engineer now... his dual guns was so useless for me... and i don't like snipers, i love playing with rifle.
Refering to Shinji's post :
Scout weaponry is fine, but it maybe could use some sidegrades to his current weaponry in the form of AoE, but not in the same strenght of other classes.
My ideas : Give Embedded Detonators ( for
) -1 damage and make them deal AoE damage. and fix pheromomes so you can combo them
Tone down the total damage of
's Electrocuting Focus Shots, and make a shot result in an electrocuting AoE.
A perk or a natural ability to be able to pick up your fallen dwarven brother to take to the escape pod. (Sometimes spending a few seconds to revive your pal is too risky. But you can still just, pick him up and carry him into the end)
A fun little objective called "treasure trove" where it's a challenging long passage from the landing room (the drop pod lands and remains there for duration) to a room full of holdable gems (think quarqs,jadiz,pearls). No molly. Game time would be very short, not enough time to clear the room but enough for one trip to mine as much as you can and bring it back to the drop pod to deposit. Limit availability to 2x a week.
can we get some other iconic old school dances? like Saturday Night Fever, or the Hustle, or the Macarena?
Can we have some voicelines for 2 or more downs ('You just keep falling over, don't you?'), and 3 or more swarms, ('They Just keep coming, and we'll keep killin', HAHA!')
Had a somewhat humorous idea for a DLC pack that spawned from a little play on words I found with the game's name.
The "Punk Rock Galactic" pack!
It'd contain skins for each Miner that deck them out in leather jackets and jeans (check the image attached) with studs, spikes and whatnot, alongside a more spiked mohawk for the head region.
As they stand right now, the Driller's HE grenades are a bit... dull. The damage is fairly dinky, the effect is nowhere near as flashy as the dwarves' other options, and as such, it isn't very often used.
So here's an alternative. Excavation grenades.
They would have approximately the same damage as the existing grenades (maybe a little bit less to counteract the other buffs), but they would both dig out a little bit more terrain and detonate immediately on impact. The last bit would make the grenades a lot more viable, and the excavation part would help with digging out ore veins quicker.
New Mission Type, Possibly Secondary - Mineral Discovery
Scan and extract unknown minerals for further investigation, as they could be useful for new equipment creation or even upgrades (this one can be discussible)
a 1/1000 chance of surviving the blackout stout without blacking out
The quick join search should have an “any” tab for both mission type and hazard level.
Suggestion for a mission modifier (a la Mactera Swarm, Golden Bugs, etc...) Requisitions Error.
"We can't seem to find the paperwork for your proper weapons on this dive, lads... surely this is the fault of Management, and not you forgetting your proper forms, hmm? Ah well, I'm sure you'll figure it out."
Replaces each dwarf's Secondary weapon with a random secondary weapon from any class. Any upgrades or overclocks you have on your weapons will still be attached/equipped (e.g., if you spawn in as a Scout, and get the Gunner's BRT-7, it'll have all the upgrades and overclocks of your Gunner's BRT-7)
This modifier would offer no bonus to experience or minerals, just a fun little gag.
Considering some of us this dd or edd is a biiiiit easy (no offense) with all nitra and stuff. What about in a patch u set some limitation on nitra spawn calculations to make nitra veins low supply/scarse so it increases difficulty. So u cant just spray and prey blindfolded, killing everything and still have ammo
What does the devs think? 🤔
suggestion for a mission type:
Core sample
"management wants core samples to study hoxxess, the more the merrier (and the bigger your reward). We're sending down some equipment to help with your procedure."
basically, the mission will work as follows: get to the designated area, and management will drop down a core sampler for you. however, the core sampler has no power of it's own. This core sampler will power up and start to drill. This will cause a wave to spawn, and force you to defend the core sampler.
After the wave is over, and the sampler is done, it'll a core sample will be ejected. This core sample is a heavy object, (like a loot crate battery) and must be carried all the way to a rocket, which will then fly up out of hoxxes and bring the sample to management to be analyzed.
if this is too similar to salvage, maybe the sampler has no power of it's own, and must be powered by fuel cells dispensed from a biogenerator. Unfortunately for you, the biogenerator is made to use glyphids as fuel, meaning you need to set off a lure to attract a swarm to feet the generator
Deep Dives and Elite Deep Dives should count as missions completed for the purpose of Legendary Miner and Bosco, You're the Best Achievements.
Hey I just had a idea for achievements.
How long you played achievements.
100 hours: really? Only 100 hours played.
200 hours: are you even trying to learn the game.
300: are you sure you should not be playing longer.
400: how needs a social life.
500: clearly you don't.
600: if you keep this going you just might get good at the game.
1000: NERD!!!
1500 hours: we are getting worry about you.
1600: do you even stil remember what the sun looks like.
1700: I think you have been declared missing.
1800: no I told you before I don't want to get married to you
Can you make class icon borders wider please? I can not recognize which class it's for when I get a new item. (cores)
Primal Blood Weapon Paint Job needs to be available for Armor as well.
(continuation of my previous suggestion)
'Deep Dives and Elite Deep Dives challenge in difficulty is ruined by the utter excess in Nitra you receive. "This is the final and most DiFfIcUlT mission yet" might as well be a meme.
Nitra mineral spawns should reduce with each level you go down in, to incentivize stockpiling Nitra.'
Deep Dives will also start off with 100 nitra, right off the bat, as an investment from Command for a successful deep dive. Just have Command explain this when the player first boots up the Terminal.
Players can choose to opt out of this investment, for some bonus gold at the end of the mission.
Casuals don't feel locked out from DD and EDDs becoming more difficult, and vets get an opt-in challenge.
(seperate suggestion that ties into my other suggestion)
Add a bruised, scratched, and patchy rusted armor variant of the MK4 and MK5 armors.
These worn down variants would ideally be a veteran reward, maybe completeing 10 deep dives and 10 elite deep dives respectively or, (and here's the tie-in) completing said deep dives with the opt-out nitra challenge
Change the model of the Jukebox to look like a typical vintage one, with some futuristic changes, as maybe make it levitate (search "vintage jukebox" if you don't know what I mean)
Could we please do something about how the server list updates? It gittering around every few seconds when I am trying to read or even joining the wrong game because the list shifted the moment I clicked on it is making it a very painful UI to use.
Hi, i got this idea for new mission and beer which could be usefull and friendly to game.
Name of the mission could be "Data collection" or "Intel gathering" something like that.
It will be main mission and you objectives will be scaning different points of interest like bones, minerals or plants, which are nor already part of another missions.
I have few ideas how to achieve this goal.
- M.U.L.E as scaning source - in this case mule could have some animation which u trigger by pressing or holding key on object which should by scaned. Mule then start scaning which could trigger horde.
- Same as 1, but instead of Mule, u will have science version of Bosco, which can't fight.
- U as a player, will scan objectives with your "ctrl" device. It will be progression of scan bar and it can be interrupted by enemy or by player, but scan will continue where was interrupted. While u scaning your device will be beeping which may or may not trigger horde.
With this kind of science mission it will be cool to introduce new beer with name
"Greenbeard grog"
It will have +10% experience or 15% and its price will be 2 Barley bulb and 1 flower from all others crafting flowers.
Music is huge in video games, and honestly, one of the aspects that makes me like DRG so much. When they are planning on doing a new score, please consider the group Dance with the Dead. I think they would be perfect.
In the interest of PROFIT:
Self imposed restrictions, these would be optional restrictions the hoast can place on their mission that would boost rewards (of some kind) without changing the base Hazard Level, and could add more optional challenge to H5.
Things like:
- Launching into a mission with less ammo.
- Smaller pockets for minerals
- Slow (old and rusty) Mule
- Not being able to call in a Resupply/Limited
- Slower Movement speed
- X% Weapon damage reduction (cheap bullets)
- HIGH Gravity
- Time Restriction
- No utility tools
Etc.
A host is able to crank the difficulty to haz5 even if his team hasn't completed the related assignment. However, these haz5 missions wont count for progress towards said assignment upon mission completion since it specifically wants haz4. Make those count, they've already proved themselves capable of handling haz5.
When joining a game I noticed tiny orange dots above the classes I was choosing from. I'm PL 64 and have JUST noticed this. I realised this indicates howmany if that calss are already in the team.
If it's going to be there, please make it more obvious on that screen.
make it possible to combine a grappling hook and a zipline into a giant slingshot
Since the the brood nexus isn't part of the glyphid species. It could have a mactera variant. A brood hive that spits out weak smaller macteras and works the same way as the normal one but on the ceiling.
Cargo Recovery.
A weekly assignment with guaranteed cargo/cosmetic rewards at the end.
We need more assignment variety in general.
Electricity as a status should be similar to how fire/cold works (as a meter). For example, cold status slows the target when affected, and when it reaches full it freezes the target.
The existing DoT & slow can take place whenever the target is affected, and when the meter reaches full then the target should arc electricity, similar to what the stubby does. Arcing would not cause other arcs to take place.
Electricity as a status effect would be more consistent, as there's no RNG. Electricity would no longer be based on percentage, rather it would be based on electric strength (similar to freezing power for the cryo/heat for the CRSPR)
The mod that allows the stubby to arc can be replaced with a turret-whip like mod, where electrifying your turret(s) makes it have a higher RoF and more damage for a period.
being able to see my dward in high definition looks amazing, but to me, the loadout button ruins it. I understand why it's there, but can it be moved to different place?
Maybe add some reward for fully completing elite deep dives once per week? Because, you know, the elite deep dives may be very hellish in terms of difficulty, and a main rewards from deep dives is obviously a matrix cores. But after completing the hardest and the toughest 3rd mission of elite deep dive all what you got is a one cosmetic matrix core! Also some xp and gold (But even not minerals!) And this is really disappointing, especially when you are trying to fully complete EDD in more then 1 try. There must be some special feeling and special reward for completing EDD fully, it may be random Weapon or Cosmetic matrix core. Maybe it can even be a blank core. Maybe at least some minerals (Cuz you don't get any in Deep Dives). At least something! (I know that when completing fully some hard EDD it must have already some special feeling with that, but actually trying to complete 3rd mission in over then 4+ attempts and getting only a shitty cosmetic matrix core is not fun and no special feeling at all)
New anomaly - sticky bugs. After death bugs leave puddle of mucus.
New anomaly acid rain. Rain become more often. Acid rain grants damage so u need to find a shelter.
New anomaly or random element for the caves - thifk fog. White fog that fills the cave and making range of visibility smaller.
Every time you destroy a dread egg it should have a very tiny change to spawn 2 at the same time
just too add a little “surprise” element to it
Me personally, i use the drillers satchel charge almost exclusively to blow out mineral veins, if its not in a massive pinch for enemies, so an idea to give a bit more incentive to use the tool offensively:
Splintering Charges: Multiple small explosives within the same area over a short period of time, think like the cluster grenade but timed out instead of when they impact. Would allow you to use the charges to clear out large swathes of enemies, while increasing its armor cracking power by merit of being multi damaging, and sacrificing on the AoE upgrade so it cant crack open a swarm all on its own.
also, making it deal a bit less terrain damage could also be in there, since its many smaller booms instead.
What about a drill mod or OC that is effectively a knockback?
-It activates on smashing both drills together
-Completely knocks back grunts, swarmers, slashers, guards, acid/webspitters, all mactera, q'rona younglings
-Stuns menaces, praetorians, q'rona shellbacks
-Adds 35-40 heat on use as drawback
-Oppressors and Detonators are immune
Also a suggestion for a mod on both cryo and flamethrower
-Adds radiation damage as secondary damage
-changes ice/flame stream color
-drawback is either lower flow rate or decreased max ammo
Give experience for bringing mini mule legs on the drop pod extraction similar to extras for mission objectives
Prevent the game that's directly under your mouse cursor from being moved when the server list updates so you don't wind up clicking on something else entirely. If the game server is closing, leave that space blank or with a "server closed" message until you mouse off of it.
(This may be hard to implement but it would be cool to see) I think a cool idea would be to add companies to the game that would have certain reward tracks depending on which company you help. rewards may be upgrades and reputation. The more reputation you gain the more upgrades /perks you can buy from them. Say you get a grapple upgrade which allowed you to mine while grappling from a company while another company may offer you a similar upgrade like being able to grapple and then throw a grenade, however you can only equip one upgrade/perk at a time.
Raise wages
Rather than have Engineer get poison resist which is cool for praetorians, have him get electrical resist to better suit his capacity with the Stubby, Procs from Turret electrifiers, and to help with the screen clutter from getting shocked by Nadeocyte Shockers
Why the hell does quick join attempt to let you join games you've been banned from? it still just kicks you back to the space rig, but why even factor in those games?
Hold RMB + double-click LMB to proc Berzerker, instead of proc'ing it anytime you try to power attack while on cooldown
Allow us to "Arrange By" Time/Hazard/Complexity/Length/Team on the server list.
Also PLEASE add the "Do not auto update server list" button to Xbox.
Pinging robots directly with your laser pointer (Molly, Bosco and BET-C) should make them respond back to you with cute robot noises as acknowledgment.
More ammo for the Zipline and better functionality.
Reason being I feel it's the most unbalanced mobility tool. The scout has unlimited use of his personal grapple, the Engineer has a laughable amount of ammo for the platforms and the Driller very rarely needs to concern be himself with fuel, only heat management.
The Zipline on the other hand has 4-5 ammo, IF upgraded, and a seemingly arbitrary restriction of 30-35°
How is this balanced?
The extremely limited ammo and angle restrictions often require the use of multiple ziplines, if not all of them in order to navigate very vertical terrain.
Additionally the Gunner is not given a choice, especially in single player because that is a path you may need to return through.
We are basically making the game unwinnable due to high walls the Gunner simply does not have the tools to overcome in a timely manner. Therefore defaulting them to fail the mission or mine every scrap of nitra on the map and set up an elaborate network of ziplines so they do not miss the drop pod.
We joke that the Gunner is always the last to the pod, you may take that as a hint that the class is not just "the worst at mobility" but openly hamstrung.
They don't need the ability to shoot straight up (although that is awesome) nore do they need 30+ rounds like the Engineer.
They just need a reasonable improvement. Slightly more angle, slightly more ammo.
They're the only class that has to covit their mobility ammo to the point it hinders it existing at all.
So with the Creature Pages coming next Update, I thought I would pop in a small suggestion possibly for Update 32?
Mineral Pages, I would love to hear more lore about the Various things we pick up and collect on Hoxxes, what forms Morkite? Why is Nitra only used in exchange for Ammo? Why is Gold the only earth Metal on Hoxxes?
I would love to see more about the Minerals of Hoxxes. Plus it'd give me another excuse to try every Mission type, so I can ensure I get all of the Minerals.
Gag beer that turns your dwarf into a barrel to be kicked by others, served in a barrel-themed stein. Barrel color matches class colors.
Have elemental resist apply to neadocyte attacks.
Wish List Items.
- A player can set a certain mineral or material as their wish list item.
- When in a mission an icon of the item listed is shown by character's healthbar and is visible to all players.
- Picking up another player's wish listed material and depositing it gives a small bonus to deposit after getting a certain amount total, or some other small benifit.
- Encourages helping other players with their wish lists for a mutual bonus.
- Came to me in a half-coherent dream last night
i would like a rework of the dreadnoughts, a giant towering beast known to make lunch out of dwarves can fairly easily be killed in about 30 seconds doesn't really make sense. mostly just want the fight to be a bit longer, perhaps an invulnerability in the shield for a little?
Voicelines depending on the weapons you use
Driller
-Flamer
"Extra crispy!"
"That smell makes me hungry"
"Never thought bugs burn so well!"
-Cryocannon
"Got cold feet yet?"
"The ice man commeth"
"Say freeze"
-Pistol
"One bullet at a time"
"Small gun, big use!"
"I don't need the big ones for you!"
-Plasmapistol
"Charged to kill"
"FACEMELTER!"
"Zapp!"
Gunner
-Minigun
"Spray'n Pray!"
"Come here, there's enough for all of you!"
"I'll turn you into a leadbug!"
-Cannon
"Artillery fire!"
"2 for the price of one!"
"Clip's full, you're doomed!"
-Magnum
"Small gun, big boom!"
"Less ammo, more damage!"
"I'm like a cowboy"
-BRT7
"Chewin through bugs"
"A burst for all of you"
"4 bullets per bug"
Engineer
-Shotgun
"Come a little closer..."
"This shell brings hell!"
"I love theese meaty shots"
-SMG
"Shocking, isn't it?"
"Feel the static power"
"Batteries included!"
-Grenade launcher
"KA-BOOM!"
"Another group of bugs gone"
"Here, fetch!"
-Breach Cutter
"Laser based slicing!"
"Cutting a breach!"
"Bug zapper live!"
Scout
-Assault Rifle
"Chew on this!"
"Didn't see me coming, huh?"
"Kill, reload, repeat"
-M1000 classic
"Hold still!"
"Got my sights on you"
"I see ya!"
-Boomstick
"This, is my boomstick!"
"2 barrels of fun"
"Twice the carnage!"
-Twin pistols
"2 mags, 20 kills"
"I spread more lead then your breeders spread bugs"
"a gun in each hand, yeah!"
Crystal based weapon skins.
Armor attachments.
These are attachable cosmetics that would make our armors more unique and distinguished from each other, rather that just color and helmet of choice.
Examples would be things like spikes,
satchels and pouches,
lights,
armor plates,
guilding,
Badges,
Promotion rank
Alien trophies
Ammo/ammo belts
Beer mug
Etc.
(A suggestion a friend came up with) Have the loot crate batteries beep faster the closer they get to the actual crate. (Mostly just to avoid the frustration of when crates spawn in walls and can't be found)
This may be too difficult to implement since people can join midgame, but I find with 2-3 people there is almost always an abundance of nitra. I can’t always play with 4 but when I do, there is extra tension a lot of times from needing nitra/supplies. Maybe dynamically upping amount of nitra needed for ressuply if there’s less people or lowering it if more join?
A Host Option to disable "Quick Join" because player which use quick join can't see/read the Server Name.
When you have the dark future paint job for guns the band will change to that color
i would like to suggest a new missions type? its a moving level where you are on a mine cart type thing and you have to chase a huge centipede boss along a tunnel that it is digging/ if you guys think this would be a cool mission type react with your team.
I think chat volume settings in game really need a rework. With default sound settings I found most other people's mic's way too quiet so had to lower all other game sounds and increase speech volume to hear people (like 50% game sounds and 200% mic volume). At the same time I now get told occasionally that I'm either too loud or too quiet, presumably by people with dissimilar chat volume settings, and occasionally still find people too loud/too quiet. It would save a lot of bother if the chat volume setting used Audio Normalization to bring all incoming audio to a target gain level set by said chat volume setting. https://en.wikipedia.org/wiki/Audio_normalization
Never had this issue in another game so IDK what's going on with chat volume.
Audio normalization is the application of a constant amount of gain to an audio recording to bring the amplitude to a target level (the norm). Because the same amount of gain is applied across the entire recording, the signal-to-noise ratio and relative dynamics are unchanged....
I don't know how many people would like that, but how about when cave leeches would sometimes drooling from the ceilings before they grab you, so it's a little warning.
Introduce new bosses to the egg collection mission. 3 eggs, 3 different bosses with unique fighting styles. Boss types i.e. tank(Dreadnaught), flyer, tunneller, melee type(thinking preying mantis but agile).
since each craft beer seems to be made by a different brewery, what if we could deposit beer consumables and send them off to a specific brewery. Once you've deposited x consumables, you can get a discount on that brewery's beer
Today I wanted to play with friends who were already in game. and therefore not having the update. Due to the update/different playing version joining was not able - with the message Multiplayer Session has ended. My minor suggestion is to show the text: joining is unable due to different game versions.
Achievements for
- Completing the Bestiary
- Defeating a Tyrant Seed
||(Thanks broly)||
It would be so cool to add a zoo to the station, with giant cage to lock glyphids inside.
It could be usefull for studies 🙂
There should be a miners manual as a physical book for merch
please give us a glyphid grunt ( life sized ) plushie
i beg you
A friend and I thought of class specific after-mission emotes, like a driller pulling out a c4, noticing it’s still armed and defusing it in a panic
I would love to see a The Rock and Stone on a mouse pad please
an achievement for riding loot bugs
A mutator that gives TWO secondary objectives in a normal mission. Called Something like "Work Load" or "Overtime"
The spitball infector and the tyrant weed are very similar. Along with adding the infector to the korlok species, an apperance makeover to make it look like a much larger tyrant weed spitter could benefit it. Right now it feels sort of out of place with its light color palate and soft texture in the dark caves of hoxxes.
an option the turn off the icon popping up one at a time it hurts my eyes
A sandwich function to pair with the new fridge. Could be similar to beers or provide small in-mission buffs via a cusomizable lunch box. Would be a low ammo count or a single-use item.
I love the new update, but the way the menu for the upgrade panel..."flies" into the screen is a wee bit nauseating
We can use the A and D keyboard keys to swap between classes in some terminals (equipment) but not others (cosmetics, store). Can we implement that feature all around?
Dark Future paintjob for Pickaxe
We have refrigerator "rokk", but what about microvawe "stonn"?
An idea for a new drink at the bar:
The Big Beard Brew, a drink that'll put hair on your face (and then some).
The basic jist is it'll grow facial hair to ridiculous sizes!
A Commissar hat, either a real life Soviet era hat, or a more stylized Warhammer 40k Commissars hat.
Kick swarmers. When do we get to kick swarmers? Can be a suit upgrade, or perk, or beer.
We can
so we must also
, like the emote.
Gunk Seeds need a few extra spawned in (2-3 extra), they are a great addition as they change up where you are focusing, but whenever I get to 11/12 everyone ends up giving up on finding the last one if we've already reached the end of the level.
Could we maybe not have the new animated UI when opening terminals, or have it optional in settings
An old, rusty, crude engraving in the back of one of the bedrooms of the spacerig: "Karl was here"
pressing the Call Bosco button should cancel firing a rocket. I try to shoot cryo rockets at Menaces and try to cancel them by calling him, but nine times out of ten he still just fires the rocket at where the Menace was.
Dystrum not glowing is driving me crazy playing solo as anything other than Scout.
Biome idea: Bombed Zone
Deep Rock Galactic unleashed a hell of an orbital bombardement on this zone, the caves are mostly made of big underground holes and the chances of small or regular bugs spawning is really low, yet the surviving big bugs such as oppressors or detonators are very high. Still, theese explosions from the bombardement unveiled alot of minerals to mine.
Beer idea: Bombastic Brew
Upon drinking it, your rounds deal alot of wide spread explosive damage in the next mission.
I first found the goop around spitball infesters when I had no audio. I always imagined walking over them sounded like bubblewrap. You can imagine my disappointment when I got audio again and they didn't. 😛 So yeah, popping them should sound like bubblewrap. Just satisfying.
New variation of the spitballer for the magma core biome, the fire spitter. Instead of balls, it sprays fire at you. Less reach but more damage
Automatic shouler mounted weaponry.
You pay alot (so noone, even rich players can abuse it frequently) of minerals and cash so you get shoulder mounted weapons that automoticly fight bugs nearby, slow rocket launchers with high range, machine guns with medium range or flame throwers with short range. If you use theese, you are automaticly put in a haz 6 environment, so it is worth the pay.
Cross save for Xbox to steam
I have the game on pc but got it on steam, unfortunately I got it on Xbox and my brother wanted to play, so I am now miles ahead on Xbox but only have played a few hours on pc I’d love to be able to play on my pc steam version with my brother on Xbox as I don’t much enjoy Xbox but my save file is stuck on Xbox I’d love to translate it over to pc hopefully that’s something you can add later on otherwise I’ll have to refund my steam version
I know this sounds dumb but... The ability to press the buttons on the drop pod and spacerig . Doing this results in really nothing happening but a little animation and a line or two from the dwarves. Just another funny little detail.
New Perk Suggestion - "Fast Hands"
Swap Speed
Level 1: +10%
Level 2: +20%
Level 3: +30%
Name Idea: Allow the game to show up to 32 characters in a name (this is the limit of characters for a steam profile)
Make it so fallen gunk-seeds show up on the map. This would allow players to collect all the seeds that may have gotten lost or hidden after dropping.
Achievement idea: killing a dreadnaught with a supply pod
So the whole reason we have to kill fester flees is so they do not become a major infestation. Surely there should be more than 7 of them to kill then?
Why not make the goal something like 30 bugs but reduce their health a bit to compensate. Feel like proper pest control then
I dunno where merch suggestions go but now that merch exists, Tunnel Rats logo shirt when? (Also possibly other beer brands but me and mine love the rat logo.)
small and stupid suggestion but I looked and I haven't seen it, but maybe UI reskins? or just more customizability in the fps UI so I can move pieces of it, have it be more opaque and green to match the holographic ammo counters, etc
I believe something that would be very enjoyable would be the addition of HAIRSTYLES! Sure, you have hats and the like, but what about those glorious flowing locks? I'd like to see the Dwarves get spiffy with their hair!
Just played a solo mission for MULE repair:
- There are more legs than necessary to repair the MULE. This doesn't make sense. As a gameplay mechanic I think it's more fun (and it makes sense, which is important for immersion) if there's only as many legs are there really are needed.
- The mechanic of staying by the fuel cells should have an explanation. "You need to be by the fuel cells!" doesn't make any sense -- it reminds you that you're doing things in a game because it's a game, not because it would make sense for being in that world. What about making the fuel cells attract bugs which try to harvest/kill them, and you have to keep the fuel cell intact or risk failing the mission? It doesn't need to be very difficult, just any mechanic that naturally keeps players by the fuel cell, rather than "STAY IN THE GREEN ZONE BECAUSE I SAID SO!" 😉
- The plasma cutter (I forgot the name, but you know what I mean!) feels like a charge-and-release weapon, but it's not. How about making it a charge-up gun? It just feels/look right.
- I really enjoyed my solo dive just now. But I feel like having some kind of over-arching meta-story with some sense of mystery or intrigue would help bring people back to this world even more.
- Lastly, and please don't ban me for keeping asking, but please please implement a crouch! It's just one more way to let players express themselves and interact with their environments. Full Dishonored-2 movement (running+sliding) doesn't seem too silly for me, as Dwarves are quite spritely when they need to be!
gunk seeds may need a small change so that not all of them spawn in the same cave/ next to each other
In the bestiary, add a button that plays a sound clip of a bug’s roar/noise, such as an exploder’s sizzle or a praetorians roar, enemies such as a brood nexus wouldn’t have a button due to them not making noise.
And on a side note, could Naedocyte hatchlings be shown floating around the breeder in the bestiary, similarly to the brood nexus with it’s swarmers?
Any chance you guys can make the gunk seeds a little more noticeable. They like to camouflage with the ground. (Crystalline, Fungus.)
Also I feel like the new enemy's really difficult to deal with. The time the heart stays open is really short (e.g. Getting some distance with the spitballers then having to rush my way back to the heart while it's hiding behind some terrain.) And the healing sources are annoying to deal with. Especially when they're being guarded by a pack of spitballers.
This is my experience. But I'm guessing people had better times, dealing with this enemy.
The semi-automatic rifle for the scout needs a buff. It shouldn't need to take 4 shots to kill a grunt if you hit the armor. It's pathetically weak.
The pull-up mechanic with jumping is a lot of fun. Next time to do work on the station, add more pointless things and places to parkour while im waiting on my friends :)
hey sense we have a bar for drinks and a fridge for like sandwiches, by and chance can we get a cheesecake factory for desert?
why cant i throw leaf lovers specials onto the ground as a big show of how reprehensible it is to drink one
Tryant Shards are very valuable, but I'd prefer it if they gave a bit less credits in exchange for some Jadiz instead. Jadiz is a rare material and unless you plan on adding it as a common ressource in the upcoming biomes we will continue to see players struggling with keeping up a good amount of it (same for Croppa to a lesser extent). This would make the Tyrant Shards even more valuable and combat the scarcity of Jadiz at the same time.
A minor issue i've noticed that bothered me a little is the chairs in the drop pod, I've noticed that rather than having a sitting animation dwarves clip through the floor a little when approaching one to make it look like they're sitting down, It's a very minor change, but the current approach makes the game look a little unpolished (hope this hasn't been mentioned before, don't want to nag)
Add an achievement for fighting BET-C and a dreadnought at the same time.
The seed pods should retract to the ceiling in cold environments...
Have separate entries for the Brood Swarmers and the normal ones, same for Naedocyte Shockers and Hatchlings. It's even more important on the Naedocyte, as Hatchlings don't shock you
Suggestion:
After every major update that adds new stuff to caves there should be a pre-seeded mission you can play that lets you experience as much of the new content as possible. IE the last one would have shown off some of the new cave generations, a new secondary objective, and had a 100% chance of spawning a TyrantWeed somewhere.
About the Miner's manual:
-Golden Loot Bug has the same description as the normal one, would be nice to have its own
-Ebonite Grunts and Praetorians have the same description, would be nice if they had slightly different ones
-Kursite enemies don't have entries despite the Ebonite ones having one
-would also be nice if the Uknown Horror from the haunted caves could have an entry, even if it doesn't say much
Ebon nut seeds: New secondary objectives is always nice for some small variety but compared to the other secondary objectives this one is quite hard to see, a small glow spot on the seed pod would help in identifying them similar to how all the other secondary objectives tend to be fairly visible in dark (except fossils)
Pippi Longstocking Hair.
Any chance we could get an audio or visual confirmation that BOSCO has docked with the drop pod or has been successfully retrieved at the end of a solo mission? I hate just leaving him down there...
There should be a chance to find Xynarch charge suckers on the abandoned drop pod in Salvage missions
Environmental Effects / Weather CHANGE: Why are there sandstorms in the middle of a seemingly closed off cave system? Alternative idea, use Earthquake effects to drop rocks to create a dusty environment. Additionally, the blizzard effect could also be triggered by the blizzard 'jets' already existing, just using a much more massive blast. I'm recommending both of these changes because I think these feel a tad more realistic to the hazards you would actually encounter, while keeping them true to the intended nature they were first created for.
make the new boss a secondary mission type temporarily so we can have a guaranteed spawn for it, I've played around 20 missions so far and haven't seen it at all yet
This is a small thing, but would make me quite happy. I play with the grapple out almost all the time, and would love it if "recharging" did not replace the rangefinder feature. Several times I have been running with it and trying to figure out if I can make a jump but can't measure until after it is done recharging.
Suggestion would be, turn the rangefinder red when it is recharging, or add "Recharging" underneath it.
Add this as a hat. (Maybe with some hotrod flames).
PLEASE.
Found a clipping. update and fix
please let us respawn in spacerig where we were if joining a game failed.
Allow gathering minerals and resrouces to not interrupt second wind
i know this may be a little bit unpopular but let grabbers grab downed dwarfs and carry them somewhere else
Have the hovering stones from Oppressor's ground pound and the pillars from the linear AoE attack match the terrain type, e.g. ice in glacial strata, sandstone in corridors, etc, them always being grey rock irks me somewhat.
Upgrade 6-shooter to 7-shooter so that one can play the rhythm "Shave and a Haircut–Two Bits" by shooting. No other reason.
What about a new beer:
Versatile Vodka, instead of coming in a mug, comes in a strong glass bottle that you can smash around. It makes you temporarily wear the russian beard and hat, Kalinka with an accordion plays for how long the duration of the gag lasts, whenever you stand still it makes you do the squat kick emote, and lowers the tone of the dwarves.
Duration of the gag: Probably around 30 seconds.
Keep fester fleas on most zones for atmosphere and not just for secondary objectives
Reduce the cooldown on Turret Whip
Or similar creatures to fill the role of filling the empty sounds of the caves
Revert or have an option for more minimal/no animation on terminal UI activation
It causes motion sickness to some people, and to me it just looks bad how it zooms in awkwardly; it's also inconsistent as it's only on some menus
Could have a TV static flash before the screen pops up instead which fits the "terminal screen" better IMO
let us choose which dances we want to use for the lure nade
Replace the Driller's HE grenade with a Thermite bomb that has a high stun/fear chance along with moderate explosive power
Nerf the Korlok Tyrant Weed. As it stands right now, the damn thing is far too OP and leads to too many whipes, even with well put together teams. The Korlok spitters shoot too quickly for the amount of damage they do and have too much health. They need to be nerfed to some extent.
Can we get a change for the gunk seeds so they don't look like testicles/balls? I love the idea and mission type but hate the look.
Ability to favorite victory moves so we can have a random emote from a chosen selection.
Revert the way menus open on the terminals. It just adds an unnecessary delay and looks odd. Function over form I say.
a change to gunk seeds that makes them slightly bigger so they don't go shhwoof down the holes in glacial strata heat pools
On equipping lmg Mk II for the engineer, the upgrade screen still displays the Mk I. I know not many people use Mk II sentries, but it still irks me a bit
A suggestion for potential Molly customisation: the stickers from various biomes designed in a style of vintage suitcase stickers like these:
https://cdn2.vectorstock.com/i/1000x1000/92/21/suitcase-stickers-old-retro-luggage-with-travel-vector-24809221.jpg
What should I get for the 3rd upgrade for the minigun? Anti armor, penetration or stun? EDIT: Whoops im blind.
Driller in MK5 armor has an awkward chicken leg articulation.
Considering the throwable flare's upgrades were removed a while back, the line "Damn flares could use an upgrade!" which is said upon trying to throw a flare when they're still recharging doesn't make sense. There's nothing to upgrade, so why say it?
Now that we're at it, why have the flare in the equipment menu anyway if there's nothing to change with them?
here's a suggestion, ban the people abusing your kick system and dont force people like me to deal with the new breed of griefers born from your changes to the post-evac kick changes
i had the most negative experience i've had in drg ever today and it is entirely because of the changes made to the kick system, naturally since you can be kicked before clicking on the evac button griefers now will either wait or purposfuly click that button and then unlesh their trollery upon others, this ruins the game for everyone involved not just one single player kicked near the end which if your moderator is speaking the truth is 100% why you implimented this in the first place, I've banned a grand total of 1 people from my games in a year+ playing this game and being FORCED by some troll to lose my machine event and pickaxe parts for my friend i had just spent HOURS promoting really hurt, the solution to a problem is not to punish everyone for the actions of others and especially not to take away their only defense against these people, kicking them based on their name on steam does NOT work you can change your name at any time and reload the game in steam, unless you are to add a ban function based off the STEAMID itself it does nothing but force hosts to simply deal with this form of griefing or play private games only not meeting other members of your community which has been one of my joys meeting people in drg since it is such a positive community
Can we go sorta back to the old matrix core reward system or change it some? As a high level dwarf I consistently have around 50 or more blank matrix cores and I almost have all the cosmetic awards (I got all the weapon OCs ages ago). I know that people wanted blank cores over and over instead of mineral cores, but it would be nice (if possible) to swap blank cores out for mineral cores or something else...like beer ingredients or a fair amount of gold. Honestly even those suggestions won't do much for all of us who play a lot of DRG and already have 10k+ minerals and millions of gold. Some variety would at least be nice in the short run, but in the long run a new type of reward would be great.
Can we have a kill count on Maggots and Silicate Harvesters ? This is a small suggestion but would be cool to have it
Ziplines should be markable so the team can see how they run even through walls
We need more symbols that game can support. Sometimes it's not cool seen only "� � � �"
Please, PLEASE fix the animation of EPC charged shot explosion with Thin Containment Field mod. It is EXTREMELY nauseating and 'ripples' can be seen even if explosion was offscreen. If it is actually an intended look, then PLEASE add an option to turn it off. I had to resort to kicking people who use it because it makes me so uncomfortable.
Swarmers and Parasites make the exact same noise when they attack. Could we get a unique sound for the Parasites? Maybe a slurping sound?
Would be nice to have a Biome filter for Server List search.
Gag beer where dwarves get electrified in a way similar to a tesla coil.
the oppressor is invulnerable from the front but does anyone think the armor just around the weakpoint should be heavy armor and not indestructible? this would make it so that missed shots to the back would slowly break the armor so other teammates can shoot it from the sides.
failure pose slot the same way there's a victory pose slot
eyebrows braids!!!
The perk that makes you run faster after 4 sec, should have a 1 second delay before going off, so you can stop and change path, or use this perk in a offensive way, stoping, shooting and keep running with the bonus.
This is more of a disability Feature I am quite deaf so as a result i miss a lot of cues like lost helms or certain mobs is there any way we could add either a sub option for that or some visual flash to help us along? This is a fantastic game and i love the fact there are subs for the dwarf voice cues as i almost never hear them.
a similar thing to the creature guide that gives a guide to things such as mission objective materials, events, bonus materials, all the stuff
i wanna learn more about the caves i explore
Give the Tyrant 2x spawn chance on one specific biome- don’t care which, fungus bogs maybe- i just want to fight it 
make ebonuts glow somewhat, and put them closer to the floor because they are practically impossible to find now. I think gunk seeds are fine, how they are on the ceiling, but I still think they should glow
Suggestion: Original DRG jukebox tunes🎵
Add bonus exp/credits payouts for BETCs fixed.
Add rare dreadnought cocoons that can be in any mission type, killing the dread inside of them will give you a bonus.
Also apply said bonus to dread swarms.
||It would logically make sense for management to reward you for handling them.||
Context: I am red rank Gunner with ~450 hours.
I just did a solo Hazard 4 2/2 Elimination on Magma, secondary objective being Ebonuts. The final mission length was about 30 minutes. Around 8 of those minutes was killing the dreadnoughts and exploring the cave, and the rest of it was running in circles around the entire map, throwing flares in every corner trying to find Ebonuts. As of right now, the Ebonut secondary is near impossible to complete without a scout or a full team searching, especially on Magma. They blend into the wall similar to Nitra on Salt Pits, except Nitra has a sheen to it, while Ebonuts are completely dull. All of the original secondaries have something to make them stand out (Apocas and Boolos glow, Fossils have a blue outline). This either needs to be done for Ebonuts, or the number of them needed to complete the objective should be reduced. Right now, it's pretty unfair and my team and I often just leave instead of searching.
Error Logs (barrel kicking mini game) should include player name on the score board (determined by who hit the reset button) and also record the number from the barrel counter at the moment the reset button was hit.
A new beer that reduces accuracy reduction as a result of movement by 50%
i have a beer idea, how about a gag beer that temporarily turns you invisible and makes weird sounds as you walk around while invisible.
Suggestion: Kind of saw it earlier, but it would be awesome if the Miner's Manual showed the weakpoints in the bestiary, like the hit box are illuminated or similar. I think it would be very informative to see exactly where certain weakpoints end, like Praetorian mouths for example
Different animation when using the pickaxe as a weapon
Change the first person gun run animation to be closer to the third person one, as they kind waddle the gun it front of them in fp instead of holding it close to their chest while running like they do in third person
the gem of gilded beards should be the color of the class you have it equipt on
Okay, so I know this will be a controversial idea, maybe even heavy downvoted. But please bare with me as I've been thinking about this for around a week while playing the game.
**Cosmetic Changes**
So, Beast master, what if we brought a hybrid Mechanical / Organic Glyphid with us. That could be "Reconstituted" through taming.
In my mind you could change the walking/screeching/growling sounds to be slightly more mechanical. Walking could sound like a mix of the walking sound Glyphids normally and the pickaxe hitting something, screeching would be the same, but with a slight mechanical rumble into it, and the growl could be more gravelly.
All of these changes would fix the issue of people mistaking the tamed glyphids for normal enemies later on, additionally the mechanical appearance would help with that too for people who don't notice that one of the glyphids in a group of 20 is different.
Continuing from there, this is a separate part of the same suggestion, so vote on it separately.
**Gameplay Changes**
What if when we tamed a Glyphid, the first time we press E on it we could choose a set of augments, one for each role. So one defensive and one offensive, leaving room open for any others farther down the line. Each one would have a different appearance, so the defensive configuration would have say metal plates along the front legs similar to a Grunt Guard.
This could pop up in a two stage menu where one choice could be selected by pressing left click or Q, and the other with right click or E.
Also most of the cosmetic choices are up to the Devs, I'm just throwing out idea's.
Edit: I divided these up so that if you'd prefer for my idea to be cosmetic only or gameplay effecting, so if my first one was accepted and second wasn't then it would be cosmetic.
Map Locators
A special kind of loot used to create customized missions. Use pieces you find to create missions with any combination or any quantity of Warnings, Anomalies, Random Events, and Primary or Secondary Objectives.
I think we should maybe review the effectiveness of freeze against big targets, specifically Oppressors, Bulks, and Dreadnoughts. It should absolutely be difficult to freeze these high-threat targets, and it's ok that they don't stay frozen for long. The issue is how rapidly they shed heat. If something attacks you, and you have to turn away from freeze-blasting the dread, all your good work gets undone in an instant. The bulk warms up at a rate of 300 degrees per second, which means it goes from "nearly frozen" to "room temperature" in about 1.6 seconds, which is bananas given how risky it is to get close to (and how comparatively easy it is to set on fire).
I realize this is a consequence of how the freeze mechanic works, in which case, that mechanic might need changing so that the largest enemies can unfreeze quickly without also shedding heat too fast while not frozen yet.
If this is working as designed and freezing bulks, dreads, and oppressors is meant to be non-viable, could you at least make them vulnerable to cold damage so a cryo driller doesn't feel like a waste of beard hair when one of these enemies shows up?
feedback on gunk seeds:
there is one problem with them being carried objects, and it's that you have to call the mule over every time you want to get one of them, which no other secondary objective requires.
since you need to carry it over to the mule every time, it can cause a lot of frustration if youre playing with randoms because you will fight over the mule a lot more
i think maybe the simplest solution is to tone down how many are required a bit, or to spawn them even more clustered so you can deal with them in the same area and dont have to fight over the mule as much
Suggestion: when a friend hasn’t updated and you’re trying to get them in your lobby and no one has realized that the friend hasn’t updated, it shows a message on “failure to join lobby” that an update is required - QoL, but avoids some frustration
When will you add reading glasses
- Noclipping for not getting stuck in other dwarfs no more
- getting rid of the "scanners" on the map so people can actually enjoy whatever biome they want to
Elemental insulation gives you damage resistance to all the DOT's, Fire, Poison, Radiation, Etc.
Here's some new perk ideas.
Extra Ammo Pouch (passive): Increases your weapons and gadgets max ammo by 15% (rounds up)
Leaper (passive): Increases your normal jump height by 50% and also reduces fall damage by 25%.
Critical Eye (passive): All weapons get a +10% weakpoint damage bonus (AOE damage is exempt from this).
Juggernaut (active): Holding Q for 2 seconds activates juggernaut, juggernaut slows your movement by 20%, reduces all damage you take by 60% for 15 seconds, can only be used 3 times per mission and has a 120 second cooldown between uses. Also provides a passive 5% health increase.
Overdrive (active): Holding Q+E for 2 seconds activates Overdrive, Overdrive grants you a bottomless magazine and increases weapon fire rate by 25% for 10 seconds. 180 second cooldown. Your reload speed is also passively increased by 10%.
please do something about these hackers. whats the point of grinding when i just saw a dude level 612 with 9 hours of gametime. Not to mention theres 3 lobbys of the 9 close to me for haz 5 that are literally listed as modded. This game is turning into payday 2.
can we get more dwarf armor designs with less... material? more slender-ish designs? what about without a chestplate, maybe no shirt? yknow, to show off that dwarf physique, the perfect specimen of a dwarf karl would be proud of.
i have run into the gold detonators before i do love the outcome, but what about different detonators for other minerals? like maybe just a nitra one. we would need some nitra after fighting one of those things
We should be able to equip any weapon in the primary/secondary weapon slot for each class. I think having to choose between two primary and two secondary weapons is an unnecessary restriction for the game to have. Yes, certain weapon combos might be powerful, but in a pure PVE game like Deep Rock, I don't think balance has to be the top priority at all times, and this would allow for more customization depending on the mission/enemy types.
How about a simple stat track counter for each mission on how much you have killed, just a little ego boost wont hurt anyone 🙂
Okay, sorry for posting it the third time.
Grunge Buster's secondary colour (green) doesn't fit the vibrant red as much as brown could.
Also, to that, I believe the red could be a little more saturated, but that's not what this suggestion is about.
A roaming bartender who we can meet randomly in the caves. We get the option to get drunk together and then fend off a wave (slightly buzzed), after which he awards us with beer ingredients and a small stack of minerals.
It'd be cool if we could get creature pages for some of the missing ones. The only ones I could find that weren't included were:
- Naedocyte Hatchlings
- Cave Vines
- Kursite-infected enemies
- Omen Modular Exterminators
suggestion: the unions' actual purpose (community-wide monthly events) needs to be communicated better inside the game. me, and all of my friends, had no idea until a minute ago that the union was anything more than a noticeboard enticing you to join this discord server
make mission items be usable in crafting
for example, being able to upgrade your guns with morkite, apoca blooms etc.
Bump up the bonus for Haunted Cave
Add a unique salute line for each Union Chapter, which triggers when you salute while looking at a dwarf who's in the same chapter as you.
The Iron Cyclops helmet's neon color should match the Dark Future armor pack's neon colors if you have both equipped at the same time. Would make for a great look.
The DRG letters on the DRG boss helmet should be colored after the class and not always be blue. Only blue on scout, green on gunner, yellow on drill, red on engineer. Would make it fit alot better to each class.
Suggestion: About the promotion costs... Promoting in gold already costs an arm and a leg, (55k credits and 450 units of 3 materials for gold 2 for example) and that's only halfway through the ranks. I think there should be more of a focus on the promotion assignments instead of just increasing the cost to a point where you have to spend your entire savings after leveling 25 times. I think the promotion should be granted for work and time put into a character, not something you have to grind materials for.
My suggestion would be having an increasing number of missions you have to complete for the promotion assignment (something like 3 for bronze, 4 for silver, 5 for gold, maybe up to 10 for legendary) and maybe include other requirements such as increasingly higher hazard levels, mutators etc, and therefore just remove the promotion cost. Would in my opinion make the promotion feel more "earned" than bought.
(Immersion) Concerning weather systems...some of them make no sense and/or add nothing but irritation to the gameplay loop. For example, rain pouring from the solid-rock ceiling is bizarre at best and immersion breaking at worst. Random snowstorms/sandstorms serve only to pause gameplay for a frustrating 10-20 seconds. I think some easy changes could improve things dramatically. Rain should fall only in areas where there is no ceiling (i.e., the player can see sky/stars/clouds far, far above). In such areas, rainfall could be a neverending weather effect, thus permanently altering gameplay in such environments rather than temporarily halting it. Regarding snowstorms and sandstorms, I think they would make more sense if they occurred only on the surface of the planet rather than deep underground. You could create new mission types where tunneling to the surface is an option, but the disadvantage of doing so is the fact that the weather is so bad up there. Wind tunnels by contrast (i.e., the holes in the walls that spray out frost or sand) seem logical to me. You can easily imagine that such tunnels are connected to the surface where the violent weather pumps into them. So I wouldn't change them. That's all, thanks for reading.
(Immersion) The current explanation for the "low gravity" anomaly is that it's a mysterious irregularity. I think it would make more sense to say that the mission is occurring at or near the center of the planet, where gravity pulls from all directions with equal force. (This is how it actually works in real life.) Perhaps low gravity should be exclusive to magma core missions, since that's the deepest down we can go. Alternatively, I'd suggest creating a new mission type which revolves around mining asteroids in space. Low gravity and low oxygen should be exclusive to that mission type.
NERF THE LITTLE SPIDERS I ONLY DIE TO THOSE! THEY DO TOO MUCH DPS
Bro add a little BBQ pit to the bar area and let us cook up some fuckin bugs
Drop games and rejoining. I want to start by saying that when my game drops its likely due to a high volume of devices, including 2 Xbox’s in my home and connected through WiFi. So i don’t blame you for that, although it could be an issue fixable on your side that the rejoin function stopped working at an unusual time recently. I don’t know but let me explain the situation. Recently we played a mission to kill 2 dreadnoughts. My game dropped after awakening the 1st dreadnought having done nothing else but mine minerals from the caves and killed a few bugs. The secondary objective may have been done, i cant remember, but the primary objective had just begun. We were attempting to complete the achievement to kill 2 dreadnoughts within 30 seconds of one another, so its likely that when i dropped out of the game my friend awoke the second dreadnought. When i attempted to reenter the game, i was not allowed. The option was not available through the xbox hud and there is no option in game. I know that there is a point at which players are not allowed to join a game because the mission is complete or nearing the end. i would only ask or suggest that you review the perimeters that are set so that it allows players to join (or in my case rejoin) missions in progress that have not exceeded a certain threshold or are not completed.
Make platinum look more blue-ish white instead of all tin-like :[
display the exact number for progress for the monthly goals, I wanna see our the exact amount of progress we're at in-between missions. Makes me feel better to see my progression a little bit more accurately than eyeballing the bar as it goes up
Lonely swarmers without any nearby enemy around should cower away in fear when looked at by a dwarf up close.
Doesn't apply to glyphid spawns from brood nexuses.
Add some limitations to Nayaka Thrawlers to make them a challenging enemy instead of an unconditional environmental hazard.
The problem: On paper, Nayaka is a very cool enemy concept, being basically a sand shark that surfaces around its prey, circles around it and then lines up a grab attack (you know, like an actual shark). In reality, however, around 50% of successful attacks happen when Nayaka surfaces right under a dwarf and grabs him on the same frame (making it not only unreactable, but pretty much uncounterable), and around 30% is when you are already fighting something and it scans you with its attack, which has several problems which I will explain as I discuss the solution, with only around 20% of successful attacks being a dwarf's own god damn fault.
Solution to 1-frame grab: Just add a very brief (no longer than two seconds) period of not being able to do any harm after nayaka surfaces. Unconditionally taking away controls from a player, which more often than not results in their oneshot, is a very poor design choice. Such situations should occur when a player missed the opportunity to quickly counter such attack, not when AI decides to surface right beneath them (which is usually just a matter of time, since AI director loves spamming nayakas, especially in waves).
Solution to attack sequence: Currently, thrawlers' grab attacks have no restrictions on how fast they can turn (180 grabs are not uncommon), thus can only be dodged by players' very limited vertical movement options, or interrupted by a very limited weapon roster that can stagger and flip it out of the sand in adequate amount of time. I propose either a) limiting their turn speed, or b) upon taking damage from any weapon, force the thrawler to stop its attack, but without actually rendering it harmless, and force it to line up another one. This will allow players to quickly save themselves even during a fight, while still not removing the threat in the long run.
After a mission, it'd be cool if you could see the total amount of recourses in the cave so you could see how many recourses you missed.
Hi. Is it possible to adjust class icons to make them easier to read? I can barely see the colored border. (For core unlocks etc) Maybe add a few pixels to make them wider?
Or an centered icon instead of a face which does not look like your char. Or maybe the class icon used when holding laser pointer on the icon?
More sounds for enemies
Make turret em discharge have -30% electrocution chance to offset the t1 mod or just remove the mod, then remove the cooldown from the discharge
just make it usable again i dont understand how this got nerfed into uselessness when it removes 30% your weapon damage, what were they thinking
Finally nerfing the massively overpowered Breach Cutter + Return To Sender combo would be very nice.
I think an option to disable controller vibration would be nice.
Is there a colorblind mode? Or a a way to change red and green colors?
there are two thoughts i had on secondary objectives, the first one was on gunk seeds, in solo missions, there are only two ways to get them down, either you shoot them yourself or you get bosco to use a rocket and i thought for that second one "that is such a waste" so i was thinking, maybe there could be a button on the laser pointer to trigger bosco to shoot a certain area, for objects, it triggers him to shoot it instead of light it up so for stuff like gunk seeds, you have a way for bosco to shoot objects he can't normally shoot, its either that or make gunk seeds possible for bosco to shoot and make the third button for bosco the ability to make him dig things he normally can't such as caves when there is terrible cave generation like in the dense biozone, sandblated corridors ( although, its only an issue when its rock ), glacial strata and crystaline caverns, i was thinking the button for it could be middle click, as for the second one, i was thinking about fossil missions, i hate fossil missions because of how obnoxious they are to get, the only two effective ways to get fossils is driller and scout, scout leading to taking a small to large amount of fall damage depending on the fall and driller using up a lot of fuel, for gunner and engi, you have to waste a zipline, which are very limited or about a dozen platforms depending on where it spawned, i can think of one way to make it easier, at least, for solo missions and that is for bosco to get the ability to pick up fossils and take them to you similar to aquarg, cargo crate batteries etc. and when bosco picks them up, when he drops them, the fossil will simply fall down similar to how mini-mules would so that it falls and lands on the ground with no issues, you could do the same thing with other side objectives too like boolo caps and aboca blooms just to make those occasional annoying ones easy to grab instead of wasting a lot of resources to get them, just some ideas to make bosco better.
Burning hell should get a visional indicator that it is actually working/ doing something.
I was thinking about something along the lines of the huo long heater from tf2
And while we are at it increase its range.
**Actual **black hair! The "black" we have at the moment is just kinda chocolate-y brown...
Option to unlock, move, & resize certain UI elements (power attack CD, health & shields, & ammo for example). I personally would like to have them nearer center of my screen rather than in the corners/edges.
The elevator plant stems have no hitboxes, which can be quite immersion breaking, to suddenly fall through a plant stem trying to run up it.
Low Effort Suggestion #1
A beer that temporarily grants you the legendary barrel armor.
||Yeah it was originally a joke in https://discordapp.com/channels/257785731072786435/257785731072786435/722115196256256031, but I like it enough to make it an actual suggestion without any further thought.||
the ability to 'wishlist' an upgrade, and when trading around minerals, you are able to see the exact number of each mineral needed. If multiple upgrades are selected, and they use the same mineral (e.g. 30 and 40 bismor) it shows the collective amount (70)
one thing i have found unusual about the creatures tab is that there are variations of certain enemies missing, specifically, the swarmers, grunts, slashers and guards, it would be nice to see the variations in a certain way instead of not being able to see them at all so for example, you select the enemy you want and then you can scroll through each type of them so lets say you were on the grunt tab, you either press the arrow keys left or right to select a different variation of glythid or having arrows that you can click to change the variation, it would allow you to add certain variations such as brood nexus swarmers, nedocyte hatchlings from nedocyte breeders and have the pratorians under a single tab, it would likely lead to the creatures part of the miners manual being a lot neater.
i love the game, but the only disappointing bit was the memorial hall, i thought when the mission fails the dwarfs would be GONE forever and you could honor the fallen cause i thought they would have a grave or something
Can you increase font size please? Loading tips, objective at the button, player names and levels, region in server list etc are very tiny on console and almost impossible to read.
This is partly a rant. The true rant is featured in #suggestion-discussion.
First, can you guys put a little more work into the playtesting phase next time?
Secondly, please rework / have a look at the way the Tyrant Seed works. Its usually alright but its still an extremely buggy boss since experimental. This is extremely evident in glacial strata, which can often get constant spawns of sprouts and healing pods from inside the walls, structures, pillars and etc. And even worse, the sprouts just fire straight through these objects if they are slightly inside of them. In areas that are crowded with small tall structures around like, again, Glacial Strata, they can easily make this boss absolute hell. This grinds my gears and i hate having to face situations like this every fourth time i have to face one. It often feels impossible to solo this dude in h5 without having to pray to RNGesus for a good spawn, unless you bring a breach cutter to fire at healing pods inside the damn walls.
I think ''Friendly'' perk should be a permanent thing and not a choice.
At the mission result screen, when I try to click "continue", mouse resets to the center of the screen every damn time, so I have to drag it twice to the bottom; it was tiresome to click with mouse before, but doing it twice just drives me nuts;
can we have a keybind to press continue?
I have a suggestion for a massive visual upgrade to the Memorial Hall. I suggest that you remove the semi-generic posters on the bottom level of the Memorial Hall and fill both levels with art of each of the developers as a dwarf, with a description of how this person died (funny, weird, dramatic, etc.) in the caves.
Since the game now has a full-fledged "bestiary" and a huge variety of bugs species, it will probably be interesting to add functionality to this bestiary. In one of the rogue-like games, I saw game mechanics (which, by the way, I did not see anywhere else), which expanded the possibilities for tactics: mechanics made it possible to choose an enemy who would suffer increased damage. That is, before the start of the mission, we select one of the types of bugs (I think it is necessary to completely exclude the bosses and may be detonator), to which the player will do more damage. A kind of example of specialization in a particular bug. If it seems to someone that this will be unbalanced, then OK ... as a balance, can add an increase in damage by the same percentage to the player of the bug that he chose. Of course, it is desirable to implement this taking into account biomes, that is, if the player chose the Praetorian, then this implies any of them: ordinary, frosty (so as not to open the bestiary once again, to change the choice).
can we give bosco a lootraptor costume
Had a bit of awkward yet funny interaction with a Crassus detonator recently. After it blew up I found one of its legs, but for some reason I thought it was part of the gold I could dig up. It'd be both funny and awesome if you could collect and deposit the legs similar to compressed gold (obviously for much less than normal compressed gold)
Sticky Flame Slowdown seems like a must-have mod at the moment. Would it be possible to move part of the effect to base kit?
A "virus" achievement that can only be acquired by playing a game with one of DRG's devs or another player who already has the achievement.
Hey devs, glad we got Update 31 on Xbox today! One thing I've noticed with the visual additions to the space rig: the sign showing the specials and whatnot at the bar is just a little too low, making it hard to walk past it to those chairs on the side of the bar, or under it to so aspiring bardwarves can join Lloyd behind the counter. Any chance we could move it up a few inches?
something needs to be done about the cryo cannon and people using it to grief other players
Why no Boscoe skin in the megacorp pack?
i feel the achievements on steam and/or xbox need to be updated, i think there should be one for running into and killing a korlok or an a achievement for completing the creatures tab of the miners manual or one for completing all milestones, just some suggestions.
steeves should roll over on their backs if pet multiple times, but only if they're on the ground
loot bugs can share this property too
I didn't find anything about this when I searched but apologies if the idea has already been posted
The IMU is interesting, and it's fun to help a large group of people on an individual level, but I noticed it doesn't really matter what union you join whatsoever in terms of missions. the only difference (at least, as far as i'm aware,) is how many players you'd have helping you in return, and what shiny color you get in the discord.
I feel it would be interesting if the goals were accurate to their union. For example, having Cave Crawlers more likely to have "Kill X" missions, or Dirt Diggers to be more likely to get "mine X" missions. It would give players more to think about when joining a union rather than just how many players they'll be working with, or what color they want over their username when they chat here.
The system in place now works just fine, though, and this is likely to be rather bothersome to code, so I understand if this idea gets dismissed.
Dunno if anyone said this yet, but please make the KPI terminal have a big "KPI Terminal" banner on the screen. Because every other important screen is clearly labeled. "Wardrobe", "Equipment", "Drone Modification" or whatever it's called, "Deep Dives", "Forge" are all very clearly marked. I had 2 classes promoted before I realized that inconspicuous screen I always run past when leaving the quarters was something so important.
Adding a new Perk: "Sugar Loaded" - Where you regen health Out of Combat for like 1-2 hp every 5-10 seconds. Or something along those lines.
Hello. I am not sure where I should ask this..but are there any plans on reworking scout? His weapons feel way underpowered compared to the rest of the cast and his overclocks really need some love.
I would enjoy a buff ally focus shot or something.
SCREEN Boarder Adjuster pls (consoles)
I have a older wide screen tv and I can’t get the hud to fit to my tvs screen I only need to adjust the boarders to fit ever so slightly cuse hud is slightly cut off, if this is already a feature someone @ me on how to do it otherwise this would be a big help to me and others, on a side note yes I’ve looked into my tv settings and no thiers no way to adjust it thier I do know a few games with this feature it would be great for people with older tv/ pc monitors
I'd like to see the fester fleas with less HP, It doesn't make sense for them to survive a point blank shotgun shot with a choke on.
Show scout some love. His grenades are nearly useless as the pheromone capsules cause enemies to do nearly no damage to each other, IFG is all right, but cryo often freezes you in most situations. Also his weapons feel bad to use and could use a little nore oomph.
I saw many stuff about "allow Steeve on the space rig", but managment position is clear. And managment clearly don't allow us to honour our friendly bug. So, how about small memorial in memorial hall in a name of all Steeves we lost, made out of improvised materials, like boxes, cardboxes, empty magazines for weapons and so on?
Barbed drills as an upgrade is cool, but it costs the driller 1/4th of his drill speed at max tier, which also affects fuel use, and even with them the drills are close to the pickaxe in effective use. Right now the only way to use drills as an 'effective weapon' is to freeze enemies solid first, and only on grunts. Given the drillers description of using the drills as a weapon, I think something should be done about it.
Incorporate barbed drills into the base drills, and give the drills some kind of actual attack instead of just drilling into enemies. My first couple thoughts are allowing the drills to be used to 'punch' an enemy to deal medium damage at the cost of 1 fuel, or to allow one of the drillers drills to be launched on a cable into an enemy over a short-medium distance.
Giving the driller another ranged option is maybe OP, but 'punching' enemies seems much more satisfying than using a drill the normal way, keeps it close-range, and could make the driller use his drills more, staying truer to the class.
Some craft brew beer ideas:
Fast/hyperactive (rich atmosphere effect)
Slow (low voice, slow animations, but same movement speed)
Champion beer - dwarves take victory poses from their mission success screen pool
Bouncy / elastic
Hyper reflexes (mega mouse sensitivity)
Remap movement keybindings
Hmm... What about.. a specific bug that parlyzes after several bites? (The bugs wouldn't appear very often)
I'm interested in seeing multiple mission types in rotation during a mission.
It would be nice to have PARTS of gun pieces and cosmetics to collect. Maybe pages of a story. Maybe some sort of locked-away new maps to play on that can only be unlocked after finding x number of something in the caves?
A button at mission end screen to leave group and land in your private station would be nice. Most times you have to load station, open menu, leave group and load station again.
a bonus if you do a perfect run without supplies and someone going down
A variant of the shellback in magmacore that leaves a trail of fire behind and a variant in the radiated strata that leaves a trail of radiation behind
This is a two-part suggestion somewhat inspired by SadZizeks previous drill suggestion.
Blender Mode
When Driller holds the reload key instead of pressing it, he engages “Blender Mode.” Just like his normal “reload” animation, but he continues this animation for as long as Blender Mode is active. In this mode the drills deal more damage per tick and heat up enemies, but it causes the driller to consume far more ammo than normal. To disengage Blender Mode simply tap R again or switch weapons. While in Blender Mode the driller can use his drills to dig, but they gain no extra dig speed.
Sustained Fuel
When using Blender Mode, the driller consumes less fuel (but still more than default drilling)
hazard 5 should have exclusive, even more intenss music
On missions with shield disruption the disruption explained by presence of an electric field, so I suggest add to that jamming of mission control guy messages. Introduction and mission rept will be filled with signal interference, but still understandable, and upcoming wave warnings will be accompanied with music only.
Make gunk seeds and ebonut plants glow a bit. Every other side objective has a faint glow or sheen that makes them more noticeable.
Rare find: Experimental Weapon Pod. When you repair it and interact with it, it gives each dwarf a single "Midas Grenade", which turns hit enemies into gold statues (tough enemies, like bulks, might need to be on low health or take several grenades for it to work). The Midas Grenade is used before any other grenades the dwarf is carrying and can't be restocked at supply drops.
Here's a new idea for a beer, it's a russian themed one (It is an improvement of what I posted on the 11th):
Volatile Vodka, instead of it coming in a regular mug, comes in a glass mug that you can smash around. It makes you temporarily wear the russian beard and hat, Kalinka with an accordion plays for how long the duration of the gag lasts, and whenever you stand still it makes you do the squat kick emote. You can also join in on a group chant to make Kalinka come more alive, with how you participate based on your class. For example: The scout could sing a random made up lyrics English version of the song, while the Engineer does Hey Hey!s every few seconds, while the gunner claps at a steady rhythm, while the driller does over-the-top Russian dances.
If you don’t think this is possible, try Transistor. The main protagonist can hum to whatever song is playing in the background whenever you press the button to, without having to restart the song.
Duration of the gag: Probably around 30 seconds.
Okay here's one for you: monthly/bi-weekly beer liscense renewal.
It seems like once you get all the liscenses, getting brewing plants greatly outpaces the rate at which you spend. Up to the point where it practically becomes impossible to outspend.
It might keep things fresh in the lategame to have to occasionally renew that liscense based on when you renewed it last. Maybe with the promise of small mineral rewards.
Facial animations such as when talking and expressions based on the situation
Option to disable third person perspective (when frozen or dancing) for those of us who dislike out-of-body experiences!
Had to re-post with an image due to character limit/slowmode. TL;DR - New Enemy Type, Stationary, Wall Mounted Grabber that Strangles Dwarves - Biome Variants included.
gunk seed slapping emote
Cheese moon biome
To make use of the control board on the second floor of the space rig across from the rotating piston engine, make it so that when you interact with the board, the piston engine begins to gain speed until eventually it makes a large sound, stalling out for a few seconds. Afterwards, mission control comments on your poor behaviour in the space rig and the engine restarts.
Gunk seed secondary too onerous most of the time, especially on point extractions. It's the only secondary that parties I'm with typically unanimously want to skip. Consider point extractions which are 10 aquarq and 12 gunk seeds; the secondary is more effort and takes longer than the primary in most cases. Possibly reduce absolute quantity or not all pods contain seeds and you need to collect fewer of them?
New Biome specific enemy.
Name: Firestone Lizard
Habitat: Molten Biome.
ATTACKS
Bite: It's basic melee attack that deals medium damage.
Tail Swipe: Damages and knocks back anything behind it with a sweep of its tail, dealing heavy damage and sending entities flying. Has a windup animation giving players a chance to dodge it.
Fire Mortar: Shoots a lava rock from a small lava geyser on its back, when the rock lands, it explodes dealing a medium amount of explosive damage and also covering the impact area in flames for 10 seconds. The fire Mortar has a 15 second reload.
DEFENCE
Health: 300 (haz1), 450 (haz2), 600 (haz3), 750 (haz4/5)
Armor: None, except for the lava geyser on its back which can be broken with a moderate amount of damage, thus disabling its Fire Mortar attack.
Weakpoint: Head 2x multiplier
Elemental Resistances: +75% vs fire, -50% vs freeze.
Movement: Average speed and can climb on walls like Glyphids do.
General Description: The lizard itself looks like a supersized skink and is slightly smaller then a Praetorian. Firestone Lizards usually roam around by themselves or in small packs of 2 - 3.
Make some descriptions in miner's manual dedicated to minerals including err cube ("Company doesn't know how to work with it... Yet." Or something like that), so amount of reports on "strange material” is reduced
If the solution for not losing the inventory of dwarves that disconnect mid mission is going to be dropping the gray resource pack carryable like it is now, I would be eternally thankful if it could be highlighted the same way molly and teammates are when tapping the laser pointer.
Honestly maybe even if you don't hit the pointer, its way too likely that the entire team never even realizes it exists.
Not sure if this has already been suggested in the past, but perhaps adding a 'training room' with obstacles to get around and simple goals to complete to help new players get used to the controls, test out equipment and get used to their roles before jumping straight into a game.
An achievement for killing 1,000 lootbugs titled "Was it really worth it?".
How about an achievement for doing 10 consecutive missions without killing any loot bugs.
Achievement: Make Bug, not loot: complete 10 missions without killing any loot bugs and petting one each mission.
*(this can be done in solo mode.)
Redesign of Satchel charge rounding when taking ammo
If you use build with 3 Satchel Charges resupplying gives you only 1 Charge, meaning it is the only exception of rounding down. All other weapons and tools with possibility of having odd number of total ammo (magazine + carried amount) round up.
While I understand rounding up is not a solution (there would be no need for having capacity of 4 when you can have 3, just more powerful and receive same additional 2 with every resupply) current state makes builds with 3 charges a nonsense as well however.
Solution I see for 3 Satchel Charges builds is switching between rounding down and up, meaning first time resupplying you receive 1, second time resupplying you receive 2 and goes on in the same manner with following resupplies... This might be implemented for other mentioned weapons as well. Not that i wouldn t like rounding up on Fat Boy build, it just doesn t make sense to me when one OP weapon rounds up and other OP tool rounds down...
I feel like something's missing in Dense Biozone. Trees! Trees and bushes! Description says it's an underground Rainforest, and I know these jungles have lots of trees and bushes in real life, so why not have them here as well, and be called Shroomtrees or something?
Don't know if this has been suggested before, but since the next update plans to implement new mission types I figure I'd mention it now, how about a sabotage/reclaimation mission type?
It could entail needing to go into the mines and destroy equipment left by a rival mining group, or to destroy or reclaim old DRG mining equipment that has been taken over by xynarch charge suckers and similar types of enemies.
this could involve having to disarm aggressive turrets by doing a certain amount of damage to them/hitting a weak spot to stun them temporarily (5-10 seconds) then getting close to them to repair, to make this more interesting it may also require a few separate rounds of stun/repair to disarm them.
Another option in said mission could be to clear a mining drill/drop pod of an infestation, requiring us to shoot off charge suckers to open the door, only to kill whatever large xynarch creature is living inside of it, to make this more difficult it could also have a form of mining laser it uses to keep us away from the pod, similar to the modular exterminator.
Finally this could add a new creature, the xynarch shield lamprey. This small creature would have relatively low health and stick to one of the players and drain their shield for as long as it's attached, requiring a team member or bosco to remove it (or to stand in an environmental hazard such as radiation or fire). While not very threatening on its own, it would be a dynamic creature that encourages team play and can send a run south very quickly if left attached.
I'm aware these types of missions may end up similar to the salvage missions we already have, but I was hoping to give it a bit of a twist by mirroring some of the enemies we already have in game such as bet-c and to expand on some of the creatures living on hoxxes.
Ebonite mutation? maybe 1 of every 12-25 mobs is an ebonite, but slower than they normally would be in the machine event?
On top of that, Ebonite, Dreadnought and Korlok have a chance to drop a monster part that correlates to the mobs design. These parts can be exchanged to unlock Trophy Hunter meshes for weapons.
So instead of just the Glyphid Trophy hunter, you could have the same, but with dreadnought spikes.
When you receive all rewards from cargo and lost equipment, show the message "you have collected all rewards"
make it so if you use iron will and don't revive yourself, it doesn't add an extra down. It should still count as the same down if you use iron will.
I would love it if we were to ever be able access the space rig's canteen one day, that it would have NPC dwarves walking around, eating or hanging out. Here's the thing though, the dwarves are all based on loadouts used by other actual players, and maybe interacting with them will let you see their whole loadouts details, perks and mods/OCs for their equipment.
Kind of like a little cosmetic/mod showcase to show off your builds and whatnot.
I think the sticky grenade "beeps" sound too much like the sounds glyphids make, and sometimes it's hard to tell them apart.
this texture could be improved, the other tool cart in the rig looks better
looks like wonky UV mapping
make it so joining a session with a version mismatch gives a "version mismatch error" instead of a generic "multiplayer session ended"
bet-c should focus pinged targets
Cosmetic suggestions from other horde game experience :
- Green blood effect on screen when combat start to be really close (effect removable in option)
- Key for switch camera to 3rd view. Same as the dancefloor one when music is on and can only be use when static.
And... maybe a sign in the infirmary "X days without accident" or/and in the bar about alcohol and days without coma... with a steam succes of course.
That's it..!
A button in the drop pod in solo to "Restart with different class" or just "Swap class" in case we messed up or something. Maybe even available in public to swap weapons or addons if we forgot to pick something.
make It's A Bug Thing activate on Fester Fleas as well
On the mission screen, where there are filters for: "Mission, Time, hazard level, Complexity Level, Length, Team, and Distance" there is nothing telling the player that they can click on those options to change the layout of the missions accordingly. Even as a veteran player, I only found that out several months ago, perhaps show player they have that option?
Some kind of Dwarven Scotch/Whiskey as a high level unlockable drink. In addition to needing the typical resources you need to have so many promotions total before unlocking it.
Steves are always left behind when a mission ends. Where do they go? Well I propose a possible answer to this question. The Steves grouped together into a Steve colony that rivals the normal Glyphid colony. With this being known some new mutations, objectives, and secondary objectives can spawn from this.
The new mutation; Steve Territory: missions with this mutation make it to where a group of Steves are found within the caves. Normally consisting of 3 grunts and a Steve praetor. Due to the fact that this makes missions significantly easier, there will always be a hazard pared with it that gives no bonus.
Secondary Objective; Parasites: a bit similar to killing fester fleas, except it’s removing parasites form steve brood nexuses. And due to that the parasites only move around on the nexus.
New Objective: Escort Steve. A new ground type is exclusive to this mission where it’s essentially kind of a temporarily indestructible dirt patch that goes deep into the ground. In this mission you must escort 3 Steve Wardens to these patches. Once a Steve warden is there it will burrow into it and the dirt will become normal destructible ground, only one warden to a patch. These wardens will follow you if you pet them and they can be downed by enemies. When downed you can revive them like a normal dwarf but it takes a special healing item you are equipped with at the start of the mission. Once used it’s gone forever, but you can get more from supply drops.
I’d like to hear thoughts on this and anyways these ideas could be more solid.
Can I have the option to turn off the ingame voice chat?
I'm already on discord or in an xbox live party with my friends when I'm playing on PC. So the game voice just means hear everyone twice.
I think the Fester Fleas should be more annoying and flying around you, in face and just disurbing the mission,and I want to suggest to classify them as docile but annoying Macteras.I think they looks like them and I mean Cave cruiser are also Naedocytes.
Make the deep pockets perk allow you to carry 2 more grenades at max lv.
Make the veteran depositor perk works also with the supply pod.
Put a anomalie in which the level have a high amount of the ingredients you need to craft beers.
I'd love to see a reward for surplus resources turned in during a mission, too often do i finish a mission with 300+ nitra or have veins upon veins of spare morkite lying around during a mining mission that seemingly give no bonus at the end of the mission.
The same goes for secondary objectives, countless times have we collected the required number of apoca blooms or boolo caps only to find an additional 10-15 that aren't needed.
What is up everyone I will try and draw some new bug models, drawn of corse I will see how far I can make it until management tells me to stop or my brain goes on meltdown let’s see if one of my drawing suggestions makes it to DRG, my brain is bursting with new and fun ideas that might make you draw so, ROCK AND STONE!!!!!
I keep coming up behind the escape pod and not knowing which direction the pad is on, would be kinda neat if you added arrows or something like that pointing from the back towards the door so at a glance we'd know which side is fastest towards the entrance.
Okay, sounds a little bit silly, but can we get a fish tank for the space rig?
Nothing fancy, just a little fish in a bowl behind the bar, to keep Lloyd company when we're off doing missions.
Any chance we could get more warp possibilities for the wormhole special?
A mission complete animation that is the dwarves jumping up and freezing mid-air like the end of an eighties movie.
Add overclocks for Bosco, something that make him more letal but he can't mine, or he mine and deliver minerals by himself but never attack.
Ebonite bulk detonator.
That's it, gotta take care of it with some glorious melee combat
When you get blackout drunk and pass out: Have medical drones show up and take you to the bathroom so you can puke. Then deliver you to the medical bay.
There should be an explosive barrel dispenser on the Point Extractor that we can use buy for 20 nitra... kick it for fun... shoot it for more fun!
Some kind of Bosco rework that would allow for something else other than rockets. I've tried my best but I cant get any use out them since they just don't seem to be that effective and they take too much extra time to use while in a wave. Maybe an extra menu to tell bosco specific enemies to automatically shoot the rockets at.
"Hall of fame" for the hardest EDD's that you can replay to get achivements or some fixed cosmetics.
A cover making function for the driller or engineer maybe? Maybe press a key on the keyboard to switch the platform gun from horizontal to vertical or have the driller able to sort of place back dirt
what if we had a dragon species that are like the preactorins but evoled to have wings
New M1000 overclock: "Burst EBR"
(Unstable OC: changes how the weapon plays entirely)
Description:
"Fully restocked weapon's mechanisms for using cutting edge counterweight tech in full-auto mode, combined with progressive trigger to use both modes on the go without having to switch between them!"
↑ Focus shot replaced with burst-fire mode.
↑ Applies focus shot damage bonus to all shots.
↓ Significantly lower focus shot bonus damage.
↓ Slower focus shot charge speed and rate of fire.
Actual stats:
-=90% bonus focus damage
-=25% focus speed
-=1 hipfire RoF
How it works:
Burst-mode is charged just like focus shot, but can't be held, instead releasing fire button allows you to stop firing mid-burst.
Burst-mode rate of fire is around 320RpM, with little to no initial spread or recoil. Recoil accumulates each shot.
Once you cut the burst or empty your clip, all recoil accumulated in your counterweights kicks in at once, swaying your weapon away from the target.
Any shot, hipfire or burst-mode, gets +10% focus damage bonus plus additional +25% if "Killer focus" modification is taken. Shots fired in either mode are completely identical in terms of how much damage they do and how much ammo they consume.
"Focus" burst-mode charges 25% slower. Hipfire rate of fire 25% lower.
"Hitting where it hurts" and "Precision terror" mods have no effect with this overclock. A lot of "unstable" overclocks in the game already disable some mods, so, whatever.
Suggestion:
Naedocyte Shocker spawn rebalance.
The Naedocyte Shocker just spawn infront of my face and ruin the immersion and my fun.
Even the Bestiary says "[...]Their primary objective is to protect their Breeders[...]"
Please implement a spawnanimation and/or move the spawnposition out of players view.
Infinite Assignments
Every week when deep dives are reset I do them + weekly core hunt and the other one (Priority? where you get some minerals), usually within a few hours. Then I feel like I don't know what to do other than help other dwarves out.
That's working out okay, but I find working towards an assignment really drives me to get on to that next mission.
So how about randomly generated assignments. They don't have to give cores or overclocks, it could just be a few extra minerals like the priority one.
And some ideas for new types of assignments:
- Greenbeard Assist (join missions with unpromoted dwarves).
- Lethal Encounters (finish Haz5 missions) <- I think you get something like this once, but only once...
make the bullets on the thunderhead visibly moving when shooting. seems very odd to shoot a 50 cal. and not seeing the cartridges move from the barrel
Please change the sensivity slider. It does not make it go high enough in game even when set to 100%.
This is the only game that isn't 10+ years old where i needed to change my mouse's DPI in order to achieve my desired level of sensivity. As a side effect though, the menus in this game have way higher sensivity than i feel they should.
with victory poses that include drinking a beer, make it so that its not a leaf lovers special. maybe a glyphid slammer?
I think that when you break open a glyphid cocoon, it should spawn a boss glyphid from a pool of 2 or 3 instead of always being a dreadnaught, although all bosses should still have the same fire damage/resist to keep them consistent against fire loadouts. Maybe some kind of giant fire mactera, or some kind of armored nayaka variant?
-
Ability of special bugs : The cocoon.
Able to catch fallen dwarves during fight and store them like chandelier hangs from ceiling. -
Dart game but with pickaxe.
Bar entertainement...
In loadout screen: option to clear loadout to default or empty. Also option to copy loadout to another slot. Why: this could be useful if you like your current loadout but need to switch out perks situationally (cave leech cluster, teammates classes etc) or are swapping around modifications to maximize weapon potential. The clear option would be a nice quality of life feature especially if one of your favorite guns and build around it gets nerfed.
Engi should be able to disable mines that have already been exploded once, without retrieving them, while also being penalized with a longer interaction time than if he were to retrieve it.
Higher rate of "For Karl!" chants
Hi team - Could you please make the aim sensitivity more friendly to adjust? The game's sens are way too high for low sens players and I'm having a hard time trying to bring it equal with the other games that I play. Other players are also facing this and there appears no other way to fix it except modifying the GameUserSettings.ini file. If we can have an option to adjust sensitivity across a wider range and to decimals, that'd be awesome!
So you know how there are victory poses and you can choose which one you want? Well there should be a way to choose what failure pose you want as well. Might as well fail in style
Add some new lines for when you ping the new Error 019.
Something wrong with my pointer... It won't scan this!
This messes up my laser pointer. I wonder what's up with it?
Interesting, uh, structure, or something.
Hello team - If you added a function to the forge where could craft blank cores into a consumable mission modifier I think it may add something to the end game. I imagine using a blank core and a bunch of minerals to forge a core you use that could adds the exploding guts modification to any single mission, or whatever you may come up with. I think it would be a nice way to use all the minerals the end players have that have already purchased everything in the game. I don't know how the maps are generated so I don't know how much modification you can do to a map once it is in the pool.
Make the PGLs direct damage kinetic and not explosive, or at the very least, make the hyper propellant OC Kinetic. Oppressors are highly explosive resistant, what is the point of a single target, high damage OC if its damage is neutered against Oppressors?
Change last rank of Beast Master to allow the taming of Praetors.
Add new passive or alter strong arm perk (since it is kinda useless or at least severely uncompetitive with other passive perks), to increase how long thrown flares last and their amount of lighting and or increase regeneration rate of flares.
Add ability to pet purple friendly (nonharmful) plant that follows you when closeby.
Please add ability to adjust screen size/margins in settings on Xbox.
how bout default flashlight little rework? I think it shouldn't be static and it needs to move a bit when walking. It looks kinda old right now...
Suggestion, how bout not giving prize for dead dwarfs when mission is end? Like it can force dramatic rescues, serious focus on surviving and it should wipe off dwarves blowing up each other in escaping drop pod. Dying should be Punishable. Or it can be 0,5 gain rate for dead dwarves.
OH! And it can include ability to use error cubes for gaining full amount of gold and minerals.
You know how we can have 3x Passive Perks and 2x Active Perks? I had the idea to add a third type: 1x Convenience Perk.
Convenience perks can also be slotted in the passive spots, if you want. Examples of which perks could be convenience perks:
- Deep Pockets
- Strong Arm
- Veteran Depositor - No longer reduces damage taken when near Mule/Minehead. Deposit bonus increased to +50/100/150/200%. Now also lets you deposit from 0,5/1/1,5/2 meters further away than normal.
- Geomagnetism - Pick up loose chunks of minerals 5/10 meters further away than normal (Does not work with Red Sugar chunks). You may pick up heavy objects and gems from 2/4 meters further away than normal. Loot Bugs explode whenever you get within 4/8 meters of them. This perk replaces "It's a Bug Thing".
What do you think? Too big of a buff for the players?
I've considered Deep Pockets and maybe Veteran Depositer as well to be something you earn through Promotions, per dwarf, rather than being perks. Edit: Those are just something I've considered to be more of a life quality improvement, not just being something that improves survivability and/or offenses.
A Mactera Spawn's Nest, that suspended in some large rooms. That will be a structure, not a mob (like Brood Nexus), so you need to destroy supporting cords to destroy it. Alternative way - destroy a glowning "honeycombs" with eggs in it.
The nest could be something like that:
allow a team to call in a supply drop without the required amount of nitra, but require it to be made up by the end of the mission, if it's not made up by the end of the mission there is a credit penalty
New Beer: Driller Lite
I think it would be cool if you could add. When four dwarves have maxed out beast master. They can tame 1 praetorian collectively if they all tame it at the same time.
Dynamic boss fight. For exemple based on timer and hp of the boss.
- If the HP of the boss is greater than X health point after Y secondes, the boss enrage and earn new fighting abilities and positive environmental influence for become harder to kill.
- If the HP of the boss is lower than X health point after Y secondes, the boss try to escape and/or negative environmental influence (i.e: trapped in ice...) and/or lose some abilities for become easier to kill.
For the Xbox Achievements:
Maybe change getting all characters to gold 1 to something less... Time consuming... Its essentially a minimum of 50 days of gametime in missions to get that... I think that 3 promotions per character is a good amount because thats abouy when you start running out of things to buy.
Wouldn't it be awesome if through a random % chance we could find little monster eggs that we can hatch and whatever comes out of there (hoping for a mini dragon) would help us slightly in missions, you know just barely for it to be useful.
Make it so that mactera grabbers are in their "scared" state (like when damaged) for the first few seconds after spawning, to prevent being insta-grabbed by one that spawned right next to you before you even have time to react.
have a Xynarch sucker as a special enemy that takes control of the MULE that makes it go deeper in the caves. it would make it so you gotta keep the MULE close.
@barren granite but only have a % of chance for it to appear or make it a special mission perk (like haunted cave, golden bugs).
my next idea:
make a mission perk that will make it a runners games, you have to make it in certain time or something will happen, different event for each biom - eternal sandstorm growing in strength with each second in that sand biome; earthquake that slowly but surely destroys whole map in fire biome, toxic gases in that fauna biome, etc etc etc...
If I ordered a round of buff beer and someone joins too late to drink it, let them have the buff when spawning in
Also would fix the issue of losing the buff when reconnecting after a crash/DC
Reduce the amount of particles that appear when a frozen enemy is hit, or add a slider for particle counts. This crap drops my frames like nothing else.
The particle effects on the pause screen needlessly crank up your GPU. This is especially bothersome for solo players who pause the game to walk away from it and don't want their system pumping out heat when you aren't actually playing. I would suggest making the pause screen use the minimal amount of GPU resources as possible.
New gun license idea:
tranquilizer pistol for all classes, used to make enemies go to sleep for 2-6 seconds depending on upgrades, it would be a secondary weapon, you could charm a grunt while it is asleep, lastly, an alien after waking up from sleep, would be given a tired debuff, and would attack slower and do less damage,
Disadvantages:
the ammo in tranquilizer is very low, only 4 shots if you have no upgrades, maximum ammo with all ammo upgrades would be 8 rounds, 1-2 rounds per mag
upgrading it is expensive, and getting the actual gun would cost a lot of credits, and getting the actual license must be done on 3-4 difficulty too each objective
Spitball Infector seems like it should belong into the Korlok category in the Bestiary. Maybe change its name to Korlok Spitball Infector in the process, too.
Alright hear me out. You know how they are planning on displaying fan art on the fridge next to the abyss bar? How about the smart stout reading off suggestions! (got the idea after drinking a smart stout and the dwarf said "how about we put guns on molly")
A rework on the Spitball Infector visual a more serious look so we can add it to the korlok family (like Krebsig said) (it wouldn't look exactly like the korlok's sprout but close enough) maybe a rework on the colour like for the Nexus
More upgrades for the armor rig. id like to see them get more power
the IMU and Chapter assignments and their rewards are a bit... lacking. Someone can earn more in just 1 mission than the month long reward pay out would give, assuming you even make it to gold.
I suggest, instead of asking miners to kill praetorians (something that will just happen naturally through gameplay) you should assign dreadnought kills, to encourage more elimination missions for a cycle. then change it to eggs or something. something to encourage certain mission types for a while, rather than just... keep playing. as it stands, if the chapter rewards instantly disappeared, would anyone even notice? likely not, imho. the rewards are less than what you can get from a single haz 1 or 2 mission, and it takes a whole month. There is no incentive to make progress, which is moot anyway, because the system is set up such that progress happens from normal gameplay.
I just feel that the rewards need a MASSIVE boost, like 10,000 or even 100,000 credits pay out, and 1000 of whichever resources. something that feels like it SHOULD take a MONTH to earn.
Why isn't there kickable stuff on the planet? I want to kick more stuff. Barrels... Plants... A bug we had to kick to defeat would be amazing... or maybe something hot or cold, so you can carry it briefly but usually you need to kick it to get it places... maybe there should be a secondary objective to kick something onto the escape pod, like a snail, so it sticks to stuff... now that's a hard core escape! Lol, might get interesting in some levels... Actually... lets make it a main objective! No skipping! Pod leaves in 20 minutes, kick 15 snails into the the drop pod! Management is having escargot tonight!
Suggestion for alternative traversal tool, random terrain in cave, or traversal tool for new class: something that converts/creates surfaces so that you can walk on them magnetically, allowing you to walk vertically or even upside down as long as you remain on the surface (I admit the magnetic surfaces from TLOZ: Twilight Princess inspired this idea but I think it would fit well)
oh, and this
Heavy Pickaxe
At the expense of loosing your secondary, you gain a heavy, two handed pickaxe.
It should do increase damage to enemies and the power attack does even more damage to the surrounding terrain with the power hit.
As it is in the name, it’s a heavy pickaxe so each hit has a wide and slow swing. I feel like this would be a nice complement to any people who crave more melee options; ones that aren’t the throwing axe or the underwhelming drills driller has.
Add starting for individual droppods on a space rig.
Now it is not clear where dwarves joining the expedition will start!
Currently the screen on the chairs in the droppod is not used for anything. It just says "Mission in progress". Could be used for a various amount of things:
- Could be cool if it was a camera of the drill or something so you could see the cave from above where you drop.
- Show terrain scanner around the droppod
- Show information about the mission. The other screens is not viewable from the chair. Too far away, so if was shown on that screen instead, could also be an option.
- ...Other?
To set the limit of bugs on the map, sometimes it happens that the waves repeat very quickly, while you still have no time to deal with the first one, and so often repeats until there is a living floor... As a result, a failed mission.
bruh.
The map also lacks nitro for weapons due to the large number of bugs
So I read someone else's suggestion about Smart Stout sometimes reading off suggestions, so let me throw a little something in.
The Devs could sneak in some lines about confirmed suggestions, or sneak in some lines about unannounced plans with the ones that already exist as a neat little sneaky way to go about it.
beer that makes you and anyone else start singing a song/anthem, that gets more out of tune the more drunk you get. If you pass out, you start trailing of and then fall asleep (e.g. AND WE'LL all be in the..... snores)
Make machine events part of a weekly assignment deal instead of randomly occurring? Similar to the core and mineral assignments. Just a couple of missions or so a week focused on machine events.
Balance suggestion sort of? The new modular exterminator tweaks makes it impossible on solo driller (haz 5 not sure if that matters). Fire does almost no damage. It takes something like 50% of the ammo of the subata to destroy one module, and that's with weak spot bonus. Satchel charges seem to do mabye a fifth of a module's health, and don't even stick to the exterminator, impact axes seem to just go through it, neurotoxins do nothing, grenades are probably similar to C4 but worse. Basically you do very little damage and Bosco seems to have mixed feelings about helping. So maybe buff driller vs exterminator or nerf it, whatever works.
I think Steeve should occasionally be able to collect loose mineral chunks and carry them in his mouth like a tennis ball. You can take the minerals from him by petting him, perhaps with a (short) retrieveal animation.
While in the spacerig, holding the key for the laser pointer should make you point with your fingers
The IFG grenade for the scout still says "Weakening strength," after multiple people have complained both about the effect's description being unclear and incorrect. Simple solution: change the wording to say 'bonus damage to afflicted enemies'. If there's a reason not to implement this, other than having better/more urgent things to focus on, please help me understand it.
Could we add a way to change mic settings in game (at least for the xbox/pc version) I get a bunch of feedback for some reason and there is no way to turn my mic on or off or anything from what I can tell.
Add an alternative way to close the game, that being the cryobeds situated in the quarter rooms. You approach one and hold the use button, which triggers an animation of the cryobed opening, you lie down into it, it closes, the screen blacks out and the game closes.
A similar thing can be done for the cryobeds in the medbay - instead of popping into existence near them, you start off inside one, wake up, it opens and you slowly stand up (maybe with some help of a medic drone).
Fester Fleas should be recognized as enemies, so Magic Bullets OC can bounce off the wall and hit them directly
As far as I can tell this hasn't been suggested yet.
Add the ability to customize the repair hammer like we can with the pickaxe. You could even allow it to use 90% of the same obtained loot, like paint jobs, handles, shafts, and pummels. The only new loot unique to the hammer could just be the front and back end of the hammer.
I've seen people make suggestions for the Drillers HE grenade, but I can't find this exactly, so I apologize in advance IF this is a repeat.
Suggestion: Reduce how much the HE grenade bounces. DO NOT make it explode on contact. Contact explosion seems like it'd get drillers killed, but I would like to see the bouncing reduced as it feels more like a superball rather than a grenade. Other than that I have no complaints about the HE.
an added statistic that shows similar stats to dwarves but with weapons so stuff like enemies killed and how much time you have used each weapon.
Suggestion: nerf the goddamn nuts secondary objective
i'm sure this has already been suggested, but PLEASE revert the lost helmet upload sound back. It scares the hell out of me when I hear that bomb detonation screech, and it drives me nuts.
Make a very complex machine event that is the mission itself, and then make it a weekly. Mission difficulty is locked at haz4 (maybe)
I Have an Idea for a small update: Stop me if you have heard this before.
5 New enemies, 2 new drinks, a new mission parameter, and 2 new bosses
Name: Swarming Stinging Mactera
What is it: As said in the title, the update is about the Macteras. I feel they have been a bit neglected. Our flying buggy boys deserve some love, in the form of a pickaxe!
First of, the threats.
Mactera Juicer: A small mactera that buffs Macteras and macteras only. They buff them for health and damage, but are fairly easy to kill themselves. If you kill a Juicer and not the mactera under it, it will berserk, attacking dwarf and bug alike. It will also turn red, to signify it going berserk.
Mactera Crusher: In the same genome as the Mactera Grabber, Mactera Crushers are a unique anomaly in the Mactera Hierarchy. They will act like Mactera grabbers, up until the point where they grab you. Instead of possibly killing you with the drop they produce, Mactera Crushers will land on you, and dig into the ground, and, living true to its name, crush you. Juicers can attach to Crushers, make them a force to me reckoned with, easly taking down a dwarf at haz 4 or 5, but injuring them while in haz 3 or lower. While they grab you, they suck the lifeforce out of you(AKA your health) and in doing so, heals itself. They are larger and more bulky than Grabbers, with larger arms and a sharp proboscis to boot.
The Hive Detonator: When a hive detonator spawns, a loud Mactera shriek will sound out, and will globally buff all macteras majorly, upping speed and damage for all. They will look like a bulk detonator, but yellow and full of that sweet Mactera juice(used in Mactera Brew) They have a new attack, other than the slam attack most of the unfortunate dwarves that got too close know all to well. They will dig into the ground, and unleash lots of Mactera Buzzers, a enemy that only spawns when a Hive Detonator is on scene. Mactera Buzzers will shock you for small amounts of damage.
Part 2:
When the Hive Detonator dies, it explodes into a acid that will slowly damage all dwarves in the crater it leaves behind. But it is not done yet. The body of the detonator is left behind, and if a Juicer gets to it within a certain amount of time, it will revive the body, making, in essence, a mactera zombie. The zombie will follow you around in the mission, not doing much but glowing orange and giving you the scare of your life if you turn the corner it was hiding behind.
The new drinks: Mactera Gut Melter, and Mactera Love Sauce. The Mactera Gut Melter is a normal drink in the terms of DRG. When you drink it, you gain a small Mactera Juicer, which will hang around you while in the Space Rig, and will dance on the dance floor near the Abyss Bar. You will also glow yellow and have yellowish eyes(From drinking literal Mactera blood). The Mactera Love Sauce will only be available during missions with the new parameter, more on that in a minute, or during a Mactera Swarm mission parameter. It would make all Macteras ignore you for the entire mission, for the cost of the normal bugs becoming faster due to you losing a chunk of your speed for the mission.
New Boss: Mactera Queen. The Macteras are growing bolder, and so shall we. You have a 50/50 chance during an Assassination to encounter a Queen egg. It would have the same look as the Dreadnought egg, but yellow, and the roots around it being red. When you break it, a massive Mactera comes out, looking like a huge bee. It would fly around when it is first summoned, and then keep flying around throughout the fight. They are not effected by the Love Sauce. There attacks would be sting, shoot a needle at you, which would stick, obscuring your vision, and doing poison damage for 3 seconds, and summon, which will summon a Mactera wave, and a possibility of a Hive Detonator. It is not buffed by the Hive Detonator, or Juicers however. If you find a Queen egg, it will become part of your mission, so you can't avoid it.
Part 3:
The new parameter is Mactera Hive, which places you into a whole new biome, where the walls are lined with Macteras. Only Macteras spawn in this area, so now worrying about Bulk Detonators. What you do have to worry about is the mass amount of Macteras of all kinds, even some included in this possible update. And for the last boss... THE MACTERA HIVEMIND If you do get the parameter, you have a 10% chance you will get the Hivemind. The hivemind is tough, on par with 6-7 dreadnoughts. I say this because this thing is extremely tough to kill, so management has sent Evaporation Combustion Bombs or ECBs. These do a moderate amount of damage, not enough to have you sit there for 3 hours, but a good bit of throwing the bombs at them will destroy it. While you are hitting it, it will spawn Lots of macteras to harrass you, and all of the Mactera spawned from the hivemind have a special prefix -Hiveminded. This will let you know the difference between the macteras. After killing it, it wil explode open, so watch your distance, but also spew out tons of materials for killing it, as well as shaking the environment. You will also get a ton of experience for the kill as well as a Management Agent giving you a good job report. You can then get on with your day in the mission, just make sure that you don't encounter another one...
And that is the possible update: Swarming Stinging Mactera!
steeve dancing when you throw a lure, specifically when there's no hostiles around
i don't think it's a huge gameplay improver, but watching steeve do a little jig would be cute
Have broken weapons spawn in salvage missions. Each weapon has a chance to spawn similar to that of a broken supply pod, and only one type of a weapon can spawn (you won't encounter 2 subatas in the same mission). It will have 0% - x% of ammo stored in it, and you can take it by holding the use button. If you happen to have less available space than there is ammo in the broken weapon, you will take as much as you can and the excess ammo will stay in the broken weapon to be retrieved later.
A rework on the Dreadnough egg, I think it should be translucent so we could see the embryo in it
these new sounds are horrible the flares are too prominent and the tingling sensation smashing some morkite is gone with the new sound
I really, really like the grenade aim-helper arc! I think it's really well-implemented and really helpful. Two suggestions to make it even better:
-
Add the aim-helper arc to all throwables. It's already on grenades, but it might be nice to see it added to heavy objects like Aquarqs, and it would be really nice to see it added to the Driller's satchel charges because their throwable arc is pretty different than grenades and heavy objects. The charge-up distance bar is nice, but the aimer arc would be even better.
-
If the destination point is "looking at" an enemy, it would be nice if you (just you, not your teammates) could see a little X-Ray outline like if you had laser-pointered it. In other words, highlight the enemy (if any) that the grenade aimer is currently pointing at. That would help a lot for stuff where you're trying to throw a grenade directly at something, like throwing an Impact Axe or throwing Pheromones onto a specific target.
Sorry if this is a repost - I searched under word combinations like "grenade" / "satchel" / "c4" + "targeting" / "aim" / "cursor" / "reticle" but didn't get any useful hits. TBH I suspect the first one might be a repost, but I couldn't find a search hit anywhere to confirm that, so I left it in.
- Reduce FF multiplier for turret arcs
- Make the arc nodes actually attached to the turrets themselves (right now the node persists for several seconds even if the turret is recalled)
Perk Suggestion
Beer Farts. Activate once or twice a mission. Repels all bugs away from you for 4 seconds. (Similar to See You In Hell but you activate it while up, and no damage is inflicted.)
Roid Rage. Sacrifice 80 health for a temporary boost in damage.
I saw these at work today and it got me thinking about a drink that makes you a Mule for like 25 seconds and you can walk on the ceiling and shit
HUD improvements
1) Targeting visuals
Sometimes I find it hard to notice on my screen where's the thing that my teammates
have targeted. I think it would be useful if the icon that shows you which direction to look had a little fading border glow (colour based on player) for the first second of being
tagged. I think it could make navigating a little bit easier and make the game look smother.
2) ESC menu addition
Adding the current status of deposited minerals etc. in the ESC menu, instead of showing
only on depositing/withdrawing minerals. It's helpful for example when you're trying to
get enough Nitra for a resupply pod. Maybe I haven't discovered where to find this
after 76 hours of gameplay, but this little change would most likely prove itself being
useful, especially for new players.
Can we get a more pronounced audio cue when something is coming up behind us? I often don't know something is behind me until it is hitting me. Other than that, great game! lots of fun.
A some onboard AI's announcements (or Mission Control), that use a Rig's intercome system (you know, like megaphone). If it's a AI but may be Mission Control is AI, who knows, it could use some nice woman's voice, or brutal man's voice with a "robot" voice filter. Just a some regular or funny announcements, like:
"Request technicians on 11 deck - gravity hook needs a calibration."
"Reminding to employees - a prosthetic liver doesn't include in your medical insurance"
"R&D employee in a Lab 13 - biological samples try to break containment."
"Request roboticists to workshop - experimental APD malfunctioned."
etc.
It could announce some easter eggs, like:
"Daily reminding - there is no cakes in canteen. Cake is lie."
"Unknown object in ventilation system. Order from Chief Engineer - send engineer Ripley (or Dallas for more canon) to check."
It will make a Space Rig more alive, I think.
another steeve sugg? yes!
give steeve a collar! it'd make sense that they'd have to give tamed glyphids some sorta identifier to ensure that sentries, bosco, and other dwarves don't just that he's a hostile buggie going after your sweet dwarven cheeks!
I think it would be cool if the scout sticks a crystal with the flare gun, the light is amplified throughout the crystal and takes on a slight hue based off the color of it. Would make massive crystals look epic.
(Flamethrower Tweaks) [1.] Setting things on fire should be difficult when it's raining. Rain should give all creatures and players a status called "wet" that grants something like 75% resistance to heat. [2.] When you set flying enemies like mactera on fire, it should instantly incinerate their wings and force them to land. Flying is no longer possible for them, so they must crawl around on the ground.
A few gag beer ideas for the next Halloween celebration! Shrunken Heads brew, does as the name implies, possible balloon deflation and inflation sound effects? Airhead Brew, Inflates head size and slows falling. Ghastly Rum, turns the drinker into a frightful dwarven ghost! Complete with faint eerie music. Barebones Ale, turns the drinker into a rattling dwarven skeleton! Blood Fang Stout, A swarm of bats rushes past the player and turns them into a giant vampire bat that can fly around the rig! Plays dramatic organ stings for intro and outro.
Overclock upgrades. Let us work hard and pay a fortune to improve the stats on our favorite overclocks.
Make Hyper Proppelant deal two different types of damage at once, turning the direct damage into kinetic rather than explosive so it doesnt suck against bulks / opressors
Make Plasma Burster ignore explosive damage defense / weakness
Louder teammate gunfire
I have a small modification to bring to the Bestiary, make it count the flying creature frozen solid (both cryo nades and cryo cannon don't increase the counter)
Unstable OC for the thunderhead called Flak Canon. Shoots a 4 round burst with 2 seconds pause, which blow up mid air and has a big AOE and more damage against aerial enemies. But it has no AOE and less damage against ground enemies. 24 rounds in a mag and default ammo of 288
Personally I want a setting that makes the terrain scanner toggleable. I play a lot using Steam Link using an unsupported controller, so I can't change bindings, and because of the way the bindings are I currently can't use the terrain scanner. The rest of the controls work flawlessly.
Weapon proposal:
Single shot rocket launcher with a manual detonation. Missile embeds itself on surfaces if not manually detonated during flight. Could be used similar to C4 in that aspect. Manual detonation could also be just an upgrade if you just want a point-det rocket, could have more direct damage.
Another upgrade that could be applied to this would be lock-on rocket cluster submunitions. While the main-rocket travels (or embeds itself), a sensor locks onto a limited number of nearby targets via lasers. I know manual detonation in most games is kind of a pain and not very fun, so having a visual que of what your rocket detonation will hit could hopefully fix that. When the main rocket is detonated, a cluster of submunition rockets fly out and hit their respective targets. If the main rocket isn't detonated during flight, it would embed itself in whatever surface (or bug) it hit and lock onto nearby targets that travel within the vicinity. Less targets means more rockets per target, so it could be reliably used against isolated big bois for considerable damage.
There are a ton of ways on how this weapon could be upgraded, so the only feasible way I could see this thing working is having an upgrade tree with 3 branches. One for point-det, one for main rocket-det, and one for the rocket cluster submunitions. If the upgrade tree isn't what people want, then have 2 or 3 different rocket-launchers!
Give the bulk and the random dreadnought a more dramatic appearance. I've witnessed them spawn in multiple times and they literally just pop into existence. As we know, if they can't reach its target simply by walking, they start carving the terrain, which means they can't move underground like the other bugs. Before the bulk/dreadnought appears, the entire team should hear a series of thumps, each is clearer and more pronounced than the previous, and the closer you are to the entry point, the louder they are. After the final thump a small crater forms, and the bulk/dreadnought sort of jumps out of it and emits a loud shriek (it would help creating the atmosphere for the dreadnought as a boss and will justify bulk's 5 seconds of existence contemplation upon appearing). The aforementioned thumps would sound similar, just like they are when carving terrain, but if Mission Control makes an announcement before the thumps start, you'd know that it's a dreadnought coming.
An overclock to the 40mm grenade launcher to make it a rocket launcher. Lines up with what the guy above said plus explosive launchers are an Engineer thing.
Make the Error 019 ( Radioactive zone helice ) rarer. It doesnt feel special or easter egg-y when you find it every other mission in the region.
Add the Miner Community Terminal to the Space Rig map.
Had to google what the Miner Community terminal was, I thought those were just billboards on the walls.
Can empty resupply pods still be tracked using the scanner? Totally got smashed by one as driller because I couldn’t see it coming.
Super Glyphid Menace that is large and cannot burrow but crawls along the ceilings and walls blasting you with several acid mouth cannons like some sort of biological battleship.
Press F to clap your fellow dwarf on a back. Just a little friendly support for each other.
UPD. Oh shit, forgot about flares .-. Some other button, you've got an idea.
Remove the mixer emoji because mixer is gone 🦀 🦀
Color code steve to who tames him so its easier to notice him. So if an engineer tames him, his body is colored red, scout tames him and he turns blue, etc.
I know the drillers drill ui was updated twice recently and being a driller main, I'm pretty excited about that. It looks much nicer which makes me feel bad about asking for more, but is there any chance the little flame icon could also turn red when the drills are starting to overheat? Right now the numbers are easier to read, but the warning flashes are harder to notice since a majority of the little screen is taken up by the black bar.
bring the old sound for collecting minerals lying around back (plz!). the new one is more decent, but i really miss the old one. it was always a special incentive to hear that sweet minerals tinkle & clink
(Shield Disruption feedback) Some of the "warnings" like Shield Disruption are not very fun, especially for gunners who completely lose a core ability (shield generator) during these events. I think Shield Disruption should be revamped to make it more gameplay-friendly. My suggestion is to completely remove Shield Disruption as a warning and rework the concept into a new enemy time: the EMP Exploder. These enemies would behave like familiar exploders, except that they only damage shields (not health) and inflict a temporary debuff on players called Shield Disruption. This debuff causes the players' shield to cease regenerating for, say, 30 seconds. The only ways to counter this debuff would be 1) avoid EMP exploders or kill them before they reach you, and 2) the gunners' shield generator removes the debuff instantly. It's important in my opinion not to take away a core ability from any class. You want players to look at the gunner on the team and say "Yes! We need him and his shield generator!" rather than "He's handicapped and not pulling his full weight." That's all, thanks for reading.
Universal balanced OC for all weapons:
I have been thinking about this one for quite some time.. Right now, we have five tiers so you can pick 5 modifications + an OC. Now imagine an Overclock that would allow you to pick modification from whichever tier, meaning one could choose for example all modifications from tier 1 and add some others as well. For the balancing purpose I would suggest player could pick only 4 modifications for the weapon in total, however you wouldn t be limited with one modification per tier (5 would be a gamebreaker IMO). Here goes why it would be a Balanced type of OC.
Positive aspect: Pick whichever purchased modification for the weapon
Negative aspect: You can only pick 4 modifications in total
This would be a perfect fit as a reward for recently introduced Prestige assignments. After completing the assignment you would receive a sweet OC for all your weapons to experiment with. Positives I see are it offers not crazy but really interesting build variety for the players to experiment with and, as I believe, relatively small effort to implement such OC by developers..
As a guaranteed assignment reward the purpose of this OC would neither be to take the role of the ultimate OC nor the least effective one, but sit somewhere in between. Can provide very decent firepower when used with the damage mods or make a very interesting build when used with the same tier mods (especially tier 5). It would also go along well with the Balanced and Unstable OC philosophy considering you can translate the negative aspect of such OCs into a missing mod and then translate the freedom of using whichever combination of mods in same tier into a positive mod.
Want the Revolver with explosive rounds, critical hit dmg, neurotoxin and dead-eye accuracy upgrade? Why not.. Breach cutter with maximum beam width, extra damage and ammo? Hell yeah! Warthog shotgun with extra pellets, ammo, accuracy and damage? Slow but deadly - give me That!
Add in the bestiary for the glyphid exploders, is that they have a tendency to rush you when your dealing with something much worse
Lloyd should duck when dwarves hurl beer glasses at him.
better sound design. I could be 5 feet away from loot/enemies behind walls but it doesn't get louder until I DIRECTLY LOOK IN THE DIRECTION THAT THEY'RE IN.
Add a chat line when someone pings minerals/points of interest and add an option for people to hide them. Make it so it can't happen more than once every 10 seconds. Eg. "Name (class) pinged Nitra" with a time stamp based on mission time.
Cryo Cannon Overclock: Power-attacking a patch of ground ice with your pickaxe sends a cascade of spikes throughout the trail.
Ok scratch that, perhaps i meant to boost the anti armor mod on the warthog, cause i heard that someone said they wanted the bonus to be improved cause it didn't seem worth using. So why not increase the bonus of that mod to say at least 700%-800% to make it a little more worth using, i mean, come on
Hi there, I may have some ideas for our Steves :
If the cooldown is done, AND our steve is still alive, I think the perk logo should be grey, so we know we do not have to try to pet a new Grunt (Sometimes, during big fights on Haz4/5, We may don't know that our Pet is still alive, so we try to have a new one, and this doesn't work... Then we take a shot from a Slasher :3 )
And Maybe it could be cool if the light around a Steve is different by classes. I mean, If I'm a scout, my Pet will have a small blue light ; Red for an Engineer class' Pet ; Green if the Gunner is making a Steve ; and Yellow for a Driller.
At least, if there's not a double class in the game, everyone will be able to recognize his Steve :3
Requesting to be allowed to continue to gain player levels when you hit 3 star legendary level 25
Add machine events to the miner's manual (so greenbeards can figure out why they wiped the Omen)
Add more detailed information on weaknesses and resistances by adding the specific percentages to beasties. See https://deeprockgalactic.gamepedia.com/Creatures for what I'm talking about.
Two notes for audio:
- Enemies have great barks and spawn cues but for the most part don't have footsteps. Adding footsteps would go a long way for improving situational awareness.
- Horizontal directional audio is solid, but there doesn't appear to be any verticality. Given that the caves frequently have paths interwoven in 3D, adding vertical directionality would be much appreciated.
I looked but I didn’t find anything like the following idea.
I’ve thought of an interesting Overclock concept for the EPC. In short, the charged projectile is replaced with a bolt of plasma that travels at near instantaneous speed.
The goal of the overclock is to provide the EPC with a more reliable option for dealing with somewhat tanky enemies at far range.
The major nerf of this overclock would be that the AoE of the charged bolt would be much smaller, but the direct damage is increased.
Charge speed would be increased slightly to help deal with numerous targets, and shot cost could be reduced slightly to encourage the use of the charged shot on individual targets.
Now for the elephant in the room, the Thin containment field and flying nightmare mods. For the flying nightmare mod, the bolt will penetrate any number of enemies, each enemy taking full direct damage.
As for thin containment field, it would be impossible to hit the projectile with your own normal shots due to its immense speed, and very difficult for a teammate to shoot it to make any use of it. At the moment I only have iffy ideas of how to make the mod compatible with the this overclock, which is to make the mod change the behavior of the bolt in entirely different ways.
At the same time, the whole point of the overclock is precision, so allowing both a quick projectile and a powerful implosion for AoE would make it too powerful.
A possible solution would be to change what thin containment field does for this particular overclock, such as adding fire or electric damage to the bolt, or having the bolt bounce off surfaces and enemies several times like the old bouncy plasma for normal shots. The possibilities are endless.
If you find this overclock concept for the EPC interesting, but didn’t like a few of the suggested features or want to add to the idea, feel free to @ me in #suggestion-discussion
extremely niche nitpick but the discord RPC sees shallow grotto as crystaline caverns. perhaps update this image with an existing screenshot of the gooey green biome?
Suggestion: nerf or change the omen modular exterminator, those beams are sometimes impossible to dodge if you are not the host, even from a """""close""""" connection, I've gotten killed 100/100 to dead in a second even when nowhere near a purple beam, feels like big desynch and it keeps happening.
Make the leadstorm overclock not stupidly useless please
i feel the omen towers need more modules then they currently have, i ran into 2 omen towers in a row and they had the exact same modules so more variety would be nice, i mainly say it cause the bottom module is always guarenteed to be the same thing and while it isn't the worst thing to deal with, it is boring to have it always be guarenteed to be that module, three ideas i had for the bottom module was sawblades surrounding the omen tower, their range should be to the point where its difficult to approach the omen but not to the point where you can't stand on any of the platforms and if you do get hit by them, they do a lot of damage or a module that tosses out mines that work similar to the mines that Bet-C uses, have it to be similar to the module that scans for anything and if something is there, it shoots it but they are slightly faster and if you get in the way of the mine deployer, it will throw a mine at you and you will have a few seconds to react before it blows up, last idea i have is a flamethrower module, get in the way of its streams of fire and it will burn you and set you on fire, maybe change it up depending on what biome you are in such as fire for magma core, ice for glacial strata, electricity for crystaline caverns and poison for fungus bog, although, the fire and ice would likely need to be swapped since it would only make sense for DRG to attempt to use what enemies are weak to instead of what they resist such as fire for the ice enemies and ice for the fire enemiles ( even though there isn't any, i hope that will be added eventually, that would be cool ).
Any chance could we get the old deep dive banner some TLC?
May be a technical impossibility, but an OC for either gunner primary that gives off glow off of their shells on hit, like a solid phosphorous round. Helps light up targets easier without a scout when you're aiming for a far wall in Crystalline caverns or Fungus bogs
Howdy! If possible i would like to have more loadout slots. Right now we have 3 (A, B and C) where we can setup our weapons and mods individually. However, i have found some more combinations i would like to save. I think adding 2 or 3 more loadout slots would not be that hard and could be patched in very easily. With all the nice modifications and overclocks, i found (especially for Engineer and Driller) very nice functioning Weapon Modifications which change the playstyle completely. Also its fun to create more armor/weapon skin combinations for each of these loadouts. I hope this could be implemented fast and easy. 😄
little pockets of air on o2 levels... maybe in the form of some cokoon like flowers that you break with your pickaxe. Of course there shouldnt be too many of them
give driller 12 C4
for haz 5, every time you go down a it gets twice as hard. twice as many enemies, twice the health, twice the damage. could even put it on every haz level
Custom sfx for custom frameworks! I want my mechanized stubby to sound like a bolter from space marine and I want my neon warthog to sound like a silenced laser shotgun!
(And maybe the particles too while we're at it)
- 25s dash cooldown breaks the gameplay. You can make 2 lethal mistakes per minute and survive. Needs nerf to 1.5-2 mins of cooldown. It is more OP than the old IW (shorter cooldown + extra terrain mobility). A big hole in front of you? Dubshift and you are on the other side.
- For keyboard input double shift is the worst ever idea for triggering it. Cmon, allow custom single-press binds for it.
New Mod for Platform Gun: Tier 3
Bonus: x2 platform trajectory and deployment speed
This allows it to save you from a fall more easily and would be especially useful for the RJ250 overclock
Alternatively, increase the speed of the platform deplyment and projectile.
Nothing like making the quick swap and firing only to see yourself land inside the platform and die because it didn't deploy fast enough.
Suggestion: Change the Stunner Overclock icon so it's no longer a magazine, something like this but less scruffy. https://cdn.discordapp.com/attachments/565850434376302613/727221284399743090/StunnerVector.png
Please add something to Mission Control's speech after you hit a Black Box.
Something along the lines of '' If you fail, the proccess has to be restarted '' or something, because the game never tells you that you can fail it, unlike uplinks \ fuel cells
Got an idea for a new Primary weapon or as an OC for the Scouts Assault Rifle:
A Burst Rifle (Pulse Rifle, maybe with Plasma ammo)
Shots in 3 or 5 Round Bursts, Damage roughly in between the AR and M1K, good accuracy and low Recoil But with little to no Armor damage
If its a OC, i would say that it gets a slight plus to damage, Mag size up to 30 (10 to 6 bursts a Mag) but longer reload.
For Gunner maybe a LMG with a box Mag similar to the Auto Cannon, an possible OC for that could be the Thunderload from Destiny 2. Shots faster the longer you hold the trigger and releases Lightning strikes but with a slow reload and a movement penalty while firing
Can aggressive venting generate enough heat to ignite praetorians from base temp? They're the only thing I'd expect to ignite that I'd want to ignite from aggressive venting and they only reach 3/4 heat when it goes off. Would make that mod more useful with Volatile Bullets.
Mineral Suggestion 
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During missions we should have a rare chance to bump into a Bitter Gem, which should be worth triple what it's worth now given the rarity of it.
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Large Gold Chunks should be worth triple what they are right now and made rarer as well.
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Gold Ore should be less common/more rare, but worth triple what it's worth right now.
Reason for Suggestion: Some if not most players think Gold is pretty useless, rather opting in to run a new mission rather than mining out an entire cave. It would be more productive and more rewarding to clear out a cave system if the gold actually counted for something more grand/larger.
TL;DR - Make Gold Ore, Gold Chunks and Bitter Gems far more valuable, with increasing rarity.
I was thinking about a modification or attachment for the pickaxe to give a small bonus to mining certain things. Nothing too big but maybe a 2-5% increase in Morkite/Gold/Nitra/ etc. that can be mined with the pickaxe depending on the mod that's equipped.
The reason for this is sometimes you have a gold rush, but Pots of Gold isn't available at the bar, same with the Morkite beer buff and Morkite mining missions, but with the pickaxe mod it would give just a little more to the player whenever they needed it.
how about a drink of the day that's like Pots O' Gold but for Nitra instead?
Active and passive overclocks for weapons
Nostalgia/Old Man/Long Beard Stout
A special joky beer. When dwarf drinks that, the screen changes with sepia filter, and he remembered a features of old versions of the game.
Something like:
"Remember, when we don't talk about Bismor?"
"Oh, guys, that old days when we can order a turrets and floodlights"
"I miss an old models of our guns"
"That good old days when there weren't no damned Macteras"
"Freaking bugs so evolved since company start working on this god damn planet"
"Remind me - why scout forgotten how to double jump?"
"Oh, an old Space Rig...Consoles...Consoles everywhere!"
etc.
Nostalgia for veterans, and greenbeards will know what changed since game when it was in early access. Something like "in-game development history".
The Tutorial can spawn u in a horrible position which makes it so core aspects can be hard to get around
So, this isn't a direct suggestion for the mainstay of the game.
But I was looking through the reviews for the DLC packs, and the problem that people seem to be having with Dark Future is that most of the people think that with how long it's been since we got new armor the way it's gotten is through...payment?
The first new armor we get is paywalled, and they are worried that the trend will continue, so may I personally request that we get more armors with one of the new updates?
In the tutorial, force the player to use the Ctrl+E function for permanent markers.
I just had a brilliant idea. So my idea is a mission type where you drop without a M.U.L.E. and you have to recover a M.U.L.E. carrying high value cargo that can be downed from gliphids (can't spell it at all) and friendly fire. Once downed it will become immobile sending out a distress call to tell you it has been critically damaged. To get it back up you need to find replacement parts (much like the salvage mission) and there are only so many in the level. And once your out the next time it's gets downed its game over. But it starts with you having to FIND the M.U.L.E. first and fix it to get it moveing
Please make the bittergem color the legendary rank color, it's current color looks like bodily fluids instead of something worth looking at. 🤣
At the very least, something bright and appealing would be nice...
Ok, so sometimes I start a mission, but have to leave mid-way. It clogs up my computer to leave it just running. Is there a way to pause and close the game and come back to it later? If not could you change the abort mission so I don't feel bad for leaving half-way?
The ability to pick up a bug, and throw it, causing splash damage
Suggestion: Would like to have the Black Crag skin in its respective class colours, it doesn't really make sense for my gunner to be all red... Or maybe give us more colors to choose from for any armor in general, if you gonna give a dark red armor skin to everyone, might aswell just completely move away from the "one class one colour" stigma and give us some more room for customization.
It shouldn’t be a priority, but I think this animation would be a perfect match alongside the current one for the “Bulldog” Heavy Revolver.
It’s like the popular “coin roll” but instead of a coin it’s with a bullet.
The animation can also be recycled for the BRT7 Burst Fire Gun and the Driller’s Subata 120. edit:wording
Rework fossils into a more engaging secondary objective.
At the current moment, fossils are basically a more annoying boolo cap/apoca bloom objective due to how they spawn combined with how hard they are to see in comparison. they're also a massive pain to collect for any class that isn't scout.
Since tweaking the visibility & spawning of them would do basically nothing to make them interesting, they should instead be reworked completely.
A potential way they could be reworked is by turning them into heavy objects which spawn in walls in a similar fashion to aquarqs, which would preserve the fact that they can spawn anywhere while also making them a unique objective that's much less tedious for any non-scout dwarves to complete.
The niche of "traditional heavy object" also isn't covered by any objective yet (gunk seeds come close obviously, but the way they're obtained is far from 'traditional'), so this would also double up as adding some genuine variety to the current pool of secondary objectives.
Slapping the dice should actually give you buffs in the game
Also, it would be REALLY nice if you could add a remove specific turret feature so I don't have to recall both if I only misplaced one. 🙂
BET-C should give oxygen
I think about a Boss map, but not just a map for kill the Dreadnougth, no, something BIGGER, STRONGER, FASTER and SPOOKIEST.
When enter in the boss mission map they will be adverted "WARNIG!! after this point the DRG company will be not responsible form your(s) fisical integrity, you was adverted!"
The map:
This map will be like a globe, but it will have a large amont of holes made by the boss
It will look like the eggs spot but drier, like if that is oldder tha the eggs
The boss:
The boss can be a giant worm with hundreds of legs that will damage the player if they hit him
When you see the boss his health bar will be showed up with three sections
- The first section is a normal NPC AI he will walk around the player and the map, he will bite if the player stay in front of him without move and it will disable the players shild instantly
- The second section when reached, the boss will do a big grunt breaking some parts of his armor showing red and orange weak spots that will do crit damage and drop Nitra(orange) and red sugar(red) BUT that's will not be so easy, the boss will run 1.5x the normal speed and will troll little green spores(like the Mactera Goo Bomber)that will damage and slow the players speed(the bite do the same thing)
- The third and last section, the boss grunt in pain breaking the rest of his armor, his body will be covered by the red and orange weak spots turning then in one brownish red spot(drop the same resources) but the world is't made just of sweet things, he will be REALY faster now(2.5x) he will spit around the Goo spores and after this will spit fire on then, he will not bite anymore, he will throw the player with the Goo coovering the player and making him stick on walls(for don't be overpower, if he throw the player from the top of the map it will be not IK) and will fall realy slow near the walls(3.5s)
When killed, the boss will do his last grunt covering his body with burnig Goo making him explode in minerals and completing the mission
A offline mode so I don’t keep getting random disconnects
suggestion : add "Hot" and "Potato" to mission name tables
I had an idea for a refer a friend system, when your friend logs into the game for the first time they have an option to put in a code, you give them your code, you have to play 10 games with your friend and they have to prestige one dwarf. If you meet all the requirements you and your friend get a reward, examples: unique armor, unique picaxe.
Real life radiation is blue, could there be a way to toggle the color for the radiation exclusion zone and the radiation glow effects (praetorians, exploders, radioactive crystals) to be realistically blue?
Mission length - I wish missions could (optionally) be much longer. And that once you collect 200/200 and 20/20 of something for the mission you had actual reason to continue playing and collect even more mission resources and 'team resources' and be awarded based on that.
Resources - I wish you could use more resources to your advantage inside of a mission, and not just nitra. I do not have good examples of how/what but would be nice if what you mine also helps you 'progress' more into the mission and help you in some way.
Sometimes mission is finished very quickly, and that is not fun, i would say it is even annoying.
Make resupplies appear on terrain scanner similarly to mule and heavy objects.
Give flaregun a x3 damage multiplier specifically for hitting the base of a cave leech so it can get accidental instakills when you try to light up a room. Have scout comment uniquely on it in place of his typical flaregun barks.
Can we have in the miner manual the minerals ? 😄 That would maybe help the one that try to complete the lore 😄
Can we get some silly modifiers like chubby glyphids or big head mode? Or a grunt birthday party from halo bapp a glyphy P o p h u r r a y
Being out of flares when you really need to see an area is miserable. Could we get the ability to stand still and manually speed up flare recharge when we're out? The dwarf would stand there, shaking the glowstick a few times to ready it
can we pls get the opportunity to activate the extraction on the mule with an other keybinding then depositing? i had so many missions where someone called extraction by accident...
❌ pickaxe customization
✅ impact axe customization
Can we get a better indicator of combat and mining than simply "hit thing with pickaxe" and "got a kill shot?" The current system makes it look like engineer is overpowered. the turret takes out a lot of threats on its own but they are mostly low-threat mobs like swarmers or grunts. I've been in team comps where the gunner ends up with a lower kill count than the engineer (mostly always) and the gunner gets crapped on. most of the time hes taking out the bigger single-target threats. Big bertha/carpet bomber helps in this regard, but in most situations the gunner stats just look bad compared to the engineer (which IMO is inflated by a disproportionate amount of smaller kills). same for driller and scout. it seems the driller gets credit for all dirt destroyed and not just minerals mined, which in turn leads to scout getting flamed for slacking in mining.
Display friend (X) Icons / Profile Picture
Add a toggeable setting, set to disabled by default, that allows you to See the Steam /Microsoft Store / XBOX profile pictures of players in your friends list. It should also apply to your own profile picture too.
Make the platform (point extr. ) noclip so one cant get stuck inside of it and fail the Deepdive bcs of that. (if one moves near it while it "extends" / unfolds one will get stuck and can not go out no matter what
So majority of new players really dislike he warthog base stats. 2 ROF and the mod tree is full of uninteresting obvious choices. I suggest changing the mod tree as such:
(Super charged feed mechanism removed tier 1 and built into base weapon making the base ROF 3 instead of 2)
Mag +2/armour shred
Loaded shells/choke
Fast reload/recoil/mag
Bigger pellets/ammo
Miner adjustments/turret whip
Throwing an idea out there, for higher level dwarfs. Would be neat to have a biome for experienced dwarves. Where the caves in this biome confused the player, maybe even 'disrupts' the terrain scanner. Maybe even something mystical? Or a cave that 'seems' to change as you go through it.
Someone said this in another discord:
Would anyone consider the dwarves in Deep Rock Galactic to be similar to 40k squats?
kinda they even fight space bugs
That made me think about space hulks in the 40k setting: giganic ship wreckages infested with all kinds of baddies, including space bugs.
Maybe there could be a new tileset put in the future inspired off of such an environment? Maybe a region that's a massive ship graveyard, ships buried in Hoxxes whose corridors can't be dug through without explosives, but the map is still like 50% rock to dig through due to ship collapsing. I don't know a lot about lore, but maybe? they could be added in by like "A fleet of X had a massive hyperspace malfunction years ago. They were considered lost... until we found their exit destination, buried deep within this region of Hoxxes."
Would it be possible to have the driller EPC's Thin Containment Field animation to be optionally reduced to effect only yourself or perhaps so that it doesn't affect you? I don't know how many in the community experience physical discomfort from the animation, but I have friends who do.
It feels like the flamethrower should to more damage to the egg sacks that contain the little guys. As a nod to Alien or something
Suggestion:
An easy way to show your play-style preference when matchmaking / server selecting;
Maybe something like 'How "Rock & Stone" are you?'
For example:
- I only care about the main objective
- I want both objectives completed
- Mine everything. Explore everything. All the Time.
This way, you get matched with people with kind of the same preference.
When setting your preference, I would go for something like: Yes, Neutral, No.*
(*Since I prefer to explore the cave and get everything done, but I'm fine with just doing both objectives. And I get annoyed if people rush the main objective.)
-- edit:
Maybe as simple as adding a Rock & Stone icon next to your name / next to the session name?
And that Icon becoming more "Rock & Stone" based on what your playstyle is?
Also was discussing with my friend, in real life there are tools that let people see densities of minerals to find difficult to locate deposits
search for "advanced gradiometer"
This had us come up with the idea, what if you gave the scout a headset that has a battery, and can be put on to see a a couple meters through walls. It could help the scout find paths that are somewhat hidden by seeing there's a walkway behind what seems like a solid wall, and could help find things like deposits of arquarqs a little faster giving the role a little more variety
Any chance we could move Blackout Stout back to the bottom of the list of special beers? Now that we have Smart Stout, it takes up the bottom slot. However, many players are used to scrolling to the bottom for their Blackout fix.
Armour Perks and Runes
Armours and their Skins should each come with unique benefits and buffs, thus allowing players to even further customize their equipment and loadout. For example, lighter armour (MK3 variants and what not) should allow you to run like, 5% faster and have 5% more shields or something. Simple, small stuff. Same goes for the skins, they should come with very small but unique buffs per skin - which would justify more so the DLC skins (which I bought anyway, but still improvements are always welcome).
Alternatively - like how weapons get overclocks - armours, the pick and some equipment should get runes. Items we find through lost dwarven relics in deep dives only, engravable runes that when applied to equipment/armour - you get a bonus and maybe something odd as a perk too.
I think that it'd fit the atmosphere of the game quite well and give us more bang for our buck too.
Hello dwarfs.
After having been playing this game for over a hundred hours obviously have a lot of suggestions, but im gonna narrow it down to one thing.
When i finish a mission, do something about the countdown..
Its ten seconds wasted of my life every single time.
Its fine that its there when the first person presses it, but if all four players press it, please just skip to loading.
Are the available missions and biomes attached to the local time? The host seems to see different missions from the players when playing with people in a different time zone. It creates problems when hosts can't choose assignment missions for other players and forces relogining and rehosting the game when going from one person's assignment to another's. Would it be possible to attach missions to UTC for everyone?
Not saying the gunner needs to be buffed (kinda does tho), but uhm, the scout's Zhukovs, a secondary weapon, does higher DPS than the powered minigun, which just doesn't make sense... Needs some balancing in my opinion
Hello fellow miners,me thinks I have a good idea for the gunner primary weapon slot,I tried to balance it and will go into detail about it and how it should fit in with the gunners arsenal
The reason:the gunner with his leadstorm and Thunderbird are both formidable opponent's,we all know a gunner can dish out alot of damage with these weapons,but if a swarm gets to close he mind have a hard time if he is out of shields or grenades,to conter act this problem and it situation if the gunner being vulnerable up close,I've thought if a weapon that severe the gunner and his team o various different situations such as heavier enemy's or salvage missions and much more
Here is the description:The bolt blaster is a up close and personal weapon,it is very viable at close range and to medium range to an extent.it is a shotgun like weapon that fires anything like glyphid body parts up to rocks and metal scrap,it can take out pratorians in very few blasts,this weapon is for a very aggressive gunner and a very resourceful one
Stats:
Damage:20
Projectiles:7
Stun chance:35%
Stun duration:3.5 secounds
Max ammo:20
ROF:unlimited but has halve a secound in between shots
Movement speed when equipped:45%
Armour breaking:150%
Mag size:5
Front Aoe damage:30
Reload time:6.5 seconds
-special atubute:has 60% chance to give 3 ammo when enemy is killed,40%chance to get 1 ammo when mining.
Fire rate pattern:
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● ●
●
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Platform guns should be able to activate on moving projectiles
it would be useful if you could recall your sentries while you are doing an action that you need to hold the use key for such as grabbing resupplies, depositing, repairing mini-mules etc.
Have the "air geysers"on the sand maps that can push your character be able to affect the glowsticks/throwables as well
TCF VFX (i mean distortion bubble) are unnecessarily long on high settings. Speed it up by at least 150%.
Variable length “Rock and Stone” dependent on how long you hold V. In addition you hold your pickaxe up for as long as you hold V. “Rock-Rock-Rock and-Rock and Stone!!!”
The number of buttons you have to push to start a machine event should scale up or down based on the number of players. Feels kind of silly standing there pushing all four buttons in solo when I'm not waiting for anybody.
Simple change but I personally would appreciate it.
Miner's Manual Planetary Region Change -
Noticed today that the Planetary Regions seem to be listed alphabetically, which to me seems a bit weird, since the Introduction Assignment seems to list them out pretty well.
I'd personally like to see them done as so - Crystalline Caverns, Salt Pits, Fungus Bogs, Rad Zone, Glacial Strata, Dense Biozone, Magma Core, Sandblasted.
Makes a bit more sense to me and would probably make more sense to green beards. Especially since the Biozone being the second one down is extremely odd.
Dwarves should ragdoll, smack into the ceiling, and bounce around in the drop pod if they don't sit down before it leaves.
Cosmetics should have a rarity tag attached to them (common, rare, very rare, etc etc)
I pride myself on carrying a gunk seed into the extraction pod on each applicable mission so it would only make sense to have a victory pose like “crystal lover” but with a gunk seed.
using a steam controller - mouse + Gamepad inputs mostly works, but it would work extra swimmingly if keyboard UI overide didn't take effect on just mouse input, but only from keyboard input
Alright this one isn't as complex, but I feel that it's at least 100 times as important than any other suggestion here.
Please make a voice line for the dwarfs to say "PRAISE THE MINERS" when they pick up a lot of gold. I feel that this voice line by itself is critical to the success of this game.
Can we have a social skill implementation? Like higher tolerances for alcohol
MPGA - Make partying great again! I want beer bongs, likor submarines, psichedelic beers, more dancing, and all.
amusement park spinning machines, vomiting, I want to have FUN with fellow miners! FOR KARL!
I really liked the Korlok Tyrant-Weed, but so far we've only seen it once in 12 hours of playing since it was added, and we were a bit disappointed that all we got was more xp/cash which we don't really need more of at this point.
Have you considered making it a new primary mission objective, or maybe an alternate target for Elimination missions? It felt pretty unique to fight, so it'd add some much needed variety to primary objectives. Currently it feels like it's being a bit wasted to me.
Also the idea that it'll grow out of control if not destroyed makes it feel pretty sensible as a primary objective anyway.
As an accessibility suggestion, can we have an option to move our character's health and shields, and perhaps ammo count of the current weapon, near the reticle? Being blind in one eye, it's difficult to keep track of my health when it's on the bottom left corner of the screen, which means it'd be just as difficult to keep track of ammo counts on the opposite side for those blind in the other eye. It doesn't have to be anything fancy, just a number with an icon next to it to signify what it is would be hugely appreciated.
QoL Suggestion for Resource Filter in Server List when you are looking for missions, so you don't have to mouse over every single one to check if it has Bismor for example
Scout M1000:
The M1000 feels sub-par because Focus Shots are not rewarding. It should not require going deep into a Focus Shot spec for them to be useful. I prefer suggestion 1 because it will affect more players and encourage aiming.
- Focus Shots refund 1 of the 2 ammo cost if you hit a weakpoint.
- Unstable OC. Focus Shots refund the ammo cost if you hit a weakpoint. Reduced ammo.
Can you try and do a Red Dwarf crossover/collab?
So that you can also go to The Dwarf as well as the DRG mining ship, With stuff and the boys from the Dwarf as well? As a DLC or something, that would be awesome
i feel like the engineer needs reworking or buffing in some way he pale in comparison to the other miners
I think it'd be a neat touch for driller to be able to burn away the fungi messing with your vision.
Add a camera to each characters tool set, players who remember to utilize the camera can fill out beastiary/flora entries, camera can be taken out to use and capture in game, feel like it would just fit in with the “tool kit”
Taking damage over time, like burn damage or radioactive damage, sounds like I'm getting punched by something repeatedly (and has camera shake for each tick of damage). It often throws me off and I'll instinctively look around to see what monster is next to me. Could that effect be updated to feel less dire?
To differentiate dystrum since it is the only material that you mine out of a vein in point extractions:
Have it shock your shield a little (like jellies) with each pick ax hit or
Maybe make it radioactive (doesn’t fit with color but maybe) so it does DOT to you as long as you’re carrying it or
If you’re carrying over a certain amount, shield disruption.
A minor suggestion you could make it so there are no loading screens when starting a mission to help the "immersion" and add some cool scenery etc Would be interesting to see
Can we get an option for PC users to rebind the active perk key? Sick of trying to use hover boots and accidentally stealing the MULE.
some resources should spawn like this
I’d like to see: Ore vein generation variety
Currently, all veins will generate as if they’re spray painted onto a wall. (From what I understand, it actually just chooses 2-3 points on a wall and places minerals between them, which can lead to veins going through walls/corners.)
For the sake of variety it would be neat for some/more veins to spawn going into the walls. so that you have to mine into them instead of just scraping them off the walls. (Could be done by changing the gen algorithm to sometimes chose one point inside a wall and a point on the wall, generating minerals between them)
The other change would be vein type variety. Additions I think of could be:
• geode like cavities
• thinner but longer veins
• sprawling “branched” veins
• stalactite/stalagmite minerals.
• mineral rich rock/soil, which drop minerals when mined (might be a bit boring for gameplay, but would add texture/polish to caves by having an intermediate to the ridiculously rich veins we have)
Certain minerals can be made to more frequently spawn in one way over the other, making for “mining variety” in the same way (or, in the same vein heheh) we have enemy variety.
I would like some ringtones and wallpapers for smatrphones. There isn't enough
&
in the outer world!
Can the headlight be a bit more like the one on the turrets, more beam like. The amount of light it provides is enough, but a bit more range would be great
What if every class had a second option for their 'Support' item. Maybe the Engineer has a Med-Pack, which heals another player 30% of their health.
When in the drop pod (to escape), the panel on your chair should be able to show you where the remaining dwarves are and how close they are
Add a Warning that increases the ammount of pre spawned enemies, including immobile ones, Breeders and maybe even the likelyhood of Detonators
( Shouldn't affect Cave Leeches because Cave Leech Cluster already exists )
ACCESSIBILITY SUGGESTION: Requiring you to hold buttons is a major source of nerve pain for me, so it'd be great to have an option in the settings to make pickaxe and all "hold X to do Y" be toggled instead.
Bet-C - I loathe seeing it in a mission, honestly the fight is ok but then you are stuck either repairing it or having to listen to the pitiful and very quickly grating electronic whine, ok fair enough but I have probably encountered and fixed a Bet-C 40-50 times, in maybe 3-5 times she was actually useful, the rest simply annoying, being loud while listening for cargo crate beeps, and getting in the way, and she killed me at least as often as she was actually useful, either by dropping her explosives on me when I was on low hp fighting a swarm or by pushing me off a ledge, either to my death (twice) or into directly onto a bulk detonator and swarm (once) this could easily be fixed by simply having an option, fixing her to get a companion or salvage her she explodes drops 3-4 legs (like the mini mules) and the can be deposited in the mule for bonus credits or maybe even have her mid section act like a cargo crate with maybe the crafting materials that a normal crate has. This gives players the choice of fire support vs greater rewards.
New Enemy: Sand Stalker
A rare enemy that sometimes appears during a sandstorm. Its eyes glow through the sandstorm and will charge at anyone who looks at it for too long, attacking repeatedly with its sharp front legs. If no one looks at it until the sandstorm has passed, it will dissapear along with it.
We need to have the possibility of assign a bottom for the Support Tool of each class, just to use it and comeback to the last weapon automatically (like a grenade).
The gunner will throw the shield automatically.
The driller will throw a explosive satchel charge (or hit the trigger for it).
The engineer will put or call the turret.
The scout will trow a flare wherever he is looking.
Make sure the character is lv 25 when promoted, the first character I promote was the scout and because a bug, the option for promote was still there, I promote the character again even when he was lv 1 at the moment.
A new perk that give you the change to automatically recharge a flare when you walk near (or on top) of a burn flare in the ground, even if is one for a teammate, the recharge can be between 50% and 100% according to he level of the perk.
suggestion: fine people in jadiz for powertripping 
minor issue but the hitbox for the tritilyte deposit is quite a bit bigger than it actually is visually. which prevents you from using your pointer on something behind it.
make the ears less detailed
Could rare dances (for the Abyss Bar) be craftable via Matrix cores? And could players have a means of selecting what dance they do?
I'd like some more documentation ingame
for example the last upgrades aren't usually documented (i.e. Thin Containment Fields damage and damage type)
same for overclocks like Snowball I'd like to be able to see exactly how much freezing damage it does and the AoE size so I can judge when to use it
An option at the customization shop to see the different armor colors (you have unlocked) when looking at the available armor suits for purchase. This way you can see if you like a suit based on the color variants you have.
Suggestions: Make the UI modular so we can rearrange the UI elements and position them how we want them.
Cryo cannon framework that makes it look like the refrigerator in the Abyss Bar
When you throw an empty beer bottle at a dwarve's face, their face should get stuck on it for a second
instead of just increasing the chance for pre spawned Crassus like it was once suggested, should add a 1/15~ chance for normal spawned bulks to be Crassus
Just saying guys... I meant Gold Rush!
I deleted my previous one!
Fuel supply drops (for salvage mission) don't show up on minimap (AKA it should)
Extend the interaction range between the player and the mule by 0.5-1m so that you can avoid certain collision bugs/interruptions while depositing/etc.
When we get the image of the drop pod hitting the surface of Hoxxes, can we get some visual/sound of a big impact cloud when it hits the surface? I have this deep sonic-boom-like "thud" that goes off in my head and I want to see bits of rock and stone flying everywhere while I wait to load in. And yes, I know there's no sound in space. But we hear it go by and that's already pretty awesome!
Saluting shortly after a resupply pulls out a sandwich so you can have picnic breaks under the toasty confines of magma core
Carrot noses when?
I think that the haunted cave modifier needs a little bit of tweaking. Right now it only makes the game’s difficulty annoying instead of challenging. That’s just how I see the modifier
Incorporating frameworks into armor skins? Using the same ones as the weapon frameworks, just applied to armor.
Weapon Idea
it would be pretty nice if the game told you when you could unlock the pickaxe customizer just so players know when the get access to it?
It would be cool if you could switch out BOSCO's rockets for a (say, fixed 5 shot) platform gun, or one or two ziplines that he would shoot from your position to whatever you ctrl-right clicked. Unless I'm playing as the scout, I find BOSCO's rockets at best situational, and at worst useless compared to what my dwarf is packing.
Reduce high-tier promotion costs. I am player rank ~410, and with all dwarves at Platinum 3, going on Diamond 1. Promotion costs are beginning to bog down my game. I'm at a point where I have to sell minerals to make enough money for the next tier of promotions. Soon, I'll be at a point where I'm maxed XP on all dwarves but can't afford promotion.
Wasting experience to grind out credits to promote feels awful. I will likely stop playing when that happens. Promotions are what keeps me going!
__Decrease the Ebonut requirement. __
Currently as stands I find they are the most precise minterals. Where as most the time, you won't find more of them, but just enough, or none at all!
Meanwhile Alpoca blooms, or any of the other older objectives, you might find an abudance of. More than you'll need a lot of the time. It simply makes Ebonut obj's I usually avoid because, simply put- they take more effort than they're worth. In the time I spend playing I-spy for these, I could have done another mission.
New Mission Type - Lights Out
You start like always, landing with the droppod, once you're out, you'll notice everything's filled with pure darkness, Management says that some sort of "Black Fog" is surrounding the whole cave, it is recommended to stay near Molly, as she's been equipped with powerful flood lights, you'll have a litted up area around Molly, you can use your laser pointers to command Molly to point one of the flood lights to a singular direction, as always, Molly will follow you, but only if you give her the command to do so, the cave generations are quite big, like Egg Hunt or Point Extraction's.
The main objective is get to a certain area, where Molly will set up a signal that'll call a big Lighthouse, once you've built up the Lighthouse, you'll have to survive until the Dark Fog disappears, the Lighthouse will have a limited amount of health, so you'll need to protect it, there's no need to stay inside a certain zone for the process to progress, to avoid Bulk Detonators or Random Dreads screwing you all over, once the process is done, you have full liberty to explore the entirety of the cave system and look out for stuff you've missed, after that, you can call for the droppod and extract.
Additional stuff - entering the black fog zone is a quite dangerous risk, you're still able to see a little with the flares and the flashlight, but it's not enough to avoid you getting killed by an unknown menace that awaits in the darkness, so better be quick and careful - Molly's light range is medium, good enough to let you see incoming enemies, plus most of the enemies glow in the dark, and they do here as well. - Molly can overcharge her floodlights to create a wider area, to avoid something like a bulk or an oppressor killing the team by sending them to the darkness, it has a cooldown of (insert desired number).
Edit: Scout's flare gun also creates a small safe area inside the dark fog,so you can use that to your advantage
Bit of a random thought i’ve just had: When getting beers, you can ‘give’ (read pour) your beer onto Lloydif (the beer serving one). This causes him to malfunction, and pour out 4 beers, each with multiple random effects (cap of 2-3 effects?). The strength of the beer affects the weight of potencies. So a blackout poured in him means you’re more likely to get stronger beers, but an arkenstout would mean lighter beers. Pouring a leaf lover on Lloyd bleaches the other beers, and he returns to normal
A lot of suggestions already on heals, here is what you guys could implement to make it work:
Add a new beast that explodes when you kill it and drops red sugar. This would give much needed heals on kill for all the team. This mechanic is already seen in games like diablo 3 and is very well done!!
Hope that is a thing you guys can implement easily!
❤️
Rock and Stone!!
Could people with the Supporter DLC get an option to toggle whether or not their Glyphid Slammers are supporter or regular editions, or maybe make a version of oily oaf that uses the Supporter glass? I know it's a very small detail but I kinda have a soft spot for the default Glyphid Slammer mug.
Also, I can't seem to find this suggested previously, so I'll ask for it, but a mineral trading network equivalent of some kind for beer ingredients would be nice. I have hundreds of starch nuts and less than 10 yeast cones, and there are probably people out there with the exact opposite. Would be nice to be able to trade them like the other resources.
Carrying heavy things in low-grav should let you move faster w/ it
We need "message of the day" feature, like, for example, in UT2004,. It's a messagebox, which will apear when players joining server, with a customizable text and "Ok" button. Host will be able to put any text he wants in MOTD, like "Don't press button on the mule without asking", or "Only complete main objective". Because now we can only put some rules only through server name, and most people just ignores them. MOTD will at least be more noticable.
can we please get an option to turn off vibration on controllers for pc, i have to use my microphone through my controller since my pc is weird like that and my controller has fallen multiple times off the desk due to the vibrations
I'd love an option for the ability to play the game without sound but still able to receive the pings in form of text notifications like way marks that don't disappear or require CTRL to appear. Aside from this becoming deaf player friendly, it will allow hearing people who - for whatever reason - don't want to/cannot play with sound on or are simply listening to music louder than the game. I don't expect this to give the full blown experience of knowing which direction is x coming my way, but it's a QoL upgrade for people to still receive the look over here! location pings when they miss the sound ping. That said, I also think the default of how long text chat stays on screen should be extended to 20-40secs.
You know those people who join and leave just to get some of the loot? Make it so you get loot depending on how far in the objectives are for completion. (It's not fair loot)
Feel bad for anyone reading this, but want to get it out of my system
Some kind of new sub enemy type (like Mactera) that are bipedal and larger than the player. I feel like it would make the expeditions much more harrowing in some degree. Because the bugs are big, yes. But when they friggin tower over you? 😨
A mirror in the spacerig for admiring my beard (and my wardrobe)
^ building on that, just as the camera changes on the dance floor. Would be cool to have a photo op area, maybe in the memorial hall where your characters all pose for a screenshot
Mactera Proboscid. Looks like a big mosquito. Buzzes in, bites you, deals a tiny bit of damage and then flies off. If not killed before it escapes, triggers a wave of Mactera a few moments later.
You could also have a glyphid variant, but I think the "runs away to alert the others" enemy works best as a flier.
exploding bugs must explode faster and being faster and has move AOE, they are so useless and have nearly 0 danger
Not sure if it's been suggested already, but the ability to equip the passive part of an active perk into a passive slot would be nice.
e.g. The sensing part of Heightened Senses but you can't break yourself free if it's passively equipped.
give the dwarves more soft spoken dialogue when saluting in the memorial hall
Let us press the flare button to pay respects in the hall 😔
Incentivize mining Gold
more.
I'm noticing a disturbing trend of people skipping gold entirely on missions. Mining gold makes up a very small amount of credits earned on a mission - even less than 4x Dwarf survival on some. However, the amount of time it takes increases the mission length substantially, adding 5+ minutes on some missions trying to gather all the gold.
Skipping gold entirely to do more missions is a valid strategy in order to make more credits than mining it would reward, and it feels so, so wrong. We should be excited by gold, but instead it feels like a chore that rewards little.
Just a quick suggestion, when playing online with other players, in case you loose your connection for few sec....the game will insta kick you from the mission, you could be out playing for 40 mins, a small connection loss (such as wifi gameplay) and it will erase those 40 mins you played like you did nothing....can you somehow add a small wait time for connection to come back....or to maybe kick you out of the session but be able to finish the mission solo like warframe does...idk having long mission time seems like gambling you could finish and get all....or play long and loose everything because of the small connection break
cave leeches should be a bit tougher in solo mode. bosco is almost always around and will kill them off before the do any serious damage, so the're really harmless (unless your shield is alread down).
just a couple of minor funny suggestion with no impact on gameplay:
- interacting with a large enemy (oppressor, bulk det, dreadnaught), has a very small chance to pet it. that's it.
- salvage missions having a chance to ||spawn a barrel|| in the drop pod that gets refuelled - ||don't tell management about this one!||
Global regional modifiers.
Every time new missions roll over, 1 region is selected at random and given 1 random positive modifier. While another region is chosen at random and given 1 random negative modifier. Now all missions in these regions will have the "regional modifier", but each mission will still be able to generate their own modifiers. This would allow a mission to potentially spawn with 2 positive, or 2 negative modifiers. Which could lead to very rewarding missions pay out wise, challenging missions, and very memorable situations in general.
Could we make a small change to assignment board to allow for another tab to show all players current assignment and their progress? This would be helpful in deciding who's mission should be done first if people are doing different assignments.
Can you guys implement "saber lazers" (laser swords) and you need to mine laser crystals to build one. I think it would be very cool if you'd have that. 🙂
Cave cruisers should do something, since they’re pretty much just Sillicate Harvesters without the achievements. Maybe they could spawn shockers if you kill them, zap you if you get too close, or recharge shields if you’re close enough. Or maybe an achievement for getting several dwarves to stay on it.
New Grenade type to 10-20% resupply someone you hit with it (or spread the supply across all dwarves in a small radius on impact), maybe even reload Engi turrets on impact. Can only carry 2 or 3 so it's not OP vs resupply pods.
Being able to pet other dwarfs while being giant from malt rockbearer beer
new mission mod "loot bug mating season" or similar name. Effect: 2 or 3 times more loot bugs, but some or all loot bugs now have a thorns effect as part of their "mating display"
add fez hat
ingame friend list
if a player keeps picking bolo caps even after the quota is met, let him experience colorful flashes in the peripheral vision
New machine event: Gas extraction. The machine sits on top of a vein of condensed Vesperon gas, from which highly valuable compounds can be extracted. Unfortunately, the by-products are not only extremely toxic, they're attractive to various cave pests. Activate the machine, and keep out of the low-lying toxic clouds it produces while fighting off enemies and keeping them away from the machine.
To help you out, when activated with the tritilite key, the machine produces a set of pillars with walkways that extend above the clouds of toxic fog. It's recommended to use gunner ziplines, engineer platforms, or if the terrain is right, driller tunnels to create an easy way back up to the safe platforms if you fall off.
The gas extraction event swarms include a special enemy type whose sole purpose is to hang around the core of the machine and jam it, forcing you to kill it to win the event. This makes sure you can't just run away and wait for the timer to end.
My buds and I have been playing drunken hide and seek in the base where the seeker get the drunken vision and finds passed out dwarves. Idk if that could be used at all. 😂
right click in the beastiary to see the different skins for the bugs i.e. the cave leeches
The middle braid of this beard curves inward for whatever reason, causing it to clip on just about every single armor.
Could we modify it so that it hangs down with the rest of his braid bros? I think it's one of the best looking beards in the game, but it really does clip on every dwarves armor.
New machine event: Teleporter. Sends you to a disconnected cavern that can't be otherwise reached (in the middle of a spherical shell of unbreakable rock). Contains numerous hazards like deeptora honeycombs, spitball infectors, brood nexuses, naedocyte breeders, cave leeches, and possibly others, as well as the usual assortment of praetorians, oppressors, and probably a bulk detonator or something else really nasty. It's basically meant to be a way to reliably produce the "drop into hell" experience that you sometimes get on high hazard missions when the drop pod lands in a cavern full of enemies. Potentially the event could start you in a small shelter like the drop pod,but you have to venture out in order to complete the event in time.
Everyone gets teleported back out when the event timer ends, whether they are conscious or not. The objective is to collect resources; killing all the enemies is not necessary but may be the easiest option.
customisable dice to slap for a very small buff of "luck" which gives a slight extra chance of lootable events (cargo containers etc)
Just like with Pickaxe Prestige Assignment, when you unlock a lost packweapon framework, you should also attain the corresponding paintjob for that framework
Can the icon that symbolizes the amount of times you were downed during the mission be changed to something less resembling a velociraptor?
As a mainly solo player I'd like to voice 3 suggestions for bosco.
Sorry if these may have been posted here already some time ago.
-
Slighty increase Bosco's movement speed. Often I find myself waiting for him to get into a favorable position to fire a rocket or waiting for him to catch up and light something up.
-
Bosco should stick close to you at all times when carrying something, e.g. an Aquarq. Often enough I approach bosco for said resource but he often flies around and away from me, maybe even towards a cliff.
-
The ability to pick up and help with any secondary objective. I often cannot complete the secondary because of the lack of equipment as a solo player (and I'm not gonna spend 10 minutes to get like 2 fossils on the ceiling of an cave). So I only see it as fair when bosco could, in some way, bring these to you.
An achievement for riding the Mine Head to the very top of the map in Point Extraction missions.
animation on the escape pod could be better, any equipments spawned in the escape pod glitched out when the pod goes off from the surface, like the ziplines getting glitched out off the pod, it should getting snapped off, or the turrets doesnt stay but glitches out from the pod
How do the dwarves get on to the space rig? You should add some visual details that show a docking station or something.
A random chance that, on return to the space rig after a Salvage Operation, the dwarves wake up in the pod with it embedded in the ceiling because they ever so slightly over shot when calibrating the return vector.
Some humble suggestions: Smart beer is hard to hear, as when dwarves drink they toast together, drinking at the same time. Perhaps consider some spacing between the voice audio. Mission control tells people what to stop doing all the time, but maybe you have a habit of doing that one thing. Make a board for mission control requests and updates specifically, to 'politely ask' people to redirect behaviors when they are committed, for comical value.
Add proper 3D sound to the game, something like HRTF. When you literally can't hear enemies right next to you, it's a real problem.
Golden bugs modifier changed so that it makes golden loot bugs more common in missions.
This was suggested in the chat channel in May (I searched before posting) but not in the suggestion channel.
Credit @north cairn though I thought of it independently. 😅
Bosco should share the same attributes at the player if they've had a buff beer or something similar to it.
Slayer's Stout might make rockets to recharge faster similar to the dwarves power attack.
Red Rock Blaster could give him an extra revive or maybe a couple extra bullets added to each of his bullet bursts
Skull Crusher would give a +1 to Bosco's damage
Back Breaker could give a flying speed bonus to help carry things around.
Dark Morkite and Pots O' Gold would give their proper bonuses to mining so gunners can still get minerals on the ceiling while getting the benefit of their buff beer.
Rocky Mountain would also give Bosco -1 less hit to break.
And Tunnel Rat... I'll be honest, I'm having trouble coming up with something for this one. Maybe give Bosco a handle so you can grab him if you're falling? Similar to saving yourself by grabbing a zipline but then he can no longer fly around and immediately start to hover down to the ground so you can get off safely.
Im not sure how to add this thematically since Bosco probably doesn't drink but just thought it could give some variety to solo play because I know a lot of people prefer solo instead of multiplayer.
Be nice if some driller n gunner overclocks granted mobility options like engi and scout.
Examples:
Jet fuel: basically "compact feed values" (shorter range) but when airbourne you generate small force so can hover and float.
Ski machine: perfectly tuned cooler but when using the cannon movement becomes slippery. AoE rather than stream.
Gravity Gunner: Convert leadstorm heat into low gravity feild for dwarves and electrocute glyphids for overheat duration. Press reload early will force an overheat but reduce area of effect.
Rock Solid: Falling when firing Autocannon at max fire rate will reduce fall damage and damage targets in an AOE.
A new type of LMG Gun Platform: Energy beam
does elemental damage (electric|acid|fire|cold|plasma...)
Possibly 3 identical units that power each other like the prism-tower in RedAlert2, possibly beam needs to pass through 2 units to fire like a prism tower in RA2, possibly each has a different element
The blue electric crystals in the crystalline cave has most of the functionality
More sideburns
Replace the Pearl spawns in the Radioactive Exclusion Zone with Jadiz spawns; since Jadiz is required for more upgrades, but comes in fewer locations (whereas it's the opposite for the Pearls). Also, it's a glowing green crystal, which makes a bit more sense for the Radioactive zone anyway.
they should add a promotion based system like warframe where you have to complete a challenge to advance instead of just assignements. Force people to know that classes have equipment
A friend and I were chatting last night in the space rig and we were wondering if you would consider adding managements voice behind an upstairs wall speaking to miners over the radio, just like he does when you're down there. Just the same regular dialogue he makes "Swarm! Repeat, Swarm!". Etc.
No need for added dialogue. Just the same that's used all the time.
When exploring the space rig, you come across a faint voice behind a random wall. Implying it's a hidden room where management is working out of.
We thought that'd be a good idea as a hidden kind of Easter Egg. Just adding audio dialogue behind a wall. 😁 ✌️
Idea (1/4) Achievement idea: Do a whole mission without using a flare
Idea (3/4) Engineers should be able to construct things faster than the rest of the crew
Idea (4/4) At the end screen, where you see all of your loot, if you are playing solo, Bosco should accompany you there, for he helped too. You should be able to get emotes for Bosco as well.
Noticed Llyod doesn't react to beer drinking salutes. Be nice if he bosco salutes. 
Updates to two of the Lead Storm minigun's tier 5 mods:
Cold as the Grave will inflict freeze effect when in the green on charge, encouraging exploitation and optimization of cooling systems (including the cools on kill baked into the very same mod) to maximize the effect of the CC.
Aggressive Venting's critical overheat would spray out in front of the Gunner in an explosive cone of limited-range damage, rather than a radius around him. In addition, it would slightly reduce the Gunner's cooldown from overheat.
These two effects together turn the mod into a tool that encourages overheats rather than compensating for the rare circumstance where your Gunner is close to overheating while surrounded by enemies.
Can we please increase the damage of turrets?
If people don't want Engineer's turret to do more, okay.
But on the Minehead it's a complete joke.
Edit: I'll also take this time to remind you, that is just one grunt, they are swarm enemies.
Suggestion: Add random event in missions that awards Blank Matrix.
Q: What kind of Gameplay Experience does the suggestion / idea add to the game?
A: This way players who already have got all the weekly Matrix Cores can earn more Blank ones and then play more missions to turn them into Overclocks / Cosmetics.
Who doesn't want to wait those annoying 7 days of cooldown, this way can get more overclocks immediately, provided he plays more missions.
This way, people would be free to spend more time with the game if they wish to do so, and in return earn more Overclocks faster. And being incentived to play in the process.
Q:How does the suggestion /idea contribute to make the game better?
A: It will make players with a higher time availability feel less penalized by the current Weekly Time Limit on earning new Matrix Cores. Dedication should be rewarded. And this way it would be.
A suggestion of mine would be to put a timer on being kicked for "Sorry you were not responding" I just joined a lobby and 3 seconds later I was kicked for what I'm assuming was being a low level. Either this or if necessary put a level requirement filter for certain lobbies.
A suggestion I’m throwing out, is if you melee a bug while still mid-air from a grenade/shotgun jump, you do more damage. This is inspired by the TeamFortress 2 -Market Gardener. It’s just something small but fun you can try pulling off.
Slightly more normal skin tones? Unless you can unlock them later, which I guess would be fine
Was just staring at the background of the wiki and this idea popped into my head. What about a new boss being added that was a giant bat (when I say giant I'm thinking about the size of a detonator). Think about it, this area is filled with bugs and bats (some of them) do eat bugs.
My idea would be, in Hazard level 5 missions there would be a chance for 1 of these giant bats to spawn in the mission. The bat would spawn on the roof of any of the giant caverns that generate in the level and would only appear to be a large lump. It will wake up if any player throws/shoots a flare within a large radius of it.
So you don't accidently wake it unprepared, the bat's wings could be lined with fluorescent, dotted lights.
A suggestion for a possible new enemy type: A type of support creature which creates terrain useful iself and other enemies. A moderately tanky but lightly armored creature that seeks to create straight pillars from unpredicatable angles. perhaps composing of web and stone material the pillar may be burned or broken. The idea is that this creature could have different area variants each with a slightly varied web structure all ultimately serving the same purpose.
How this creature could work(keeping in mind this is just one possible variation with the main effect being the creation of terrain). Spawning similarly to other large mobs this creature would seek to create a shorter path for other creatures. Crawling to a close but not too close position it would let our a shriek as it begins to lay a web/crystal strand starting thin connecting two points at any angle. With each passing moment (apx. 8 seconds the web mixture begins to thicken and harden. Once the pillar takes shape it allows other mobs to use it as a new pathway. The creature then moves on to either attack the players or relocated and create another pillar. These new pieces of terrain could host various effects Ex: Slippery ice for the players, slowing slime, mobile small mob spawning creature.
This type of creature could be fairly simple to impliment in to the game after finalizing its design and varients. This type of creature could break apart unorganized or camping teams at higher difficultys by both entrapping the players with unpredictable terrain and providing more directions of attack for all enemies.
TLDR: New Large mob(or small horde type) that creates stationary pillars between two grounded points. When completed the pillars become permanent(breakable), unpredictable changes to the layout of any map.
After the line about thrusters and barrels not mixing, I worked very hard to do this. I'm a bit disappointed by the lack of achievement
https://files.khionu.net/ss/20200712_7ad411.jpg
Stop me if you've heard this one, but what if when you're not on mission and you're in the orbiting base, your pickaxe button is replaced by a 'friendly punch' you can use to playfully tease/assert dominance. Bonus points if there's more or less knockback if you use the beers that change your size. Imagine grabbing that one that grows you and you slug someone from the bar to the assignment board.
Suggestions for potential elemental effect overhauls:
Fire damage could remain entirely the same as far as I'm concerned but if I were to suggest anything, maybe a small burst of damage on intial ignition that a fire user could potentially keep exploiting if they were attentive.
Freeze could use a little something on the inbetween. The freeze effect is already powerful, but doesn't offer much against large enemies besides a negligible slow. Having a portion of that damage vulnerability available with partial freezing would be nice. Or maybe just a stronger curve of slow as the effect increases.
Electrocution doesn't have a lot unique to it. It slows and deals DoT - which is most elements in some respect. One thing that I think would make it more unique as well as more potent on many of the electrical mods and overclocks that are underwhelming right now is to have a chance to arc from the initial hit of any electrical damage. While we're at it, perhaps give the electrical effect more personality with an intermittent effect. Every 1-2 seconds, the afflicted mob is slowed by 80% for a brief moment and is dealt a small flat amount of damage + 2% hp. Maybe too much but I'm thinking about all the enemies resistant to electric who'd shrug off anything weaker.
Neurotoxin has some interesting effect, but is mostly still in the category of slow and DoT. It's a good element, but I think that's mostly because it's modded onto weapons that are already strong in their own right.
I think it'd be cool if neurotoxin could stack. Only give the slow a consistent small amount, but have the DoT and chance to not attack become more pronounced at higher stacks - up to 5. The effect would slowly decay at a constant rate, increasing in decay speed at higher stacks, up to the point where stack 5 would need constant fire to maintain it.
Upgrade "its a bug thing" perk to level 3 and that it has a new passive that Loot Bugs and Golden Loot Bugs drop 25% to 30% more loot upon Death. Ah and maybe a new mineral lootbug that does the same as the mineral horder but just less with its appearance or coloring as that of minerals of the map.
New armor perk idea
Greatly increases health at the cost of shield
Maybe something like plus 30% health, but minus 50% shield?
Be funny having the dwarves not in the drop pod float as icicles during the loading screen with boscos retrieving them. And they spawn like a late join.
What about a slight range increase of the perk "shield link"? At the moment you have to hug your team mates so your shield recharges faster, during a fight against some dreads it is rather difficult to do
give us a perk that makes it so when you shot there fire walls the bullets have a chance to ignite and when there finished the bullets have a 100 percent chance>
The plasma burster grenade is really cool, but it just doesn't fit well on the Engineer. You already have a pair of excellent AoE weapons in the secondaries - most of the time when a plasma burster would be good, simply firing the Breach Cutter or PGL would be better.
By comparison, the driller could really use a "kill this swarm now" button, especially for cryo or sticky builds. The HE grenade is unreliable due to its tendency to bounce. Neurotoxin is way too slow. C4 is clunky, short range, low ammo and teamkill city.
So, move the plasma burster to the driller in place of HE, and give the engineer a replacement grenade.
Increase the normal shot speed buff of the Overcharged Plasma Accelerator mod for the EPC from x1.25 to x1.50, or even x1.75.
It would be cool to have country based filter in server list. Im from Czech Republic and sometimes I want to play with czech guys/find new ppl to play with from my country. I know that each lobby shows its country, but its a little bit chaotic ... Some filter where we can select country/countries to show will be nice. Its nothing game changing, but I think its something practical.
Gag beer that replaces dwarven voices with mission control. Either with or without the pitch shifting that happens per class. Have MC take notice and chiming in over the intercom
a new beer that turns the world upside down maybe?
Suggestion - Aggressive Inhabitants.
This mutation is designed to make Mule Repair especially and Egg Hunt more dangerous.
The idea - One Mini-Mule will trigger either a Swarm or a Dread on Salvage
Along with the existing Swarms on Egg Hunt, another Egg with Trigger an additional Swarm or Dread.
I've been playing DRG for over a year and I have felt Egg Hunt and Salvage Operation are always more casual Mission when not pulling Eggs or Repairing Mules, so this to me would make the experience more interesting.
Rare wave, like the dreadnaught attack, consisting of a horde of lootbugs
More places for the Wormhole beer to teleport players to
Leave no dwarf behind - Please can you add some kind of modifier event where ALL dwarves have to extract or its mission failure OR each dwarf that doesnt extract 10-15% of all gold/xp/minerals are lost
Include a way to view how many missions you've completed in each hazard level on the statistics page.
Swarmer nest infestation (not just quite a few nests spawn, I mean A LOT).
could we fix the grim specter helmet? most paintjobs make it completely the wrong color for whatever reason
Give the various descriptions in the game more details, an utilize the "show more info" tab more properly
What does it mean to get a "pickaxe damage boost" or "slow enemies on hit" or "enemies explode/ shatter". Being able to see actual numbers like pickaxe damage gained, slow%, and AOE range/ damage as an example for these.
This would make it much easier to decide on what someone does/ does not want to take in terms of mods/ upgrades/ overclocks or whatever else there is because right now any extended info is just a paragraph telling us the same thing we already know and some things have no extended info at all.
A better range of perks for primarys, was kinda bumbed that the best way to play with the worthog for engi is to make it spew lead as fast as possible. I wanted to play as more of a longer range engi for a bit instead of being up close and personal.
Sticky flames (the mechanic, not the Overclock) should produce light around the area they're at.
